What's new

Guide - Swarm Queen Swarm Queen Advanced Guide Part I

Is this bitch broke?

  • Hells to the yeah...

    Votes: 38 26.8%
  • Nah brah, she's low tier

    Votes: 16 11.3%
  • Eh, pretty descent but not broke, she gotta have some money.

    Votes: 83 58.5%
  • She needs to be on the nerf black list...

    Votes: 5 3.5%

  • Total voters
    142

KillaGthug4Life

Believe in Magic yet? Let us Dance
Alrighty ladies and gents. This took about 3-4 weeks n the making of edits and working so hopefully it breaks down Swarm Queen D'vorah well enough. This section is covering her pressure, combos, strings, and optimal set ups. Hope y'all enjoy!

D’vorah Swarm Queen Character guide

A. Character Overview

B. Essential Strings for pressure and combos

C. Wasp Grenade Cancel (WGC) and Frame Traps

D. Pressure

I. Stagger Strings and Mixups

II. Meter building, and Chip Damage

E. Setups, Resets, and Knock Downs

F. Combos

I. Meterless Punishers

II. 1 Bar Punishers

III. Pressure/ Mixup Combos

IV. Corner Combos


A. Character overview

1. D’vorah’s Swarm Queen is an amazing character with insane range, great pressure, and decent anti zoning tools. With her skill set, D’vorah can be played as a very aggressive rush down character, a reactive “walk back and punish” with her great range, or a pure footsi character with F22, d4, and f112. The key to her success revolves around using her footsi and spacing tools to safely lead into her great pressure. With that being said, her zoning is mediocre, really only for the purpose of disrupting other zoner’s patterns. Her Wasp Grenade and Swarm Blast have huge startups, although lead to full combos from full screen. The traitorous insect has many extremely damaging combos, her punishers spanning from 42%-49% and more with a single bar of meter. However, with higher damage comes extremely high execution and tighter input windows. I personally advocate living by the mentality of: “I’d rather lose 2-3% of a combo, instead of dropping the entire combo.”

B. Essential Strings for pressure and combos (Startup= SU, Block Adv=BA, Hit Adv= HA, Frames= f)

1. F1 (SU=12f BA=-2)An invaluable tool because of how fast and far you travel. This is the key to all of D’vorah’s pressure.

2. F11 (SU=12f BA=0f) Used for punishing. Leads to 40-49% for a single bar of meter, 47-51% in the corner, and 30-34% Meterless.

3. F112 (SU=12f BA=-10f) The pressure string that leads to frame traps (See WGC section)

4. 21 (SU=10f BA=-2) A string that is neutral on block, opening up the possibility for stagger strings in pressure

5. 212 (SU=10f BA=-16) An overhead launcher for combos, small 8-10 frame gap inbetween the 21 and the last 2. Cannot be poked, dashed, or perryed out of. Must be armored through. Used with WGC this string is safe on block (See WGC section)

6. F22 (SU=15f BA=-12)Overhead starter with massive range, requires run to combo off of. Helpful for footsi, mixups, and corner pressure. With WGC this string is safe on block.

7. B1 (SU=11f BA=-15) Low started that can lead to a full combo with extreme conversion skills. Good mixup tool and pressure tool.

8. B12 (SU=11f BA=-10) Low starter that can lead to a modest 17% via air throw.

9. 11U2 (SU=7f BA=-11) Fastest punisher without stamina.

10.112 (SU 7f BA=-4) Fastest punisher with stamina. Leads to excellent meterless damage.

11.B21 Used mid combo for knock down setups.

12.F34 (SU=17f BA=-8) Slightly slower overhead starter than F22, but does not require run to combo, useful after f112 WGC for mixups. Leads to 29-30% Meterless on hit and difficult to punish on block.

13.F44 Excellent damage tool that barely scales. Best used in combos.

14.D1 (SU=8f BA=-3 HA=+17) Fastest poke, hits mid, best used to stop pressure, counter poke, and during stagger strings. On hit allows for 50/50 or f112 pressure.

15.D2 (SU=11f) Amazing range, stuffs almost every single jump in, the best Anti Air in the game, fails against crossup pressure due to slower startup.

16.D3 (SU=11f BA=-2 HA=+19) A descent poke tool. Good range, slower, mid, good to follow up with d1 on block, works well for a footsi tool due to being less negative.

