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Everything posted by Burnside

  1. Burnside

    Player Profile: ThankSwalot

    What motivates you to play Pokkén Tournament? How does it feel to have your family behind you at events? Has it always felt that way? What do you see in Empoleon that others don’t? Great post and great series!! Thank you so much Tyto!
  2. Burnside

    Suicune Support Guide by Burnside

    Suicune Support Guide Supports play a vital role in match-ups across the board in Pokkén Tournament DX and are pivotal in shaping and informing your approach to a given match-up. In this guide I’ll be walking you through common, strong support choices for Suicune, discussing why they’re effective and a bit about how to maximize their benefit. Supports – Diminishing Weaknesses or Amplifying Strengths Generally speaking support Pokémon are chosen for 1 of two reasons, either to 1) to diminish a characters inherit weaknesses AND/OR 2) to amplify their strengths. Whenever you sit down to choose a support in a given match-up, set, game, etc… it’s helpful to think in these terms. Ask yourself these questions: “What are the core issues Suicune has in this match-up?,” “Are my base tools enough to reliably win neutral?,” “When I lose this match-up what’s often the leading cause of that loss?,” “Does my specific opponent play or approach the game in a unique and unfamiliar way, if so is there a support I could choose to counteract that play-style or make it more difficult for them to carry out their game-plan?” Understanding and answering these questions is a vital step in the process of apt support selection. The Framedata sheet has info on Support Pokemon which should be used in tandem with play experience to assist with helping you evaluate your picks. Tier 1 Supports – most common, most useful, most reliable Emolga | 20s/30s, 15s speed debuff applied, counter pierce — One of the most effective ways to play around Suicune’s zoning options is for opponents to CADC projectiles to gain meter. Situationally there are ways to punish opponents for doing so, but the most effective way to do so is by utilizing Emolga. This full screen, fast charging counter pierce support is a fantastic pick for Suicune because it allows him to zone with or without a life lead much more effectively. Advancing or retreating jys in duel phase are often CADC’ed by opponents, with Emolga fully charged you can easily react to this and punish. Additionally, the speed debuff Emolga offers (15s if all hits connect) makes Suicune’s Field Phase zoning tools (sY, s[Y], jy, ]a[, bY, b[Y]) more effective as it’s hard for the opponent to avoid them when slowed. The threat of Emolga alone is strong, use it when presented with opportunities, but be mindful of the fact that even when Emolga is up the threat of it is providing benefit. Core issues addressed: no reliable counter pierce in DP, weak FP zoning Frogadier | 20s/20s — One of Suicune’s greatest weaknesses is that he has a weak field phase, especially the first field phase as he doesn’t have the time that winning Duel Phase might provide to get setup and utilize his strong FP oki tools, because of this Frogadier is a great support choice for Suicune because it addresses this weakness. It does so by 1) giving Suciune a way to approach in FP, if called from a distance you can follow the first bubble salvo from Frogadier in as he effectively provides “cover” for you, and 2) gives you a safe mixup opportunity. To explain what I mean by this, Frogadier has two salvos, or waves, of attacks. After the first salvo and just before the second salvo (practice this timing, it’s important), Suicune can go for a grab. If the grab lands then you win the phase, if they get hit by the second salvo (often times trying to escape or break your grab attempt) then you can jx to shift for hard-knockdown in Duel Phase and keep your momentum going. fY is also a reliable option to shift with but doesn’t provide hard-knockdown so it’s generally the weaker option. Frog for this use alone is worth it, however, it’s also a nice supplemental tool to Suicune’s zoning in Duel Phase, allowing him to take space effectively when needed. As Frogadier is a 20s charge players should feel free to use it liberally and often. Core issues addressed: Weak Field Phase (especially initial FP) Sylveon | 20s/40s, defense up for 10s, heals 70hp — While the previous two supports are chosen to diminish a weakness of Suciune’s, Sylveon is selected to amplify a strength, his large hp pool. At 630hp Suicune has lots of opportunity to take risk and assert his gameplan on the opponent. Sylveon is tremendously useful in match-ups where his base tools are enough to reliably win neutral and if Sylveon being used to supplement Suicune’s hp pool will make it difficult for your opponent to keep tempo with damage. What do I mean by this? There are certain characters in the game, Pikachu, Mewtwo, Decidueye who have very strong tools but average damage overall, these characters are a difficult time dealing with a defense buffed and healed up Suicune which generally