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About Drakonzeta

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  1. Right, I've spent some time thinking about this and talking to a friend about the topic. We were both of the mind that 1v1 should remain tournament standard and I hope that I can adequately present my case here. First and foremost, I think it's important to remember that Pokkén is a small fighting game currently. We may certainly be expecting a surge of players with the advent of DX, but I think I should also point out that just this weekend we were celebrating breaking 10K viewers on the twitch stream of our largest tournament to date at the apex of the hype cycle to DX. We're certainly not extremely big right now. Why is this relevant? Two reasons. First of all, it means we cannot afford to split the community over this kind of rules debate. There are clearly split opinions on this topic, and it would be disastrous to leave, say Florida running 1v1s while Ohio runs 3v3s. We can't afford that kind of fragmentation, especially as it has been noted above that 3v3 would lead to a completely different metagame. We need to remain unified, hopefully in perpetuity or at the very least until we can deal with the kind of playerbase fragmentation that Smash does. And speaking of not doing things that smash does, this comes to the second reason why our size is relevant. We cannot expect to get away with things that much bigger games do. I cannot disagree more with dismissing the concerns about the larger timeframe 3v3 would take to run with "Smash gets away with it"-Smash is a titanic source of ad revenue and eyes, and as such can get away with a lot more than a smaller game like ourselves. The easier the game will be to run, the more events it can get into. We can't expect to force events to bend over backwards to fit expansive pools schedules like Smash can. With those two out of the way, I'd like to get into more personal/subjective arguments. The first is accessibility, which I know is a bit of a dirty term in the FGC at the moment, but it is truly one of Pokkén's greatest strengths. 3v3 is simply not as accessible, and frankly this has nothing to do with execution. I'm fairly certain if I put my mind to it I would have no problem being able to consistently do BnBs for every single character in the game with enough practice. The problem with 3v3 is simply in the number of matchups and knowledge it would require to compete at a high level. Pokkén is already a very matchup-based game, given how drastically different each character is, and tripling the number of matchups one has to learn naturally triples the amount of effort one has to put into the game to as they say, "git gud", which imo is a distinct hit to the game's accessibility. In Discord it least, it seemed part of the reasoning for wanting more complexity was as a way to prevent relative newcomers from defeating established veterans. But this again, ties back into the accessibility. Accessibility isn't about just being able to do combos without devoting your life to the game and sacrificing your firstborn to Harada, it's about not requiring two years of basically a graduate-tier level of study and practice to become competitive in the game. It's a testament to this accessibility that relative newcomers are able to stand against established players and do well, not through anti-skill design as SFV is purported to have but by understanding the game well enough to actually hold their own at that high a level. And well, if this still irks you, there are plenty of other FGs that are complex and hard and where you don't see people doing well until they've devoted years to learning the game. If that's the sort of thing you want, then maybe Pokkén isn't where you should be. A counterargument here I am willing to acknowledge is that maybe this accessibility translates not to an ease of learning but to a skill ceiling on top players. I have two rebuttals here. Firstly, if we acknowledge the skill ceiling here, I think it's only reasonable to acknowledge a skill ceiling in other FGs-the only difference being in how much effort it takes to reach that skill ceiling. This, imo, just ends up as a matter of preference. The other point is that the meta is still evolving. While I've seen cries for 3v3 as a way to freshen up a "stagnant" meta, just this weekend we had a "low tier" and underrepresented in results character breaking into the top 3 of the biggest Pokkén tournament to date (biggest in the sense of most important to community/stacked). I don't think the meta is stagnating, at least not in terms of tournament results, and the character diversity on any given Burnside graphic is a testament to that. And finally, the most subjective and most often cited argument in favor of 1v1. Solo mainers. Especially given how limited Pokkén's roster is, I don't think it's right to force people to pick three different characters to compete. Even disregarding the fact that games like Marvel and KoF are designed around team fights, a sheer roster size argument is what I'm going for here. Games designed around team fights have large rosters simply to accommodate for different tastes, so that everyone can find a team of two or three characters they like running. Pokkén's comparatively dinky 21-character roster cannot remotely claim to do the same. Speaking entirely from a personal level, there are maybe two characters in Pokkén I actually like enough to consider maining and that full may well reduce to one or even zero as I experiment around with their playstyles. And now, for a few more counterarguments I'm willing to cede. I'll agree that 3v3 may make the game hyper for spectators to watch which could bring in larger crowds, but I don't believe that can be guaranteed. I certainly will agree that being forced to learn more characters would help people become better at the game, but I feel like that should be the player's own choice to experiment rather than being a reality of the game's meta. Overall, I think I do concur with the course of action most of us seem to be advising. Run it as a side event for the time being, if it catches on competitively, maybe revisit this topic then, but until then I think 1v1 should definitely remain standard. My apologies if you feel I have misrepresented your view point at any time in this wall of text. I obviously care about this subject and as such would be happy to discuss it further.
