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Mister Wu

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  1. Here is the monthly update on the TOP 5 charts of Wii U online ranked matches! POINTS The chart has some pretty big differences compared to that of last month: Only two palyers are returning, RieBear whose points increased by 125, and yuukatubasa, whose points increased by 625. These small increases are already enough to reach second and first place, respectively. Of the newcomers, we can only estimate the minimum points increase of sea6741 in third place, which is 4867 points, an amount only slightly lower than the minimum estimated amount of last month, 5219 points gained by TOMRO_SUN who then disappeared from the charts of this month. WINS The differences with respect to past month are similar to those seen in the points' chart: We see that agin, the number of wins of RieBear increased by 5, while the number of wins of yuukatubasa increased by 11. These are again small increases, yet they are enough to reach first and second place. Since the other players have a number of wins which is less than 606, it's not possible to estimate the number of wins they had in the previous month. One thing to note, though, is that in third place of this chart we have the return of Mellocair, a player maining Garchomp active in September and October 2018. Last time that they appeared in the charts, their rank was A5, so this again suggests that the player has been active all these months. Overall, these results again seem to indicate how many current players reach these charts through short but intense bursts of activity, as indicated by the little increases in the following months as well as them leaving the charts in just a few months, likely as soon as the points and wins obtained in these bursts expire. Notable exceptions can still be seen, that of this month being the return of Mellocair, who was in these charts a few months ago, with a much lower rank. Likely due to expiration of wins and points, this month the numbers seen in the charts are much lower, to the point that it's not possible to make reliable considerations on this month's overall activity in this mode. Hopefully, next month an estimation of the minimum number of wins for the newcomers will be possible, allowing to have a better idea of the actual activity.
  2. Mister Wu

    How clashes work

    Very simply, this post will deal with how clashes work, now that the value determining clash priority has been found! Clash priority is found in the attack tables, here are the ones of Pokkén Tournament DX version 1.3.3, while here are the ones of the Wii U version. The clash happens when two direct attacks' or throws' active hitboxes collide with each other before colliding with one of the fighters. It's a rather rare event with jabs, while it can be seen more frequently when moves with many active frames are involved (e.g. 's charged footdive, j[X], against 's upward spinning attack, ]X[). What happens in the clash depends on the clash priority of the moves, said value ranges from 0 to 5, with 0 and 5 being reserved for special cases (the latter in particular is used for Burst activation and for the Burst Attacks, but also some moves have that priority, like 's charged Force Palm). SAME CLASH PRIORITY In this case, the clash results in a small yellow circle followed by a knockback animation for both fighters with a stun that in general lasts 31 frames. 's simple punch (5Y, clash priority of 1) against 's simple punch (5Y) 's simple scratch (5Y, clash priority of 1) agaisnt 's simple scratch (5Y) CLASH PRIORITY DIFFERENCE OF 1 This case is very important as the animation is easily confused with the animation of the case of same clash priority, but the outcome is very different. In particular, the yellow circle is slightly bigger, and this time the fighter with the higher priority move will have the usual knockback, while the fighter with the lower priority move will have a stronger knockback with a stun that lasts longer. In the cases I tested with and , the stun of the stronger knockback lasted 42 frames instead of the 31 frames of the usual knockback, leaving the fighter with the higher priority move at a +11 frame advantage. 's belly bump (6Y, clash priority of 2) against 's simple punch (5Y, clash priority of 1) 's simple slash (5X, clash priority of 2) against 's simple scratch (5Y, clash priority of 1) CLASH PRIORITY DIFFERENCE HIGHER OR EQUAL TO 2 In this case, an impact with a big yellow circle can be seen, following that the move the higher priority will connect. 's Dragon Claw (FS X, clash priority of 3) against 's simple punch (5Y, clash priority of 1) 's flying kick (8X, clash priority of 4) against 's simple punch (5Y, clash priority of 1) 's Knock Off (6A, clash priority of 3) against 's simple scratch (5Y, clash priority of 1) 's Ice Punch (8A, cash priority of 4) against 's simple scratch (5Y, clash priority of 1) In short: SAME CLASH PRIORITY → Same type of knockback and stun for both fighters CLASH PRIORITY DIFFERENCE = 1 → Stronger knockback and stun for the fighter with the lower clash priority move CLASH PRIORITY DIFFERENCE ≥ 2 → The move with the higher clash priority connects Additionally, knockback gives 60 Mega values to each of the fighters, while having the clash won by a single move (priority difference ≥ 2) gives 30 Mega values uniquely to the fighter winning the clash. Furthermore, here are two additional aspects that i'll deal with in the appendix: for the fighter in the air, the stun of the stronger knockback lasts the same as the stun of the normal knockback direct attacks interacting with grabs always win the clash regardless of clash priority And that's what there is to say at the moment about clashes, the most important part is being able to recognize the case in which a priority difference of 1 is happening, as those cases generally give a considerable frame advantage but are easily mistaken as clashes with the same clash priority. If it's not possible to tell the yellow circles apart, it's important to remember the clash priority of the moves that are frequently used.
  3. Mister Wu