allows Suicune to play from the life lead more often (a huge boon in any match-up) and survive later in the round when opponents comeback factor is at its peak either via red health and/or burst. Strength amplified: large hp pool Victini | 40s/40s, crit buff for 10s, heals 60hp, grants 15cc of synergy Mew | 20s/30s, chance for atk buff, crit buff, or both, last for 10s, grants 15cc of synergy — We’re looking at these two supports together because they provide a similar benefit with slightly different niches. Why are they useful? Suicune has powerful combos that start off critical hits of 8y and 5/6x, hitting these attacks with crit buff means a phase win, solid damage, and momentum. So crit buff makes it so some of our best attacks are single hit phase wins buttons for 10s, that’s excellent. Another benefits of crit buff (and in Mew’s case, atk buff) is that it allow you to avoid opponent’s light attack armor when in burst, giving Suicune access to his strong light attacks (8y,5y, 4y, 6y, jy) when fighting bursted opponents. Additionally because both supports grant synergy and landing critical hits grants additional synergy, these support options enable Suicune to get into his strong bust mode more quickly. Generally Mew is better for highly volatile match-ups that are likely to end quickly as its 20s/30s charge and recharge time come into play. It’s also better for match-ups where having your own burst quickly is important as it fills this role better. In match-ups that are likely to go to time Victini is a reliable option that gives you a bit of everything and having the 60hp heal is certainly appreciated as well. Both of these supports are great, experiment with each and try to figure out you like for which match-up and think about why. You’re likely to learn a bit about yourself as a Suicune player, what tempo you tend to want to play the game at, how much you value burst, etc… Some people like to point out that Victini has an attack component, and while it’s true that it does, that should factor into your selection of this support too much. Fennekin | 30s/40s, frame 1 invul — Out of all the reversal supports in the game, Fennekin is the mostly useful overall for Suicune. It offers a number of things that Umbreon, Ninetales, and Pachi do not. Specifically, 1) follow-ups on hit, 2) reset to neutral / 6x range on block, and 3) offers a + on block mix-up as it’s +4 (Umbreon is -4 and offers litte in terms of pushback and conversion opportunity). Users of Fennekin should be mindful of the instances that it can and cannot be called. Fennekin is not a useful tool against an opponent in burst for the most part, so it should be used as a tool to help get oneself out of disadvantage states in the corner, to reestablish neutral, or win phases against overly aggressive opponents during the synergy race. Given that Fennekin is +4 it’s also appropriate to utilize it as an offensive pressure tool at times; for example, Fennekin can be called at mid-screen to utilize its pushback and further establish stage control. This support certainly isn’t for everyone but in most match-ups that Suicune might want to run a reversal assist in, Fennekin has the most merit and should not be overlooked. Core issue addressed + Strength amplified: Allows for neutral reset once opponents have worked their way past 6x range, synergizes nicely with 6x / 8a to allow for moderately rewarding conversion off hit Tier 2 – Situationally useful Litten | 20s/40s — Support pick of choice against Scizor as it cannot be hover stanced like Emolga can be, gives you a valuable tool to fight back against Scizor players who choose to hover stance in and mix. Litten is inherently better on high hp characters because its Level mechanic is tied to hp, meaning hp characters are likely to have access to Level 2/3 more frequently and for longer. Level 1 Litten can be used early on in Duel Phase, Level 2 and 3 Litten are effective in both phases and lead to phase wins and solid damage. Once active it absorbs projectiles, a trait that can be relied on as a way to get in against certain tools in some match-ups. Info on Litten: Levels of Litten are tied to the user’s hp 100% - 50% = Level 1 50% - 25% = Level 2 > 25% = Level 3 Level 1 = 15f links (4y, 2x, 8y) Level 2 = 19f links Level 3 = links into anything Snivy | 20s/20s — 20s/20s supports in Pokkén offer above average value and Snivy is no exception. Generally this support is chosen by characters looking to supplement their kit with strong anti-airs and to create favorable mix-up situations as Snivy is +16 on block. Suicune has strong anti-airs already (8y, 7/8/9a, 5/6x, 4y, CAy, situationally 8x) and also sports numerous ways to be reliably plus (jy, ]a[, hail, m5x, etc…), but Snivy still has a niche as on block it gives the user time to charge and deploy Icy Wind as well as converts to meaningful damage. I don’t use Snivy all that much but depending on player preference it could certainly be a valuable support for your Suicune. Cubone | 20s/30s — Cubone is one of a few offensive Field Phase supports. These supports are chosen almost exclusively to patch up Suicune’s field phase (Frogadier and Farfetch’d also fall into this category). The idea behind using Cubone is to call it in a Field Phase trade situation or against some characters sY and then likely trade, but be able to recover and convert before the opponent can as Cubone has a high degree of hitstun. 