KillaGthug4Life
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So someone had to do it, D'vorah Swarm Queen Matchup List with tips and breakdown of the matchups. (Some are blank due to lack of knowledge on the matchup or variation)
Cassie has a great 50/50 game with good mixups, but we out footsi her heavily, and due to gunshot being a high D'vorah can neutral duck and just play the footsi game. Get the life lead and force Cassie to come running to us. With that said: on knockdown she goes to town, DELAY WAKEUP if you're balsy enough to try and wakeup. She stuffs us easily on knockdown. Typically I play much more defensively and wait for her to do a punishable or negative move, her high low into cage kick is -6 or -8, allows free F112 pressure and mixups. Her non ex flip kick is F11 full combo punishable on block, but she gets a 50/50 off a jump in and a standing combo. Try to stay away from the corner as she has one of the best corner game. BLOCK ON KNOCK DOWN, and if you push her into the corner she loses her safe mb flip kick. Equal trade offs. The jump kick on wakeup is only punishable if the second hit on the arc hits you on block. F11 punishable. She has great forward advance normals so when she runs and attacks, counter with d3, d4, or d2.
HollyWood: Look to use counter Swarm on jump gun shots, we get a full combo on hit. The nutcracker into her low high mixup isn't guarantee unless she mb's it. I typically respect the followup and look for a possible punish moment.
Brawler: Not as familiar with this variation.
Spec Ops: The MB missle hits as an overhead and tracks you. Typically Cassies run in for a low high mixup, I try to poke or nj2 them out of it and eat the missle. Or try to block the mixup. Normal missile hits low but can be f11 punished on read. Keep a half screen footsi game going. Just fuzzy guard in the corner mb missile mixups.
HollyWood: Look to use counter Swarm on jump gun shots, we get a full combo on hit. The nutcracker into her low high mixup isn't guarantee unless she mb's it. I typically respect the followup and look for a possible punish moment.
Brawler: Not as familiar with this variation.
Spec Ops: The MB missle hits as an overhead and tracks you. Typically Cassies run in for a low high mixup, I try to poke or nj2 them out of it and eat the missle. Or try to block the mixup. Normal missile hits low but can be f11 punished on read. Keep a half screen footsi game going. Just fuzzy guard in the corner mb missile mixups.
Ermac is somewhat similar to Cassie in that he has a very good 50/50, yet is very punishable if you guess right. He's a "go for broke" character sometimes. His teleport is F11 full combo punishable. His force lift from about half-quarter screen, on block can be run F11 full combo punished. His Armored force ball is slightly negative, not sure if it can be standing 1 punished or not, but guarantees a free mixup or pressure from us on block (and does little damage). Why this matchup is even is because Ermac lacks safe 50/50's opposed to Cassie, and suffers a very large corner carry combo when he guesses wrong, but doesn't suffer from the footsi game and has good plus pressure, has a very good low overhead and watch out for the low poke stagger strings. We don't out footsi Ermac as badly as we do Cassie, but watch out for the force slam (hits low). Try to maintain a Quarter distance with Ermac as force slam is full combo punishable at that length (Can be avoided with u3, cancel into run and punish)
Master Of Souls: His soul ball is full combo F11 Punishable up close (Typically does an overhead into ball) So keep a heads up for that. Keep a heads up for his disappearing shenanigans, if he does it in the air just wait for him to reappear and then d2, it'll beat out any followup he could possible do. Try not to jump.. it's easy for him to air teleport punish.
Mystic: Definitely don't jump... His tele lift beats up on jumpers. Watch out for the runs, but on block you can run punish from about a quarter to almost half screen distance away.
Spectral: I have never seen a Spectral Ermac in my life before.
Master Of Souls: His soul ball is full combo F11 Punishable up close (Typically does an overhead into ball) So keep a heads up for that. Keep a heads up for his disappearing shenanigans, if he does it in the air just wait for him to reappear and then d2, it'll beat out any followup he could possible do. Try not to jump.. it's easy for him to air teleport punish.
Mystic: Definitely don't jump... His tele lift beats up on jumpers. Watch out for the runs, but on block you can run punish from about a quarter to almost half screen distance away.
Spectral: I have never seen a Spectral Ermac in my life before.
Pretty solidly even matchup, we outfootsi Erron, we can easily avoid his zoning, his run is alright and easy to see coming so good time to punish with F22 or d3/d4. Slide is full combo punishable, and I'm not sure about his run in overhead drop kick. What makes it even is Erron's excellent 50/50. He has great resets and very fast lows and highs. It's essential a game of each other's pressure and setups. Who has the best reads? Has an overhead low that is unpunishable if he finishes the string, we can respond with counter pressure or scout out a back dash.
