PokkenZard

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About PokkenZard

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    1st Dan
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Mains

  • Main
    Charizard
  1. In the games I played, I just volunteered to be the far end. I figured that would be fairer, since Charizard is more likely to obscure a far opponent than the other way around. Agreed those would all be helpful changes too, but sadly they're also outside our control.
  2. I'm a little hesitant to reply because the way you write makes me wonder if you want to start a fight. I don't—I agree with at least 90% of what you wrote. So here goes nothing. You're right about how much hassle it is to set up LAN mode. Tournament organizers can tell you horror stories. I bet you most of the community would love it if it were easier to use: if it were accessible from the main menu, if it played nicer with your network settings, and so on. Those would all be great improvements to the game. Unfortunately, they're out of our control as players to make happen. Despite all those flaws, I think LAN mode will remain the gold standard for competitive Pokkén, for the simple reason that the game was designed with the expectation that each player has their own screen, either in the arcade or on the Wii U gamepad. Because of that, any single-screen mode is necessarily going to be a compromise, and top players don't want to play with compromises. Like you, I prefer the near-vs-far mode for single-screen, and I had no problems adapting my inputs. I've played plenty of games as the far player. It was very good, but it's still not perfect. I had problems getting the timing and spacing right on some of my FP moves, like the Fire Punch follow-up to Fireball. That's a relatively small handicap—but any handicap is unacceptable in top-level play. But just because LAN mode is the gold standard doesn't mean it's the only thing you should do. Personally, I have no problem with smaller tournaments saying "Sorry, we only have the resources to run single-screen," and I'd still be happy to attend them. That's what we did at the launch day Boston local. This included a bunch of folks who are used to LAN play, and even we all agreed that playing single screen was way better than not playing. So personally I'd encourage you to keep doing what you're doing. My only real suggestion would be that you set expectations up front in the rules. Different players have different split screen preferences. This is something we had to hash out for each game at our local, and that was probably the most frustrating part of the whole thing. Cut out room for debate. Establish how you pick the far player. Also, a tip: in single-screen mode, you can use the Y and X buttons to choose a support without your opponent knowing what you picked. Just press the button shown under the support you want.
  3. Charizard Beginner Guide

    5[X] does not counter pierce, no.
  4. DX tech thread

    Some followups to the above: This tweet is wrong! Depends on character size. 9Y best against huge opponents. 7Y better against smaller ones. #PokkenTournamentDX pic.twitter.com/ztyHJEoHBj — Brett?️??️‍? (@2A03VRC6) September 23, 2017 This tweet is wrong! Only true at distance. If you're closer, 5[X] does 40+14+14+70, scales 60%. #PokkenTournamentDX pic.twitter.com/ZSUU1siA0X — Brett?️??️‍? (@2A03VRC6) September 23, 2017
  5. Terms Glossary & Shorthand

    Yeah, Antwerp has it. Tiger Knee (TK for short) has apparently become common slang for any move that's done in the air, but as low as possible. That was the rationale behind Garchomp's TK >X<, and it's presumably the same for others.
  6. Terms Glossary & Shorthand

    Not sure what the TK stands for but from this Garchomp post: “TK>X< = Releasing charge X while you're in the air, but close enough to the ground to cancel the second drill animation.”
  7. Balance Patch Pokkén

    until
    Boston's weekly Pokkén Tournament DX event. Friendlies start at 6PM; tournament starts at 8PM. Venue web site
  8. DX tech thread

