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Doctrine Dark Guide by JCulbert

Version: 2.0 |

Doctrine Dark Character Guide
Street Fighter EX (Arcade)
version 2.0
By John Culbert (tigeraid@geocities.com)

VERSION UPDATES:
----------------

-corrected Tech hit section
-extra Guard Break motions
-corrected stupid SC buffering mistake (see A WORD ABOUT... COMBOS)
-renamed the "Slice `n' Dice" to its proper name AND rewrote its whole 
 section
-did up the Blade Slash section
-corrected/added to the Combo Section
-little bit more in Vs. Section
-revised credits

INTRODUCTION:
-------------

For once our arcade actually got a game fairly early!! This should help me
get a fairly good head start on doing some strategy and such for EX.
Street Fighter EX IMO could be thought of a LOT like SSF2T. There are NO
chain combos (Except of course things like C.Short -> C.Short with Ken/Ryu),
NO ACs (YES!!!! YES, YES, YES!!!), and also thankfully, no CCs.

Yes, Street Fighter EX is, for the most part, a collection of all the things
we classic SF players like--it has no CCs, ACs, or chain combos, but retains
good ol' Super Combos (wouldn't be a fighting game without them these days),
tech hits (I'd prefer if these weren't there, personally!), and a rigid 
combo system.

And of course, probably the biggest thing about SFEX is the fact that it is
the FIRST Street Fighter game that is polygon-based and 3-D! In my opinion,
it's kinda nice, and doesn't detract from the gemeplay that much (some of 
the basic movements like jumping are a little different and require some
getting used to, however).

WHO'S THIS DOCTRINE DARK GUY?
-----------------------------

Apparently, Dark is a former soldier under Guile's command. After Rolento 
destroyed the troop, Dark rebelled and blamed Guile for the massacre. For 
both of his costumes, he's wearing a flight suit (black when choosing with
Punch, light brown when choosing with kick) and a flight mask that fighter 
pilots wear. He has bright blonde hair and wide-open staring blue eyes, that 
excentuate how crazy he really is.

NOTE: In the "A word about..." section, I use examples in my explanations
      involving OTHER fighters. I prefer to leave D.Dark for the actual
      D.Dark guide, and I find examples with other fighters are easier to
      use. Therefore, I recommend you find a general SFEX FAQ, like 
      Darklancer's, if you don't know what moves I'm talking about.

############################################################################

*******
LEGEND:          BUTTONS
*******
                .-------------Jab
     D-PAD      | .-----------Strong
                | | .---------Fierce
   U/B U U/F    | | |
      \|/       | | |
    B--o--F     | | |
      /|\       O O O
   D/B D D/F    O O O
                | | |
                | | |
                | | |
                | | ----------Roundhouse
                | ------------Forward
                 -------------Short

QCT= Quarter Circle Toward (roll the joystick from D to F)
QCB= Quarter Circle Back (roll the joystick from D to B)
HCT= Half Circle Toward (roll the joystick from B to D to F)
HCB= Half Circle Back (roll the joystick from F to D to B)
 + = enter commands simultainiously
 N  = Neutral (return D-Pad to center)
 J. = Jumping
 S. = Standing
 C. = Crouching
 XX = indicates buffering

Some Short Forms Used in This FAQ:
----------------------------------

SF2= Street Fighter II: the World Warrior (may also refer to it as Classic)
SF2CE= Street Fighter II: Champion Edition (may just be CE)
SF2T= Street Fighter II Turbo: Hyper Fighting
SSF2= Super Street Fighter II: the New Challengers
SSF2T= Super Street Fighter II Turbo (may refer to it as Super Turbo)
SFA= Street Fighter Alpha: Warrior's Dreams
SFA2= Street Fighter Alpha II
DP= Dragon Punch- can be referring to Ryu's, Ken's, Akuma's Special move, or
                  to the similiar joystick/D-Pad motion (F, D, D/F)
HK= Hurricane Kick- can be referring to Ryu's, Ken's or Akuma's Special Move, 
                    or to the similiar motion (QCB+any kick)
FB= Fireball- can be referring to Special Move possessed by many characters,
              or to the similiar motion (QCT+any punch)
SC= Super Combo
CC= Custom Combo- pertaining to Custom Combos from SFA2
FK= Flash Kick- Guile's (and Charlie's) move, or similiar motion (charge D,
                U+any kick)
SB= Sonic Boom- Guile's (and Charlie's) move, or similiar motion (charge B,
                F+any punch)
YF= Yoga Flame- pertaining to Dhalsim's OLD Special Move or similiar motion 
                (HCT+any punch)
SBK= Spinning Bird Kick- pertaining to Chun Li's pattened move
TBK= Thousand Burst Kick- Chun Li's Super Combo
SPD= Spinning Pileriver- Zangief's pattened move, or similiar motion (roll
                         360 degrees)
FAB= Final Atomic Buster- Zangief's pattened SC, or similiar motion (roll
                          720 degrees)