    How clashes work

    APPENDIX CLASHES WITH FIGHTERS IN THE AIR Clashes with fighters in the air work in the same way as clashes with fighters on ground, with one imprtoant difference: for the fighter in the air the stun of the stronger knockback lasts the same amount of frames as the normal knockback. In the cases observed the stun lasted 30 frames, one frame less than the normal ground knockback stun that lasts 31 frames. 's upward attack (8Y, clash priority of 2) against 's Counterattack (X + A, clash priority of 3) 's Fire Punch (clash priority of 3) against 's Counterattack (X + A, clash priority of 3) CLASHES OF DIRECT ATTACKS WITH GRABS When a direct attack clashes with a grab clash priority is not considered, and the direct attack always wins the clash and connects, even in the cases in which there should be knockback for both fighters instead. 's simple punch (5Y, clash priority of 1) against 's standard grab (Y + B, clash priority of 0)
  4. Mister Wu

    How clashes work

    's 8Y, 6Y and 5Y have a clash priorty of 3, 2 and 1 respectively, neither of these three attacks are able to break light armor, so priority is not used to determine whether an attack will be able to break light armor or not. 0 clash priority is used for special cases like impacts and possibly grabs. It's not used for the usual moves, in any case remember that 0 clash priority can still cause a knockback clash against priority 1 moves, since the clash priority difference is 1 - 0 = 1. You must consider the difference among clash priorities.
  5. Mister Wu

