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About Double

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  1. Afaik the event organizers of FF put word out across Twitter and Facebook, mostly focusing on Facebook. There were a few tweets that went out leading up to the event from their official twitter but they were mostly one and dones. They kept constant reminders across multiple Facebook FGC groups as well as Chicago Pokkén (I can't speak to for other state Pokkén groups as I'm not a part of them as well as not using Facebook as much as I used to). I personally had no power over who the volunteers were or who was on commentary until the day of when I was able to make on-site changes.
  2. Vs. Darkrai General Advice Once you learn how this matchup works, it takes *effort* to lose it. Keep moving in field phase, and never let up on s.Y. Darkrai can’t set up traps if he has to block projectiles himself. Darkrai lacks options that pierce, b.[X] in field and 5[A] are the only two he has. In Duel Phase, Light Screen shuts down every mid-to-long range attack Darkrai has. If Darkrai is in Nightmare, it doesn’t matter just keep Light Screening. Darkrai in Nightmare cannot break your shield and his fireball is the only threatening chip option he has from a range, do not be afraid to hold block for an extended period of time up close. At the same time, do not be afraid to take a regular grab from Darkrai. Especially in Field since he won’t get Nightmare off of it and will be significantly weaker. Recommended Supports : Darkrai has impressive movement speed while in Field, enough that it’s quite easy for him to get past Braixen’s side-Y zoning. Emolga is meant to make it as difficult as possible for Darkrai to simply walk past Braixen’s fireballs, allowing her to tack on as much chip as possible and run the timer, making it hard for Darkrai to mount a comeback. It will also trade with Nasty Plot’s explosion, leaving Braixen at advantage and Darkrai slowed. : Darkrai is also likely to be running this, but it’s a very good tool for winning Field Phase. With a 20 second first charge and a 30 second recharge, Cubone will almost always be up when you need it to be. It’s also a very reliable reaction tool to Darkrai’s buttons in Field as most of them have a long recovery time. Cubone also breaks through Darkrai’s projectiles making them more of a risk while Cubone is up. : Darkrai’s damage output is already quite low, even in Nightmare, why not make it even lower? Sylveon’s healing and defense boost makes every critical hit or combo from Darkrai do that much less than usual. The chances of you losing more than 200 HP in one go, even while he’s in nightmare, is extremely low while you have the Defense buff active. : One of the two best supports for this matchup, Farfetch’d boasts great damage and safety while having a reasonable charge time. Any button Darkrai presses in Field can be reacted to with Farfetch’d for a fair amount of damage. The same holds true for Duel, provided you can react in time. It won’t keep you 100% safe from Nasty Plot activations, but it will keep you from suffering a crit. : Tied with Farfetch’d for the best support in this matchup, having Electrode up and ready to use forces Darkrai to get up close and personal in order to win. Darkrai’s lack of pierces outside of 8[X] and 5[A] forces him to play very carefully while Electrode is up, especially in Field. Any projectile of his that activates Electrode leads to him taking either 80 damage in chip or 160 damage in HP. It also keeps you safe against Nasty Plot activations as the cloud from Nasty Plot will activate Electrode and force him to take chip. Alternative Support Choices : Litten is very similar to Farfetch’d in use, except it gets better when you have less health. Litten’s range in Field is close to going from one end of Ferrum Stadium to another quickly, making its effective range rather large. If you have a health lead in Field the best you’ll get off of Litten is a knockdown. It doesn’t seem like much but it gives Braixen time to set up a Fire Spin and exert more pressure onto Darkrai. Litten’s rage effect also allows Braixen to regain a health lead rather quickly and for little PSP. : Dragonite is a bit of a tricky choice for this matchup. Darkrai has ways to negate it through Nasty Plot, but not without taking at least some form of chip. At the very least you’ll get a little bit of chip and good stage positioning. In Field, it’s amazing for destroying his traps and keeping momentum in your favor. : On its own, Frogadier isn’t very useful against Darkrai since he can negate it with b.Y in Field or just absorb it with Nasty Plot. What makes it a good pick for the matchup however, is that it allows for setups on knockdown and allows you to set the pace in certain situations as he is forced to act to it in some sort of way. : This is the inverse of using Emolga against Darkrai. Instead of making him slow so he can’t get past Braixen’s projectiles, he is now unable to catch Braixen in Field at all. Side-Y movement doesn’t get any faster with Togekiss up, but Braixen’s movement overall is fast enough where it becomes hard for Darkrai to catch her without a speed buff or hard call out of his own. Detailed Overview Duel Phase What to do for Oki Defense, the quick and easy version Fighting Burst
