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-Drakonzeta (US): [https://twitter.com/Drakonzeta Twitter] | -Drakonzeta (US): [https://twitter.com/Drakonzeta Twitter] | ||
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-Haruyuki (JP/Arcade): [https://www.youtube.com/channel/UCniqc9Kndtjv0iMnkIkrlzA/search?query=Haruyuki Vods] | -Haruyuki (JP/Arcade): [https://www.youtube.com/channel/UCniqc9Kndtjv0iMnkIkrlzA/search?query=Haruyuki Vods] | ||
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Revision as of 16:02, 28 February 2018
Introduction
Darkrai is a mostly defensive binary state character with a very strong field phase and an overwhelming Bad Dreams Rising or “nightmare mode” state. In field, he excels at setting traps and punishing approaches by his opponent, and with a victorious field and a nightmare mode achieved, his good mobility, arsenal of invulnerable moves, filthy okizeme and strong chip damage make a nightmare darkrai among the most fearsome characters in the game.
However, he does have notable weaknesses. On the whole, his frame data is extremely slow, both in field and in duel. While he is good at punishing approaches in field, his lack of long-range counter pierces and otherwise fast projectiles make forcing the opponent to approach him difficult. This is not even to mention how he struggles against characters with longer-ranged options that have no need to approach him in the first place.
Furthermore, if he fails to attain a nightmare state, his duel phase is laughably weak. While nightmare can subsist without good frame data, the lack of mobility, invulnerable options, and setups in a “regular state” duel means darkrai can truly struggle if he does lose field or otherwise shifts without nightmare.
- 540 HP
- 200 CC Synergy Gauge
- Shield: Normal
- High Stance: Charges Synergy Gauge (can move while active).
- Low Stance: Invincible against Highs on frame 1 (can move while active).
- DP Forward Dash: 21 Frames
- DP Back Dash: 25 Frames (Invincible from frame 1-8)
- BDR Forward Dash: 22 Frames
- BDR Back Dash: 26 Frames (Invincible from frame 1-22)
Darkrai has air control when jumping.
- Darkrai can move forward and backwards during a neutral jump.
- Darkrai can halt the distance of a forward or backwards jump.
General Moves
Bad Dreams Rising | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Bad Dreams Rising | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Bad Dreams Rising (otherwise known as Nightmare Mode or BDR for short) puts Darkrai in a powered up state. To enter this state, Darkrai must land a Dark Void on the opponent or phase shift from Field to Duel while in Burst Mode, aside from shield breaks. All Pokemon moves are enhanced. Gains access to two extra Pokemon moves, 2A Dream Eater and 8A Nightmare. Rifts are now automatically activated without the need of Nasty Plot. Specific moves can cancel into Teleportation (On hit, block, and whiff). Forward Dash receives invincibility frames and is able to cross-up the opponent. Back Dash receives added invincibility frames. In Bad Dreams Rising, Darkrai is unable to break shields. Rifts no longer deal chip damage as well, aside from that of j.X. Darkrai is brought out of Bad Dreams Rising if the phase shifts from Duel to Field, or if Darkrai is hit with a non-shifting command grab or the first hit of psystrike. |
Y+B Grab | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 80 / DP 90 | 12 | N/A | i11 | FP Shift (+8) / DP Shift | N/A |
Field Phase: When in Burst Mode, activates Bad Dreams Rising upon phase shifting from field. |
X+A / [X+A] Counter Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 80 / 100 | 3 | Special Mid | i35 / i55 | 0 / Launch | -8 / 0 |
Darkrai is put into a counter armor state from frame 1-28 (48 if charged). When in Burst Mode, activates Bad Dreams Rising upon phase shifting from field. |
j.R Teleportation | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Teleports from the air to the ground. Can teleport through enemies, even outside nightmare. Can teleport forward, backwards, or straight downward in Duel Phase. Can teleport left, right, backwards, or straight downward in Field Phase |
]Y[ Release Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | i5 | N/A | N/A |
Disappears, creates a phantom, then reappears in the same spot. Has invulnerability while disappeared. +1 Orb |
]X[ Release X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | i43 | N/A | N/A |
Darkrai takes a bow, and consumes all orbs to receive healing and buffs. With 0 orbs, heals 10 recoverable HP. With 1 orb, heals 30 recoverable HP. With 2 orbs, heals 30 recoverable HP and grants a 4-second Defense buff. With 3 orbs, heals 60 recoverable HP and grants an 8-second Attack and Defense buff. With 4 orbs, heals 60 recoverable HP, grants an 8-second Attack and Defense buff, and gives Darkrai 30cc of Synergy. |
Field Phase Moves
nY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 48 | Special Mid | i23 | +8 | -8 |
Darkrai throws out three orb projectiles that home in on the opponent. Special cancelable. |
