PokkenZard

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About PokkenZard

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    Charizard
  1. I think 3v3 definitely has potential as a competitive format and I'm happy to see tournaments offer it, but I hope it doesn't become the standard way to play Pokkén at tournaments. And that's basically because I'm one of those one-character players other posters are talking about hypothetically. I'm older than most of y'all. I've got more adult responsibilities than I care to count. Pokkén is the first fighting game I've been serious about. And that wasn't the plan when I bought it. It only happened because the game is approachable enough to help me learn it, and the great community picks up where the game leaves off. But it still doesn't come naturally. The learning is a lot of grind for me. I don't know if I could do it for two more characters. It's been five months and I'm still learning one. If 3v3 becomes the format I have to ask myself if it's worth the time and money to come to tournaments when the rules just widened the skill gap between me and most of the rest of the field. 3v3 doesn't seem like a bad format. Most of the rest of the other cons that people have mentioned, they might be real, but I'd be willing to give the format a shake and see whether or not it's actually a problem before I judge. But I think the Pokkén community is special because both the game and the community are so, so accessible, and I worry making 3v3 the main competitive format would raise the skill floor and take away from that some.
  2. Moving seems too basic to have a page about it. You press the arrows to walk, you press B to jump, what else is there to learn? We don’t need to cover those basics, but Pokkén includes several mechanics you should learn to help you get around the stage quicker, safer, and get the edge in those tight footsies games. This page talks about movement options where the tutorial leaves off. It provides more detail about some of the advanced options that are just briefly mentioned there, and covers additional techniques that aren’t mentioned in the tutorial at all. It does not cover character-specific movement options like Mewtwo’s air dash or Charizard’s glide. For more about those, check the character boards. Counterattack Dash Cancel (CADC) When you’re in the counter frames of a counterattack, you can hold a direction and press R to cancel the counterattack and dash in that direction. Note how this interacts with charging: charging a counterattack gives you more counter frames, and with them a longer window to dash cancel. This is a relatively common way to move around because it has a few different applications. When you’re just moving in neutral, CADCing gives your opponent less time to react, and you an opportunity to react to your opponent if they overextend. If you just dash, or just counterattack, the frames of startup animation for both those moves give your opponent time to know what’s coming and plan their reaction. When you CADC, your opponent doesn’t know what’s coming until the counter frames end, giving them less time to react and get an advantage over you. This leads to one of the game’s most common mixups, the CADC into grab. It’s not uncommon to see a player CADC toward their opponent to bring them within grab range, then immediately grab. Let’s break this setup down into its basic parts and see why it’s so effective. The player starts their counter frames. The opponent is out of grab range, so they can’t beat it the easy way. If the opponent attacks, or dashes forward to grab, the player can get a hit by letting the counterattack run normally, or they can dash back to try another mixup. The opponent might put up their shield to block the coming counterattack, or they might start their own counterattack hoping to catch the player in their own counterframes. In either of those cases, the player can safely follow through with the rest of the mixup. The player dashes forward. This is the vulnerable part of the mixup, because the opponent has an opportunity to catch the player with an attack or grab timed to catch the end of the dash. However, the player controls when it happens: they can do it as quickly as possible after the counter frames start, or wait until just before the counterattack is fully charged. The opponent gets no warning when the player starts dashing, so they have an extremely narrow window of opportunity to react. The player grabs. If the opponent blocks or started a counterattack back in step 1, they have no chance to react to this: they’re going to get grabbed. They can only avoid the grab by getting a fast attack out now (which was a dangerous thing to do a few frames ago, back during step one), or moving out of the way with a dash or jump. This mixup isn’t the only or even the main use of CADC, but it’s a good illustration of how they help you: CADCs give you more time to react, and your opponent less. You can also CADC to safely move through projectiles. This is often better than blocking because you won’t take any chip damage and you can’t be pushed back—in fact, you can often move forward. Just be careful for traps: if your opponent sees you coming, they can often set you up to take a hit at the end of your dash. And of course, you can’t CADC through counter-piercing projectiles. Homing attack cancel Every character can start a homing attack in Field Phase by pressing X. The player will move rapidly to the opponent, then do an attack. During the movement, it feels like you’re locked in. You can’t control the direction at all, and you can’t do other attacks. But there are two ways out: you can jump right out with B, or stop where you stand and bring up your shield with R. Both are handy because