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  4. Here are some stats for the North American Internationals. PLAYER STATS ThankSwalot and Toasty both continue their own streaks of placing top 8 in every tournament they have attended this season. ThankSwalot placing 1st at NA Internationals and Toasty placing 3rd in NA Internationals. ThankSwalot previous placings: 7th Place Final Boss 2017 2nd Place Burst Attack @ Thalia Beach 5th Place Frosty Frausting X 2nd Place Winter Brawl 2018 2nd Place Final Round 2018 1st Place Norcal Regional 2018 1st Place Combo Breaker 2018 7th Place DreamHack Austin 2018 Toasty previous placings: 4th Place Final Boss 2017 1st Place Burst Attack @ Thalia Beach 4th Place Frosty Fraustings X 5th Place DreamHack Austin 2018 This is Shadowcat's first appearance in Top 8 placing 5th. His notable matches being his lose to Oreo (1-2) in Winners Round 3. In losers before Top 8 Shadowcat beat Maverick (2-1), Cooljake (2-0), & Twixxie (2-0). In Top 8 Shadowcat lost to ThankSwalot (1 - 3). Oreo also had his best placing at NA Internationals at 5th Place. Oreo's previous placings: 13th Place at Final Boss 2017 13th Place at Frosty Frausting X 25th Place at Winter Brawl 2018 7th Place Burnside Brawl 7th Place Battle of Castelia In bracket Oreo beat ShadowCat (2-1) in Winners Round 3, then loses to Allister (0-2). Then in Loser's, Oreo beat Zyflair (2-1), TheMuscle (2-1), and Double (2-1). In Top 8 Oreo lost to Mewtater (1-3). Oreo as a player has seen a steady climb over the season with a dip at Winter Brawl. He a player to keep a eye since he inching closer in placements. Double and Twixxie both placed 9th place at NA Internationals. This is the first time for both players did not be in Top 8 this season. Double's previous placings: 2nd place at DreamHack Denver 2017 3rd place at Burst Attack @ Thalia Beach 2nd place at Combo Breaker 2018. Twixxie's previous placings: 1st place at DreamHack Denver 2017 5th place at Final Boss 2017 4th place at Burst Attack @ Thalia Beach 5th Place at NEC 2017 2nd Place at Frosty Frausting X 1st Place at Winter Brawl 2018 1st Place at Final Round 2018 1st Place at Battle of Castelia 2nd Place at DreamHack Austin 2018 SUPPORT STATS In Top 8 there were 9 different support sets used over 44 games. In these 44 games there is 88 chances for a support set to make a appearance when we include both player 1 and player 2 side. Togekiss / Rotom has had the most appearances of all the support sets. In these appearances there are two instances where this support mirrored itself. The first mirror being in game 4 of Shadowcat vs Allister in Losers Round One of Top 8. Where Shadowcat played Braixen with Togekiss / Rotom and on the other side Allister played Mewtwo with Togekiss / Rotom. In all 3 of the rounds in game 4 both players used Togekiss for all 3 rounds. The second mirror was in the set between Mewtater and Oreo in Top 8 Losers Quarter Finals. Mewtater and Oreo both used Togekiss / Rotom for the entire set. Togekiss was used for every round except in games 1, 2, and 3 where Mewtater used Rotom in the last round of those games. Where as Oreo stuck with Togekiss for the entire set. Togekiss / Rotom was used for a total of 64 rounds. Togekiss was used for 51 rounds (roughly 80% of the total rounds). The characters (players) that used Togekiss include: 10 rounds w/ Braixen (Shadowcat) 41 rounds w/ Mewtwo (Allister, Oreo, Mewtater) Rotom was used for 13 rounds (roughly 20% of the total rounds). The character (players) that used Rotom include: 4 rounds w/ Mewtwo (Mewtater) 9 rounds w/ Empoleon (ThankSwalot) The other support set I wanna make note is Emolga / Fennekin. This set did not have any mirror matches but it did the 3rd most use of the support sets. Emolga / Fennekin was used for a total of 36 rounds. Emolga was used for 24 rounds ( 67% of the total rounds). 4 Rounds w/ Lucario (Toasty) 11 Rounds w/ Braixen (Shadowcat) 5 Rounds w/ Sceptile (Toasty) 4 Rounds w/ Mewtwo (Mewtater) Fennekin was used for 12 Rounds ( 33% of the total rounds). 8 Rounds w/ Lucario (Toasty) 4 Rounds w/ Sceptile (Toasty) The main thing I want to highlight is not the characters it was partnered with but how often it was used against ThankSwalot. Emolga / Fennekin was used 27 rounds against ThankSwalot. Which is 75% of the total rounds. There were 19 Rounds of Emolga and 8 Rounds of Fennekin against ThankSwalot. Toasty used Emolga / Fennekin in the Winners Final set versus ThankSwalot where he used both support Pokemon. Shadowcat used Emolga / Fennekin in his set against ThankSwalot, but he only used Emolga against ThankSwalot for the entire set. Mewtater used Emolga / Fennekin for 2 of the 3 games he played against ThankSwalot. He used only Emolga in those two games. Game three he swapped to the Togekiss / Rotom set. The last 9 rounds of Emolga / Fennekin where used against RoksoTheSavage. Toastyer used Sceptile with Emolga / Fennekin against RoksoTheSavage for 4 games. On a small note for the support sets Umbreon / Espeon & Mew / Celebi. Espeon and Celebi both saw zero play. Allister's Suicune and Mewtater's Mewtwo only used Umbreon in the respective sets. Then Toasty's Decidueye only used Mew for it's respective set.
  5. There are a number of support options to consider when playing Mewtwo - but the question is which ones are best suited either for Mewtwo as a character or for dealing with certain matchups? That's what I'm hoping to answer in this guide. Now there is still some room for development in this part of the Mewtwo meta, so this may be updated with new support options in the future when we find some that are particularly useful for Mewtwo across a number of matchups or for a specific matchup. Here I'll list 2 supports that serve Mewtwo well across several matchups along with other supports that help Mewtwo out in specific matchups. Generally solid support picks Togekiss: The classic favorite among Mewtwo players in the west that was pushed by Thulius himself before becoming a common trend. Togekiss's speed increase makes Mewtwo's already strong neutral in duel phase even better and gives his homing attack in field insanely good ability to whiff punish or segway around certain options in field using side homing. The health Togekiss gives also grants Mewtwo a bit of additional longevity. Eevee: Another favorite support pick among Mewtwo players all across the world, Eevee serves as a major boon for dealing with opponents in burst through the attack buff it gives - especially 100/150 CC characters that can get access to their bursts reliably once a round at least. The attack buff is also helpful for giving Mewtwo additional damage output, which is helpful for keeping up with damage output of certain characters or quicker finishing opponents with higher HP pools. Useful supports for certain matchups Magikarp: I've found Magikarp to be very helpful for dealing with Chandelure in duel phase as the only way Chandelure can get a knockdown while getting hit by Karp is by using 8X, which is pretty slow and plenty reactable (she could also push you back with smog to trade w/ Karp but so long as you air tech towards her after getting hit with smog, you'll be able to keep advantage on the knockdown). Karp allows M2 to get a free knockdown in duel phase against Chandy and enables him to approach and force an oki situation. Magikarp can also be pretty strong against zoners in general, as the looming threat of the knockdown from Karp makes them hestiant to throw out a button and can give Mewtwo an opportunity to get a grab. Fennekin: Fennekin acts as an invinicble wakeup option against characters with strong advantage states during oki - this allows you to wakeup without having to make a guess. Fennekin is also pretty helpful for dealing with Empoleon's aqua jet options on block, as it beats out all of the followups out of aqua jet except for Cut (I talk more about the full utility of Fennekin as well as other support options in this matchup in the Empoleon matchup guide). Just know that opponents in burst will be able to easily punish Fennekin calls when baited out and is not helpful in the Garchomp matchup anymore now that Dig can punish Fennekin using the projectile invcibility it has for several frames. Umbreon: Along the same vein, Umbreon performs the same functions as Fennekin does. The major differences with Umbeon being that while Umbreon charges slower than Fennekin, Umbreon's attack comes out immediately - making it harder to bait out and punish. It's also important to know that Umbeon's attack leaves you -4 on block, whereas Fennekin leaves you +4 so be sure to keep in mind. Pachirisu: Pachirisu can be an interesting anti-zoning tool as it creates openings for punishes with its projectile invincibility. Lately, I've also found Pachirisu to be helpful for clearing Sceptile's leech seeds in duel phase (Pachi can also erase bullet seed, but only while they're in the air before they hit the ground). Snivy: Snivy is pretty handy in the Charizard matchup, as a Snivy call in reaction to moves like Zard's field J[Y]/JY and sY can give Mewtwo a knockdown in field and a chance to setup oki. Snivy himself can also be used as an oki setup, as Snivy leaves you plus on block after Leaf Tornado and the hitbox is active long enough to help deal with wakeup CAs. Emolga: A support that keeps CA-happy opponents in check and is useful as a reactionary tool to certain options like Sceptile's leech seed planting or Aegislash's switch to shield form. Mismagius: ' A favorite counterpick against Aegislash, Mismagius can keep Aegislash's shield form in check with the advancing piercing hurtbox and can set up for an unblockable on oki. The attack buff also gives Mewtwo even more reward off of exchanges won in neutral, which can help end rounds quicker. Supports to be further evaluated Mega Rayquaza: With the recent buffs, I've been considering Mega Ray as a potential pick against Suicune (as a way to stuff Suicune's JY zoning or other aerial options) as well as against Aegislash. Will update this once I've done more testing myself or gotten feedback/evaluations/support about Mega Ray from the other Mewtwo players.
  6. motherlatias