17.D4 (SU=9f BA=-6 HA=+19) The longest poke in the game, low hitter, very fast start up, Invaluable for footsi, pressure, and stagger strings. Very useful for conditioning opponent to block low and then go high. On hit allows for 50/50 or f112 pressure.

C. Wasp Grenade Cancel (WGC) and Frame Traps

1. This is the single most important aspect of Swarm Queen D’vorah’s game play. Without it she loses all of her pressure and several of her meterless combos. The basic concept is that the block stun of her F112 and the high cancelabuility of the string mixed with running allow D’vorah to input this string and recover so quickly that any string around 16 frames or less is a frame trap. This cannot be poked out of, perryed, dashed out of, or even armored if done correctly. This is harder to do on characters with low crouching hit boxes because if the execution is not on point, then it can be poked out of.


2. Taking that into account here are a list of all the strings that one can combo off of with WGC, and the list of strings that are essential for WGC pressure.

I F11- Easiest WGC combo string. Goes into 212 extremely easily or another f11 if you want to spend a bar of meter. For harder execution but more damage, use f11 into f44. (On block WGC can be poked out of)

II. F22- Harder WGC execution than F11, but still doable. Her fastest overhead combo starter and does great meterless damage. She can f22 into F11 for more damage but execution is very hard. (on block WGC can be poked out of)

III. B1- Her hardest WGC execution. There is no possible way to hit confirmed this, so it is often more effectively used for pressure. Can combo into 11u2 with tight execution, and also combo into 212 with godlike execution. (On block WGC is around neutral)

IV. 112- Moderately difficult WGC execution, fastest punisher for great damage. Useful tool for meterless punishing combos. (On block WGC can be poked out of)

V. F112- Best pressure tool for WGC, creates a stagger state on block that allows for a 16 or less frame follow up if done properly. Best for mixups, stagger strings, chip, and meter building.

VI. B2- Not very useful because of the huge startup and iffish range. But if it’s any consolation B2 WGC into an 11 or 12 frame string is a frame trap.

VII. D4- This cannot combo, but is amazing for pressure. On hit it opens up the possibility for a true 50/50 because D’vorah is already right on top of her opponent. Or it allows for more pressure. Pick your poison (Can be poked out of on block, but is harder to do so)

D. Pressure Part I: Stagger Strings and Mixups

D'vorah's Swarm Queen pressure is 100% godlike in this variation. Her 2 is +2 and her 21 is -2 on block. Her F11 is neutral on block and her d4 is an 9 frame startup that's +19 on hit. So! Taking all that into account we can throw in some very fun Mixup blockstrings with her WGC (Wasp Grenade Cancel)

F112, WGC, 21 is a frame trap
This block string cannot even be armored out of if done properly. (212 has a 10 or so frame gap on the last hit that can be armored). 21 also leaves us -2 on block. Supposing the opponent doesn't armor through that then D'vorah can do some stagger string mixups:

F112, WGC, 21, d4.
On hit, the d4 gives us a 50/50 mixup, she can dash in for the b12 airthrow (17%) or continue with F22 overhead, which on hit leads to a 32-34% combo (F22, WGC, 212, Swarm, F44, F112, Ovi Charge) OR you can continue frame trap pressure with F112:

F112, WGC, 21, d4, F112, WGC, 21 or 212 or F11
or
F112, WGC, 21, d4, F22, WGC, 21 or 212 or F11 (F22 for mixups after d4).
Furthermore, If they expect the d4 after 21, you can just continue into 212 combo which is an overhead. F22 into 212 is unfortunately not a frame trap and can be armored/ poked out of, but the timing for the opponent is strict.

If they try to poke out of the d4 stagger string or block low, you can just instead finish the string with a 212 overhead into a combo (212, Swarm, walk forward, F44, F112, Ovi Charge 30%).

You can repeat the F11, WGC, 21, d4 THREE TIMES before the run bar won't allow you to sprint.


Finally, after every F11 WGC string, there is a 50/50 mixup, you can go for the frame trap (212) or you can do b12 airthrow (17%) or F34, F44, F112, Ovi Charge (30%). Also, with extreme execution you can do F112 WGC F22 WGC combo or F112 WGC B1 WGC combo. The timing on those however are very tight, although safer in the long run on block.

