Introduction
D. Dark, in his original appearance, was a very Arika twist on the Shotokan archetype. This isn’t anything new: Fighting Games need compatibility characters to ease players into a new battle system. But dig a little deeper, and it starts to get interesting. It’s “gimmicks” all the way down.
Instead of fireballs, D. Dark can toss a fiber wire across the screen. Because he’s crazy. It’ll clash with projectiles, and the strength of the button determines distance. On hit, the wire stuns an enemy and opens them to a follow up. Dark can send a spark of electricity down the conductive wire, or pull his foes in close.
Doctrine Dark leans towards being a zoner, “keepaway” style of character, But I’d hesitate to call him that. So much of his gameplan revolves around landing wire, pulling, and just erasing his opponent. He also has explosives, and the fuse time differs based on the button strength. Only the thrower knows when they’ll go off, and D. Dark is immune to his own explosions. Bombs detonate on block for simple pressure, and take up space on the screen like nothing else in Street Fighter.
Movelist
Command Moves
KNIFE Nightmare f + MP
DEATH Spin Kick f + MK
Throws
DEATH Moment When close, b / f + MP / HP
DARK Throw When close, b / f + MK / HK
Special Moves
KILL Wire f,d,df + P
DARK Wire qcf + P
DARK Spark Wait a moment after DARK Wire connects
DARK Hold b + P after DARK Wire connects
EX-plosive qcf + K
Super Combos
KILL Trump qcf,d,df + P
DARK Shackle qcf,d,df + K
EX-Prominence qcb,qcb + K
Meteor Combo
DEATH Trap qcb,qcb + PPP
Combos
-Jump HP \/ c.MK XX qcf + P XX Wait, s.HK
-Jumping Opponent qcf + HK. f,d,df + MP /\ explodes Jump HK \/ /\ Jump HK
-Jumping Opponent f,d,df + HP /\ Jump HK \/ s.HK XX qcf,d,df + P
-Jump HK \/ c.MK XX qcf + P XX b + P /\ bj.HK \/ s.HK XX qcf,d,df + P
-Jump HK \/ c.MK XX qcf + P XX b + P, s.HK XX qcf,d,df + P
-EXCEL(c.MK > s.MP > s.MK > s.HP > s.HK > c.HP > qcf + K > qcf + P > b + P) /\ bj.HK \/ s.HK XX qcf,d,df + P
-Jump HK \/ c.MK XX qcf + P SC qcf,d,df + K SC qcf,d,df + P SC qcb,qcb + K
-Jump HK \/ c.MK XX qcf + P SC qcf,d,df + P SC qcb,qcb + K SC qcf,d,df + P
-Jump HK \/ s.HP XX qcb,qcb + PPP