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Mitchel

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  1. Burst Attack is an oppressive tool. It can lockdown many common actions such as CADC, jumping, and of course attacking back. Burst Attacks: -are commonly safe (or plus) on block. -give invincibility shortly after Its activation. -deal a good amount of a chip damage. Because of these points, you'll usually see players throw out their Burst Attack at any given moment. This forces the other player to respect it (and whatever else happens afterwards). By using both Burst Declare and frame scenarios, this practice can be avoided and straight up punished. How this works is that both Burst Attack and Burst Declare make the player invincible. While one player is stuck in the animation + recovery of a Burst Attack, the other player can phase through their Burst Attack with Burst Declare and punish before they're able to act. This is all possible because of consistent frame scenarios. Frame scenarios are pretty straight forward. Its the advantage / disadvantage a player has against the other player which determines who's able to act first. These frame scenarios can happen during a Phase Shift or on hit / block. Example: If a player is +4, 0, -4, or -8 against Darkrai, and Darkrai activates their Burst Attack, the player can Burst Declare and i-frame through Darkrai's Burst Attack. Afterwards, the player can punish Darkrai with an i35 (or faster) move before Darkrai is able to act. Below is a list of frame scenarios where a player can Burst Declare and punish an immediate Burst Attack. You'll see the phrase "Stuffed", as this refers to the Burst Declare wave canceling out the other player's Burst Attack before they become invincible. Darkrai: +8: Stuffed +4 / 0 / -4 / -8: i35 Punish -8: i31 Punish Blaziken: +4 / 0 / -4: i31 Punish -8: i27 Punish Gardevoir: +8 / +4 / 0 / -4: i35 Punish Pikachu Libre: +8: i21 Punish +4: i15 Punish 0: i11 Punish Scizor: +8 / +4 / 0 / -4: i27 Punish -8: i23 Punish Aegislash: 0 / -4 / -8: i35 Punish Croagunk: +8 / +4 / -4 / -8: Stuffed 0: i35 Punish Sceptile: +8 / +4 / 0 / -4: stuffed -8: i19 Punish Decidueye: +8: Stuffed +4: i25 Punish 0: i21 Punish -4: i17 Punish -8: i11 Punish Machamp: +8: i27 Punish +4: i23 Punish 0 / -4 / -8: stuffed Braixen: +8: Stuffed +4: i27 Punish 0: i25 Punish -4: i19 Punish -8: i15 Punish Empoleon: +8 / +4 / 0 / -4 / -8: Stuffed Mewtwo: +8: i35 Punish Chandelure: +8: Stuffed +4 / 0 / -4: i27 Punish -8: i25 Punish Suicune: +8 / +4 / 0 / -4: Stuffed Weavile: +8: Stuffed +4: i23 Punish 0: i19 Punish -4: i15 Punish -8: i11 Punish Shadow Mewtwo: +8: Stuffed +4 / 0 / -4 / -8: i31 Punish
  2. Each character has an advantage when it comes to the opponent being pressed to the corner. Each character also faces the struggle of trying to get out of the corner too. Blastoise's 2X while on the slow side (i23), is safe on block (-8) and is invincible against Highs on frame 1. A nice tool to have when the opponent is throwing High attacks to catch jump-outs. So now you got the knockdown, and in this scenario the first thing that comes to mind is attempting to jump over the opponent to corner swap. The drawback from this is when you land. Blastoise doesn't have the fastest frame data. The fastest move being 2Y. An i15 low poke that doesn't combo into anything. The opponent can exploit this weakness and wakeup pretty easily with their fastest button. A 2X knockdown into an 8Y/CA crossup jump allows Blastoise to corner swap while still being able to apply pressure with added plus frames. This crossup jump works on almost the entire cast (does not work on Mega Gengar or Blastoise). The CA crossup jump can only be done on a few characters. While it offers the same plus frames, it also gives additional space between you and the opponent. The amount of plus frames Blastoise gets from the crossup jump varies based on the character. Darkrai: 8Y +6 Blaziken: 8Y +8 Pikachu/Pikachu libre: 8Y/CA +6 Lucario: 8Y +8 Gardevoir: 8Y/CA +8 Scizor: 8Y +4 Aegislash: 8Y/CA +10 Croagunk: 8Y/CA +6 Sceptile: 8Y +8 Gengar: 8Y +6 Decidueye: 8Y +6 Machamp: 8Y +8 Braixen: 8Y +10 Empoleon: 8Y +6 Mewtwo/Shadow Mewtwo: 8Y +4 Chandelure: 8Y +4 Suicune: 8Y +4 Weavile: 8Y +6 Charizard: 8Y +8 Garchomp: 8Y +6
  3. Mitchel

    List of Perfect Block Moves & Advantages

    "This move's on block data normally / This move's on block data after being perfect blocked" Example: Lucario's Bone Rush: Downward Swing is 0 on block. But if it gets Perfect Blocked, the move is now -22. 0 / -22
  4. Hey. Perfect Blocking is a mechanic that makes many safe moves on block, unsafe and punishable. By doing an immediate Homing Attack Cancel into block, the blockstun you receive is greatly decreased. There are a couple rules when it comes to Perfect Blocking: -Since this mechanic is tied to Homing Attack, it can only be done in Field Phase. -The time window to perform a Perfect Block is small. Doing a Homing Attack Cancel into block too early or committing to Homing Attack for too long will result in regular blockstun. -You can only Perfect Block moves that have a single hit (some multihit moves can be Perfect Blocked if there's a big enough gap between the hits). Grab is the go-to action when it comes to Perfect Block, as It's most character's fastest option in Field. Each move however has a different frame advantage, making certain Perfect Blocks more rewarding. Below is a list of each character's Field Phase moves that can be Perfect Blocked, and a comparison of their normal "On Block" data to their "Perfect Block" data. (Note: For instances such as "X > XX Homing Attack -26", this shows the frame window to punish before Homing Attack 2 hits.) General: Burst Declare Wave 0 / -18 (The opponent can still immediately block after Burst Declare) Darkrai: bY -8 / -20 nA Dark Pulse -8 / -20 Blaziken: X+A Counter Attack -8 / -20 [X+A] Counter Attack: Charge +4 / -20 fY -12 / -20 j.YX -8 / -20 j.X 0 / -26 j.[X] +28 / -26 X Homing Attack 0 / -16 X > XX Homing Attack (No longer a blockstring) fAX Flare Blitz -16 / -26 j.A High Jump Kick +4 / -20 Pikachu: X+A Counter Attack -4 / -18 [X+A] Counter Attack: Charge +4 / -18 j.X -5 / -18 X > XX Homing Attack (No longer a blockstring) bA Electro Ball -8 / -28 nA Thunderbolt -8 / -26 Lucario: X+A Counter Attack -8 / -16 X+A Counter Attack: Charge +4 / -16 j.X -10 / -18 X Homing Attack 0 / -16 X > XX Homing Attack (No longer a blockstring) fAY/X Bone Rush: Downward Swing 0 / -22 -L+R Burst Attack (First hit, No longer a blockstring) Can be punished with: Fennekin, Umbreon, Blaziken/Scizor/Aegislash Burst Attack Gardevoir: Burst j.X+A Midair Counter Attack 0 / -28 nY -4 / -12 fY -8 / -20 f[Y] +4 / -8 bY -4 / -12 b[Y] -4 / -12 j.X -12 / -20 X Homing Attack -8 / -28 X > XX Homing Attack -26 Pikachu Libre: X+A Counter Attack -8 / -24 [X+A] Counter Attack: Charge +4 / -28 sYY -8 / -24 j.X -7 / -20 X > XX Homing Attack (No longer a blockstring) fA Discharge -8 / -24 f[A] Discharge -8 / -24 -L+R Burst Attack (First hit, No longer a blockstring) Can be punished with: Fennekin, Umbreon Scizor: X+A Counter Attack -8 / -24 X Homing Attack -8 / -24 X > XX Homing Attack -20 Aegislash: X+A Counter Attack -4 / -16 [X+A] Counter Attack: Charge -4 / -16 Enhanced sY -8 / -33 SF X Homing Attack -8 / -33 SF X > XX Homing Attack -20 SF 5A Shadow Sneak -8 / -22 SF 5[A] Shadow Sneak: Charge -4 / -22 Croagunk: X Homing Attack -8 / -26 X > XX Homing Attack -12 fA Poison Jab (Max range) -12 / -26 Sceptile: XX Homing Attack -4 /-16 XX > XXX Homing Attack -16 fA Leaf Blade -16 / -33 Burst fAA Leaf Blade > Dragon Breath -20 Gengar: X+A Counter Attack 0 / -8 [X+A] Counter Attack: Charge +12 / -8 nY -8 / -12 sY -4 / -16 X Homing Attack -8 / -24 X > XX Homing Attack -20 bA Shadow Punch +8 / -18 b[A] Shadow Punch: Charge +17 / -18 j.A Astonish: Divekick -6 / -22 Decidueye: j.X -4 / -20 nA Spirit Shackle -8 / -16 fA Fury Attack > Leaf Blade -8 / -20 XX Homing Attack -22 Machamp: j.X -10 / -22 Release A Scary Face -8 / -20 bA Karate Chop -4 / -16 bA Karate Chop: Enhanced +4 / -16 j.A Wake-Up Slap -2 / -28 j.A Wake-Up Slap:Enhanced -2 / -28 Braixen: X+A Counter Attack -8 / -24 [X+A] Counter Attack: Charge -8 / -24 X Homing Attack -8 / -28 X > XX Homing Attack -20 Empoleon: X+A Counter Attack -8 / -26 [X+A] Counter Attack: Charge +8 / -26 X Homing Attack -4 / -20 X > XX Homing Attack -18 XXX Homing Attack -24 nAY Level One/Two/Three Aqua Jet > Cut -4 / -28 nAA Level One/Two/Three Aqua Jet > Rock Smash +4 / -12 Blastoise: j.X +2 / -28 X Homing Attack -4 / -26 X > XX Homing Attack -18 nA Water Gun -16 / -28 nA Water Gun > nAY Dark Pulse -22 nA Water Gun > nAA Aura Sphere -12 Burst Shell Fortress Stance Y 0 / -12 L+R Burst Attack +4 / -18 Mewtwo: fY -28 / -37 j.X -4 / -20 Chandelure: nY > nYY (No longer a blockstring) fA Smog (Max range) -16 / -28 nA Will-O-Wisp -12 / -16 Suicune: fY -8 / -18 j.X -8 / -22 X Homing Attack 0 / -16 X > XX Homing Attack -12 Weavile: j.X (First hit) -8 / -16 j.X (Second hit) -8 / -20 X Homing Attack (The three hits are no longer a blockstring) nAY Fake Out +8 / -8 nA[Y] Fake Out: Charge +8 / -8 Charizard: j.X +1 / -22 j.[X] +9 / -20 Garchomp: X+A Counter Attack -4 / -24 [X+A] Counter Attack: Charge +12 / -24 j.X (The two hits are no longer a blockstring) Shadow Mewtwo: j.X -8 / -37 j.[X] -4 / -37 nAA Level Three Psywave: Blast -12 / -26
  5. Mitchel