A WORD ABOUT...
***************

THROWS AND GRABS:

A Throw or Grab (including SPD or other Special Move Throw) must be done 
right up close, and is unblockable; it can only be avoided (some exceptions,
like Zangief's Running Bear Grab, do exist). 

----------------------------------------------------------------------------

TECH HITS:

To perform a tech hit, hold B or F and hit Strong or Fierce (or Forward or 
Roundhouse if your fighter has a Throw with those buttons) just as the 
opponent grabs you; basically, you perform a Throw at the same time the enemy
tries to Throw you. YOU CANNOT TECH HIT SPECIAL MOVE THROWS (eg. Zangief's
SPD)

-----------------------------------------------------------------------------

BLOCKING:

To block an oncoming attack, hold in the opposite direction. To block a low 
attack (i.e. the enemy hits low, like a sweep), hold D/B to crouch and block. 
As FAR AS I KNOW, there is NO Air Blocking SFEX!

-----------------------------------------------------------------------------

GUARD BREAKING:
---------------

The only truely new (non-combo) feature of SFEX is the Guard Break; taking up
one level of the Super Meter, a Guard Break will break through an enemy's
block, and stagger them for QUITE a long time, allowing you to set up some
devastating combos. To perform a Guard Break, press Fierce+Roundhouse, or 
Jab+Short, or Strong+Forward.

-----------------------------------------------------------------------------

TICKS:

A tick is an attack that, if you connect with it, you can go into a combo or
some other follow-up of your choice, and if blocked, you will recover in time 
to throw another attack before your opponent can; note that they also recover 
from their blocking frames at relatively the same time, so they will also be 
able to block the follow-up. But, since Throws are unblockable, you can nail 
them with a Throw!

-----------------------------------------------------------------------------

SUPER METER:

Underneath your Health meter is a meter which will fill up when you perform 
Special Moves or when you hit the enemy. Once filled to one level, it will
flash and you can now perform one SC (or one Guard Break). It can also 
continue to be filled to a max of 3 levels.

-----------------------------------------------------------------------------

SUPER COMBOS (SFA2 and SSF2T):

Your fighter has the ability to perform a powerful multi-hit attack known as
a Super Combo (SC). You will know a character has executed a Super Combo
because the screen will grow dark for a moment as they gather "chi" (spirit).
ALL ANIMATION except for the gathering of the character's energy will stop,
so your opponent cannot move. If you finish your opponent with an SC, the 
screen will flash brightly, and for some ODD reason in SFEX, a METEOR will
fly through the screen! 

-----------------------------------------------------------------------------

COMBOS:

A combo is a series of attacks that, once the first hit connects, are
totally unblockable until the opponent is knocked down or the attacker is
pushed too far away to continue. In SFEX, the combo system has been ALMOST
returned to the original system in SSF2T. Combos in SFEX generally follow the
pattern of Jump-in -> Standing or Crouching Attack buffered into Special 
Move. You can also start simply from a Standing or Crouching Attack and 
buffer into a Special Move (see "buffering" below), and in some cases, more
than one Standing or Crouching attack can be used (eg. two S.Jabs). ONLY
CERTAIN REGULAR ATTACKS ARE BUFFERABLE!

So what's different about SFEX's combo system? Well, first off, there is a
juggle system now, moreso than ever; for example, one time I was using 
Guile, and I hit a jumping opponent (Ken) with my Jab SB. I then jumped and
actually hit him with a J.Fierce before he landed, for a 2-hit combo!