    Aqua Jet levels from grounded 6yy

    Hey there everyone! It's everyone's favorite mediocre penguin here with a mildly important post about an underutilized move! But enough with the self-deprecation, I know what you're really here for! 6yy naturally links up with aqua jet, but the level of the aqua jet depends on the character and spacing of the 6yy. Do keep in mind that this is only about grounded 6yy, as it's very different on opponents in the air (as in, a lot more level 3s). Level 2 Try as I might, Scizor was the only character I couldn't get level 3 on with proper spacing. If anyone else gets it, please please tell me and I can update this. Level 2; Level 3 with tipper The bulk of the cast here. Up close, it lands on level 2, but if spaced to the tip (about a backdash and a half away) it ends up as level 3. Some of these feel like a tighter spacing window than others, though that might just be me. Level 3 These five will always end up on level 3 aqua jet, regardless of spacing. That's just about everything I got! Safe sliding, everyone!
  7. Xurkey

    Version 1.3.2 is Available Now!

    Can't tell if trolling or serious. She is still solid!
  8. housetop

    CATCH ME INSIDE 13: CIRCUIT FINALE

    Catch Me Inside 13 is the thirteenth edition of the CMI tournament series and the FINAL event of the CMI Summer Circuit! The tournament is run by UchiGames and Just Guard Gaming. Both teams are based out of the tri-state area and have great ties with the community!PRICES AND EVENTS:Pokkén Tournament ($10)Dragon Ball FighterZ ($10)Bring extra money for possible side events! We hosted a free Connect 4 tournament last time so we'll have another surprise for this one too!SCHEDULE:11:00 AM - Store Opens12:00 PM - Registration Opens2:00 PM - Pokkén (Stream)4:00 PM - DBFZ (Stream)TBD - *Surprise bracket*PRIZE PAYOUTS:(Games with less than 8 entrants will vary)1st Place - 80%2nd Place - 20%————————1st Place - 60%2nd Place - 30%3rd Place - 10%Top three will also receive prizes provided by sponsors in addition to their cash payouts.If over 40 entrants, top 4 places payout(50% - 25% - 15% - 10%).If over 60 entrants, top 5 places payout(45% - 25% - 15% - 10% - 5%)=================================RULES:TBA
  9. Later this year, Pokkén will be returning to Canada Cup - Canada's largest and most prestigious annual fighting game tournament. Various motivated members of Canada's scene are working hard to ensure this year's event is one that players from around the globe are interested in attending. One of these members is SetToDestroyX's Munster, one of Canada's hardest working community members. Munster works hard to promote Pokkén and the Canadian scene in a variety of ways, from streaming on Twitch to hosting his own monthly tournament. He even organized the first ever Pokkén Tournament DX Online Ladder, which currently has over 75 players competing! For Canada Cup 2018, any pot bonuses for Pokkén Tournament DX will be thanks to donations from the community. Munster announced earlier this morning that the Canadian Pokkén scene was aiming to raise $2500 for the event's pot bonus through GoFundMe. Munster isn't the only member of the Canadian scene who wants to see a successful Pokkén bracket at Canada Cup. The very first donation towards the event's pot bonus was a $1000 donation from greg, the Blaziken player known for his success playing Pokkén with a piano controller. That's already 40% of the $2500 goal! There will be a more detailed Event Preview post for Canada Cup 2018 later this summer. For more information on the Pokkén bracket for the event, check out Munster's Twitter thread. For more information about Canada Cup as a whole and to register, click here.
  10. Mister Wu