  2. A common question that a player new to Weavile may have when approaching the character is in what support to run. Worry not, hypothetical Sneasel, as this article will provide the collection of supports that are currently recommended to run in the 1.3 version of the game. The list may not be entirely appropriate-judging on what we can tell of Pokkén DX and arcade patchnotes, several supports on this list have been nerfed and several off this list have been buffed, but these are all solid choices. So with that out of the way, let us begin. Jirachi While Jirachi isn’t as much of a guarantee as Cresselia, it does allow a well-played Weavile to get burst twice in one round and to make one of those bursts absolutely overwhelming. Furthermore, Jirachi will presumably only get better for Weavile in 1.5, as with the double Signal Slash to charge support faster, the ability to get two bursts in a round becomes an even surer bet-and likely, both of those bursts will have the synergy buff. Eevee The attack buff from Eevee is great for contesting enemy bursts even in stickier situations where you haven’t the meter yourself, plus the health recovery can be a lifesaver. As far as we know, Eevee will be the same in DX so feel free to get used to it Frogadier Frogadier isn’t as common an option as many of the buffing or defensive supports on this list, but it is great for putting pressure on your opponent, stuffing their counters, and starting up combos. Umbreon Umbreon is a great “DP” assist, providing a great way to relieve pressure and get opponents off you. While the debuff isn’t great, the synergy drain certainly can be a lifesaver, and it complements Weavile’s natural meter denial quite nicely. Furthermore, Umbreon has some strong usage for wall combos. It does unfortunately have a longer charging time, but come DX this shouldn’t be a problem for Weavile. Espeon While Espeon is arguably inferior to Cresselia in the current patch of the game, with Cresselia being nerfed and Weavile’s ability to build meter increasing, Espeon may just replace it as the premier healing and debuff removal support. Togekiss As always, any healing is greatly appreciated, but the real reason you run Togekiss is for the speed buff. This amps Weavile’s already naturally high movement speed to hilarious levels, allowing you to easily play keepaway and apply tons of pressure in neutral. Cresselia One nerf down, one to come. On the current 1.3 patch of the game, Cresselia is a strong way to guarantee two bursts in a round while at the same time granting more healing. Sadly, Cresselia is being nerfed again in 1.5, with reduced synergy gain. Furthermore, Weavile’s newfound ability to quickly build support means Cresselia’s once per round restriction hurts a bit more. Its viability in DX largely depends on how much synergy is actually gives-if the level is at or below that of Jirachi, it will be highly not recommended. Reshiram Reshiram is an effective tool for getting opponents off of you, whether it lands or hits their shield. Sadly, like Cresselia, it will not be as useful come Pokkén DX, as a once per round call does not mesh well with the Double Synergy Slash. However, Reshiram is getting a damage buff to compensate, so we will see. Snivy Snivy is only situationally useful, but it provides some excellent pressure and defensive utility outside of the opponent’s grab range and can be used to make up for Weavile’s lackluster anti-air game. Magneton Dude. Memes