Still, the only big difference is that you can now buffer a SPECIAL MOVE 
into a SUPER COMBO, and a Super Combo into a Super Combo! There are no 
longer different SCs depending on the Super Meter level (except in some cases, 
like Akuma's dreaded Raging Demon) but this is remedied by the fact that you 
can string together up 3 SCs to make, in essence, a L3 Super Combo anyways. 
And hey, all you whiners who complain about no more huge multi-hit combos, 
take this example combo for Chun Li!

J.Roundhouse XX Roundhouse TBK XX Kikosho

(In case you're wondering, I'm saving the D. Dark combos for later). This is 
an excellent example of how easy it is to pull of a HUGE multi-hit combo, if 
you have the timing down pat. For this reason, it is a VERY good idea to 
cancel Special Moves into Super Combos for MASSIVE combo damage.

RESTRICTIONS:

Their are TWO restrictions to the Super Combo buffering: 

1. If the SC is ground-based, your character's feet MUST be on the ground 
when you perform the buffered SC. The best example is with Ken; a powerful 
combo for  him is a Fierce DP buffered into a Shoryureppa--but wait, doesn't 
the DP cause Ken to rise into the air? This problem is solved if you 
perform the Fierce DP. This is because the first 2 hits of the _Fierce_ 
Dragon Punch leave Ken grounded, then he takes off for the the 3rd (now 
non-flaming) hit. The buffered SC WILL work IF you buffer it in before the 
3rd hit of Ken's SC. So this means that, for example, you cannot perform a 
Flash Kick with Guile, then quickly cancel it with a Double Flash Kick SC, 
because Guile will be off the ground with the first FK!

BTW, this restriction does of course not apply to air SCs; for example, the
CPU Ryu did this HORRIBLY powerful combo to me:

J.Roundhouse, C.Forward XX Roundhouse HK XX SUPER HK

Ryu cancelled the 2nd hit of his regular HK into the mid-air Vacuum 
Hurricane and juggle me repeatedly in mid-air! This combo HURT. I would 
assume that he could do the same thing with his DP, perhaps cancelling the
DP near the peak of its ascent!

2. You CANNOT BUFFER AN SC INTO ANOTHER OF THE SAME SC. The big mistake that
lancer pointed out to me (see combos) is that you cannot buffer two of the
same SCs. For example, D.Dark cannot buffer his Dark Shackle into ANOTHER
Dark Shackle. This affects the combos I have listed, so see Dark's combo 
section for more info.

-----------------------------------------------------------------------------

BUFFERING:

This is a technique used in 90% of all fighting games out today. To buffer 
means to do the motions of one move while the animations of another move are 
still being performed. Here's an example for Guile:

-C.Strong XX Roundhouse FK

a) hold D and hit Strong, then U+Roundhouse

In order to perform this as a true combo, you must "cancel" the Strong with
the FK, in other words, the Flash Kick must come out before the animations of 
the Strong are finished (before he draws the punch back after it connects). 
If you are too late the Kick will be blockable and won't count as part of the 
combo.

Eg. 2- (same button buffering)

-C.Strong buffered into Strong Sonic Boom

There are two ways to perform this combo:
a) begin holding D/B, then hit Strong, then F+Strong
b) hold D/B, then press and HOLD Strong, then F and release Strong

Some may find the second easier, but I actually use both. Again, the idea is
to make the Sonic Boom come out before the punch is finished. The second
way is easy simply because there are less things to do, and may keep some
big combos a little more simplistic.
        
Remember of course that you can now buffer Special Moves into SCs and SCs 
into other SCs; the same idea applies, i.e. perform the motion before the
first move's animations are complete.

#############################################################################

DARK'S MOVES:
-------------

-Rising Slice: F, D, D/F+any punch
-Explosive: QCT+any kick
-Snap Wire: QCT+any punch
 *Snap Wire Spark: any punch when opponent's caught in wire
 *Snap Wire Yank: B+any punch when opponent's caught in wire
-Cyclone Kick: F+Forward
-Blade Slash: F+Strong
-Stomach Throw: F or B+Strong, Fierce or Roundhouse (close)
-Guard Break; Shudder Blade: Fierce+Roundhouse
-Super Combo 1; Dark Shackle: QCT, QCT+any kick
-Super Combo 2; Dark Slicer: QCT, QCT+any punch

REGULAR MOVES ANALYSIS:
-----------------------

Jab: Both are basic quick punches, standing and crouching respectively. 
     These are good in combos and great moves to use up close, and if the 
     opponent isn't really quick, they can tick well.