    Safe 2X Setups

    2X is a good button for many reasons. Mid-high invuln, frame 15 heavy, good range for whiff punishing, etc. It being -16 balances out the positives. Like many moves in Pokkén, a move can become more safe if done at a distance rather than point blank. A setup can be done off a 8Y Icicle into j.Y for added distance (ex. 8Y > j.A > 1B > j.Y > 2X). This puts you in perfect distance to where the move is no longer punishable. And depending on the character, stage position, and angle, the move can go from being -16, to -10/-8/-6/-4/-2. Pretty nice knowledge check against those who don't take spacing into consideration when it comes to reacting against 2X. Darkrai- Corner: 1B > j.Y -8 Corner: 4B > j.Y -2 Blaziken- Midscreen: 1B > j.Y -2 Corner: 1B > j.Y -10 Corner: 4B > j.Y -4 Pikachu/Pikachu Libre- Midscreen: 1B > j.Y -10 Corner: 1B > j.Y -10 Corner: 4B > j.Y -4 Lucario- Midscreen: 1B > j.Y -10 Corner: 1B > j.Y -10 Corner: 4B > j.Y -4 Gardevoir- Midscreen: 1B > j.Y -6 Corner: 1B > j.Y -6 Scizor- Midscreen: 1B > j.Y -2 Corner: 1B > j.Y -10 Corner: 4B > j.Y -6 Aegislash- Midscreen: 1B > j.Y -2 Corner: 1B > j.Y -6 Corner: 4B > j.Y -2 Croagunk- Midscreen: 1B > j.Y -10 Corner: 1B > j.Y -10 Corner: 4B > j.Y -4 Sceptile- Midscreen: 1B > j.Y -2 Corner: 1B > j.Y -6 Corner: 4B > j.Y -2 Gengar- Midscreen: 1B > j.Y -10 Corner: 1B > j.Y -10 Corner: 4B > j.Y -4 Mega Gengar- Midscreen: 1B > j.Y -10 Corner: 1B > j.Y -10 Corner: 4B > j.Y -6 Decidueye- Midscreen: 1B > j.Y -6 Corner: 1B > j.Y -6 Machamp- Corner: 1B > j.Y -8 Corner: 4B > j.Y -2 Braixen- Midscreen: 1B > j.Y -8 Corner: 1B > j.Y -8 Corner: 4B > j.Y -4 Empoleon- Midscreen: 1B > j.Y -2 Corner: 1B > j.Y -6 Corner: 4B > j.Y -2 Blastoise- Midscreen: 1B > j.Y -2 Corner: 1B > j.Y -6 Mewtwo/Shadow Mewtwo- Corner: 1B > j.Y -8 Corner: 4B > j.Y -2 Chandelure- Midscreen: 1B > j.Y -10 Midscreen: 6B > j.Y -12 Corner: 1B > j.Y -10 Corner: 4B > j.Y -4 Suicune- Midscreen: 1B > j.Y -10 Corner: 1B > j.Y -10 Corner: 4B > j.Y -4 Weavile- Midscreen: 1B > j.Y -8 Corner: 1B > j.Y -8 Corner: 4B > j.Y -2 Charizard- Midscreen: 1B > j.Y -2 Corner: 1B > j.Y -10 Corner: 4B > j.Y -4 Garchomp- Midscreen: 1B > j.Y -2 Corner: 1B > j.Y -8 Corner: 4B > j.Y -2
  6. Mitchel

    Weavile's Cancel Frame Data

    Hey. Weavile's got cancels. Besides the universal special cancel that every character has, Weavile has Agility cancel. Agility can cancel into any special Weavile has, giving you farther reach on your attacks while also being able to approach easier because of Agility's projectile invincibility. Every special though will come out slower than their original impact time since Agility requires you to stay in Its animation until a certain point. Weavile can also cancel Night Slash (4A) and Knock Off (6A). Not only providing added mobility, but also causes your opponents to prefer a defensive option (block or CA). These cancels however leave a large gap before the Weavile is able to act again, giving the other player an opportunity to punish. Knock Off Cancel (-45) fY -28 bY -28 2Y -33 2YY -28 4Y/5Y -33 4YY/5YY -28 4YYY/5YYY -28 4YYYY/5YYYY -24 5X/5[X] -24 6X -24 6[X] -6 Night Slash Cancel (-49) fY -33 bY -33 2Y -37 2YY -28 4Y/5Y -37 4YY/5YY -33 4YYY/5YYY -33 4YYYY/5YYYY -24 5X/5[X] -28 6X -24 6[X] -10 Agility Cancel (Fury Swipes and Fake Out require 12 frames of Agility before a cancel is possible. All other specials require 8 frames.) i15 Fury Swipes + 12 = i27 i23 Fake Out + 12 = i35 i33 Fake Out: Charge + 12 = i45 i35 8F Night Slash + 8 = i43 i23 8F Knock Off + 8 = i31 i23 8F Ice Punch + 8 = i31 i11 8F Burst Attack + 8 = i19 Special Cancel -fY > Special +12 -bY > Special +12 -2Y > Special +10 -2YY > Special +16 -4Y/5Y > Special +10 -4Y/5Y > 6X +12 -4YY/5YY > Special +14 -4YY/5YY > 6X +18 -4YYY/5YYY > Special +14 -4YYY/5YYY > 6X +16 -4YYYY/5YYYY > Special +18 -5X/5[X] > Special +18 -6X > Special +20 -6[X] > Special +37
  7. Mitchel

