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About Double

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  • Birthday September 3

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  1. Double

    Support Difficulty Chart

    Eevee, Frogadier, or Farfetch'd. You're forced to do something with the Eevee attack buff or else it's just a wasted pick. Frogadier provides you extra cover and trading potential at most ranges and even sets up for safe grab attempts. Even if they try to tech it, Frogadier will hit them during the tech animation and allow you to follow up with a combo anyway. Farfetch'd, although the hardest to use of the three, is extremely flexible in how it can be used on offense and as a defensive tool it's lacking unless you already have the opponent respecting you.
  2. Double

    Support Difficulty Chart

    Question from Shippo: Both of these are harder than you'd expect to use for multiple reasons. To me, Diglett doesn't cover any matchups better than other supports in this or any of the lower tiers. What makes this support a bit more difficult to use is that it's sole purpose is either grant you chip or net you a grab. In field, it's a fairly potent tool for bullying certain characters like Machamp, Blaziken, and Empoleon. But even then it doesn't do its job better than other assist like Frogadier as the threat of it is easily nullified by walking into it and blocking early and some characters can just ignore it completely. It's a support that requires a lot more effort to make work than it's worth. Now for Magikarp. Long story short, people currently respect this support way more than they should. Does it stop combos before they start? Yes. Does it apply an obnoxious speed down and possibly give the opponent oki if it hits? Yes. But there's counter play to it that people aren't considering. The most straightforward counter play to Magikarp is to completely ignore its existence. If it hits you, learn to play with a speed debuff and rush the opponent down anyway. Unless they get blown back from the wall after a Duel to Field shift you're still allowed some sort of oki to keep the opponent from making a get away to charge Magikarp or run the timer. Another way around it is to make the trade completely not worth it for them. If you're a character that can put out 80 damage or more in a single hit, use that move. If you have a health lead, you're only further cementing it instead of allowing them to even it up with chip damage or a grab. Or, you can trade with a move that knocks them down longer than Karp knocks you down. Or by hitting them with a move that launches them too far to get good oki from. You can wait it out, especially if the opponent wants to play keep away, it the timer isn't low you still have plenty of time to make a comeback later in the round and if they're playing keep away, that's a chance to CADC and gain synergy. The last thing no one seems willing to do if Magikarp is called is burst . Especially if you're a 100-200cc character. If Braixen, or any character for that matter, calls Magikarp in neutral activating burst is a way to get rid of it and turn the tide in your favor. Unless you terribly misplay your burst mode, you now have all the pressure and advantage against the Karp user. Worse case scenario, they counter activate burst and now you're back on mostly even footing. Best case, they hold onto their burst for too long and you're allowed to make a comeback if you don't just outright win the round. And that's why I think Magikarp is a more difficult support to use as Braixen. Because there's a lot of counter play to the support that people aren't taking advantage of. Against anyone that's adept at fighting against Magikarp, it's a much less overwhelming a support as it first seems.
  3. Double

    Support Difficulty Chart

    What makes Farfetch'd more of an advanced support is how difficult it is to use. The support itself is extremely useful across every matchup in the game and various situations although he tends to shine more in matchups where the opponent has very few or limited ways to shift you into Duel from Field. What I mean by hard to use is that to get the maximum amount out of Farfetch'd you need to know when and where to use it and have complete confidence in your pressure behind that call. Farfetch'd hits 3 times, but deals a low amount of chip damage and a fairly low amount of actual damage when it hits. You also have to keep in mind that all 3 hits are not a true blockstring and allow for the opponent to CA or jump out, giving them a chance to turn the situation around should you make a misstep. It's amazing for whiff punishes, especially in field where it travels an insane amount of distance, but you have to take that travel time into account. If you aren't close Farfetch'd may not make it to the opponent in time or maybe you won't be able to close the gap convert in time if it does hit. Another thing Farfetch'd is good at is trading, which ties into the confidence issue I brought up earlier. If you're aware of how much HP you have left and how much PSP is left on both sides, a Farfetch'd call against a button they're currently pressing normally gives you a trade that is in your favor. If that trade doesn't result in a combo or momentum for yourself, at the very least you opponent won't be able to get the best oki they want or it'll be a complete reset of the situation. There's just a lot of things to take into consideration when using Farfetch'd that I think makes it an extremely difficult support to use without a lot of practice and situational awareness. Hopefully this clears up your question. If you have anything else to ask just let me know and I'll answer them when I can.
  4. Double

    Support Difficulty Chart

    This thread is going to be covering the difficulties of different supports for Braixen. How I classify these supports are completely off of my own opinions and experiences having tested and used these supports in numerous sets. The positions of these supports can change from patch to patch so expect this to actually get updated as time goes on and I learn new things with current and new supports. Starting off, here's the chart: The way I've placed each support is based on ease of use, flexibility, and the number of matchups they cover. Keep in mind that just because a support is in an "Advanced" level support group doesn't mean it can't cover a large number of matchups. Same with "Beginner" supports, they may be easy to use but there could be a few matchups where you may want to pick something different. Beginner Level Supports: All supports in this tier are fairly easy to use across all matchups and have generous charge/recharge timers for Braixen. With the exception of a handful of supports that have a 40 second timer for their first charge (Umbreon, Ninetales, Lapras, and Jirachi), you'll be able to call many of these supports upwards to 3 or more times a round depending on which cheer skill you're running. Beginner level supports also work for any style of play with Braixen; aggressive, defensive, hit-and-run, these supports help to make these styles of play more potent. Intermediate Level Supports: The supports in this tier require a bit more knowledge to use correctly and have a bit more limited use from matchup to matchup. These supports take a bit more effort on your end in order to maximize effectiveness. Supports like Dragonite and Quagsire do amazing amounts of chip, but they require you to do additional setups or be in the right position before you can get the most out of them. Supports like Rotom and Electrode boast amazing potential for big damage but you have to make the call at the right time or they'll be wasted. Many of these supports cover a number of different matchups in ways the supports in the Beginner Tier can't. Advanced Level Supports: These supports actually take a large amount of practice and situational awareness to use effectively. They also require good resource management in order to use effectively. These supports can easily be misused and/or wasted in most situations and because of that, can seem weaker than they actually are. Make sure you know what you're doing before you pick any of these supports. Do Not Use Supports: Don't ever use these. They don't cover any matchups better than any of the other supports and to make matters worse they can only be used once. Braixen's entire toolkit is developed around building support meter and using support more than anyone else in the game. To limit her to one support call a round means that the pressure that comes from support canceling is gone and Braixen becomes much less threatening as a character as a result. Please steer clear from using these supports. (Except Magneton. Magneton just sucks.) If you have any questions about a support in particular, please leave your questions here and I would be glad to explain why I placed them there in detail.
  5. 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.
  6. 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
  7. Double

    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.
  8. Double

    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.
  9. Double

    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.
  10. 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:
  11. 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.
  12. Double

    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.
  13. 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.]
  14. Double

    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!
  15. 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!