Strong: S.Strong is kinda useless and is definetely unbufferable. C.Strong
	IS bufferable, as lancer tells me (see combos).

Fierce: S.Fierce is a devastating roundhouse punch that knocks the enemy
	back. A really cool looking move that does good damage, but it's 
 	slow, so don't just throw it out anywhere. Looks really cool after
        a Snap Wire! (albeit kinda weak.) The C.Fierce is an uppercut, and
        ideal air counter along with the Rising Slice. The recovery is 
        kinda slow, so again be careful with it.

Short: The C.Short is a great tick with decent range and great speed. Good
       up close move.

Forward: S.Forward has little use, but good ol' C.Forward is a MEAN attack,
	 like most C.Forwards. It isn't much to look at, but it has decent 
         range a will take out a lot of attacks in close range. VERY good 
	 when going offensive on the ground. J.Forward is also a great 
	 attack, with decent range and good air-to-air priority.

Roundhouse: S.Roundhouse is a high kick, which makes a decent air counter 
            for far jump-ins. Again, it can be ducked, and is quite slow,
            so don't use it too often. C.Roundhouse is your basic knockdown
            sweep. It has great range, and does good damage--it is the 
	    perfect move to use if you've ducked the enemy's high attack up
	    close. If blocked you are USUALLY safe from counter, except 
            maybe from a buffered SC (they started the motions during the 
            animation of your sweep), but it CAN be taken out fairly easily
            by hopping or mid-level moves (eg. Ryu's F+Forward). The 
            J.Roundhouse is a great jump-in with good range. Use it, 
            especially for combos.

#############################################################################

MOVES ANALYSIS:
---------------

-Rising Slice-

Description: Dark rises spinning into the air with his blade for multiple
	     hits.

A damaging DP-like move, great in combos and very cool looking. The Fierce
version is one of the best follow-ups to a Snap Wire Yank for good damage.
The Jab Rising Slice is an awesome air counter as well. As per usual, if it
is blocked or missed, D. Dark's vulnerable on his way down. THIS MOVE DOES
NOT GO THROUGH PROJECTILES!!!!
BTW, don't try to use this up close in the same fashion as Ken or Ryu, i.e.
to take priority over regular attacks and such--it is more vertical than the
Shoto-bros, and it also doesn't seem to have the priority in this case.

-Explosive-

Description: Dark says "Explosion" and lays a small, timed explosive on the 
	     ground in front of him.

IMO a very important part of Dark's technique; the Short Explosive goes off
almost instantly, the Forward goes off after a couple of seconds, and the
Roundhouse blows up after about 4-5 seconds. WHEN THE ENEMY IS HIT BY THE
EXPLOSION, THEY ARE _STUNNED_. When the opponent is stunned by the explosion
you can snag 'em with a Snap Wire, or if you're close you can simply combo
from there. There IS a small lag and Dark is vulnerable as he is laying the
Explosive, so make sure the enemy cannot hit you easily when you do this
move (most easily by jumping in on Dark). BTW, if the Explosive hits the
enemy right when Dark throws it, it blows up automatically.

-Snap Wire-
-Snap Wire Spark-
-Snap Wire Yank-

Description: D. Dark snaps out a thin wire like a whip, and if it hits an
	     unblocking opponent, they will be caught in it, momentarily
	     stunned. If Dark does nothing, the enemy shakes free and Dark
	     snaps the wire back to himself. Or, Dark can fire a Spark 
	     along the wire, which explodes on impact with the opponent, or 
	     he can yank on the wire and bring them to him for further 
	     punishment.
	
The core of Dark's strategy, the main goal throughout your fight should be
to connect with this move; the Spark follow-up, done by hitting punch, is a
quick and easy move that does decent damage and keeps the enemy around the
same place that you first caught them. The Yank brings them right to you,
where you can easily combo them for good damage. The Jab Snap Wire goes just
under 1/2 screen, the Strong Snap Wire around 2/3 screen, and Fierce goes
JUST ABOUT full screen. Also note that the Snap Wire is basically a 
projectile, and therefore can negate other FBs (NOT Super projectiles!).
Doing this is not only a safe way to deal with the projectile, it's also 
good for intimidation, because it just looks SO cool and annoying when Dark
"whips" the fireball out of existance! :) SEE TACTICS FOR MORE INFO.

