Doctrine Dark - Street Fighter EX 3 by: Andy "geestack" Bui version 1.0 written on: 7/12/01 email: geestack@austin.rr.com -=-=-==-=-=-=-==-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-==-=-=-=-=-=-==-=-=-=- This document is Copyright 2001 Andy "geestack" Bui. This FAQ may not be reproduced in ANY WAY without my advance consent first. This FAQ is intended for private use only, if you wish to post this on another website other than gamefaqs.com please email me before doing any such thing. As always, you can get the most up-to-date version of this document at gamefaqs.com. ANY REPRODUCTION OF THIS FAQ WITHOUT MY CONSENT IS PLAGARISM AND IS ILLEGAL. -=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ========== CONTENTS ========== -Version History -Legend -Introduction -Character Analysis -Advantages/Disadvantages -Story -Move list -Combo FAQ -Extra notes -Credits Version History: ver. 1.0 - The first version of this FAQ is released. Pretty much the basics are included: Moves, Combos, and etc. ======== LEGEND ======== Frequently, I'll be referring to several "short-hand" names for specific moves. Here is what I mean: LP-light punch MP-medium punch HP-hard punch PPP-punch x3 LK-light kick MK-medium kick HK-hard kick KKK-kick x3 j.-jumping s.-standing c.-crouching d.-down db.-down-back b.-back ub.-up-back u.-up uf-up-forward f.-forward df.-down-forward qcf-quarter circle forward (d,df,f) qcb-quarter circle back (d,db,b) dp-dragon punch motion (f,d,df) ============== INTRODUCTION ============== In the third installment of the Street Fighter EX game series, Doctrine Dark makes a return as one of my favorite characters to play. Not only is his story interesting, but his style of play within the game is a different one from most. Truly an interesting character, D. Dark is a fun and rewarding character to play. -DOCTRINE DARK CHARACTER ANALYSIS- D. Dark is more of a "trapping" style of character in my experience with the game. Whenever I play using him, I usually change my style of play to force the opponent character to adapt and change their own usual style of playing in order for me to exploit any of their mistakes. Most of Dark's moves aren't conventional (like fireballs, or dragon punch style moves) therefore you have to be able to think about where to hit the person using specific moves. *ADVANTAGES/DISADVANTAGES ADV - Like I said before, I've mostly found D. Dark to be a trapping style of character, therefore this style of waiting and attacking plays more to his advantage because it can frustrate your opponent and force him/her to change their tactics and allow you to exploit them to your advantage. Dark also uses some "pressure" attacks that can actually negate some of the opponent's strategies and make them think twice about attacking you outright. DISADV - Because of the unconventionality of Dark's moves, they are sometimes hard to hit in critical spots. Also, his moves are slower than most other street fighters, therefore if you perform a move and it is jumped or blocked, you leave yourself open quite frequently. For example, if you attempt a Dark Wire, but it is jumped, then you leave yourself WIDE open for a potential combo or killing move. *STORY Seemingly, Dark and Guile have a history together. Dark was once a soldier under Guile's command. However, after Rolento destroyed it, Dark blamed Guile and they have become enemies ever since. Because of the massacre of the unit, Dark has turned out the way he is now, a crazy and psychotic killer. ============ MOVE LIST ============ These are the moves specific to Doctrine Dark. (*Note: These moves are performed when facing right.) Special Moves: -------------------------------------------------------- *Dark Wire - qcf + any punch - Dark Spark - Don't do anything after Dark Wire - Dark Hold - b + any punch; after Dark Wire *Kill Wire - dp + any punch *EX-plosive - qcf + any kick Super Combos: -------------------------------------------------------- *Dark Trump - 2x qcf + any punch *Dark Shackle - 2x qcf + any kick *EX-prominence - 2x qcb + any kick Meteor Combo: -------------------------------------------------------- *Dark Trap - 2x qcb + PPP =========== COMBO FAQ =========== *-Now we get down to the real stuff. These combos are ones that I've found myself, so please do not email me saying that I've ripped off another person's FAQ and posted these as my own. These are combos that I've come across merely experimenting with the game itself. If they happen to turn up somewhere else, it's just a happy coincidence.- #1. - EX-plosive -> Dark Wire -> Dark Hold -This is one of Dark's simpler trap combos. Some people believe I'm actually talking about comboing from the EX-plosive into the Dark Wire (like combo #4), however with this one, you are to plant the EX-plosive a little away from the opponent (so they don't run into it outright) THEN execute the Dark Wire -> Dark Hold. Basically, you're dragging them with the Dark Wire -> Dark Hold into the EX-plosive so they blow up when running into it. A cool and easy to pull off trap combo. #2. - j. MP -> s. MP -> Dark Wire -> Dark Spark -Another "bread and butter" combo, this one is another one you should get to know personally because it inflicts a good amount of damage, and is another relatively easy one to pull off. Be sure to know this one, because I use a variation of it later to pull off more combos. #3. - s. MP -> Kill Wire -> Dark Shackle/Dark Trump -A simple combo which includes a super combo finisher, this one is another by the book combo which you should remember as I use it as a finisher in other combos. In order to combo COMPLETELY into the Dark Shackle, you have to execute the Dark Shackle a split second after hitting the Kill Wire. #4. - EX-plosive -> Dark Wire -> Dark Spark -An easy way to hit this combo is to knock down your opponent first (sweeping them is highly recommended because you will be close and in position to perfectly set up the EX-plosive). As they are down, lay the EX-plosive near their feet, so when they get up, they'll be hit by it once they stand. IMMEDIATELY after hitting the EX-plosive, execute