Line 1,828: | Line 1,828: | ||
| N/A | | N/A | ||
| '''<span style="color:#00FFA2">Heal 30 Recoverable HP</span>'''/ Gain Synergy on Hit | | '''<span style="color:#00FFA2">Heal 30 Recoverable HP</span>'''/ Gain Synergy on Hit | ||
| | {|border="1" | ||
<p>Darkrai grabs the opponent, absorbing 30 HP and receives added Synergy gain.</p> | <p>Darkrai grabs the opponent, absorbing 30 HP and receives added Synergy gain.</p> | ||
<p>The first 30 damage of Dream Eater is unaffected by scaling.</p> | <p>The first 30 damage of Dream Eater is unaffected by scaling.</p> |
Revision as of 15:47, 19 January 2023
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.
Darkrai has air control when jumping.
- Darkai can move forwards and backwards during a neutral jump.
- Darkrai can increase the distance of a forward or backwards jump by holding the direction.
- Darkrai can halt the distance of a forward or backwards jump by pressing the opposite direction.
Also known as Nightmare Mode, BDR, or NM for short, Bad Dreams Rising is a special kind of Duel Phase that Darkrai can only enter by landing a Dark Void on the opponent or Phase Shifting from Field to Duel while in Burst Mode. If the latter criteria is met with a Guard Break, Darkrai will instead shift into regular Duel Phase.
Like entering Duel Phase, entering Bad Dreams Rising resets both players' Phase Shift Points to 0. While in BDR, Darkrai undergoes the following changes:
- Darkrai's movement is enhanced across the board, gaining a slight increase to movement speed and teleporting dashes. Darkrai's Forward Dash is also able to pass through the opponent.
- All of Darkrai's Pokemon Moves are powered up, and he gains access to two new ones: Nightmare, an intangible burst option, and Dream Eater, a powerful command grab that siphons the opponent's resources and ends Bad Dreams Rising.
- Darkrai's Rifts activate on their own, but no longer deal chip damage.
- 5Y, 2Y, j.Y, 5X, J.A/AA/AY, and 5A can all be cancelled into Teleportation by pressing R.
- Weak moves (besides Rifts) ignore the Light Armor present during Burst Mode.
- Darkrai can no longer break the opponent's guard.
Bad Dreams Rising ends in the same ways Duel Phase does, but it can also end early if Darkrai is hit by a Grab attack that doesn't Phase Shift, or the first hit of Mewtwo's Psystrike.
Darkrai #PTDX_DRK | |
---|---|
Vitals | |
HP | 540 HP |
Shield Health | 600 SH (Normal) |
Synergy Gauge | 200 CC |
Burst Mode Duration | 840F (14 sec) |
Movement | |
Back Dash | 37F,1-8F Strike/Throw Invuln, FP (9-31F Mid High Projectile Invuln), Cancelable on Frame 25
Bad Dreams Rising: 38F, 1-22F Strike/Throw Invuln, Cancelable on Frame 26 |
Side Dash | 45F, 5-20F Projectile Invuln, Cancelable on Frame 33 |
Forward Dash | 37F, Cancelable on Frame FP 25 / DP 21
Bad Dreams Rising: 28F, 2-6F Projectile Invuln, 7-22F Strike/Throw/Projectile Invuln, Cancelable on Frame 22 |
Unique Movement Options | Aerial Control, Teleportation, ]Y[, Teleport Dashes during BDR |
Stances | |
High Stance | Charges Synergy Gauge (0.5CC/tick), can move while active. |
Low Stance | High invuln. on Frame 1, can move while active. |
General Moves
Burst Mode
Attack Type | Damage | PSP / FPP | Height | Priority | Impact | Total Frames | Hit Adv. | Block | Properties |
Burst Wave | 0 | -12 | Mid | BA (projectile) | i18 | 48 | +8 | 0 | 1-48F Total Invuln, Pierce |
All Phase Shifts into Duel Phase now automatically enter Bad Dreams Rising. |
Burst Attack: Infinite Eclipse
Attack Type | Damage | PSP / FPP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 180 / 240 (BDR) | 12 | Mid | S+ | i19** | 89 | Shift | -20 / -12 (BDR) | 9-49F Total Invuln / 1-49F Total Invuln (BDR), Pierce |
A dome-shaped attack that hits multiple times. In Bad Dreams Rising, deals additional damage, becomes safer on block, and is invincible on frame 1. ** At point blank range, Burst Attack hits on frame 19. The further Darkrai is from the opponent, the later it hits. |
Outside of BDR, Darkrai's Burst Attack is a rather mediocre button. It has a wide hitbox, but is slow, has little invulnerability, middling damage,
and is extremely unsafe on block. In nightmare, however, it becomes one of the strongest Burst Attacks found in the game. With frame 1 invulnerability,
being safe on block against the majority of the cast due to its large pushback, and extremely high damage, it is an incredible tool.
