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Darun

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PlayStyle: Grappler

Similar to: Zangief(SF), Clark(KOF), Hugo(SF) 

Strengths: He has very high damage, a plethora of command grabs, and access to a juggle super that also works as a strong anti air. He has far reaching normals that are also are very active. His jump heavy kick is probably the best jump attack in the game as it has a humongous range. Darun has access more combos than grapplers in other games and he doesn't require too much execution to dish out great damage.

Weaknesses: He has the slowest run in the game and his anti air options are strong but are on the slower side and require good spacial awareness. He has trouble closing in on the opponent compared to other characters so if that's a problem for you then you'll have to use certain Gougi Decks to circumvent that.

Play if: + You like juggling people ridiculously high
               + You like having grabs for literally every situation
               + You like threatening people simply by being next to them

Avoid if: - You don't like having low mobility without the help of gougi
                 - You don't like relying on meter for the cool combos
                 - You don't like doing a lot of 360 motions (unless you pick progressive)

Recommended Gougi Decks: Juggernaut, Shinobi, Infinity, Double Face, Thunderbolt, Grab Master, Fantasista



                                       Max Punish Combos

Meterless: dash cr.MP, s.MP > HP Lariat (42 damage)

1 Bar: dash cr.MP, s.MP > HP Lariat > Power Indra Bridge, forward j.HK, dash s.LP, dash s.LP, dash s.LP, dash s.LP > cr.MP > LP Lariat (80 damage)

2 Bar: dash cr.MP, s.MP > HP Lariat > Power Indra Bridge, forward j.HK, dash s.MP > s.HP > Power Indra Bridge, forward j.HK, dash s.MP > s.HP (103 damage)

3 Bar: s.MP > LP Lariat > Power Indra Bridge, forward j.HK, dash s.MP > s.HP > Power Indra Bridge, forward j.HK, dash s.MP > s.HP > Power Indra Bridge, forward j.HK, s.MP > LP Lariat > Power Indra Bridge, forward j.HK, s.MP > LP Lariat (143 damage)





                                    Key Normals


Crouch Heavy Punch: While this normal doesn't work as an anti air from close ranges, it is an excellent meaty option as it is very active and can go into Twilight Lariat as a buffer to check dashes

Stand Light Kick: This is an excellent button to check dash in low with or to counter poke an opponent. You can buffer Lariat or Twilight Lariat behind it to punish opponents.

Stand Heavy Punch: This normal is a great anti air as it has a great hitting range especially right over his head and can be super cancelled into Power Indra Bridge. An incredibly active normal to use in a variety of situations.

Crouch Heavy Kick: Unlike others sweeps in the game this one has a lot of forward range. It can sometimes low profile attacks like most sweeps it is even better for kara cancelling into his Brahma Bomb and other command grabs. It has a lot of pushback on block but it is punishable if not spaced correctly. 

Stand Heavy Kick: A very far ranged normal that is perfect for anti airing far jumps and also for super cancelling into if you are close enough or you want to call out a jump that tries to escape a non existent command grab.

Crouch Medium Kick: This is an excellent low poke because of it's slightly longer range than other cr.MKs. It is not special cancellable but using it for super cancels from a stagger chain (cr.LK > cr.MK) is very effective.


                                        Key Moves

Lariat: It's your main combo tool as he doesn't have any other specials that can be combo'd into. The light punch version is safe if you want to try and catch a hit on your opponent. The other two versions knockdown and can easily juggled into the Power Indra Bridge. There is also a slight mind game as the light version hits once while medium and heavy hit twice but this is a rare tactic.


Ganges DDT: A Unique command grab that has a lot of forward range and Darun is airborne during the animation of the move. It has a lot of range and must be jumped to be avoided. It is great for catching back dashes on top being used as a meaty against the opponent's wakeup. While getting off the ground from this attack, you can whiff Daikaku to get some reversal bonus meter as well.


Daikaku: This parry is quite unique as it can parry multiple hits and it will actually hold it's pose until a multi hitting move is finished. If you parry a projectile be mindful because you will be vulnerable to lows during the pose. It also builds a good amount of meter on whiff and can also be extended with Jouju (two punches together) to cause a knockdown if the opponent is close enough. This is an excellent overall parry even in the context of parrys/counters in FEXL that can juggle.


 
                                Combo Examples



                                                                 Chain Combo
                                                             Cr.LK, St.MP, Cr.HP






 
 
 






                                                                  Link Combo
                                                     Cr.LK, Cr.MP x 2, HP Lariat













                                              Tech

              
                Kara canceling Cr.HK into Super Darun Bomb is EXTREMELY strong










 
                



                 Fantasista combined with Daikaku is a great way to build meter
















                               General Strategy

Darun is the most threatening up close so that is where you generally want to be. As he has a lot of varying command grabs, they are only really effective from his Cr.MP range. Getting a knockdown against most characters is key as it's his chance to create more offense and pressure for the opponent. You can use Daikaku from full screen to build meter to bait the opponent and also to deal with projectiles and slowly work your way in. His run speed is slow but his normals are further than the rest of the cast, so using the dash momentum is super important. Key moments of patience really reward Darun as he is good at keeping momentum once you land a combo or grab. You must make your opponent afraid of Darun's many command grabs as Darun gets some of his most damage from opponent's trying to avoid his grabs.


                                    
                                    Frame Data


















































Back to Allen or onto the staff wielding Sanane
Darun Chain combo example .gif
Darun Link combo example .gif
Darun tech 1 example .gif
Darun tech 2 example .gif
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