    About grab crushing and grab teching

    Well, I might do more systematic studies, but at the moment the concept seems to be that grab tech is reached when the grab hits the attacker more than 8 frames before the imapct frame of the attack. When going with Charizard fY against wall in Field Phase (+8 advantage in Duel Phase) against Charizard 5Y on reaction (i19), Standard Grab (i15) hits 12 frames before impact and indeed 5Y techs it, while Seismic Toss (i19) hits 8 frames before impact and it's crushed.
  11. TheCrimsonGunkGeno

    Croagunk Twitter Tech

    Boolerex showcases a new 5X and anti-rage optimal, using j.X loops! This loop is also an optimal followup to j.A boulder, according to him!
  12. Something came through my mind last week and apparently, the same thing came through Burnside's mind when he told me "you know what should lab? Frame data about grab teching", so I was like "this is the universe telling me to lab that" so here I am, writing this. If you dare saying this short paragraph is irrelevant, then it's like saying that Newton's apple was irrelevant too. I'm not gonna "create" the gravity but this might be useful for those who don't have "2Y top tier privilege". Anyway, let's get started. And let's start from the beginning. What are grabs? Grabs are one of the ways of dealing damage in this game, besides attacks and counterattacks. Everything can be reduced to one of those three kind of moves. Actually, and unless we're dealing with shields that are about to break, unblockable moves or unblockable setups, the only real mixup in this game is grab/not a grab. You shield and you're able to stop every possible move but grabs. That's why it's important to know about this. Every character has a standard grab with a different animation in field phase and duel phase. They're either frame 11 or frame 15, depending on the character. Those grabs shift phases immediately, so it means you gain some meter for landing them (40 cc in FP, 20 cc in DP, if I'm not wrong) and damage is usually 80/90 in FP/DP respectively. Some characters have 60/90, others have 100/150. Some characters get an enhanced grab when they're in Synergy Burst. They basically lead into more damage. It's usually the DP grab although the FP grab also changes for some of them. I encourage you to go through the frame data sheet to study about all of this. What not every character has is a command grab. A command grab is something that all fighting games have and it's a grab which doesn't have the usual input. In this case, the default input for a standard grab is Y+B. Command grabs have all kind of different inputs. They also have completely different properties and they have specific uses in different situations. Some of them can be used to deal debuffs, some can be used to steal buffs or synergy, some of them are just to waste time in a timeout situation but in the end, their use is to deal damage. With all of this being said, they're just grabs after all and they follow the same mechanics than standard grabs. Those mechanics are pretty easy to understand. Grabs beat shields. If you're shielding, you can get grabbed. Grabs beat CA and command CA as long as they don't clash with an active hitbox. Personally, my favourite interaction in this game is a CA beating a grab. Grabs might or might not beat other grabs, depending on which one comes out faster. In a neutral situation, assuming both characters input grab at the same frame, a frame 11 grab will always beat a frame 15 grab. Attacks beat grabs. As simple as that. You might tech the grab or you might crush it. And this is the main point of this thread. Grab teching is an underexplored mechanic in this game, or at least I haven't seen nothing written about the subject. GRAB CRUSHING Crushing a grab means stopping the grab with an active hitbox and the attack itself coming out after stopping that grab without getting interrupted. How can we possibly get that? There are a few ways. -8X/homing attack: the universal ones, the ones every character has access to are the specific grab crushing moves in DP and FP. In DP, such a move is 8X. In FP, we have homing attacks. Those two moves always work, no matter what. They crush grabs starting on frame 1. This means that, the moment you input this move, if your opponent tries to grab you, you're gonna break the grab and go through it. If you're completely sure that your opponent is going to grab you, use those moves. Most of them are committing, so you have to be confident about your read. They're usually slow moves so they might lose to other moves. Be careful when using them. -Specific grab crushes: some characters have access to particular moves that stop grabs from frame 1. The game tells you which ones are those if you check the move list of your Pokémon. They're moves with other utilities besides crushing grabs. Some examples are Garchomp's 8Y which is an antiair, Lucario's 2Y which is a great neutral tool, Sceptile's 4X which is a move with decent range and can be used as antiair and high crushing properties... As a side note, a lot of frame 11 moves crush grabs but some of them don't. Study your character to see which ones you can use with that purpose if you don't want to commit to 8X. -Moves that are already active: depending on when do an attack and a grab clash you might crush it or just tech it. Honestly, I had no idea about when does this happen, so that's why I decided to lab and study about it. For this purpose, I'm going to separate moves in two categories. 1) <i15 moves (moves faster than frame 15) Moves that are fast will always crush the opponent grab. As far as my knowledge and taking into account every situation I've been able to recreate, specially meaty oki grabs, every move faster than 15 frames, not counting command CAs and grabs of course, should always crush any grab starting on frame 1. Scizor is the strangest case here. He has access to several frame 11 moves, particularly 2Y and Bullet Punch (1A) that aren't labelled as grab crushers but they can crush grabs at any point. Chances are that every frame 11 move crushes grabs, no matter what. Whether it's true or not, this makes frame 11 moves a pretty valuable tool on oki situations. You might not get punished too hard for trying to tech a grab with one of those moves if you guess wrong. It's all up to you and your knowledge of the other player. 