    Us Charizard mains are lucky that we get to lab our character in the DX demo. Try out what's new and share what you find here. Let's start with some new combo opportunities and refinements. j6YY 9Y jY j8A does 196 damage, optimal in #PokkenTournamentDX. Doing this in 1.3 requires a tight glide, so life gets a little easier. pic.twitter.com/Ssb5GMuu8o — Brett?️??️‍? (@2A03VRC6) September 9, 2017 Other combos that do 196 in #PokkenTournamentDX: 5[X] jY j8A. Not sure how practical this will be but crossups are fun to play with. pic.twitter.com/y3ukQHEfi8 — Brett?️??️‍? (@2A03VRC6) September 9, 2017 5[X] 6[X] 8A. 277+30, easy execution. Charizard does the big damage. #PokkenTournamentDX pic.twitter.com/RE3zpt3jAy — Brett?️??️‍? (@2A03VRC6) September 9, 2017
  9. Flamethrower (A) isn’t a move you see much in high-level Charizard play, and there are a lot of simple reasons why. It’s slow (29 frames). It doesn’t do much damage (69 HP). It doesn’t open up any combo opportunities. This is not a winning combination for any move. However, it does have a few special properties that make it interesting to me. It’s basically the closest thing Charizard has to a Duel Phase projectile, reaching far while moving him forward just a hair. It tears through shields, turning them obviously redder in a single hit. And it cancels most projectiles. Because of that, I think it’s a handy tool to keep in mind and pull out when opponents start getting “cute”—which also doesn’t happen much in high-level play, but that doesn’t mean you won’t see it. Specifically, I tend to use it when: the opponent starts turtling—because Charizard has relatively slow grabs and not a lot of mixups outside wakeups, it can be tricky for him to break through a dedicated turtle defense. A single Flamethrower can do enough damage to their shield to convince them they should switch to plan B. Just don’t follow up with another Flamethrower. If they see the move coming, simply jumping forward puts most of the cast in a great position to punish with a full combo. Don’t become so predictable to let them do that. the opponent gets greedy with buffs—in my experience, this happens most often with Machamp’s Bulk Up, sometimes with Braixen’s Sunny Day, and rarely with Shadow Mewtwo’s Recover. Because Charizard is slow, these players will occasionally underestimate how much distance they need to leave to do these moves safely. If they’re at least close to Flamethrower’s range, try throwing it out. If they’re too close, you punish them; and if you misjudged it yourself, there’s minimal risk to yourself. Of course, being sure of the exact range is ideal. the opponent is holding you back with projectiles—Flamethrower cancels plenty of projectiles, but the slow speed makes it an ineffective response against most of them. The exceptions are cases where the opponent is using projectiles more for stage control than pressure. Cases like: Mewtwo Psycho Cut pressure—You know that mixup Mewtwo has in Duel Phase where he calls out Psycho Cut, dashes behind it, and then can either attack, grab, or dash back? If you’re at a distance where Flamethrower will catch them by the end of their forward dash, it’s a solid response: it eats the Psycho Cut, and catches them before they even have a chance to try any of their options. Useful since the follow-up attack can catch Charizard out of the air if you try to jump over it. Suicune Field Phase Ice Wall—Most Suicunes use Ice Wall as wakeup pressure, but some will call it a little further out to literally hide their next attack. Their goal is put you on the defensive, but if you’re in range, Flamethrower melts right through it, and wins you Field Phase to boot. They’ll stop doing it after that. Chandelure Will O Wisp—Similarly, if Chandelure calls Will O Wisp and lets it sit in front of them, Flamethrower can go under and hit. It’s less useful in this case because the spacing is really tight: your hurtbox follows Charizard’s head, and he tends to move it into the fireballs. You have to be basically right inside Hex range. FS Flare Blitz is usually a safer way around this, but occasionally calling out Flamethrower can help keep them guessing. Sceptile traps (maybe?)—I haven’t played these scenarios out as much, but I have noticed Flamethrower burns up most of the traps Sceptile puts on the ground. I feel like Sceptile is fast enough, and stays close enough, that you probably have better ways of playing around them. But maybe you can experiment with this and find something I didn’t? One final note: Flamethrower does multiple hits, and all of them but the last are light. If your opponent has Burst Armor, and you can’t overpower it with your own Burst or Eevee, Flamethrower is probably a bad call. Even if they react “late,” they can probably react in time to punish you. So that’s my case for Flamethrower. You’ll probably go whole matches without using it. I know I do. That’s fine, because like we said, it’s not really good. But if your opponent tries to change the rules of the game, I think it’s a handy tool to keep them honest.
  10. Regional Discords

