Pokken Tournament DX/Darkrai

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Pokken Tournament DX

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.


Bad Dreams Rising

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
Pokken Darkrai.png
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




Pokken Darkrai Burst Mode.png

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.




Pokken Darkrai Burst Attack.png Pokken Darkrai Burst Attack 2.png

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.




Pokken Darkrai jR 1.png

Pokken Darkrai jR 2.png

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.




Pokken Darkrai Grab FP.png Pokken Darkrai Grab DP.png

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.




Pokken Darkrai CA 1.png Pokken Darkrai CA 2.png

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.




Pokken Darkrai Release Y 1.png Pokken Darkrai Release Y 2.png

]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].




Pokken Darkrai Release X.png

]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




Pokken Darkrai nY.png

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.






Pokken Darkrai sY 1.png Pokken Darkrai sY 2.png

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.




Pokken Darkrai fY 1.png Pokken Darkrai fY 2.png Pokken Darkrai fY 3.png

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.




Pokken Darkrai bY 1.png Pokken Darkrai bY 2.png

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].




Pokken Darkrai jY 1 FP.png Pokken Darkrai jY 2 FP.png Pokken Darkrai jY 3 FP.png Pokken Darkrai jY 4 FP.png

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.




Pokken Darkrai Homing Attack 1.png Pokken Darkrai Homing Attack 2.png

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




Pokken Darkrai bX 1.png Pokken Darkrai bX 2.png Pokken Darkrai bX 3.png

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.




Pokken Darkrai jX FP.png

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




Pokken Darkrai 5Y.png Pokken Darkrai 5YY.png

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.







Pokken Darkrai 6Y 1.png Pokken Darkrai 6Y 2.png

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.




Pokken Darkrai 4Y.png Pokken Darkrai 4YY.png Pokken Darkrai 4YYY.png Pokken Darkrai 4YYY 2.png

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.




Pokken Darkrai 8Y 1.png Pokken Darkrai 8Y 2.png

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.




Pokken Darkrai 2Y.png

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.




Pokken Darkrai jY 1 DP.png Pokken Darkrai jY 2 DP.png

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.




Duel Phase Strong Attacks




Pokken Darkrai 5X.png Pokken Darkrai 5X Rift.png

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.




Pokken Darkrai 6X.png Pokken Darkrai 6X Rift.png

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


Pokken Darkrai 4X 1.png Pokken Darkrai 4X Rift.png Pokken Darkrai 4X 2.png

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




Pokken Darkrai 8X.png Pokken Darkrai 8X Rift.png

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.




Pokken Darkrai 2X.png Pokken Darkrai 2X Rift.png

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.




Pokken Darkrai jX DP.png Pokken Darkrai jX Rift.png

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




Pokken Darkrai 5A 1.png Pokken Darkrai 5A 2.png Pokken Darkrai 5A 3.png

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


Pokken Darkrai Hold 5A 1.png Pokken Darkrai Hold 5A 2.png

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.




Pokken Darkrai 6A 1.png Pokken Darkrai 6A 2.png Pokken Darkrai 6A 3.png

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.




Pokken Darkrai 4A 1.png Pokken Darkrai 4A 2.png

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.

Nasty Plot Impacts
Trap Type Impact
Phantom i23
Hands i19
Mirror Jaws i29
bY Rift i33
5X/6X Rift i21
4X Rift i13
8X/j.X Rift i19
2X Rift i29


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.




Pokken Darkrai 8A.png

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].




Pokken Darkrai 2A.png

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




Pokken Darkrai jA.png Pokken Darkrai jAA.png

j.A Shadow Claw

Version Attack Type Damage Scaling PSP / FPP Height Priority Impact Throw Crush Frame Total Frames Hit Adv Block Properties
j.A Shadow Claw Normal (Strike) 50 0 0 Mid High 6 i19 5 Until Landing +27 Crumple -4 Destroys Projectiles while active

NM j.A~R: (45-64F Strike/Throw/Projectile Invuln)

j.AA Shadow Claw: Kick Followup Normal (Strike) 55 40% 3 / 0 Mid High 6 i35 N/A Until Landing +13 Hard Launch FP -29 / DP -16 Destroys Projectiles while active

NM j.AA~R: (61-80F Strike/Throw/Projectile Invuln)

A 360 degree flurry of hits that has two followups.

