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Braixen Punishment guide

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This guide will talk about which moves you should be using to punish people as Braixen, as well as what moves from Braixen are punishable. It will be using for reference the frame data created by theappleboom , which can be found on the link below:
https://docs.google.com/spreadsheets/d/108awMgIuD21L0d1SQneG9w3KOyzwmWQ8335mkrOmm54/edit#gid=1887062059

The first thing you need to know is that Pokkén Tournament's frame data is divided on layers, which makes it pretty straight forward. You have the positive frames layer (+1 onward), the neutral layer (represented by 0 on the frame data), slightly negative layer (-1 to -4), very negative layer (-5 to -8), grab punishable layer (-9 to -12), jab punishable layer (-13 to -16) and highly punishable layer (-17 onward). So with that in mind, now we are going to divide the moves between the three punishable layers (grab, jab a highly punishable) for both Field and Duel Phase. And we also are going to have layers dedicated to anti-airs, that will go from close range, mid range, long range.

Keep in mind that anything from from a faster or higher generally can be used to punish anything from the slower or closer ranges, it is just not recommended to do so since you will be wasting the opportunity to do so some huge damage and get some huge momentum. For whiff punishing, use anything below 15 frames of Impact, and keep in mind that all moves on neutral get an extra 6 or 7 frames of start-up to them. Your Burst ( (L) + (R) ) and Burst Attacks ( (L) + (R) during Burst) works as well!

Punishers



Grab Punishable (-9 to -12)

Field Phase

-9:
Grab ( (Y) + (B) ): Your standard punisher for this layer, does 80 damage and immediately shift phases. There isn't really much to say here.

Duel Phase

-9:
Grab ( (Y) + (B) ): Your standard punisher for this layer, does 90 damage and immediately shift phases. There isn't really much to say here.

Light Screen (2) (A) : Reflects your opponent away, does only 20 damage (40 for the enhanced version), the only use you can have for this is if their back is to the wall, cause then you can start a combo.

(2) (Y) : Quick sweep that leaves the opponent standing, does 20 damage and you can combo into Light Screen, but be careful because only bigger characters are going to be hit by the non-enhanced version of it.



Jab Punishable (-13 to -16)

Field Phase

-13:
(Y) : Braixen throws some fireballs. Can be followed into Psybeam for a Phase Shift.


-16:
Burst ( (L) + (R) ): A good way to be sure your burst will hit!

Duel Phase

-13:
(Y) : Braixen's Jab. It is an amazing punisher if you are in short range with the opponent. Not only it guarantees a combo, but also you can decide if you will go for damage or Okizeme setups. Here are two recommended combos:

Damage:
(Y) , (Y) , (Y) > (6) (A) 

Okizeme setup:
(Y) , (Y) , (Y) > (4) (A) > (6) [ (A) ]

(X) : Another amazing punisher. This is a move copied from Xianghua and Leixia from Soul Calibur that has a decent range and also guarantees a combo. You can either do the complete string ( (5) (X) , (X) ) that will give you an Okizeme setup (use [ (A) ] right before they wake up) or you can call for an support that can hit the opponent in the air and let you do some higher damaging combos. If your opponent's back is to the wall it can make them wall-splat, in that case you can do something like (5) (X) > (5) (X) > (8) (X) , (X) for some easy and massive damage.

(2) (X) : The punisher with the highest range of this layer for Braixen, good for when the opponent used something with huge amounts of pushback. Does 60 damage and it will sweep the opponent, letting him open for a Support combo or for an Okizeme.

-16:
Burst ( (L) + (R) ): A good way to be sure your burst will hit!



Highly Punishable (-17 onward)

Field Phase

-17:
f. (Y) : Braixen throws her weapon forward like a Boomerang, good for punishing from far away. Does 50 damage if you manage to get all hits and phase shifts!

s. (Y) : Braixen moves to the sides throwing some fireballs. Just like (Y) , can be followed into Psybeam for a Phase Shift!

-19:
(X) : The basic Homing Attack followed by the basic Homing Combo. Phase Shifts!

-21:
Psybeam ( (A) ) : Can punish if the opponent is really far away!