j.R Teleportation
Total Frames | Properties |
37 | 9-35F Projectile Invuln, 16-35F Strike/Throw Invuln |
Darkrai vanishes from the air, then teleports down to the ground. Can teleport through opponent, even outside of nightmare. Can teleport left, right, backwards, or straight downwards in Field Phase. Can teleport forward, backwards, or straight downwards in Duel Phase. |
Very useful mobility and mixup option, though some care should be taken. Has a large amount of
invulnerability and can mix up where you're teleporting to, but is rather laggy. Also notable in
usage is the ability to teleport through projectiles.
Y+B Grab Attack
Attack Type | Damage | PSP / FPP | Height | Priority | Impact | Total Frames | Hit Adv |
Grab | FP 80 / DP 90 | Shift | Ground Only | 1 | i11 | 49 | FP Shift (+8) / DP Shift (Knockdown) |
Darkrai is one of the few exceptions to the basic attack triangle. With the character's wincon being BDR, it is often considered detrimental to use Darkrai's throw in field. That being said, it is still something worth using, as duel frame advantage and the threat of a throw can make obtaining BDR easier in close quarter exchanges. In duel, Darkrai's throw is often overshadowed by his command throw in BDR, although it is still a good option in both forms of duel phase, acting as a good mixup agent on okizeme.
X+A Counter Attack
Version | Attack Type | Damage | PSP / FPP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
X+A Counter Attack | Counter (Strike) | 80 | 3 / 0 and Shift | Special Mid | 5 | i35 | 80 | Shift (0) | -8 | 1-28F Counter Armor, Forward/Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17, FP Transitions into Bad Dreams Rising |
[X+A] Charged Counter Attack | Counter (Strike) | 100 | 3 / 0 and Shift | Special Mid | 6 | i55 | 100 | Hard Launch | 0 | 1-48F Counter Armor, Forward/Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17, Pierce, FP Transitions into Bad Dreams Rising |
Darkrai's CA is almost entirely eclipsed by Nasty Plot in terms of overall utility and ease of use. With a very slow CADC, slow hitbox, and a low return, it is not often used as a reliable defensive option. In BDR, it gains ghost dash properties on CADC making it a much better tool. It is frame one however, unlike its DP counterpart, although in BDR this change is mitigated, making it a niche option overall. |
]Y[ Release Y
Total Frames | Properties |
49 | Charge Time: 60F, 1-29F Projectile Invuln, 6-24F Strike/Throw Invuln., +1 Orb |
Darkrai disappears, creates a phantom, then reappears in the same spot. |
]Y[ is an often overlooked tool found in Darkrai's kit. With frame 5-22 invulnerability, it is a good tool to reliably setup in the face of projectile pressure without compromising your position, unlike Nasty Plot. It is also useful for staving off certain pierce options such as Gardevoir F[Y], Chandlure F[Y]/6[Y], and Mewtwo F.A on certain occasions. The real benefit of the tool however comes from clone itself. Being +10 on block upon release, confirming into BDR, and allowing for safe frame traps with 5A, it is a constant overbearing presence players must keep into account. It is difficult to use effectively, but using pokes in tandem with it allows you to setup ]Y[ safely. Charging Y prior to options like 5A and 6X can allow for safe setup of clone. It is also excellent out of 8[Y].
]X[ Release X
Version | Total Frames | Properties |
0 Orbs | 71 | Heal 10 Recoverable HP / Spends all Orbs once complete |
1 Orb | 71 | Heal 30 Recoverable HP / Spends all Orbs once complete |
2 Orbs | 71 | Heal 30 Recoverable HP / Defense Up (self) for 240F / Spends all Orbs once complete |
3 Orbs | 71 | Heal 60 Recoverable HP / Attack Up/Defense Up (self) for 480F / Spends all Orbs once complete |
4 Orbs | 71 | Heal 60 Recoverable HP / Attack Up/Defense Up (self) for 480F / Gain 30 CC of Synergy / Spends all Orbs once complete |
Darkrai takes a bow, and consumes all orbs to receive healing and buffs. |
Given how slow it is, ]X[ is not a primary neutral tool. However, ]X[ is still a valuable tool to have when used properly.