In Bad Dreams Rising, can press R to cancel into Teleportation.

If one of its followups is land canceled, becomes +12 on block.

A really good move that is unfortunately stapled to Darkrai's mediocre jump. The projectile deletion is pretty nice 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.




Pokken Darkrai jaYX 2.png Pokken Darkrai jAYX.png

j.AY/X Shadow Claw: Slice Followup

'
Version Attack Type Damage Scaling PSP / FPP Height Priority Impact Total Frames Hit Adv Block Properties
j.AY/X Shadow Claw: Slice Normal (Strike) 80 40% 4 / 0 and Shift High 6 i39 Until Landing +13 Soft Launch -33 NM j.AY/X~R: (67-86F Strike/Throw/Projectile Invuln)
j.A[Y/X] Charged Shadow Claw: Slice Normal (strike) 120 40% 6 / 0 and Shift High 6 i59 Until Landing +13 Soft Launch -33 Pierce

NM j.A[Y/X]~R: (87-106F Strike/Throw/Projectile Invuln)

A horizontal ranged slash that launches the opponent.

Can be charged to counter pierce and increases its range.

Charging also air stalls Darkrai.

In Bad Dreams Rising, can press R to cancel into Teleportation, but not after a full j.YA[Y/X] string.

There is a 14F gap to punish a charged Slice on block.

Strong combo ender in Duel or in Burst Field phase. 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/Y].




Combos



Field Phase


In Field Phase, there are three broad categories of combos. There are those that get you nightmare by ending in Dark Void, those that extend Field Phase to leave you at an advantage, and those that simply maximize damage dealt before shifting, usually intended to use as kill combos or while in burst mode. These can be further subdivided into two possibilities- if you have four orbs on deck to extend the combo and if you do not.

The former three combo categories will be denoted:

  • N (Nightmare)
  • E (Extension)
  • S (Shift)
  • O (Four Orbs denoted by n/5[A:4]




fY


  • N: fY > bA > j.Y >bX > nX > fA (112 Damage)


Standard confirm off the hands. If you're a bit closer and your timing is good you can do

  • N: fY > bA > bX > nX > fA (117 Damage)


  • E: fY > bA > j.fY > bX > b[X] (117 Damage)


Same route as nightmare confirm. Cannot do the alternate route however, as a re-standing bX stuns for less time.

  • S: fY > bA > bX > Y+B (125 Damage)


Same route as nightmare confirm. Since bX stuns for nearly a fully second and the grab starts up in eleven frame, it can be delayed for a long time to waste the timer if you have a life lead. Thanks to the high scaling involved, spending orbs on an fY combo is usually not worth it. We include optimal bX routes for completion's sake, though remember this requires good spacing and timing-a j.Y makes things more consistent, but less damaging.

  • NO: fY > bA > bX > n[A:4] > nX > fA (137 Damage)



  • EO: fY > bA > bX > n[A:4] > b[X] (142 Damage)



  • SO: fY > bA > bX > n[A:4] > Y+B (141 Damage)




bY


  • N: bY activation > bX > nX > fA (154 Damage)


Standard bY confirm. Once again, there's an alternate route for obnoxious damage optimization if you're at the right spacing.

  • N: bY activation > sY > nX > nA > nX > fA (158 Damage)



  • E: bY activation > bX > b[X] (184 Damage)


No alternate route here, the bX stun is needed to land the b[X].

  • S: bY activation > bX > Y+B (178 Damage)


  • NO: bY activation > n[A:4] > bX > fA (198 Damage)


  • EO: bY activation > bX > n[A:4] > b[X] (220 Damage)


  • NO: bY activation > bX > n[A:4] > Y+B (218 Damage)




bX


  • N bX > nX > fA (102 damage)


Standard bX confirm into nightmare that works universally. However, on the majority of the cast, can be optimized a lot further.

  • N bX > j.fY > j.A > j.AA > sY > nX > nA > nX > fA (143 Damage)


Optimized nightmare confirm off bX. Would be standard, but timing of the j.fY is really character-specific and flat-out does not work on a couple characters, notably the pikachus. Generally speaking, you want to j.fY at around the height of the character's head-too high on smalls and it'll whiff, too low on talls and they'll get launched directly into the net, not giving you enough time to set up your sY.