-Cyclone Kick-

Description: Dark lunges forward and performs a spinning crescent kick.

This is a good mid-range move with excellent recovery, and looks cool after 
a Snap Wire. It MAY be good on ducking attacks, I'm not sure yet (not sure
wether or not it can even be ducked!)

-Blade Slash-

Description: Dark slashes forward in an arc with his blade.

Thanks to lancer... This move IS an Overhead Strike, meaning it cannot be
blocked low. Still, it is fairly slow, so only use it on opponents who
persistantly crouch.

-Stomach Throw-

Description: like most Stomach Throws, Dark grabs the enemy's shoulders,
	     falls onto his own back, places his foot in the enemy's stomach
	     and shoves them off.

I HATE this. Apparently, we have the English version of this game (see end 
of FAQ for a VERY IMPORTANT QUESTION!!), and D.Dark's original Strong/Fierce
Throw in Japan had him grab the enemy and slice their throat! Now all he
does is a stupid, boring ol' Stomach Throw. Oh well. Anywho, both Throws are
important moves up close, as they allow you to put some distance back 
between you and your adversary. The damage is also quite good. Remember of 
course that they can be tech hitted. :( SEE TACTICS FOR MORE INFO.

-Guard Break; Shudder Blade-

Description: Dark forces open the opponent's defense with a strike of his
             blades.

Boy, do I love these moves! The Guard Break is kinda slow, but it leaves
the enemy stunned for a VERY long time, enough to even begin a JUMP-IN
combo! Basically, use this when the opponent blocks consistantly. SEE 
TACTICS FOR MORE INFO.

-Super Combo 1; Dark Shackle-

Description: Dark lunges forward while swinging his arm blades up and down
	     repeatedly. If they are not blocked, he finishes by picking 
	     them up under the arms with his blades, slamming them to the
	     ground, than blowing them up with an explosive.

Anything bad I said about this move before, I take it back!!!! At first I
thought all he did was the swings of his blades, and they alone do pitiful
damage. However, if you can connect solidly to a standing opponent, he will
do all hits for aroun 35% damage!!!! This SC is best used after stunning
them with an Explosive up close, or after a Guard Break. BTW, it is IMO NOT
worth it to buffer this into a Dark Slicer...

-Super Combo 2; Dark Slicer-

Description: D. Dark performs multiple Rising Slices.

Definetely the better of the two SCs, and VERY potent. Up close, it acts
quite like Ken's Shoryureppa and takes priority over pretty much EVERY
regular attack at this range. It's best used in this fashion, or in combos.
REMEMBER, like those foolish Ken scrubs like to do, DON'T use the Dark 
Slicer as an air counter, as you'll only get a couple of hits and about as
much damage as you would if it was blocked!
SEE COMBOS FOR MORE INFO.

#############################################################################

TACTICS/STRATEGIES:
-------------------

I cannot stress enough, the game plan for D. Dark is to get the enemy in the
Snap Wire. From here is where Doctrine Dark can work his magic.

ABOUT THE SNAP WIRE:

First off, you MUST learn to use the different strengths of the Wire at the
appropriate times. NEVER use the Fierce Snap Wire when you're anywhere near
the opponent; it comes out quite slow and can be snuffed by long range 
attacks or other, faster attacks. And, it also has extremely bad recovery,
so if they block or jump it from close, you're screwed. The Jab Snap Wire
is VERY fast and also recovers quickly, so use it primarily from up close.
Likewise, the Strong one should be used from mid-range. 

Now, the Snap Wire will only snag the opponent if they are standing on the 
ground; if they are in the air, the Snap Wire basically works like a whip, 
and just smacks them, knocking them to the ground. The Jab Snap Wire is 
actually a decent air counter, if the enemy is going to land a few steps in 
front of you. One thing to note is that you can only hit them with the END 
of the Wire; for example, if you throw a Fierce Snap Wire at the opponent 
from a far distance and they jump OVER it, it will look like they are going 
to land on the wire. However, they will pass through it and Dark will 
continue to go through the animations. This is very dangerous if the 
opponent jumps from anywhere near you, because this allows them to jump, and 
even if the DON'T reach you, give them time to get up close and hit you. And 
of course, you still have to be weary of projectile counters (see Vs. 
Strategies).