2. For advance and extreme execution skills, an optimal SQ D’vorah player can input F112 three times as a full blockstring using an entire bar of stamina. F112 into F11 is a far safer mixup tool than F112 into 21, but it has less of the high low mixup. Here are some good F112 into F11 pressure tools



F112, WGC, F112, WGC, F112, Ovi
So, this is best used for chipping out because F112 into F112 is a full frame trap and does 2.5% chip each string. Very effective.

F112, WGC, F112, Swarm

Often the opponent is expecting another F112, so they are slow to react to Swarm. On block Swarm is +22. Also recharging her Stamina. So D’vorah can go right back into F112 three times over, or go for a 50/50 with B1 WGC or F22 WGC. Swarm is punishable on block so do not abuse this.


F112, WGC, F11, D1 (Swarm?)

The expect you to finish the string, but whoops, stagger string beeotch. This can catch poke outs, and d1 into swarm beats a counter poke but is punishable.


F112, WGC, F112, WGC, F11, Throw

Again, if they think you’ll finish the string, whoops JKJKJK ya throw out that throw. Solid 12% for followup pressure on knockdown. Go ham my friends.


E. Pressure Part II: Meter Building and Chip Damage.

1. With great pressure comes great Chip Damage in SQ. Even if the opponent is making reads, she eats away their life so easily. Here are some of her most useful chip strings

I. F11=1.25%

II. F112= 2.50%

III. 21=1.25%

IV. 212=3%

V. F22=1.50%

VI. F224=3.25%

VII. D4=0.75%

VIII. Xray= 4.75%

IX. Ovi= 2.75%

X. MB Ovi=4.50%


With all this in mind, lets take a look at some of her Frame Trap WGC block strings and the insane chip she does.

F112, WGC, F112, WGC, F112, MB Ovi


This frame trap string does 2.50% (F112) three times over = 7.50%, plus 4.50% (MB Ovi) for a whopping 12%. Non MB Ovi does 10.25%, it is punishable on block so use it to chip out your opponent.


F112, WGC, 21, d4, F112, WGC, F112, Mb ovi

Assuming the d4 hits on the stagger string mixup. We are looking at 2.50%+1.25%+3%+2.50+2.50%+4.50%= 16.25% And that’s just based on chip and one poke folks. For an extra mixup and being SAFE on block. D’vorah can throw in the F224 string instead of Mb ovi:


F112, WGC, F112, WGC, F224

Does less chip, but it is Meterless and SAFE ON BLOCK and has the overhead mixup (which you can substitute for the b12 shenanigans). 8.25% chip damage, unbreakable, inescapable, and un-punishable.


2. So, now that she has huge unpunishable Meterless chip damage. Lets just take a look and see exactly how much meter she builds from all these strings.

I. F112= 20-21%

II. WGC= 6%

III. F112 WGC= 26-27%

IV. F112WGC x3 (Requires full Stamina)= 72-75%

V. F224= 21-22%

VI. F112WGC x2 + F224=73-75%

VII. 21= 12.5-13%

VIII. F112WGC + 21 (Stagger String)= 39-40%

IX. MB Ovi= 38%

X. F112 WGC x3 + MB Ovi= 110%


SO: If you didn’t already think she was broken, here is some pretty damn good proof. A safe full stamina string (F112, WGC, F112, WGC, F224) does 8.25% chip AND builds 75% of a bar. So this bitch always got meter. Furthermore! If she’s looking to do some chip: F112, WGC, F112, WGC, F112, MB ovi does a damn fine 12%, and you build 110% of a bar of meter. So you’re burning a bar of meter and not even losing one.

F. Setups, Resets, and Knock Downs

1. The most common enders for D’vorah’s combos is Ovi Charge, B12 Airthrow, Swarm, 212, B21, and 113. For full damage enders use Ovi Charge and B12 Airthrow, however, there are several knockdown pressure options, wakeup stuffers, 50/50 resets, and low Swarm resets. More setups and tricks are being found and continually changing, but as of now this is a list of the currently known resets and such.

