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Mitchel

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  1. Mitchel

    Night Slash Reset Route

    Hello. Whether getting out of a pressure scenario or throw crushing, landing Night Slash as a combo starter doesn't have the best damage to PSP ratio. Usually using 6-12 PSP total based on which route you choose. Even then it is still difficult to break 200 damage. An alternative route that can be done would be by inputting a singular 5Y, 2Y*, and an immediate Agility cancel into a charged Ice Punch. (4A > 5Y > 2Y* > 5A > 8A[A]) Upon the opponent recovering from the knockdown, the charged Ice Punch will be meaty enough to cover counter armor, jumping, or backdashing. With this route, you will only have to use 3 PSP. Even if the charged Ice Punch is blocked, the chip damage plus the sequence done beforehand does about the same amount of damage as the optimals from Night Slash. It also puts yourself +8, corner carries, and most importantly lets you play Duel Phase for longer. * Because of individual character hurtboxes, the amount of 2Y's you're able to do varies. Darkrai - 2 Blaziken - 4 Pikachu/Pikachu Libre - 2 Lucario - 4 Gardevoir - 7 Scizor - 6 Aegislash - 1 Croagunk - 2 Sceptile - 3 Gengar - 2 Decidueye - 2 Machamp - 2 Braixen - 5 Empoleon - 1 Blastoise - 4 Mewtwo/Shadow Mewtwo - 5 Chandelure - 1 Suicune - 6 Weavile - 2 Charizard - 4 Garchomp - 4
  2. 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
  3. 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
  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

    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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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)
  12. Mitchel

    Guard Break Moves: Their Scaling & Advantage

    Thank you for these! I'll go add them now.
  13. 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
  14. Mitchel

    Special Cancelable Tick Throws

    Updated. Thank you.
  15. 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)
  16. 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.
  17. Hello. As shown in the footage above, aerials that are done from an 8Y Icicle Crash have reduced landing lag, allowing for links that weren't possible before. Something else too is that 8Y > j.A > 3B > j.Y on block puts you in a consistent +8 state. Landing a normal j.Y on block has inconsistent results since Its based on both the individual hits of j.Y that connect with their block. The frame state varies from being +4, 0, and -4. 8Y > j.A > 3B > j.Y can only be done on specific characters. Shorter characters will cause a crossover jump. Because of both the j.Y and your now improved landing lag you'll be able to cover cases of immediate CA's after your 8Y on block. Another pressure tool to keep in mind if you don't want to give up stage dominance and be able to stay within close range with a frame advantage. -Darkrai (Beats CA, Nasty Plot) -Blaziken (Beats CA) -Gardevoir -Scizor (Beats CA) -Aegislash (Beats CA, King's Shield, Parry) -Sceptile (Crossup if CA, Beats Detect) -Decidueye -Machamp -Empoleon (Beats CA, Crossup when done in the corner) -Blastoise -Mewtwo (Beats CA) -Chandelure (Beats CA) -Suicune (Beats CA) -Charizard (Beats CA) -Garchomp (Beats CA, delay to beat Stone Edge) -Shadow Mewtwo (Beats CA)
  18. Hello. A blockstring is a sequence of attacks that if blocked, will keep you in a blocked state even if you let go of block. Here's a list of said attacks: Darkrai- Field Phase: X > bA Nasty Plot (Phantom) X > L+R Duel Phase: 2Y/5Y/5X > L+R 4Y > 4YY j.A Shadow Claw > j.AA Shadow Claw ~ Kick Follow-up j.A Shadow Claw > j.AY/X Shadow Claw ~ Slice Follow-up Bad Dreams Rising 2X > Rift Bad Dreams Rising 5X > Rift Bad Dreams Rising 6X > Rift Bad Dreams Rising 8X > Rift Blaziken- Field Phase: j.Y > j.YY j.[X] > bY j.[X] > nY j.[X] > sY j.[X] > fY j.[X] > X X > XX Duel Phase: 2Y/5Y/5YY > L+R Burst 2Y > 6A Blaze Kick (Only the first kick) Burst 2Y > 6[A] Blaze Kick: Enhanced (Only the first kick) Burst 2Y > 8[A] Sky Uppercut: Enhanced 5Y > 5YY Pikachu- Field Phase: X > XX Duel Phase: 5YY/5YYY > 5A Thunderbolt 2Y/5Y/5YY/5YYY/5X > 8A Volt Tackle 2Y/5Y/5YY/5YYY/5X > L+R 5Y > 5YY > 5YYY Lucario- Field Phase: X > XX Duel Phase: 5YY/6[X] > 6A Bone Rush 2Y/5Y/5YY/6[X] > 8A Extreme Speed 5Y > 5YY 6[X] > 4A Force Palm 6[X] > 5A Aura Sphere Burst 6[X] > 4A Force Palm Burst 6[X] > 5A Aura Sphere Burst 5YY/6[X] > 6A Bone Rush Burst 2Y/5Y/5YY/6[X] > 8A Extreme Speed Burst 5Y/5YY/6X/6[X] > L+R Burst 5Y > 5YY Gardevoir- Field Phase: Burst nY > fY Burst nY > L+R Burst nY > A Psyshock Burst nY > fA Stored Power Duel Phase: 5Y > 5YY 5Y/5YY/5X > L+R 5YY/5X > 5A Psyshock Pikachu Libre- Field Phase: nY > L+R X > XX Duel Phase: 2Y/5Y/5YY/6Y > L+R 5Y > 5YY 6Y > 6A Discharge Enhanced 8A Flying Press > 2Y Enhanced 8A Flying Press > 5Y Enhanced 8A Flying Press > 8Y Enhanced 8A Flying Press > 6X Enhanced 8A Flying Press > L+R Scizor- Field Phase: nY > L+R bA U-Turn > Swords Dance Followup fA Metal Claw > Swords Dance Followup Duel Phase: 4A U-Turn > Swords Dance Followup 