Outlaw: The most commonly used variation. Avoid the low sand bombs with u3 cancels, his low overhead into sand is 112 punishable or (with extreme execution) F11 punishable, although that link is very tight. I'm not sure if his low is punishable or not, if he cancels any strings into low mb sand bomb, he is guaranteed a d1. If he hesitates at all, counter d1 because sometimes they go for the overhead low mixup followup.
Gunslinger: I'm not familiar
Marksman: Similar to a cheap knock off of D'vorah, his gun cancels can be armored through I believe, and his Gun swing can be f11 punished. Be prepared to u3 over the low shot sometimes.
Outlaw: The most commonly used variation. Avoid the low sand bombs with u3 cancels, his low overhead into sand is 112 punishable or (with extreme execution) F11 punishable, although that link is very tight. I'm not sure if his low is punishable or not, if he cancels any strings into low mb sand bomb, he is guaranteed a d1. If he hesitates at all, counter d1 because sometimes they go for the overhead low mixup followup.
Gunslinger: I'm not familiar
Marksman: Similar to a cheap knock off of D'vorah, his gun cancels can be armored through I believe, and his Gun swing can be f11 punished. Be prepared to u3 over the low shot sometimes.
Not Familiar with matchup
I'm honestly not very familiar with the matchup, but Goro really can't do much once we put some space between us. The character is mostly based on gimmicks to be honest. His unblockable air jump and others are used when people don't know the matchup very well. Be easily punishable on read. Once we get outside of his footsi range (which isn't much distance) we out footsi him detrimentally. Furthermore his run is so slow that it's very easily punishable or grants free pressure on read. To beat out his air jump, just jump to the side or run and you can f11 full combo punish for 40+% corner carry.
Dragon Fangs: Never played the matchup
Kuatan Warrior: Ground pound can be avoided with jump or u3. Easily run punished or jump in punishable. Slow start up so easily interrupted up close. Chest charge I believe can be full combo punished. If not for sure 112.
Tigrar Fury: The best variation I've seen of the three. Actually has good pressure, his standing 3 I believe (which move kicks) into flame breath is a guarentee. Flame breath is plus on block, watch out for low fire balls and his overhead. Other than his kick move I don't believe anything else is safe into fire breath, look to armor out. So keep spacing and conserve meter to counter his pressure.
Dragon Fangs: Never played the matchup
Kuatan Warrior: Ground pound can be avoided with jump or u3. Easily run punished or jump in punishable. Slow start up so easily interrupted up close. Chest charge I believe can be full combo punished. If not for sure 112.
Tigrar Fury: The best variation I've seen of the three. Actually has good pressure, his standing 3 I believe (which move kicks) into flame breath is a guarentee. Flame breath is plus on block, watch out for low fire balls and his overhead. Other than his kick move I don't believe anything else is safe into fire breath, look to armor out. So keep spacing and conserve meter to counter his pressure.
I'm not as familiar with this matchup, but just looking at the basics Jacqui has trex arms, poor reach, descent damage, and an alright 50/50. D'vorah has amazing pressure, great range and footsi, much better damage, and a good 50/50. Assessing this it seems that on paper D'vorah has a clear advantage because of her tools. If Jacqui had a more solid 50/50 game, this would be closer to even matchup in my opinion. Her overhead I believe is 112 punishable, but for sure grants safe pressure followup.
Shotgun: I've played Sonic Fox's Shotgun Jacqui a few times, and it's great mixups but suffers from the lack of range. Does, however, have a great fast advancing armor: yet it is F11 full combo punishable on block and does a moderate amount of damage. In the standing reset look to fuzzy guard often against the low shotgun and look out for the low starter.
Full Auto: I'd actually say this matchup is 5-5 due to Jacqui's zoning capabilities. I play patient, crouch, walk forward, crouch, look to block the MB machine gun attack. Keep pushing her towards the corner until she does an up missle, run forward and F112 pressure time. Swarm doesn't often trade due to the fast start up of her machine gun, but if she hesitates or walks back that'd be a good time to force her to block and get the plus frames to run in.
High Tech: Not too familiar with the matchup
Shotgun: I've played Sonic Fox's Shotgun Jacqui a few times, and it's great mixups but suffers from the lack of range. Does, however, have a great fast advancing armor: yet it is F11 full combo punishable on block and does a moderate amount of damage. In the standing reset look to fuzzy guard often against the low shotgun and look out for the low starter.