II. B21 Swarm- After a NJP or a Swarm, D’vorah can use a b21 Swarm and then the Swarm will hit right when the get up. If they do not block low then you get a combo reset. (Can be avoided by armored wakeup or delayed getup)

III. F34, 212, Swarm- After F34 in a higher juggle (ie: NJP, Swarm, anything not grounded) input 212 Swarm and this will again reset like B21 Swarm. (Can be avoided by techroll, armored wakeup, and delayed getup)

IV. Double Swarm- Ending a combo in a second Swarm knockdown allows for several followups: Sprint in F22, Sprint low (B1), Spring throw, and Spring F112 pressure. But my favorite is followup with another Swarm which will hit when they get up, then sprint and use a F22 for a fuzzy guard if they block low. Very difficult to block.

V. Mb Throw- Mid combo, typically after a F34, D’vorah can do a meterburn throw for a solid 50/50 with F2 or B1 WGC. She very often has an overload of meter so this isn’t always a bad thing to throw out there.


G. Combos!

1. Meterless Punishers (F11, 112) (+2% with jump in)

I. 112, WGC, 11u2, F44, F112 Ovi (32%) Easiest Punisher

II. 112, WGC, 212, Swarm, F44, 112, Ovi (35%) Harder Punisher

III. 112, WGC, 212, Swarm, F44, Run, B12 Airthrow (36%) Hardest

IV. F11, WGC, 212, Swarm, F44, F112, Ovi (31%)

V. F11, WGC, 212, Swarm, NJP, F44, Ovi (30%) (Side Switching Combo)

VI. F11, WGC, 212, Swarm, Njp, F34, B12 Airthrow (31%) (Side Switching)

VII. F11, WGC, 212, Swarm, F44, F44, Ovi (33%)

VIII. F11, WGC, 212, Swarm, F44, run, B12 Airthrow (33%)

X. F11, WGC, F44, F44, F42, d1, Ovi (34%) (Side Switching)

2. Full Combo Punishers (F11) (+1% with jump in)

I. F11, MB WG (Wasp Grenade), ji2, 212, Swarm, F44, F112 Ovi(42%)

II. F11, MB WG, ji2, 212, Swarm, F34, F44, Ovi (42%) (Side Switching)

III. F11, MB WG, ji2, F44, F44, F42, D1, Ovi (44%) (Side Switching)

IV. F11, MB WG, ji2, F44, F44, WGC, B12, Airthrow (44%?) (Shout outs to me!)

V. F11, MB WG, ji2, F44, F44, WGC, F44, Ovi (44%) (Shout outs to @Zoidberg747)

VI. F11, MB WG, Ji2, 112, WGC, 212, F44, Run, B12 (46%) (Major shout outs to @Take$$$)

VII. F11, MB WG, dash, dash, dash, dash, F44, F44, WGC, F44, 21u3, Airthrow (49%) (Carries to Corner) (Shout outs to @Take$$$)