6A Metal Claw > Swords Dance Followup (Point Blank) 2Y/5Y > 1A Bullet Punch 2Y/5Y > L+R Burst 2Y > 4A U-Turn Hover Dash Y > 1A Bullet Punch Aegislash- Field Phase: nY > L+R X > XX X > L+R A Fury Cutter > AA Fury Cutter (Enhanced) Duel Phase: Enhanced 2Y > 2YX 5Y > 5YY 5Y/5YY > L+R Enhanced 5X > 2X 5A Fury Cutter > 5AA Fury Cutter (Enhanced) 6[A] Iron Head: Charge > SF 4A Sacred Sword SF 5Y/5X > L+R SF 5X > 4A Sacred Sword Croagunk- Field Phase: sY > bA Thief sY > fY nY/n[Y]/j.Y/j.fX > L+R X > XX Duel Phase: 5Y > 5YY 5A Poison Sting > 5AA > 5AAA 5[A] Poison Sting: Charge > 5AA > 5AAA Sceptile- Field Phase: nY > fY Duel Phase: 5X/5[X] > L+R 5[X] > 6A Leaf Blade 6A Leaf Blade > 6AA Dragon Breath Gengar- Field Phase: N/A Duel Phase: [X+A] Counter Attack: Charge > 2Y Burst [X+A] Counter Attack: Charge > 2Y Burst 5Y > 5YY Burst 5Y > 2A Curse Burst 5YY > 2A Curse 5[X] > 4A Shadow Punch 5[X] > 5A Shadow Ball 5X/5[X] > 2A Curse 4[A] Shadow Punch: Charge (Fists) > 2Y 4[A] Shadow Punch: Charge (Fists) > 5Y 4[A] Shadow Punch: Charge (Fists) > 2A Curse Decidueye- Field Phase: nY > L+R sY > fY Soaring Stance Y > Soaring Stance X Duel Phase: 5Y > 5YY 5Y/5YY > 4A Frenzy Plant 5Y/5YY > 6A Fury Attack 5Y/5YY > L+R 5X > 5XX 6X > 6XX Soaring Stance Y > Soaring Stance YY Machamp- Field Phase: N/A Duel Phase: 5Y/8Y > L+R 8Y > 2A Close Combat 8Y > 4A Karate Chop 8Y > 5A Cross Chop Braixen- Field Phase: nY/sY > L+R X > XX 5[A] Psybeam: Setup > X 5[A] Psybeam: Setup > nY 5[A] Psybeam: Setup > sY 5[A] Psybeam: Setup > fY 5[A] Psybeam: Setup > bY Duel Phase: 2Y/5Y > 2A Light Screen j.[X] > 2Y j.[X] > 2A Light Screen 5[A] Psybeam: Setup > 2A Light Screen 5[A] Psybeam: Setup > 8A Flamethrower 5[A] Psybeam: Setup > 2Y 5[A] Psybeam: Setup > 4Y 5[A] Psybeam: Setup > 5Y 5[A] Psybeam: Setup > 6Y 5[A] Psybeam: Setup > 8Y 5[A] Psybeam: Setup > 2X 5[A] Psybeam: Setup > 5X 5[A] Psybeam: Setup > 8X Empoleon- Field Phase: 5AX Aqua Jet (Level 3) > Waterfall Duel Phase: 2Y/5Y/5YY > 8A Drill Peck 5Y > 5YY 5Y > 2X 5Y > 2[X] 5Y > 5A Aqua Jet 5AX Aqua Jet (Level 3) > Waterfall Burst 4A Defog > Waterfall Blastoise- Field Phase: nY > L+R sY > L+R X > XX Duel Phase: 5Y/5YY/8Y/5X > L+R j.Y > 2Y j.Y > 4Y j.Y > 5Y j.Y > 6Y j.Y > 8Y j.Y > 2X j.Y > 5X 5AA Aura Sphere > 5AAA Water Gun: Burst Followup 5AY Dark Pulse > 5AAA Water Gun: Burst Followup 5AX Dragon Pulse > 5AAA Water Gun: Burst Followup Mewtwo- Field Phase: nY > 5A Psycho Cut X > XX Duel Phase: 5Y > 5YY 5Y/5YY/5X > 8A Psystrike Chandelure- Field Phase: nY > nY > nY > nY (Not a blockstring if Chandelure moves backwards) Duel Phase: 4Y > 4YY 4Y/4YY/5Y/5YY/8Y > L+R 6X > 6XX Suicune- Field Phase: nY > 5A Aurora Beam (Long Range) X > XX Duel Phase: 8Y > L+R Weavile- Field Phase: fY/bY > L+R Duel Phase: 2YY/4YY/4YYY/5YY/5YYY/5X/5[X]/6X/6[X]/2A > L+R 4Y > 4YY > 4YYY 5Y > 5YY > 5YYY 6[X] > 4A Night Slash 6[X] > 5AA Fury Swipes 6[X] > 5AY Fake Out 6[X] > 6A Knock Off 6[X] > 8A Ice Punch 2A Taunt > 2Y 2A Taunt > 4Y 2A Taunt > L+R Charizard- Field Phase: sY > sYY Duel Phase: 5Y/j.Y > L+R j.Y > j.A Flare Blitz: Fall j.Y > j.A Flare Blitz: Direct j.X/j.[X] > 2Y j.X/j.[X] > 6Y Garchomp- Field Phase: j.[Y] > Anything under 53 Frames Duel Phase: [X+A] Counter Attack: Charge > 2Y 5Y > 5YY 5Y/5YY > L+R 6Y > 6YY 4A/4[A] Stone Edge > 2Y 4A/4[A] Stone Edge > 5Y 4A/4[A] Stone Edge > 8Y 4A/4[A] Stone Edge > 2X Shadow Mewtwo- Field Phase: sY > L+R sY > fA Zen Headbutt AY Psywave: Slash > 5AYY Psywave: Slash AY Psywave: Slash > 5AYA Psywave: Blast X > XX Duel Phase: 2Y > 2YY 2Y/2YY/5Y/5YY/6X > 8A Psystrike 2Y/2YY/5Y/5YY/6X > L+R 6X > 6A Zen Headbutt
  19. Hello. Weavile is a very pressure based character. In order to keep applying pressure, you need to have good momentum and always be out on top of your opponent's actions. Counter attacks (Reversals) relieve the opponent of Weavile's pressure, requiring Weavile to build back up the momentum they had before. The nice thing about Weavile's pressure is that you have an array of frame scenarios you can put yourself into. An example would be when Weavile's 6[X] hits the opponent's block. 6[X] is +4 on block, but can blockstring into Fake Out (+8 on block). Because of this, Weavile is able to choose frame scenarios that are beneficial in both applying pressure while at the same time covering reversal options. Here's a list of those frame scenarios. Darkrai: +8 Counter Attack 4YY > 6A Counter Attack: Charge 4YY > 6A Nasty Plot 2Y/4Y -4 Counter Attack 5YY Counter Attack: Charge 5YYY -8 Counter Attack 4YY Counter Attack: Charge 4YYY Blaziken: +8 Counter Attack 8Y > j.A > 6B Counter Attack: Charge 8Y > j.A > 6B 0 Counter Attack 5YY Counter Attack: Charge 5YYY -4 Counter Attack 4YY Counter Attack: Charge 4YYY Mega Blaziken: +4 -Counter Attack 5X > 4A (Hold) -Counter Attack: Charge 5X > 4A (Hold) 0 Counter Attack 5YY Counter Attack: Charge 5YYY -4 Counter Attack 4YY Counter Attack: Charge 4YYY Pikachu: +8 -Counter Attack 5X > 5A > 6A -Counter Attack: Charge 5X > 5A > 6A -Volt Tackle 5X -4 Counter Attack 5YY Counter Attack: Charge 5YYY -8 Counter Attack 4YY Counter Attack: Charge 4YYY Lucario: +8 -Counter Attack 5X > 5A > 6A -Counter