Double

Braixen Moderator
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About Double

  • Rank
    Beginner
  • Birthday September 3

Mains

  • Main
    Braixen
  1. 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.
  2. 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.
  3. 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.]
  4. 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!
  5. 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!
  6. 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.
  7. 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!
  8. 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!
  9. 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!!
  10. Everyone likes tier lists right? Right! Alright, so here's a quick tier list that I've created including my thoughts on each one and what makes some better than others. Keep in mind these are just my opinions, and they are in no way the end all, be all of what you should be using as a support. You're still free to use whichever support fits your play style and the goals you're looking to achieve in your matches. S Tier - Useful in nearly any matchup A Tier - Not Quite S Tier, Almost Though B Tier - Good in certain matchups C Tier - Niche uses, there are better options D Tier - Extremely Niche, usually requires an unlikely setup to use effectively F Tier - What are you doing man?
  11. Vs Blaziken General Advice b.Y (Golf Swing) is your best friend in field phase. Blaziken has no real way to contest it besides his own b.Y. (Tatsu) Side-Y has it’s uses, but it’s prone to being punished by Air Homing which is harder to dodge compared to other field j.Xs. Any projectile Blaziken throws at you is free meter CA (in Field) or Light Screen (in Duel) he can’t easily punish you for it without an assist. His corner pressure outside of Burst Mode is extremely fake. If you block EX Blaze Kicks or EX Flare Blitz immediately use Light Screen, if they decide to try and continue pressure they’ll eat a crit and now it’s your turn. 8Y is your best friend up close. It’ll duck his 5Y and a preemptive 8Y on our part will beat any attempt at Blaze Kicks/Flare Blitz. 8A for the same reason above, except it won’t duck his 5Y as easily. His Burst Mode is pretty scary. If you can, get him to pop it defensively and then continue pressure. His wake up options are subpar. Recommended Supports : Braixen has subpar anti-airs and although Blaziken is one of the easier characters to anti-air with 8Y, there are still some angles where it could be tough. Snivy will make it easier for you to take him out the air without putting yourself at too much risk. : Keeps Blaziken from getting burst as fast, meaning you won’t have to be too worried about his Burst Mode if you play your cards right. Him being unable to crit you lowers the potential damage you take if get the wrong read on a grab. : Extremely useful for keeping Blaziken out of your face and at full screen should you go for pure zoning against him. A Speed Debuff cripples Blaziken and makes it extremely hard for him to dodge anything, even in field. : While it’s also paired with Emolga, which may seem like a better choice. There’s no way for Blaziken to punish a Fennekin call, giving you a free out whenever you have it up and feel pressured. : It’s time for you to flop on them for a change. Magikarp is one of the better choices for this matchup since the only ways for him to pop Magikarp without getting hit himself are grab, or something really unsafe. You don’t need to worry about trading either since the trade will be in your favor normally. (Maybe not in damage, but in terms of oki pressure) : Although we can give ourselves an attack buff with EX Sunny Day. Eevee is really good for clutch moments when you aren’t buffed and Blaziken pops Burst. Having the ability to fight burst at a moment’s notice is extremely helpful and makes it easier to turn the tide of the match back in your favor. Videos Detailed Overview Duel Phase What to do on Oki Fighting Burst With all that out of the way, you’re well on your way to "Oven Roasting A Chicken". Just keep these tips in mind and keep yourself safe, you’ll find Blaziken is no match for you in no time!
  12. Here we have an updated version of Braixen's Frame Data. Included within are Phase Shift Points for each move, along with Scaling Values and Base Damage. On the second page, there is information regarding the amount of shield damage Braixen's moves do on block, whether or not they shift, and how they scale after a break. If there are any questions, or if you find anything off with the spreadsheet let me know and I'll update it! On-Site Key: L = Low ML = Mid-Low M = True Mid MH = Mid-High H = High L>M = Low, then Mid (Also applies for anything else written in that format.) KD = Knockdown Source spreadsheet here in case you don't want to struggle with the embed on the site. P.S. For Shield Damage, assume shield health starts at 100 points. P.P.S Shield Damage values are approximate.
  13. As a preface to those who may not know what Okizeme (shortened to Oki) is: Okizeme (起き攻め) is a term used in fighting games which refers to pressuring the opponent while they are getting up after being knocked down. With that out of the way, I've created a video visualizing her various Oki options and explaining what makes them good in certain situations and why you'd pick some options over others. Keep in mind that although it's not stated in the video they're listed from the worst to the best. If you need me to elaborate on any of the oki options listed in the video or maybe explain in more detail what I think of a certain option, let me know!
  14. Twitter Tech!

    Braixen 4Y Change - Current Patch: Uncharged 4Y does not shoot a Fireball - 1.5 Patch: Uncharged 4Y now shoots a fireball, possible to combo off of. Braixen j.Y Change - Current Patch: Braixen j.Y has very low cool down, so much so that j.Y could be + or even on block. Field Phase was Negative on hit - 1.5 Patch: Braixen j.Y seems to be unchanged in Field Phase. However, the amount of recovery from field seems to have carried over into Duel Phase. This makes 8X > Air Dash > j.Y more risky and much more punishable. We also cannot control the air with constant fireballs as we do in the current patch. Will update with more as it comes in!!
  15. Braixen Tech & Video Thread!

    You have to input 8X immediately after the A input, you can't hesitate for a moment. There's also the factor of character size and weight, Pika/Weavile fall faster than Garde/Braixen. To start off I'd say practice on either of the latter, as they have more leniency.