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About BadIntent

  • Rank
    Veteran Battle Trainer

Battle Pokémon

  • Main
    Shadow Mewtwo

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  1. BadIntent

    Player Interview: Whiff Punish Pro, BadIntent!

    Thanks fam
  2. BadIntent

    BadIntent's Game Corner

    Solo main or play multiple characters? Which is better? It was easy enough to choose a main, but what should you do when you run into a bad matchup? Push through it or pick up a secondary? My simple answer is to play multiple characters. There is no strategic benefit to only playing one character. These are the two main reasons everyone should at least try multiple characters: matchups and nerfs. Starting with matchups, Pokkén, like almost every fighting game has asymmetrical design. There are several different character archetypes, and no two characters play quite the same. This is done to make each character feel fresh and unique, but it has a major consequence which is balance. Pokkén is considered by many players to be a balanced game, but that statement is true and very false at the same time. As I stated in my previous post, every character can do well in a tournament, but there are also very lopsided matchups in Pokkén. When characters have such different tools, it's an inevitability that some characters can mostly invalidate the arsenal of certain other characters. My personal example is Blaziken vs Sceptile. After the first month of trying out different characters, I stuck with Blaziken solo for the next few months. I ended up getting 2nd at my first major (Seattle Regionals 2016), only losing to a Sceptile. But it was bad - I did well against Sheer's Weavile online but Sceptile was a hard counter. Even after losing 0-3 in both winners finals and grand finals to the same player, I chose to stick out the matchup. I played lots of games against top Sceptiles at the time like TeeJay. I played more FT5s and FT10s than I can count- a few of which are on my YouTube, some still unlisted. Evo came and I ended up playing Tonosama's Sceptile and lost 0-2 without even taking a single round. After that I decided the 8-9 hours a day of training was good but it was unfortunately misguided. Instead of putting that much effort into a matchup against a character that invalidates my own, how about just concentrating that same amount of effort into a character that is more equipped to deal with Sceptile's tools. That's how I ended up playing Shadow Mewtwo in the first place. Now, with three characters in my arsenal, I never have to worry about having to stick out an extremely lopsided matchup since I can always switch to a different character. The second reason to play multiple characters is balance updates, which really means when your character gets nerfed. This is the primary reason I picked up Darkrai and started playing Blaziken more after DX dropped. It was to mitigate the nerfs to Shadow Mewtwo. This is really a case of just not putting all your eggs in one basket. Playing on character and one character only leaves you at the mercy of the developers of the game. If they decide to break your character's knee caps, you can either roll over and accept it, or play another character to compensate for the matchups that have become more difficult. It's absolutely fine to keep playing the character, but you also can't complain when you start losing matchups that were previously in your favor. Quick and easy answer: yes, play multiple characters so you have insurance against bad matchups and nerfs. See you in the next Evil Thoughts!
  3. BadIntent

    BadIntent's Game Corner

    What character should I play? This is the single most common question I get from new players, so I've decided to make a post I can refer them to with my answer. I'm going to talk about how to choose what character you want, address tiers, and talk about character complexity. Character Choice. Play whatever character appeals to you. No joke, that's my answer. Do you like zoning? Pick a zoner. Do you like footsies, play a character with long limbs and fast buttons. Do you like Pokkén's armor system? Play a character that abuses that mechanic. Pokkén's roster is very diverse, but at the same time most of the basics tools are distributed amongst the entire cast. There are some players that do not think the entire cast is viable and will instead encourage you to pick a "top tier" instead. Tiers. Tiers are just opinions. Stop asking "what's tier list?". There is no official tier list, nor will there ever be; there are just individual players' opinions and then polls that are just collections of individuals opinions. Think critically and form your own. Opinions on a character's tier also fluctuates heavily based on recent tournament results. Meaning, if you start dominating with a character considered weak, people will start to bandwagon and call them strong. Your character's strength never changed, just people's perception of it. Character Complexity. Some characters are straight up harder to play than others. Gengar is the most egregious example, but other characters like Garchomp have a tall barrier to entry when you start trying to do some of their stronger combos and movement options. When just learning the game's mechanics, I suggest straying away from Gengar- at least for the first couple months. I started playing with Gengar initially and it was very frustrating just trying to move and do combos- forget actually winning games. When you're comfortable with how the game works, pick them back up but chill on them when you're just learning. That's it, now picking a character should be easy. Choose your favorite, don't concern yourself with other people's tier lists, and be wary of complex characters early on. Check back next week as I talk more about character choice when it comes to tournament play.
  4. BadIntent

    Pokkén Arena Appreciation Thread!