Attack: Charge 5X > 5A > 6A -Extreme Speed 5X -4 Counter Attack 5YY Counter Attack: Charge 5YYY -8 Counter Attack 4YY Counter Attack: Charge 4YYY Gardevoir: +8/0 Counter Attack 5X > 6A Counter Attack: Charge 5X > 6A +4 Counter Attack 5YY Counter Attack: Charge 5YYY 0 Counter Attack 4YY Counter Attack: Charge 4YYY Pikachu Libre: +8 Counter Attack 8Y > j.A > 6B Counter Attack: Charge 8Y > j.A > 6B Wild Charge 8Y > j.A > 6B +4 Counter Attack 8Y > j.A > 4B Counter Attack: Charge 8Y > j.A > 4B Wild Charge 8Y (Does not work against Enhanced Wild Charge) 0 Counter Attack 8Y Counter Attack: Charge 8Y > j.A > 6B Wild Charge 8Y (Does not work against Enhanced Wild Charge) -4 Counter Attack 5X Counter Attack: Charge 5X > 6A Wild Charge 5X Scizor: -4 Counter Attack 8Y > j.A Counter Attack: Charge 8Y > j.A U-Turn 8Y -8 Counter Attack 4YY Counter Attack: Charge 4YYY Aegislash: +8 Counter Attack 4YYY Counter Attack: Charge 4YYYY King's Shield 2Y/4Y -8 Counter Attack 5YY Counter Attack: Charge 5YYY Croagunk: 0 Counter Attack 5YY Counter Attack: Charge 5YYY -4 Counter Attack 4YY Counter Attack: Charge 4YYY Sceptile: +8 Counter Attack 8Y > j.A Counter Attack: Charge 8Y > j.A > 5B Detect 8Y > j.A > 5B Leaf Blade 8Y > j.A > 5B +4 Counter Attack 5YY Counter Attack: Charge 5YYY 0 Counter Attack 4YY Counter Attack: Charge 4YYY Gengar: 0 Counter Attack 5X > 6A Counter Attack: Charge 5X > 6A Sludge Bomb 5X > 6A -4 Counter Attack 5YY Counter Attack: Charge 5YYY -8 Counter Attack 4YY Counter Attack: Charge 4YYY Mega Gengar: +4 Counter Attack 5YY Counter Attack: Charge 5YYY 0 Counter Attack 4YY Counter Attack: Charge 4YYY Decidueye: +4 Counter Attack 5X > 4A (Hold) Counter Attack: Charge 5X > 4A (Hold) Frenzy Plant 5X 0 Counter Attack 4YY Counter Attack: Charge 4YYY Machamp: +8 Counter Attack 2Y > 2YY Counter Attack: Charge 2Y > 2YY > 5X 4X 2Y > 2YY Scary Face 2Y > 2YY > 5A +4 Counter Attack 5YY Counter Attack: Charge 5YYY 0 Counter Attack 4YY Counter Attack: Charge 4YYY Braixen: +8 -Counter Attack 5X > 6A -Counter Attack: Charge 5X > 6A -Light Screen 5X +4 Counter Attack 5YY Counter Attack: Charge 5YYY 0 Counter Attack 4YY Counter Attack: Charge 4YYY Empoleon: +8/+4/0 Counter Attack 8Y > j.A > 5B Counter Attack: Charge 8Y > j.A > 5B Blastoise: -4 Counter Attack 5YY Counter Attack: Charge 5YYY -8 Counter Attack 4YY Counter Attack: Charge 4YYY Mewtwo: +8 -Counter Attack 4YY > 6A -Counter Attack: Charge 4YY > 6A -Fire Punch 4YY -Barrier ~ Confusion 2Y/4Y -Psystrike 4YY > 2A/Block -Psystrike (Burst Mode) 2Y/4Y > 2A +4 Counter Attack 5YY Counter Attack: Charge 5YYY 0 Counter Attack 4YY Counter Attack: Charge 4YYY Chandelure: +8 Counter Attack 4YYY Counter Attack: Charge 4YYYY 0 -Counter Attack 5X > 4A (Hold) -Counter Attack: Charge 5X > 4A (Hold) -Smog 5X -Overheat 5X > 5A -4 -Counter Attack 5X > 6A -Counter Attack: Charge 5X > 6A -Smog 5X -Overheat 5X > 5A -8 Counter Attack 5YY Counter Attack: Charge 5YYY -12 -Counter Attack 4YY -Counter Attack: Charge 4YYY -Smog 4Y -Overheat 4Y > 5A Suicune: -4 Counter Attack 5YY Counter Attack: Charge 5YYY +4 -Counter Attack 5X > 6A -Counter Attack ~ Followup 5X -Counter Attack: Charge 5X > 6A -8 Counter Attack 4YY Counter Attack: Charge 4YYY Weavile: +8 -Counter Attack 4YYY -Counter Attack: Charge 4YYYY -8 Counter Attack 5YY Counter Attack: Charge 5YYY Charizard: -4 Counter Attack 5YY Counter Attack: Charge 5YYY -8 -Counter Attack 5X -Counter Attack: Charge 5X > 4A -Fire Punch 5X Garchomp: +8 -Counter Attack 4YY > 6A -Counter Attack: Charge 4YY > 6A -Stone Edge 2Y/4Y -4 Counter Attack 5YY Counter Attack: Charge 5YYY -8 Counter Attack 4YY Counter Attack: Charge 4YYY
  20. Hey. Here are some options that characters have against all followups of specific levels of Aqua Jet. Darkrai- Level One: -sY -FP Back Dash -Bad Dreams Rising Forward Dash -8A Nightmare Level Two: -sY Level Three: -8A Nightmare Blaziken- Level One: -FP Back Dash -]X[ Charge Strong Attack Level Two: -FP Back Dash -]X[ Charge Strong Attack Pikachu- Level One: -FP Back Dash -8A Volt Tackle (Delay a bit against Rock Smash) Level Two: -8A Volt Tackle (Delay a bit against Rock Smash) Lucario- Level One/Two: -8A Extreme Speed (Delay a bit against Rock Smash) Pikachu Libre- Level One: -FP Back Dash Scizor- Level One: -4A U-Turn -L+R Burst Attack Croagunk- Level One/Two/Three: -8A Foul Play Sceptile- Level One: -FP Back Dash Level Two: -FP Back Dash Gengar- Level One: -FP Side Dash -8X High Stance Strong Attack Level Two/Three: -8Y High Stance Weak Attack Decidueye- Level One: -j.A Sucker Punch -L+R Burst Attack Machamp- Level One: -8A Heavy Slam -L+R Burst Attack Empoleon- Level One: -FP Back Dash Mewtwo- Level One: -FP Back Dash Chandelure- Level One: -L+R Burst Attack Weavile- Level One: -5X Strong Attack (5X > 5A against Rock Smash) -sA Agility -L+R Burst Attack Level Two: -sA Agility -L+R Burst Attack Level Three: -L+R Burst Attack Charizard- Level One: -FP Back Dash -8Y High Stance Weak Attack Level Two: -8Y High Stance Weak Attack Garchomp- Level One: -FP Back Dash -L+R Burst Attack Level Three: -L+R Burst Attack Shadow Mewtwo- Level One: -FP Back Dash -j.A Reflect -L+R Burst Attack Level Two: -j.A Reflect
