Danmei Mini-guide
Move Analysis
I will be using notation in the terms written in Edalborez's guide to make things easier.
Shorthand Notation Key:
LMB - left mouse button
RMB - right mouse button
(RMB) - Hold Ctrl (Power Attack) while inputting RMB command. Costs 1 RP per input.
j. - Indicates a jumping attack. Example: j.LMB for jumping LMB
LMB>LMB>LMB
+This chain of attacks has great reach with three forward swinging hits that move Danmei forward.
+Try to hit with the TIP of his sword on the initial swing, it will provide effective zoning in case the enemy blocks and tries to counter attack.
+Due to the nature of stepping forward while attacking I advise you not to use this attack at point blank due to clipping issues. Sometimes it will visually appear that you are hitting someone dead on with the sword but a few seconds later you will be teleported a short distance away, this is due to de-synchronization of your character positioning with servers(and clipping issues).
+The first LMB hit Danmei takes TWO steps forward, this is a great tool for mindgaming. When you are facing an enemy from the front at close distance and they are guarding, you click LMB 30 degrees in either direction(facing them) to step to their side then immediately move your mouse to them after the steps so that your SWINGS will connect. This will allow you to attack their sides or even their back. If you are up close and you have just finished doing LMB>LMB you can choose to LMB step AWAY from your enemy then readjust your camera so that your wing connects. This is great for if you see any backup arriving to help your enemy because it allows you to re-engage a 2v1 and possibly catch both enemies in your next swings. The incoming backup will usually try to hit you but if you step AWAY they will probably whiff. Mindgame, timing.
+The second LMB hit is a swing much like the first, I suggest doing LMB>LMB as the 2nd hit has less delay then the third hit. It is possible to loop LMB>LMB attacking, this puts great pressure on an enemy whether they are guarding or not. Despite being escapable between blocks it is very difficult for certain characters to escape this kind of looping. Characters without instant movement abilities such as Sewon, Tiac, Valle, Danmei, D!ck, Gaspar are put into heavy pressure by this type of spamming. The Rennys, Elraths, Renoahs, Elikas can teleport out between your LMB>LMB loops but being caught in the loop makes it easier to predict where they will teleport to!
+Follow up LMB or LMB>LMB with a side/back j.LMB or retreating j.RMB for mixups
+The last hit of LMB should only be used for finishing enemies or if you want to deal the max possible amount of damage before you die right after. It has heavy after delay and opens you up to being punished.
LMB>RMB>RMB
+LMB>RMB launches, the launching stomp is slow and even if they are caught by LMB the RMB launch is not guaranteed if they are too far away.
+LMB>RMB is your guardbreaking move, 360 aoe is great for stunning a crowd in your favor
+The last RMB has even worse delay than LMB>LMB>LMB, you should never use this unless you know you can cover yourself with Q right after or you know you are not the main target of a fight. The upside of this move is that it is 360 aoe and provides hitstun. This chain is mostly used as a group fight stun, even then there are better options.
+LMB>RMB>j.RMB is a devastating combo, the with repeated j.RMB can stunlock someone if you know you will be uninterrupted.
RMB
+Never use this, ever
+Just kidding, it is a really man mode crappy counter to melee approaches and certain moves. Moves such as Sewon's j.LMB, Tiac and Valle's sprinting rushes. Because it has superarmor it allows you to tank their attack and stun them instead. It has an extremely slow startup and extremely slow after delay. So the trick is to use this at the start of their moves to minimize the vulnerability afterwards, so you can hit them before they recover from stun. Since this counters pretty much only short range moves, if you whiff it or misread you will be in a world of pain. There are many better options to this move. Only use for ♥♥♥♥♥ and giggles or if you are overconfident.
j.RMB
+One of Danmei's best moves
+Fast startup, low after delay, great damage
+Chainable with itself, relaunches an enemy a bit if they are already launches
+Long reach, you can do a retreating j.RMB after LMB slashes and sometimes people will drop their guard only to be hit by the j.RMB. If they get hit by the retreating j.RMB follow up with another from the side or LMB moves
+Fantastic for approaching, since it has low after delay even if they block you can jump away before they melee you. Followup with LMB, another j.RMB or j.LMB or Shift>RMB.
j.LMB
+Another one of Danmei's top notch moves
+Long reach, 30 degree cone shape
+Can be great for zoning characters such as Sewon, Valle, Rennys, Cezanne
+Highly spammable, if they get caught by one wave in midair you can quickly do another and they might not be able to block in time. If they are already blocking and you do another, try to predict where they will move, usually this is one body space adjacent to left or right unless they have a teleport move. If they do have a teleport move be more careful about throwing repeated j.LMB out unless you are confident in your teleport predictions. Mindgames.