  3. Cheer Skill Discussion!

    To add on to my last post. I was reminded that Smash, Melee in particular, still has Pokemon Stadium as a legal stage. A stage with transformation elements that happen at random, elements that only really benefit spacies. Same with Smash 4 and Lylat, a stage that tilts and adds a random element to recovery since not all characters can reliably recover on either end depending on how much the stage has tilted.
  4. Cheer Skill Discussion!

    @Gintrax I appreciate your input on this matter. The video itself was meant to be very basic, mostly for newcomers. Most of the details and technical talk would happen here in this thread as I intended. But would you mind elaborating more on a few points? There are a few things you've said that I take issue with and I'd like it if you could add more details to your argument. Against Whimsical in particular. I'll be putting the sections I like to focus on in bold. In the same way your opponent has to adapt their strategy to the boosts you gain, so do you. Let's say you get the holy grail right off the bat, 40% Synergy and maxed out Supports. You as a player still need to play in a way that allows you to maximize the bonuses given to you otherwise the gamble you took on it was for nothing. Same for if you get one support maxed out, or get nothing at all. Should you get one support maxed out, you as a player need to think "Is this a support I even want to use?" "Will this support help me out in this matchup?" "Do I know how to efficiently use this support?" (the last one in particular happens more often than people would think). With proper adaptation, the Whimsical bonuses are nothing more than any of the other cheer skills in the game. A mechanic to be played around, nothing more nothing less. In what way besides possibly giving them burst earlier? Mewtwo as a character stays functionally the same outside of having burst armor and a frame 1 invul BA. In fact, his iAD j.Y is actually worse as an air-to-air tool in neutral. Gengar is a bit of a special case, as his burst mode changes quite a bit about his moveset. Yet, it is not impossible to play around considering you know what each of his moves do and what the Gengar player tends to do. If they were to get burst round 1 due to help from Whimsical's "Holy Grail" that is not by fault of the cheer, but by the opponent who let it happen. Gengar already builds meter at quite a rapid rate, even without a synergy boost to start the round, it's not uncommon for a Gengar to end round 1 with 70-80% meter if they play it correctly. As for Mewtwo, if they're sitting on meter then that's something you can force out of them through pressure and forcing them to either pop burst or use a special which decreases their synergy meter. Aside from Smash, could you cite a few more sources for me? Smash is the only competitive game I know of that bans random elements outright without either testing them beforehand or reversing a decision later on. The most recent example I can give in recent memory is SFxT when gems were introduced. They were banned at first because anything out of the default could give one player a much greater advantage over the other. About a year and a half later, maybe even less, they reversed that decision and allowed gems but restricting it only to the default loadouts the game already had. Even in your example of choice, MTG, there are still luck based decks that introduced luck based factors into a game so I'd really like to know where you're basing this off of. Oh boy, this is the big one and it ties into #1 perfectly. You've just said it yourself Counterplay. You may think it so but Whimsical is not a mechanic without counterplay, it's one that requires you to know the counterplay to each cheer as they come up. Did your opponent get the holy grail? Force them to burn their support in a way that doesn't help them while minimizing the synergy gain they get for the round Did you opponent get Support Cheer for the round? Great, get them to burn their support or play around it like you would normally. Did your opponent get 40% Synergy round 2 and get burst? Force them to pop it defensively, threaten the round or the game with offensive play. If you play it right, the only resource you'll have to use is your support. There are ways to minimize and even negate the effects of Whimsical cheer with proper knowledge and proper play. To say that there is no counterplay is short-sighted in my opinion but I'd like to hear your take on what I've brought up.
