Jump to content

PokkenZard

Charizard Moderators
  • Content Count

    61
  • Joined

  • Last visited

Community Reputation

25 Excellent

2 Followers

About PokkenZard

  • Rank
    Battle Artist

Personal Information

Battle Pokémon

  • Main
    Charizard

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. PokkenZard

    1.3.2 Patch Hasty Translations

    You da man Pentao, thank you!
  2. PokkenZard

    Support Damage And Scaling Spreadsheet!

    Every hit you land on your opponent can add scaling to the damage of later hits in your combo. Most of the time, the actual damage a hit does = the base damage of that hit × (100% - the sum total of scaling you've racked up in your combo so far). There are various caps on some of these numbers for extreme cases, but that's more advanced and you don't need to know them to understand scaling generally. How much scaling a hit adds is a hard-coded property of the move, which is what's shown in the Scaling Breakdown column here. Note that in a multi-hit move, each hit can add its own scaling, and that scaling affects any other hits in the same move. Let's look at Fennekin as an example. It has 5 fits, each with 20 base damage per hit and 10% scaling. 10% of 20 is 2, so if all the hits land, you'd expect each hit to do 2 damage less than the previous hit, like this: Hit 1: 20 damage × 100% = 20 Hit 2: 20 damage × (100% - 10%) = 18 Hit 3: 20 damage × (100% - 20%) = 16 Hit 4: 20 damage × (100% - 30%) = 14 Hit 5: 20 damage × (100% - 40%) = 12 And that's pretty close to what you see in the Scaled Damage column, except Hit 2 loses an extra 2 damage and the rest of the hits follow suit from there. Where did that damage go? There's a feature built into the engine that when you hit an opponent midair, it adds an extra 10% scaling to that hit and all future hits. Since all of Fennekin's hits launch the opponent into the air, after the first hit lands, you have (10% midair scaling + 10% scaling from the hit) = 20% total scaling on hit 2. Then hit 3 has 30% total scaling, hit 4 40%, and hit 5 50%. Every single attack in the game works this way. You don't need to memorize every single number, but you can get an edge by remembering what attacks have low scaling vs. high scaling, because it affects your combo optimization.
  3. PokkenZard

    Discussion: Coaching in tournament

    Previously on PokkénArena. I don't think I've heard anyone opposed to coaching at locals or regionals. Personally I'd even be happy to have it at majors, but I respect the concerns around logistics and fairness and those would definitely need to be ironed out ahead of time.
  4. PokkenZard