20s/30s is a great charge rate. If you’re looking for an offensive Field Phase support, Cubone is worth considering. Magikarp | 50s/20s, applies 15s speed debuff on hit — One of the most common support picks in DX patch 1.2. When Magikarp is active it allows the player to take more risks as Magikarp triggers on hit meaning your opponent cannot meaningful convert off of punishes and in fact attempting to do so will apply a 15s speed debuff to themselves. A trade-off of Magikarp is its slow initial charge. This all but forces players to use Standard or Support cheer and run Pachi (its partner Pokemon round 1 as its quicker charge has more utility and sets up a rd 2 and/or 3 Magikarp). For me the benefits of running Magikarp don’t outweigh the costs of having to run a Cheer skill I’m disinterested in. Sylveon fills a similar niche and for Suicune is the better pick in most situations —however I’d be remiss to not mention Magikarp, certainly a good option and one you should explore for yourself. Rotom | 20s/30s, applies 13s speed debuff on hit — Rotom is an interesting support for Suicune. We don’t need the help in terms of having another anti-air but it’s a situationally valuable counter-pick to characters/players that like to take to the skies. Another interesting quality of Rotom is that when it’s up, it allows Suicune to combo from 2x and 4y, even when those moves connect in situations where they’re too far away from the wall to wallsplat as Rotom will trigger on successful hit of those moves. In most match-ups there’s probably better picks but if you’re interested in Rotom it has good charge time and it’s utility as a combo tool and extender for Suicune is underexplored. Togekiss | 20s/40s, speed buff on self for 10s, heals 70hp — Overall in the meta game Togekiss is probably the most commonly picked enhance-and-heal support, others include Eevee, Sylveon, and to a lesser degree Victini (all these support provide a buff and heal you, hence being “enhance and heals”). Togekiss is the most commonly picked for good reason. Speed buff is a valuable tool on high base movement characters allowing you to close space more quickly and play more effective footises. Regrettably Suicune’s low Duel Phase base walk speed makes the increased movement a bit less overall effective than someone with a higher base walk speed (Mewtwo for example), but there’s still some use for it there. The core benefit of Togekiss for Suicune is enhancing his already strong Field Phase movespeed and allowing him to make even more use of his strong homing attack. I’m not picking Togekiss as often these days but it’s an overall solid support that Suicune players can look to in specific character/player match-ups. Farfetch’d | 30s/30s — The next offensive Field Phase support on the list. Farfetch’d fills a similar niche to Cubone and Frogadier. If Cubone is for trades, Frogadier is for mix-ups, then Farfetch’d is for reactions and packing a punch. This support offers greater overall damage than the other two options, comes out quickly, and is fairly safe on call. Evaluate all three and see which one matches your play-style best. Dragonite | 40s/40s — Dragonite has two primary appeals, 1) high shield damage, and 2) paired with Victini. Dragonite is mostly viable against low shield health characters as a setup tool. It being paired with Vicitni helps its case as it makes Standard cheer builds for these two supports more viable. Dragonite warrants further exploration overall but has potential in both Duel Phase as well as in use for Field Phase oki setups. Eevee | 20s/40s — The last enhance-and-heal on our list. Eevee is strong overall but in my opinion largely outclasses by Mew/Victini for Suicune as crit buff is overall much more valuable for Suicune than attack buff. As this servers a similar niche in allowing Suicune to fight back against busted opponents due to it allowing us to ignored light attack armor, it’s still a viable and strong option in match-ups where bursted opponents are giving you trouble and having access to light attacks back (4y, 8y, 5y, 6y, jy), might help tip the scales. Tier 3 – Niche use, potentially useful but likely outclassed Lapras Mimikyu Jirachi Mismagius Ninetales Pachirishu Electrode Latios Croagunk Umbreon Diglett Popplio Tier 4 – Not useful or almost always outclassed Whimsicott Espeon Reshiram Creselia Magneton Quagsire Yveltal Celebi Mega Rayquaza As a closing note! Please remember these are just my opinions, hopefully you find them useful, if not that's okay too! Part of the joy of Pokkén is discovery. If you think I'm wrong about a certain support it's quite possible that I am. Test, experiment, grow, and share! Feel free to ask me any questions here or on Twitter at @BurnsideBH.
  3. Burnside