  5. Cheer Skill Discussion!

    That's something I actually never considered. From my experiences, I've usually had burst available or at least nearly ready to go by round 3 if it ever came to that. Even when I used Support Cheer I would usually find myself around 20-30% Synergy unless I *just* used it to close out the round before. The thought that Pressure Cheer is the kind of Cheer to relieve mental pressure in round 3 situations is something that's quite understated. Thank you for your input, Pentao.
  6. As mentioned in my video "The Business of Cheer Skills" this is a thread for us to discuss what we think of them. Which Cheer do you use? What do you think of the uses of different Cheers? How do they affect your play and do you choose them based on your character? Adding on to what I've already said in my video, I personally feel that there is no right or wrong cheer as each cheer complements a different play style and promotes new ways to approach matchups. Standard Cheer allows you to keep your opponent on their toes as they won't know which support you'll use from round to round. It also makes them think about the Synergy gain you'll receive, should you lose round 1. Support is similar except for the Synergy gain. Special Cheer is meant for the full aggro player, one who likes to get burst as much as possible and use it the moment they do. Still don't have too much to add about Pressure Cheer since it's one that I have limited experience with. Whimsical itself is more for characters that don't require much help gaining support or synergy, or for players that want to take a gamble with cheer effects from round to round. It's still something that needs to be played around, and is a cheer skill that keeps both the user and the opponent on their toes about how to approach the upcoming round. Feel free to discuss how you use your Cheer of choice to it's maximum effect and how you view other Cheers in the current meta! Remember, this should be a civil discussion. Please refrain from talking down to others, name calling, and unnecessary comments that have no relevancy to the discussion. I'll post the video here for those that haven't seen it:
  7. Hey guys, just a quick update about the state of my youtube channel and where I plan on taking it. For the past 6-7 months I've been uploading all JP footage I could find on twitch to my youtube. Toratawas, A-Cho tournaments, JANkens, any JP tournament that came across my radar I ripped and uploaded to my personal Youtube channel. As you would expect that means there's a lot of footage to browse from, but when it came to my own personal tech or informational videos they'd usually get drowned out by tournament footage. From now on, I'll be uploading all future tournament footage from Japan to a new channel: Pokkén VODs!! All of the current videos will still stay up on my main channel, but all future tournament footage will be stored there from now on.
  8. Counteracting Scizor's options

    Braixen also has the privilege of being able to Light Screen the tornado follow up from Bullet Punch. Meaning that it's your go-to option whenever Scizor decides to use it.
  9. I've created a spreadsheet recording the damage and scaling of all the supports that have active hitboxes. Included in the spreadsheet is also how the scaling of each support is broken down as well as their base damages. Using this i combination with Zyflair's damage calculator you can easily find the best combo routes for anything involving supports! Click here for a link to the spreadsheet if you'd like to save a copy. [Notes are also accessible in the doc link.]
  10. From WiiU To DX - Showing Braixen's Changes

    Missing from the video above was the change to Braixen's Homing Attack, which is exclusive to the DX patch. A video showing it off is provided below: The change is described a bit more in the video's description, check it out!