The primary instances of this is to "punish" opponents for not approaching in field
by ]X[ behind a rift, enticing the opponent to approach. Another common use is after the 2x > 4x loops Darkrai is known for in BDR, as you have enough time to use ]X[ and
retain frame advantage. It is also incredibly useful in time-out situations, often recovering the necessary health needed to win a round.
Field Phase Attacks
nY
Attack Type | Damage | Scaling | FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 48 | 20% per hit | 0 | Special Mid | 7 | i23 | 9 | 51 | +8 | -8 | Special Cancelable on Frame 35 |
Darkrai throws out three orb projectiles that home in on the opponent. |
One of Darkrai's most effective neutral tools in field. With full screen range, above average tracking, and the ability to special cancel, it is an all around safe tool to use offensively and defensively. Being +8 on hit while not impossible to combo with, does leave a much tighter gap to land follow-up projectiles. It can however combo into B.X at a midrange.
sY
Total Frames | Throw Crush Frame | Properties |
69 | 4 | 1-30F High Invuln, Special Cancelable on Frame 45, +1 Orb |
Darkrai ducks and slides to the side, creating a phantom. |
A tool with fairly limited use, especially with the existence of ]Y[. It's useful for its evasion, with high invulnerability on frame 1. It is however extremely laggy, but can be cancelled into specials to slightly alleviate this.
fY
Attack Type | Damage | Scaling | FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 60 (Summon) / 20 (Puddle) / 88 (Hands) | 20% (Puddle) / 60% (Hands) | 0 and Shift (Summon) | Mid (Summon) / Low (Puddle) / Mid (Hands) | 5 / 3 (Puddle) | i23 | 9 | 63 | Shift (Summon) / Stun (Puddle) / Soft Launch (Hands) | -8 | 5-22F High/Mid High Invuln, Destroys Projectiles while active, +1 Orb |
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. In Burst Mode, activates Bad Dreams Rising upon Phase Shifting from Field to Duel. |
Darkrai's strongest offensive tool in field. With a nearly ceiling high hitbox, great tracking, and BDR confirms at almost all but max range, it is a potent tool for frame traps and makes approaches threatening. The ground hitbox itself acts as a trap, stunning all those who walk into it, while having almost no projectile priority. The trap itself is a niche way to defensively check an opponent, as b.Y is almost always superior, but it has certain niche uses. f.Y is also immune to Highs and Mid Highs on frame 5, making it a decent option in avoiding certain projectiles and to catch aerial approaches.
bY
Attack Type | Damage | Scaling | FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 30 / 74 (Rift) | 5% per hit (Rift) | 4 / 1 per hit (Rift) | Mid High / Mid High | 5 / S (Rift) | i23 | 9 | 53 | 0 / Stun (Rift) | -8 | Destroys Projectiles while active, +1 Orb |
Darkrai claws the air and creates a rift. After a short amount of time, the rift will activate and stun the opponent. Both the initial swipe and the activated vines erase projectiles. bY disappears if Darkrai takes damage during the prep time. Can be activated immediately with Nasty Plot. Holding bY will cause the rift to stay inactive until activated by Nasty Plot. The rift can be angled to darkrai's sides by inputting diagonally back. After blocking the attack from the rift, the hitbox is no longer active. |
While fY is the core of Darkrai's offense in field, bY is the core of his defense. The projectile deletion is extremely helpful, and once the rift is activated, it gives a nice wall of high-damage nightmare confirm and projectile deletion to hide behind and set up again. In most cases, this will become your strongest neutral tool to setup traps and poke with projectiles safely. It is rather useless in certain matchups however, as its priority isn't infinite, meaning it loses to lazers like SM2 n.A(3) and Chandlure f[Y].
j.Y
Attack Type | Damage | Scaling | FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | |
Normal (Projectile) | 20 | 30% / 10% (Net) | 4 (Net) | Mid High / Mid / Mid | 3 / 6 (Net) | i15 | 9 | Until Landing +27 | Stun | -33 | Special Cancelable on Frame 27, +1 Orb |
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 stuns. Holding the input throws the trap further away from Darkrai. |
A bit of an awkward tool. Mostly used for combos, and occasionally for setups. Not as strong as its duel counterpart due to the comparatively open nature of Field Phase.