VIII. F11, MB WG, ji2, F44, F44, F42, B12, Airthrow (50%) (Shout outs to @Krayzie)

3. F22 Combos (+1-2% with jump in)

I. F22, WGC, 212, Swarm, F44, Ovi (32%)

II. F22, WGC, 212, Swarm, NJP, F34, B12, Airthrow (32%) (Side Switch)

III. F22, WGC, 212, Swarm, F44, Run, b12, Airthrow (33%)

IV. F22, WGC, F44, F44, Run, B12 (35%)

V. F22, WGC, F11, MB WG, ji2, 212, f44, F112, Ovi (40%)

VI. F22, WGC, F11, MB WG, ji2, 212, F34, F44, Ovi (40%) (Side Switch)

VII. F22, WGC, F11, MB WG, ji2, 212, F44, Run, B12, Airthrow (41%) (Shout outs to @Take$$$ )

4. B1 WGC Combos (1-2% with jump in)

I. B1, WGC, 11u2, F44, F112, Ovi (27%)

II. B1, WGC, 212, F44, F112, Ovi (?)

III. B1, WGC, 212, F44, Run, b12 (32%)

5. Corner Combos (+1% with jump in)

I. F11, WGC, 212, Swarm, F44, 21u3, Airthrow (34%)

II. F11, WGC, F44, F44, 21u3, Airthrow (36%)

III. F11, WGC, F11, MB WG, Ji2 F44, F44, 21u3, Airthrow (43%)

IV. F11, MB WG, Ji2, F44, F44, 21u3, Airthrow (47%)

V. F11, MB WG, ji2, F44, F44, F44, 21u3, Airthrow (51%)

VI. F22, WGC, 212, Swarm, F44, 21u3, Airthrow (35%)

VII. F22, WGC, F44, F44, 21u3, Airthrow (37%)

VIII. B1, WGC, 212, Swarm, F44, 21u3, Airthrow (33%?)


Thanks for reading. Message me for questions or help, I'm always down to play: XBL KillaGthug4Life. Part II of the guide will include strategies, beating zoners, starting the match, corner pressure, and Footsi.

@Take$$$
@Krayzie
@Zoidberg747
@RunwayMafia
@Under_The_Mayo
@TopTierHarley
@ChatterBox
@Blind_Ducky
@deg222
@Vak Phoenix
And all other D'vorah players I didn't catch.
 

MrSoloLobo

I have a keen eye for all things broken.
Awesome. Just started labbing with her today and am really liking her. I'm sure this will help me.
 

delbuster

hungry
f11 exDF1 dash dash dash dashrun f44 f44 f44 112 db4
f11 wgc f11 exDF1 dash dash dash dashrun f44 f44 f44 112 db4
f22 wgc f11 exDF1 dash dash dash dashrun f44 f44 f44 112 db4

are the best combos of their starter, db4 is better than airthrow as an ender for the knockdown advantage and only loses 1 percent
 

TopTierHarley

Kytinn King
Awesome, I was gonna do one, but it seems you beat me too it. Minor critiques: Some spelling errors like parry and sprint.
Oh and here is a guaranteed corner carry for 45% anywhere mid screen. F11 ex wasp grenade, dash 4-5 times, F44 F44 wc 21U3 air throw. Puts them directly in the corner for a hkd. Only stages that need 5 dashes are: Dead Woods and Jinsei Chamber
 

Take$$$

gotta take it to make it
f11 exDF1 dash dash dash dashrun f44 f44 f44 112 db4
f11 wgc f11 exDF1 dash dash dash dashrun f44 f44 f44 112 db4
f22 wgc f11 exDF1 dash dash dash dashrun f44 f44 f44 112 db4

are the best combos of their starter, db4 is better than airthrow as an ender for the knockdown advantage and only loses 1 percent
They can tech roll the db4 so I think it applies the same amount of pressure in the corner.

Also should note you can dash 5 times and do a really short run if you need the extra distance, or twice with a mediumish length run if you have to jump over.
 

KillaGthug4Life

Believe in Magic yet? Let us Dance
Awesome, I was gonna do one, but it seems you beat me too it. Minor critiques: Some spelling errors like parry and sprint.
Oh and here is a guaranteed corner carry for 45% anywhere mid screen. F11 ex wasp grenade, dash 4-5 times, F44 F44 wc 21U3 air throw. Puts them directly in the corner for a hkd. Only stages that need 5 dashes are: Dead Woods and Jinsei Chamber
Yes I know. The English Major in me was dying reading some of this over, I got to a point where I just was so done lol. And thank I'll add that :)
 
Shhhh no one has to know...
Jokes aside great job but seriously I really hope no one reads that we build 75% of a bar with a frame trap that does 7.5% chip damage.

A few minor notes:
1) I don't know if the ingame frame data is correct but 21 should be -2 and not neutral on block whilst 2 is +2 (so we should probably use it more).

2) I think that her meaty U3 deserves a mention as well as her 113 string which is +2 on block, her F42 is also quite useful since, given that you're far enough you react to slow projectiles like sub's one netting a 21% with F4(obviusly misses)2 B12xx air throw.

3) The corner carry on her combos is a very important factor for example I like more
II. 112, WGC, 212, Swarm, F44, 112, Ovi (35%)
than
III. 112, WGC, 212, Swarm, F44, Run, B12 Airthrow (36%)
since it travels half screen and gives you more advantage (but the second one lets you switch sides tho).

4) I'd add a list of her AAs like F1 (this move is insane), D1, JI2, Air grab.

5) I think that a brief description of her special moves would really complement well this guide and I'd like to see each section title with a different color but its just my personal preference.

6) Excellent stuff btw :)
 
Last edited: