ThankSwalot

Sceptile Moderator
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About ThankSwalot

  • Rank
    Newbie Battle Trainer
  • Birthday 12/04/2000

Personal Information

Battle Pokémon

  • Main
    Sceptile
  • Secondaries
    Empoleon
  1. The Guide to Sceptile bY

    Introduction Remember that one field move that Sceptile has that a lot of people say sucks and is just a meme? The one people call Growth (raises Attack and Sp. Atk) despite actually being Ingrain (heals over time and keeps you in place)? Yeah, bY. It doesn't suck I swear. Why it's "Bad" The major point the game tries to show you to make you use it is that it heals (30 HP) and gives synergy (around 15CC) when it's complete, but it's incredibly slow to the point where the opponent can either attack you from afar or get up in your face and hit you. Also, while it has a hitbox, it's small and weak (only doing 30 for the first three hits and 60 on the final hit). Trust me, it's a good thing the attack is that slow and weak, because... Other Uses bY has a million other uses besides HP and synergy. Dash cancels are done a lot when this move is used, but you're also able to jump out of it. This can trick people up who attempt to do anything that isn't block (unless it's like Mewtwo's homing attack). And due to Sceptile ducking in the animation, the move is immune to highs on frame 1, which is especially useful for dodging and punishing Blaziken, Machamp, and Scizor's high counter attacks (other notable moves are Mewtwo's Psycho Cut and Hyper Beam). Also if the opponent gets hit twice by bY (doesn't need to be the same bY, the opponent getting stunned by both versions of sY also count, putting them in knockdown no matter the order they hit), they'll be sent back and be in knockdown (unless it's the last hit of it), giving plenty of time to set up. Though the thing us Sceptile players just figured out (EVEN THOUGH IT SAYS IT IN THE MOVE DESCRIPTION BUT NO ONE READS THOSE) is that it also lessens the time Sceptile has debuffs. The move doesn't even need to fully complete in order for it to come into affect, so it's very practical. Also it's a grab crush so y'know, the good stuff. Set Ups to Finish the Animation There are a few set ups or situations where you could realistically finish the move's long startup to get HP and synergy (or at the very least, still be in a pretty good position if you need to cancel it), which I'll just list right below: After finishing the standard 5X 5AY bread and butter combo, you have enough time during the phase shift to dash forward and bY. It's harder to finish if you set up a trap first. After the opponent gets put into knockdown from getting hit by bY twice, you can finish the move off, even if the second hit was from a bY that just started. Some moves can still reach you fast enough before the entire animation is complete if you started a new one, but if you time it just right, you can dash or jump away from the attack and still reap the benefits from finishing bY. If the opponent is by the wall when they get hit by the second hit from a new bY, the final hit of it will come out on their get up, making it a good oki option too. After the opponent is put into the corner, you can block their path with sY and jA, giving you a chance to bY. If they try to jump or attack, you have enough time to react and punish. Worst case scenario is they get out and you dash cancel away. After the opponent gets hit by the Bullet Seeds sprouting or by a support that puts them in knockdown such as Emolga and Lapras. And probably some more set ups, but these are the scenarios that will most likely happen during a legitimate match. Strategies A well spaced bY can put the opponent in an awkward position (working even better when they're in the corner), and can lead to accidentally running into it by trying to attack you. Spacing it well especially when time is low makes it even more likely the opponent will mess up and fall into the trap. Also, as mentioned before, the finisher of the move can be used as an oki if your opponent gets put into knockdown by a different bY while they're in the corner, but you're also able to set up any traps on their wake up, such as jA, jY, or 5AA. Like with a lot of Sceptile's moves, this move can be used for mobility and tricking the opponent out. You can use it on their shield and cancel out with a dash or jump, or just continue it to make them get hit when they let go of shield. Basically, the more you use this move unpredictably, the more likely it'll work out (or at the very least, you won't get punished). Combos If the opponent does end up getting hit by bY, whether from it being from oki or them running into it by accident, you can actually combo into some other moves if you dash or jump cancel fast enough (all hits of the move, even the last one, can combo). You're able to do more combos when in Burst. It's a simple list, though more options could be used if you Kara cancel the dash. The first number is for the first three hits of bY, while the second number is for the final hit (unless stated otherwise). Also, I'll list moves that bY can combo into and have other notes