sY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A |
Darkrai claws the ground, creating a phantom. Invincible against Highs on frame 1. Special cancelable. +1 Orb |
fY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 60 / 20 / 88 (30) | Mid / Low / Mid | i23 | Shift / Stun / Launch | -8 |
Darkrai summons a pillar of hands that have high vertical height. Leaves behind a puddle that stuns the opponent if they come in contact. The puddle can be activated with Nasty Plot, summoning a pillar of hands that chases down the opponent. When in Burst Mode, activates Bad Dreams Rising upon phase shifting. +1 Orb |
bY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 30 / 74 (20) | Mid High / Mid High | i23 | 0 / Stun | -8 |
Darkrai creates a rift. After a short amount of time, the rift will activate and stun the opponent. Can be activated immediately with Nasty Plot. Holding bY (b[Y]) will cause the rift to stay inactive until activated by Nasty Plot. After blocking the attack from the rift, the hitbox is no longer active. +1 Orb |
j.Y / j.fY / j.sY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 20 / 20 | Mid High / Mid | i15 | -12 / Stun | -33 |
Darkrai throws out a trap. The trap is based on the direction input from the j.Y. Inputting a forward direction during j.Y creates a ceiling trap that stuns. Inputting a neutral or back direction creates a vertical wall trap that stuns. Inputting a left or right direction creates a horizontal wall trap that stun. +1 Orb |
bX / b[X] | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 70 / 106 / 50 (15) | Mid Low | i19 / i39 | Stun | -8 / +4 |
Darkrai thrusts forward and stuns the opponent. When charged, the move counter pierces and also places a mirror. If the mirror is hit by an opponent's projectile, the mirror turns into a set of jaws that tracks down the opponent. The mirror can also be activated with Nasty Plot. +1 Orb (b[X] Only) |
j.X | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 80 | MH | i39 | Shift (Knockdown) | -8 |
Darkrai dives headfirst to the ground. Teleports backwards, behind the spot at which Darkrai landed. When in Burst Mode, activates Bad Dreams Rising upon phase shifting. |
X Homing Attack 1 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40 | Mid | i25 | +8 | -8 |
Darkrai homes in on the opponent and does two strikes. Throw crush. Can be canceled with block or jump. Special cancelable. |
XX / X[X] Homing Attack 2 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40 / 80 | M | i25 | Shift (+8) | -8 / Guard Break |
Following up from Homing Attack 1, Darkrai throws out a rift that has a large reach. Can be charged to guard break/counter pierce. If Homing Attack 1 was blocked, there is a 26 frame window to punish a charged Homing Attack 2. When in Burst Mode, activates Bad Dreams Rising upon phase shifting. |
Weak Moves
2Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | Low | i15 | +8 | -8 |
A low swipe that is able to throw crush. Special / 2X cancelable. In Bad Dreams Rising, can press R to cancel into Teleportation. |
4Y / 4YY / 4YYY (4YY:Y) | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 / 10 / 30 (50) | 0 / 0 / 3 | High / Special Mid / Mid | i15 | +4 / 0 / +8 (Launch) | -8 / -8 / -12 |
Continuous punches that advance Darkrai forward. The Just Frame timing for 4YYY is found shortly after inputting 4YY. |
5Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 | 0 | Mid | i19 | +4 | -4 |
Special / 8X cancelable. Goes into 5YY. In Bad Dreams Rising, can press R to cancel into Teleportation. |
6Y (6:Y) | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 (60) | 3 | Mid | i19 | Launch | -8 (+4) |
An uppercut that is invincible against Highs on frame 1. The Just Frame version can be done by pressing forward and Y on the exact same frame. |
8Y / 8[Y] | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 76 / 72 | 3 / 0 | High / Mid | i23 / i43 | Launch / +28 | -8 / +24 |
High and Mid High invincible starting on frame 5. Charging 8Y spawns a wave of hands that pulls the opponent closer to Darkrai. Charging 8Y gives added High and Mid High invincibility frames. 8[Y] loses the hitbox that 8Y has. |
jY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 / 18 | 3 / 0 | Mid High / Mid | i15 | -8 / Stun | -16 |
Darkrai throws out a ceiling trap that stuns. |
Strong Moves
2X / 2X Rift | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 / 52 (12) | 3 / 0 | Low / Mid Low | i23 | Knockdown / Launch | -8 / -2 |
Darkrai creates a rift. Invincible against Highs on frame 1. 2X's rift shoots out vertically with a forward diagonal. In Bad Dreams Rising, the rift is automatically activated. +1 Orb |
4X / 4X Rift / 4[X] | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 / 51 / 90 | 3 / 0 / 4 | High / Aerial / High | i23 / i43 | Launch | -12 / N/A / +4 |
Darkrai creates a rift. 4X's rift shoots out diagonally, and can only hit aerial opponents. Grounded opponent's cannot be hit. In Bad Dreams Rising, the rift is automatically activated. Charging 4X sends out a long range claw swipe that counter pierces. 4[X] does not place a rift. +1 Orb (4X Only) |