+WAY BETTER THAN RMB TO BREAK UP A CROWD FIGHT. This move provides about the same damage, hit stun, linear hitbox, relaunches airborn enemies, AND MOST OF ALL it doesn't require you to commit yourself to being in the middle of the fight. You can safely spam this from midrange into the fray and it will give your teammates a huge advantage. I would compare this to a weaker version of the Fire Renny tornado, but much quicker startup.
Shift+RMB
+360 aoe launch, great approach move.
+Danmei's longest reaching move.
+This is also great group fight interrupting move.
+Spam j.RMB after they are launched, drink the tears.
+Try to land this to their side or even behind the enemy
Shift
+IMPORTANT, ALWAYS HOLD THIS DOWN AFTER EVERY LEAP, ALWAYS HAVE A LEAP CHARGED.
+This is what makes Danmei feared, he has insane chasing and approach potential with this leap
+There is absolutely NO DELAY after you touch the ground, meaning you can land, LMB. This gives him insane chasing power.
+Unlike what the other guide said it is easy for you to run away from Tiac and Valle with this move! Once you know you won't be hit for 1 second, leap away, charge a leap while you are leaping away and keep leaping! Tiac and Valle on full sprint will NOT be able to keep up. Smart players will know to keep interrupting you BEFORE you leap, but this can be countered by Q, or you can retreating j.LMB to zone then say adios.
Shorthand Notation Key:
LMB - left mouse button
RMB - right mouse button
(RMB) - Hold Ctrl (Power Attack) while inputting RMB command. Costs 1 RP per input.
j. - Indicates a jumping attack. Example: j.LMB for jumping LMB
LMB>LMB>LMB
+This chain of attacks has great reach with three forward swinging hits that move Danmei forward.
+Try to hit with the TIP of his sword on the initial swing, it will provide effective zoning in case the enemy blocks and tries to counter attack.
+Due to the nature of stepping forward while attacking I advise you not to use this attack at point blank due to clipping issues. Sometimes it will visually appear that you are hitting someone dead on with the sword but a few seconds later you will be teleported a short distance away, this is due to de-synchronization of your character positioning with servers(and clipping issues).
+The first LMB hit Danmei takes TWO steps forward, this is a great tool for mindgaming. When you are facing an enemy from the front at close distance and they are guarding, you click LMB 30 degrees in either direction(facing them) to step to their side then immediately move your mouse to them after the steps so that your SWINGS will connect. This will allow you to attack their sides or even their back. If you are up close and you have just finished doing LMB>LMB you can choose to LMB step AWAY from your enemy then readjust your camera so that your wing connects. This is great for if you see any backup arriving to help your enemy because it allows you to re-engage a 2v1 and possibly catch both enemies in your next swings. The incoming backup will usually try to hit you but if you step AWAY they will probably whiff. Mindgame, timing.
+The second LMB hit is a swing much like the first, I suggest doing LMB>LMB as the 2nd hit has less delay then the third hit. It is possible to loop LMB>LMB attacking, this puts great pressure on an enemy whether they are guarding or not. Despite being escapable between blocks it is very difficult for certain characters to escape this kind of looping. Characters without instant movement abilities such as Sewon, Tiac, Valle, Danmei, D!ck, Gaspar are put into heavy pressure by this type of spamming. The Rennys, Elraths, Renoahs, Elikas can teleport out between your LMB>LMB loops but being caught in the loop makes it easier to predict where they will teleport to!
+Follow up LMB or LMB>LMB with a side/back j.LMB or retreating j.RMB for mixups
+The last hit of LMB should only be used for finishing enemies or if you want to deal the max possible amount of damage before you die right after. It has heavy after delay and opens you up to being punished.
LMB>RMB>RMB
+LMB>RMB launches, the launching stomp is slow and even if they are caught by LMB the RMB launch is not guaranteed if they are too far away.
+LMB>RMB is your guardbreaking move, 360 aoe is great for stunning a crowd in your favor
+The last RMB has even worse delay than LMB>LMB>LMB, you should never use this unless you know you can cover yourself with Q right after or you know you are not the main target of a fight. The upside of this move is that it is 360 aoe and provides hitstun. This chain is mostly used as a group fight stun, even then there are better options.
+LMB>RMB>j.RMB is a devastating combo, the with repeated j.RMB can stunlock someone if you know you will be uninterrupted.