Homing Attack
Version | Attack Type | Damage | FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
X Homing Attack 1 | Normal (Strike) | 40 | 0 | Mid | 4 | i25 | 1 | 63 | +12 | -8 | Throw Blast, Block/Jump Cancelable on Frame 1, Special Cancelable on Frame 32 |
XX Homing Attack 2 | Normal (Strike) | 50 | 0 and Shift | Mid | 4 | i57 | N/A | 93 | Shift (+8) | -8 | N/A |
X[X] Charged Homing Attack 2 | Normal (Strike) | 80 | 0 and Shift | Mid | 4 | i77 | N/A | 117 | Shift (+12) | Guard Break (+28) | Guard Break, Pierce |
Darkrai homes in on the opponent and does a double-hit claw attack. Following up from Homing Attack 1, Darkrai summons a rift to attack. Homing 1 can be canceled with block or jump. If Homing Attack 1 was blocked, there is a 26 frame window to punish a charged Homing Attack 2. |
Darkrai's homing only serves as a grab break, perfect block, and combo tool. Since it's slow, it's not something you want to do in neutral or for whiff punishes, with b.X/ b[X] being vastly superior in that domain.
It is special cancellable though and does combo into dark void. However, this means you basically never want to use homing 2 outside of Burst mode
bX
Version | Attack Type | Damage | Scaling | FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
bX | Normal (Strike) | 70 | 20% | 6 | Mid Low | 4 | i19 | 9 | 61 | Stun | -8 | N/A |
Charged - b[X] | Normal (Strike) | 106 / 50 (Mirror) | 40% / 20% (Mirror) | 6 / 4 (Mirror) | Mid Low | 5 | i39 | 9 | 77 | Stun | +4 | Pierce, Places Mirror, +1 Orb |
Darkrai thrusts forward and stuns the opponent. When charged, the move 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 automatically turn into the jaws by activating it with Nasty Plot. |
Darkrai's second new tool with the advent of the DX version and definitely the stronger one. One of the strongest options to whiff punish an opponent, and Darkrai's best overall tool up close, it is an active member of Darkrai's kit. b.[X] has a secondary effect, it sets up one of Darkrai's strongest projectiles in mirror. With above average projectile priority, great tracking on release or break, while moving at the same pace as Darkrai's walk speed, it is a great tool to approach with and to frame trap CA's. The charged variant also pierces, and up close, mixes up the opponent with b.A and b.X to catch mashing.
j.X
Attack Type | Damage | FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 80 | 0 and Shift | Mid High | 5 | i39 | 9 | Until Landing +42 | Shift (Knockdown) | -2 | 1-25F Strike/Throw/Projectile Invuln (landing) |
Darkrai dives headfirst to the ground. Teleports backwards, behind the spot at which Darkrai landed. |
A move with sharply limited utility, mostly due to how slow it is and because of its phase shifting nature that empeaches a BDR conversion. Can be used as a combo ender in burst mode,but grab does the same amount and is easier to land.
Duel Phase Weak Attacks
5Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
5Y | Normal (Strike) | 20 | 20% | 0 | Mid | 3 | i19 | 9 | 45 | +8 | -4 | Special/8X Cancelable on Frame 23, NM 5Y~R: (39-54F Strike/Throw/Projectile Invuln) |
5YY | Normal (Strike) | 40 | 10% | 3 | Mid Low | 4 | i50 | N/A | 86 | +8 | -8 | Special Cancelable on Frame 56, NM 5YY~R: (72-87F Strike/Throw/Projectile Invuln) |
A vertical claw swipe. In Bad Dreams Rising, can press R to cancel into Teleportation. |
Slow jab with deceptively short range. Outside of BDR, mostly used as a faster, lower-psp combo ender than 5X. In BDR however, being able to cancel into teleports, 8X, and specials, particularly Dream Eater, makes it a strong mixup and oki tool.
6Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
6Y | Normal (Strike) | 40 | 10% | 3 | Mid | 4 | i19 | 9 | 49 | Hard Launch | -8 | 5-19F High Invuln. |
6:Y | Normal (Strike) | 60 | 10% | 3 | Mid | 6 | i19 | 9 | 49 | Hard Launch | +4 | 5-19F High Invuln. |
An advancing forward uppercut that is invincible against Highs on frame 5. The Just Frame version can be done by pressing forward and Y on the same frame. |
A strong button that doesn't have that much place in Darkrai's kit. Abusing the + frames and high invulnerability requires you to be up close while not providing BDR or reliable enders. It is a combo extension out of [CA] and 8Y, and has some use on round start after throw in field.
4Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
4Y | Normal (Strike) | 20 | 0 | 0 | High | 3 | i15 | 5 | 39 | +4 | -4 |
4YY | Normal (Strike) | 10 | 0 | 0 | Special Mid | 3 | i32 | N/A | 58 | 0 | -8 |
4YYY | Normal (Strike) | 30 | 20% | 3 | Mid | 4 | i53 | N/A | 85 | Hard Launch | -12 |
4YY:Y | Normal (Strike) | 50 | 20% | 3 | Mid | 5 | i53 | N/A | 85 | Hard Launch | -8 |
Continuous punches that advance Darkrai forward. The Just Frame timing for 4YYY can be found shortly after inputting 4YY. |
Fast but high poke that doesn't lead to much on hit. Mostly used as a combo ender for 6:Y and 5A(3). Can be used for tick throws or just as a pseudo jab.
8Y
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
8Y | Normal (Strike) | 76 | 20% | 3 | High | 5 | i23 | 9 | 51 | Hard Launch | -8 | 5-23F High/Mid High Invuln, Destroys Projectiles |
Charged - 8[Y] | Normal (Projectile) | 72 | 20% per hit | 0 | Mid | 7 | i43 | 9 | 59 | +28 | +24 | 5-38F High/Mid High Invuln |
Darkrai conjures a wave of hands upwards that launches the opponent. Charging 8Y spawns a wave of hands that pulls the opponent closer to Darkrai. 8[Y] loses the hitbox that 8Y has. |
Solid anti-air. A bit slow, but has a huge hitbox, combos into a good damage or BDR on anti-air hit.
The charged version gives you reliable invulnerability to special mids, making it a solid option to beat fireballs while still confirming into BDR if you're close enough. Furthermore, it naturally puts you in a position to ]Y[ or 5[A:4] and brings the opponent at a more preferable range for Darkrai.
2Y
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 30 | 10% | 0 | Low | 3 | i15 | 5 | 41 | +12 | -8 | Special/2X Cancelable on Frame 18, Teleport Cancelable on Frame 22 (BDR Only), NM 2Y~R: (34-49F Strike/Throw/Projectile Invuln) |
A quick low swipe. In Bad Dreams Rising, can press R to cancel into Teleportation. |
Probably Darkrai's best fast poke. Outside nightmare, gets good oki 2YX, and in BDR, allows for 2X > 4X loops.
Having good range and being safe on block, it's only issue is that it's low. One of his best normals.
j.Y
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 20 / 18 (Net) | 30% (Strike) / 10% (Net) | 3 / 0 (Net) | Mid High / Mid (Net) | 3 / 4 (Net) | i15 | 9 | Until Landing +13 | -8 (Strike) / Stun (Net) | -16 | Special Cancelable on Frame 27, NM j.Y~R: (37-56F Strike/Throw/Projectile Invuln) |
Darkrai throws out a ceiling trap that stuns. Holding Y throws the net further away from Darkrai. In Bad Dreams Rising, can be canceled into Teleportation by pressing R. |
One of Darkrai's best tools in restricting movement. In and out of BDR, it is a great tool to force linear approaches. It isn't without flaws however, as it is slow, but this is slightly mitigated in BDR where it becomes air dash cancelable.
In BDR, it is also incredibly useful following 2X > 4X loops, where you are able to setup net and possible ]X[ or ]Y[. It confirms into 2A, making it your primary tool for ending duel phases.
Strong Moves
5X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
5X | Normal (Strike) | 40 | 20% | 4 | Mid Low | 4 | i23 | 9 | 61 | +4 | -12 / 0* | Special Cancelable on Frame 30, +1 Orb NM 5X~R: ( 46-61F Strike/Throw/Projectile Invuln) |
5X Rift | Normal (Projectile) | 57 | 20% | 0 | Mid Low | 7 | i38 | N/A | N/A | +28 | -8 | N/A |
Darkrai lunges forward, creating a rift. 5X's rift shoots out straight horizontally. In Bad Dreams Rising, can be cancelled into Teleportation with R. * In Bad Dreams Rising, the rift is automatically activated. |
Pretty good whiff punisher and combo starter, 5X is the main move to enter BDR. Can be canceled into Nasty Plot on block to be made safe, as the rift blockstrings from most spacings.
In BDR, the special cancel makes 5X pretty good oki with 5[A:4] or 2A. The dash cancel can also be used to make it a strong mixup tool that can become really frightening to deal with.
6X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
6X | Normal (Projectile) | 80 | 30% | 4 | Special Mid | S+ | i27 | 9 | 63 | Soft Launch | -12 / +4* | Destroys Projectiles while active, +1 Orb |
6X Rift | Normal (Projectile) | 57 | 20% | 0 | Mid Low | 7 | i48 | N/A | N/A | +28 | -8 | N/A |
Darkrai creates a rift at long range. 6X's rift shoots out straight horizontally. * In Bad Dreams Rising, the rift is automatically activated. |
Relatively fast long-range button. Extremely difficult to combo off, so it is more of a poke than anything, but it puts out a hitbox quickly at mid range, it has a lot of uses in neutral, to control space and provoke jumps.