  11. Braixen has received a lot of changes between WiiU 1.3 and DX. This video is meant to showcase what those changes were for those who are more visual learners. I'll be documenting what the changes were in this description. 2X - In the WiiU version of the game, 2X had high invulnerability and could anti-air opponents jumping in. 2X was also able to slide underneath certain projectiles for a punish. Currently in DX, that is no longer possible. 2X no longer gets high invul and Braixen is likely to get hit if this move is used on any opponent that's airborne. 8X - Braixen's 8X was the inverse of her 2X in WiiU. From the moment you pressed the button she became invulnerable to all low attacks no matter how meaty they were. In DX, this has been pushed back to frame 3. She can still avoid lows if she pushes 8X first, but all meaty lows will hit her. 8Y - In 1.3, 8Y was a good callout tool for those trying to jump, but nothing more than that. At most ranges/heights we couldn't convert off a successful anti-air without Support Cancelling. With DX, A successful 8Y anti-air nets you a full combo without having to use a support (unless you want to). The arc the opponent is hit in does not change if it hits a grounded opponent. 4Y - 4Y was a pretty underwhelming move in 1.3. It didn't offer us much in combos, and was only used when you wanted to get the fireball 4[Y] provided. DX has given 4Y a new purpose with a fireball of its own, without having to charge. Each fireball from 4Y has 1 PSP while the stick itself is 3 (down from 4 in 1.3). EX Flame Charge (EX j.A) - This move was absolutely ridiculous in 1.3. Being +7 at nearly any height, dealing a large amount of chip, and dealing near 50% shield health, EX Flame Charge was an extremely abusable option. DX has toned that down a little. The lowest possible EX Flame Charge is still plus, at about +2, and is still safe at all but the highest height. In the corner it retains it's +7 status allowing it to still be as threatening as it was in the past. Boomerang (6Y) - In 1.3, Boomerang was considered a heavy attack and was able to break through burst armor. In DX, this only applies in Field Phase. In Duel, 6Y acts as any other light attack would and is absorbed by Burst Armor. There was also an undocumented change to 6Y in the 1.5 Arcade patch. If Boomerang combos an airborne opponent Braixen can now combo into a 13 frame option. Although we lost an easy way to contest burst, we gained more combo and damage potential. Not a bad trade to me! j.Y - Most players would say that this was Braixen's defining move in Wii U, being insanely + at mid-long ranges, and even close up. Unless you had some sort of DP like ESpeed of Volt Tackle, the move was virtually unpunishable. Currently in DX it has a bit more recovery to it. It's possible to be grab punished if it's blocked at a certain height and only 1 ember connects. It's not useless though, and it's still a major threat even up close. b.Y (Field) - My favorite change so far. In 1.3 b.Y was incapable of breaking grabs unless the hitbox actually made contact with the opponent. Now in DX, it's actually capable of teching and landing you the crit you deserve if they mistime it. That concludes this explanation of Braixen's changes. I hope this was of help!
  12. Vs. Mewtwo - "Buff Me In 1.1.5"

    Disclaimer: Even though this is a 5-5 matchup, this is one of the most frustrating matchups you'll deal with if both of you know your options. You'll need to be extremely patient with this. Vs. Mewtwo General Tips Mewtwo can outpace Braixen in damage quite easily, be careful and try not to take too many risks. Mewtwo’s CA is a low and a projectile. You can Light Screen it if you read an uncharted CA, otherwise jump or 8X right over it. s.Y is nearly useless in field phase. Many of Mewtwo’s projectiles will cut right through it and he can outright dodge it up close with side-homing. Many Mewtwos will try to use iAD (Instant Air Dash) j.Y to approach you in Duel, preemptive 8Ys and 8As will convince them to keep it to a minimum. 8Y as a tool overall is really useful for this matchup, many of Mewtwo's standing attacks are mid-high or high, meaning the high invulnerability we get from 8Y will allow us to cleanly beat his options. If you see barrier, jump it. Unless he delays confusion he can't stop you. You can Flame Charge over him to create space if desired or j.X for a punish. Beware Fire Punch. Getting Crit by this move will leave you 200 HP less than you had. (In 1.3) You can duck Psycho Cut and Hyper Beam, don't bother to block it unless you're uncomfortable with the distance Mewtwo is at. Mewtwo’s Focus Blast (j.A) is the biggest non-issue in this matchup. If he uses this at all, punish it. Light Screen into a full punish in Duel, Boomerang it in