Jump to content

Kamaal

Members
  • Content Count

    8
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Kamaal

  • Rank
    Beginner Battle Trainer

Personal Information

Battle Pokémon

  • Secondaries
    Aegislash
    Blastoise
    Blaziken
    Braixen
    Chandelure
    Charizard
    Croagunk
    Darkrai
    Decidueye
    Empoleon
    Garchomp
    Gardevoir
    Gengar
    Lucario
    Machamp
    Mewtwo
    Pikachu
    Pikachu Libre
    Sceptile
    Scizor
    Shadow Mewtwo
    Suicune
    Weavile

Recent Profile Visitors

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

  1. Notes: - Sceptile is a very open-ended character combo wise so most of these can be interrupted for a reset at several points in the combo. In fact, it's often better to do so because Sceptile's raw combo damage isn't very high. This is a list of full combos without taking resets into account. - 8Y(1) means only one hit of air hit 8Y connects. More range but less PSP, hitstun, damage, and debuff duration. 3s debuff. - 8Y(2) means both hits of air hit 8Y connects. If you're quick enough you can combo into 19f moves such as 6Y and 5X. 6s debuff. Midscreen Combos 5YY 5A j3Y 5X 5A j3Y 2X - 140 dmg Works on: everyone 5YY 5A j3Y 5X 5A j3Y 5X 6A - 150 dmg Works on: Sceptile, Darkrai, Pikachu, Gardevoir, Pikachu Libre, Croagunk, Gengar, Decidueye*, Machamp, Empoleon, Blastoise, Chandelure, Suicune, Charizard, Garchomp (15) Does not work on: Blaziken, Lucario, Scizor, Aegislash, Braixen, Mewtwo, Weavile, Shadow Mewtwo (8) jX 5YY 5A j3Y 5X 5A j3Y 2X - 148 dmg Works on: everyone jX 5YY 5A j3Y 5X 5A j3Y 5X 6A - 158 dmg Works on: Sceptile, Darkrai, Pikachu, Gardevoir, Pikachu Libre, Croagunk, Gengar, Decidueye, Machamp, Empoleon, Blastoise, Chandelure, Suicune, Charizard, Garchomp (15) Does not work on: Blaziken, Lucario, Scizor, Aegislash, Braixen, Mewtwo, Weavile, Shadow Mewtwo (8) 5X 5A j3Y 5X 5A j3Y 2X - 182 dmg Works on: everyone 5X 5A j3Y 5X 5A j3Y 5X - 182 dmg Works on: Sceptile, Darkrai, Pikachu, Gardevoir, Pikachu Libre, Croagunk, Gengar, Decidueye*, Machamp, Empoleon, Blastoise, Chandelure, Suicune, Charizard, Garchomp (15) Does not work on: Blaziken, Lucario, Scizor, Aegislash, Braixen, Mewtwo, Weavile, Shadow Mewtwo (8) 5X (antiair) 5A j9Y 5X 5A j9Y 5X - 156 dmg Works on: everyone 5[X] 6R 5X 5A j3Y 6YYR - 220 dmg Works on: everyone jY 5X 5A j3Y 5X 5A j3Y 2X - 164 dmg Works on: everyone jY 5X 5A j3Y 5X 5A j3Y 5X - 164 dmg Works on: Sceptile, Darkrai, Pikachu, Gardevoir, Pikachu Libre, Croagunk, Gengar, Decidueye*, Machamp, Empoleon, Blastoise, Chandelure, Suicune, Charizard, Garchomp (15) Does not work on: Blaziken, Lucario, Scizor, Aegislash, Braixen, Mewtwo, Weavile, Shadow Mewtwo (8) j8Y (antiair) 8Y(2) 6Y:Y 8Y(1) j8Y 5YY 5A jY 6A - 160 dmg, 9s def debuff Works on: everyone j8Y (antiair) 8Y(2) 5X 5A j9Y 5X 5A j9Y 8Y(1) - 128 dmg, 9s def debuff Works on: Darkrai, Blaziken, Gardevoir, Scizor, Aegislash, Mewtwo, Suicune, Shadow Mewtwo, Sceptile, Decidueye, Machamp, Empoleon, Blastoise, Chandelure, Charizard, Garchomp (16) Have to substitute second j8Y for j5Y: Lucario, Pikachu, Pikachu Libre, Weavile (4) Have to substitute second j8Y for j5Y AND delay the third j8Y: Croagunk, Gengar (2) Does not work on: Braixen (1) 8Y(1) (antiair) 8A - 135 dmg, 3s def debuff, 6s atk self debuff Works on: everyone 8Y(2) (antiair) 8A - 159 dmg, 6s def debuff, 6s atk self debuff Works on: everyone [CA] 5X 5A j9Y 5X 5A j9Y 8Y(1) - 130 dmg, 3s def debuff Not as much damage as 6Y:Y but leads to a setup more easily and requires no just frames. Works on (no phase shift): Darkrai, Blaziken, Gardevoir, Scizor, Aegislash, Mewtwo, Suicune, Shadow Mewtwo (8) Works but the 8Y will often phase shift: Sceptile, Decidueye, Machamp, Empoleon, Blastoise, Chandelure, Charizard, Garchomp (8) Have to substitute first j8Y for j5Y: Lucario, Pikachu, Pikachu Libre, Weavile (4) Have to substitute first j8Y for j5Y AND delay the second j8Y: Croagunk, Gengar (2) Does not work on: Braixen (1) [CA] 6Y:Y 8Y(1) j8Y 5YY 5A jY 6A - 159 dmg, 3s def debuff Works on: Darkrai, Blaziken, Lucario, Scizor, Aegislash, Croagunk, Sceptile, Gengar, Decidueye, Machamp, Empoleon, Blastoise, Mewtwo, Chandelure, Weavile, Charizard, Garchomp, Shadow Mewtwo (18) Works but have to delay the j8Y: Pikachu, Pikachu Libre, Gardevoir, Suicune (4) Does not work on: Braixen (1) [CA] 6Y:Y jR j8Y 4X 5A j9Y 5Y 8A - 166 dmg, 6s atk self debuff Works on: everyone [CA] 6Y:Y jR j8Y 4X 5A j9Y 5X - 154 dmg Braixen optimal since she falls out of so many other [CA] combos Works on: everyone 4X (crit) 6Y:Y jR j8Y 4X 5A jY 6A - 190 dmg Works on: everyone 4X (crit) 6Y:Y jR j8Y 4X 5A j9Y 4X 5A jY 6A - 202 dmg Significantly more difficult than the above but possible 4X (crit) 6Y:Y jR j8Y 4X 5A j9Y 4X 5A j9Y 5Y 8A - 212 dmg, 6s atk self debuff Works on: everyone 8X 6Y:Y jR j8Y 4X 5A j9Y 5Y 6A - 155 dmg Works on: everyone 8X 6Y:Y jR j8Y 4X 5A j9Y 5Y 8A - 168 dmg, 6s atk self debuff Works on: everyone 4A (success) 5[X] 6R 5X 5A j3Y 5X - 155 dmg Works on: everyone 5AA (sprout) 6Y:Y 8Y j8Y 5YY j3Y 6A - 170 dmg, 3s def debuff Works on: Darkrai, Blaziken, Lucario, Scizor, Aegislash, Croagunk, Sceptile, Gengar, Decidueye, Machamp, Empoleon, Blastoise, Mewtwo, Chandelure, Weavile, Charizard, Garchomp, Shadow Mewtwo (18) Works but have to delay the j8Y: Pikachu, Pikachu Libre, Gardevoir, Suicune (4) Does not work on: Braixen (1) 6A (crit) 2A - 105 dmg Works on: everyone 6A (crit) 3A - 165 dmg Works on: everyone Wall Combos 1A j6A 6Y:Y 6Y:Y 8Y(1) j8Y 5YY - 187+30 dmg, 3s def debuff Can use 2A or 3A as well. Works on: everyone 1A j6A 8A - 175 dmg Can use 2A or 3A as well. Works on: everyone 1A j8Y 8Y(2) 5A j8Y 8Y(2) 5A j8Y 8Y(1) 2Y - 130 dmg, 15s def debuff Can use 2A or close 3A as well. Works on: everyone 5YY 5A j3Y 5X 5A j3Y 5X 5A j3Y 5X - 154+30 dmg Works on: everyone 5YY 5A j8Y 5X 5A j8Y 5X 5A j8Y 5X - 164+30 dmg Works on: Blaziken, Machamp, Charizard, Garchomp, Mewtwo, Shadow Mewtwo, Blastoise* (7) *Same damage as j3Y 5[X] 4X 6Y:Y 8Y j8Y 5Y 6A - 223 dmg Works on: Darkrai, Blaziken, Lucario, Scizor, Aegislash, Croagunk, Sceptile, Gengar, Decidueye, Machamp, Empoleon, Blastoise, Mewtwo, Chandelure, Weavile, Charizard, Garchomp, Shadow Mewtwo (18) Works but have to delay the j8Y: Gardevoir, Suicune (2) Does not work on: Pikachu, Pikachu Libre, Braixen (3) 5[X] 4X 6Y:Y 8Y j8Y 5Y 5AA - 225 dmg, 3s def debuff Works on: Darkrai, Blaziken, Sceptile, Suicune, Scizor, Aegislash, Gengar, Machamp, Empoleon, Blastoise, Mewtwo, Shadow Mewtwo, Weavile, Charizard (14) Does not work on: Lucario, Croagunk, Decidueye, Gardevoir, Chandelure, Pikachu, Pikachu Libre, Braixen, Garchomp (9) 5[X] 4X 6Y:Y 8Y j8Y 5Y 8A - 236 dmg, 3s def debuff, 6s atk self debuff Works on: Darkrai, Blaziken, Lucario, Scizor, Aegislash, Croagunk, Sceptile, Gengar, Decidueye, Machamp, Empoleon, Blastoise, Mewtwo, Chandelure, Weavile, Charizard, Garchomp, Shadow Mewtwo (18) Works but have to delay the j8Y: Gardevoir, Suicune (2) Does not work on: Pikachu, Pikachu Libre, Braixen (3) 5[X] 4X 5Y 8A - 236 dmg, 6s atk self debuff Braixen / Pikachu / Pikachu Libre optimal. 5[X] 4X 6Y:YR j8Y 5Y 5AA - 222 dmg Braixen / Pikachu / Pikachu Libre optimal.
  2. Kamaal

    Gengar Shadow Punch (4A) info

    4A: 23f, knockdown on hit, pushes opponent away from you on block, 2 PSP, 80 dmg 4[A]: 43f, launches on hit, pushes opponent towards you on block, 2 PSP, 80 dmg (same damage as 4A despite charge) The frame advantage on block depends on positioning, whether it's charged or uncharged, and whether it hits with one hit or both hits. Uncharged - 4A Both hits: +5~+9 Second hit only: +6~+13 Fully charged - 4[A] Both hits: +7~+11 Second hit only: +12~+19 Details in this thread. Both versions are heavy attacks so they're one of Gengar's few grounded moves that will stun on oki against a bursted opponent without needing Eevee/Victini/Mew. The black rift Gengar puts directly in front of his face has projectile invulnerability from when he sticks his hand in until the fists begin to come out the other side. This can be used to true punish certain projectiles in field for a phase shift. This will not block S tier priority moves such as lasers. Shadow Punch does a lot of shield damage, taking four hits to break an average guard. This can be done with even fewer Shadow Punches with chip from sY and nY in field. Most characters can empty jump between the first and second hit of 4[A] on block. The list of characters that cannot are as follows: Weavile Blaziken Garchomp Braixen Scizor Decidueye Aegislash About half the cast can block the first hit of uncharged 4A and walk back slightly to avoid the second hit and grab Gengar out of the endlag. The list of characters that cannot do this are as follows: Pikachu Gardevoir Gengar Machamp Chandelure Scizor Blastoise Charizard Suicune Garchomp Empoleon Thanks to @LCF for the frame data research.
  3. Kamaal

    Scizor 6AA hX bug bite optimal

    In addition to Scizor's regular Metal Claw bnb of 6AA 6YX 1A~Y+B, Scizor can sometimes get 10 more damage by doing 6AA hXX jYX 1A~Y+B (whiff second hit of jX for the bounce into Bullet Punch). The following is the difficulty in landing 6AA hXX jYX 1A~Y+B on each character. Very lenient: Pikachu Pikachu Libre Braixen Suicune Works like normal on: Blaziken Lucario Gengar Blastoise Very strict: Darkrai Gardevoir Scizor Decidueye Chandelure Weavile Mewtwo Shadow Mewtwo Doesn't work on: Aegislash Croagunk Sceptile Machamp Empoleon Charizard Garchomp You should make it a point to go for the optimal on the characters that are normal or lenient difficulty, but the rest probably don't bother cause you'll likely drop it more often than not and it isn't a big enough difference in damage to warrant it.
  4. 6AA 6YX W! 6Y 1AX:X is a common, high damage wall bnb for when you have full meter and don't need to Bug Bite for synergy. Though it works on every character, you'll notice some characters wallsplat very high such that 6Y will whiff, and in order to complete the combo you need to either wait for them to slide down a little before the 6Y or replace the 6Y with a falling jY instead. jY does similar or more damage and works the same on every character but it can be difficult to time compared to 6Y. Damage comparison: 6AA 6YX W! 6Y 1AX:X - 264 dmg 6AA 6YX W! jY 1AX:X - 264 dmg 5YY 6AA 6YX W! 6Y 1AX:X - 244 dmg 5YY 6AA 6YX W! jY 1AX:X - 246 dmg hY 6AA 6YX W! 6Y 1AX:X - 242 dmg - hY 6AA 6YX W! jY 1AX:X does too many hits and will phase shift before the last hit This is the list of wallsplat heights of each character: Regular wallsplat (can connect instant 6Y) Darkrai Blaziken Pikachu Pikachu Libre Lucario Scizor Aegislash Croagunk Gengar Decidueye Machamp Braixen Empoleon Weavile Garchomp Mewtwo Shadow Mewtwo High wallsplat (must delay 6Y) Suicune Gardevoir Sceptile Blastoise Chandelure Charizard Of special note is that for the characters that wallsplat high, you can link 6YY W! 1A~Y+B instead of 6YX. The rest of the cast will fall out of 6YY. 6YY combos only do 1 or 2 more points of damage, however.
  5. Ok this matchup is not so good for Scizor because, while his horizontal coverage in duel is strong, his vertical coverage is really bad (he's got that great big dead zone in the air beyond 8Y/U-turn/air-to-air jY range). This combined with his terrible walk speed makes him weaker to divekicks than you would expect so long as he isn't more or less standing still. This is especially true of Mewtwo airdash jY. A lot of Scizor's midrange stuff (5A, 5AA, 6A, 2A, 4[X], [CA]) loses to neutral jump into airdash jY punish. At the same time, if you're busted down to walking in order to not leave yourself open to jump-ins you're back to forcibly being made to play Mewtwo's ground game. Basically, neutral doesn't favor you at all either way. That's not to say don't play it, but in order to win you have to make it a priority to not overextend yourself doing generic Scizor setplay, because Mewtwo can punish the holes in that more severely than just about any other character. Rule of thumb, if you're not pretty darn sure your next move is going to connect, don't throw it out. That's the theme of this matchup.
  6. Kamaal

    Practical Gengar combos

    So why these combos? Isn't it better to just do the optimals? These combos all follow a similar structure despite having very different effects, so they're easier to recall in an actual game. Once you get the muscle memory down all you have to think about are "what can I hit with?" and "what do I want to end with?". Furthermore, many of the true optimals (particularly those involving back-to-back edgestonish) have extremely strict and very character-specific inputs that it's not always worth trying to go for in pursuit of a relatively minor increase in damage. Some of the optimal combos are also the most practical, however. What's with the numbers in parentheses? Gengar's jY and RL X have multiple hits and can be cancelled into a Pokemon move (jY) or jump (RL X) after each hit. Whenever you see jY(1)YR or jY(3) or RL X(4), that's how many hits of that move you have to connect before you cancel it. How does Gengar's combo theory go? Gengar's most effective combos generally go something like this: 1. Launch - jAR, j2XXR, jY(1)YR, etc 2. jY - above, level, or rising 3. j6AR - single hit Astonish ("edgestonish") 4. RL X - 3 hits or 4 hits 5. jY - 1, 2, or 3 hits 6. Astonish - either single hit (j6AR) or 4 hit (j5AR/jYYR) 7. RL X (extra synergy) or RL A (attack debuffs) or 2XX (highest damage) As much damage as you can fit in 21 hits (most of these combos should end in a phase shift with 20-21 hits). If you don't have full meter you should generally end your combos with RL X to get extra meter. If you have full meter already you should end your combos with Sludge Bomb (if you can do it) for the attack debuffs. Going for max damage involves ending with 2XX, but the optimal versions of those combos tend to be incredibly difficult and you usually get more out of debuffs or extra synergy. However, I've included the practical max damage combos as an alternative when the others aren't feasible. About first jY height: The very first jY you do after you launch them has to be done from a different height depending on the size of the character. Thankfully this is not different for every single character, they all fall within one of three height tiers. All jYs after the first one are basically "as high as you can without dropping them". Hit from above (-45 degree angle) Lucario, Gardevoir, Blaziken, Weavile, Suicune, Machamp, Braixen, Croagunk, Scizor, Decidueye, Mewtwo*, Shadow Mewtwo*, Aegislash** * 2XX ender does not work ** Falls out of RL X(4) Hit level (0 degree angle) Gengar, Sceptile, Empoleon, Pikachu, Pikachu Libre Hit from below (rising jY) - cannot link RL X(4) -> jY in combos (no synergy ender) Charizard, Garchomp, Blastoise, Darkrai, Chandelure Duel Midscreen Astonish combos jA jAR, jY(3), j6AR, RL X(4), jY(3), j6AR, RL X(4) - 168 dmg + synergy (Recommended) jAR, jY(3), j6AR, RL X(3), jY(3)YR, RL A - 162 dmg + debuffs (Recommended) jAR, jY(3), j6AR, RL X(3), jY(3)YR, 2XX - 185 dmg j2X j2XXR, jY(3), j6AR, RL X(4), jY(3), j6AR, RL X(4) - 172 dmg + synergy (Recommended) j2XXR, jY(3), j6AR, RL X(3), jY(2)YR, RL A - 167 dmg + debuffs (Recommended) j2XXR, jY(3), j6AR, RL X(3), jY(3)YR, 2XX - 185 dmg jY jY(1)YR, jY(3), j6AR, RL X(4), jY(3), j6AR, RL X(4) - 178 dmg + synergy (Recommended) jY(1)YR, jY(3), j6AR, RL X(3), jY(2)YR, RL A - 167 dmg + debuffs (Recommended) jY(1)YR, jY(3), j6AR, RL X(3), jY(3)YR, 2XX - 195 dmg 6YX 6Y[X], RL X(3), jY(3), j6AR, RL X(4), jY(3), j6AR, RL X(4) - 193 dmg + synergy (Recommended) 6Y[X], RL X(3), jY(3), j6AR, RL X(3), jY(2)YR, RL A - 188 dmg + debuffs (Recommended) 6Y[X], RL X(3), jY(3), j6AR, RL X(4), jY(3), j6AR, 2XX - 199 dmg RL X (does not work on Pikachu, Pikachu Libre, or Croagunk) RL X(2), jY(1)YR, jY(3), j6AR, RL X(4), jY(3), j6AR, 2XX - 210 dmg (Recommended) RL X(2), jY(1)YR, jY(3), j6AR, RL X(4), jY(3), j6AR, RL X(2) - 174 dmg + synergy RL X(2), jY(1), j5AR, RL X(4), jY(3)YR, RL A - 172 dmg + debuffs Meaty 5[A] (does not work on Pikachu, Pikachu Libre, or Croagunk) 5[A], RL X(2), jY(1)YR, RL X(3), jY(3), j6AR, RL X(4) - 186 dmg + synergy (Recommended) 5[A], RL X(2), jY(1), j5AR, RL X(3), jY(1)YR, RL A - 171 dmg + debuffs (Recommended) 8X 8X(1), jY(3), j6AR, RL X(3), jY(3), j6AR, RL X(3), jY(3), j6AR, 2XX - 262 dmg (Recommended) 6A 6A, Y+B - 123 dmg (Recommended) 6A, RL X(2), jY(1)YR, RL X(4), jY(3), j6AR, RL X(4) - 157 dmg + synergy (Recommended) 6A, RL X(2), jY(1), j5AR, RL X(3), jY(3)YR, RL A - 158 dmg + debuffs (Recommended) 6A, RL X(2), jY(1)YR, RL X(4), jY(3), j6AR, 2XX - 161 dmg Non-Astonish combos 5X, 4A - 124 dmg 5[X], 2A - 180 dmg 5YY, 5A - 119 dmg Wall RL X, j8XXR, jY(3)YR, RL X(4) - 268 dmg + synergy (Recommended) RL X, j8XXR, jY(3)YR, 2XX - 275 dmg RL X, j8XXR, jY(3)YR, RL A - 230 dmg + debuffs 5X, 4A W!, 4[A], j8XXR, RL X(4) - 228 dmg + synergy (Recommended) 5X, 4A W!, 4[A], j8XXR, 2XX - 231 dmg 5X, 4A W!, 4[A], j8XXR, RL A - 196 dmg + debuffs Wall (Burst) 5YY, 4A W!, 5[A], 2Y; 5[A] - 223 dmg + Shadow Ball oki 5[A], 5YY, 4A W!, 2Y; 5[A] - 242 dmg + Shadow Ball oki Field combos jfAR, RL X - 91 dmg (Recommended) jfAR, bY - 77 dmg (Recommended) jfAR, XX - 98 dmg nY, 4[A] - 78 dmg Field setups sY; 4A sY; 4[A] sY; 5A sY; 5[A] nY; 4A nY; 4[A] nY; 5A nY; 5[A] sY; nY nY (far); X[X]
  7. Whoaaa that's dope, I gotta mess with that a bit
  8. Similarly, at full screen 5A can combo into iAD jY against grounded opponents, it and tipper 2Y are the only moves he has with enough speed and range to do this.
×