Becomes a really oppressive tool in BDR, as the rift comes out instantly and covers basically the whole screen, and synergizes well with Darkrai's other main poking tools
4X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
4X | Normal (Strike) | 60 | 20% | 3 | High | 5 | i23 | 9 | 53 | Soft Launch | -12 | Hard Launch on Crit, Destroys Projectiles while active, +1 Orb |
4X Rift | Normal (Projectile) | 51 | 20% | 0 | Air Only | 7 | N/A | N/A | i35 | Hard Launch | N/A | N/A |
Charged - 4[X] | Normal | 90 | 20% | 4 | High | 5 | i43 | 9 | 73 | Hard Launch | +4* | Pierce, Destroys Projectiles while active |
Darkrai swipes upward in the air, creating a rift. 4X's rift shoots out diagonally, and can only hit aerial opponents. Grounded opponents cannot be hit. * In Bad Dreams Rising, the rift is automatically activated. Charging 4X sends out a long range claw swipe that counter pierces but does not place a rift. |
4X is pretty limited in utility. Compared to 5X or 2X which have the same startup, it gives less damage, has less setup potential, is duckable, and is just as bad on block. What it is useful for is setting up an upwards-facing rift to catch people out of the air. It's a bit difficult to combo off of, but it's good security against opponents who like to jump at you.
4[X] is in a pretty similar boat, though this can be used as a knowledge check. If your opponent doesn't know how to duck it. If they do, you'll usually be punished for even attempting it in neutral.
In BDR, 4X is mainly used as a combo extender, and as an anti air when 2X doesn't reach, as well as being really good against taller characters
8X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
8X | Normal (Strike) | 60 | 30% | 4 | Special Mid | 5 | i31 | 1 | 61 | +12 | -8 / NM +8 | Throw Blast, Airborne on Frame 5, Crumple on Crit, Destroys Projectiles while active, +1 Orb |
8X Rift | Normal (Projectile) | 57 | 20% | 0 | Mid Low | 7 | i46 | N/A | N/A | +24 | -10 | N/A |
Charged - 8[X] | Normal | 80 | 30% | 4 | Mid Low | 5 | i51 | 1 | 81 | Crumple | +4 / NM +8 | Throw Blast, Airborne on Frame 5, Destroys Projectiles while active, +1 Orb |
Darkrai pulls back before lunging forward, creating a rift. Charging 8X counter pierces and crumples the opponent. 8X's rift shoots out straight horizontally. In Bad Dreams Rising, the rift is automatically activated. |
Darkrai's lone grab crush and low profile option, aside from his lacking jump. Performs its duties admirably as such, comboing into a relatively
high-damage nightmare on critical hit or charged hit. The charged version can be decent okizeme, but somewhat pales in comparison to
clone trickery. In nightmare can also be used to get + frames, but is a bit slow compared to 6:y.
2X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
2X | Normal (Strike) | 60 | 0 | 3 | Low | 5 | i23 | 9 | 47 | Knockdown / NM Hard Launch | -4 / NM 0 | High Invuln. on Frame 1, +1 Orb |
2X Rift | Normal (Projectile) | 52 | 20% | 0 | Mid Low | 7 | i30 | N/A | N/A | Hard Launch | -2 | N/A |
Darkrai advances forward and swipes the ground, creating a rift. 2X's rift shoots out vertically with a forward diagonal, launching the opponent. * In Bad Dreams Rising, the rift is automatically activated. |
Outside of BDR, is is usually used as a combo ender after 2Y to get you an orb and a hard knockdown.
In nightmare, however, this is one of Darkrai's most important buttons. 0 on block, ducks Highs, starts 2X > 4X loops, catches jumps and can blow up nearly every CA in the game on hit thanks to its multiple hits.
j.X
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
j.X | Normal | 70 | 20%* | 3 | Mid High | 5 | i31 | 9 | Until Landing +42 | Knockdown / NM Hard Launch | -8 / NM -4 | 1-25F Strike/Throw/Projectile Invuln (landing), +1 Orb |
j.X Rift | Normal (Projectile) | 52 | 20% | 0 | Mid | 7 | i34 | N/A | N/A | Hard Launch | -10 | N/A |
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. j.X's rift is the only rift that deals chip damage in Bad Dreams Rising. * In Bad Dreams Rising, the rift is automatically activated. * The scaling only applies when Darkrai is in Bad Dreams Rising |
Pretty lacking divekick. Extremely slow, only gives a hard knockdown outside of BDR, but its rift angle is quite nice. Should rarely be used in neutral.