    1.3.2 Patch Hasty Translations

    You’re my hero thank you so so much Pentao!! This is awesome!
  4. Burnside

    Pokkén Charts DX

  5. Pokkén Charts DX Repository — Over the course of the next few months I’ll be updating my series of charts and uploading them here and on Twitter. If you have a topic you’d like covered in Pokkén Charts please don’t hesitate to let me know. — — — — Research Credit Gintrax, Kalon, Mister Wu — Research Credit Double — More to come!
  6. Burnside

    6AA Microwalk

    Awesome tidbit, thanks for sharing Degaba!
  7. Watch Episode 1 on the YouTube archive here From Field to Duel is a Pokkén Tournament retrospective series where we study the history of a character, how they were played, and how they've developed overtime. Sets we analyzed: Seattle - Mewtater vs Allister Chiba - Potetin vs Kinuko EVO 2016 - Swillo vs Potetin RitT 2016 - Thulius vs Suicune Master Final Round XX - Swillo vs Toasty KVO - Thulius vs Tanoshimi H2, Slippingbug, and I would love to hear your feedback. What can we do better? What should we do differently? What did you guys like and what did you dislike? Please let us know!
  8. Burnside

    Suicune Support Guide by Burnside

    Nice, thanks for respond Zaskyl! I super appreciate it and love that we can have a dialogue about this here. I definitely think there's merit in running Umbreon, for me and my owl playstyle I think the support set is outclassed. Since they took away the ability to convert off it and didn't compensate in any way (they also reduced pushback which hurt it as well), I've been looking elsewhere as I feel it's a bit below curve as far as value and the opportunity cost of having to run Support cheer vs Special to really make Umbreon work is too punitive for me. Getting 80cc of synergy off a round win from Special is huge and I largely built my support choices around that cheer. I think I'd be much more likely to use Umbreon if it were 20s/40s rather than 40s/40s. I'm glad you've found a good use for it and are comfortable with the support. It can definitely be useful as it being up exerts real pressure on the decision making of your opponent which is inarguably valuable. Another change I would appreciate regarding changes to make this set more useful in my eyes would be for it to drain more synergy. The amount drained now is fairly moderate. If it were equal to a FP win or more I think it would have a lot more utility. Def keep using it however and thanks for sharing your thoughts on the two sets!
  9. Burnside

    Pokkén Arena Appreciation Thread!