  3. So, while the optimal combo list is still being worked on and continuously expanded as new combo routes are discovered and new situations for optimality are thought of, we thought it would be a good idea to take a step back and highlight some not necessarily optimal, but easy and effective combos off of Weavile's most common starters. Once you've got these down, we highly recommend learning more advanced combos, but these will serve you well as you're learning the fundamentals of the game. For the purposes of this article, we will be using numpad notation, which if you don't know, can be found here. Also, if you want to see any of these combos in motion, you can check out a video helpfully recorded by RickyTheThird here with timestamps for each combo. With that out of the way, let's get started 4/5YYY6X 6A/AAAA Despite the extensive-sounding name, this is far and away the most important combo to learn in Weavile's arsenal. Thankfully, it is also fairly easy. To translate for those not yet entirely familiar with numpad notation, this is three jabs into a forward x into either knock off or fury swipes, the former for meter steal, the latter for damage. Generally, you're going to want to go for the knock off ending unless you think you might get the kill with fury swipes. Since Weavile's jabs, particularly 4Y are some of his best tools, being able to confirm into a good amount of damage, meter steal, and oki off of them is a valuable skill. 4A 5YYY 6A/AAAA Another combo starter you'll see often is Night Slash, either raw or comboed into after a 5X. Technically, on the majority of the cast you can land the 5YYYX Knock Off variation but there's a few characters such as Chandelure on whom the combo doesn't work, so if you're not sure, this version is safer. Again, you can pick the Knock Off ender for meter steal or the Fury Swipes one for damage, though the same advice as before applies. 8Y j.A1BR 6A/5A8A[A] The notation may seem a bit confusing here, but have no fear; the first one is exactly the final dojo combo for Weavile. The second is a bit trickier, but is still simple enough to comprehend. Like before, this represents a meter steal versus damage choice, though unlike before it's not a Knock Off vs Fury Swipes choice. Still, 8Y is a powerful tool (that I personally need to use more) and being able to confirm off it is nice j.Y bY fA/j.Y fA AAAY And finally, for something in field. j.Y (the snowball) will be the most common thing you actually need to worry about combos for in field, so these are some solid options. Unlike the previous combos, the choice isn't between meter steal and damage, but rather between meter steal and positioning-these combos actually end up doing the same damage overall! Another note to keep in mind is that these are also good to do on an opponent frozen by your ice traps-if you have the time, that is. If you don't, a simple homing can do solid damage but if you can, use a restricted version of one of these-bY Knock Off, AAAY, whatever. And those are some basic bread and butters for Weavile. Most of them aren't optimal, but they're all easy to perform and effective. To all the new Weaviles incoming with Pokkén DX and all returning Weaviles that want to refresh their combo game, I hope you found this useful. Knock 'em dead out there, and remember to SHWAAAA
  4. I can't see fullcharge counter being that reliable unless a CADC followup is fast enough to punish wakeup grab, as it's extremely reactable (for reference, 6[x] is consistently reactable with backdash if your reactions are very good i.e. are Thulius). If your opponent has shown the ability to disrespect your 6[x] either with jump or backdash, 8y could be a solid mixup with grab to catch jumps or the like, but I think both of those still lose to a well-timed backdash. Though, perhaps you mixup that timing to catch backdashes.
  5. I suppose I'll start this off proper with a question of my own. How exactly does one use Icicle Crash? I'm aware and vaguely proficient with its use in combos, but outside of that all attempts of mine to use it have gotten me punished. So how should you use it? At what spacings? What are the mixups? Thanks in advance!