ABOUT THE EXPLOSIVE:

IMO, it is a good idea to have one of these on screen at all times, except
when you're in an up close battle (as they can hit you during the move). A
Roundhouse one should always be there in case the enemy is foolish enough to
mistime a jump, or ground attack when they're over it. For example, you lay
a Roundhouse Explosive, then coax the enemy into jumping by faking them out
with a Jab Snap Wire; hopefully, you were far enough away that you can 
recover from the Wire in time to back up SLIGHTLY, and the opponent will 
land on the explosion (learn how long it takes for each strength of 
Explosive to charge, and time it so they will land as it blows up). You
don't REALLY need to get away, since you can just block their jump-in either
way. From here, you will be in a good position to whip out another Snap Wire 
and combo off of the explosion, dragging them in for further pummeling.
Use the appropriate Explosive for the occasion, i.e. if the enemy is coming
in FAST and you think you can surprise them, use a Short instead.

If the opponent manages to block the Explosives and you're fairly close, you 
can try for a Throw, or even better, a Guard Break followed by a BIG combo!
This is what makes the Explosive so effective--if it hits, it leaves the 
enemy open for a combo, and if it is blocked, it leaves them open for a 
Throw or Guard Break combo provided you're close (and you're timing is 
perfect--I've only done it a few times.)

D. DARK UP CLOSE:

Doctrine Dark can have a hard time up close. He is best played at a 
distance, stressing the Snap Wire and trapping them with the Explosives. 

If you end up getting the enemy near you and they can attack, you must try 
very hard to put some distance between you and your foe. Stress the 
C.Forward to take out the opponent's regular attack (however, most can take
out your C.Forward with a WELL-TIMED SC), then back off. If the enemy is 
defensive, yet tries to peck away at you with their own high-priority 
attacks (eg. Guile), use the S.Jab and C.Jab--if they connect, buffer in a 
Rising Slice for a quick combo and back off. If the Jabs are blocked, Try 
hard for your Throw, which will also toss the enemy a fair distance away.
And of course, use the Guard Break if they block consistantly, and trick 
them into blocking longer with a Short or Forward Explosive if you can get
it in. And hey, if you're really desperate, don't forget the Dark Slicer;
it takes priority over pretty much everything, so pull it out if you're in
a tight spot.

#############################################################################

COMBOS:
*******

Dark is quite devastating with combos involving the Snap Wire, and can chain
together 2 Supers easily! Remember, whenever the enemy is hit with an
Explosive, follow with a Snap Wire and drag 'em in! (or if you're close, 
just combo straight from there if you like).

NOTE: after hitting the enemy with a stunning guard Break, follow with ANY
      of the below combos, with or without the Snap Wire depending on your
      distance. And also note that unlike the stun of the Explosive or Snap
      Wire, you CAN Throw the enemy during the Guard Break stun!

CORRECTION: yet another correction to this combo section; the combos I used
	    to have with the Dark Shackle XX Dark Shackle XX Dark Slicer are
	    in fact impossible (see A WORD ABOUT... COMBOS for reason). 
	    Those combos were actually theoretical, and I had never pulled
	    them off before. I suppose I should learn more about the combo
	    system before putting these things down...

REGULAR COMBOS:
---------------

1. J.Roundhouse, C.Strong XX Fierce Rising Slice

Comments: thankfully, I found out that the C.Strong is bufferable, so this
	  is the easiest damaging combo that Dark has.

2. J.Roundhouse, C.Roundhouse

Comments: kinda _blah_, but the damage is very good, and because of the range
          of the C.Roundhouse, you can jump from afar and usually connect 
          with this. Don't use it too often, or you'll be scorned as a 
	  button-masher. ;)

3. J.Roundhouse, C.Strong XX Dark Shackle XX Dark Slicer

Comments: extremely powerful combo involving 2 SCs! Note that I personally
	  prefer not to cancel the Dark Shackle, as it looks better by 
 	  itself (and the damage difference isn't that bad!).
	  
4. J.Forward, C.Jab XX Fierce Rising Slice XX Dark Slicer

Comments: a good example of Special Move -> SC buffering. REMEMBER: buffer
	  the SC into the FIRST hit of the Rising Slice, because after that
	  Dark's feet are off the ground and he cannot do the SC in the air.
	  Good damage.