Field. Recommended Supports : Extremely useful as a tool to either force options out of Mewtwo, continue pressure, or to give yourself some room. Most times if Mewtwo challenges while Frogadier is up they'll be subject to a trade which will either leave you free to combo them or it will reset to neutral. The only time you'd have to worry is if they do Barrier into Confusion as that as more armor frames than anything else he could do. : Many of Mewtwo's best combos come his j.Y in Duel Phase. Snivy is our way of keeping him from getting too jumpy will put him right in the line of getting anti-aired and comboed. : Seems pointless since we can give ourselves an attack buff, but getting the attack buff through Sunny Day alone isn't the safest thing. Even an Attack Buff gained from Sunny Daying after a grab won't last long enough to catch up on damage at times. Eevee allows Braixen to extend her attack buff, gain health, and keep up in damage with Mewtwo especially if we have Burst Mode. With proper management it's possible to keep an attack buff for the entire game. : A good way to keep Mewtwo in Check, Farfetch'd is an excellent choice for reactive play. The recovery on calling Farfetch'd is similar to if you called an assist like Eevee and it charges quite fast meaning that throwing it out at the first sign of movement isn't all that bad of an idea. The combos that open up with Farfetch'd also allows us to keep up with damage. The downside to it may be that it's easily mitigated by Mewtwo’s barrier so it's quite tough to use properly. : One of the best checks against Mewtwo in both Field and Duel Phase if the Mewtwo is prone to throwing out a lot of Psycho Cuts and other projectiles. It's not easily dodged by Mewtwo and the 180 damage you get off of a clean hit can sway the health lead in your favor quite quickly. It also does a healthy amount of shield damage allowing you to set up for plenty of Guard Breaks should you choose to go for them. : Unless Mewtwo runs Eevee, they have quite a tough time dealing with Bursted Opponents. So why not get multiple bursts a round? Proper support management and a few Field Phase wins will net you at least 2 bursts a round and with the increased attack and defense bonus Jirachi gives, it'll be quite hard for them to kill you before you kill them while you're in burst. The major downside to this set is that you're locked into playing for Burst and Burst only as Jirachi gives no neutral advantages and you can easily be overwhelmed before you even have the chance to call Jirachi once. : Umbreon is as good a reversal option as any, having frame 1 invulnerability and a fast starting hitbox it's hard to contest without specifically baiting it. The Synergy gain from a successful hit is quite helpful and the Crit debuff does well at cutting down the damage from guessing wrong on a grab or getting Fire Punched. : What seems like an odd pick on the surface, Magikarp is extremely useful in Duel Phase. Unless Mewtwo is at a range where he can cross you up with j.Y he is either forced to go for grabs or wait out the Magikarp timer. Either way this leaves you mostly free to plan out your next course of action or to pile on more pressure as he can't always guarantee a favorable outcome for himself. Videos Detailed Overview Duel Phase Defense: The Quick and Easy Version Fighting Burst And that's all I have for this guide. Hopefully this guide will help you in this extremely frustrating matchup. Have fun taking it to the legendaries.
  13. Vs Suicune General Advice Suicune can’t zone without giving you free Gauge (both Support and Synergy) Field Phase is absolutely terrible for Suicune. You can run the clock until you feel like shifting to Duel. Besides s.Y, j.Y, or an assist in Field. Suicune has no way to stop you from CADCing their projectiles for free Synergy You can use Golf Swing to bait Mirror Coat in field and get a free Sunny Day Try not to use s.Y in Field at long range since they’ll be able to Mirror Coat it before you can get out of the way. Light Screen shuts down a lot of what Suicune likes to go for in Duel, forcing them to come to you. (You can also Light Screen Suicune’s 5X and 6X) 2Y is a consistent check if you block Suicune’s CA. If it’s uncharged you get a punish, if it’s fully charged they’re forced to block, and if they do the uppercut afterwards you duck it. Boomerang breaks all of Suicune’s projectiles in Field except for j.Y and Hydro Pump Recommended Supports : It won’t necessarily help you keep up in damage should you end up with a health deficit. But Emolga is still a solid choice for punishing Suicune for over using CA and the slower movement helps if you want to play an extended Field Phase. : Paired with Whimsicott, Jirachi is a support you’d use for when you want to