>>33661399I've been playing Darkrai, pretty fun.
Darkrai sets traps and gains charges for each trap, up to a max of four charges(glowing orbs inside Darkrai, remain until used) and two traps, later traps delete the earliest trap.
Charges have two uses, healing and attacking.
>HealHold and release X, Darkrai bows and heals recoverable health, more orbs = more hp. Four orb heal also gives Darkrai two buffs, ATK and DEF, IIRC.
>Attack[A], instead of shooting a projectile, Darkrai releases a wave around themself. More orbs = more range, counterpierces and stuns long enough to combo at 4 orbs.
Traps come in three varieties(technically two), clones, not-clones, and j.Y.
j.Y isn't a trap that gives charges, and is perpetually active on its own. But it stays around to hit people, so I count it. Duel j.Y comes in one variety, an aerial net. Field j.f.Y is the duel air net, otherwise it creates ground traps.
The real traps have manual activation, but some traps in Field can auto activate. Real traps can be mainly classified as clones and not-clones.
>Field TrapsCharge Y - Release causes Darkrai to phase out for temporary invincibility and creates a clone.
n.A makes clones shoot projectiles with you.
b.A makes clones explode.
These apply to all clones.
s.Y - Creates a clone then moves to the side.
f.Y - Creates a pool and a temporary wall. Activation causes the wall to reappear and move towards the opponent.
b.Y - Creates a rift, which can autoactivate in a couple seconds. Activation shoots a short ranged projectile forward from the direction it was placed, it doesn't re-aim itself towards the opponent.
b.[X] - Dashes forward to attack and creates a wall on whiff. Can autoactivate if hit by a weaker enemy projectile, turns into a chasing projectile.
>DuelHold Y to clone, same as field.
X traps are basically all the same, but shoot in different directions.