Explosive/Snap Wire Combos:
---------------------------

Notes: this is a totally redone section, because I must explain all the 
       little nuances of the Explosive and Snap Wire. 
       First off, WHENEVER you connect with the Snap Wire and yank them in,
       perform a Short Explosive to "anchor" the enemy to the ground, where
       all moves will connect properly (i.e. DARK SHACKLE!).
       As well, if you connect with an Explosive and you're relatively 
       close, forget the Snap Wire and combo off of the explosion. Either
       way, it is usually a good idea to throw a Snap Wire when they're 
       caught by an explosion.

1. J.Roundhouse, C.Strong XX Snap Wire Yank, Short Explosive, Fierce Rising
   Slice

Comments: a very powerful and stylish combo. From now on, I will leave out
	  the J.Roundhouse, C.Strong portion of the combos, but remember
	  that you can start pretty much any Snap Wire combo with it.

2. Snap Wire Yank, Short Explosive, Dark Shackle

Comments: EXTREMELY powerful combo, it is one of the few ways to EASILY 
	  connect with the Dark Shackle.

3. Snap Wire Yank, Short Explosive, Dark Shackle XX Dark Slicer

Comments: A little more damage than #2, but I prefer to let the Dark Shackle
	  go by itself. :)

4. Explosive, Fierce Rising Slice

Comments: easy way to combo off the Explosive FROM CLOSE.

5. Explosive, Cyclone Kick

Comments: an easy 2-hit that can be done from a short distance because of 
	  the range of the F+Forward.

6. Explosive, Dark Shackle

Comments: again, an easy way to get in the Dark Shackle. GREAT damage.


#############################################################################

VS. STRATEGIES:
***************

Vs. Ryu:
--------

Ah, good ol' Ryu. He still has the classic FB/DP and FB/Sweep traps, and 
they work almost as good as they used too--at least against our Mr. Dark.
The main strategy here is to negate his FBs with Jab Snap Wires (once got a
guy swearing because he thought I was showing off, snapping off his FBs with
a whip!), and try to edge close enough that you can snag him with a Jab or
Strong Snap Wire IMMEDIATELY after one of his FBs. 

If the Ryu you're playing plays offensive, he's actually MORE of a problem. 
The big problem is that he can Hurricane Kick THROUGH (or over, actually) 
your Snap Wire, and can then even cancel the damn thing into a Vacuum 
Hurricane to give you a real migrane. In addition, he can also take you out 
of the Snap Wire with the good ol' Shinkuu-Hadouken. Basically, refrain from 
throwing Snap Wires unless you're negating his Hadoukens (use Jab, always), 
leaves himself open for it, OR to keep him from jumping at a distance (takes 
GOOD timing). If you see him start a FB close to you, whip out your Dark 
Slicer FAST, and remember that you can knock him out of his DP ON ITS WAY UP 
with the Snap Wire. Lay Explosives frequently and back off to prevent him 
from jumping in without at least blocking the explosion.

Vs. Ken:
--------

Damn! He's a toughy if played right. He can zone you almost as good as Ryu
with his FB, and can also go through the Snap Wire with his Hurricane Kick.
Do NOT jump in on him, with his DP and MEGA-DAMAGE Shinryuken. His FB is
SLIGHTLY slower coming out, so you may beat him to the draw with the Snap
Wire. Remember, you can hit him on his way up in a DP with the Snap Wire.

One good tactic (also good with Ryu's actually), is to perform a Jab Snap
Wire from about half screen, effectively faking him out; when they do the 
HK, block and counter with your best combo. Again, remember to lay 
Explosives frequently, opening him for either a Snap Wire, or Throw or Guard
Break.

Vs. Chun Li:
------------

She can hop over you're Snap Wire from fairly close with her Swallow Kick.
However, if you doa fake-out, you can counter it with a Jab Rising Slice.
Her SBK is difficult to counter even if blocked (a Dark Slicer MAY work),
but luckily it can be ducked easily, and you can promptly counter FAST with
a C.Fierce (Fast, because the last hit of the SBK can hit crouchers.) Not a
difficult fight, if you don't throw Snap Wires out constantly, and in the
wrong places. Lay your Explosives, and when she jumps in, she'll probably 
get hit by it even if she hits you with the jump-in IF she uses a Lightning
Kick for the combo, because it lasts so long (you may want to use a Forward
Explosive). Her Kikosho SC is not much to worry about as long as you don't
jump in very often. The TBK is more deadly, and can take out all of your
attacks (except your own SC) from fairly close.

