top of page

Doctrine Dark

ss_f4ba66fded06e836e02537987cc850fe76a85
PlayStyle: Zoner/Screen Control

Similar to: Scorpion(MK), Cyrax(MK), Fang(SFV)

Strengths: He has access to the best screen control in the game with Dark Wire and Ex-Plosive. His setups are incredibly threatening and he does a great job of making the opponent cautious in neutral. He has plenty of ways to knockdown opponents and get further okizeme.

Weaknesses: His supers have a lot of weaknesses in that they don't have the best amount of invincibility and his damage output is below average. His heavy normals are not special cancellable so it does limit his high damage combo options. He has no option on defense outside of his supers so he has to rely on gougi decks for options.

Play if: + You like controlling the screen
               + You like unique set ups based on the screen position
               + You like frustrating the opponent

Avoid if: - You don't like blocking a lot on defense
                 - You don't like having to set up for your high damage
                 - You don't enjoy using a lot of projectiles

Recommended Gougi Decks: Aggro, Stealth Raptor, Juggernaut, ShinobiBerserker, Double Face, Sky Dancer



                              Max Punish Combos

Meterless: dash cr.MP > cr.MP > cr.MK > Dark wire > Dark hold > Jump Back HK/HP > dash st.MP > st.HK (56 Damage)

1 Meter: dash cr.MP > st.Mp > cr.HP > Death Spinkick > Dark Shackle (80 Damage)

2 Meter: dash cr.MP > st.Mp > cr.HP > Death Spinkick > Dark Knife (cancel on 1st hit) > Dark Shackle (79 Damage)

3 Meter: dash cr.MP > st.Mp > cr.HP > Death Spinkick > Dark Shackle (cancel on 6th hit) > Dark Knife (cancel on 3rd hit) > Dark Shackle (80 Damage)



                                     Key Normals


Crouch Heavy Punch: Go to solid anti air and can easily combo into Dark Knife or EX Prominence. 

Death Spinkick: This is an excellent button to check dash in low with and to buffer into Dark Shackle. Up close it is unsafe this has to be used carefully. Great as an added ender to a chain on hit.

Stand Heavy punch: A great active button to use as a option against the opponent's wakeup for some advantage. Great to use in chains while adding a Death Spinkick.

Knife Nightmare: A quick overhead to throw in anywhere during a chain. Especially after a crouch heavy kick or crouch light kick. Especially during Explosive setups on the opponent's wakeup.





                                       Key Moves

Dark Wire: Your go to tool for controlling space and the move you'll want to combo into. It works at any range however your combos might change based on the distance you hit and pull them in with. This move unlocks his juggles, damage, and start his setups.


Ex-Plosive: A very versatile move and his best way to generally avoid the common dash up low threat from your opponent. It has 3 different timing based on the kick button used. Using this after a knockdown or after a situation that leaves you spaced out can lead to some devastating resets and damage.


EX-Prominence: A very unique super that is slow on start up and has very little invincibility on start up but using it after landing a Dark Wire at a certain range it leads to a hard knockdown that opens up one of Dark's scariest mixups. This move has a lot of active frames as the explosion effect is huge and all of it can hit the opponent. If the opponent blocks it you still have a ton of advantage to do almost anything you want.


                                   Combo Examples

                                                                        Chain Combo
  Cr.LK, Cr.MP, Cr.LK, Cr.MK, Dark Wire, Dark Hold, Jump back HK (Late), Dash, St.MP, St.HK






 
 
 







                                                                      Link Combo
                                      Cr.MP x2, Cr.MK, Death Spinkick, Dark Knife















                                             Tech

Ex-Prominence into Ex-Plosive on a knockdown is incredibly terrifying to defend against








 





Guard Break gougi and D.Dark's hard attack go hand in hand after a Dark Wire










 



                                  General Strategy

D.Dark is the strongest when he is controlling the opponent's approach and discouraging aggressive play from them. Using a combination use Dark Wire and Ex-Plosive to frustrate them and punish them for trying to be to adamant on offense. Making your opponent take high risks to get in and punishing them for it is the name of the game. You don't want to stay in jump distance for too long as his screen control can be punished much easier up close. Be careful of decks with high mobility, hades, or erase blow.



                                      Frame Data








 
 


























   








Back to Blair or onto secret agent Shadow Giest

 
D.Dark chain combo example .gif
D.Dark link combo example .gif
D.Dark tech 1 example .gif
D.Dark tech 2 example .gif
bottom of page