  • E bX > b[X] (142 Damage)


  • S bX -> Y+B (134 Damage)


Lower-damage, easier universal route. The j.fY route is still a thing here, but it's not as big of an uptick in damage.

  • S bX -> j.fY -> j.A -> j.AA -> sY -> nX -> nA ->nX -> nXX (148 Damage)


  • NO bX > n[A:4] > nX > fA (182 Damage).



  • EObX > n[A:4] > b[X] (202 Damage)



  • SO bX > n[A:4] > Y+B (198 Damage)


These routes work for b[X] as well, sans the j.fYAA route. However, it's usually not worth it to do orb combos due to the higher scaling of b[X].


Clone explosion


This refers to all clone explosions, which include sY bA, ]Y[ bA, though not guard point bA. For that, simply follow up with standard bX or [A:4] routes. The displayed damage will be from sY bA, though all three vary in damage slightly.

  • N Clone explosion > bX > nX > fA (92 Damage)


Standard stuff. Clone explosions scale hard so this won't be as explosive damage as other field combos.

  • E Clone explosion > bX > b[X] (112 Damage)



  • S Clone explosion > bX > Y+B (108 Damage)


Thanks to high scaling and hit counts, orb combos usually don't get much in the way of extra damage.

  • NO Clone explosion > n[A:4] > nX > fA (114 Damage)



  • EO Clone explosion > bX > n[A:4] > b[X] (133 Damage)



  • SO Clone explosion > bX > n[A:$] > Y+B (132 Damage)




n[A:4]



  • NO n[A:4] > b[X] > nX > fA (186 Damage)



  • EO n[A:4] > bX > b[X] (198 Damage)



  • SO n[A:4] > bX > Y+B (194 Damage)




Regular State Duel Phase


Much like in Field Phase, there are several potential goals for combos in Duel Phase. Similarly, there are orb variants of almost all of these combos, but in duel there are other orb variants. Thanks to having i15 moves now, we can actually combo on dark pulse with 1 to 3 orbs, and as such, there will be partial pulse routes, denoted "PO". However, unlike field, there will not be extension options provided, as staying in regular state duel is almost universally less preferable to going to nightmare or shifting.


5Y


  • N 5YY > 6A (60 Damage)


Standard pokecombo, achievable by mashing Y. Low damage, but neither cancel on 5Y helps to get more damage without orbs. You can't combo off fireball outside of BDR, and 5Y8X doesn't combo.

  • S 5YY > 5A (102 Damage)


Similarly, you can't shift out of 5Y without orbs. However, you can do a bit more damage and use up 6 PSP.

  • NO 5YY > 5[A:4] > 5X > 6A (156 Damage)


With orbs, we can get some damage with our nightmare confirm. We can't do anything too fancy thanks to how many hits and PSP 5y/5yy5[A:4] uses up, but a nearly 100-damage uptick is worth the orbs spent.

  • SPO 5YY > 5[A:1-3] > 2YX (123-137-151 Damage)


With partial orbs, we still can't shift off 5Y, but we can do decent damage and use up 9 PSP. You can 4YY:Y instead of 2YX for 3 more damage but a far worse setup, though this does have better wallsplat potential.

  • SO 5YY > 5[A:4] > 8[X] > 2Y > 4A (179 Damage)




2Y


  • S 2YX (84 Damage)


Without orbs, we can't do much with 2Y at all. 2YX uses 3 PSP and gives you good oki with ]Y[ afterwards.

  • NO 2Y > 5[A:4] > 8[X] > 5YY > 6A (187 Damage)


With orbs, 2Y becomes one of darkrai's strongest nightmare confirms. Enjoy your good damage, and note you can 5X6A instead of 5YY6A for one less damage but to gain an orb.

  • SPO 2Y > 5[A:1-3] > 2YX (123-141-159 Damage)


Partial orbs gives us alright damage but no shift. Probably not worth the orbs, overall, though you still get a strong setup. Also of note is that you can 4YY:Y instead of 2YX for one more damage and the aforementioned tradeoffs between those enders.