Pokemon Moves
5A Dark Pulse
Version | Attack Type | Damage | Scaling | PSP / FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
5A Dark Pulse | Normal (Projectile) | 60 | 40% | 3 / 0 | Special Mid | 8 | i27 | 9 | 61 | +4 | -8 | N/A |
NM 5A Dark Pulse | Normal (Projectile) | 96 | 40% | 1 per hit | Mid Low | 8 | i27 | 9 | 61 | +12 | 0 | NM 5AR: (36-51F Strike/Throw/Projectile Invuln) |
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. The Dark Pulses fired by phantoms have much greater tracking than those fired by Darkrai. In Bad Dreams Rising, Dark Pulse gains another hit, improving both its damage and advantage on hit/block. Furthermore, it becomes a Mid-Low rather than a Special Mid In Bad Dreams Rising, can press R to cancel into Teleportation, both before and after the move comes out. |
Very good fireball, especially in nightmare. There's not that much to say about it-it's a high damage,high priority, pretty plus projectile with a slow startup. Useful for harassing enemies from longer distances and controlling space.
In BDR, its multi-hitting properties makes it an even more threatening tool, and can be used up close to regain frame advantage while dealing chip damage. Its relatively quick endlag is useful against CAs for a 2A or BA punish
5[A] Charged Dark Pulse
Version | Attack Type | Damage | Scaling | PSP / FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
0 Orbs | Normal (Projectile) | 40 | 40% | 3 / 0 | Special Mid | S+ | i27 | 9 | 75 | Knockdown | -20 | Pierce, Spends all Orbs |
1 Orb | Normal (Projectile) | 60 | 40% | 3 / 0 | Special Mid | S+ | i27 | 9 | 75 | +16 | -16 | Pierce, Spends all Orbs |
2 Orbs | Normal (Projectile) | 80 | 40% | 3 / 0 | Special Mid | S+ | i27 | 9 | 75 | +16 | -12 | Pierce, Spends all Orbs |
3 Orbs | Normal (Projectile) | 100 | 40% | 3 / 0 | Special Mid | S+ | i27 | 9 | 75 | +16 | -8 | Pierce, Spends all Orbs |
4 Orbs | Normal (Projectile) | 120 | 40% | 3 / 0 | Special Mid | S+ | i27 | 9 | 75 | Stun | -4 | Pierce, Spends all Orbs |
Darkrai consumes all orbs to release a large wave of dark energy. In addition to having more damage and being better on block and hit with more orbs, the hitbox is larger the more orbs are consumed. |
The other use for orbs other than ]X[ and another extremely strong option. Usually you do not want to use 5[A] with an orb counts less than 4 outside of combo optimization, but they can have their uses.
5[A:4] however is ridiculous. Pierces, titanic hitbox, 60 chip, 120 damage and stuns on hit, only -4 on block. It's useful to check special cancellable moves in both field and duel, good for okizeme and for pressure in general.
There are flaws to keep in mind-notably the long startup meaning it's not safe to throw out when you're at a disadvantage, and that it is special mid, meaning you can jump it and characters with frame 1 anti-airs can evade it easily. However, these are minor in comparison to its strengths.
6A Dark Void
Version | Attack Type | Damage | Scaling | PSP / FPP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
6A Dark Void | Normal (Strike) | 36 | N/A | -12 / 0 and Shift | Mid | BA (Strike) | i39 | 9 | 79 | FP Shift (+8) / DP 0 | -12 | Hole Destroys Projectiles while active, Transitions into Bad Dreams Rising on Hit, Cannot K.O. |
NM 6A Dark Void | Normal (Strike) | 80 | 20% | 3 | Mid | BA (Strike) | i39 | 9 | 79 | Hard Launch | -12 | Hole Destroys Projectiles while active |
6[A] Charged Dark Void | Normal (Strike) | 36 | N/A | -12 / 0 and Shift | Low | BA (Strike) | i59 | 9 | 79 | FP Shift (+8) / DP 0 | Unblockable (+8) | Hole Destroys Projectiles while active, Transitions into Bad Dreams Rising on Hit, Cannot K.O. |
NM 6[A] Charged Dark Void | Normal (Strike) | 120 | 20% | 3 | Mid | 12 | i59 | 9 | 99 | Hard Launch | +8 | Hole Destroys Projectiles while active |
Darkrai drops a void onto the ground. Landing a Dark Void on the opponent sends Darkrai into Bad Dreams Rising. When charged, Dark Void will go through an opponent's block, though it may still be countered. In Bad Dreams Rising, Dark Void spawns a pillar of hands. |
6A is Darkrai's most important attack, as it is a combo ender that gets you in BDR. Unsafe on block and slow, it's definitely not a neutral tool.