  6. Synergy exhaust is one of the most poorly-understood things in Pokkén Tournament. It's blamed for dropped combos, grab punishes, and all sorts of shenanigans. But there is little to no information on how specifically it works out there, something I hope to rectify in this guide. Before I begin, shoutouts to AppleBoom, Milln, and especially Mins for helping to provide information for this First of all, what exactly is synergy exhaust? Broadly, synergy exhaust is an animation your character goes through when exiting your Burst mode. During this short ~4-frame (exact number unknown as of now) animation, you are invulnerable, but cannot input anything but shield. Synergy exhaust happens as soon as you return to a "neutral" state after your burst meter is depleted-on the ground, and not in the process of any other animation, be it attacking, hitstun, or blockstun. Thus, if your combo leaves a neutral state for a link, it will be interrupted by exhaust, but if it is an autocombo or a special cancel, you are safe. Exhaust's interaction with CADCing deserves specific note. Exhaust will activate as soon as you input the dash cancel, leaving you in place without performing any dash. Specific characters with other dash cancels such as Sceptile, Mewtwo, Libre, and Garchomp (run cancels) will interact with exhaust in the same way. The final result of synergy exhaust is that it will clear your buffer of all but directional inputs. Finally, the animation may be extended by holding a direction and doing nothing else. When extended, the invulnerability lasts for ~12. (Both this and the earlier number were tested with sm2) In future, we hope to pin down exactly how many frames this state lasts for, as well as find out if there are any differences between characters.
  7. Gladion if and when you actually post this I will do your calculus homework for two weeks
  8. I'm honestly not very good but yes, I usually open with side Ys. On phase shift I don't usually signal slash, I'll either set up traps or run in and hit them with a meaty homing/grab mixup, but I should probably stop that as it loses to homing cancel. For frozen opponents I try to go for bY->Knock Off for the meter drain and hard knockdown. Overall the things I personally feel I need to work on are bY usage in general, as it's actually a solid anti-air, j.Y usage in general as I don't use it often, probably 5y usage to poke and harass people and I need to stop doing unsafe j.xs lol. Field pressure in general is something I need to learn how to keep up well. I suppose I should study viles that have good field pressure.
  9. Hello! As an attempt to draw discussion off Discord and put it here where it's more permanent and has more time to be thought out, we've decided to open a general Q/A thread for questions about Weavile. We're still in the process of writing and editing hardline guides, but for the time being, if you have any questions regarding weavile, whether that be how to play him, how to fight him, or perhaps some subject not covered by those, feel free to leave it here and we'll do our best to answer it.
  10. It has come to my attention that this is not entirely accurate at top-level play, as a buffered backdash avoids even a perfectly meaty 6[x]. I'll be trying to update this in the coming days, but for now, this does apply fully to those who do not know how to backdash well. My sincerest apologies for the misinformation, I was not aware of it myself.
  11. It's pretty much just the tag I've used online forever. "Drakon" for a draconic-esque flair because I've always been pretty obsessed with dragons and I think that's the name of a species of dragon-people was in a short story I wrote when I was like 10 "Zeta" because I was really into learning greek mythology and the language at that point, and I always liked the letter. It's a "z" sound for the edge in english, is the sixth letter in the Greek alphabet for perfect number funtimes, and idk I like how it's pronounced. Assuming you pronounce it "Zey-ta" rather than "Zetta" :V
  12. With AppleBOOM's excellent write-up of the basics of the oki game, I figured it was prime time to stop procrastinating on making PA content and write up the one subject of Weavile's game I feel qualified to talk about. That, of course from the title, being his 6[X] oki game. Broadly speaking, Weavile has one three reasonable oki options that you should be going for in believable scenarios, or at the very least, options that have some purpose in the oki game; 6[X], 5[X], and grab. Let's go over them in turn. 6[X] The alpha, the omega, that which every other option will be compared to. 6[X] is what you'll want to go for 99% of the time for oki and it's not hard to see why. A well-timed 6[X] flat-out beats every option but shield, dealing around 180 damage and resetting oki with Fury Swipes and leaving you at a whopping +8 against shield with Fake Out. There is no wakeup option it doesn't "win" against, on the condition that it's well-timed and you react in time. This is the only level at which 6[X] falls