  • SO 2Y > 5[A:4] > 8[X] > 2Y > 4A > 5X > 5A (202 Damage)


Full orbs gives us a really strong damage shift. Not much else to say, just hurts, relatively speaking.


5X


  • N 5X > 4A > 5X > 6A (109 Damage)


Standard 5X confirm. Does mediocre damage. Can be a bit tricky on certain characters away from the wall. The trick is to delay the first 4A as long as possible to let Darkrai slide forward.

  • S 5X > 4A > 5X > 4A > 6X (146 Damage)


Standard shift confirm from 5X. Doesn't need any sort of timing, so can save failed attempts at the nightmare confirm if you recognize it.

  • SPO 5X > 5[A:1-3] > 2Y > 4A > 5X > 4A > 6X (133/151/161 Damage)



  • NO 5X > 5[A:4] > 2Y > 4A > 5X > 6A (167 Damage)


Solid nightmare confirm with orbs. Walk forward a bit before the 2Y to make the 5X 6A connect, and to stall the timer a touch if you're in the lead.

  • SO 5X > 5[A:4] > 8[X] > 2Y > 4A (185 Damage)




Critical Hit 8X / 8[X]


  • N 8X / 8[X] > 2Y > 4A > 5X > 6A (155 / 150 Damage)



  • NPO 8X / 8[X] > 2y > 5[A:1-3] > 2Y > 4A > 5X > 6A (161-175-189 / 155-167-179 Damage)


Partial orb nightmare confirm. Can always go for this, as 8X gives an orb, and does good damage. Walk forward slightly before the 2Y to make it more consistent.

  • S 8X / 8[X] > 2Y > 4A > 5X > 4A > 6X (178/168 Damage)



  • NO 8X / 8[X] > 2Y > 5[A:4] > 5X > 6A (192 / 181 Damage)



  • SO8[X] > 2Y > 5[A:4] > 8[X] > 2Y > 4A (219 / 198 Damage)





Clone Explosion


Combos from triggered clone explosions. Usually good on oki. For guard point 4a, go for 8[x] routes without orbs, [A:4] routes with.

  • N 4A > 8[X] > 2Y > 4A > 5YY > 6A (108 Damage)


This is a lot more consistent than you might think. Even at longer ranges, you can walk forward before 8[X]ing to cover all explosion distances.

  • S 4A > 8[X] > 2Y > 4A > 5YY > 5A (114 Damage)


Thanks to how hard clone explosion scales and how much PSP it uses, can't get much damage off it.

  • NO 4A > 8[X] > 2Y > 5[A:4] > 6A (115 Damage)


Because of aforementioned scaling, can't get very good damage with orbs.

  • 4A > 5[A:4] > 8[X] > 2Y > 4A (133 Damage)


Same issues as above. Usually not worth for the orbs.


8Y


Grounded 8Y can combo, but it cannot get you into BDR. If you happen to land it, 8Y > 6:Y > 4YY:Y is universal and does decent damage. What is important is anti-air 8Y combos.

  • N Anti-air 8Y > 8Y > j.Y > 6A (142 Damage)


This is for high anti-airs, the second 8Y gets a lot of damage.

  • N Anti-air 8Y > j.Y > 5X > 6A (108 Damage)


And this is for lower. Using orbs isn't worth it thanks to the combined scaling of j.Y and 8Y.

  • N 8[Y] > 5X > 4A > 5X > 6A (108 Damage)

You can combo off 8[Y] but the spacing is specific. Go for it if you can, getting BDR is your win condition.

  • N 8[Y] > 5[A:4] > 5X > 4A > 5X > 6A (136 Damage)




2X / j.X Rift


If you launch with a 2X rift, you can get a confirm into BDR.

  • 4A > 8Y > 8Y > j.Y > 6A (148 Damage)


It launches high enough to get the double 8Y. Only go for one 8Y into 5X if you need to move up.

  • 4A > 8Y > 6:Y > 6:Y > 4YY:Y (181 Damage)


This is universal. Orbless combo out of Nasty Plot. Between Rift, 8y, and j.Y scaling makes them add little damage.
5X / 6X / 8X Rift
If you're close, you can combo off a horizontal rift hit too.