    How clashes work

    As @bryansempai pointed out, there's actually a very funny case in which having a clash priority higher than 2 results in the expected outcome, but the results are not... satisfactory! 's weak high attack (8Y) has a clash priority of 3 and thus wins the clash against 's low weak attack (2Y), that has a clash priority of 1. However, 's 8Y is unable to break Burst's light armor, resulting in continuing his attack and connecting the whole combo! You can see this fun corner case here:
  6. Since I could recently examine this aspect fo the game, I'l lbriefly explain this crucial part of the game: what are the special attributes that the game applies toward incoming attacks from the opponent As you'll see, this includes blue armor, red armor and even evasion. 1) CATEGORIES OF INCOMING ATTACKS First of all, let's see how the game categorizes incoming attacks from the opponent: the incoming attacks can fall into various among 9 categories, based on height and attack type, that are both coded in the attack tables (here are the ones of the fighter Pokémon of Pokkén Tournament DX version 1.3.3, while here are the ones of the fighter Pokémon of the Wii U version) 1.1) HEIGHT The game has three heights: h = high m = mid l = low It is important to note how an attack can actually fall into multiple heights; in particular the coded heights, along with the name we currently give them, are: h = High hm = Mid High hl = not currently categorized m = Special Mid ml =Mid Low l = Low hml = True Mid 1.2) ATTACK TYPE The game has three attack types: grap = direct attack shot = ranged attack throw = grab in this case, each attack fit into just one of these categories. 2) ATTRIBUTES To modify the behavior toward incoming attacks, the game potentially can rely on eight attributes, although it is possible that only six of them are actually used. These attributes are: -1 = standard behavior. The reaction to the incoming attack is the usual one: 0 = set by the unmapped attr_yarare_air functions. Since the attributes are also initialized to this value, it's possible that it works in the same way as the -1 attribute 1 = evasion, set by the attr_evade functions. The attack simply fails to connect, with the hitbox not interacting with the player: 2 = invincibility, set by the attr_muteki functions that are used in BA as well as some hitstuns. The attack can't interact with the player: 3 = red armor, set by the attr_armor functions (for grap and shot attacks) as well as the attr_attack functions (that set it for throw attacks of all heights). Hitstun is removed, allowing the animation to continue after the hitstop, and the damage of shot type attacks is halved. Phase Shift Points are still gained and KO is not prevented. It stops working at the 10th attack or when hit by a piercing attack. In the case of throw attacks, 30 Mega values are gained, the grab fails to connect and the grab anitmation goes on as if the grab was whiffed: 4 = blue armor, set by the attr_block functions (exclusively for grap and shot attacks), the attack deals no damage and causes no hitstun, allowing the animation to continue after the hitstop, furthermore 12 Mega values are gained and the Phase Shift Points are negated. It stops working when hit by a piercing attack: 5 = shield, set by the attr_guard_freeze functions (exclusively for grap and shot attacks). The attack is shielded, even if the player is no longer holding the guard button: 6 = repelling red armor, set by the attr_attack_repel functions for throw attacks (although unused attr_attack_repel_armor functions that set it for the other attack types exist in the code), it works like the red armor, but after the hitstop, the player is repelled backward: 7 = impact, set by the unmapped attr_impact functions, since those functions are not mapped to common states or moves of the fighter, it's not currently possible to know what this attribute does
  7. An update: I was wrong about how the attack height is determined: attack height is a coded value found in the attack table, just like the attack type. Furthermore, 's Flying Stance was able to evade standard grabs simply because those grabs have special flags that allow them to only grab opponents on ground and not opponents in the air. I now corrected the posts I made and uplaoded a new image that shows a case of actual evasion due to attributes.
  8. 3) EXAMPLES OF ACTUAL USE Let's now see how the attributes were set in the examples I provided above: EVASION As we'll see below, the preliminary phase of the jump has the attr_jump set for the whole phase, it sets the following attributes: h throw = 1 m throw = 1 l grap = 1 l shot = 1 l throw = 1 Since there is evasion on grabs of all heights, the standard grab (B + Y) is therefore evaded. As an aside, the standard grab has a special flag set that prevents it from grabbing opponents who are not on ground, for this reason, and not because of evasion properties, the standard grab fails to grab in Flying Stance: INVINCIBILITY In the Wii U version, the Burst Attack started in the air has the attr_muteki_all_hml set for the whole duration of the preliminary animation, said function sets the following attributes: h grap = 2 h shot = 2 h throw = 2 m grap = 2 m shot = 2 m throw = 2 l grap = 2 l shot = 2 l throw = 2 Since invincibility is set for all attack types, the counterattack is evaded. RED ARMOR The high stance has the attr_attack_armor_m set from frame 4 of the animation (5th frame) until the last frame in which the high stance button is pushed. This function sets the following attributes: h throw = 3 m grap = 3 m shot = 3 m throw = 3 l throw = 3 It should be noticed how this is a composite of the attr_attack and attr_armor_m functions, composite functions are commonly used in the game to set multiple attributes at once. In this case, since there is red armor on all the throw attacks, the grab is red armored. BLUE ARMOR Fire Punch in Duel Phase has the attr_block_all_hml set from frame 0 to frame 24 of the animation, this function sets the following attributes: h grap = 4 h shot = 4 m grap = 4 m shot = 4 l grap = 4 l shot = 4 Since all the direct attacks are blue armored in that time frame, this simple punch attack (5Y) is blue armored as well. SHIELD The first hit of the counterattack triggers the dm_guard_weak animation that has the attr_guard_freeze set from frame 0 until frame freeze+12 (12 frames after the guard stun animation), this function sets the following attributes: h grap = 5 h shot = 5 h throw = 1 m grap = 5 m shot = 5 m throw = 1 l grap = 5 l shot = 5 l throw = 1 since the second hit of the counterattack hits before guard stun is