Vs. Zangief:
------------

Most importantly, the 'Giefster can Clothesline through your Snap Wire; to
confuse him, mix up the various strengths of the Wire to catch him when he
comes out of the Clothesline. If he presses offensively with the 
Clotheslines, lay the appropriate Explosive. And also note that your Dark
Slicer takes out the Clothesline nicely. his Running Bear Grab is SLOW, and
you can grab him out of it with the Snap Wire with little difficulty. 

As long as you don't get close, this is an easy fight; from up close, he can
tick you WITH ease, and his new kick SC (which looks hilarious) takes 
priority over most of your attacks. He has his very short jump as usual, so
you will frequently take him out of the air with the Snap Wire, and even if
he jumps it, you probably won't be close enough to worry about him anyways.

Vs. Pullum:
-----------

The Arabian bitch is faster than even Chun Li, and does more damage than she
should. All of her moves have bad recovery thankfully, so stay defensive and
only throw Snap Wires when she's on the ground, and even then be cautious,
'cause she has great mid-air moves. I WILL HAVE MORE ON PULLUM AT A LATER
TIME, AS MY BUDDY NOW USES HER EXTENSIVELY, AND HE KICKS MY ASS MOST OF THE
TIME!!!

Vs. Cracker Jack:
-----------------

Balrog, only faster and meaner. He can bat (!) away your Snap Wire, but if
you use the right Wire at the right distance, he shouldn't be able to 
counter. If you block most of his dashing moves, you can counter fairly 
easily with an SC or combo. As per usual, frequently lay Explosives; it is
even more effective against C. Jack, as he can get caught by the explosion
during one of his dashing moves!

Vs. Hokuto:
-----------

Lay Explosive A LOT, and she will get caught often in the middle of her 
dashing moves. Don't throw Snap Wires a lot even from a distance, 'cause she
can counter with that Back Slide/Kick move.


Vs. Doctrine Dark:
------------------

Versus your mirror image, punish any inappropriate Snap Wires with your own
Snap Wires, and lay Explosives if they get really offensive.

Vs. Skullomania:
----------------

This guy is overpowered IMO. He can perform his "SkulloCrasher" and 
"SkulloSlide" (gah, what stupid names!) as well as the Super versions of 
both to take out the Snap Wire, so be catious. Hopefully, he'll just throw
out one of these moves, hoping to hit you, and you can promptly counter. Lay
Explosives to catch him out of the Slide.

#############################################################################

WHAT'S MISSING?
***************

-MORE COMBOS!
-more Vs. Strategies
-any correction on tactics
-more info on his story
-ANY CORRECTIONS (I _HATE_ MAKING MISTAKES, AND I HAVEN'T PLAYED THE GAME
 _TOO_ MUCH!) ;)

IMPORTANT NOTE!!!!!!!!
**********************

Would someone tell me what version I'm playing? According to Darklancer's
SFEX FAQ, the English Version has NO SPEECH during winning stances, Hokuto's
stage is different than the Japanese version, and D. Dark's Punch Throw is
the Stomach Throw instead of the Neck Slice. The problem I have is, the
characters in our version say everything in their winning stances IN
JAPANESE, but D. Dark's Throw IS the Stomach Throw. What the hell's going 
on?

#############################################################################

CREDITS:
--------

Thanks to ARIKA (sorry, forget it was made by these guys and not Capcom) for 
a great game, and now a HUGE thanks to Dark Lancer for e-mailing me a LOT 
of corrections! :) 
Be sure to check out this FAQ and some of his at his homepage:

http://home.pacific.net.sg/~lancer

Also a big thanks to Happy Man Arcade for finally getting a game in fairly
early! Finally a big thanks to Jason Jamieson (cka@efni.com), Jarvis, that
dude with the pink hat, and all the other guys at the arcade for playing 
me. :)

This and other FAQs can be accessed at my homepage:

http://www.geocities.com/SiliconValley/Heights/1910

You can also e-mail me at:

tigeraid@geocities.com

"I said it before and I'll say it again--democracy simply doesn't work!"

                                          -Kent Brockman, the Simpsons

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