related to the combo. Non-Burst Combos: bYB jY (56/86, stays in field) bYR fA (70/100) bYR CA (70/116) bYB jX (86/116) bYR fY (96/126) bYR nXXX (140, only when the last hit of bY connects, you can land the nXXX on one of the first three hits of bY if you Kara cancel the dash) bYR Support Burst Combos: bYR bY (60/93, first number puts them in knockdown, second number does not) bYB jY (63/96, stays in field) bYR CA (96/129) bYB jX (96/129) bYR fAA (114/147) bYR nYY (121/154) bYR nXXX (123/156) bYR BA (204/237) bYR Support Combo Into: sY bY (38/72, first number is if they're stunned by the net, second number they're stunned by the poison cloud, also, no matter which part of the attack they're hit by, they'll get hit back into knockdown, giving you time to finish bY) jA bY (44/54, first number is if one sprout hits, second number is if both sprouts hit) jY bY (57, this is if all the leaves connect) End As a player of bad opinions, I must say that bY is a really good move with a ton of possibilities for tripping your opponent up. Even though I have made this guide, I myself still haven't gotten used to doing all of these different scenarios. I hope I can make good use of it, and while this guide might be missing a few things, I hope this has changed a few minds or gotten some Sceptile players interested in it. bY and ThankSwalot for reading! Also shout outs to WhiteChocolate for being a bad example on how to use bY.
  2. Making this blog because I recently found out that in certain situations, Empoleon can do Hydro Cannon on opponents in the corner when they're on the wall. Actually, Empoleon is able to do two Hydro Cannons in one combo. To do this, you just do 2[X] slide into Hydro Cannon. It's that simple. Now, why would you do this? Well, it does a million damage (around 215-260 depending on the combo) and in some combos, it won't even phase shift, so you can get some juicy corner pressure with the best penguin of all time. This is gonna be a lot more detailed than my 2[X] wall combo list, because there are more specifics in this, such as how high the opponent is on the wall. Like last time, I'll put notes for what situations it works if it does work. You can set it up in a few ways, which are as follows: Drill Peck right next to the corner Hydro Cannon right next to the corner Hydro Cannon around middle stage where the opponent gets sent flying for a bit (for this, I'll start from the center of Ferrum Stadium, dash forward twice, 2[X], and then Hydro Cannon right away) As a side note, Ice Beam into Hydro Cannon obviously works too and the distance mentioned before (by the wall or in the middle of the stage) still applies. Ice Beam also makes the full combo a phase shift, which can make the wall damage do like 280 (which is actually more than the standard bread and butter combo). Aqua Jet, Steel Wing, and 8X are guaranteed to fail on most of the cast due to launching them too low to the ground (8X might be an exception depending on if the opponent was in the air and they get launched higher on the wall). Lastly, I'll be giving tips after the character specifics for important stuff like ways to set it up and other things. Character List: Aegislash - No (All 3 options will keep them in the corner but Hydro Cannon misses.) Blaziken - Yes (Options 1 & 3 work, but they both send them behind Empoleon, getting hit by the back end of Hydro Cannon. Option 2's 2[X] is too slow, so they land on the ground before they get hit by it.) Braixen - Yes (All 3 options work.) Chandelure - Yes (Option 1 is the only one that works. Option 2 keeps them in the corner but Hydro Cannon misses while option 3 sends them up too high for 2[X] to hit.) Charizard - Yes (Option 3 is the only one that works, but they get sent behind Empoleon, getting hit by the back end of Hydro Cannon. Both option 1 and 2 send them behind Empoleon and Hydro Cannon's back end misses.) Croagunk - Yes (Options 1 & 3 work. Option 2 sends them behind Empoleon and Hydro Cannon's back end misses.) Darkrai - Yes (Options 1 & 3 work. Option 2 keeps them in the corner but Hydro Cannon misses.) Decidueye - No (Options 1 & 3 will keep them in the corner but Hydro Cannon misses while option 2's 2[X] is too slow, so they land on the ground before they get hit by it.) Empoleon - No (All 3 options will send them behind Empoleon and Hydro Cannon misses.) Garchomp - Yes (Options 1 & 3 work, but they both send them behind Empoleon, getting hit by the back end of Hydro Cannon. Option 2 sends them behind Empoleon and Hydro Cannon's back end misses.) Gardevoir - Yes (All 3 options work. Option 1 will send them behind Empoleon, getting hit by the back end of Hydro Cannon.) Gengar - Yes (Options 1 & 3 work, but they both send them behind Empoleon, getting hit by the back end of Hydro Cannon. Option 2 sends them behind Empoleon and Hydro Cannon's back end misses. However, option 2 works on Bursted Gengar and sends them behind Empoleon, getting hit by the back end of Hydro Cannon.) Lucario - Yes (Options 1 & 3 work. Option 2 keeps them in the corner but Hydro Cannon misses.) Machamp - No (Options 1 & 3 will keep them in the corner but Hydro Cannon misses while option 2's 2[X] is