RMB
+Never use this, ever
+Just kidding, it is a really man mode crappy counter to melee approaches and certain moves. Moves such as Sewon's j.LMB, Tiac and Valle's sprinting rushes. Because it has superarmor it allows you to tank their attack and stun them instead. It has an extremely slow startup and extremely slow after delay. So the trick is to use this at the start of their moves to minimize the vulnerability afterwards, so you can hit them before they recover from stun. Since this counters pretty much only short range moves, if you whiff it or misread you will be in a world of pain. There are many better options to this move. Only use for ♥♥♥♥♥ and giggles or if you are overconfident.
j.RMB
+One of Danmei's best moves
+Fast startup, low after delay, great damage
+Chainable with itself, relaunches an enemy a bit if they are already launches
+Long reach, you can do a retreating j.RMB after LMB slashes and sometimes people will drop their guard only to be hit by the j.RMB. If they get hit by the retreating j.RMB follow up with another from the side or LMB moves
+Fantastic for approaching, since it has low after delay even if they block you can jump away before they melee you. Followup with LMB, another j.RMB or j.LMB or Shift>RMB.
j.LMB
+Another one of Danmei's top notch moves
+Long reach, 30 degree cone shape
+Can be great for zoning characters such as Sewon, Valle, Rennys, Cezanne
+Highly spammable, if they get caught by one wave in midair you can quickly do another and they might not be able to block in time. If they are already blocking and you do another, try to predict where they will move, usually this is one body space adjacent to left or right unless they have a teleport move. If they do have a teleport move be more careful about throwing repeated j.LMB out unless you are confident in your teleport predictions. Mindgames.
+WAY BETTER THAN RMB TO BREAK UP A CROWD FIGHT. This move provides about the same damage, hit stun, linear hitbox, relaunches airborn enemies, AND MOST OF ALL it doesn't require you to commit yourself to being in the middle of the fight. You can safely spam this from midrange into the fray and it will give your teammates a huge advantage. I would compare this to a weaker version of the Fire Renny tornado, but much quicker startup.
Shift+RMB
+360 aoe launch, great approach move.
+Danmei's longest reaching move.
+This is also great group fight interrupting move.
+Spam j.RMB after they are launched, drink the tears.
+Try to land this to their side or even behind the enemy
Shift
+IMPORTANT, ALWAYS HOLD THIS DOWN AFTER EVERY LEAP, ALWAYS HAVE A LEAP CHARGED.
+This is what makes Danmei feared, he has insane chasing and approach potential with this leap
+There is absolutely NO DELAY after you touch the ground, meaning you can land, LMB. This gives him insane chasing power.
+Unlike what the other guide said it is easy for you to run away from Tiac and Valle with this move! Once you know you won't be hit for 1 second, leap away, charge a leap while you are leaping away and keep leaping! Tiac and Valle on full sprint will NOT be able to keep up. Smart players will know to keep interrupting you BEFORE you leap, but this can be countered by Q, or you can retreating j.LMB to zone then say adios.
Combos & Follow ups
Simple laid out combos. I leave the rest to your imagination.
Parethenses() - means optional, for example LMB(>)LMB means either after the first hit of LMB or 2 hits of LMB
/ - means OR as well
Shift+RMB>j.RMB spam>if they are close to the ground finish with LMB>LMB>LMB OR another Shift+RMB if you are feeling lucky. Well are ya, punk?
LMB(>)LMB>j.RMB from different angles/retreating j.RMB/more LMB>LMB spam with care to readjust your distance with the attack steps so that you want to be hitting with the TIP
LMB>RMB>j.RMB spam/retreating j.LMB if you see more enemies approaching
j.LMB>LMB(>)LMB(>)LMB
j.LMB>Shift+RMB>j.RMB spam
j.LMB>IF THEY ARE HIT IN MID AIR>approaching j.RMB spam
LMB>RMB>Shift+RMB AT POINT BLANK>j.RMB/retreating j.LMB
You can probably see some patterns here, Danmei is a character with amazing flow between his moves! Not many characters have so many options, this is why I love Danmei!
Parethenses() - means optional, for example LMB(>)LMB means either after the first hit of LMB or 2 hits of LMB
/ - means OR as well
Shift+RMB>j.RMB spam>if they are close to the ground finish with LMB>LMB>LMB OR another Shift+RMB if you are feeling lucky. Well are ya, punk?
LMB(>)LMB>j.RMB from different angles/retreating j.RMB/more LMB>LMB spam with care to readjust your distance with the attack steps so that you want to be hitting with the TIP
LMB>RMB>j.RMB spam/retreating j.LMB if you see more enemies approaching
j.LMB>LMB(>)LMB(>)LMB
j.LMB>Shift+RMB>j.RMB spam
j.LMB>IF THEY ARE HIT IN MID AIR>approaching j.RMB spam
LMB>RMB>Shift+RMB AT POINT BLANK>j.RMB/retreating j.LMB
You can probably see some patterns here, Danmei is a character with amazing flow between his moves! Not many characters have so many options, this is why I love Danmei!
