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TiZ

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About TiZ

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    Beginner Battle Trainer
  • Birthday 02/21/1989

Battle Pokémon

  • Main
    Gardevoir

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  1. TiZ

    Pikachu Combo Thread

    Hi, guys. Saw a topic that was sorely needed so here I am making it. This is lightly modeled after the Lili T7 combo thread from Zaibatsu in that combos are grouped by starter, but we have generally easier and more consistent combos as well as a universal super state, so instead of bolding consistent combos, I'm bolding combos that require SB and making use of color coding for character-specific combos, inconsistent or difficult combos, and the combo in each section with the best balance of ease, consistency, and damage. This thread is super duper WIP plus ultra! I'm at work right now and capitalizing on my motivation to do this, but it's a little tough to break out my Switch and test, lol. I'm starting with the stuff I already know and stuff I can find on Twitter. I intend to jump on the Pika discord later and expand it further still. Please reply to make suggestions or corrections for any aspect of this thread, even the way it's organized! I'll happily add new combos and corrections to the thread, or moderators can edit this to do so themselves. I should definitely not be regarded as an authority for Pikachu; I'm just now picking him up! I just wanted to create the resource I wish existed when I started. I have chosen to exclude combos that are just strings with special cancels for the time being. If we collectively decide they should be here, I don't have any feelings about it either way. Damage values assume no JF hits on 6Y unless they are required or the source has them. Duel Phase Midscreen Combos 5Y: 5YY:X 8A = 121 5YY:X 2Y~2A = 118 5YY:X 2Y~BA = 176 6Y / j.Y 6Y / j.X 6Y: 6Y 6Y 2X 2A = 153 / 183 / 178 (Combo dojo) 6Y 8X 6Y 2Y~2A = 150 / 175 / 183 Easy, but drops on Sceptile, Aegislash, probably others. 6Y 8X 5Y:X 8A = 161 / 191 / 181 6Y 8X~6R j.Y 8A = 156 / 186 / 188 6Y 8X~6R j.Y 5Y:X 8A = 178 / 208 / 192 The target needs to be close to the ground for the 5Y to connect, so delay 8X and/or j.Y as you see fit. 6Y 8X~6R j.Y 2X 2A = 199 (Twitter source) Requires very specific timing on 8X and j.Y, and is probably char specific. Don't know if 6:Y is required. 6Y 2X 8X~6R j.Y 8A = 183 / 213 / 197 (Twitter source) Long delay before the 2X. The tightness of the window varies from char to char. 6Y 8X~6R j.Y BA = 269 / 281 / 275 6Y 2X 8X~6R j.Y BA = 273 / 282 / 274 CH 8X: CH 8X~6R j.Y 8A = 159 CH 8X~6R j.Y 5YY~2A = 160 CH 8X~6R j.Y 5Y:X 8A = 212 CH 8X~6R j.Y 5Y:X 2Y~2A = 215 CH 8X~6R j.Y 5YY:X 2Y~4A = 194 (Twitter source) Weavile was the dummy here; 5YY might drop on others. CH 8X~6R j.Y BA = 263 [CA]: [CA] 6Y 8X~6R j.Y 8A = 120 [CA] 6Y 8X~6R j.Y 5YX = 121 [CA] 6Y 8X 5YX = 118 [CA] 6Y 8X~6R j.Y BA = 155 Duel Phase Wall Start Combos 5Y: 5YYX W! 4A 4A 4A = 173 5YYX W! 6Y 5X~2A = 176 5YYX W! 6Y 5X~BA = 242 2Y: 2Y~2A W! 5X~2A = 163 8Y: 8Y W! j.Y 5X~8A = 208 6Y: 6Y W! 4A 4A 4A = 164 5X: 5X~4A W! 4A 2A = 183 5X W! 6Y 5Y~8A = 197 5X W! 6Y 5X = 204 5X W! 5X~2A = 229 Delay the second 5X until target slides down the wall slightly. 5X W! 6Y BA = 259 5X W! 5X~BA = 268 Delay second 5X, just like above. 2X W! / j.Y 2X W! / j.X 2X W!: 2X W! 6Y 5X~8A = 246 / 273 / 262 2X W! 6Y 5X~BA = 276 / 284 / 277 CH 8X: CH 8X W! 4A 4A 2A = 188 CH 8X W! 6Y 5X~8A = 267 CH 8X W! 6Y 5X~BA = 284 6A: 6A W! 4A 4A 5A = 163 6A W! 5X~2A = 195 6A W! 5X~BA = 242 [CA]: [CA] 5YYX W! 4A 4A = 166 [CA] 5YYX W! 4A BA = 153 [CA] 6Y 4A BA = 162 As you can see, both BA combos do less than a regular combo ending in wall blast. Don't bother. Duel Phase Midscreen to Wall Combos 5Y: 5YY:X 2Y~4A W! 8X~6R j.Y 2Y BA = ??? / j.Y ??? / j.X 211 (Twitter source)
  2. Do you think this could be added to the frame data spreadsheet?
  3. TiZ