apart; the human one. It has a short-lasting and small hitbox that leaves it open to being backdashed or jumped if remotely mistimed, and if the Fake Out isn't put out as fast as possible on shield- or worse, you accidentally go into fury swipes- it leaves you wide open to counter attacks. There is some redemption here- Fake Out leads to combos if you're against the wall, and all of this can be practiced to be infallible, but it does require some solid practice. However, this is where the other options come in. 5[X] 5[X] isn't an option you should be using regularly, but it does have some nice properties that make it occasionally preferable to 6[X]. First of all, if you don't have the meaty timing down, its larger, more lasting hitbox catches jumps and backdashes more easily than 6[X]. Secondly, it charges four frames faster than 6[X], meaning it can be used if you're not sure if you have time to 6[X] and think your opponent might not respect it. Finally, if actually landed, it leads to a higher damage output than 6[X] from the Ice Punch combo. However, it does have one major downside in leaving you at an unfortunate -8 on block. Due to 6[X]'s omnipresence, many opponents will simply block on wakeup and take any hit, meaning 5[X] should only be used on opponents that do not respect 6[X], and even then it's likely better to use 6[X] if you have the timing down-that combo on hit doesn't automatically phase shift. Grab As mentioned in the last paragraph, many players will simply block on wakeup against Weavile due to the fear of 6[X]. This means grab can net you some free damage on these players, albeit not much. If that's your sort of game, you might even try to do some grab/6[X] wakeup conditioning to net some more, albeit unsafe, damage. However, it should be pointed out that 6[X]'s charge is reactable, so it might not be the best idea to do this. Finally, doing this too much leads to you being unsafe, as wakeup grab crushes will leave you the loser of the oki exchange, something 6[X] cannot do. Ice Punch Don't do this. It's punishable on block, catches nothing 6[X] or 5[X] do not, and doesn't even lead to notable damage. Why would you do this. Stop doing this. GLADION PLS Practice So, now that you hopefully understand why you need to be 6[X]ing, let's talk about how to get those timings and reactions needed to use it effectively on point. Training mode is actually a godsend here, as both aspects are practicable. First, the reactions as that's simpler. Go into training mode on the stage of your choice with whatever opponent you want, go to Duel, set the AI to random block and counter attack on reaction. Simply 6[X] them and then attempt to continue with the appropriate followup. To practice the timings, go again to the stage of your choice, but this time make sure your opponent is Gengar or Chandelure- their extended backdash iframes means if you can catch them, you can catch anyone. Set the AI to do nothing, but backdash on reaction. Then, perform some of your standard tricks to get knockdowns-2X, bY->Knock Off in field, etc. and attempt to catch them with a 6[X] as they get up. If you're having a lot of trouble with this, start with characters that have less backdash invincibility to get some idea of the timing, then work your way up to the ghosts. However, take the last paragraph with a grain of salt. As I've mentioned often, many players will just hold block on wakeup against this character, so as long as your timing isn't too noticably bad, extensive practice isn't entirely necessary. However, some players will chose to try to disrespect the 6[X], and against those, being well practiced leads to free damage. I hope this guide has been informative, and I thank you for your time spent reading it. If anyone has any comments or things they feel should be added to this guide, feel free to post in this thread or hunt me down on the r/Pokkén or Weavile discords.
  13. Welcome! This week marks the first of our JMUs which we hope to do on a bi-weekly or at least consistent basis. Our subject for this first outing is Garchomp, the land shark. Feel free to use this thread to post any and all observations made in the course of the JMU, as well as to discuss the matchup in general. I hope this will be a productive and fun time for us all!
  14. Hello! This thread is a general resource for Weavile's matchups. We'll be recording general tips and overviews from the community at large, as well as more specified information from bi-weekly JMU-like events we'll be trying to do. A summarized record of those discussions will also be recorded here, as will links to the actual threads, so if you want any more information, feel free to read past this first post. Finally, before we get started, I'd like to thank Raedis, Toon S, Laggalot, and EveryDamnDay, as well as other assorted members of the community for being extremely helpful in putting this together. And with that out of the way, let's get into it!
  15. Very good set of introductory videos. Probably should update the pokkenarena links, however.