  21. Mitchel

    Synergy Burst Armor

    Hello. General Information- -If both players are in synergy burst mode, synergy burst armor does not come into play. -Hitting the opponent with nine attacks that don't deal hitstun to synergy burst armor causes them to lose their synergy burst armor temporarily. This nine hit mechanic resets at the end of your next string of attacks, whenever the opponent is knocked down, does an air-tech, or if the phase shifts. -The "Attack Increased" buff goes through synergy burst armor. -Critical Hits go through synergy burst armor. -Attacks that do not go through synergy burst armor can still be used in a combo as long as the move that started the combo goes through synergy burst armor. General Moves- Y + B Grab Attack X + A Counter Attack [X + A] Counter Attack: Charge X Homing Attack [X] Homing Attack: Charge Darkrai- Field Phase Moves: fY Forward Ranged Attack fY Forward Ranged Attack (Phantom) bY Backward Ranged Attack bX Backward Attack b[X] Backward Attack: Charge j.X Jumping Attack n[A] Dark Pulse: Charge fA Dark Void f[A] Dark Void: Charge j.A Shadow Claw j.AA Shadow Claw ~ Kick Follow-up j.AY Shadow Claw ~ Slice Follow-up j.A[Y] Shadow Claw ~ Slice Follow-up: Charge Duel Phase Moves: 2Y Low Stance Weak Attack (Bad Dreams Rising Only) 2YX Low Stance Weak Attack ~ Strong Attack Follow-up 4Y Backward Weak Attack (Bad Dreams Rising Only) 4YY Backward Weak Attack (Bad Dreams Rising Only) 4YYY Backward Weak Attack 5Y Weak Attack (Bad Dreams Rising Only) 5YY Weak Attack (Bad Dreams Rising Only) 5YX Weak Attack ~ Strong Attack Follow-up 5Y[X] Weak Attack ~ Strong Attack Follow-up: Charge 6Y Forward Weak Attack (Bad Dreams Rising Only) 6:Y Forward Weak Attack (Just Frame Only) 2X Low Stance Strong Attack 4X Backward Strong Attack 4[X] Backward Strong Attack: Charge 5X Strong Attack 6X Forward Strong Attack 8X High Stance Strong Attack 8[X] High Stance Strong Attack: Charge j.X Midair Strong Attack 2A Dream Eater 5A Dark Pulse (Bad Dreams Rising Only) 5[A] Dark Pulse: Charge 6A Dark Void 6A Dark Void: Charge 6A Dark Void (Bad Dreams Rising) 6[A] Dark Void: Charge (Bad Dreams Rising) 8A Nightmare j.A Shadow Claw j.AA Shadow Claw ~ Kick Follow-up j.AY Shadow Claw ~ Slice Follow-up j.A[Y] Shadow Claw ~ Slice Follow-up: Charge Blaziken- Field Phase Moves: sY Side Ranged Attack (The close ranged hit deals hitstun, the projectile is armored) bY Backward Ranged Attack fY Forward Ranged Attack ]X[ Charge Strong Attack j.X Jumping Attack j.[X] Jumping Attack: Charge bA Brave Bird (Only the third hit deals hitstun, the first and second is armored) [bA]Brave Bird n[A] Heat Wave fA Blaze Kick (The second hit deals hitstun, the first is armored) [fA]Blaze Kick fAX Flare Blitz (The second hit deals hitstun, the first is armored) f[A]X Flare Blitz fA[X] Flare Blitz (The last three hits deal hitstun, the first is armored) j.A High Jump Kick j.[A] High Jump Kick (Enhanced) Duel Phase Moves: 6YX Forward Weak Attack ~ Strong Attack Follow-up (Second hit deals hitstun, the first is armored) j.Y Midair Weak Attack ]X[ Charge Strong Attack 2XX Low Stance Strong Attack 5X Strong Attack 6X, X, X Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack 4A Brave Bird (Only the third hit deals hitstun, the first and second is armored) 4[A]Brave Bird 5[A] Heat Wave 6A Blaze Kick (The second hit deals hitstun, the first is armored) 6[A]Blaze Kick 6AX Flare Blitz (The second hit deals hitstun, the first is armored) 6[A]X Flare Blitz 6A[X] Flare Blitz (The last three hits deal hitstun, the first is armored) 8A Sky Uppercut 8[A] Sky Uppercut j.A High Jump Kick j.[A] High Jump Kick Pikachu: Field Phase Moves- ]Y[ Charge Weak Attack bY Backward Ranged Attack fY Foward Ranged Attack (The second hit deals hitstun, the first is armored) j.X Jumping Attack bA Electro Ball fA Nuzzle j.A Thunder Duel Phase Moves- ]Y[ Charge Weak Attack 5YX Weak Attack ~ Strong Attack Follow Up (The second hit deals hitstun, the first is armored) 6Y Forward Weak Attack j.Y Midair Weak Attack 2X Low Stance Strong Attack 5X Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack 2A Iron Tail 4A Electro Ball 6A Nuzzle 8A Volt Tackle j.A Thunder Lucario: Field Phase Moves: bY Backward Ranged Attack fY Forward Ranged Attack (Second hit deals hitstun, the first is armored) j.X Jumping Attack bA Force Palm (The final hit deals hitstun, the hits before are armored) b[A] Force Palm: Charge (The final hit deals hitstun, the hits before are armored) fA Bone Rush (The final hit deals hitstun, the hits before are armored) fAA Bone Rush ~ Upward Swing Follow-up (The final hit deals hitstun, the hits before are armored) fAY Bone Rush ~ Downward Swing Follow-up (The final hit deals hitstun, the hits before are armored) Duel Phase Moves: 6YY Forward Weak Attack (All hits after the first are armored) j.Y Midair Weak Attack 2X Low Stance Strong Attack 5X Strong Attack 6X Forward Strong Attack 6[X] Forward Strong Attack: Charge 8X High Stance Strong Attack j.X Midair Strong Attack 4A Force Palm (The final hit deals hitstun, the hits before are armored) 4A Force Palm: Charge (The final hit deals hitstun, the hits before are armored) 6A Bone Rush (The final hit deals hitstun, the hits before are armored) 6AA Bone Rush ~ Upward Swing Follow-up (The final hit deals hitstun, the hits before are armored) 6AY Bone Rush ~ Downward Swing Follow-up (The final hit deals hitstun, the hits before are armored) 8A Extreme Speed Gardevoir- Field Phase Moves: j.X + A Midair Counter Attack bY Backward Ranged Attack b[Y] Backward Ranged Attack: Charge fY Forward Ranged Attack f[Y] Forward Ranged Attack: Charge j.Y Jumping Ranged Attack (Hitting the opponent with a second projectile will knock them back) j.X Jumping Attack ]A[ Moonblast (The projectile deals hitstun, the hits before are armored) bAA Dazzling Gleam (The final hit deals hitstun, the hits before are armored) bAY Energy Ball (If Energy Ball explodes from an enemy projectile, the projectiles will go through hitstun) bAX Psychic nA Psyshock fA Stored Power Duel Phase Moves: j.X + A Midair Counter Attack 5YYY (The third hit deals hitstun, the first and second are armored) 8Y High Stance Weak Attack 8[Y] High Stance Weak Attack: Charge 2X Low Stance Strong Attack 4X Backward Strong Attack 4[X] Backward Strong Attack: Charge 5X Strong Attack 6X Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack ]A[ Moonblast (The projectile deals hitstun, the hits before are armored) 4AA Dazzling Gleam (The final hit deals hitstun, the hits before are armored) 4AY Energy Ball (If Energy Ball explodes from an enemy projectile, the projectiles will go through hitstun) 4AX Psychic 5A Psyshock 6A Stored Power j.A Magical Leaf Pikachu Libre: Field Phase Moves: fY Foward Ranged Attack j.X Jumping Attack bA Electroweb bA Electroweb (Enhanced) nAA Quick Attack nAA Quick Attack (Enhanced) j.A Spark j.A Spark (Enhanced) Duel Phase Moves: j.Y Midair Weak Attack 2X Low Stance Strong Attack 5X Strong Attack 6XX Forward Strong Attack 8XX High Stance Strong Attack: Additional Attack j.X Midair Strong Attack 2A Wild Charge 2A Wild Charge (Enhanced) 4A Electroweb 4A Electroweb (Enhanced) 5AA Quick Attack 5AA Quick Attack (Enhanced) 6A Discharge (Enhanced) 6[A] Discharge (Enhanced) 8A Flying Press 8A Flying Press (Enhanced) j.A Spark j.A Spark (Enhanced) Scizor- Field Phase Moves: sY Side Ranged Attack: Charge bY Backward Ranged Attack: Charge fY Forward Ranged Attack (The final hit deals hitstun, the hits before are armored) j.Y Jumping Ranged Attack: Charge j.X Jumping Attack bA U-Turn bAA U-Turn: Follow-up Attack fA Metal Claw fAA Metal Claw: Follow-up Attack j.A Aerial Ace j.AA Aerial Ace: Follow-up Attack Duel Phase Moves: 6YY Forward Weak Attack 6YX Forward Weak Attack ~ Strong Attack Follow-up j.Y Midair Weak Attack 2X Low Stance Strong Attack 4X Backward Strong Attack 4X Backward Strong Attack: Charge 5X Strong Attack 6X Forward Strong Attack 6XX Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack 2AA Bullet Punch: Follow-up Attack 2AX Bullet Punch ~ X-Scissor 2A Y+B Bullet Punch ~ Bug Bite 4A U-Turn 4AA U-Turn: Follow-up Attack 6A Metal Claw 6AA Metal Claw: Follow-up Attack j.A Aerial Ace j.AA Aerial Ace: Follow-up Attack Aegislash- Field Phase Moves: fR Parry fY Forward Ranged Attack j.X Jumping Attack bA King's Shield nA Fury Cutter nAA Fury Cutter (Enhanced) nAAA Fury Cutter (Enhanced) AX Fury Cutter ~ Strong Attack Follow-up fA Iron Head fA Iron Head: Charge j.A Gyro Ball SF fY Forward Ranged Attack (The final hit deals hitstun, the hits before are armored) SF bA Sacred Sword SF bA Sacred Sword (Mist) SF [A] Shadow Sneak: Charge SF fA Flash Cannon Duel Phase Moves: 6R Parry 2YX Low Stance Weak Attack ~ Strong Attack Follow-up 5YYY Weak Attack 6YY Forward Weak Attack 6Y:Y Forward Weak Attack j.YX Midair Weak Attack ~ Strong Attack Follow-up 2X Low Stance Strong Attack 4X Backward Strong Attack 5X Strong Attack 6X Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack 4A King's Shield 5A Fury Cutter 5AAA Fury Cutter (Enhanced) 5AX Fury Cutter ~ Strong Attack Follow-up 6A Iron Head 6[A] Iron Head: Charge j.A Gyro Ball SF 5X Strong Attack SF 6X Forward Strong Attack SF 4A Sacred Sword SF 4A Sacred Sword (Mist) SF 5[A] Shadow Sneak: Charge SF 6A Flash Cannon Croagunk- Field Phase Moves: bY Backward Ranged Attack b[Y] Backward Ranged Attack: Charge fY Forward Ranged Attack (The final hit deals hitstun, the hits before are armored) f[Y] Forward Ranged Attack: Charge (The final hit deals hitstun, the hits before are armored) ]X[ Charge Strong Attack j.X Jumping Attack j.fX Jumping Forward Attack bA Thief fA Poison Jab [A] Poison Sting: Charge j.A Gunk Shot: Bomb (Only the explosion, the thrown hit is armored) j.A Gunk Shot: Junk Ball j.A Gunk Shot: Tornado Duel Phase Moves: 4YX Backward Weak Attack ~ Strong Attack Follow-up 6Y Forward Weak Attack: Bomb (Only the explosion, the thrown hit is armored) j.8Y Midair Up Weak Attack j.2Y Midair Down Weak Attack ]X[ Charge Strong Attack 2X Low Stance Strong Attack 4X Backward Strong Attack 5X Strong Attack 6X Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack j.8X Midair Up Strong Attack 2A Venoshock 2A Venoshock (Enhanced) 4A Thief 5[A] Poison Sting: Charge 6A Poison Jab 8A Foul Play Sceptile- Field Phase Moves: sY Side Ranged Attack (The detonation) fY Forward Ranged Attack j.X Jumping Attack bA Detect: Success nAA Bullet Seed: Growth fA Leaf Blade j.A Leech Seed: Growth Duel Phase Moves: 5YY Weak Attack: Charge (Second hit deals hitstun, the first is armored) 6YY Forward Weak Attack (The final hit deals hitstun, the hits before are armored) 2X Low Stance Strong Attack 4X Backward Strong Attack 5X Strong Attack [5X] Strong Attack: Charge 8X High Stance Strong Attack j.X Midair Strong Attack 2A Giga Drain 4A Detect: Success 5AA Bullet Seed: Growth 6A Leaf Blade 8A Leaf Storm j.A Leech Seed: Growth Gengar- Field Phase Moves: bY Backward Ranged Attack (The final hit deals hitstun, the hits before are armored) fY Forward Ranged Attack ]X[ Charge Strong Attack (The final hit deals hitstun, the hits before are armored) j.X Jumping Attack bA Shadow Punch b[A] Shadow Punch: Charge fA Hypnosis j.A Astonish (The final hit deals hitstun, the hits before are armored) Duel Phase Moves: 6YX Forward Weak Attack ~ Strong Attack Follow-up (The second hit deals hitstun, the first hit is armored) j.Y Midair Weak Attack ]X[ Charge Strong Attack (The final hit deals hitstun, the hits before are armored) 5X Strong Attack 5[X] Strong Attack: Charge 2XX Low Stance Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack 4A Shadow Punch 4A Shadow Punch: Charge 6A Hypnosis j.A Astonish (The final hit deals hitstun, the hits before are armored) Decidueye- Field Phase Moves: ]Y[ Charge Weak Attack (The final hit deals hitstun, the hits before are armored) bY Backward Ranged Attack fY Forward Ranged Attack j.X Jumping Attack bA Frenzy Plant nA Spirit Shackle n[A] Spirit Shackle: Charge (The projectile deals hitstun, the trap is armored) fA Fury Attack (The final hit deals hitstun, the hits before are armored) fAA Fury Attack ~ Razor Leaf fAY Fury Attack ~ Leaf Blade j.A Sucker Punch Soaring Stance X ~ Strong Follow-up Attack Soaring Stance A Acrobatics Soaring Stance [A] Acrobatics: Forward Throws Duel Phase Moves: ]Y[ Charge Weak Attack (The final hit deals hitstun, the hits before are armored) 5YYY Weak Attack j.Y Midair Weak Attack 2XX Low Stance Strong Attack 4X Backward Strong Attack 4[X] Backward Strong Attack: Charge 6XXX Forward Strong Attack 8X High Stance Strong Attack 4A Frenzy Plant 5A Spirit Shackle 5[A] Spirit Shackle: Charge (The projectile deals hitstun, the trap is armored) 6A Fury Attack (The final hit deals hitstun, the hits before are armored) 6AA Fury Attack ~ Razor Leaf 6AY Fury Attack ~ Leaf Blade 8A Smack Down (The Camera Magnemite deals hitstun, the normal variant is armored) j.A Sucker Punch Soaring Stance YY ~ Midair Weak Attack Soaring Stance X ~ Strong Follow-up Attack Soaring Stance A Acrobatics Soaring Stance [A] Acrobatics: Forward Throw Machamp- Field Phase Moves: j.Y + B Midair Grab Attack bY Backward Ranged Attack fY Forward Ranged Attack j.Y Jumping Ranged Attack j.X Jumping Attack ]A[ Scary Face bA Karate Chop bA Karate Chop (Enhanced) A Cross Chop fA Submission fA Submission (Enhanced) j.A Wake-Up Slap j.A Wake-Up Slap (Enhanced) Duel Phase Moves: j.Y + B Midair Grab Attack 6YYY Forward Weak Attack (The third hit deals hitstun, the first and second are armored) 6YYX Forward Weak Attack ~ Strong Attack Follow-up (The third hit deals hitstun, the first and second are armored) j.Y Midair Weak Attack 2XX Low Stance Strong Attack 4XY Backward Strong Attack ~ Weak Attack Follow-up 4XX Backward Strong Attack ~ Strong Attack Follow-up 5XX Strong Attack 5X[X] Strong Attack: Charge 6X Forward Strong Attack [6X] Forward Strong Attack: Charge 8X High Stance Strong Attack j.X Midair Strong Attack ]A[ Scary Face 2A Close Combat (The final hit deals hitstun, the hits before are armored) 2A Close Combat (Enhanced) (The final hit deals hitstun, the hits before are armored) 4A Karate Chop 4A Karate Chop (Enhanced) 5A Cross Chop 6A Submission 6A Submission (Enhanced) 8A Heavy Slam 8A Heavy Slam (Enhanced) Braixen- Field Phase Moves: fY Forward Ranged Attack bX Backward Attack j.X Jumping Attack j.[X] Jumping Attack: Charge bA Fire Blast (The long distance projectile will deal hitstun, the close range projectile will be armored) bA Fire Blast (Enhanced) sA Psybeam (Enhanced) [sA] Psybeam (Enhanced) nA Psybeam (Enhanced) n[A] Psybeam (Enhanced) fA Fire Spin: Charge fA Fire Spin: Charge (Enhanced) j.A Flame Charge j.A Flame Charge (Enhanced) Duel Phase Moves: 2X Low Stance Strong Attack 4X Backward Strong Attack 5XX Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack j.