finished, said second hit is automatically shielded even without the player's input. A notheworthy detail: during guard stun, grabs are set to evasion, this explains why the simple punch (5Y) canceled into Seismic Toss is evaded: Seisimic Toss is active before evasion has ended. REPELLING RED ARMOR In the case of the simple punch (5Y), the function attr_attack_repel is set from frame 0 to frame 7, said function sets the following attributes: h throw = 6 m throw = 6 l throw = 6 since the grab hits in that time frame, it is red armored and then the player is repelled. JUMP Jump consists in two phases: Phase 1 goes from frame 0 to frame 4 During this phase it's possible to cancel the jump into ground moves. Phase 2 starts from frame 5 onward In this phase it's possible to start aerial moves. Phase 1 has the attr_jump set for the whole phase, it sets the following attributes: h throw = 1 m throw = 1 l grap = 1 l shot = 1 l throw = 1 Phase 2 has the attr_jump_start set from frame 0 until frame 8, it sets the following attributes: h throw = 1 m grap = 1 m shot = 1 l grap = 1 l shot = 1 both these functions explain the peculiar evasion properties of jumps. STEP BACKWARD The step backward (also known as backdash) has the attr_backstep function, that in the case of is set from frame 0 to frame 7 of the animation. It sets the following attributes: h grap = 2 h throw = 2 m grap = 2 m throw = 2 l grap = 2 l throw = 2 Stepping back allows to avoid grabs and direct attacks, but not ranged attacks. Surprisingly, this function sets the evasion using the invincibility attributes:
  9. Here are the top 5 charts of ranked online matches of the Wii U version of Pokkén Tournament! POINTS The results are different from what was seen last month: Only Mario.Luigi.taku returned, with 500 points more than they had last month. Furthermore, only in the case of TOMRO_SUN we can estimate the minimum gain in points, with it being 5219 points, since the others' points fall below the person in last place last month. WINS Even here there were significant changes compared to last month: Only Mario.Luigi.taku returns, having won no less than 10 matches. Furthermore, only with TOMRO_SUN we can calculate the minimum number of matches won last month, which is 122. In general, these numbers suggest that the spike in activity seen last month was likely due to the holidays, although it's difficult to make an appropriate estimation due to the newer people in 3rd, 4th and 5th place having less points or wins than the person in 5th place last month. One more time, the next month will be needed to see the actual activity of the people who just entered the charts, considering the lower numbers seen in these charts it is nonetheless to be expected that the activity of the next month will be similar to the activity seen in the case of TOMRO_SUN.
  10. The feeling when I almost forgot about this Here is the monthly update on the top 5 charts of online ranked matches in the Wii U version of the game! POINTS When compared to last month, there was a noticeable increase in points: While artofspeed and vince returned, the former gaining no less than 17362 points and the latter gaining no less than 574 points, the other three were new. The most impressive case is that of Mario.Luigui.taku, who gained no less than 35540 points and ended up in first place. Very interesting is the return of Jessica Parra, who had disappeared from the top 5 charts since last August. Finally, in 5th place there was a newcomer, Shosei. WINS This time, the wins-based chart perfectly matches the points-based chart. Comapred to last month, only vince returned, having won no less than 5 matches last month. This match between points-based chart and wins-based chart means that the placement in the chart wasn't heavily favored by the relatively middle rank of taku, Jessica Parra and Shosei (B rank). Indeed, taku won no less than 469 matches last month and Jessica won no less than 451 matches. Shosei on the other hand needed to win no less than 41 matches last month to enter these charts. Since these are lowest bounds for the estimation, with the actual achievement possibly being significantly more important (up to 642 matches won last month in the best case for Shosei), it's important to be careful before considering the achievement of Shosei less impressive. In any case, the lowest bounds of the estimation were higher than those seen last month, suggesting an increase in activity, which is after all partially to be expected due to the Christmas or Winter holidays. It was in particular quite interesting to see the return of Jessica Parra, who had disappeared from the charts since last August. The results of the next two months will allow us to see what was the actual effect of the holidays.
  11. As usual, here are the top 5 chart of the onlnie ranked matches in the Wii U version of Pokkén Tournament, to have an idea of the activity in this mode! POINTS When compared to the results of last month, something interesting can be noticed: While first place still belongs to luffy who gained no less than 4775 points compared to last month, all the other places now have completely different people, with an increase in points that is expected to be greater than that of luffy except for ririri in 5th place, considering how last month they all had less than 36293 points. WINS Even in this case, the changes involve 4 people in this chart: While in the case of luffy the increase in number of matches won is 87, in all the other cases the people in the chart are completely new. Banisher1 and Vince are also in the points-based chart, confirming their relatively solid performance last month. an interesting thing that can be noted is how Odilonreis and ryuujiid have less wins than mojucohi and Mellocair had last month, potentailly indicating that each month the wins that are several months old are removed from these sums. In any case, considering how last month they had 626 or less wins, Banisher1 and Vince won last month at least 326 and 209 matches, respectively. These are numbers that are higher than those observed last month. In general, different people were mainly active this month, showing an increased activity compared to what could be inferred last month. Among them, Banisher1 and Vince stood out. Since the wins-based top 5 charts of this months suggested that each month the matches won that are several months old are no longer counted, it's important to point out that this estimation is likely to underestimate the actual number of matches won each months. It is possible that the activity in this mode is greater than what these charts show.
  12. Mister Wu

