Darkrai (Pokkén Tournament)

Darkrai is a playable Technical-style Pokémon in the arcade version of Pokkén Tournament (since July 20, 2016) and in Pokkén Tournament DX. Darkrai is notable for having perhaps some of the most complex mechanics of any playable Pokémon in the game.
==Special Mechanics==
===Phantoms and Nasty Plot===
Several of Darkrai's moves create what the game refers to as Phantoms, energy constructs that come in five different types. All except Thorn-type Phantoms are affected by Nasty Plot, and up to two (not counting Thorn-type Phantoms) can be on the stage at once. The types of Phantoms, as listed below, are:
* Shadow: Shadow-type Phantoms are holographic images of Darkrai that stay in one place. If Darkrai uses an uncharged Dark Pulse, the Phantoms will also use Dark Pulse, then disappear. If Darkrai uses Nasty Plot, the Phantoms explode. Produced by Side Ranged Attack, Charge Weak Attack, and getting hit while using Nasty Plot.
* Dark Hands: Dark Hands-type Phantoms resemble circular voids on the floor from which innumerable shadowy arms extend. If the opponent enters this area, they'll be stunned. If Darkrai uses Nasty Plot, the hands go into the air and home in on the opponent. Produced by Forward Ranged Attack.
* Rift: Rift-type Phantoms resemble glass cracks in the fabric of reality. If they appear overlapping an opponent, the opponent will be knocked back and take damage while the Phantom remains in place. If Darkrai uses Nasty Plot or simply leaves them alone long enough (for some Phantoms), shadowy tendrils will extend from the Phantom, dealing damage and knockback to opponents who touch it before disappearing. Produced by Backward Ranged Attack and all of Darkrai's Strong Attacks except for the charged version of Backward Strong Attack.
* Barricade: Barricade-type Phantoms are discs of spinning purple energy surrounded by the same tendrils that come out of Rift-type Phantoms. This type of Phantom stuns opponents who touch it, and if Darkrai uses Nasty Plot, they turn into shadowy, sharp-toothed mouths that home in on and damage opponents. Produced by Ranged Attack in the arcade version and the charged version of Backward Attack in DX.
* Thorn: Thorn-type Phantoms are plant-like structures made of the same shadowy tendrils that emerge from Rift-type Phantoms and surround Barricade-type Phantoms. They are the only Phantoms that aren't affected by Nasty Plot and the only Phantoms that can be on the stage at the same time as two other Phantoms. Opponents who touch this type of Phantom are stunned. Directional inputs change the shape of this Phantom when produced in Field Phase: Backward input or no input results in a vertical structure perpendicular to the floor, sideways input results in a horizontal structure perpendicular to the floor, and forward input results in a circular structure in the air and parallel to the floor. Produced by Jumping Ranged Attack and Midair Weak Attack.
===Phantom Count===
Every time Darkrai creates a Phantom, a glowing orange dot appears circling in its midsection, and it can have up to four at once (though glitched versions of DX where Darkrai can have up to 5 or 6 exist). The game refers to this as the Phantom Count, and it can be used in two ways, both resetting the Phantom Count to zero. The first way it can be used is to increase the radius of the charged version of Dark Pulse, with a higher Phantom Count obviously leading to a bigger radius. The second way it can be used is to increase the HP recovered by Charge Strong Attack (and possibly grant additional effects): If the Phantom Count is 0, Darkrai recovers 10 HP; if it's 1, Darkrai recovers 30 HP; if it's 2, Darkrai recovers 30 HP and gets increased Defense for 4 seconds; if it's 3, Darkrai recovers 60 HP and gets increased Attack and Defense for 8 seconds; and if it's 4, Darkrai recovers 60 HP, gets a slight increase in the Synergy Gauge, and gets increased Attack and Defense for 8 seconds.