2) >=i15 moves (frame 15 or slower moves) This is where the interesting things start. While apparently i11 moves always crush grabs, slower moves might crush or might tech, depending on the timing. I've been studying this for a whole week. Instead of just writing a theory about this, I'm going to give you several situations with different grabs and I'm pretty sure you'll be able to discern the pattern here. ·Using frame 15 moves i11 standard grabs get crushed when you're -5 or more positive. i15 standard grabs get crushed when you're -9 or more positive. i19 grabs (Nuzzle) get crushed when you're -13 or more positive. i23 grabs (Sand Tomb) get crushed when you're -17 or more positive. ... ·Using frame 19 or slower moves i11 standard grabs get crushed when you're -1 or more positive. i15 standard grabs get crushed when you're -5 or more positive. i19 grabs get crushed when you're -9 or more positive. i23 grabs get crushed when you're -13 or more positive. ... It's pretty easy to see it, right? Actually, let me just write a small theory about this. GRAB CRUSH THEORY: Any i15 attack will crush a grab if the attack reaches frame 6. Any attack slower than i15 will crush a grab if the attack reaches frame 10. Don't forget this applies to moves that aren't specific grab crushers. Now let's go to the other possible situation. A grab is coming, you input a move, your character executes that move but you get a grab tech. Let's analyze that. GRAB TECHING Teching a grab means stopping the grab with an active hitbox but the attack doesn't come out after that, so both moves get interrupted. When does this happen? This happens when a non-grab crushing move clashes with a grab but it was pressed too late. There are no specific moves to do this. From what we know about grab crushing, you have to use frame 15 or slower moves to tech grabs. Let's rewrite the situations I described earlier. ·Using frame 15 moves i11 standard grabs get teched when you're -6 or more negative. i15 standard grabs get teched when you're -10 or more negative. i19 grabs get teched when you're -14 or more negative. i23 grabs get teched when you're -18 or more negative. ... ·Using frame 19 or slower moves i11 standard grabs get teched when you're -2 or more negative. i15 standard grabs get teched when you're -6 or more negative. i19 grabs get teched when you're -10 or more negative. i23 grabs get teched when you're -14 or more negative. ... As you can tell, this covers the two possible outcomes of an attack/grab interaction. We can also write another short theory about this. GRAB TECH THEORY: Any i15 attack will tech a grab as long as the attack doesn't reach frame 6. Any attack slower than i15 will tech a grab as long as the attack doesn't reach frame 10. It's easy to notice that this is the complementary of the grab crush theory. We can fuse them in a single theory, but it's so easy to understand that I don't feel it's necessary. Now you might have another question. "I know that I'm in an advantageous situation when I crush a grab, but what if I tech it instead?". I have the answer, of course. When you tech a grab, any grab with any move, there's a universal reward that the one who techs the grab gets. 7.5cc of synergy. This might be useful if you're about to fill your meter. I think we've all seen that situation lots of times in real matches. However, this isn't all. You might be wondering if you can't get anything else out of a tech. Well, the answer is "it depends". I'm going to list all the frame advantage or disadvantage situations next and you can tell me if you can get anything or not. -i11 standard grabs Teching a standard grab from any of those characters will put you in a +8 situation. However, one of those characters will give you a different advantage. Teching a standard grab from Aegislash will put you in +4. -i15 standard grabs The same situation happens here. Tech their grabs and you'll be +8. And there's another character here will the same difference as the i11 grab ones. Chandelure's grab getting teched will give you a +4. -Water Pulse Water Pulse is Blastoise's command grab (2A). It's frame 35. If Blastoise has at least a buff and/or if he's on SB, he gets CA frames from frame 5 to 29. This grab is pretty much seeable so unless you're pressing buttons and you hit Blastoise's armor, you shouldn't have problems to break it. In this particular case, you're the one who chooses if you want a crush or a tech. Teching it puts you in +8, so you should always crush it on reaction unless some extremely specific situations happen. -Hex Hex is Chandelure's infamous command grab (2A). Frame 23, it's pretty much used for oki 50/50s, to catch jumps or simply to catch those who aren't sure about the range of this move, which is slightly deceptive. It deletes your recoverable health and it deals more damage the more debuffs you have. Assume you're going to get hit by this move plenty of times if you're facing a profficient Chandelure player. My advice is never crush this move, tech it unless you have a fast recovery grab crush. Teching it puts you in +12 but the range of the move makes it completely safe. Stay safe you too. -Seismic Toss Seismic Toss is Charizard's command grab (8A). Frame 19, so not reactable in a game with input delay. Another move used for oki 50/50s and useful as a combo finisher with no recoil like Flare Blitz. This move is a high so there are some characters with easy ways to avoid it. The fact that it's a high is also a threat, because it catches aerial opponents. It's a low crush too, starting on frame 13. If you manage to crush this move, take the most you can out of that. However, if you tech it, you'll get a +12 situation. Even if it's a small punish, take it. -Dream Eater Dream Eater is Darkrai's command grab only accessible on Bad Dreams Rising or Nightmare Mode (2A). It's frame 27, so it's seeable and the animation is quite particular, however it can be hard to react to it in some situations, due to Darkrai's confusing movement and teleports. An interesting trait about this one grab is that it deals damage in two sequences and one of them never scales. The first part of the attack will always deal 30 damage that will be restored to your recoverable health, no matter the buffs, debuffs, scaling, damage ceiling or any other mechanic. Since reacting to this move is rather tricky, most of the times you might get a tech out of it. Teching it puts you in +7. -Acrobatics Acrobatics is Decidueye's command grab on both, FP and DP (SS A/SS [A]). It comes out on frame 27 and frame 23, depending on the version, but both versions are pretty much reactable. As you probably know, it catches aerial opponents too and it leads into excellent wall combos, so be aware of this move all the time. This is one of the two particular cases of a command grab where the advantage varies depending on the character you're using and the height this move lands. The advantage you get from teching this goes from +11 to +19. Small characters like Weavile, both Pikachus and Croagunk can take a small reward from this while tall characters like Machamp, Gardevoir, Garchomp and Sceptile can easily get a i15 punish for teching this grab. As I said, it's also depending on the spacing of the move. I encourage you to go to practice mode and test situations by yourself. -Sand Tomb Sand Tomb is Garchomp's command grab (2A). Being a frame 23 grab, it's on the threshold of what's reactable in this game and what's not. With the ability of being charged and being cancelled, this is arguably Garchomp's most dangerous mixup tools, specially in the corner. The fact that it doesn't have any PSP makes real the