    About grab crushing and grab teching

    Now that I had a more in depth look at the data, I discovered the following: every attack has various properties that determine evasion, armors and even grab crushing, in particular the most common and relevant for us are: attr_attack_repel grab teching attr_attack_repel_evade grab teching and evasion attr_attack grab crushing attr_attack_evade grab crushing and evasion attr_evade_all evasion only these properties are follwed by the starting frame and, in case it is defined, the ending frame, with 0 being the first frame. This means, however, that the window in which grab teching happens is not fixed, but varies depending on the attack. As an example, here are the properties of the basic weak and strong attacks of in Duel Phase (Wii U Pokkén Tournament version 1.3): 5Y attr_attack_repel 0 7 attr_attack 8 17 6Y attr_attack 0 9 2Y attr_attack_evade_h 0 9 attr_evade_all_h 10 8Y attr_attack_repel 0 3 attr_attack_evade_hm 4 15 attr_evade_all_l 16 5X attr_attack_repel 0 7 attr_attack 8 21 6X attr_attack_repel 0 7 attr_attack 8 17 attr_attack_evade_l 18 25 attr_evade_all_l 26 50 2X attr_attack_repel_evade_h 0 7 attr_attack_evade_h 8 17 attr_evade_all_h 18 8X attr_attack 0 13 attr_attack_evade_l 14 15 attr_attack_evade_ml 16 29 attr_evade_all_l 30 46 attr_evade_all_h 47 54 From these data we can see two things: The grab teching window was set independently of the actual impact frame: it is 8 frames both in the case of 5Y and 6X that are i19 and i27, respectively The grab teching window wasn't set to a fixed value either: 8Y has a 4 frames teching window instead of the usual 8 frames
  13. As usual, here is the monthly update on the activity of ranked matches in the Wii U version through top 5 charts! POINTS As we have seen last month, to have an actual idea of the activity we need to compare with the numbers of the previous month and see how they increased: By doing this comparison, it's evident that mojucohi and luffy had the biggest increases in points whereas Mellocair, haruto and sea had smaller increases in the last month. The greater increase of points of the former two was enough to reach top spot and second place. WINS What was seen in the points-based chart can be observed here as well: hokkaido has an increase of 77, while in the case of luffy and mojucohi, the increase is no less than 160 and 86, respectivaly. The other two people in the top 5 chart of October had a small increase of 3 and 13 for Isaac and Mellocair. Since we still don't know how the system that takes into account multiple months works, we can't say for sure that the people having smaller increases had less activity in the last month, still there's no doubt that the current top 5 charts feature active people, as at leasst 2 people (luffy and mojucohi) had important increases in both wins and points, indicating as well that there's still enough activity in online ranked matches to allow said increases to happen.
  14. Good thing that this ranking doesn't count the lost matches nor the lost points, and only sums the won matches/points...
  15. Mister Wu

    8Y: a guide about antiairs

    By the way, in the Charizard's section you can mention his CA as well, its hitbox is mostly vertical and pretty much centered on Charizard, thus it catches all the opponents that are trying to reach him from above. His Burst Flamethrower also has an additional fire pillar that again has a mostly vertical hitbox and can catch opponents in the air.
  16. Mister Wu

    Pokkén Tournament: Combo Damage Calculator

    Each burst attack must be considered separately: for example. Gengar's BA is a grab having 240 base damage and as such, when started alone it is not subject to combo scaling and does insane damage when attack buffs come into play (it can reach 480 damage!). On the other hand, Charizard's BA is fully subject to combo scaling, meaning that even if it does 6 to 10 attacks that have 10 base damage and then a single attack that does 180 base damage when started alone it will have trouble going much beyond 240 damage - and will never reach the theoretical 120-200+360 damage it should be able to deal with maximum attack buff (200% of the base damage).
  17. Mister Wu

