Samurai Shodown/Darli Dagger
- 1 Introduction
- 2 Data
- 3 Gameplan
- 4 Normal Moves
- 4.1 Far Slashes
- 4.2 Near Slashes
- 4.3 Kicks
- 4.4 Dash Normals
- 4.5 Air Normals
- 4.6 Unarmed Normals
- 5 Universal Mechanics
- 6 Special Moves
- 7 Supers
- 8 Combos
- 9 Videos
- 10 Colors
- 11 External Links
Darli is a real powerhouse of a character. She feels most at home at the mid- to close-range, although she also has access to some light anti-zoning tools and a somewhat unconventional mobility option in her Blade Surf special move. Once Darli gets in, she can assert herself with her great normals and above-average grab game. She has access to an easy crossup in j.B which, when coupled with her fast jump, makes Darli’s close range game extra scary. She also has access to some truly monstrous Unblockables which, while slow and honestly kinda gimmicky can end the entire round right there, should they connect.
Darli’s main weakness would be her versatility. While she is very good at playing rushdown, she can’t adapt to most situations as well as other characters can. Her supers (Both WFT and SSM) also suffer from extremely short range which makes it hard for Darli to punish her enemies effectively.
- Damage Taken: 100%
- Rage Duration: 8 seconds
- Tied for 2nd Best Meter Gain
Darli prefers to play at close/mid range so that she can oppress the opponent with buttons and some mindgames. 236S is her primary tool for getting in from cancelable normals: it gives her both damage and positions her at her best spacing. Once she's in, she has n.5B and 2B as powerful setups for combos or recoils, and her jump-ins can act as savage cross-ups or help her defend her position in the air. At close range, both her normal throw and her 214K command throw lets her set up safejumps, and 214K can be used to challenge certain strings/moves or wakeup rolls and get corner carry as a reward.
Playing the close-mid game also gives Darli room to play with overheads, both the universal one and her 214S as a second option that can be feinted with a backdash to bait attacks and punish. She also has good options for damage, carry, or knockdown off of throw. Her 2D and 3D both happen to be relatively quick as far as kicks go, so they can help enforce a low game if used carefully despite not being cancelable.
However, once Darli is pushed out, she has a tough time working her way back in, and while she does have a fair share of punish options, she doesn't have a ton of flexibility with them if she's been put too far out of her comfort zone. Do your best to maintain at midrange.
As far as pokes go, 5B is Darli's least committal button at midrange. With the 1.11 changes it is now cancelable on hit, and combined with the changes to 236S as well as 236K's incredible reach, she now has a way to convert the pokes from it into a strong positional shift.
2B is a bit slower and has slightly shorter reach, so it's better mostly as a punish--that said, it does have a little more reach than it seems, so when it's well-spaced and the opponent is a little intimidated, it can be put out as a deterrent. It also has some use as an anti-air, but n.5B is generally more reliable for that due to how the hitbox works.
Once she's in close, 5A, 2A, and n.5B (and occasionally 2B) are all good oppressive tools. Though 5A and 2A don't have much in the way of guaranteed combos outside of 236A, they're good for pressuring the opponent a little bit, potentially setting things up for tick throws. n.5B is much more flexible, especially now that 1.11 has reduced the pushback on it--236S is still an option, but you can also use 236K if you're looking for corner carry.
When it comes to punishes, 5C, 66B, 66C, and 66D all do the job in different ways. 5C dos a lot of damage and as of 1.11 is a bit faster than it used to be, but getting deflected and losing your weapon is a dangerous gamble. 66B is the fastest option of the four but has no follow ups. 66C and 66D are slower but knock down--with the changes to 66C in 1.11, choosing between it and 66D is mostly a matter of trying to either enforce a guessing game of high or low, or using 66D to go over incoming lows if you have good timing. 5C does the most damage, even if the spacing is a little off, but the whiff recovery is nasty. 5B's cancel property as of 1.11 also makes it a viable option if you're in a little closer.