chance of getting killed in the corner just by holding shield. Guess right or die trying. Since we're talking about how to defend ourselves, if you guess right and you crush the grab, good. Do what you must. If you didn't want to commit hard to that guess and you just tech it, you'll be in +12, so try to take advantage of that and escape that corner. -Hypnosis Hypnosis is Gengar's command grab on both, FP and DP (6A/fA). Frame 27, cancellable into Shadow Stealth and it provides invincibility frame from frame 5 to 18. One of the main traits of this move is that when it lands it can convert into Gengar's standard grab, which steals HP and synergy. It can convert into a standard combo too if your opponent just needs the damage to kill. The fact that it's cancellable makes it quite difficult to deal with and the fact that you're +8 after teching it doesn't really help. I don't know if there's a frame perfect timing to make the hitbox active and cancel into SS at the same time like you can do with Shadow Ball, it doesn't sound like a thing, my knowledge about the character doesn't reach that far, but being +8 against a character with so many iframes options is an advantage or isn't it? You tell me. -Submission Submission is one of Machamp's command grabs on both, FP and DP (6A/fA). Frame 26. The enhanced version of this move gives Machamp CA frames from frame 1 to 16 which makes you wonder if you really want to play okis against this character when he's enhanced because you might lose 180 HP if you don't know how to deal with it. Not much to say about this move, it's a +8 for you if you tech it. I'll just remind you that it's cancellable into jump or shield. -Air grab Air grab is the second command grab Machamp has on both, FP and DP (j.Y+B). Frame 11, like his standard grab. Instant air grab is one of Machamp's most dangerous mixups in the corner. It deals 117 dmg and it has no PSP. This is the second case of a command grab with different frame advantages, like Decidueye's Acrobatics, due to the same reasons. My tests have dealt advantages from +15 to +23. Any character should be able to get something big out of teching this grab. Again, go to the lab and study the situations by yourself. -Telekinesis Telekinesis is Mewtwo's command grab on both, FP and DP (Barrier Y). Frame 15. Can only be used out of Barrier so it can be treated as an armored grab. Like all of Mewtwo's special moves, it consumes synergy. 12.5 cc from Barrier and 10 cc from Telekinesis itself makes it 22.5 cc but the reward is worthy because Mewtwo gets a full combo out of it. If you're able to tech this grab, you'll be in +8. There's also the option of jumping to avoid the Barrier mixups but be careful of Teleport. -Nuzzle Nuzzle is Pikachu's command grab on both, FP and DP (6A/fA). At frame 19 and being a high, it doesn't look like a rewarding move until you're against the wall. Your best option against this move in general is, if your character has a low stance, use it. This move is extremely punishable on whiff, you can get basically everything you want. In case you press a button because you think it's coming and you manage to tech it, it's +8 on your favour. -Electro Web Electro Web is Libre's command grab on both, FP and DP (4A/bA). Frame 21. Another grab that can catch aerial opponents. Mostly used as a combo finisher to apply a speed debuff on the opponent. It deals double damage when Libre is enhanced and it's an instant phase shift from duel to field. Powerful tool in oki 50/50 but you don't have to commit if you don't want to, as teching this grab will give you a clean +12 so most characters should be able to get a punish out of this. -Leaf Storm Leaf Storm is one of Sceptile's command grabs (8A). Frame 19. Only works on aerial opponents, so it can only be used as a hard read tool or as a combo finisher. Deals an attack debuff to Sceptile. If you like fighting on the ground you shouldn't worry about getting caught by this move. Teching this move leads into a unique situation, given that you must be airborne for it to work. Teching this move will make you air tech so you can't really take advantage of this. You get the 7.5 cc of synergy and that's all but you might be in a bad situation after that. This move is dangerous even when it doesn't land properly. But of course, when it whiffs completely it's almost like a death sentence for Sceptile. Use this move wisely. -Giga Drain Giga Drain is the other command grab Sceptile has (2A). Frame 27, it reaches every range but full screen or Sceptile's face. If you're not in any of those two places you're in danger. Like Darkrai's Dream Eater, this is another move that absorbs a set amount of HP, in this case 30. It also steals synergy. The way of dealing with this grab is similar to Hex. Since most of the times it's gonna be a long range grab, your best option is teching it instead of crushing it. You'll get a +12 out of it. Not punishable, anyway. -Bug Bite Bug Bite is Scizor's command grab (Bullet Punch Y+B/]A[) Frame 27, it has a very particular animation so it's not hard to react to it. The move is dash cancellable so don't fall for any bait. Another grab that steals HP, 20 in this case, but not just that. This move also steals buffs. And the most interesting thing about this is that it ignores the time you had left for your buff. If you get a buff that lasts for 12 seconds and Scizor steals it at the last second, he'll get 12 seconds of that buff. Since it's also a combo finisher, there are no ways of you not getting by this move, you'll get hit by it eventually. It's a seeable move so you can commit to a grab crush as long as it's not too slow, remember it can be cancelled into a dash. If you go for a grab tech, you'll get a +8 situation. And this is it. This is pretty much all the information I've been able to gather with the resources I have. Just a few more notes. All this information has been studied in duel phase. Different frame advantage situations can be recreated in duel phase with relative ease. Some of this information might change for field phase, for example, I've been able to tech Machamp's low air grab in field phase and get a Force Palm punish out of it, which is frame 23. Until I get recording equipment, I think I won't be able to study field phase situations. They might or might not change, I can't really tell. Trust all of this for duel phase. Trust it for field phase at your own risk. With that being said, thermodynamics gives us access to duel phase moves in field phase moves so information about moves like Leaf Storm, Sand Tomb or duel phase standard grabs in field phase might be accessible too but again, I probably won't be able to check it until I can record. And one last note. All of this is the work of one person for a week. If anything is wrong or if you feel anything should be rechecked please let me know. I'll change it as soon as possible and I'll give you credit for finding it, of course. Meanwhile, enjoy this small piece of knowledge I provide and have fun!
  13. xzx