[X] Midair Strong Attack: Charge 2A Light Screen 2A Light Screen (Enhanced) 4A Fire Blast (The long distance projectile will deal hitstun, the close range projectile will be armored) 4A Fire Blast (Enhanced) 6A Fire Spin: Charge 6A Fire Spin: Charge (Enhanced) 8A Flamethrower 8A Flamethrower (Enhanced) Empoleon- Field Phase Moves: fY Forward Ranged Attack bX Backward Attack j.X Jumping Attack bA Defog nA Aqua Jet (The final hit deals hitstun, the hits before are armored) fA Ice Beam j.A Steel Wing AA Rock Smash (The pebbles created after the rock is destroyed do not deal hitstun) AB Surf AY Cut AX Waterfall Slide X Slide Hydro Cannon: Forward Slide Hydro Cannon: Backward Duel Phase Moves: j.Y Midair Weak Attack (The close ranged hits deal hitstun, the projectiles are armored) 2X Low Stance Strong Attack 4X Backward Strong Attack 5X Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack 4A Defog 5A Aqua Jet (The final hit deals hitstun, the hits before are armored) 6A Ice Beam 8A Drill Peck j.A Steel Wing AA Rock Smash (The pebbles created after the rock is destroyed do not deal hitstun) AB Surf AY Cut AX Waterfall Slide X Slide Hydro Cannon: Forward Slide Hydro Cannon: Backward Blastoise- Field Phase Moves: fY Forward Ranged Attack (The final hit deals hitstun, the hits before are armored) j.X Jumping Attack bA Water Spout nAY Dark Pulse fA Rapid Spin SFS X Strong Attack SFS A Rapid Spin Duel Phase Moves: 5YY Weak Attack 2X Low Stance Strong Attack 5X Strong Attack 6X Forward Strong Attack 8X High Stance Strong Attack 8XX High Stance Strong Attack j.X Midair Strong Attack 2A Water Pulse 4A Water Spout 5AY Dark Pulse 6A Rapid Spin 8A Hydro Pump 8[A] Hydro Pump: Charge Mewtwo- Field Phase Moves: bY Backward Ranged Attack fY Forward Ranged Attack j.X Jumping Attack bAA Confusion bAY Telekinesis bAX Drain Punch nAA Psycho Cut: Follow-up Attack fA Hyper Beam j.[A] Focus Blast: Charge Duel Phase Moves: 6YY Forward Weak Attack 6YX Forward Weak Attack ~ Strong Attack Follow-up j.Y Midair Weak Attack j.YX Midair Weak Attack ~ Strong Attack Follow-up 2XX Low Stance Strong Attack 5X Strong Attack 6X Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack 2AA Fire Punch ~ Ice Punch 2AAA Thunder Punch 4AA Confusion 4AY Telekinesis 4AX Drain Punch 5AA Psycho Cut: Follow-up Attack 6A Hyper Beam 8A Psystrike 8AA Psystrike: Additional Attack 8AAA Psystrike: Final Blow j.[A] Focus Blast: Charge Chandelure- Field Phase Moves: [Y] Ranged Attack: Charge (Hitting the opponent with a third projectile will cause knockback, but not shift phases) [sY] Side Ranged Attack: Charge fY Forward Ranged Attack fY Forward Ranged Attack: Charge j.Y Jumping Ranged Attack j.[Y] Jumping Ranged Attack: Charge j.X Jumping Attack fA Smog (If the smoke cloud explodes from a projectile, it will deal hitstun since the hit will be a critical hit) Duel Phase Moves: [6Y] Forward Ranged Attack: Charge 2X Low Stance Strong Attack 4X Backward Strong Attack [4X] Backward Strong Attack: Charge 5X Strong Attack [5X] Strong Attack: Charge 6XX Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack j.8X Midair Up Strong Attack j.[8X] Midair Up Strong Attack: Charge 2A Hex 6A Smog 8A Overheat: Positive Status 8A Overheat: Negative Status Suicune- Field Phase Moves: X + A Y Counter Attack ~ Follow Up fY Forward Ranged Attack j.X Jumping Attack bA Mirror Coat fA Hydro Pump (The final hit deals hitstun, the hits before are armored) j.A Blizzard (The final hit deals hitstun, the hits before are armored) Duel Phase Moves: X + A Y Counter Attack ~ Follow Up 6YY (Second hit deals hitstun, the first is armored) 2X Low Stance Strong Attack 4X Backward Strong Attack 5X Strong Attack 6X Forward Strong Attack 8X High Stance Strong Attack 4A Mirror Coat 6A Hydro Pump (The final hit deals hitstun, the hits before are armored) 8A Aurora Beam: Upward j.A Blizzard (The final hit deals hitstun, the hits before are armored) Weavile- Field Phase Moves: bY Backward Ranged Attack (The second hit deals hitstun, the first hit is armored) fY Forward Ranged Attack (The second hit deals hitstun, the first hit is armored) j.X Jumping Attack bA Night Slash nAAAA Fury Swipes (The final hit deals hitstun, the hits before are armored) nA[Y] Fake Out: Charge fA Knock Off j.A Icicle Crash j.AR Icicle Crash ~ Nosedive Duel Phase Moves: j.Y Midair Weak Attack 2X Low Stance Strong Attack 5X Strong Attack [5X] Strong Attack: Charge 6X Forward Strong Attack [6X] Forward Strong Attack: Charge 8X High Stance Strong Attack j.X Midair Strong Attack 2A Taunt 4A Night Slash 5AAAA Fury Swipes (The final hit deals hitstun, the hits before are armored) 5A[Y] Fake Out: Charge 6A Knock Off 8A Ice Punch 8A Ice Punch ~ Follow-up 8A Ice Punch ~ Follow-up: Charge j.A Icicle Crash j.AR Icicle Crash ~ Nosedive Charizard- Field Phase Moves: bY Backward Ranged Attack b[Y] Backward Ranged Attack: Charge nY Ranged Attack (The second and third hit deals hitstun, the first hit is armored) n[Y] Ranged Attack: Charge (The four hits after the first deal hitstun, the first hit is armored) j.Y Jumping Ranged Attack (The second and third hit deals hitstun, the first hit is armored) j.[Y] Jumping Ranged Attack: Charge (The four hits after the first deal hitstun, the first hit is armored) j.X Jumping Attack j.[X] Jumping Attack: Charge bA Inferno nA Flamethrower (The final hit deals hitstun, the hits before are armored) fA Fire Punch j.A Flare Blitz: Fall j.8A Flare Blitz: Direct Flying Stance X Dragon Claw Flying Stance A Flare Blitz: Direct Flying Stance fA Flare Blitz: Boost Duel Phase Moves: 6Y Forward Weak Attack j.Y Midair Weak Attack j.6Y Midair Forward Weak Attack 2X Low Strong Attack 5X Strong Attack 6XX Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack j.