completely melt Suicune’s health. Jirachi gives you about 1/5th of your Synergy Gauge at once, and gives your Burst Mode a boost in attack and defense. When you add on the attack buff Braixen can give herself, you’re looking at near 280 damage combos whenever you’re in Burst off of almost any touch :This seems like a wasted pick because we can negate their zoning by mostly our movement alone. But honestly Whimsicott is a solid choice against Suicune, as well as a big middle finger to their entire moveset in field. If you really want to have no reason to fear Suicune’s projectiles in either phase, Whimsicott is the choice you’d make. (You can also charge another call of Whimsicott while your current one is active, so that’s even more pain for Suicune) : The second half of the Farfetch’d set, Electrode allows you to gain an upper hand provided you call it in reaction to an attack. Dealing 80 HP in chip and 160 on a clean hit Electrode will make Suicune think twice about a lot of his attacks. However just like Farfetch’d, it’s a tough support to use correctly. : More of an advanced support choice, Farfetch’d allows you to pretty much win field for free when called correctly. The best way to describe it would be a “free cancel” since you recover from the support call animation as fast as you would if you called something like Eevee. When you include the high potential damage output out of every call, you can keep up in damage with Suicune without having to sacrifice much. Videos Detailed Summary Duel Phase Defense: The Quick and Easy Version Fighting Burst That's all I have for the Suicune matchup. As always, you can ask questions if you are confused about anything. Hope this helps and have fun making Suicune players cry!
  14. Vs Lucario General Advice In Field Phase, any Side-Y you do can be reacted to and beaten by Lucario’s side-Y try not to use it too much. Rolling Psybeam (side-A) allows you to break tracking on Aura Sphere, use it to return fire and tack on some chip damage. EX Psybeam and EX Fire Blast beat uncharged Aura Sphere, EX Fire Blast especially. Use them to your advantage if they’re projectile happy. At long range in Field, feel free to stack Sunny Days. Until they close in on you, you can gain support meter nearly uncontested. However, this gives them the chance to gain Synergy through Force Palm. In Duel Phase, midrange is where we want to be. We can anti-air jump ins and boomerang is good for stuffing any approach attempts, but if they sniff it out they can preemptively jump and punish. Don’t overuse this tool. Bone Rush is a very fast, unreactable tool. Make sure you block from time to time as a blocked Bone Rush is punishable. Lucario’s CA is jumpable and can be beaten by 4X provided you know the timing, if you see them constantly charging it, give them a reason to stop. For the love of all that is holy, please block Lucario on your wakeup. Eating 90 damage from a grab is better than losing 200+ from getting hit. Try to keep your Assist up for as much as possible, it’s invaluable in this matchup Recommended Supports : Works in nearly every matchup. Makes it harder for Lucario to cover distance in both phases without having to commit an option that would leave him in a bad spot. Pairs well with Fennekin for when you feel you’re being too pressured. : Braixen has relatively weak anti-airs, and Lucario can get a lot off of a successful jump in. Snivy dissuades them from jumping at you as much and acts as a decent counter to pressure since his only pierce is [CA]. : Defense boosts helps a lot. Sylveon cuts Lucario’s combos, that normally do around 230+, into combos that struggle to break 200. Adding in the 60HP heal with every call, Sylveon effectively turns Braixen into a 600+ HP character if used correctly. : It serves the same purpose as Fennekin, but it lacks a good complementary option for this matchup. However, Umbreon is capable of holding his own as a single support pick and helps mitigate Jirachi users as it drains Synergy and denies them the opportunity to crit you for a while. Videos Detailed Overview Duel Phase What to do for oki Defense, the quick and easy version Fighting Burst From here on, it’s all about how comfortable you are playing neutral against him and your overall decision making. As long as you play safe and minimize risks, you’ll find that Lucario is one of the more fun matchups we have. If you have any questions, feel free to ask me!
  15. Braixen Q&A Thread!

    Welcome to the Braixen Forum friends. I'm Double and I'll be here to help answer any and all questions you may have regarding Braixen! Whether it be Frame Data, Matchup help, or just general questions on how to play her. I and many other players will be willing to help you with the questions you may have! Fight on Phoxes!!