    Options Against Fake Out: Charge

    Fake Out: Charge (5A[Y]) is a new pressure tool that counter pierces and launches on hit. It allows Weavile to play more aggressively without having to worry about CA's halfway through. Before you only had this kind of pressure when you were in burst and had access to your burst attack, or by doing 5Y > 6[X] strings. Since 5A[Y] has the same on block advantage (+8) and block damage as a normal 5AY, Its mostly used as a callout tool for panic CA under pressure. That being said, 5A[Y] is more of a commitment as you have to charge in front of your opponent's face for it to work, giving your opponent a small window of time to punish the charge. -fY/bY > 5A[Y] beats i35 Counter Attacks (31F Punishable) -5AA/5AAA > 5A[Y] beats i27 Counter Attacks. (23F Punishable) -5X > 5A[Y] clashes with i27 Counter Attacks. (23F Punishable) -6X > 5A[Y] beats i27 Counter Attacks. (23F Punishable) -6[X] > 5A[Y] beats i11 Attacks/Counter Attacks (beats every Counter Attack in the game). Its no question that 6[X] > 5A[Y] will be the most common route used because of the option coverage it provides. 5A[Y] still has a big weakness. And that weakness is that it can be anti-aired because of Its Special Mid height property. What this means is that even faced with a 6[X] > 5A[Y] scenario, every character can 8Y themselves out of it. And because 6[X] is able to blockstring into every special Weavile has, you're in no real danger to throw out an 8Y. The same goes for jumping it as well. Not just 8Y can punish 6[X] > 5A[Y], there are many more rewarding actions characters can do to punish this new tool even further. Darkrai- -8Y -8A Nightmare -Bad Dreams Rising BA -Bad Dreams Rising Forward/Back dash Blaziken- -8Y -Release X -BA -Back dash (Midscreen Only) Pikachu- -8Y -BA Lucario- -8Y -BA Gardevoir- -8Y -BA Pikachu Libre- -8Y -BA Scizor- -8Y -BA Aegislash- -6A Iron Head -8Y -BA Croagunk- -8Y -j.Y -Jump > BA Sceptile- -8A Leaf Storm -8Y Gengar/Mega Gengar- -6A Hypnosis -8Y -Forward/Back dash Decidueye- -8Y -Forward dash Machamp- -8Y -BA Braixen- -8A Flamethrower -8Y Empoleon- -8Y -4X Blastoise- -8A Hydro Pump -8Y -BA Mewtwo- -8Y Chandelure- -8Y -Minimize -Forward dash Suicune- -8A Aurora Beam: Upward -8Y Weavile- -8Y -2X Charizard- -8Y -BA Garchomp- -8Y -Release X Shadow Mewtwo- -8Y
  8. Mitchel

    All About Jump X Icicle Loops

    Weavile got a huge Field Phase damage buff in regards to Jump X now being able to cancel into Icicle Crash on hit. Jump X on Its own only deals 108, but thanks to Version 1.2, j.X > j.A > bB (Backwards jump) > j.X deals 168. And it doesn't stop there. In burst you're able to do j.X > j.A > bB > j.X > j.A > bB > j.X for 240. Now this seems like something that should be pulled off everytime you land a Jump X. But the more you look into it, the less free it actually is. First off, the Jump X Icicle Crash cancel can only be done from a set distance. Meaning an instant Jump X point blank distance from your opponent will not give you the cancel. Secondly, because of the knockback the Icicle Crash deals to the opponent, it makes it difficult for the second Jump X to combo. Making this only consistent when the opponent is pressed to the wall. Thirdly, speed is a huge factor. A speed debuff makes all of this completely irrelevant. As for a speed buff (or the extra speed given in burst), it gives you the potential to land this combo midscreen. And fourthly, all of this is character specific. Here are the requirements needed for you to be able to do this midscreen against each character: -Darkrai: Burst/Speed Buff -Blaziken: Speed Buff Only -Pikachu/Pikachu Libre: Burst/Speed Buff -Lucario: Speed Buff Only -Gardevoir: Speed Buff Only -Scizor: Speed Buff Only -Aegislash: Burst/Speed Buff -Croagunk: Burst/Speed Buff -Sceptile: Burst (2 j.X's Only)/Speed Buff -Gengar: Burst/Speed Buff -Mega Gengar: Speed Buff Only -Decidueye: Burst/Speed Buff -Machamp: Burst (2 j.X's Only)/Speed Buff -Braixen: Speed Buff Only -Empoleon: N/A; Works consistently -Blastoise: Burst (2 j.X's Only)/Speed Buff -Mewtwo/Shadow Mewtwo: Speed Buff Only -Chandelure: Burst/Speed Buff -Suicune: Speed Buff Only -Weavile: Speed Buff Only -Charizard: Burst/Speed Buff -Garchomp: Burst (2 j.X's Only)/Speed Buff
  9. Mitchel

    Homing Attack Priority

    One of the most common actions used in Field Phase would be Homing Attacks, as they're a pretty straight forward and get the job done. Often times you'll see both players using their Homing Attack at the same time. And if both players got the pre-frames out of the way, there will be a clash involved. There are a couple of instances that determine which Homing Attack wins. Speed is self explanatory, a frame 17 Homing Attack will always beat a frame 21 Homing Attack. The next is priority. There will be scenarios where Homing Attacks of same speed will collide. Clashes usually come out of these, but certain Homing Attacks are able to override the opposing Homing Attack. An example would be how Empoleon's Homing Attack (frame 21) is able to beat Pikachu, Lucario, and Braixen's Homing Attack (frame 21) when they collide. Speaking of clashes, when Homing Attacks of the same speed and priority clash, it will not always reset both players to neutral. There are character specific cases where one player will either be left +10 or -10 after the clash. Factoring both speed and priority, here's how a Homing Attack tier list would look like in order: S: A: B: C: D: * *Aegislash: Shield Form Homing Attack Using this information allows you to use Homing Attacks not only offensively, but as a defense tool in response to other Homing Attacks. Giving you the advantage in certain matchups. Listed below are the interactions of each character's Homing Attack against the rest of the cast's Homing Attack. Darkrai (25F)- Beats: N/A Clashes: -Gardevoir (Air tech for them) -Aegislash: Shield Form (-10) -Gengar (-10) -Chandelure (-10) Blaziken (21F)- Beats: -Darkrai -Pikachu -Lucario -Gardevoir -Aegislash: Shield Form -Gengar -Braixen -Blastoise -Chandelure -Charizard Clashes: -Pikachu Libre (Air tech for them) -Croagunk (+10) -Sceptile (+10) -Empoleon (0) -Suicune (+10) Pikachu (21F)- Beats: -Darkrai -Gardevoir -Aegislash: Shield Form -Gengar -Blastoise -Chandelure -Charizard Clashes: -Lucario (0) -Croagunk (-10) -Sceptile (-10) -Braixen (Air tech for them) -Suicune (-10) Lucario (21F)- Beats: -Darkrai -Gardevoir -Aegislash: Shield Form -Gengar -Blastoise -Chandelure -Charizard Clashes: -Pikachu (0) -Croagunk (-10) -Sceptile (-10) -Braixen (Air tech for them) -Suicune (+10) Gardevoir (25F)- Beats: N/A Clashes: -Darkrai (Air tech for you) Pikachu Libre (21F)- Beats: -Darkrai -Pikachu -Lucario -Gardevoir -Aegislash: Shield Form -Croagunk -Gengar -Braixen -Blastoise -Chandelure -Charizard Clashes: -Blaziken (Air tech for you) -Sceptile (Air tech for you) -Empoleon (Air tech for you) -Suicune (Air tech for you) Scizor (17F)- Beats: -Darkrai -Blaziken -Pikachu -Lucario -Gardevoir -Pikachu Libre -Aegislash: Shield Form -Croagunk -Gengar -Braixen -Empoleon -Blastoise -Chandelure -Suicune -Weavile -Charizard Clashes: -Aegislash (-10) -Mega Gengar (-10) -Decidueye (+10) -Machamp (0) -Mewtwo/Shadow Mewtwo (-10) -Garchomp (0) Aegislash (17F)- Beats: -Darkrai -Blaziken -Pikachu -Lucario -Gardevoir -Pikachu Libre -Aegislash: Shield Form -Croagunk -Gengar -Decidueye -Braixen -Empoleon -Blastoise -Chandelure -Suicune -Weavile -Charizard Clashes: -Scizor (+10) -Mega Gengar (0) -Machamp (+10) -Mewtwo/Shadow Mewtwo (0) -Garchomp (+10) Aegislash: Shield Form (25F)- Beats: -Gardevoir Clashes: -Darkrai (+10) -Gengar (0) -Blastoise (-10) -Chandelure (0) -Charizard (Air tech for them) Croagunk (21F)- Beats: -Darkrai -Gardevoir -Aegislash: Shield Form -Gengar -Blastoise -Chandelure -Charizard Clashes: -Blaziken (-10) -Pikachu (+10) -Lucario (+10) -Sceptile (0) -Empoleon (-10) -Suicune (0) Sceptile (21F)- Beats: -Darkrai -Gardevoir -Aegislash: Shield Form -Gengar -Blastoise -Chandelure -Charizard Clashes: -Blaziken (-10) -Pikachu (+10) -Lucario (+10) -Pikachu Libre (Air tech for them) -Croagunk (0) -Braixen (Air tech for them) -Empoleon (-10) -Suicune (0) Gengar (25F)- Beats: -Gardevoir Clashes: -Darkrai (+10) -Aegislash: Shield Form (0) -Blastoise (-10) -Chandelure (0) -Charizard (Air tech for them) Mega Gengar (17F)- Beats: -Darkrai -Blaziken -Pikachu -Lucario -Gardevoir -Pikachu Libre -Aegislash: Shield Form -Croagunk -Sceptile -Gengar -Decidueye -Braixen -Empoleon -Blastoise -Chandelure -Suicune -Weavile -Charizard Clashes: -Scizor (+10) -Aegislash (0) -Machamp (+10) -Mewtwo/Shadow Mewtwo (0) -Garchomp (+10) Decidueye (17F)- Beats: -Darkrai -Blaziken -Pikachu -Lucario -Gardevoir -Pikachu Libre -Aegislash: Shield Form -Croagunk -Sceptile -Gengar -Braixen -Empoleon -Blastoise -Chandelure -Suicune -Charizard Clashes: -Scizor (-10) -Machamp (-10) -Weavile (+10) -Garchomp (+10) Machamp (17F)- Beats: -Darkrai -Blaziken -Pikachu -Lucario -Gardevoir -Pikachu Libre -Aegislash: Shield Form -Croagunk -Sceptile -Gengar -Braixen -Empoleon -Blastoise -Chandelure -Suicune -Weavile -Charizard Clashes: -Scizor (0) -Aegislash (-10) -Mega Gengar (-10) -Decidueye (+10) -Mewtwo/Shadow Mewtwo (-10) -Garchomp (0) Braixen (21F)- Beats: -Darkrai -Gardevoir -Aegislash: Shield Form -Croagunk -Gengar -Blastoise -Chandelure -Charizard Clashes: -Pikachu (Air tech for you) -Lucario (Air tech for you) -Sceptile (Air tech for you) -Suicune (Air tech for you) Empoleon (21F)- Beats: -Darkrai -Pikachu -Lucario -Gardevoir -Aegislash: Shield Form -Gengar -Braixen -Blastoise -Chandelure -Charizard Clashes: -Blaziken (0) -Pikachu Libre (Air tech for them) -Croagunk (+10) -Sceptile (+10) -Suicune (+10) Blastoise (25F)- Beats: -Darkrai -Gardevoir Clashes: -Aegislash: Shield Form (+10) -Gengar (+10) -Chandelure (+10) -Charizard (Air tech for them) Mewtwo/Shadow Mewtwo (17F)- Beats: -Darkrai -Blaziken -Pikachu -Lucario -Gardevoir -Pikachu Libre -Aegislash: Shield Form -Croagunk -Sceptile -Gengar -Decidueye -Braixen -Empoleon -Blastoise -Chandelure -Suicune -Weavile -Charizard Clashes: -Scizor (+10) -Aegislash (0) -Mega Gengar (0) -Machamp (+10) -Garchomp (+10) Chandelure (25F)- Beats: -Gardevoir -Charizard Clashes: -Darkrai (+10) -Aegislash: Shield Form (0) -Blastoise (-10) Suicune (21F)- Beats: -Darkrai -Gardevoir -Aegislash: Shield Form -Blastoise -Chandelure -Charizard Clashes: -Blaziken (-10) -Pikachu (+10) -Lucario (-10) -Pikachu Libre (Air tech for them) -Croagunk (0) -Sceptile (0) -Braixen (Air tech for them) -Empoleon (-10) Weavile (17F)- Beats: -Darkrai -Blaziken -Pikachu -Lucario -Gardevoir -Pikachu Libre -Aegislash: Shield Form -Croagunk -Sceptile -Gengar -Braixen -Empoleon -Blastoise -Chandelure -Suicune -Charizard Clashes: -Decidueye (-10) Charizard (25F)- Beats: -Darkrai -Gardevoir Clashes: -Aegislash: Shield Form (Air tech for you) -Gengar (Air tech for you) -Blastoise (Air tech for you) Garchomp (17F)- Beats: -Darkrai -Blaziken -Pikachu -Lucario -Gardevoir -Pikachu Libre -Aegislash: Shield Form -Croagunk -Sceptile -Gengar -Braixen -Empoleon -Blastoise -Chandelure -Suicune -Weavile -Charizard Clashes: -Scizor (0) -Aegislash (-10) -Decidueye (+10) -Machamp (0) -Mewtwo/Shadow Mewtwo (-10)
  10. Mitchel