===Bad Dreams Rising===
Bad Dreams Rising (Nightmare Shift in Japan) is a special version of Duel Phase that initiates if Darkrai successfully lands Dark Void. The effects of Bad Dreams Rising are, as follows:
* Darkrai's forward and backward dash steps become teleports
* All of Darkrai's Pokémon Moves can be cancelled into teleportation
* Dark Void does damage and can hit opponents in the air
* Rift-type Phantoms immediately activate without the use of Nasty Plot
* Infinite Eclipse, Darkrai's Burst Attack, does more damage if performed during this state
* Darkrai gets access to the Pokémon Moves Nightmare and Dream Eater
Bad Dreams Rising ends if Darkrai takes enough damage or if a Phase Shift is caused. It's also important to note that in a match where both players are playing as Darkrai, only the Darkrai who initiated the phase will experience its effects.
==Move List==
Note from editor Bismuth83: These lists only cover Darkrai's moves in the DX version because that's the only version I have that has Darkrai in it and can find information for. Information regarding Darkrai's moves in the arcade version would be much appreciated.
Default Input 	Name 	Description 	Damage 	Move Type
Y (Field Phase) 	Ranged Attack 	Darkrai waves its hands around and three shadowy purple orbs home in on and move towards the opponent in a wave pattern. 	48 	Normal
Side+Y (Field Phase) 	Side Ranged Attack 	Darkrai sinks into the ground, moving to the side and creating a Shadow-type Phantom at its original position. 	36 	Normal
Forward+Y (Field Phase) 	Forward Ranged Attack 	Darkrai thrusts its hand upwards and forms a Dark Hands-type Phantom in front of it. Causes a Phase Shift if it hits. 	40 	Normal
Backward+Y
(Field Phase) 	Backward Ranged Attack 	Darkrai steps back, swipes with its left arm, and creates a Rift-type Phantom. 	30 	Normal
Y (Midair) (Field Phase) 	Jumping Ranged Attack 	Darkrai throws a ball of shadowy energy that becomes a Thorn-type Phantom. Directional inputs change the shape of the Phantom. 	20 	Normal
X, X (Field Phase) 	Homing Attack 	Darkrai rushes towards the opponent and hits them with an X-shaped energy blast with the first X press and a Dark Pulse-like energy blast with the second. Can be charged by holding the second X press to bypass blocks and counters. 	80 (Normal), 120 (Charged) 	Normal
Backward+X (Field Phase) 	Backward Attack 	Darkrai steps back, then shoves the opponent forward. Holding X charges the attack to pierce counters and create a Barricade-type Phantom. 	70 (Normal),106 (Charged) 	Normal
X (Midair) (Field Phase) 	Jumping Attack 	Darkrai dives towards the ground, briefly appearing as a dark circle on the floor before reappearing with a purple aura in a cloud of TV static. Causes a Phase Shift. 	80 	Normal
Y, Y (Duel Phase) 	Weak Attack 	Darkrai vertically swipes with its left arm, a cloud of purplish energy trailing from its hand on the first Y press and horizontally swipes with both arms on the second. Pressing R during Bad Dreams Rising will cause teleportation. 	60 	Normal
Y, X (Duel Phase) 	Weak Attack ~ Strong Attack Follow-up 	Darkrai does the same vertical swipe from Weak Attack, then punches the opponent, creating a Rift-type Phantom. Can be charged to negate counters. 	80 (Normal), 100 (Charged) 	Normal
Forward+Y (Duel Phase) 	Forward Weak Attack 	Darkrai spins forward, striking its opponent with one of the spikes on its shoulders. Inputting both inputs at the same time powers it up. 	40 	Normal
Backward+Y, Y, Y (Duel Phase) 	Backward Weak Attack 	Darkrai punches its opponent 3 times. Carefully timing the Y presses will power this move up, indicated by Darkrai glowing yellow and a sort of "shiny" sound playing. 	60 	Normal