Charged version can be used to avoid the 21 hit limit after longer stuns or for an occasional setup. Can knowledge check some people, but it's extremely reactable and susceptible to CAs or jumps for a huge punish.
Slightly more useful in BDR, where it becomes a powerful combo starter. The charged version is an incredible combo starter, but it's still CA-able. If they don't know this, however, can be strong okizeme.
4A Nasty Plot
Attack Type | Damage | Scaling | PSP / FPP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
Counter (Projectile) | 34 | 10% per hit (Phantom) | 1 per hit (Phantom) | Mid | S | i21 | 52 / 43 (Attack, 4A) / 51 (Attack, 4[A]) | Stun | +12 | 5-28F Counter Armor / NM 1-28F Counter Armor Attack: (1-11F Counter Armor, 12-37F / 12-43F (4[A]) Strike/Throw/Projectile Invuln) |
Darkrai goes into a counter armor state. Countering an opponent's attack causes Darkrai to teleport backwards, leaving behind a phantom. If the input is held, the phantom does not immediately detonate, gaining Darkrai an orb. If it is not, the phantom immediately explodes. This also reduces how long Darkrai is stuck in the animation. Activating Nasty Plot activates all traps that Darkrai has placed (maximum 2). Phantoms explode, rifts expel vines, mirrors become jaws, and fY chases down the opponent.
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Nasty Plot is an extremely good tool for Darkrai. It functionally replaces his CA as a defensive tool with its only downsidev being the lack of frame 1 armor, which is removed in BDR. </p<
4A puts out a hitbox very quickly by CA standards which full combos into nightmare. And this is without getting into plot's most defining aspect which is the activation of all traps on the stage. 4[A] is almost unpunishable if triggered and gives you great setups, as well as being great against long-range non-piercing projectiles. You will be pressing this button a lot playing darkrai.
NM 8A Nightmare
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 91 | 20% | 3 | Mid High | 6 | i27 | 5 | 91 | Soft Launch | -38 | 5-26F Strike/Throw/Projectile Invuln, Low Invuln. on Frame 27, Airborne on Frame 29, Pierce, Air Actionable on Frame 53 |
Darkrai disappears, becoming invincible on frame 5. Darkrai reappears and flies in at the opponent with a drill-like motion. |
One of the biggest reasons why Darkrai's BDR mode is so scary, 8A aka Drill is a frame-5 invulnerable move that leads into 210 damage and a hard knockdown. Learning which actions from your opponent you can just Drill for free is huge, as most slower moves become a non-issue to BDR Darkrai, and can punish CAs super hard. However, it is punishable on block by most of the cast, so do be careful with throwing it out. Can also be used as a damaging combo ender with 8A[Y].
NM 2A Dream Eater
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Grab | 180 | 12 | Ground Only | 1 | i27 | 64 | Knockdown | N/A | Heal 30 Recoverable HP/ Gain Synergy on Hit
Darkrai grabs the opponent, absorbing 30 HP and receives added Synergy gain. The first 30 damage of Dream Eater is unaffected by scaling. Instantly Phase Shifts. Upon phase shifting, Darkrai teleports backwards from Its location. Despite the subtle startup animation, Dream Eater is pretty slow, so care should be taken with throwing it out raw. However, it is extremely powerful on hit and with Darkrai's array of special and dash cancels you can get some absolutely filthy setups into it, made even scarier by placing a jY net above their head. Can be used after teleporting behind their whiffed attack for a high-damage punish. 2A is often used as a combo ender. At the absolute minimum, it will do 45 damage no matter what the combo scaling is at, making it a great kill move j.A Shadow Claw
A really good move that is unfortunately stapled to krai's mediocre jump. The projectile deletion is pretty nice to catch Lucario or Garde's 8y after drill on block, and on oki, it is +12 when properly cancelled while also being safe on CA. With followups, it's also really useful for combos. j.AY/X Shadow Claw: Slice Followup
Strong combo ender in duel or in burst field. Really good damage, and also has some use as a knowledge check against people who don't know they can duck it with jump back j.YA[X or Y] strings.
Combos
You can combo off 8[y] but the spacing is specific. Go for it if you can, nightmare is nice.
Notable Players
External Resources |