[X] Midair Strong Attack: Charge 4A Inferno 5A Flamethrower (The final hit deals hitstun, the hits before are armored) 6A Fire Punch 8A Seismic Toss j.A Flare Blitz: Fall j.8A Flare Blitz: Direct Flying Stance X Dragon Claw Flying Stance A Flare Blitz: Direct Flying Stance 8A Flare Blitz: Boost Garchomp- Field Phase Moves: bY Backward Ranged Attack (The final hit deals hitstun, the hits before are armored) bY Backward Ranged Attack: Charge fY Forward Ranged Attack (The final hit deals hitstun, the hits before are armored) ]X[ Charge Strong Attack j.X Jumping Attack bA Stone Edge b[A] Stone Edge: Charge A Dragon Claw (The final hit deals hitstun, the hits before are armored) fA Dig j.A Earthquake Duel Phase Moves: j.Y Midair Weak Attack ]X[ Charge Strong Attack 2X Low Stance Strong Attack 4X Backward Strong Attack 5X Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack 4A Stone Edge 4[A] Stone Edge: Charge 5A Dragon Claw (The final hit deals hitstun, the hits before are armored) 6A Dig 8A Dragon Rush Running Stance X Running Stance ~ Strong Attack Running Stance ]X[ Running Stance ~ Charge Strong Attack Shadow Mewtwo- Field Phase Moves: bY Backward Ranged Attack (Only the Miracle Eye version of this projectile will cause hitstun) fY Forward Ranged Attack j.X Jumping Attack j.[X] Jumping Attack: Charge nAA Psywave: Blast (Only a fully charged projectile will go through the armor) nAX Psywave: Vortex nAYYY Psywave: Slash fA Zen Headbutt j.AY Thunder j.AX Earthquake Duel Phase Moves: 6Y Forward Weak Attack 8Y High Stance Weak Attack (The final hit deals hitstun, the hits before are armored) 8Y High Stance Weak Attack: Charge (The final hit deals hitstun, the hits before are armored) j.Y Midair Weak Attack 2X Low Stance Strong Attack 4X Backward Strong Attack 5X Strong Attack 6X Forward Strong Attack 8X High Stance Strong Attack j.X Midair Strong Attack j.[X] Midair Strong Attack: Charge 5AA Psywave: Blast (Only a fully charged projectile will go through the armor) 5AX Psywave: Vortex 5AYYY Psywave: Slash 6A Zen Headbutt 8A Psystrike 8AA Psystrike: Additional Attack 8AAA Psystrike: Final Blow j.AY Thunder j.AX Earthquake Support Pokemon- Litten Emolga Fennekin Snivy Lapras Frogadier (The third hit deals hitstun, the hits before are armored) Cubone Diglett Croagunk Magikarp Mismagius Ninetales Rotom Farfetch'd Electrode Dragonite Victini Umbreon Reshiram Magneton Quagsire Yveltal Latios Mega Rayquaza Mimikyu
  22. Mitchel

    List of projectiles that Hover Dash Nullifies

    Darkrai: Field Phase- nY jY fY (Grounded Puddle) Duel Phase- 2X (Phantom Rift) 4X (Phantom Rift) 5X (Phantom Rift) 6X (Phantom Rift) 8X (Phantom Rift) j.X (Phantom Rift) Blaziken: Field Phase- nY sY fY j.sY 5A Heat Wave Duel Phase- 5A Heat Wave Pikachu: Field Phase- nY sY fY j.Y Lucario: Field Phase- nY sY fY j.A Aura Sphere (Charged) Duel Phase- 8Y j.A Aura Sphere (Charged) Gardevoir: Field Phase- nY sY j.A bAYY Energy Ball (Diffuse) Duel Phase- 4Y j.Y 4AY Energy Ball (Diffuse) Pikachu Libre: Field Phase- nY sY bY j.Y Scizor: Field Phase- nY sY bY j.Y Aegislash: Field Phase- nY fY (Not Enhanced) SF nY Croagunk: Field Phase- nY sY j.Y 5A Poison Sting 5AA Poison Sting j.A Gunk Shot (Rock) Duel Phase- 6Y (Both Rock and Bomb) j.A Gunk Shot (Rock) Sceptile: Field Phase- nY n[Y] j.Y j.Y (Leaves) 5A Bullet Seed j.A Leech Seed j.A Leech Seed: Growth Duel Phase- 5A Bullet Seed j.A Leech Seed j.A Leech Seed: Growth Gengar: Field Phase- j.Y Decidueye: Field Phase- nY sY j.Y ]Y[ Soaring Stance Y Duel Phase- 8X 8A (Normal Magnemite Only) Machamp: Field Phase- nY sY bY Braixen: Field Phase- nY sY bY (Projectile Only) b[Y] (Projectile Only) j.Y 5A (Not Enhanced) 5[A] (Not Enhanced) bA (Close Distance Only, Not Enhanced) Duel Phase- 4Y j.Y 4A (Close Distance Only, Not Enhanced) 5A (Not Enhanced) 5[A] (Not Enhanced) Empoleon: Field Phase- nY sY fY j.Y 5AA Rock Smash (The little pebbles) Slide Y Duel Phase- j.Y 5AA Rock Smash (The little pebbles) Slide Y Blastoise: Field Phase- nY sY bY j.Y j.Y (Diffuse) Shell Fortress Stance Y Duel Phase- j.Y (Non-Burst) Mewtwo: Field Phase- nY sY j.Y j.A Focus Blast (Everything but the first hit) j.A Focus Blast: Charged (Everything but the first hit) Duel Phase- j.A Focus Blast (Everything but the first hit) j.A Focus Blast: Charged (Everything but the first hit) Chandelure: Field Phase- nY sY bY j.A Incinerate j.A Incinerate (Puddle) Duel Phase- j.A Incinerate j.A Incinerate (Puddle) Suicune: Field Phase- nY sY s[Y] ]A[ Icy Wind ]A[ Icy Wind (Charged) ]A[ Icy Wind (Burst Mode) Duel Phase- j.Y 5X 6X ]A[ Icy Wind ]A[ Icy Wind (Charged) ]A[ Icy Wind (Burst Mode) Weavile: Field Phase nY sY fY (Projectile Only) bY (Projectile Only) j.A Icicle Crash Duel Phase- j.A Icicle Crash Charizard: Field Phase- sY Garchomp: Field Phase- nY sY j.Y j.[Y] (As it is thrown out) Shadow Mewtwo: Field Phase- nY (Not Enhanced) sY (Not Enhanced) bY (Not Enhanced) j.Y Support Pokemon Emolga
  23. What does Machamp's 2XRX link into on hit/juggle after crit? Also, how's the scaling?
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