    Pokkén Tier List Maker

    I would like to see several top players' tier lists!
  14. A cup involving my main. I WILL BE THERE. Posting this to ingrain it into my being. I SHALL BE THERE.
  15. This is a browser extension for Chrome and Firefox (should also work for Firefox mobile, but let me know if there are issues) that adds the Pokkén roster to 2 different tier list makers. Here are the instructions on how to install the extension http://kaloncpu57.github.io/pokemon/Pokkén-discord/ The first tier list maker that you can use is a more traditional S through F ranking tier list, which can still be used for some lists depending on what you want to show but is a format that people were growing to dislike. The second tier list maker you can use has a format that many in the Pokkén community prefer to the traidtional style, because it gives more information on why characters are placed where they are. I'll try to update this when I can whenever I think something needs to be changed or added. Hopefully this will help you quickly and easily make a tier list and focus on the information rather than how to make the list itself.
  16. [Regional] [NorthEast] [SouthEast] - Switch Versus Switch Versus is a series of monthly Nintendo Switch LAN events across the Mid-Atlantic region (PA, MD, & VA), featuring Pokkén DX! Whether you're just looking for casual fun or serious competition, there's something for everyone! LOCATIONS: Richmond - 1st Saturday of the month: The Forge 8026 W Broad St C, Henrico, VA 23294 Fairfax - 2nd Saturday of the month: Mott Community Center 12111 Braddock Rd, Fairfax, VA 22030 Laurel - 3rd Saturday of the month: Xanadu Games (Located within Laurel Race Track) 198 Laurel Race Track Rd, Laurel, MD 20725 Philadelphia - 4th Saturday of the month: The Laboratory 3 S York Rd, Hatboro, PA 19040 REGISTRATION: You can register on the event's smash.gg page, or in -person on the day of at the venue. Please check out our website and join our Discord server for more information. Please note that you are expected to bring a full setup (except for The Lab); see our website for more details. EVENT SCHEDULE: The events generally run from 2PM-5PM. Pokkén is expected to start around 4PM. Please see our website and Discord server for more information. PAYOUTS: 1st - 60% / 2nd - 30% / 3rd - 10% GAME RULES: All events will feature a round robin format, unless the number of entrants/teams for a game is at least eight, then the format will be double elimination. Each match will be best 3/5 games; finals and grand finals will be best 5/7 games (if double elimination). All compatible controllers are allowed, but wired controllers (either the Pro Controller with its charging cable or the HORI Pokkén gamepad for Pokkén) are highly recommended. Pokkén will follow the ruleset found here. Ignore any rules that contradict the rules listed on this page. All entrants/teams are responsible for ensuring the game settings are set correctly before the start of each game. Games will not be replayed after they have begun unless under extreme circumstances, under the discretion of the event organizers. Any entrant/team found to be cheating or participating in disruptive or unsportsmanlike behavior may be disqualified from the event. CONTACTS: TO : Isaac "PunctualGuy" Weston Website: https://www.switchversus.com Discord: https://discord.gg/YVqBcRC Facebook: https://www.facebook.com/SwitchVersus Twitter: https://www.twitter.com/SwitchVersus YouTube: https://www.youtube.com/channel/UCIsb9B4sh-lJcCw1sB3PaHA Twitch: https://www.twitch.tv/switchversus Email: staff@switchversus.com
  17. PunctualGuy

    Switch Versus @ The Laboratory

    [Regional] [SouthEast] - Switch Versus @ The Laboratory Switch Versus is a series of Nintendo Switch LAN events across the Mid-Atlantic region (PA, MD, & VA), featuring Pokkén DX! LOCATION: The Laboratory 3 S York Rd, Hatboro, PA 19040 REGISTRATION: You can register on the event's smash.gg page, or in -person on the day of at the venue. Please check out our website and join our Discord server for more information. No additional setups needed! Just bring your Switch, dock, and games. EVENT SCHEDULE: The event runs from 12PM-12AM. Check our Discord for the latest details. PAYOUTS: 1st - 60% / 2nd - 30% / 3rd - 10% GAME RULES: All events will feature a round robin format, unless the number of entrants/teams for a game is at least eight, then the format will be double elimination. Each match will be best 3/5 games; finals and grand finals will be best 5/7 games (if double elimination). All compatible controllers are allowed, but wired controllers (either the Pro Controller with its charging cable or the HORI Pokkén gamepad for Pokkén) are highly recommended. Pokkén will follow the ruleset found here. Ignore any rules that contradict the rules listed on this page. All entrants/teams are responsible for ensuring the game settings are set correctly before the start of each game. Games will not be replayed after they have begun unless under extreme circumstances, under the discretion of the event organizers. Any entrant/team found to be cheating or participating in disruptive or unsportsmanlike behavior may be disqualified from the event. CONTACTS: TO : kaleksi Website: https://www.switchversus.com Discord: https://discord.gg/YVqBcRC Facebook: https://www.facebook.com/SwitchVersus Twitter: https://www.twitter.com/SwitchVersus YouTube: https://www.youtube.com/channel/UCIsb9B4sh-lJcCw1sB3PaHA Twitch: https://www.twitch.tv/switchversus Email: staff@switchversus.com
  18. PunctualGuy