homing is usually the fastest way for a character to move around in Field Phase. These cancels let you use that mobility without committing to the full movement or attack. For example, a large Synergy Gauge Boost appears at the middle of every stage at the beginning of the final round. You can put yourself in a good spot to take it by starting your homing attack at the beginning of the round, and canceling it when you’re just on your opponent’s side of the Boost. They also open mixup opportunities. If your opponent starts charging a counterattack while you’re coming in with the homing attack, you can cancel it and go for a grab. Just be sure to practice the timing in Training Mode: there’s no opportunity to cancel once you start the attack animation, and that might be a little earlier than you realize. Most characters can’t cancel midair homing attacks. Jump cancel and special cancel You can cancel the ending animation of certain moves by jumping or doing a special attack (one using the A button). The tutorial mentions these, but if you’re like me, you’d like a comprehensive list of what moves are cancelable and how. Appleboom’s frame data spreadsheet has you covered. When a move is jump cancelable or special cancelable, that’s mentioned in the Notes column. It’s also worth adding that you can cancel if your attack makes any kind of contact with the opponent. You don’t have to get a hit; if you hit their shield or counterattack, you can still cancel the rest of the animation. Use the extra time to put yourself in a better position to defend against or punish their next move. Kara cancel “Kara” is Japanese for “blank” or “emptiness.” Kara canceling refers to canceling a move before it has any effect (i.e., while it’s blank) to do a different move. In Pokkén, you can kara cancel any one-button attack into a two-button input. For example, you can cancel a strong (X) or special attack (A) into counterattack (X+A), or a weak attack (Y) into grab (Y+B) (when you do, it’s called a kara grab). You have a tiny window of time to kara cancel, almost unnoticeable, but if the startup animation of your first attack moves you at all, you benefit from that movement before the second command. This is most often useful with grabs: if you start an attack that moves you forward, then kara cancel into a grab, you’ll noticeably extend your grab range. If you’re in neutral right at the edge of your range, a kara grab can help you make sure you connect. Kara cancels have utility beyond increased range. They can also add counter frames to grabs, time to counterattacks, and option selects. Bolimar’s kara cancels post has all the details. L cancel Also called “landing canceling” or “lag canceling,” this is a mechanic that lets players cancel their landing animation by inputting another command as they land. It got the name “L canceling” from Melee, where the mechanic lets you cancel by bringing up your shield with the L button. We don’t use the L button for this, but many characters in Pokkén can still cancel their landing animation by inputting an attack command as they land. This lets you get your next move out sooner, potentially besting your opponent in a race. madluk’s video covers who can do it and how. For each character, there’s a clip without L canceling, then the same sequence with the cancel added, demonstrating the frame advantage. Watch the input history for the right input to make. There’s a little flash on your character when you do it right. Exhaust frames Exhaust frames cover the animation when your character leaves Burst Mode to return to normal, mostly with a white flash. You have no direct control over exhaust frames, but they’re worth covering here, because if you’re moving during exhaust frames—and only moving, without pressing any other buttons—you’ll be invincible through the animation. And that’s usually your best option. Most players figure out pretty quickly that exhaust frames eat most inputs but not R, so they guard through them all the time. But of course, that makes you very predictable and vulnerable to grabs. What’s less obvious is that if you’re moving, you’re completely invincible for a short while. Even if your opponent knows that and times their attacks accordingly, you have more options to react than you would coming out of guard. Crow_Spaceboy’s exhaust frames article on Shoryuken has more background and discussion.
  3. Part of my original plan for this was to make it "the hub for information that isn't on Pokkén Arena." That way, you could come to PA to find everything, and this page would make it easier to find the stuff that was elsewhere, especially on sites that are tough to search like Google Docs and Twitter. But let's give it a shot. I've added this link with the other move data, and we'll see how it evolves from here. Thanks for the suggestion.
  4. Broad Street Battle

    Big E Gaming's monthly tournament in Philadelphia regularly features Pokkén. Event details and registration on smash.gg.
  5. V-Synergy

    until
    "V-Synergy" is a tournament for Pokkén Tournament & Street Fighter V players from the Philadelphia and surrounding regions hosted by our very own SuperTiso. Event details on Facebook.
  6. Inferno

    until
    Pokkén monthlies return to New England! Singles and doubles tournaments at Underworld Gamez in Wallingford, CT. More information and registration on smash.gg.
  7. If I'm not a TO, but I know about events that aren't on the calendar, is there anything I can do? I see registration links for Northeast tournaments all the time, and it seems like those pages have everything we'd need to add them to the calendar. I'd be happy to help funnel them here if I knew where to do it. TOs have enough on their plates already, this seems like an easy way to pitch in.