    CT Pokken

    There are still no locals in CT, but there's enough of a scene that there are occasional regional tournaments. And that turns the "two hours away from each venue" problem into an advantage, because CT is at a nice midpoint where both the rest of tristate and New England can come out. The next one coming up is Burnside Brawl in mid-April.
  5. One specific issue caused by the late release of brackets: When pools came out, I saw that Bosshog and I were in the same pool. We play against each other all the time at Balance Patch. But five of the Balance Patch regulars were coming to Winter Brawl, so with only four pools, it didn't seem possible to prevent any friendly fire at all. I honestly understand that. So I didn't say anything at that time, because I didn't think there was anything to be done. When brackets came out the day before, it showed me playing against Bosshog round 1. That seemed less than ideal, and hopefully not too difficult to fix. Me and other Balance Patch folks got messages to Big E and Apple through several channels. At one point, we were told it was too late to do anything about it—but I don't know how I could've said anything earlier with the timing of the releases. To his credit, at the 11th hour, Apple did make a swap in our pools which I think improved the situation. I do appreciate that. At the same time, it does mean I sort of prepped for the wrong opponents, and I'm guessing the same goes for other folks affected by the swap. During the tourney, it was sometimes difficult to get match results to Apple. Space was very tight, and a lot of people were usually crowded around him to hear their match called or watch matches on the setups. I'm not sure this can be addressed at the TO level; I think it's mostly a matter of EOs managing traffic flow in the venue. I do appreciate that Apple was firm with players being around when they were called to play. I know it's no fun to be the "bad guy" this way, but it goes a long way to keep things running on time, and I respect he takes that seriously.
  6. This table shows the base damage and scaling for each hit in Charizard’s Duel Phase moveset as of version 1.3.2. The second column breaks out the base damage of each hit in the move. The third column breaks out how much scaling each hit imposes on the remainder of the combo. Listings in parentheses (like this) are details for optional follow-ups. You can use this data to help craft your combos, or even plug it into Zyflair’s damage calculator to find out exactly how much damage a combo will do. A note about midair scaling: hitting an airborne opponent imposes an extra 10% scaling on the rest of the combo. As much as possible, I have tried to exclude this from the data below. For example, if you land all the hits of 5[X], the next hit in your combo will have 30% scaling from hit 1 + 30% scaling from hit 4 + 10% midair scaling (since any follow-up must be midair) = 70% total scaling. However, there are a couple of moves where it’s a little ambiguous whether or not the opponent is airborne, so they might accidentally include the 10% midair scaling. If you notice a case like this, please let me know in the replies. Without further ado, the data: Move Base Damage Scaling 2Y 10, 30 0%, 20% 5Y(Y) 30, (60) 10%, (20%) 6Y 80 30% 8Y 20 0% 2X 60 10% 5X 80, 100 50%, 20% 5[X] 40, 20, 20, 100 30%, 0%, 0%, 30% 6X(X) 20, 60, (100) 0%, 0%, (20%) 8X 120 40% 4A 40, 40, 40 10%, 10%, 40%¹ 5A 30×5 30%×5 6A 100 60% 8A 160 20% jY 20, 20 0%, 0% j6Y(Y) 30, (100) 20%, (20%) jX 80 40% j[X] 120 40% jA 20×5, 120, 10×5 10%×5, 20%, 10%×5² j8A 20×5, 120 10%×5, 20% FS Y 20×4 0%, 10%×3 FS X 120 20% FS A 20×6 0%×5, 20% FS 8A 30×6 0%×5, ??² X+A 10, 10, 60 0%, 0%, 50% Y+B 10×3, 30, 30, 60 N/A L+R 10×8, 180 across 7 hits³ 0%×15 ¹This changed in 1.3.2. In earlier versions, the first two hits of 4A had 0% scaling. ²I haven’t found a good way to test the last hit(s) in these moves to make sure the scaling is exactly right. What I have should be close enough most of the time, but it may fail you if you find new tech for the move. ³The Burst Attack animation has special damage code. For the purposes of planning your own damage like in the calculator, you can think of the animation as a single hit with 180 base damage. When the animation starts, the engine figures out how much damage the whole animation will do (take 180 and apply scaling and caps), and divides the result more-or-less evenly across seven hits to make the animation. Big credit to @Mister Wufor digging deep into the game's attack tables to figure that out!
  7. PokkenZard

    Suicune Optimal Combos v1.3

    I just had the same problem, and it turns out the combo is a little character-specific. It can't be done on Chandelure, Garchomp, Gardevoir, Mewtwo, or Shadow Mewtwo.
  8. You can do Sunny Day manually by charging A until you see Braixen glowing, then release A. You do a double Sunny Day by landing a move that automatically does Sunny Day at the end of it (like Grab), immediately beginning to charge A right after you land it while the animation is running, and then releasing A at the end of the automatic Sunny Day animation.
  9. PokkenZard

    New player!

    I agree with everything Ricky said, but I thought it might be helpful to add a little flavor to the character question. You might be interested in browsing Burnside's results graphics to see what characters consistently place. You probably want to start at the bottom and scroll up a bit, since those are the latest results and reflect the current meta. Note that all the characters introduced in DX (Croagunk, Darkrai, Decidueye, Empoleon, and Scizor) are all new enough that we're still shaking out their meta. Lucario and Mewtwo are generally considered to be good all-rounders with lots of good tools and few weaknesses. If you're feeling really unsure where to start, you almost can't go wrong with one of these two. Decidueye might join this group too. Other characters that consistently place are Garchomp, Pikachu Libre, Sceptile, and Suicune. These characters are strong, but have a more dedicated playstyle, maybe more obvious weaknesses and a tough matchup or two. You might consider one of these if their playstyle appeals to you. I have to note here that Twixxie almost always top 8s with Chandelure at every tournament he attends (which is a lot), and he thinks the character has no bad matchups. So this is a little less conventional wisdom, but he definitely puts up the results to back it up.
  10. PokkenZard