    New to the forum and fighting games

    Learning the frame data all at once is difficult, and quite honestly I think there are more important points to keep in mind first: the impact frames of the moves is actually usually split into groups separated by 4 frames: Pikachu has an aerial attack that hits on frame 9, then there are the moves that hit on frame 11 (including most grabs). Those are the attacks you use to punish most missed moves. There are then the moves that hit on frame 15, most standard jabs (just press Y, aka 5Y) hit on that frame and are thus useful to quickly start a decent combo on the opponent Finally the attacks that hit on later frames (19 onwards) that are usually powerful (e.g. often able to break shields) but also easily interrupted by the quickest move before they even start. Charging pretty much always requires additional 20 frames, by the way. At the beginning you'll need to learn in which group each move falls so you'll now how to gain priority and how to punish the missed attack of the opponents. Secondly, you'll need to learn how much punishable each move is so you don't shoot yourself on the foot with a move that once shielded, it begs the opponent to hit your Pikachu. To improve the combo execution I'd say the main points are knowing the combos and practicing them. Try to learn also the details about the execution - sometimes the combos require additional conditions that might not be obvious when just watching the video the first time.
  18. Here is the update on the top 5 charts for the month of September- terribly late, but still on time (mostly...)! POINTS It's now pretty clear that the method to calculate the point is more complex than expected, if we compare to the results of last month (and the previous ones as well): OInly Shunkan is back from last month, in first place with 50 points more than the previous month. It's pretty likely that the points are actually considered over few months, so that points obtained more than a few (e.g. more than 3) months ago are no longer added and result in this important change in the charts. WINS The differences with respect to last month are again evident: Again, only Shunkan is back from last month in first place, with 2 more victories, which are consistent with the gain of 50 points. This further reinforce the theory that the results of a few months are summed. This also means that it will be more difficult to evaluate these charts, as the differences from the resutls of the previous month should be considered, and it's possible that some actually active player may not make it to the top 5 chart. With that being said, with important changes in the top 5 charts and the player in first place not having played much in September, next month it should be possible to make considerations on the activity. For the moment, it can be said that a few active players of the last months apparently had much less activity these last months, possibly indicating that they played a lot in a relatively short time span, attaining important results nonetheless.
  19. Here is the usual monthly update about the top 5 charts of ranked online matches in the Wii U Pokkén Tournament! POINTS THis time the amount of points gained was less than what seen in the last month: Still, noticeable changes were seen in the charts. Matthews disappeared from the top 5 completely, while Hoku reached 1st place, with Jessica Parra maintaining her 2nd place and Shunkan rising up to 3rd place. Natian disappeared as well, with 4th place seeing a newcomer, Shosei, and 5th place being taken by @AURA|Aldrake. WINS Interestingly, in this case the player in first place played more than in the previous month: Lizzy maintained 1st place, while Hoku climbed this chart as well, reaching 2nd place, with Jessica Parra taking the 3rd place. Shunkan ended in this chart as well, in 4th place, while @AURA|Aldrake conquered the 5th place also in this chart. As a cosnequence, Jermaine and Natian disappeared from the charts. In general, it's interesting to note how this month the charts saw more significant changes, with some recurring palyers such as Natian and Jermaine no longer appearing there. Looking at the points and wins spread it looked as if the activity of this month seemed to mainly stem from a few very dedicated players, who managed to maintain or even increase the number of matches won. The next months will probably tell us whether this is going to become a trend or it's just a temporary phenomenon.
  20. Mister Wu