Full Auto: I'd actually say this matchup is 5-5 due to Jacqui's zoning capabilities. I play patient, crouch, walk forward, crouch, look to block the MB machine gun attack. Keep pushing her towards the corner until she does an up missle, run forward and F112 pressure time. Swarm doesn't often trade due to the fast start up of her machine gun, but if she hesitates or walks back that'd be a good time to force her to block and get the plus frames to run in.
High Tech: Not too familiar with the matchup
One of D'vorah's very few losing matchups. Jax's pressure, stagger strings, armor, and corner game just overwhelms SQ. He out-damages her in the Corner and also has far better armor. Beats up on us pretty badly on knockdown and it's difficult for D'vorah to get on Offense due to her poor armor specials. Jax really doesn't have a reason to respect D'vorah on pressure, our d1 is 7f and hard to time a poke out of pressure, more importantly our armor Ovi only does 12% and is standing 1 punishable as well as easily stuffed by Jax. Big thing to do here is wait for a poke AND THEN COUNTER POKE. Also fuzzy guard often, that shuts down a majority of Jax's mixups. He does have a yolo overhead but that is negative and possiblye standing 1 punishable. If you crouch his superman punch you can 112 punish, overhead punch of his is also punish as well as his rising knee. On knock down respect these wakeups often.
Pumped Up: We can avoid ground pound with u3. His projectile up close is incredibly plus so respect the followup, you can poke out in its startup frames though. Crouch to avoid his projectile full screen, he can punish jump ins or whiff punish them really well with his flying punch and advancing normals. DO NOT use Swarm in up close pressure, way to easy for him to punish and not get hit.
Heavy Weapons: I honestly have no clue when to poke out of his dash cancels or what jails, but this variation has good pressure and good zoning. Jump over the rocket, it does a lot of damage on chip.
Wrestler: Have not encountered this variation before.
Pumped Up: We can avoid ground pound with u3. His projectile up close is incredibly plus so respect the followup, you can poke out in its startup frames though. Crouch to avoid his projectile full screen, he can punish jump ins or whiff punish them really well with his flying punch and advancing normals. DO NOT use Swarm in up close pressure, way to easy for him to punish and not get hit.
Heavy Weapons: I honestly have no clue when to poke out of his dash cancels or what jails, but this variation has good pressure and good zoning. Jump over the rocket, it does a lot of damage on chip.
Wrestler: Have not encountered this variation before.
We have better advancing normals, we have wayyy better footsi, and we have better pressure. Johnny gets good once he opens you up with a combo, but against a conservative footsi orientated D'vorah, he's going to have a very hard time getting in. His zoning isn't good enough to force D'vorah to chase after him, and his approach (run and advancing normals) aren't good enough to beat out D'vorah's d2, d3/d4, F112, or F22. When I see Johnny run, I poke him, F22 punish him, F112 pressure him (if he runs and blocks to bait) or D2 the jump in. Spacing is the key in this matchup. The tools to look out for is after his nut punch fuzzy guard high low the followup. His low is a standing one into a low kick, his overhead grants free pressure to counter. His 11 is neutral or barely plus on block, so it's very hard to see if he's going low and completing the string, or following up with an overhead. Generally I fuzzy guard and then poke after the 11.
A- list: The dash cancel variation. If he happens to open you up for a combo, wait for the overhead string or his low string into nut punch, it is very punishable. I'm unsure of what can be armored out of, but I know his standing 3, I believe, combos into the overhead, be aware of that normal which comes out quicker.
Fistcuffs: The annoying special move where he does a series of very quick punches, popular followup after being nut punched but hits high. You can neutral crouch and poke out of it.
Stunt Double: Probably the best of the three variations, once he loads up a yellow shadow he can do some huge pressure. Overhead into the shadow is a frame trap, don't poke out if you're in combo pressure, if he mb it the clone comes down again as an overhead and is insanely plus so respect the followup. Look for the YOLO charges at full screen because it is very punishable and easily interrupted by Swarm.
A- list: The dash cancel variation. If he happens to open you up for a combo, wait for the overhead string or his low string into nut punch, it is very punishable. I'm unsure of what can be armored out of, but I know his standing 3, I believe, combos into the overhead, be aware of that normal which comes out quicker.
Fistcuffs: The annoying special move where he does a series of very quick punches, popular followup after being nut punched but hits high. You can neutral crouch and poke out of it.
Stunt Double: Probably the best of the three variations, once he loads up a yellow shadow he can do some huge pressure. Overhead into the shadow is a frame trap, don't poke out if you're in combo pressure, if he mb it the clone comes down again as an overhead and is insanely plus so respect the followup. Look for the YOLO charges at full screen because it is very punishable and easily interrupted by Swarm.