  8. Some other character-specific terms that I see or hear a lot that I think might help from explaining: FS = Flying Stance = A special stance for Charizard where he's permanently midair and has access to new moves iAD = Instant Air Dash = A Mewtwo thing that I can describe what it is but someone who knows more about Mewtwo can probably write a better definition Enhance = After certain moves connect, Pikachu Libre will enter an "Enhanced" state. This makes all of her Pokémon Moves deal more damage, and they even get an extra damage bonus on top of that if they cause a Phase Shift.
  9. If you hang around long enough, you’ll hear people talk about certain comprehensive data sources like the frame data or support recharge times. They’re so critical that everybody assumes you already know where they are—so much so that it’s getting hard to find links for them sometimes. This post should be your quick one-stop shop to find all of those resources. Move notation and glossary: If you’re not sure what a word or abbreviation means, like “j6Y,” “CADC,” or “grab crush,” check here. You’ll need this information to understand the rest of the resources here. Frame Data: A little understated, this spreadsheet contains all the basic information you’ll want to know about every character’s moves, including frame dis/advantage on hit and block, special properties like counter piercing and grab crush, and more. There’s a sheet for each character, with the first explaining how to read them. Phase Shift Datasheet: Every move in Duel Phase accumulates a set number of Phase Shift Points. When you accumulate 12 Phase Shifts Points, you’ll trigger a Phase Shift back to Field Phase. This spreadsheet has that information for every character’s moves. It has the same sheet structure, with an explanatory sheet and then one for each character. Height and Invincibility Interactions: Every move hits at a given height, and some stances and moves will grant invulnerability to moves at some of those heights. This thread spells all that out, so you can better understand how to defend against your opponents—or why your attack whiffed. Pokkén Charts: Not only has Burnside collected a bunch of miscellaneous numbers for you, and made super-pretty charts for them, but he even compiled them all into a single Twitter Moment so you can find them all. Such a good guy, right? Right now it has: The size of each character’s HP bar The number of seconds required to charge and recharge each Support Pokémon The size of each character’s Synergy meter How much Synergy you get from each boost How long each character’s Burst Mode lasts How much damage each character’s Grab does while in Burst Mode Character Discords: This forum post has the links for every one. Patch notes for version 1.4 and version 1.5: Pokkén Tournament on the Wii U is currently version 1.3. These links have notes about the balance changes made in arcade versions since then. If you're practicing on the Wii U to get ready for Pokkén Tournament DX, we're expecting these changes to be in the game, so you might want to account for them in your training. For example, if you're practicing with the Reshiram, Yveltal, or Latios supports, be aware you'll only be able to call them once in DX. There may be additional balance changes in Pokkén Tournament DX that aren't covered here, too.
  10. Thanks so much for putting this together. I would love to see definitions for "tick grab" and "kara grab" added to this. I only kind of know what they mean myself.
  11. Japanese Charizard main Michinashi recently posted a video on Twitter demonstrating different frame traps you can set up after you win Duel Phase and reenter Field Phase. You just have to time a fireball so that your opponent comes alive in the middle of the last frames of its hitbox. 生存報告も兼ねて既出ネタの映像化 pic.twitter.com/vY6GkQcbDo — ミチナシ@ポッ拳勢 (@michinashi_pk) April 26, 2017 This isn’t a translation, but I’ll walk through some of the demos. The first simply demonstrates the frame trap: the training dummy blocks, and then immediately jumps after hitstun. The player can jump a few frames before that, visually demonstrating the window of opportunity. From here, the video demonstrates a few different situations that might arise and how you might handle them. Each clip starts with a normal grab out of Duel Phase to set up the transition. If the fireball hits, you can follow up with more fireballs in any direction: Clip #2: (opponent knocked down near wall) j[Y] Y fY Clip #3: (opponent knocked down near wall) j[Y] fY Clip #4: (opponent knocked down near wall) j[Y] sY.Y fY If your opponent splats against the wall during the transition, you can still set up the trap as long as spacing allows. Note that you have a different set of follow-up options if they’re not up against the wall, which opens up more stylish combos: Clip #5: (opponent splats and midair recovers) j[Y] sY.Y fY Clip #6: (opponent splats and midair recovers) j[Y] Farfetch’d j[Y] X.X If you time your fireball a hair too late, they might respond with CA. Grab ‘em! Clip #7: (opponent knocked down) j[Y] (CA) grab Clip #8: (opponent knocked down) [Y] (CA) grab You can use [Y] instead of j[Y], and follow up with most of your normal options on hit. Plain Y isn’t one of them, but the directional Ys work: Clip #9: (opponent knocked down) [Y] fY Clip #10: (opponent knocked down) [Y] sY.Y fY [Y] mixes it up a bit, because if you’re late enough that they respond with CA, you even have a few frames to approach to get into position to grab: Clip #11: (opponent knocked down) [Y] (CA) forward grab [Y] also lets you follow up with Flamethrower, and you’re not minus after the transition back to Duel Phase: Clip #12: (opponent knocked down) [Y] sA