the Dark Wire, and voila, you have hit a simple 3-hit combo. There is a variation on this combo that I will mention later in order to hit a more advanced combo. #5. - EX-plosive -> Dark Shackle/Dark Trump -> (OPTIONAL) Super Cancel into Dark Trump -Very simple, yet effective combo, this one can be varied a little, depending on whether or not you wish to switch it up a little and change pace with your opponent. Obviously, to cancel into the Dark Trump, use the Dark Shackle first. #6. - Dark Wire -> Dark Hold -> EX-plosive -> Dark Trump -This is the variation on combo #5 I am talking about. This one requires a little more in the timing department, however it is flashy and very satisfying to pull off. Does a fair amount of damage as well. You can execute a Dark Shackle in place of the Dark Trump, however once the EX-plosive hits, the opponent will be in the air, and you won't hit the entire Dark Shackle. #7. Dark Wire -> Dark Hold -> s. mp -> Kill Wire -> (OPTIONAL) Dark Trump -Going down the line, this is one of the more advanced combos. When going from the s. mp -> Kill Wire, be sure to get the timing down. If you want to proceed with the Dark Trump, going from the Kill Wire is a little trickier, as it requires some split-second timing. However, I would practice this combo a lot, as it is an actual piece of a more advanced combo. I wouldn't recommend attempting a Dark Shackle as a super combo finisher just because when you hit the s. mp -> Kill Wire the opponent will be in the air and you won't be able to hit the Dark Shackle to its full capacity. #8. - EX-plosive -> Dark Wire -> Dark Hold -> s. MP -> Kill Wire -> Dark Trump OR Dark Shackle (not recommended) -This is the variation I spoke of in combo #4. Instead of finishing with the Dark Spark, this one goes from a Dark Hold into the combo finisher. The same tactics apply from combo #4 in order for you to hit the EX-plosive -> Dark Wire and make it count as a combo. I don't recommend using the Dark Shackle because, like in combo #7, they will be in the air. However it is up to you on what you wish to do. Make sure you DO NOT execute this like combo #1, you DO NOT want to drag them into the EX-plosive, or you will ruin the entire setup of the combo. #9. - j. MP -> s. MP -> Dark Wire -> Dark Hold -> s. MP -> Kill Wire -> Dark Trump OR Dark Shackle (not recommended) -This is the most advanced combo I have discovered so far. This is actually a linking of several of the combos that I have listed here already. I would actually practice several pieces of this combo separately until you feel that you have them down and THEN try to link them together in this one, flashy, intricate combo. It seems like every time I hit this combo it really satisfies me a lot. Note that I do not recommend the Dark Shackle once again. You can also leave out the s. MP -> Kill Wire and just finish it with the Dark Trump. #10. - Dark Wire -> Dark Hold -> EX-prominence -> EX-plosive -An obvious combo, this one is a little hard to hit because of the timing of the EX-prominence. Be sure to lay the EX-plosive directly under the opponent and make sure you execute it DIRECTLY after hitting the EX-prominence. I haven't really found an "advanced" way of hitting into the EX-prominence besides a Dark Wire -> Dark Hold, however it does combo and it does work. ============= EXTRA NOTES ============= -Most of the combos I have listed depend on your ability to hit the Dark Wire consistently. Should you miss (like your opponent jumps over it) then you leave yourself COMPLETELY open and at your opponent's mercy. Be sure to know NOT to start off every combo with a Dark Wire, as your opponent will be quick to learn your strategy. In fact, because Dark depends a lot on the Dark Wire, it is one of his biggest weaknesses. However, the combos I've posted also usually include you comboing into the Dark Wire from something else, so don't worry to heavily about missing the Dark Wire. -Most combos can be started off with a simple j. mp -> s. mp. I use it quite frequently to start off several combos. Also note that it is completely optional to include them in the combo. By leaving them out or in varies your combo attacks and allows you to mix up the tactics and hopefully keep your opponent guessing at you. -As I said before, D. Dark is a trapping character. Use your EX-plosive often to keep up the pressure and allow yourself some breathing space and even some time to think. Remember that if the opponent runs into your EX-plosive it hurts them, not you. I recommend getting in the habit of using the EX-plosive every time you knock down your opponent (be sure to use the HP or MP EX-plosive, as the detonating time is almost the exact time it takes for your opponent to "wake-up") because it will give them something to think about as they are trying to plan their next move. Plus, it opens the door for a potential combo. Remember, EX-plosive, EX-plosive, EX-plosive. (Just don't use it as an offensive weapon, as it is SLOW coming out and leaves you completely open. Remember, it's not a fireball.) -Vary your tactics and combos. Being repetitive does nothing but hurt yourself, so mix it up every now and then. If your opponent thinks your going to do one thing, do another and throw them off. Incorporating throws into your repertoire also increases your randomness and throws off your opponent's anticipation. -Make a note that if you combo into Dark's Meteor Combo (Dark Trap) then you reduce the damage inflicted very significantly. It's easier to chain into the Meteor Combo, however make sure you know the trade off. ========= CREDITS ========= -First of all, I would like to thank the guys at Capcom and Arika for making such a sweet game. I'm one of few (all three of us) who appreciate the EX series. -Also thanks go out to my bro who let me monopolize his PS2 for the sake of writing this. -Thanks should also go out to the guys at gamefaqs.com for actually publishing this. Since it is my first FAQ, I'm glad someone will actually put this out there for people to read. QUESTIONS OR COMMENTS? Feel free to email me at: geestack@austin.rr.com