Frozen461

UGH HELP IM BORED

Jan 23rd, 2015
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  1. Darkrai Moveset Ideas
  2.  
  3. Physics
  4. Initial Dash + Run Speed: Both very fast! Darkrai's notorious for its 125 base speed.
  5. Air Speed: Average
  6. Fall Speed: About GnW's fall speed, semi-floaty. Darkrai should mostly be using the ground to move.
  7. Short Hop: Pretty high, but not terribly so. Gives him a poor SHFFL game combined with his floatiness.
  8. Full Hop: Above average. Darkrai floats, so its hard to gauge how high he'd "jump" :P
  9. Weight: Darkrai's rather light canonically, so a weight of about 85 seems adequate. (Matches Roy, Ivysaur, Diddy, ZSS, etc)
  10. Jumpsquat: 5 frames
  11. Roll: Somewhat fast. Turns invisible like Rosalina/Palutena.
  12.  
  13. Specials
  14. Neutral B: Dark Void: Chargable + Storable, only usable when fully charged however. Shoots a somewhat large sphere of dark energy. If an opponent is caught inside of the sphere, he/she is put to sleep. Has somewhat low startup and cooldown to both punish sleep, as well as the commitment already being there via the charge. If this move connects in the air, the opponent takes moderate KB and 15%, can serve as a combo finisher.
  15. SideB: Icy Wind: Creates a large gust of Wind in front of Darkrai, weaker in the air + from farther away, but has pretty strong gimp potential up close. If the opponent is grounded, this move will also freeze targets up close to Darkrai.
  16. UpB: Feint Attack: Very similar to Zelda's UpB in function. Darkrai goes through a decent amount of startup (however, there is no hitbox at the beginning), then teleports in the direction held and strikes at the end. Powerful vertical kill move, has Darkness GFX on hit.
  17. DownB: Will-O-Wisp: Places a blue fire wisp on the ground, that functions as a trap hitbox. Disappears after roughly 8 seconds. If touched while active, the opponent incurs multiple Fire hits leading into an explosion with decent vertical KB, intended to combo. Transcendent, can't be used in the air to avoid brainless edgeguards.
  18.  
  19. Aerials
  20. Nair: Haze: Similar in look to Greninja's, but has Darkness gfx and is multihit with a sendoff hit at the end.
  21. Fair: X-Scissor: Cross-armed slash with good disjoint and a powerful sweetspot close to Darkrai.
  22. Bair: Shadow Punch: Turns around and punches straight forward. Starts out with only Darkrai's arm as the hitbox, but then extends a ghostly projection another arm-length after some time for a second, slightly stronger hit. To not have this be too spammable, it turns Darkrai around like Marth, Roy, and PM Lucario.
  23. Uair: Slash: Darkrai quickly claws the air above it. Straightforward move with no sourspot. Rather weak. Darkrai isn't big on juggling.
  24. Dair: Brick Break: Darkrai holds both its hands above it before slamming both hands down with great force. Slightly laggier, but slightly stronger than Wolf's Dair.
  25.  
  26. Jab: Slow but long ranged arm thrust like S4 Ganon.
  27. Dash Attack: Sucker Punch: Darkrai lunges, vanishes, then appears a short distance ahead, facing the other way, and strikes the opponent. Used as a crossup, moderate endlag to avoid being spammable.
  28.  
  29. Smashes
  30. FSmash: Incinerate: Darkrai spreads both arms then nearly smacks both hands together before a burst of flame appears, deals multiple hits, and then explodes. Somewhat strong horizontal KB, low cooldown and moderate startup ala Zelda, but with a bit less range.
  31. USmash: Galaxy Force: Mewtwo Usmash clone? Kinda lacking ideas for this. Doesn't hit on the ground like Mewtwo's does though/smaller body hitbox.
  32. DSmash: Dark Pulse: Darkrai puts its hands to the ground and unleashes a black wave of energy that travels a short distance. Has endlag comparable to Roy's Dsmash, so very punishable on block/whiff, but has good vertical KB. Only hits grounded opponents.
  33.  
  34. Tilts
  35. Ftilt: Foul Play: Similar in look and function to Zelda's Ftilt.
  36. Utilt: Shadow Claw: Overhead swipe. Quick to come out, but not very strong. Sends above and behind Darkrai.
  37. Dtilt: Shock Wave: Very short-ranged move that can hit crouching Kirby/Puff/etc unlike most of Darkrai's moves. Brief paralysis if landed.
  38.  
  39. Final Smash: Lunar Cannon: Darkrai reaches out to grab an opponent. If successful, Darkrai charges energy with his other hand, throws the opponent horizontally, then fires a black beam with very high KO potential. Can hit other opponents in the way.
  40.  
  41. TL;DR How does this character play?
  42.  
  43. Darkrai's mediocre aerials and poor short hop don't provide him with much rushdown potential at all. His strong point, however, lies in his long-range zoning potential. He has multiple stage control tools and decent disjoints on Ftilt, Utilt, and Fair to keep people out of his bubble, as well as having a *decent* combo-breaker in Nair. Dark Void just EXISTING gives people a reason to approach Darkrai and prevent him from charging it. He's somewhat weak under pressure with little OoS options, but has a pretty good roll for PM standards and has a fast run speed to position himself quickly.
  44.  
  45. TO DO:
  46. Throws
  47. Taunts
  48. some other misc stuff
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