    Morning Discussion: Synergy Burst

    And here I was so sure that nobody actually said the word "guessies".
  4. I know you can control player two in training by using a second controller. That might help for practicing stuff on far, that's a good idea. I appreciate your support of using near/far at locals. I honestly wish split screen mode was just... way better, though. It's really under-designed. Like, to the point that it's clearly rendering two separate 720p scenes for viewports 1/4 the size, what's the point of that? What's the point of showing two duel phases? What's the point of showing cinematic moves (grabs, supers) twice? I would personally fix split screen by using two tall viewports in field phase, slightly zoomed out for each player so not to totally kill peripheral vision, and then show only one duel phase with the camera perpendicular to the plane the players move on as opposed to skewed slightly Tales of Xillia-style. Show only one scene for grabs. Only one scene for supers. The main bad thing about this would be loss of peripheral vision which would make stuff like Sceptile's jump Y stronger. Playing this game on one screen is a hard problem to solve.
  5. Thanks for the support and reassurance, Fumu. Hmm. I guess for now if I end up finding a conflict where two people both want near or both are equally okay with far, we'll just 20XX it and decide by Rock-Paper-Scissors. Or maybe it'd be equally fair to just give far to whoever sat on the 2P side seat, haha.
  6. Hey man. I was in a weird headspace when I started the topic. I don't really want to get into a fight with anyone, but I did end up getting into a fight with a Missouri TO on Discord not long after I posted this about this very thing. His stance was "you do it right, no exceptions" and obviously that doesn't fly in some scenes for reasons that should be obvious but somehow aren't. There was one other dude who legitimately suggested I buy a second Switch and second copy of the game, but that is straight up insane so I just kind of... ignored him. Anyways, I'm exhausted after dealing with them, and not willing to fight here. If it becomes viable for us to do LAN mode, we'll do LAN mode. But right now, it's not viable because we currently lack resources and interest, and the only way to cultivate interest is to get people playing it whatever way we can right now. What did you guys end up doing to decide who plays on the far end? I've been at con tournaments in the Wii U gen that ran using a single setup, and there would often be people who would just volunteer for the gamepad. I feel like if you could voluntarily go to the far end in single-player or even online modes, it would make near/far more competitively viable because you could get used to it, same as how Tekken 7 lets you pick which side you play on for every mode. Another thing that would help would be if you had a setting to turn off the display of held charges (vibrate the controller instead, maybe). Good to know about secretly choosing a support though, didn't know that. I no longer want to make near-far the competitive standard, but I need it to be something that's okay to run with so that scenes can grow.
  7. What does each letter tier represent?
  8. It means to hold Y. Also, hi there, buddy. Your character got a good amount of buffs from Wii U up to DX, lmao.
  9. I was really excited for Pokkén Tournament DX to come out on account of the fact that it would allow single console play between two-players. Split-screen mode sucks a lot, mostly because of how performance tanks on it, the rest is matters of taste in regards to how utterly ass the UI is. This past Saturday, I brought my Switch with me to a tournament for Pokkén casuals. My friend and I played a fairly long set between matches in our other games, using the near vs. far mode. I volunteered to be on the far end, and found it took me virtually no mental effort to adjust my inputs to play that way. My friend played some casuals with a newbie and he didn't have trouble adjusting either. Of course, at duel phase, everything feels normal and fine for both players. Of course, there are potential problems. You can see each other's assist selection screen. You can see each other's held charges. Some attacks on the near end can obscure the character at the far end during field. However, I like the psychological effect that is imposed by visible charges, and obscuring a character in field is actually bad for both players (meanwhile, with two separate screens, you now can't see the other guy and the other guy can see you). These are hard downsides to some. However, it's a matter of a tradeoff. And I think this is way, way, way better than the alternative. I don't know about you guys, but mandatory LAN mode is single-handedly what killed the Pokkén scene in my area. Think about it: you need two people who like the game enough and like the scene enough to consistently show up for weeklies or monthlies. Luckily, our arcade had a spare Wii U that allowed us to sidestep that issue. But then you still needed two monitors and some sort of networking setup. I donated an old router to the arcade after setting it up with Tomato and multiple VLANs to sidestep the possibility of wrongly-paired setups. This was better than making sure to have a cross-over cable and two compatible ethernet to USB adapters. And then stomping all over ethernet settings for people who might use ethernet at home. All that for a game that was extremely niche. Smash players dropped it as soon as they found out it was nothing like smash, and traditional FGC players barely held interest in it. You could single-setup for casuals if you had one dude willing to compromise on controller preference (me) and you were both willing to deal with 30FPS. Soul Calibur V lived longer than Pokkén because even though there were so few people carrying interest for it in my scene, any one of us could get sets running for it on our own. Our airdasher scene was happy to adopt Pokkén with me as the organizer, but in practice, I dreaded running Pokkén because I would go through a whole lot of shit and hardly anyone would play it. I'm often the only guy bringing a Tekken 7 setup to my weeklies, and that helps to sustain interest and continued competitive growth. If I can't do that with Pokkén, it's in trouble. Pokkén DX is out and we finally have single-setup two-player. Finally. FINALLY! And there's ad-hoc wireless, that's fine too. But I found out about something called "Fixed Battle Arena" when I watched SCR footage. Hey, I want that in my local games! ...Wait a second, it's not in local battle. It's not in wireless battle. Where the hell is it? Turns out it's in LAN battle, which is flabbergastingly still a thing. After all the effort to get single-screen 2P viable. After the Switch emphasized ad-hoc wireless as a console-level feature. Why the hell does LAN mode still exist? When I discovered it on Serebii, I found out its activation was just as convoluted, just as much of a pain in the ass as it was before. Why? Seriously, why? Is this the competitive standard? Is this going to be mandatory for people to consider attending? Because guess what? I'm not going through all that shit again. I'm running my scene on near-vs-far, because as it stands right now, I'm the only person driving interest. I can get people playing the game at weeklies and monthlies, and I can get them to play and grow the scene, but the moment it becomes mandatory to have two setups, the scene will die the same fiery death it did before. I'm going to say this again. I am not running LAN mode for my scene. Period. Non-negotiable. And yes, I know I'm pretty much starting a fight by posting this. The question is, is the side that is okay with that going to win, or are we going to let Pokkén die its second death and become relegated once again to an online-only game?
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