    Guard Break Moves: Their Scaling & Advantage

    Thank you for these! I'll go add them now.
  11. Hello. When being offensive, or having a back-and-forth game of projectiles and pokes, your opponent's shield will start to wither and become red. Giving you the opportunity to go for a guard break. But the question then arises, "What moves at my disposal are capable of guard breaking?" The important part is to be ready to respond to any guard break move that you can land with your most optimal combo starter, as each guard break move gives you a different frame window before the opponent is able to recover. Combining frame data knowledge as well as landing a low scaling guard break move will give you the most reward out of a guard break. Listed below are the moves that can guard break, the frame window before the opponent is able to recover, and the scaling it provides. There's also additional information as to what moves in Field Phase are able to guard break. The four universal moves that can guard break would be: -The last hit of a character's Homing Attack -Homing Attack: Charge -Counter Attack -Counter Attack: Charge Darkrai- Field Phase: fY j.X Duel Phase (Note: Cannot guard break while in Bad Dreams Rising): 8Y - 19F 20% Scaling 2X - 31F 30% Scaling 4X - 23F 20% Scaling 4[X] - 27F 20% Scaling 5X - 19F 20% Scaling 6X - 27F 30% Scaling 8X/8[X] - 27F 30% Scaling Blaziken- Field Phase: bY fY ]X[ Release X j.X j.[X] bA Brave Bird b[A] Brave Bird fA Blaze Kick f[A] Blaze Kick [A] Heat Wave Duel Phase: 6YX - 19F 50% Scaling 8Y - Aerials Only 50% Scaling ]X[ Release X - Second Hit Only 20% Scaling 2XX - 19F 30% Scaling 5X - 31F 20% Scaling 6XXX - 23F 40% Scaling 8X - 23F 10% Scaling 4A Brave Bird - 23F 60% Scaling 4[A] Brave Bird - 23F 60% Scaling 5[A] Heat Wave - 23F 70% Scaling 6A/6[A] Blaze Kick - 27F 40% Scaling CA - 27F 70% Scaling Pikachu- Field Phase: ]Y[ Release Y (Level One) ]Y[ Release Y (Level Two) bY Duel Phase: ]Y[ Release Y (Level One) - 19F 10% Scaling ]Y[ Release Y (Level Two) - 19F 50% Scaling 5YX - 23F 10% Scaling 5YX (Just Frame) - 23F 0% Scaling 6Y - 27F 30% Scaling 8Y - Aerials Only 20% Scaling 2X - 19F 20% Scaling 5X - 19F 40% Scaling 8X - 27F 10% Scaling 2A Iron Tail - 19F 40% Scaling 8A Volt Tackle - Burst Followup Only 0% Scaling CA - 27F 50% Scaling Lucario- Field Phase: fAY Bone Rush ~ Downward Swing bA Force Palm b[A] Force Palm: Charge bA Force Palm ~ Burst Followup Duel Phase: 6YY - 19F 40% Scaling 6Y:Y - 23F 30% Scaling 2X - 23F 40% Scaling 5X - 23F 10% Scaling 6X - 31F 20% Scaling 6[X] - 35F 10% Scaling 8X - 35F 30% Scaling 4A/4[A] Force Palm - 31F 40% Scaling 4A/4[A] Force Palm ~ Burst Followup - N/A +8 6AY Bone Rush ~ Downward Swing - 23F 0% Scaling 8A Extreme Speed - Second Hit/Burst Followup Only 0% Scaling CA - 31F 50% Scaling Gardevoir- Field Phase: j.X bAA Calm Mind ~ Dazzling Gleam j.X+A Duel Phase: 2Y - 27F 10% Scaling 5YYY - 19F 10% Scaling 6Y - 27F 20% Scaling 4X - 23F 50% Scaling 5X - 19F 20% Scaling 4[X] - 23F 0% Scaling 6X - 19F 20% Scaling 8X - 23F 0% Scaling j.X - 27F 20% Scaling 4AA Calm Mind ~ Dazzling Gleam - 11F 0% Scaling j.X+A - 27F 0% Scaling CA - 27F 40% Scaling Pikachu Libre- Field Phase: fY AA Quick Attack Duel Phase: 5YYY - 27F 20% Scaling 5YY:Y - 27F 10% Scaling 2XX - 23F 40% Scaling 5X - 27F 20% Scaling 6XX - 27F 40% Scaling 8XX - 23F 50% Scaling 2A Wild Charge - 15F 0% Scaling 5AA Quick Attack - 23F 60% Scaling 8A Flying Press - 27F 10% Scaling CA - 23F 60% Scaling Scizor- Field Phase: fY j.X bA U-Turn fA Metal Claw Duel Phase: 6YY - 23F 40% Scaling 2X - 19F 30% Scaling 5X - 23F 40% Scaling 8X - 23F 40% Scaling 2A Bullet Punch ~ X Scissor - 23F 50% Scaling 4A U-Turn - 15F 20% Scaling 4A U-Turn Followup - 19F 20% Scaling 6A Metal Claw - 23F 40% Scaling CA - 23F 40% Scaling Aegislash- Field Phase: fY j.X AAA Fury Cutter fA Iron Head fA Iron Head: Charge SF XX Homing Attack SF fA Flash Cannon Duel Phase: 2YX - 15F 30% Scaling 5YYY - 15F 20% Scaling Enhanced 5YYY - 23F 20% Scaling 6YY/6Y:Y - 27F 20% Scaling j.YX - 23F 40% Scaling Enhanced 5X - 23F 20% Scaling 8X - 23F 30% Scaling Enhanced 8X - 27F 30% Scaling j.X - 19F 20% Scaling 4A King's Shield - 23F 40% Scaling 5A Fury Cutter - 31F 30% Scaling 5AAA Fury Cutter - 23F 30% Scaling Enhanced 5AAA Fury Cutter - 27F 30% Scaling 6A Iron Head - 27F 30% Scaling SF 6A Flash Cannon - 11F 40% Scaling CA - 23F 50% Scaling Croagunk- Field Phase: fY j.X bA Thief Duel Phase: 4YY - 23F 10% Scaling 4YX - 15F 20% Scaling 5YYY - 31F 20% Scaling j.Y - 31F 10% Scaling 2X - 19F 20% Scaling 4X - 19F 20% Scaling 5X - 23F 20% Scaling 6X - N/A 8X - 25F 20% Scaling j.X - 19F 20% Scaling j.8X - 19F 40% Scaling 2A Venoshock (2 Debuffs Only) - 25F 20% Scaling 4A Thief (0 Buffs) - 19F 20% Scaling 4A Thief (1 Buff) - 23F 20% Scaling 4A Thief (2 Buffs) - 31F 20% Scaling 8A Foul Play - N/A CA - 23F 40% Scaling Sceptile- Field Phase: j.X Duel Phase: 5Y[Y] - 23F (35F from a dash cancel) 20% Scaling 6YY - 27F 60% Scaling 6Y:Y - 23F 60% Scaling 2X - 19F 20% Scaling 4X - 23F 40% Scaling 5X/5[X] - 19F (35F from a dash cancel) 20% Scaling 6AA Leaf Blade ~ Dragon Breath - 19F 0% Scaling CA - 23F 60% Scaling Gengar- Field Phase: bY fY j.X bA Shadow Punch b[A] Shadow Punch: Charge j.A Astonish Duel