too slow, so they land on the ground before they get hit by it.) Mewtwo - No (All 3 options will send them behind Empoleon and Hydro Cannon misses.) Pikachu - Yes (Options 1 & 3 work. Option 2 sends them behind Empoleon and Hydro Cannon's back end misses.) Pikachu Libre - Yes (Options 1 & 3 work. Option 2 sends them behind Empoleon and Hydro Cannon's back end misses.) Sceptile - Yes (Option 3 is the only one that works, but they get sent behind Empoleon, getting hit by the back end of Hydro Cannon. Both option 1 and 2 send them behind Empoleon and Hydro Cannon's back end misses.) Scizor - Yes (Option 3 is the only one that works. Option 1 sends them behind Empoleon and Hydro Cannon's back end misses while option 2's 2[X] is too slow, so they land on the ground before they get hit by it.) Shadow Mewtwo - No (All 3 options will send them behind Empoleon and Hydro Cannon misses.) Suicune - Yes (All 3 options work. However, they all send them behind Empoleon, making them get hit by the back end of Hydro Cannon.) Weavile - Yes (Options 1 & 3 work. Option 2 keeps them in the corner but Hydro Cannon misses.) Tips: Now, let me just say, all the options could work on certain characters (usually the ones who fail 1 or 3 since option 2 is already puts them pretty low on wall). However, you'd have to wait for them to slide down on the wall before you do 2[X]. Also, sometimes using Hydro Cannon in the middle of the stage will launch them too high for you to 2[X] right away, so you'd also have to wait for them to slide here. In these instances, unless you're really good timing the 2[X], it'd be better to just do the standard wall combo or some other combo. How to set this up is pretty simple. Landing Ice Beam on the opponent will give you a free Hydro Cannon and you can do the second Hydro Cannon depending on how they land on the wall. Drill Peck on their wake up also works, especially since they might attempt to jump or attack their way out (or even wake up grab but why would you wake up grab). For me, I use Farfetch'd, so I literally drag them towards the wall if it hits. After Farfetch'd hits, just 2[X] or Ice Beam into Hydro Cannon (preferably 2[X]). Finally, other supports can cause a knockdown from a distance, such as Emolga, giving you a chance to use Drill Peck if they're by the wall.
  3. Hi, I think this is my first major post here so, uh, hopefully I don't screw this up! And hopefully this hasn't been done before and it's just not me missing it. So Empoleon's wall combo is pretty damaging once you get the hang of it. However, to do a little more extra damage, you can 2[X] before the 5Y into Defog. The problem is, some of this can be kinda wonky depending on what character you do it on, so I'm making this list to help those know what match-ups/situations to do 2[X] to get about 16 more damage from the wall combo. If a character (or a certain move against a character) isn't able to be 2[X]'d, they'll simply be sent behind you and you'll miss the 5Y. For those characters and/or situations, just stick with the normal 5Y to Defog combo. The following are the moves I am going to be testing on the characters to see if 2[X] will correctly combo after they wall splat: Level 1 Aqua Jet to Cut Level 2 Aqua Jet to Cut Level 3 Aqua Jet to Cut Level 3 Aqua Jet to Surf Cancel Steel Wing Steel Wing 8X If at least one of these situations works on a character, I will say "yes" that they can do it, but I will make note if any of those situations above will fail on that character. Other notes may appear along with those. Also, as for why other moves like Hydro Cannon and 6YY aren't listed, they wall splat much higher than these moves, so it's actually impossible to combo 2[X] correctly on characters if you use those moves. And while Defog into Cut is technically a different move combination, it would most likely just result similarly to level 1 & 2 Aqua Jet (that and I completed this before remembering it as an option and I just said "screw it"). Character List: Aegislash - No Blaziken - Yes Braixen - Yes Chandelure - No (Unsurprisingly.) Charizard - Yes Croagunk - Yes Darkrai - Yes Decidueye - Yes (Although, I found it to be more difficult than the other characters to land it.) Empoleon - Yes Garchomp - Yes Gardevoir - Yes Gengar - No (Yes, even on Bursted Gengar despite its body changing that drastically.) Lucario - Yes (However, doing 2[X] after a level 3 Aqua Jet into Steel Wing or 8X will fail. Same applies to Bursted Lucario.) Machamp - No Mewtwo - Yes Pikachu - Yes Pikachu Libre - Yes Sceptile - Yes Scizor - Yes Shadow Mewtwo - Yes Suicune - No (It's so bad that sometimes when Steel Wing is used, it will hit twice by accident.) Weavile - Yes So as you see, it actually works on a large majority of the cast. But obviously, it's useful information for characters like Lucario who have specific moves that don't work, and of course the ones that don't work at all like Chandelure and Machamp. I hope this helps out any future or present Empoleon users! Have a nice day and ThankSwalot for reading!
  4. Hit me with those DX Lab requests! :)

    Did they fix Sceptile's CA so Libre jx and Chandy 2x doesnt go through him?