    Switch Versus @ Xanadu

    [Regional] [SouthEast] - Switch Versus @ Xanadu Switch Versus is a series of Nintendo Switch LAN events across the Mid-Atlantic region (PA, MD, & VA), featuring Pokkén DX! LOCATION: Xanadu Games Located within Laurel Race Track 198 Laurel Race Track Rd, Laurel, MD 20725 Enter through the Grandstand entrance, and take a left down the first hallway REGISTRATION: You can register on the event's smash.gg page, or in -person on the day of at the venue. Please check out our website and join our Discord server for more information. Please note that you are expected to bring a full setup; see our website for more details. EVENT SCHEDULE: The event runs from 12PM-12AM. Check our Discord for the latest details. PAYOUTS: 1st - 60% / 2nd - 30% / 3rd - 10% GAME RULES: All events will feature a round robin format, unless the number of entrants/teams for a game is at least eight, then the format will be double elimination. Each match will be best 3/5 games; finals and grand finals will be best 5/7 games (if double elimination). All compatible controllers are allowed, but wired controllers (either the Pro Controller with its charging cable or the HORI Pokkén gamepad for Pokkén) are highly recommended. Pokkén will follow the ruleset found here. Ignore any rules that contradict the rules listed on this page. All entrants/teams are responsible for ensuring the game settings are set correctly before the start of each game. Games will not be replayed after they have begun unless under extreme circumstances, under the discretion of the event organizers. Any entrant/team found to be cheating or participating in disruptive or unsportsmanlike behavior may be disqualified from the event. CONTACTS: TO : kaleksi Website: https://www.switchversus.com Discord: https://discord.gg/YVqBcRC Facebook: https://www.facebook.com/SwitchVersus Twitter: https://www.twitter.com/SwitchVersus YouTube: https://www.youtube.com/channel/UCIsb9B4sh-lJcCw1sB3PaHA Twitch: https://www.twitch.tv/switchversus Email: staff@switchversus.com
  19. [Regional] [SouthEast] - Switch Versus @ Mott Community Center Switch Versus is a series of Nintendo Switch LAN events across the Mid-Atlantic region (PA, MD, & VA), featuring Pokkén DX! LOCATION: Mott Community Center 12111 Braddock Rd, Fairfax, VA 22030 REGISTRATION: You can register on the event's smash.gg page, or in -person on the day of at the venue. Please check out our website and join our Discord server for more information. Please note that you are expected to bring a full setup; see our website for more details. EVENT SCHEDULE: The event runs from 2PM-5PM. Pokkén is expected to start around 4PM. PAYOUTS: 1st - 60% / 2nd - 30% / 3rd - 10% GAME RULES: All events will feature a round robin format, unless the number of entrants/teams for a game is at least eight, then the format will be double elimination. Each match will be best 3/5 games; finals and grand finals will be best 5/7 games (if double elimination). All compatible controllers are allowed, but wired controllers (either the Pro Controller with its charging cable or the HORI Pokkén gamepad for Pokkén) are highly recommended. Pokkén will follow the ruleset found here. Ignore any rules that contradict the rules listed on this page. All entrants/teams are responsible for ensuring the game settings are set correctly before the start of each game. Games will not be replayed after they have begun unless under extreme circumstances, under the discretion of the event organizers. Any entrant/team found to be cheating or participating in disruptive or unsportsmanlike behavior may be disqualified from the event. CONTACTS: TO : 1DragonWarrior Website: https://www.switchversus.com Discord: https://discord.gg/YVqBcRC Facebook: https://www.facebook.com/SwitchVersus Twitter: https://www.twitter.com/SwitchVersus YouTube: https://www.youtube.com/channel/UCIsb9B4sh-lJcCw1sB3PaHA Twitch: https://www.twitch.tv/switchversus Email: staff@switchversus.com
  20. PunctualGuy

    Switch Versus @ The Forge

    [Regional] [SouthEast] - Switch Versus @ The Forge Switch Versus is a series of Nintendo Switch LAN events across the Mid-Atlantic region (PA, MD, & VA), featuring Pokkén DX! LOCATION: The Forge 8026 W Broad St c, Henrico, VA 23294, USA REGISTRATION: You can register on the event's smash.gg page, or in -person on the day of at the venue. Please check out our website and join our Discord server for more information. Please note that you are expected to bring a full setup; see our website for more details. EVENT SCHEDULE: The event runs from 2PM-5PM. Pokkén is expected to start around 4PM. PAYOUTS: 1st - 60% / 2nd - 30% / 3rd - 10% GAME RULES: All events will feature a round robin format, unless the number of entrants/teams for a game is at least eight, then the format will be double elimination. Each match will be best 3/5 games; finals and grand finals will be best 5/7 games (if double elimination). All compatible controllers are allowed, but wired controllers (either the Pro Controller with its charging cable or the HORI Pokkén gamepad for Pokkén) are highly recommended. Pokkén will follow the ruleset found here. Ignore any rules that contradict the rules listed on this page. All entrants/teams are responsible for ensuring the game settings are set correctly before the start of each game. Games will not be replayed after they have begun unless under extreme circumstances, under the discretion of the event organizers. Any entrant/team found to be cheating or participating in disruptive or unsportsmanlike behavior may be disqualified from the event. CONTACTS: TO : Isaac "PunctualGuy" Weston Website: https://www.switchversus.com Discord: https://discord.gg/YVqBcRC Facebook: https://www.facebook.com/SwitchVersus Twitter: https://www.twitter.com/SwitchVersus YouTube: https://www.youtube.com/channel/UCIsb9B4sh-lJcCw1sB3PaHA Twitch: https://www.twitch.tv/switchversus Email: staff@switchversus.com
  21. Waled05

    Machamp's 20 second ]X[

    Just realized that Litten + Machamp might be the perfect pair. Also if anyone knows anything about hit priority or clashing frame advantages please comment it below. Shared properties between all three versions: Type: Attack Imp: 23 PSP: 4 Height: True Mid Invincibility: Highs, Mid Highs and Special Mids on frame 1 Projectile Invincibility: Highs, Mid Highs and Special Mids on frame 1 Shield Break: No Throw Crush: No Pierce: No Level 1 (2 Seconds): Damage: 80 Scaling: %60 Blocked: -16 Priority: Clashes with Lucario's 5Y and 6X (-2 after 6X clash) Level 2 (5 Seconds): Damage: 120 Scaling: %50 Blocked: -16 Priority: Beats 5Y, Clashes with Lucario's 6X (+10 after clash) Level 3 (Litten charge time): Damage: 200 Scaling: %40 Blocked: -8 Priority: Beats 6X, Clashes with Focus Blast (0 after clash) Too lazy to do shield damage, but nothing special with 3]X[. 3]X[ gains the same amount of synergy as 2]X[ (1]X[ is a little less) In field, Range increases as you charge it from level 1 to 3 (1 and 2 aren't very different though) In duel, 1 and 2 have almost the same range, 3 is about half a dash longer. Ranges: And of course don't forget to eat your Lucarios!
  22. Earlier
  23. Sirknight

    Pokkén DX @Wanted 9 [500€ Bonus Pot]

    Quick news, thank to PokeFarmQ, we added a bonus pot of 500€ to the cashprize ! Come !
  24. TiZ