Phase: 5YY - 23F 20% Scaling 6YX - 23F 40% Scaling 8Y - 19F 20% Scaling ]X[ Release X - 23F (Shadow Stealth Cancel) 20% Scaling 2XX - 23F 20% Scaling 5X/5[X] - 23F 20% Scaling 8X - 23F 10% Scaling j.X - 23F 20% Scaling 4A Shadow Punch - 35F 40% Scaling 4A Shadow Punch: Charge - 35F 20% Scaling j.A Astonish - 35F 20% Scaling CA - 35F 20% Scaling Mega Gengar- Field Phase: bY fY j.X bA Shadow Punch b[A] Shadow Punch: Charge j.A Astonish Duel Phase: 5YY - 27F 10% Scaling 8Y/8[Y] - 23F 20% Scaling 2X - 27F 0% Scaling 5X/5[X] - 27F 10% Scaling 8X - N/A j.X - 27F 20% Scaling 4A Shadow Punch - 27F 30% Scaling 4A Shadow Punch: Charge - 27F 10% Scaling j.A Astonish - 27F 10% Scaling CA - 23F 40% Scaling Decidueye- Field Phase: bY fY j.X fA Fury Attack fA Fury Attack ~ Leaf Blade fA Fury Attack ~ Leaf Blade ~ Burst Followup Soaring Stance X Duel Phase: 5YYY - 27F 10% Scaling 2XX - 19F 20% Scaling 4X/4[X] - 27F 20% Scaling 5XX - 23F 20% Scaling 6XXX - 27F 0% Scaling 6A Fury Attack - 19F 20% Scaling 6A Fury Attack ~ Leaf Blade 40% Scaling 6A Fury Attack ~ Leaf Blade ~ Burst Followup - N/A Soaring Stance YY - Soaring Stance Moves Only 20% Scaling Soaring Stance X - 23F 60% Scaling CA - 23F 50% Scaling Machamp- Field Phase: bA Karate Chop A Cross Chop j.A Wake-Up Slap j.X Duel Phase: 2Y - 27F 20% Scaling 6YYY - 23F 20% Scaling 6YYX - 27F 40% Scaling 2XX - 19F 40% Scaling 4XY - 27F 20% Scaling 4XX - 11F 0% Scaling 5XX/5X[X] - 27F 50% Scaling 6X/6[X] - 27F 30% Scaling 8X - 11F 20% Scaling j.X - 27F 30% Scaling 2A Close Combat - 11F 0% Scaling 4A Karate Chop - 27F 50% Scaling 5A Cross Chop - 15F 20% Scaling 8A Heavy Slam - 19F 30% Scaling j.A Wake-Up Slap - 27F 40% Scaling CA - 27F 40% Scaling Braixen- Field Phase: bY fY bX j.X j.[X] Duel Phase: 4Y - Followup Fireball Only 20% Scaling 4[Y] - Followup Fireball Only 0% Scaling 6Y - 31F 20% Scaling 2X - 23F 10% Scaling 4X - 19F 60% Scaling 5XX - 27F 30% Scaling 8X - 23F 30% Scaling j.X - 31F 20% Scaling j.[X] - 31F 20% Scaling 2A Light Screen - 23F 30% Scaling CA - 23F 40% Scaling Empoleon- Field Phase: AA Aqua Jet ~ Rock Smash AY Aqua Jet ~ Cut AB Aqua Jet ~ Surf Slide Forward ~ Hydro Cannon bX j.X j.[X] Duel Phase: 6YY - Aqua Jet Only 20% Scaling 2X - 11F 20% Scaling 4X - 19F 20% Scaling 5X - 15F 30% Scaling j.X - 19F 0% Scaling 4A Defog - 31F 40% Scaling 5AA Aqua Jet ~ Rock Smash - 19F 50% Scaling 5AY Aqua Jet ~ Cut - 19F 20% Scaling 5AB Aqua Jet ~ Surf - 11F 50% Scaling 8A Drill Peck - N/A +4 CA - 19F 60% Scaling Blastoise- Field Phase: fA Rapid Spin fY j.X Shield Fortress Stance X Shield Fortress Stance A Rapid Spin Duel Phase: 2X - 15F 20% Scaling 5X - 19F 40% Scaling 6X - 23F 20% Scaling 8XX - 11F 40% Scaling j.X - 19F 20% Scaling 6A Rapid Spin - 23F 60% Scaling CA - 27F 40% Scaling Mewtwo- Field Phase: j.X Duel Phase: 6YX - 27F 20% Scaling 2XX - 27F 20% Scaling 8A Psystrike - 11F 0% Scaling CA - 27F 50% Scaling Chandelure- Field Phase: s[Y] fY f[Y] j.Y j.[Y] j.X Duel Phase: 5YY - 31F 20% Scaling 2X - 27F 20% Scaling 6XX - 19F 20% Scaling j.X - 31F 40% Scaling j.8X/j.8[X] - 27F 20% Scaling 8X - 31F 20% Scaling 8A Overheat - N/A +10 CA - 19F 40% Scaling L+R - 11F 0% Scaling Suicune- Field Phase: j.X CA Y Duel Phase: 2Y - 23F 20% Scaling 4Y - 23F 30% Scaling 5YYY - 23F 10% Scaling 6YY - 19F 20% Scaling 8Y - 23F 20% Scaling 2X - 19F 0% Scaling 5X - 23F 20% Scaling j.X - 35F 20% Scaling CA - 23F 20% Scaling CA Y - N/A -7 Weavile- Field Phase: bY fY j.X bA Night Slash AAAA Fury Swipes AY Fake Out A[Y] Fake Out: Charge fA Knock Off Duel Phase: 8Y - 27F 30% Scaling 2X - 15F 20% Scaling 5X/5[X] - 27F 20% Scaling 6X/6[X] - 23F 20% Scaling 8X - 27F 0% Scaling 2A Taunt - 39F 0% Scaling 4A Night Slash - 27F 40% Scaling 5AAAA Fury Swipes - 15F 0% Scaling 5AY Fake Out - 39F 30% Scaling 5A[Y] Fake Out: Charge - 39F 40% Scaling 6A Knock Off - 19F 20% Scaling 8A Ice Punch - 8AA Only 0% Scaling 8AA Ice Punch ~ Followup - 19F 20% Scaling 8A[A] Ice Punch ~ Followup: Charge - 27F 20% Scaling CA - 27F 30% Scaling Charizard- Field Phase: bY b[Y] fY A Flamethrower fA Fire Punch j.X j.[X] Duel Phase: 6Y - 19F 30% Scaling 2X - 23F 10% Scaling 5X - 23F 20% Scaling 5[X] - 27F 30% Scaling 6XX - 23F 20% Scaling 8X - 19F 40% Scaling j.X - 36F 40% Scaling 5A Flamethrower - 19F 30% Scaling 6A Fire Punch - 11F 60% Scaling Flying Stance X Dragon Claw - 19F 20% Scaling Flying Stance A Flare Blitz - 31F 20% Scaling CA - 23F 40% Scaling Garchomp- Field Phase: bY b[Y] j.X A Dragon Claw fA Dig j.A Earthquake Duel Phase: 6YY - 15F 60% Scaling 8Y - 20% Scaling ]X[ Release X - N/A -10 5X - 19F 30% Scaling 8X - 23F 30% Scaling Running Stance X - 23F 20% Scaling 5A Dragon Claw - 19F 30% Scaling 6A Dig - N/A +10 j.A Earthquake - 23F 50% Scaling CA - 23F 60% Scaling Shadow Mewtwo- Field Phase: fY j.X j.[X] AYYY Psywave: Slash fA Zen Headbutt j.AX Reflect ~ Earthquake Duel Phase: 8YY/8Y[Y] - 27F 20% Scaling 2X - 19F 30% Scaling Burst 2X - 23F 20% Scaling 4X - 27F 20% Scaling Burst 4X - 35F 20% Scaling 8X - 27F 30% Scaling Burst 8X - 27F 10% Scaling 5AYYY Psywave: Slash 1 - 23F 40% Scaling 5AYYY Psywave: Slash Level 2/3 - 23F 50% Scaling 6A Zen Headbutt - 23F 20% Scaling 8A Psystrike - 11F 20% Scaling j.AX Reflect ~ Earthquake - 11F 40% Scaling CA - 27F 40% Scaling
  12. Mitchel