  12. So here's the crux of the issue: you keep asserting this, and I'm sure in some player match-ups it's true. But I don't see any reason to think it's universally true, or that allowing or encouraging taunting will have this net effect in the community. There are lots of elements to playing a fighting game well: reaction time, mix-ups/conditioning, character knowledge, combo knowledge, match-up knowledge, the list goes on. Knowing how to keep your cool and not get salty is part of that too. Most players are strong in some of these aspects and weaker in others. If the community tacitly or explicitly encourages taunting, you'll add another axis of skill that players can be better or weaker at. Sure, players who are good at it can use that to their advantage to shore up other weaknesses in their play. But what about the players who aren't so good at it? What about the players who struggle with it because of their own life circumstances outside the game? I think taunting culture makes the game less accessible to them, not more. I'll admit I haven't played a ton of fighting games, and definitely I've never been involved in a community as much as I have Pokkén's. Part of the reason for that is because the Pokkén community has been very welcoming and supportive. Better players, top-level players, have been happy to play games with me and give me pointers. Even more importantly, they've never made me feel inferior because I'm new, or because they wanted to exploit my weaknesses, or they needed to prove their superiority over me. I'm worried if we allow or encourage more taunting, we'll lose some of that friendliness and accessibility of the community. You say it's just about wearing the mask, and for you it probably is. But other folks can't make that distinction so easily, and others still who just don't need the hassle of figuring out who's pretending to be a jerk and who's actually a jerk. I would rather have those folks join us, and grow the whole community, than open up this tactic for people to use that's mostly tangential to more core game skills. I don't really care if other FGCs do it, or it's a longstanding thing. For me, the fact that the Pokkén community doesn't do it nearly so much makes the Pokkén community better. In other words, when you say this: I couldn't disagree more. I want everyone who likes game to join the scene and be part of the community. No, not all of them will be top-level or even tournament-level players. So what? There's lots you can contribute to a community besides raw skill, and we'd all be richer to have those contributions than not.
  13. I believe you, but I think toxicity is an inevitable side effect of taunting. There's a lot outside the game that affects a player's mental state that they bring to the game. How are things with family and friends, how's the job/school, how was the flight, how was that last meal you had. In turn, what happens in the game affects the mental state they take back out into the world after it's over. When you taunt, you're manipulating their mental state outside the game—preying on what happened before, making them feel worse about after—to gain an in-game advantage. I realize that what "happens in the game" should be separate from everything else. I think a lot of people can keep a lot of separation most of the time, but others for a variety of reasons struggle with that, and the rest of us just have bad days sometimes. I think some of the items in your list of "signs of a fish" are telling in this regard. Why take advantage of someone for being a teenager, who hasn't had as many opportunities to keep their emotions in perspective and check? Why take advantage of someone who's really into the game, who might feel that way because it's one positive thing they have going on amidst a bunch of crap in the rest of their life? Just to win a game? To me, that feels like a classic example of prioritizing short-term benefit (winning a match) over long-term benefit (a friendly and welcoming community). This side of the metagame is only more accessible to players who have the mental fortitude and social standing to take advantage of it. And just like some players bow out because they feel like they can't react fast enough, or can't remember enough nuances of interactions between moves, promoting taunting will cause some players to decide they can't compete on that level, and pack it up. Since it has so little to do with the real game, I'd rather keep taunting out, and the players in.
  14. I mentioned that being midair and being in flying stance aren't the same thing. It turns out your behavior in Burst Mode is different between them. If you're midair/gliding and in Burst Mode, you can Burst Attack. (This is generally better than doing it from the ground, too, because your invincibility will start on the very first frame of the attack.) If your Synergy gauge exhausts while you're midair/gliding, you will stay in the air and in Burst Mode until you land. You can even activate your Burst Attack as your feet touch the ground, while you're going through the landing animation. If you're in flying stance and Burst Mode, you cannot Burst Attack. If your Synergy gauge exhausts while you're in flying stance, you will immediately land, then go through your exhaust frames, with no opportunity to Burst Attack in between.