    My favorite Pokkén Arena memory is the first time I went on the Suicune forms! I knew there were tons of other people playing the game in the early days, but for whatever reason I hadn't found Pokkén Arena yet. Then one day on Twitter someone shared with me a link to Pursuit's Suicune combo guide. That guide completely changed the way I approached the game from that point forward. Not just my combo game as Suicune, but my entire mindset and approach to improving at Pokkén. I no longer was playing alone, I was playing with friends and had a community to contribute to. So shoutouts to everyone who laid the groundwork for characters, studied mechanics, or discussed the competitive meta. You all laid the groundwork and foundation on Pokkén Arena for everything our community has grown to become and we'll be forever in your debt.
  10. Awesome post Slip!! Thanks so much for this. Would you be willing to speak to your Machamp placement? Higher than he’s been historically placed so I’m intrigued!
  11. Burnside

    Garchomp 2Y/2X High Stance Parry

    Incredible thread SKDale! Really appreciate all the effort you put into this. This tech is terrifying! How long do you project before Chomps could have this fully integrated into their play? Nice buff!
  12. Burnside

    Cheer Skill Discussion!

    Really appreciate Pentao brining Momo’s use of Pressure cheer at Final Boss into the conversation as a case study that illustrates the fact that there’s still room for innovation in the meta regarding cheer skill. To speak to Double’s initial questions I run Special cheer 95% of the time with Suicune. It’s a boon to have resources to work with in any situation and the perfect synergy benefit greatly helps when playing a 200cc character. I hadn’t thought of running Special cheer so much as a ‘hyper aggressive’ strategy but as a way to maximize assured potential resources over the course of the match. I used to greatly enjoy running Standard Resh/Cres but since both of those supports were nerfed (in benefit/limited use) that’s no longer a viable strategy in my eyes. Excited to see what others use and why!
  13. Burnside