    These are not officially owned or maintained by PokkénArena, merely provided as an ease of access. If you run one of these, please keep it tidy and issue-free. US: Northeast Southeast Louisiana Midwest Texas Arizona Oklahoma Utah West Coast Australia and Oceania Canada EU
  11. Newbie Q&A Thread

    Got a question about the game or our scene, but you're worried it's too "basic" to post on the forums? It's not—it belongs here! Post your question in a reply to this thread, and one of the site regulars will be happy to help answer it.
  12. Tournament videos megathread

    Videos from other events - feel free to reply with more you find! Summer Jam XI (August 12-13 2017) - A Northeast Regional+. Basically the entire east coast from North Carolina on up. Includes stream matches from pools and finals. Defend the North (July 30 2017) - Plenty of players from the New York Tristate have put up national results, and Defend the North saw several come from outside the region to challenge their supremacy. This playlist has stream matches from pools and all the finals.
  13. Tournament videos megathread

    There are lots of videos of tournament matches on YouTube, but it’s not always easy to find a specific tournament or put a match in context. This thread gives you the best starting point for each event, along with a little context. Recent Majors This section will be updated periodically. If you’re looking for a smaller or older event, check the follow-up posts. Pokémon World Championships (August 19-20) - This tournament organized by TPCi brought together some of the best players from Japan, Europe, and the US. Most of the tournament is in this one video, and it’s chock full of high-level play. CEO Day 1 and Day 2 (June 17) - CEO brought over 120 players from all across the United States to compete. The list of big-name players just… keeps… going, so there are tons of highlight matches to watch here. NorCal Regionals (April 17-18) - Don’t let the name fool you: there were a lot of west coast players here for sure, but others flew across the US to get here. This playlist includes lots of pools matches from the stream as well as finals. NEC17 (December 17-18) - NEC closed out 2016 in style. True to the name, a lot of Northeast talent held their ground here, but were challenged by top players across the country as well as five from Japan. This playlist covers all of the finals. Channels Looking for more? These channels regularly post tournament sets. HitBox Arena - The heart of the Northeast Tristate competitive scene, with videos of their weekly tournaments as well as monthly Hidden Boss events. Zyflair - Posts highlight reels for almost every major tournament. Double - Posts Japanese events, including regular tournaments from the famed Toratawa arcade. Fosh BadIntent The Apple BOOM
  14. Charizard's Punishable Moves on Block

    For sure it's a tough judgment call. Because it's mainly a judgment about the meta, and the meta is different at lower levels vs. higher levels, and changes over time. But yeah, following that all the way to the end just leads you to mark everything Relevant.
  15. Charizard's Punishable Moves on Block

    Great list, thanks. I hope this is some helpful background for anyone looking for more detail. 6A (Fire Punch): The String here is that Charizard can do a normal Fire Punch with 6A, or go into flying stance at the end by inputting 6[A]. Because of that, your best punish option is one that can cover both: a fast high that will hit Charizard whether he's standing or airborne. While the counter property makes a grab punish tempting, that's rarely a good idea unless it can catch airborne opponents, like Sceptile's Leaf Storm. j.6YY: The second hit has decent knockback, so most characters will have an easier time punishing if they're already back against the wall. Also note this is not a true hitstring. A fast antiair can hit Charizard in between the two hits (the tail swipe and the claw)—but that requires a hard read since j.6Y alone is safe. j.8A: This is one of Charizard's preferred combo enders. For example, j.Y j.8A is a simple but hard-hitting oki option. You'll rarely see Charizard use this move alone: you're more likely to be able to punish it as a bad hit "confirm." j.fA, Flying Stance Y: With respect, I don't think these are as important to learn. The first is a situational combo ender; the second is most often used as a linker. It's rare that a Charizard gives opponents an opportunity to punish either.