    fresh meat looking for some advice

    can be considered a zoner, i.e. a fighter that is very effective when it keeps the opponent at a distance and uses ranged attacks. This of course requires a bit more experience than the one you need to proficient at the beginning with more "standard" fighters like or , but other than that, I still think you can use it to learn - ranged attacks are anyway a very important part of Pokkén Tournament. I'm not sure about the combos of , but I guess that again they are a bit more difficult to learn than those of or . Bottom point: you can go with , you might have less of a satisfying battle workflow at the beginning since you need to learn what ranged attack you need and when to use it and because combos might be harder to pull off, but you'll also quickly learn an important aspect of Pokkén. P.S.: since I never mentioned her so far, again tends to be on the zoner side, as she has quite a few ranged attacks she uses to keep the opponent at a distance. However, her peculiar aspect is that most of her attacks charge the support gauge and she has various ways to summon the support Pokémon during combos, so she would be a choice to learn this aspect of Pokkén.
  21. As usual, here are the top charts 5 related to online ranked matches on the Wii U version of Pokkén Tournament, to have a look at the activity of this mode! POINTS The increase in acrtivity was actually reconfirmed in July compared to the month before: In the case of the points, the increase was minor, but the changes in the top 5 are important: Sasaki Taiga completely disappeared, while Matthews appeared right in first place, plus in fifth place another new player, Shunkan, appeared. Yoshi disappeared from the top 5 as well, with Jessica Parra taking their 2nd place, while Hoku surpassed Natian/Bastymena, who remained in 4th palce. Both Hoku and Natian ranked up in the meantime. WINS The increase in activity compared to the previous month is small but still notable: In this case, the changes in the top 5 are of less impact: Hoku took the place of Sasaki Taiga, while the rest is pretty much unaltered. This shows that Hoku's results in the points' chart was due to the considerable amount of matches they won, indicating a mostly solid performance in ranked matches. Overall, the activity increase seen last month was reconfirmed in this month as well, indicating that a residual activity in online ranked matches is indeed still present in the Wii U version. Many players who were in the top 5 charts last month reconfirmed their solid performance, while the points chart might indicate an activity also among the people who were more recently introduced to the game, although the possibility of experienced people starting over through alternate accounts should always be considered.
  22. Mister Wu

    Best PokéWaifu.

  23. Mister Wu

    Help finding a main?

    Much depends on how aggrassive you want to be, being a Wii U guy the three quick guys with long range attacks I'm thinking right now are is fast and expert in scratching and slashing the opponent in multiple ways, plus he has a versatie projectile attack but he must stop when he uses it and requires mastery is definitely aggressive in her approach and every time she causes a Phase Shift she powers up her moves, plus the long range bringing her close to the opponent while having good coverage when charged is focused more on projectiles, charged moves and exploiting mobility. A tricky fighter both for the player and the opponent! I'm not sure about in DX, you might want to ask the players expert with him. When it comes to Yoshi, has an attack similar to Yoshi's egg throw and she has high mobility as well, although you'd better use her as a zoner first and then go all out on direct attacks. Also, technically and have stretching limbs like Dhalsim, but it's more an aesthetics thing than something affecting gameplay like in Dhalsim's case.
  24. Mister Wu

    About grab crushing and grab teching

    Well, I might do more systematic studies, but at the moment the concept seems to be that grab tech is reached when the grab hits the attacker more than 8 frames before the imapct frame of the attack. When going with Charizard fY against wall in Field Phase (+8 advantage in Duel Phase) against Charizard 5Y on reaction (i19), Standard Grab (i15) hits 12 frames before impact and indeed 5Y techs it, while Seismic Toss (i19) hits 8 frames before impact and it's crushed.
  25. Here are the top 5 charts of Wii U ranked matches for June 2018, used to have a quick look at the activity in these kinds of matches. POINTS In terms of the people in the top 5, nothing has changed in June with respect to May: Still, the amount of points gained increased again, and the placement as well as the rank changed. Taiga is still on top, but their rank is now B5, well higher than previous C4. Gurekure ranked up as well, and swapped places with Charlese ending in 2nd place. Hoku changed their nickname to Honiyurui, but there weren't other substantial changes. WINS Unsurprisingly, in this case as well the people in the top 5 are the same ones of last month: The changes in the number of matches won in this case shows a clearer picture of the increase in activity, though. Furthermore, there were more changes in the actual placement of each player. Lizzy managed to reach first place, surpassing Jermaine who ended up in 2nd place, Taiga arrived in 3rd place and managed to surpass even Natian, who ended up in 4th place. Finally, Charlese ended up in 5th place. This month essentially reconfirmed the successes of Taiga, who managed to end in the top 3 of both charts, and the rise of Lizzy who eventually reached the top in the wins-based chart. In a match I personally had with Lizzy I could also confirm that they are using Gardevoir as main fighter. More in general, this month reconfirmed the players who were already successful in this mode last month, while also showing again an increase of activity in online ranekd matches. This latter phenomenon should be related to the summer break starting this month for many students, so data from next month will be useful to properly evaluate the trends in the activity in general.
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