    DX tech thread

    Zard's 9Y opens one new combo route, after connecting with just the 2nd hit of 5X. 5X_1 9Y jY j8A can do 226 damage with perfect spacing. — Brett ? MAGFest ?️? (@2A03VRC6) December 2, 2017 This is both optimal and way easier to do than the 1.3 optimal. Of course, it's still pretty impractical. When are you going to 5X in neutral?
  11. PokkenZard

    Character Discords

    I'm not aware of another one right now.
  12. PokkenZard

    Kara Cancels

    Just dropping a quick note here that the patch notes for mid-November DX update say that canceling into burst declare/attack will be gone. No more giving counter frames/iframes to your burst attacks. Hopefully the rest of the kara cancels will still be with us.
  13. PokkenZard

    Studying new links into … jY_1 j8A

    One of my bread and butter combos is Scatz’s j6YY 8Y 4R ~ jY_1 j8A, because it has a lot of slack built into it. If you misjudged and go into 8Y from a too-high j6YY, you can still end with jY and set up a favorable neutral. If you don’t glide long enough (my usual mistake), you might lose 24 damage, but you won’t drop the combo. However, that 4R is always a little fussy, especially in lag. With Charizard gaining 7Y and 9Y in DX, I wanted to try them out in this combo and see what happened. Here’s what I learned: Linking with 8Y 4R is still always optimal. Against about half the cast, linking with 7Y is nearly or equally optimal, losing at most 6 damage. With the exception of Chandelure, linking with 7Y loses at most 14 damage. With one weird 2-damage exception for Weavile, 7Y link damage ≥ 8Y link damage ≥ 9Y link damage. This is a little inexact, but I think the best way I can summarize the results is: for each character, the more their hurtbox is tall than wide, the more damage you’ll get after a 7Y link. As they get wider, there’s less space between them and Charizard after 7Y, meaning they take more hits from j8A and less total damage. Characters that have basically human proportions will take 190+ damage. Characters that are more “square” will take 182. Chandelure takes 174. You might expect Suicune to take less damage because they’re also more horizontally-shaped, but 7Y launches them from their hind legs, making the hurtbox a lot more vertical when it counts. Here are my full results. This table shows the damage output of j6YY [link] jY_1 j8A started at point blank (Up+ZR in training mode) with a perfect j6YY and immediate links between moves—i.e., what you would get if you were mashing through lag. I expect you’ll see similar results for any combo that ends with some variation of … jY_1 j8A. 7Y 8Y 9Y Blaziken 196 190 190 Braixen 190 172 172 Chandelure 174 174 174 Charizard 196 196 196 Croagunk 190 174 174 Darkrai 190 174 174 Decidueye 190 182 172 Empoleon 190 172 172 Garchomp 182 182 182 Gardevoir 190 182 182 Gengar 182 174 174 Lucario 196 172 172 Machamp 182 172 172 Mewtwo 190 182 172 Pikachu 182 174 174 Pikachu Libre 182 174 174 Sceptile 190 182 182 Scizor 190 182 182 Shadow Mewtwo 190 182 172 Suicune 190 182 182 Weavile 190 172 174
  14. PokkenZard

    birbo combos

    This thread has all the details, but for short: W! means there's a wallsplat at that point in the combo, and yes, 6 means forward/toward your opponent.
  15. PokkenZard

    New England

    As of this writing, the scene is centered in Boston. Balance Patch near BU hosts a weekly tournament every Friday night, and a monthly-ish tournament on Saturdays, approximately every six weeks. A bunch of us also go down to Connecticut for the Inferno monthly at Underworld Games. We throw down with the tristate scene, it's great. Check the events calendar for details, and follow the New England Pokkén Twitter for updates.
×