For air-to-air, j.B and j.C both have amazing reach; j.B is slightly better to preempt your opponent in close air scrambles while j.C is better if you jump from farther out and have enough time to let it wind up. j.C also has slightly more utility as an air-to-ground button provided the spacing is correct, especially if you've set up a safejump. j.A is much shorter ranged but is especially fast if you think the timing is going to be too tight for a j.B or j.C, and j.D has so-so reach towards the ground.
Once the opponent is knocked down, Darli has a few oki options. The timing for safejumps are all relatively similar, though the button that you'll be using is different depending on the situation. If you're not directly at midscreen, getting a 214K or 236K that puts the opponent to the corner will usually give you enough time to jump in with a j.B to try and set up for crossup oki shenanigans, a j.C to stuff most attacks, or land safely and block whatever your opponent puts out next, provided that you time your jump correctly. If the opponent is going for rolls, particularly to side switch you, you have two options--charging 214S on initial knockdown and releasing it if they roll past you, or grabbing them with 214K to put them back in the blender. Between these two options, 214K is more reliable and generally less likely to backfire on you badly.
Aside from using 214S for sideswitch shenanigans, you can use it to bait wakeup attacks by backdash canceling it. Once the opponent is conditioned, this can be an essential part of mindgames, especially if using 214A and getting enough charge time for a full charge or close to.
|Guard Break (Throw)
|Surprise Attack (Overhead)
Counter / Blade Catch
|Counter / Blade Catch
|Lightning Blade (Issen)
5A+B+C during Rage Explosion
214S (hold S to charge)
Weapon Flipping Technique
Super Special Move
- 5A/2A xx...
A short and quick combo into 236A for knockdown at midscreen.
Combo straight into WFT. You need to be in close for this to work or it'll whiff hard.
- 2B/n.5B xx...
Good close range conversion into 236S. This doesn't work very well at 2B's max range, though. Use n.5B when at all possible.
At ranges where you know you're not getting n.5B, or if you hit with the tip of 2B, this combo is what you want. For some characters with smaller hitboxes, sometimes 236K will whiff.
Combo into WFT. Much like comboing off of 5A/2A, you need to be in close or you'll get a whiff.
- 5B 236S/236K
1.11 conversion thanks to the changes to 5B. Easy conversion option.
1.11 conversion thanks to 5C's decreased startup.
Max damage option from a forward throw. Gives a knockdown.
Similar to 5A/2A 236A, gives you good positioning.
- 5B 236S/236K
- 4CD 5C
- Max damage option from a back throw. If you're having trouble getting 5C, try double or triple tapping C as the backthrow ends, though it should be easier in 1.11.
- n.5B xx 236A/236B/236BC
If you hit with a deep jump-in for j.B or j.C, this is basically your max damage combo. The timing can be a little strange when going from j.B/j.C to n.5B; if you're having trouble try to make sure you're not hitting the opponent too high in your jump arc, and that you're not pressing 5B too early. Thanks to reduced pushback on n.5B in 1.11 it should be possible to get WFT if the n.5B lands.
- 2B xx 236K
If you're worried that you're out of range for n.5B, you can go into this instead.
- n.5B xx 236A/236B/236BC
Requires a deep hit but it will work.
- 214C (half/max charge)... (Note: these combos are real, but will require your opponent to be very scared of your charges and not try to knock you out of them. Don't focus on setting these up unless you've conditioned them to get hit.)
Max damage followup after a half/max charged 214C. The stun will give you more than enough time to run up if you're at more than half-screen.
- j.B/j.C n.5B/2B...:
Jump-in combo. You'll have to time it carefully to make sure you don't whiff the jump-in while the opponent is stunned. Refer to the j.B/j.C starters above for combo options.
- 2BCD 236C
Self-disarm for a guaranteed 236C. Much like going into SSM, this will basically do enough damage to end a round flat.
Pretty much all of Darli's midscreen combos work in the corner, too.
- n.5B/2B xx 236S/236K
- Guaranteed in the corner.
- n.5B xx 236A/236B/236K
Similar to the throw combo above, but with n.5B added for more damage.
- microwalk n.5B xx 236BC
Throw combo into WFT. Microwalk is required to keep n.5B from whiffing.
- n.5B xx 236A/236B/236K