Specific Counterplays
Use of F
+Use it to lock down enemies such as Valle and Tiac when they go into Invulnerability or Superarmor. If you are communicating with your team tell them that you are locking them down and to keep away from the Invuln/SuperArmored characters.
+This turns into a highly favorable RP trade for Danmei because he uses 1 bar while Valle uses 3 and Tiac also uses 3.
+The locked down characters can be range spammed by j.LMB or your ranged teammates
+Great tool for locking down fast moving characters such as the Rennys for your team. Use on bunny hoppers if you are annoyed, although you can just j.LMB spam instead.
+Do not use vs Elrath, her teleport move can only be used TWICE, she is extremely easy to chase down if she is low on meter she will be not able to make walls to keep you at bay.
Use of Q
+Use to take on 1v2+ situations easily.
+Does not mean you can just swing mindlessly in a crowd, you can be hit out of it if you take enough damage.
+Great for baiting moves such as Fire Renny tornado, Valle/Tiac dash sprints, then punish right after you absorb the move. Also any sort of predictable melee approach
+Makes it easy to tank Gaspar mines, Renoah snipes, Renoah Q, safer to approach vs Elrath ranged hits
+Removes debuffs such as burning, chilled, poison. This can save your life! Remember this!
+Great for interrupting that Elika that always wants to jump into a group on the side to deal her MACKS DPS. Pop Q and interrupt her, she has no type of superarmor or invulnerability. Danmei is a huge threat to her group AOE abilities.
j.LMB
+Use to counterplay Sewon j.LMB, Cezanne's jumping moves, Fire Renny tornado(you have to be really careful about this one, if you get caught you are dead)
+Big threat to D!ck because D!ck plays a mid ranged game and if you catch him with j.LMB you can easily LMB to keep on the pressure. Thanks to j.LMB having a hitbox that can hit jumping characters.
j.RMB
+If you are face to face with a bunny hopping Sewon or Cezanne then your best bet is to block one of their jumping attacks then do a j.RMB. Danmei's j.RMB has huge range and fast startup and this can catch many people by surprise. Your j.RMB is especially threatening because if you catch someone in the air with it you can continuously spam it, whereas if they catch you it does not stun for as long in most cases(unless another Danmei).
+Remember that Danmei's aerial/bunny hopping game beats out most aerial potential of other characters. Use this to your advantage and don't be afraid to abuse it.
+Use it to lock down enemies such as Valle and Tiac when they go into Invulnerability or Superarmor. If you are communicating with your team tell them that you are locking them down and to keep away from the Invuln/SuperArmored characters.
+This turns into a highly favorable RP trade for Danmei because he uses 1 bar while Valle uses 3 and Tiac also uses 3.
+The locked down characters can be range spammed by j.LMB or your ranged teammates
+Great tool for locking down fast moving characters such as the Rennys for your team. Use on bunny hoppers if you are annoyed, although you can just j.LMB spam instead.
+Do not use vs Elrath, her teleport move can only be used TWICE, she is extremely easy to chase down if she is low on meter she will be not able to make walls to keep you at bay.
Use of Q
+Use to take on 1v2+ situations easily.
+Does not mean you can just swing mindlessly in a crowd, you can be hit out of it if you take enough damage.
+Great for baiting moves such as Fire Renny tornado, Valle/Tiac dash sprints, then punish right after you absorb the move. Also any sort of predictable melee approach
+Makes it easy to tank Gaspar mines, Renoah snipes, Renoah Q, safer to approach vs Elrath ranged hits
+Removes debuffs such as burning, chilled, poison. This can save your life! Remember this!
+Great for interrupting that Elika that always wants to jump into a group on the side to deal her MACKS DPS. Pop Q and interrupt her, she has no type of superarmor or invulnerability. Danmei is a huge threat to her group AOE abilities.
j.LMB
+Use to counterplay Sewon j.LMB, Cezanne's jumping moves, Fire Renny tornado(you have to be really careful about this one, if you get caught you are dead)
+Big threat to D!ck because D!ck plays a mid ranged game and if you catch him with j.LMB you can easily LMB to keep on the pressure. Thanks to j.LMB having a hitbox that can hit jumping characters.
j.RMB
+If you are face to face with a bunny hopping Sewon or Cezanne then your best bet is to block one of their jumping attacks then do a j.RMB. Danmei's j.RMB has huge range and fast startup and this can catch many people by surprise. Your j.RMB is especially threatening because if you catch someone in the air with it you can continuously spam it, whereas if they catch you it does not stun for as long in most cases(unless another Danmei).
+Remember that Danmei's aerial/bunny hopping game beats out most aerial potential of other characters. Use this to your advantage and don't be afraid to abuse it.
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