    Taunt True Punishes

    Hello. Taunt (2A) is a good move. Provides i-frames on activation, counter pierces, drains meter, super plus on block, and has 0 PSP connected to it allowing you to make good use of Duel Phase. The big thing about Taunt is knowing when you're in an alright spot to get out of your i-frame state and release the attack. Below is a list of moves/strings that Taunt is able to true punish before the opponent is able to recover. Darkrai: -X+A Counter Attack -6A Dark Void -6[A] Dark Void: Charge -8A Nightmare -j.AA Shadow Claw ~ Kick Follow-up -j.AY Shadow Claw ~ Slice Follow-up -2Y > 2X (Hold) -2Y/5Y/5X > 2A Dream Eater -2Y/5Y/5X > 4A Nasty Plot -2Y/5Y > 5A Dark Pulse (Hold) -2Y/5Y/5X > 5[A] Dark Pulse: Charge (Hold) -2Y/5Y/5X > 6A Dark Void -2Y/5Y/5X > 8A Nightmare (Hold) -2Y/5Y/5X > L+R (Hold) -5Y > 5YY (Hold) -5Y > 8X (Hold) -5Y > 8[X] -5YY -j.Y -5X -5X > 5A Dark Pulse -j.X Blaziken: -4A Brave Bird -4[A] Brave Bird (Enhanced) -5[A] Heat Wave (Enhanced) -5[A] Level Two Heat Wave (Enhanced) (Hold) -6A Blaze Kick -6AX Blaze Kick ~ Flare Blitz (Hold) -6A[X] Blaze Kick ~ Flare Blitz (Enhanced) (Hold) -6[A] Blaze Kick (Enhanced) (Hold if you Taunted the first kick) -6[A][X] Blaze Kick (Enhanced) ~ Flare Blitz (Enhanced) (Hold) -8A Sky Uppercut (Hold) -8[A] Sky Uppercut (Enhanced) (Hold) -5Y > 5YY (Hold) -2Y/5Y > 4A Brave Bird -2Y/5Y > 4[A] Brave Bird (Enhanced) -2Y/5Y > 5A Heat Wave (Hold) -2Y/5Y > 5[A] Heat Wave (Hold) -2Y/5Y > 6A Blaze Kick (Hold) -2Y/5Y > 6AX Blaze Kick ~ Flare Blitz -2Y/5Y > 6[A] Blaze Kick (Enhanced) (Hold) -2Y/5Y > 6[A][X] Blaze Kick (Enhanced) ~ Flare Blitz (Enhanced) -2Y/5Y > 8A Sky Uppercut (Hold) -2Y/5Y > 8[A] Sky Uppercut (Enhanced) (Hold) -6YX -8Y -]X[ Charge Strong Attack (Hold if you Taunted the first hit) -2X > 2XX (Hold) -2XX -6X > 6XX -6XX > 6XXX (Hold) -8X (If they continue into any other action) Pikachu: -2A Iron Tail -4A Electro Ball -8A Volt Tackle (Hold) -8AA Volt Tackle Synergy Burst Follow-up -5Y > 5YY -2Y/5Y > 2A Iron Tail -2Y/5Y/5X > 4A Electro Ball (Hold) -2Y/5Y/5X > 5A Thunderbolt (Hold) -2Y/5Y/5X > 6A Nuzzle -2Y/5Y/5X > 8A Volt Tackle (Hold) -2Y/5Y/5X > L+R (Hold) -5Y > 5YX -2X -5X > 2A Iron Tail (Hold) -8X Lucario: -4A Force Palm -4[A] Force Palm: Charge -5A Aura Sphere (Close Range) -5[A] Aura Sphere: Charge (Close Range) -5A Synergy Burst Aura Sphere -5[A] Synergy Burst Aura Sphere -6A Bone Rush -6AA Bone Rush ~ Upward Swing Follow-up (Burst Version is safe) -8A Extreme Speed (Hold) -8AA Extreme Speed Synergy Burst Follow-up (Hold) -5Y > 5YY -2Y/5Y/6X > 4A Force Palm (Hold) -2Y/5Y/6X > 4A Force Palm: Charge -2Y/5Y/6X > 5A Aura Sphere (Hold) -2Y/5Y/6X > 6A Bone Rush (Hold) -2Y/5Y/6X > 8A Extreme Speed (Hold) -2Y/5Y/6X > L+R (Hold) -Burst 5Y > 5YY (Hold) -6Y > 6YY (Hold) -6YY Gardevoir: X+A Counter Attack -4AY Energy Ball (Close Range) -]A[ Moonblast (Hold if you taunted the first hit) -j.A Magical Leaf (Close Range) -5Y > 5YY -5Y/5X > 2A Future Sight -5Y/5X > 4A Calm Mind -5Y/5X > 5A Psyshock (Hold) -5Y/5X > 6A Stored Power (Hold) -5Y/5X > 8A Future Sight -5Y/5X > L+R (Hold) -6Y -6X -8X Pikachu Libre: -2A Wild Charge -2A Wild Charge (Enhanced) -5AA Quick Attack -5AA Quick Attack (Enhanced) -j.A Spark -j.A Spark (Enhanced) -8A Flying Press (Enhanced) -2Y/5Y > 2A Wild Charge -2Y/5Y > 4A Electroweb -2Y/5Y > 5AA Quick Attack (Hold) -2Y/5Y > 6A Discharge (Hold) -2Y/5Y > 8A Flying Press -2Y/5Y > L+R (Hold) -5Y > 5YY -6Y -2X > 2XX -2XX -6X > 6XX (Hold) -8X > 8XX (Hold) Scizor: -2A Bullet Punch (Both the close and medium range versions) -2A Bullet Punch: Follow-up Attack (Both the close and medium range versions) -2A Bullet Punch ~ X-Scissor -4A U-Turn (Hold for more damage) -4A U-Turn: Follow-up Attack -6A Metal Claw (If they continue into the Swords Dance follow-up) (Hold) -j.A Aerial Ace (Hold) -j.A Aerial Ace: Follow-up Attack -2Y/5Y > 2A Bullet Punch (Hold) -2Y/5Y > 4A U-Turn (Hold) -2Y/5Y > 5A Swords Dance -2Y/5Y > 6A Metal Claw (Hold) -2Y/5Y > L+R (Hold) -5Y > 5YY (Hold) -6Y > 6YY (Hold) -6Y > 6YX (Hold) -6YY -8Y -j.Y (If they continue with any other action) -Hover Dash Y > 2A Bullet Punch (Hold) -Hover Dash Y > 4A U-Turn (Hold) -2X -6X > 6XX (Hold) -6XX -j.X (If they cancel into Hover Glide) Aegislash: -5A Fury Cutter > 5AA Fury Cutter -5A Fury Cutter > 5AX Fury Cutter ~ Strong Attack Follow-up -6A Iron Head -j.A Gyro Ball -5Y > 5YY -5Y/5X > 4A King's Shield -5Y/5X > 5A Fury Cutter (Hold) -5Y/5X > 6A Iron Head (Hold) -5Y/5X > 6[A] Iron Head: Charge -5Y/5X > L+R (Hold) -5Y > 5YX -6Y > 6YY -6Y > 6Y:Y (Hold) -8Y -j.Y -j.YY -j.YX -2X (Non-Enhanced Only) -5X (Hold) -6X -j.X -SF 4A Sacred Sword -SF 4Y -SF 5Y -SF 5Y/5X > 4A Sacred Sword -SF 5Y/5X > 5A Shadow Sneak -SF 5Y/5X > 5A Shadow Sneak: Charge -SF 5Y/5X > 6A Flash Cannon -SF 5X Croagunk: X+A Counter Attack -2A Venoshock (Quarter Screen) -4A Thief -5A Poison Sting (If they continue into 5AA) (Hold if they continue into 5AA) -6A Poison Jab -4Y > 4YY -4Y > 4YX -2Y/5Y/5X > 2A Venoshock -2Y/5Y/5X > 4A Thief (Hold) -2Y/5Y/5X > 5A Poison Sting (Hold if they're in burst) -2Y/5Y/5X > 6A Poison Jab (Hold) -2Y/5Y/5X > 8A Foul Play (Cancel) -2Y/5Y > L+R (Hold) -5Y > 5YY -j.1/2/3Y ]X[ Charge Strong Attack -2X -6X -j.8X Sceptile: X+A Counter Attack -6A Leaf Blade -6A Leaf Blade > 6AA Leaf Blade ~ Dragon Breath (Hold) -5Y/5X > 2A Giga Drain -5Y/5X > 4A Detect -5Y/5X > 5A Bullet Seed (Hold) -5Y/5X > 6A Leaf Blade (Hold) -5Y/5X > 8A Leaf Storm (Hold) -5Y/5X > L+R (Hold) -5Y > 5YY (Hold) -5Y > 5Y[Y] -5YY > 6A Leaf Blade (Hold) -6Y > 6YY (Hold) -6YY -2X -5X (Safe if they dash) Gengar: ]A[ Sludge Bomb (Hold) -2A Curse -4A Shadow Punch -j.A Astonish (Hold if they continue into the