Kamaal

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About Kamaal

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    Newbie Battle Trainer
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Battle Pokémon

  • Main
  • 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
  1. 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.
  2. 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 nY; 4A nY; 4[A] nY; 5[A] nY; sY
  3. Whoaaa that's dope, I gotta mess with that a bit
  4. 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.