  • 4A > 5X > 4A > 5X > 6A (138 Damage)


Standard stuff. Can be a bit difficult, so usually you want to cut out the 4a and second 5X for consistency.

  • 4A > 2Y > 5[A:4] > 8[X] > 2Y > 4A > 5X > 6A (193 Damage)




Nightmare Mode


Nightmare combos are a lot simpler. You either optimize for damage, or you optimize for setups afterwards. Orbs aren't usually used mid-combo given how frequently nightmare krai launches and their use in setups. However, a lot more of his starters have meaningful combos in nightmare.


5Y


  • 5YY > 6A > 2X > 4X (147 Damage)


Off of vanilla 5Y, going for setups is a little lacking-going for resets or damage is usually better here. Only 2 orbs gain and 6 PSP eaten, plus not too good damage. If you only get the second hit of 5Y, you can go for a final 2X for another orb and more setup. Otherwise, combos are the same.

  • 5YY > 8A > j.A[X or Y] (189 Damage)


It's better if you're going for damage. This does use 10 PSP and doesn't give you orbs or time to setup, so it doesn't leave you in too great spot.

  • 5Y > [A:4] > 6[A] > j.Y > 2A (213 Damage)


As usual for Dream Eater, doesn't leave you at a good spot in field, but shifts guaranteed. Good for guaranteed kills. Orbs probably aren't worth the dump.


6:Y


6:Y is actually a really strong starter in nightmare, as the 2Y link gets a lot more here. Unfortunately, this link doesn't work on Aegislash, so all of these combos are character-specific, technically. It's also harder on Suicune, Braixen, and Gardevoir. Against these characters, delay your 2Y slightly.

  • 6:Y > 2YX > 4X > 2X > 4X (173 Damage)


Uses 6 PSP, but gives you plenty of time to set up and four orbs. Good, standard confirm.

  • 6:Y > 2Y > 8A > j.A[X or Y] (232 Damage)


Uses 10 PSP, but really good damage. If you've already nicked them and land a 6:Y, this is good to shift.


2Y


  • 2YX > 4X > 2X > 4X (142 Damage)


Standard loops. Doesn't work on Croagunk, but just do a second 2X into 4X > 2X and it's the same.

  • 2Y > 8A > j.A[X or Y] (213 Damage)



  • 2Y > [A:4] > 6[A] > j.Y > 2A (249 Damage)


One of the only times where orbs significantly improve your damage in BDR. Still, not excessively worth it outside of ending health bars.


5X


  • 5X > 2YX > 4X > 2X (157 Damage)


Standard 2x 4x loop stuff. Uses 7 PSP, so not too great, but does give you orb and setup opportunity.

  • 5X > 8A > j.A[X or Y] (187 Damage)



  • 5X > 2A (205 Damage)



  • 5X > 5[A:4] > 2A (217 Damage)


Not an option you'd usually want to go for, but if you go for this on oki you're going to catch people with it sometimes.


2X


  • 2X > 4X > 2X > 4X (132 Damage)


The nightmare BNB. If you get only the vine hits of the 2x, either from an anti-air hit or getting a tipper, you can sneak in another 2X at the end.

  • 2X > j.Y > 2A


There aren't damage numbers on this because this isn't a conventional combo. The usage here is explicitly finishing healthbars; if you see that they're below 48 health when you land a 2X, assuming you're not at hit or PSP limits, j.Y into 2A will kill them. Be aware of this while comboing.


8X


  • 8X > 2YX > 4X > 2X (162 Damage)


Standard loops off 8X. Does alright damage, but 6 PSP.

  • 8X > 6:Y > 2Y > 8A > j.A[X or Y] (174 Damage)



  • 8X > 2YX > j.Y > 2A (195 Damage)




j.X


  • j.X > 2YX > 4X > 2X (163 damage)


j.X is kind of like 8X to combo off of but it's a little bit harder. In particular, for this one you have to delay the 2Y by a pretty wide margin.

  • j.X > 6:Y > 2Y > 8A > j.A[X or Y] (240 damage)


This is also pretty tough with the delay on the 6:Y, but the damage is worth it.


Notable Players












External Resources


Pokken Arena: Darkrai

Frame Data: Darkrai