divekick) -2Y -5Y/5YY/6Y/5X > 2A Curse (Hold) -5Y/5X > 4A Shadow Punch -5Y/5YY/6Y/5X > 5A Shadow Ball (Hold) -5Y/5YY/6Y/5X > 6A Hypnosis -5Y > 5YY -5YY/6Y > 4A Shadow Punch (Hold) -6Y > 6YX -6YX -8Y -2X > 2XX Mega Gengar: X+A Counter Attack -]A[ Sludge Bomb -2A Curse -4A Shadow Punch -j.A Astonish -5Y > 2A Curse (Hold) -5Y > 4A Shadow Punch (Hold) -5Y > 5A Shadow Ball (Hold) -5Y > 6A Hypnosis -5Y > L+R -5Y > 5YY (Hold) -7Y -8Y -2X (Quarter Screen) -5X -8X Decidueye: X+A Counter Attack ]A[ Feather Dance (Close Range) -4A Frenzy Plant -6A Fury Attack -6AA Fury Attack ~ Razor Leaf (Safe if they ghost dash) -6AYY Fury Attack ~ Leaf Blade ~ Synergy Burst Follow-up -2Y > 2YY -2YY/5Y > 4A Frenzy Plant -2YY/5Y > 5A Spirit Shackle -2YY/5Y > 6A Fury Attack (Hold) -2YY/5Y > 8A Smack Down -2YY/5Y > L+R (Hold) -5Y > 5YY (Hold) -2X -2X > 2XX (Hold) -2XX -5X > 5XX -Soaring Stance X Machamp: X+A Counter Attack -2A Close Combat (Can only punish the final hit) -5A Cross Chop -8A Heavy Slam -5Y > 5YY -5Y/8Y > 2A Close Combat (Cancel into block and Taunt the final hit) -5Y/8Y > 4A Karate Chop -5Y/8Y > 5A Cross Chop (Hold) -5Y/8Y > 6A Submission -5Y/8Y > 8A Heavy Slam (Hold) -5Y/8Y > L+R (Hold) -6Y > 6YY -6YY > 6YYY -6YY > 6YYX -8Y > 4A Karate Chop -8Y > 5A Cross Chop (Hold) -]X[ Charge Strong Attack -2X > 2XX -2XX -4X > 4XY (Hold) -4X > 4XX -5X > 5XX (Hold) -5X > 5X[X] -8X Braixen: -4A Fire Blast (Close Range) -8A Flamethrower -j.A Flame Charge -2Y/5Y > 2A Light Screen -2Y/5Y > 4A Fire Blast -2Y/5Y > 5A Psybeam (Hold) -2Y/5Y > 5[A] Psybeam: Setup -2Y/5Y > 6A Fire Spin -2Y/5Y > 8A Flamethrower -2Y/5Y > L+R (Hold) -5Y > 5YY -5YY > 5YYY -5Y > 4A Fire Blast (Hold) -5Y > 5A Psybeam (Hold) -5Y > L+R (Hold) -6Y (Hold) -4X -5X -8X -8X > j.A (Hold) -8X > Midair Dash (Backward) -j.X -j.[X] Empoleon: -4A Defog > 4AA Rock Smash -4A Defog > 4AB Surf (Cancel, Taunt again, then hold) -4A Defog > 4AY Cut (Hold) -4A Defog > 4AX Waterfall (Hold then cancel) -4A Defog > L+R (Hold) -5A Aqua Jet (Level One) -5A Aqua Jet > 5AA Rock Smash -5A Aqua Jet > 5AB Surf -5A Aqua Jet > 5AY Cut -5A Aqua Jet > 5AX Waterfall (Hold) -5A Aqua Jet > L+R -5AB Surf (Hold) -5AY Cut -5AX Waterfall (Hold) -2Y/5Y > 4A Defog (Hold) -2Y/5Y/6Y/6YY > 5A Aqua Jet (Hold) -2Y/5Y/6Y/6YY > 6A Ice Beam -2Y/6Y > 8A Drill Peck (Hold) -5Y -5Y > 5YY (Hold) -5Y/6YY > 8A Drill Peck -6Y -6Y > 6YY -6Y/6YY > 4A Defog -6YY -8Y -2X -2[X] > Hydro Cannon (Both versions) -2[X] > Y -2[X] > X -4X -5X -8X -j.X -j.[X] Blastoise: -X+A Counter Attack -5A Water Gun -5AA Aura Sphere -5AX Dragon Pulse -5AAA Water Gun: Burst Followup (Hold) -6A Rapid Spin -j.A Bubble -5Y > 5YY (Hold) -5Y/5YY/5X > 2A Water Pulse -5Y/5YY/5X > 4A Water Spout -5Y/5YY/8Y/5X > 5A Water Gun (Hold) -5Y/5YY/5X > 6A Rapid Spin -5Y/5YY/5X > 8A Hydro Pump -5Y/5YY/8Y/5X > L+R (Hold) -6Y -8Y (Hold) -8Y > 2A Water Pulse (Hold) -8Y > 4A Water Spout (Hold) -2X -5X -6X -8X -8X > 8XX (Hold) -8XX -j.X Mewtwo: -2A Fire Punch -2A Fire Punch > 2AA Fire Punch ~ Ice Punch (Hold) -4AX Drain Punch -5A Psycho Cut (Close Range) -5A Psycho Cut > 5AA Psycho Cut: Follow-up Attack (Hold) -8A Psystrike -5Y > 5YY (Hold) -5Y > 2A Fire Punch (Hold) -5Y/5X > 4AA Confusion (Hold) -5Y > 4AX Drain Punch -5Y > 5A Psycho Cut (Hold) -5Y/5X > 6A Hyper Beam -5Y > 8A Psystrike (Hold) -5Y > L+R -6Y -6YY -6YX -2X -2X > 2XX -5X -5X > 2A Fire Punch -5X > 4AX Drain Punch (Hold) -5X > 5A Psycho Cut -5X > 8A Psystrike -5X > L+R -6X -Burst 8X Chandelure: X+A Counter Attack -4Y > 4YY -4Y/5Y/8Y > 2A Hex -4Y/5Y/8Y > 4A Flame Burst -4Y/5Y > 5A Will-O-Wisp (Hold) -4Y/5Y > 6A Smog (Hold) -4Y/5Y > 8A Overheat (Hold) -5Y > 5YY -6Y (Quarter Screen) -8Y > 5A Will-O-Wisp -8Y > 6A Smog -8Y > 8A Overheat -2X -4X -5X -6X -6XX (Hold) j.8X Suicune: X+A Counter Attack X+AY Counter Attack ~ Follow-up (Hold) -5A Aurora Beam (Half Screen) -6A Hydro Pump (Half Screen) -2Y (Only the first hit) -4Y -5Y > 2X (Hold) -5Y > 5YY (Hold) -5Y/8Y > 2A Hail -5Y/8Y > 5A Aurora Beam (Hold) -5Y/8Y > 6A Hydro Pump -5Y/8Y > L+R (Hold) -5YY -5YYY -6Y -6YY (Hold) -2X -8X Weavile: X+A Counter Attack -4A Night Slash -5AA Fury Swipes -5AA Fury Swipes > 5AAA Fury Swipes (Hold) -5AA Fury Swipes > 5AAY Fake Out -5AAA Fury Swipes -5AAA Fury Swipes > 5AAAA Fury Swipes (Hold) -5AAA Fury Swipes > 5AAAY Fake Out -5AAAA Fury Swipes -6A Knock Off -8A Ice Punch -8AA Ice Punch -2Y > 2YY -2Y/5Y/5X/6X > 4A Night Slash -2Y/5Y/5X/6X > 5AA Fury Swipes (Hold) -2Y/5Y/5X/6X > 5AY Fake Out -2Y/5Y/5X/6X > 6A Knock Off (Hold) -2Y/5Y/5X/6X > 8A Ice Punch (Hold) -2Y/5Y/5X/6X > L+R (Hold) -5Y > 5YY > 5YYY (Hold) -2X -6X Charizard: X+A Counter Attack -4A Inferno -5A Flamethrower -6A Fire Punch -Flying Stance A Flare Blitz -Flying Stance Y Air Slash -Flying Stance X Dragon Claw -5Y > 5YY -5Y > 4A Inferno -5Y > 5A Flamethrower (Hold) -5Y > 6A Fire Punch (Hold) -5Y > 8A Seismic Toss -6Y -5X -5[X] -6X -6X > 6XX (Hold) -8X Garchomp: -5A Dragon Claw -6A Dig -j.A Earthquake -4Y -5Y > 5YY -5Y > 5A Dragon Claw (Hold) -5Y > 6A Dig (Hold) -5Y > 8A Dragon Rush (Hold) -5Y > L+R (Hold) -6Y -6Y > 6YY (Hold) -8Y -2X -4X -5X -8X Shadow Mewtwo: X+A Counter Attack -5AY Psywave: Slash -5AY Psywave: Slash > 5AYY Psywave: Slash (Hold) -5AYY Psywave: Slash > 5AYYY Psywave: Slash (Hold) -5AYYY Psywave -6A Zen Headbutt -8A Psystrike -2Y > 2YY -2Y/5Y/6X > 5AA Psywave: Blast (Hold) -2Y/6X > 5AY Psywave: Slash (Hold) -2Y/5Y/6X > 6A Zen Headbutt (Hold) -2Y/5Y/6X > 8A Psystrike (Hold) -2Y/5Y/6X > L+R (Hold then cancel) -5Y > 5YY (Hold) -5Y > 5AY Psywave: Slash -5Y > 6A Zen Headbutt (Hold) -5Y > 8A Psystrike (Hold) -5Y > L+R (Hold then cancel) -Burst 5Y > 5YY (Hold) -6Y -8Y -8Y > 8YY -8Y > 8Y[Y] -2X -4X -5X > 5XX (Hold) -5XX
  13. Mitchel

