Considering how much I've been playing this character again recently, I felt I ought to contribute. I dismissed his potential for quite a long time after dropping him months ago, but here I'll detail 10 reasons why I picked him up one more time, and perhaps encourage others to appreciate this character more as a result:
1.)




This is his best move, in my opinion. When it comes out properly, it's a potentially hard-hitting launcher that catches backsteps effortlessly, tech crouches, is ridiculously safe on block (-4) and can often combo into itself then



if luck shines on you. Even if it randomly transitions into Poker Bluff, you can still make something of it if your opponent's reactions are not on point by buffering (mashing)

/



/



late into this attack's active frames for a surprise mixup. This move would be broken if it didn't randomly transition into Poker Bluff.
2.)

*


An evasive high-damage launcher that can beat out a plethora of your opponent's aggressive options when combined with a quickstep. Very unsafe (-22), but for good reason.
3.)




:

:

:

:

:

:

:

a.k.a.
B!E!
This is what makes




,

*


,

*






and



especially dangerous. If this inputted fully successfully and


get tagged onto those launchers, then your opponent loses anywhere between a third to half their health for one good read.
4.)


Fast and safe step catcher that combos into

/


, and also doubles as one of most consistent punishment options for its range where moves like


,


or


come short. Not that Dampierre's overall block punishment isn't among the worst of the cast, but still.
5.)


Very fast tech-crouching high that knocks down, is +2 on block and has all sorts of guaranteed followups, including

/


,


and

*



. If the pushback was not so much that it pushed him out of range for another


(and many of his other pokes), its frame trap potential would be incredible. As it stands though, this is still a powerful tool provided you are close enough to make use of it.
6.)


Slow, but catches step decently at a range and is very safe on block (-4). It has all the followups


and


have, but


is guaranteed as well, which can lead into a guaranteed PB

if they try to ukemi, or a forced block (followed by a Poker Bluff mixup) if they do not. If you're close enough,


is his highest damage followup.
7.)

*


While a tad slow, this is a decent post-quickstep alternative to

*


that's safe enough on block (-2) for potential frame trap shenanigans, and has most of the same followups as


, save for


.






also combos if you want to go for damage.
8.)


An almost unseeable low that knocks down and can be used as a follow up after many attacks.
Extremely unsafe on block (-28), but only worry about that when your opponent successfully guesses at blocking it and punishing correctly at max range. Them guessing when it's coming opens them up to more mids anyway, like




.
9.)

*






Easily Dampierre's best Brave Edge. Provided you immediately follow up with an attack, it gives you incredible frame advantage on block, so follow up with anything you want. If you know it is going to hit, it is yet another move that leads into the ridiculous damage that B!E! can dish out. If the Guard Break happens by some miracle, B!E! or



immediately.
10.)











Interrupt a string or correctly read any offensive that isn't a throw: rob an opponent of a third of their health and possibly their pride.