Up+Y (Duel Phase) 	High Stance Weak Attack 	Darkrai thrusts its hand diagonally upwards, creating some of the hands that come from Dark Hands-type Phantoms. Charging this move makes the hands move through the ground behind the opponent, then pop up and move towards them from the back like a water wave. 	75 (Normal), 72 (Charged) 	Normal
Down+Y (Duel Phase) 	Low Stance Weak Attack 	Darkrai sinks into the ground and swipes at the opponent's legs. Pressing R during Bad Dreams Rising will cause teleportation. 	30 	Normal
Down+Y, X (Duel Phase) 	Low Stance Weak Attack ~ Strong Attack Follow-up	After the Low Stance Weak Attack, Darkrai spins around and punches the opponent's legs, creating a Rift-type Phantom and knocking the opponent over. 	74 	Normal
Y (Midair) (Duel Phase) 	Midair Weak Attack 	Darkrai throws a ball of energy that turns into a circle-shaped Thorn-type Phantom parallel to the floor. Pressing R during Bad Dreams Rising will cause teleportation. 	18 	Normal
X (Duel Phase) 	Strong Attack 	Darkrai thrusts its hand forwards, creating a Rift-type Phantom. Pressing R during Bad Dreams Rising will cause teleportation. 	40 	Normal
Forward+X (Duel Phase) 	Forward Strong Attack 	Darkrai gestures and a blast of energy appears far in front of it. Creates a Rift-type Phantom at the location of the blast. 	80 	Normal
Backward+X (Duel Phase) 	Backward Strong Attack 	Darkrai bends its right arm, then swipes with it, creating a diagonal Rift-type Phantom at face height in front of it. The charged version bypasses counters, but doesn't place a Phantom. 	60 (Normal), 90 (Charged) 	Normal
Up+X (Duel Phase) 	High Stance Strong Attack 	Darkrai does a diagonally downwards hand thrust, creating a Rift-type Phantom. This move is effective against Grab-type attacks and can be charged to negate counters. 	60 (Normal), 80 (Charged) 	Normal
Down+X (Duel Phase) 	Low Stance Strong Attack 	The same move as the X press in Low Stance Weak Attack ~ Strong Attack Follow-up. Places a Rift-type Phantom and knocks over opponents. 	60 	Normal
X (Midair) (Duel Phase) 	Midair Strong Attack 	Similar to Jumping Attack, but creates a near-horizontal Rift-type Phantom at the point of impact. 	50 	Normal
Y+B 	Grab Attack 	In Duel Phase, Darkrai knocks the opponent into the air with a Dark Hands-type Phantom, teleports to stand on top of one of the hands, and hits them with an uncharged Dark Pulse when they come back down. In Field Phase, Darkrai claws at the opponent, teleports backwards, and spins forward into them. 	80 	Grab
X+A 	Counter Attack 	Darkrai spins forward. Bypasses counters when charged. 	70 (Normal), 100 (Charged) 	Counter
Y (Hold and release) 	Charge Weak Attack 	Darkrai disappears and reappears, forming a Shadow-type Phantom. 	N/A 	Normal
X (Hold and release) 	Charge Strong Attack 	Darkrai gestures and a colorful mist appears around its midsection. Restores up to 60 HP and may grant additional effects depending on the Phantom Count. 	N/A 	N/A
R (Midair) 	Teleportation 	Darkrai disappears and reappears on the ground surrounded by a purple aura and TV static. Directional inputs affect where Darkrai ends up. 	N/A 	N/A
A 	Dark Pulse 	Darkrai throws a black and magenta ball of energy. Powers up during Bad Dreams Rising. Pressing R during Bad Dreams Rising will cause teleportation. The charged version, which appears as a black energy ring with rainbow accents, gets a wider radius based on the Phantom Count. If there are Shadow-type Phantoms on the stage when Darkrai uses the uncharged version, they'll use Dark Pulse too before disappearing. 	60 (Normal), 40 (Charged) 	Normal