Duel Phase

-17:
(8) (X) : This move! Not only it does 90 damage BY ITSELF, but also will be followed up by j. (A) if you press (X) again, doing some huge amount of damage just on that. Not only that, but if you have Sunny Day active, you will get the enhanced version of j. (A) , which can lead to either damage or Okizeme:

Damage:
(8) (X) , (X) / j. (A) > (6) (Y) > (2) (Y) > (8) (A) 

Okizeme:
(8) (X) , (X) / j. (A) > (6) [ (A) ]

You can also do something called Flame Charge Cancel (or FCC) which consists of pressing j. (A) at the last moment possible to cancel the landing animation of (8) (X) , letting you do another (8) (X) . This video by MASTERLINKX shows how it's done:

https://www.youtube.com/watch?v=TOhI-7sh7Vg

(6) (Y) : Braixen throws her weapon forward like a Boomerang, good for punishing from far away. Does 50 damage if you manage to get all hits.

(4) (Y) : Braixen goes golfing, the opponent is the ball. Does 60 damage and launches the opponent, but it only gives a combo if the opponent's back is near the wall.

(8) (Y) : Launches the opponent for 60 damage. Only really useful for wall combos.

Flamethrower ( (8) (A) ) : Only catches the opponent if they are really close and does only 20 damage (60 for the enhanced version), you are NOT going to use this to punish grounded opponents, at all!


-21:
Psybeam ( (A) ) : Can punish if the opponent is really far away!





Anti-airs



Long Range

Field Phase

b. [ (Y) ] : Braixen goes golfing. The fireball trajectory will hit anyone trying to jump even from far away, and it does 80 damage. This is excellent!

j. (Y) : Braixen jumps and throws some fireballs. 14 frames of Impact, 10 damage for each fireball, just used to avoid your opponent from being trigger happy from far away (I'm looking at you, Gardevoir and Suicune).

Duel Phase

j. (Y) : Braixen jumps and throws some fireballs. 14 frames of Impact, 10 damage for each fireball, just used to avoid your opponent from being trigger happy from far away (I'm looking at you, Gardevoir and Suicune).

Burst Attack ( (L) + (R) during Burst): They jumped and can't do anything from keeping them from falling? Free Super! Simple as that. Use it even from Mid and Close range. Be careful with cross-ups though it will miss on that situation.



Mid Range

Field Phase

b. (Y)  : Braixen goes golfing, again! The fireball trajectory will hit anyone trying to jump from close to mid range, and it will also hit people from the ground from mid range. Does 60 damage. This move will make salt flow through your opponent's vein and he could end up showing some salty behavior, so abuse it whenever you can!

j. (A) : Air-to-air move, can catch people jumping from a distance if you do it really fast. The enhanced version has all the rewards from the ground version of the punish.

Duel Phase

Flamethrower ( (8) (A) ) : Braixen summons a Flamethrower 45 degrees upward, burning your opponents from the sky. It has an amazing hitbox, it is head invulnerable and it throws your opponent far away, letting you either zone them further with (4) (A) , (A) or (6) (A) or get a Sunny Day. It is your anti-air to go, even at close range.

(8) (X) : Can get people trying to jump away or in depending of the situation. Has all the same amazing rewards as the ground punisher version of it.

j. (A) : Air-to-air move, can catch people jumping from a distance if you do it really fast. The enhanced version has all the rewards from the ground version of the punish.



Close Range

Field Phase

(X) : Surprisingly, it will hit people in the air, and it will even finish the entire combo. Phase Shifts!

Counter Attack ( (X) + (A) ): This can be baited in many ways, so be careful. If it is not though, it will basically absorb almost all air attacks and punish afterwards, phase shifting in the process.

Duel Phase

(8) (Y) : Braixen's standard anti-air, it is head invulnerable and does 60 damage. Pretty decent.

j. (X) : Air-to-air move, can catch some people on it's hitbox.

(X) : A poke that can hit people who are close to the ground, simple as that. You are not going to use it much.

(4) (Y) : You can go golfing, but don't expect much from this move.

Counter Attack ( (X) + (A) ): This can be baited in many ways, so be careful. If it is not though, it will basically absorb almost all air attacks and punish afterwards, possibly leaving them open for a combo or Okizeme. If it doesn't you will be at +9, so pressure them with the best you have!






Punishable moves



WIP!

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