5X / 5X Rift | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 / 57 (12) | 4 / 0 | Mid Low / Mid | i23 | +4 / +28 | -12 / -8 |
Darkrai creates a rift. 5X's rift shoots out straight horizontally. In Bad Dreams Rising, the rift is automatically activated. Special cancelable. +1 Orb |
6X / 6X Rift | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 / 57 (12) | 4 / 0 | Special Mid / Mid | i27 | Launch / +28 | -12 / -8 |
Darkrai creates a rift. 6X's rift shoots out straight horizontally. In Bad Dreams Rising, the rift is automatically activated. +1 Orb |
8X / 8X Rift / 8[X] | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 / 57 (12) / 80 | 4 / 0 | Special Mid / Mid Low | i31 / i51 | +12 / +24 / Crumple | -8 / -10 / +4 |
Darkrai creates a rift. 8X's rift shoots out straight horizontally. In Bad Dreams Rising, the rift is automatically activated. Charing 8X allows it to counter pierce. +1 Orb |
jX / jX Rift | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 70 / 52 (12) | 3 / 0 | Mid High / Mid | i31 | Knockdown / Launch | -8 / -10 |
Darkrai dives headfirst to the ground, leaving a rift upon landing. Teleports backwards, behind the spot at which Darkrai landed. j.X's rift shoots out vertically with a backwards diagonal. In Bad Dreams Rising, the rift is automatically activated. +1 Orb |
Pokemon Moves
2A Dream Eater | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | 180 | 12 | N/A | i27 | Shift | N/A |
Only usable in Bad Dreams Rising. Darkrai grabs the opponent, absorbing 30 HP and receives added Synergy gain. Instantly phase shifts. Upon phase shifting, Darkrai teleports backwards from Its location. |
4A Nasty Plot | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 34 (12) | 0 / 1 per hit (Phantom) | Mid | i21 | Stun | +10 |
Darkrai goes into a counter armor state from frame 5-28. Coming in contact with an opponent's attack causes Darkrai to disappear, leaving behind a phantom that immediately detonates. When detonated, the opponent is stunned. Darkrai reappears behind the spot where Nasty Plot was activated. Holding Nasty Plot during the activation places a phantom that doesn't immediately detonate (+1 Orb). Activating Nasty Plot detonates all phantoms (2 Max). In Bad Dreams Rising, Nasty Plot is given counter armor on frame 1. |
5A Dark Pulse | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 (15) / 96 (30) | 3 / 1 per hit | Special Mid / Mid Low | i27 | +4 / +12 | -8 / 0 |
Darkrai fires a projectile. Using Dark Pulse will cause phantoms to throw out a Dark Pulse from their position on the stage. Afterwards they disappear. In Bad Dreams Rising, the properties of the move are enhanced. In Bad Dreams Rising, can press R to cancel into Teleportation. |
6A / 6[A] Dark Void | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 36 | -12 | Mid / Low | i39 / i59 | FP Shift (+8) / DP 0 | -12 / Unblockable |
Darkrai drops a void onto the ground. Landing a Dark Void on the opponent sends Darkrai into Bad Dreams Rising. PSP will be reset for both players if landed in Duel Phase. When charged, Dark Void will go through an opponent's block. Dark Void's damage comes from the aerial hits above. These hits cannot KO. |
6A / 6[A] Dark Void | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 (20) / 120 (31) | 3 | Mid | i39 / i59 | Launch | -12 / +8 |
In Bad Dreams Rising, Dark Void spawns a pillar of hands. This version of the move can KO. |
8A Nightmare | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 91 (27) | 3 | Mid High | i27 | Launch | -12 |
Only usable in Bad Dreams Rising. Darkrai disappears, becoming invincible on frame 5. Darkrai reappears and flies in at the opponent with a drill-like motion. Can cancel into any aerial afterwards. |
jA Shadow Claw | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 50 (15) | 0 | Mid High | i19 | Crumple | -4 |
A 360 degree flurry of hits that has two followups. In Bad Dreams Rising, can press R to cancel into Teleportation. |
jAA Shadow Claw: Kick Followup | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 55 (16) | 3 | MH | i19 | Launch | -29 |
A vertical ranged flash kick that launches the opponent. In Bad Dreams Rising, can press R to cancel into Teleportation. |
jAY/X / jA[Y/X] Shadow Claw: Slice Followup | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 (20) / 120 (30) | 4 | Mid High | i19 / i39 | Launch | -33 |
A horizontal ranged slash that launches the opponent. Able to be charged, allowing the move to counter pierce. Charging this move air stalls Darkrai. In Bad Dreams Rising, can press R to cancel into Teleportation. |
L+R Infinite Eclipse | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 180 (66) / 240 (66) | 12 | Mid | i23 | Shift | -20 / -12 |
A dome that has multiple hits connected to it. Invincible on frame 9. In Bad Dreams Rising, the move deals more damage, becomes safer on block, and is invincible on frame 1. Counter pierces. |
Combos
NM 2X > 4X > 2X > 4X > j.Y > 2A (Placeholder)
Notable Players
-Midori (JP/AUS): Vods, Twitter
-Drakonzeta (US): Twitter
-Haruyuki (JP/Arcade): Vods
-Shadowcat (US): Vods 1, Vods 2, Vods 3, Twitch, Twitter
-Rubs (EU): Twitter