    Pikachu Combo Thread

    Hi, guys. Saw a topic that was sorely needed so here I am making it. This is lightly modeled after the Lili T7 combo thread from Zaibatsu in that combos are grouped by starter, but we have generally easier and more consistent combos as well as a universal super state, so instead of bolding consistent combos, I'm bolding combos that require SB and making use of color coding for character-specific combos, inconsistent or difficult combos, and the combo in each section with the best balance of ease, consistency, and damage. This thread is super duper WIP plus ultra! I'm at work right now and capitalizing on my motivation to do this, but it's a little tough to break out my Switch and test, lol. I'm starting with the stuff I already know and stuff I can find on Twitter. I intend to jump on the Pika discord later and expand it further still. Please reply to make suggestions or corrections for any aspect of this thread, even the way it's organized! I'll happily add new combos and corrections to the thread, or moderators can edit this to do so themselves. I should definitely not be regarded as an authority for Pikachu; I'm just now picking him up! I just wanted to create the resource I wish existed when I started. I have chosen to exclude combos that are just strings with special cancels for the time being. If we collectively decide they should be here, I don't have any feelings about it either way. Damage values assume no JF hits on 6Y unless they are required or the source has them. Duel Phase Midscreen Combos 5Y: 5YY:X 8A = 121 5YY:X 2Y~2A = 118 5YY:X 2Y~BA = 176 6Y / j.Y 6Y / j.X 6Y: 6Y 6Y 2X 2A = 153 / 183 / 178 (Combo dojo) 6Y 8X 6Y 2Y~2A = 150 / 175 / 183 Easy, but drops on Sceptile, Aegislash, probably others. 6Y 8X 5Y:X 8A = 161 / 191 / 181 6Y 8X~6R j.Y 8A = 156 / 186 / 188 6Y 8X~6R j.Y 5Y:X 8A = 178 / 208 / 192 The target needs to be close to the ground for the 5Y to connect, so delay 8X and/or j.Y as you see fit. 6Y 8X~6R j.Y 2X 2A = 199 (Twitter source) Requires very specific timing on 8X and j.Y, and is probably char specific. Don't know if 6:Y is required. 6Y 2X 8X~6R j.Y 8A = 183 / 213 / 197 (Twitter source) Long delay before the 2X. The tightness of the window varies from char to char. 6Y 8X~6R j.Y BA = 269 / 281 / 275 6Y 2X 8X~6R j.Y BA = 273 / 282 / 274 CH 8X: CH 8X~6R j.Y 8A = 159 CH 8X~6R j.Y 5YY~2A = 160 CH 8X~6R j.Y 5Y:X 8A = 212 CH 8X~6R j.Y 5Y:X 2Y~2A = 215 CH 8X~6R j.Y 5YY:X 2Y~4A = 194 (Twitter source) Weavile was the dummy here; 5YY might drop on others. CH 8X~6R j.Y BA = 263 [CA]: [CA] 6Y 8X~6R j.Y 8A = 120 [CA] 6Y 8X~6R j.Y 5YX = 121 [CA] 6Y 8X 5YX = 118 [CA] 6Y 8X~6R j.Y BA = 155 Duel Phase Wall Start Combos 5Y: 5YYX W! 4A 4A 4A = 173 5YYX W! 6Y 5X~2A = 176 5YYX W! 6Y 5X~BA = 242 2Y: 2Y~2A W! 5X~2A = 163 8Y: 8Y W! j.Y 5X~8A = 208 6Y: 6Y W! 4A 4A 4A = 164 5X: 5X~4A W! 4A 2A = 183 5X W! 6Y 5Y~8A = 197 5X W! 6Y 5X = 204 5X W! 5X~2A = 229 Delay the second 5X until target slides down the wall slightly. 5X W! 6Y BA = 259 5X W! 5X~BA = 268 Delay second 5X, just like above. 2X W! / j.Y 2X W! / j.X 2X W!: 2X W! 6Y 5X~8A = 246 / 273 / 262 2X W! 6Y 5X~BA = 276 / 284 / 277 CH 8X: CH 8X W! 4A 4A 2A = 188 CH 8X W! 6Y 5X~8A = 267 CH 8X W! 6Y 5X~BA = 284 6A: 6A W! 4A 4A 5A = 163 6A W! 5X~2A = 195 6A W! 5X~BA = 242 [CA]: [CA] 5YYX W! 4A 4A = 166 [CA] 5YYX W! 4A BA = 153 [CA] 6Y 4A BA = 162 As you can see, both BA combos do less than a regular combo ending in wall blast. Don't bother. Duel Phase Midscreen to Wall Combos 5Y: 5YY:X 2Y~4A W! 8X~6R j.Y 2Y BA = ??? / j.Y ??? / j.X 211 (Twitter source)
  25. The next FSBC Cup will begin one week from today! The Blaziken themed FSBC Gatling Flame Kicks Cup begins Friday, July 20 and concludes on Sunday, July 22. The event will use the Team Battle format. Like with all of the official FSBC Cups, there will be a special title given to all participants. Remember that to receive your special title, you must play at least one match to completion. The "League Master" titles will once again be awarded to the top 100 competitors. You can find the full details for the FSBC Gatling Flame Kicks Cup below. Ranking Times: NA: Start: 7/20/18 8AM PT End: 7/22/18 10PM PT EU: Start: 7/20/18 10AM BT End: 7/23/18 12AM BT JP: Unknown at this time. If you have access to the Japanese Group Match, let us know! Note: Battles will only be ranked during the Ranking Times each day. Format VS Mode: Team Battle Skill Level: Off Rematch: No Battle Stage: Fixed Battle Arena Participation Prize Participants will receive a special "Gatling Flame Kicks" title based on Blaziken. Note: To earn the Participation Prize, players must play one match to completion during the Ranking Times listed above. Ranking Prizes Places 1 - 10: Places 11 - 30: Places 31 - 60: Places 61 - 100: Good luck to all of the players competing in the FSBC Gatling Flame Kicks Cup!
  26. Hi! Yes, V-SYNERGY returns on the 15th and is also the start of "THE LEAGUE OF TISO" circuit. For any other questions, feel free to hop in the V-SYNERGY Discord: https://discord.gg/bw3rQjV
  27. Karnimanu

    Croagunk Twitter Tech

    BA can actually hit now
  28. TheCrimsonGunkGeno

    Croagunk Twitter Tech

    j.A SD now counter pierces, hurray! Credit to AlolanDurgs!
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