    Special Cancelable Tick Throws

    Updated. Thank you.
  14. Hello. A tick throw is the action of an attack that is followed up with an immediate grab attempt afterwards. Characters with command grabs benefit from this as they're able to incorporate them into their special cancelable moves. Each tick throw scenario has a "Block" and/or "Hit" tag next to it. "Block" means this setup will work if the opponent continues to stay in a blocking state. "Hit" is for when the opponent starts to hold block after getting hit by the attack. More commonly known as a reset. Darkrai- Duel Phase: (Block) 2Y > 2A Dream Eater (Block/Hit) 5Y > 2A Dream Eater (Block) 5YY > 2A Dream Eater Pikachu- Field Phase: (Block/Hit) nYYY > fA Nuzzle (Block) fY > fA Nuzzle (Point blank only if still blocking) Duel Phase: (Hit) 5Y > 6A Nuzzle Pikachu Libre- Field Phase: (Block) nY > bA Electroweb Duel Phase: (Block/Hit) 5Y > 4A Electroweb (Corner Only) (Block/Hit) 5YY > 4A Electroweb (Corner Only) Scizor- Duel Phase: (Block/Hit) 1A Bullet Punch > Y+B Bug Bite Sceptile- Duel Phase: (Block/Hit) 5Y > 1A Giga Drain (5Y must be spaced on block) Gengar- Field Phase: (Block/Hit) nY > fA Hypnosis Duel Phase: (Block/Hit) 5Y > 6A Hypnosis (Block/Hit) 5YY > 6A Hypnosis (Block/Hit) 6Y > 6A Hypnosis (Block) 5X > 6A Hypnosis (Block/Hit) Burst 5Y > 6A Hypnosis (Block/Hit) Burst 5YY > 6A Hypnosis Decidueye- Field Phase: (Block/Hit) X > R > Soaring Stance 5A Acrobatics Duel Phase: (Block/Hit) 2YY > R > Soaring Stance 5A Acrobatics (Block/Hit) 5Y > R > Soaring Stance 5A Acrobatics (Block/Hit) 5YY > R > Soaring Stance 5A Acrobatics (Block/Hit) 5YYY > R > Soaring Stance 5A Acrobatics (Block) 5XX > R > Soaring Stance 5A Acrobatics Machamp- Field Phase: (Block/Hit) nY > fA Submission Duel Phase: (Block/Hit) 5Y > 6A Submission (Block/Hit) 5YY > 6A Submission (Hit) 8Y > 6A Submission Empoleon- Field Phase: (Block/Hit) nY > L+R Burst Attack Duel Phase: (Block/Hit) 2Y > L+R Burst Attack (Hit) 5Y > L+R Burst Attack (Block/Hit) 5YY > L+R Burst Attack (Block/Hit) 6Y > L+R Burst Attack (Block/Hit) 4A Defog > L+R Burst Attack (Block/Hit) 5A Aqua Jet > L+R Burst Attack (Block) 8A Drill Peck > L+R Burst Attack Blastoise- Duel Phase: (Block/Hit) 5Y > 2A Water Pulse (Block) 5YY > 2A Water Pulse (Block) 8Y > 2A Water Pulse (Block) 5X > 2A Water Pulse Mewtwo- Field Phase: (Block/Hit) nY > bAY Telekinesis (Block/Hit) sY > bAY Telekinesis (Block) nY > L+R Burst Attack (Block/Hit) sY > L+R Burst Attack Duel Phase: (Block/Hit) 5Y > 4AY Telekinesis (Block/Hit) 5YY > 4AY Telekinesis (Block) 5X > 4AY Telekinesis Chandelure- Duel Phase: (Block/Hit) 5Y > 2A Hex (Tipper 5Y Only) Garchomp- Duel Phase: (Block/Hit) 5Y > 2A Sand Tomb (Block/Hit) 5YY > 2A Sand Tomb (Corner Only) (Block) 5YYY > 2A Sand Tomb (Corner Only)
  15. Mitchel

    Night Slash Reset Route

    Really boils down to getting used to the rhythm of each 2Y, as well as leaving a good enough gap between your input of 5Y into your first 2Y. The best advice I can give is to keep at it. Landing a normal Night Slash (all three hits) on a grounded opponent is the favorable outcome for this route. When it comes other scenarios (anti-air, tipper, etc.), Its safer to just go with the bnb's. I do understand the individual amount of 2Y reps needed can make this pretty tedious to land consistently on the whole cast. Being able to remember this kind of vague information is needed if you plan to use this route in your gameplay.
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