Forward+A 	Dark Void 	Darkrai raises its hands then lowers them forward, causing a purplish void to appear above its head, which then shoots out several black teardrop-shaped projectiles which cause the void to move to the floor. When charged, Darkrai throws the void directly onto the floor. Hitting the opponent with it outside of Bad Dreams Rising activates Bad Dreams Rising and thus causes a Phase Shift in Field Phase. The charged version is unblockable. Can't cause a knockout outside of Bad Dreams Rising. During Bad Dreams Rising, the move appears as a column of Dark Hands that can damage opponents in the air as well. 	0 (Normal and Charged outside of Bad Dreams Rising), 80 (Normal, Bad Dreams Rising), 120 (Charged, Bad Dreams Rising)	Normal
Backward+A 	Nasty Plot 	Darkrai gestures as a field of dark energy surrounds it. If Darkrai gets hit during this time, it creates a Shadow-type Phantom. If there are Phantoms on the stage that aren't Thorn-type, this move will change their properties. 	0 	Counter
A (Midair) 	Shadow Claw 	Darkrai is surrounded by a sphere of purple slash lines. Neutralizes incoming projectiles. Pressing R during Bad Dreams Rising will cause teleportation. 	20 	Normal
A (During Shadow Claw) 	Shadow Claw ~ Kick Follow-up 	Darkrai does a vertical flip kick. Pressing R during Bad Dreams Rising will cause teleportation. 	85 	Normal
Y/X (During Shadow Claw) 	Shadow Claw ~ Slice Follow-up 	Darkrai swipes with one of its arms. Pressing R during Bad Dreams Rising will cause teleportation. The button can be held to charge the move so it negates counters. 	100 (Normal), 140 (Charged) 	Normal
Up+A (Duel Phase) (Bad Dreams Rising) 	Nightmare 	Darkrai briefly disappears, then reappears spinning forward surrounded by square-shaped energy rings. Counters attacks and can transition into midair attacks. 	82 	Normal
Down+A (Duel Phase) (Bad Dreams Rising)	Dream Eater 	Darkrai grabs the opponent and traps them in a ball of dark energy, then gestures to cause a shadowy mouth to emerge from the ground below and swallow it. Restores HP and increases Synergy Gauge, but ends Bad Dreams Rising. 	150 	Grab
L+R (During Synergy Burst) 	Infinite Eclipse 	Darkrai bows, then creates a dark, psychedelic energy dome with a checkerboard floor. The visuals fade to black, followed by a first-person shot from the opponent's perspective, where they're trapped in a dimension with the same checkerboard floor, a red sky, twisted-looking trees, two-colored paintings with odd abstract patterns on them, and Darkrai standing in front of a black hole-like object in the sky. Several paintings, with hands extending from them, appear at Darkrai's left and right, then grab the opponent. Darkrai then gestures, turning into a shadowy giant who grabs the opponent, now sealed in a ball of darkness, and clasps its hands together on top of it. This move is more powerful during Bad Dreams Rising.	198 (Normal), 252 (During Bad Dreams Rising) 	Normal
===Poké Combos===
Default Input 	Name 	Description 	Damage	Move Type
Y, Y (Field Phase) 	Poké Combo 1	Ranged Attack followed by uncharged Dark Pulse 	72 	Normal
Side+Y, Y (Field Phase)	Poké Combo 2	Side Ranged Attack followed by uncharged Dark Pulse 	96 	Normal
Y, Y, Y (Duel Phase) 	Poké Combo 3	Weak Attack followed by uncharged Dark Void 	60 	Normal
Down+Y, Y (Duel Phase) 	Poké Combo 4	Low Stance Weak Attack followed by uncharged Dark Pulse	74 	Normal
X, X (Duel Phase) 	Poké Combo 5	Strong Attack followed by uncharged Dark Pulse 	88 	Normal
== Trivia ==
* Infinite Eclipse's animation is somewhat similar to that of Dark Dimension, Dormammu's level 3 Hyper Combo in Marvel Vs. Capcom 3 and Marvel Vs. Capcom Infinite.
==See also==
* Darkrai
Category:Pokémon playable in Pokkén Tournament
Category:Technical Style Pokémon in Pokkén Tournament