    Suicune Farfetch'd Combos

    Suicune Farfetch'd Combos Field Phase Duck, jy, fA = 188 (good for when you homing cancel a grab) Duck [A], jy, ]A[ w!, b[Y], xxx = 242 Duel Phase Duck, 8y w!, jy, 5yy9a = 236 Side Swap - Duck, jx, 8y w!, jy, 5yy9a = 230 Duck, 6a w!, 5x, 5yy9a = 292 Duck, ja w!, 5x, 4y = 288 (more lenient timing)
  14. People frequently reach out to me requesting a link to a repository that contains the results graphics that I've made for event. You can find a permanent link to the Twitter moment containing them by clicking the image above, or here. All new graphics will be added to this moment as well so please feel free to go back to it if you're looking to get caught up on recent or past Pokkén history.
  15. Pokkén Tournament DX will be here before we know it and it's important for us to explore hypothetical rule set options if the potential for them to be integrated into our community arises. We recently had a very productive discussion on "Should 3v3 Be a Standard in Competitive Play?" I hope we can have an equally productive discussion on a another important aspect of competitive play, the stage(s) we agree to play on. If Pokkén Tournament DX were to include a stage select option in LAN mode how, or should, this new capability be integrated? - Should stage select be a standard in competitive play for Pokkén Tournament DX? If so, what should the rule set for this be? Please answer with an explanation and try to include some pros and cons. - To get the ball rolling here's a ruleset that could be used as a jumping off point for discussion. Please feel free to suggest others as well. The goal of this discussion should not necessarily be to decide upon a rule set, but rather to discuss if and what rule set should be tested for further evaluation if Pokkén Tournament DX offers us a stage select. - Pokkén Tournament DX | Hypothetical Ruleset • 18x18 stages are starters (if players cannot agree on a stage then Ferrum Stadium is used by default) • Winner bans one size tier from those listed below (20x20 stages are one tier, 18x18 stages are another, etc...) • Loser picks a stage based on those remaining • Dark Colosseum is banned *for the sake of this discussion ovals are listed separately but should be considered one "tier" for banning purposes For a more in-depth exploration of stages including starting distance, Synergy spawning rates and locations, as well as stage dependent mechanics please see this thread: Written Guide to Synergy Gauge Boosting Orbs
  16. I appreciate your response Zy! I truly meant it as a jumping off point and I think the questions you raised are important. In light of what Slip said as well, I think Pokkén perhaps plays too differently in 14x14 and 20x20 stages. Ovals are another problem altogether. What are your general thoughts re: a stage select at all? Would you prefer a stage list with ONLY 16x16s and 18x18s where players get "x" number of stage bans? Do you think non 18x18 stages should be avoided entirely? Of perhaps something else all together?
  17. First and foremost, it makes me incredibly happy to see rigorous thoughtful discussion about the future of our game taking place on Pokkén Arena. The discussion on this topic that’s already taken place is quite enlightening to the potential benefits of transitioning to 3v3 as the standard competitive format, and also potential drawbacks and pitfalls the community could face if heading down that path. I’m enticed by the benefits others have laid out—opportunity for more creativity which could lead to a deeper meta, a higher skill ceiling means more room for mastery (something that generally translates into casual interest in the game), and that the format echoes traditional Pokémon battles, which means it could perhaps be more attractive to that audience as well; crafting a team that synergizes together, shouldn’t that be essential to any Pokémon game? On the other hand drawbacks that others have set forth ring true as well—a higher skill ceiling (and floor) means it could be more difficult to attract newcomers to the genre to the game, core design and balance decisions seem to have been made with 1v1 in mind, not 3v3, and transition to a new format could lead to fragmentation within our community, something it’s imperative we avoid. For all of these points, it’s simply too soon to tell how what the community consensus will be when we finally have the opportunity to put 3v3 mode to the test in a competitive environment come September 22nd, 2017. I hope everyone within the community will keep an open mind. In the early days and months after the release of DX we’ll be charged as a community in making several important decisions that will affect the long-term wellbeing and growth potential of our game. Should stadium remain standard if there’s no stage select or should we migrate to random? If there is a stage select should it be utilized? If so, should there be a striking system in place similar to the one used in Smash? What would that look like given the stage list we have? And of course the discussion started here will importantly need to play out as well. With all of these decisions I hope that the community will rally behind the decision (or set of decisions) that will open our game, and our community, up to the greatest potential audience of players and viewers as possible—this should be our imperative as stewards of the competitive community, even if it means potentially sacrificing tradition, nuance, or an “even” playing field—the overall health of the game and its audience is simply too important. Regardless of what direction this discussion takes us, whether or not we adopt 3v3 as a tournament standard, or if like many of our peers we hold steadfast to 1v1 as the competitive standard, I hope that we can shift the paradigm within our community that brushes off side events as being less important, or competitive, than the main tournament. I have great affection for the waseda style 2v2 side tournaments that we’ve fought for as a community since Q3 of 2016, and I don’t think I’m alone in that feeling. However, it’s no secret that overall, as a community, these results have been taken less seriously. It’s important that whatever side events we run in the future be elevated in their perceived level of important and meaning—we should be promoting the many different ways that our game can be played and mastered. I’m not personally ready to take a side in the argument set forth in this thread (I need hands-on time with 3v3 mode so that I can better understand if its promises could be true). However, as I think this is something few have addressed in this thread, it’s important that let we don’t overlook the benefits of 1v1 and the potential costs of fundamentally changing the way the game is played in our established competitive community. Let’s not rush into anything one way or the other. The best path will become clear in time.
  18. This is great! Thank you for collecting this! instantly bookmarks
  19. Burnside

    Twitter Tech!

    Here's a link to a moment on Twitter with everything I've found for easy viewing. I'll continue updating as I see more.
  20. Reserved for Gwinettbrawl
  21. Reserved for Texas Trash
  22. Reserved for Canada Cup