    Thanks for the love @Mister Wu. Thanks to everyone who comments on any Pokkén content. It's easy to feel like your efforts or guides are going into some sort of silent void. @Edel Blau hoping to centralize more content here, glad you're enjoying what Pokkén Arena puts up!
  5. BadIntent

    BadIntent's Game Corner

    How to Beat Zoners One of the most common complaints and frustrations new players have is how to beat projectile spam or zoning. Here is a simple strategy new players can use beat any zoner with any character. #1. Move sideways. In Field Phase, the overwhelming majority of the projectiles do not have good tracking. Meaning, they do not follow your character's position if you are moving. This allows you to side walk and side step away from them. Attacks like Chandelure's nY and laser, Braixen sY, Decidueye's RL Y, and Darkrai's Dark Pulse and fY can be side walked or side stepped. Characters with particularly slow walk speeds may need to CADC some projectiles at certain ranges, but for the most part side stepping and side walking should solve most problems from far away to mid range. #2. Walk and block. After you've closed the distance in field phase with side stepping, walking, dashing, and blocking is the next step. Of course in duel phase, you'll start with this step. Almost all projectiles are either negative on block, have long startups compared to normal attacks, or both. Therefore, you can block a projectile and have time to walk or dash forward in time to block another one without getting hit. This is not always the case, but with enough patience you'll learn when you have a big enough gap to move forward. Occasionally, you may have no option but to duck, jump or slide such as against Mewtwo's Psycho Cut. Know the heights of the different projectiles you're dealing with so you can properly exploit them. But default to just slowly moving forward and blocking. Since these projectiles are negative on block, once you're close enough you can attack the opponent before they can throw another one out. This is a very simple but extremely effective approach. #3. Deny the corner escape. This is the element that most players miss. I have a video explaining how to keep opponents in the corner, but I'll explain briefly. If you pressure an opponent too closely, they have an opportunity to jump out. This is because you are no longer spaced at a range where your anti air can be effective on reaction. Before committing too heavily to attacking, it's a good idea to back off slightly first. Don't worry, the opponent isn't going anywhere- that's the point. If they jump out, anti air them. If they whiff a preemptive throw crush 8X, whiff punish it. You don't have to rush your corner pressure; the opponent is going to crack way before you do just from the stress of being cornered. If you have poor anti airs or whiff punish options against a particular character, you can preemptively use a move that stuffs jumping attempts like Blaziken's 8X or 6Y. That's how you beat zoners and projectile "spam". Move sideways, walk and block, and deny the corner escape. Share this with a new player who is having trouble with projectiles to keep them from getting so frustrated.
  6. BadIntent

    Can regular Blaze Kick be option selected the same way as EX Blaze Kick?

    Sorry Pentao the god for no reply! The answer is yes, but most people aren't looking for the non-EX version which is why it works more than not. But after practice the animation is so distinct from EX Blitz that you can always 8Y after ducking. It's a guaranteed punish even if your timing isn't great against normal kicks because even if you go for normal Blitz, normal kicks doesn't do enough block stun to beat out players who 8Y late waiting for the second kick to fly over their head.
  7. BadIntent

    Blaziken Guide Pokkén Tournament DX

    Blaziken Advanced Guide Pokkén Tournament DX
  8. BadIntent

    Blaziken Guide Pokkén Tournament DX

    Blaziken Pokkén Tournament DX Moveset Breakdown
  9. BadIntent

    Blaziken Guide Pokkén Tournament DX

    Applying Blaziken's Pokkén Tournament DX Changes
  10. BadIntent

    BadIntent's Game Corner

    Option Selects An option select is an advanced fighting game technique that is almost never explained well and rarely used casual conversation properly. I'm going to break down exactly what they are and how and why you should utilize them in matches. There are five parts: Table of Contents (use Ctrl+F to skip to the desired section) A1. What is an option select? A2. Why use an OS? A3. How to create an OS A4. How to test and OS A5. How to spot an OS A1. What is an option select? An option select is an input or series of inputs where you get a different action depending on the situation. There are defensive option selects and offensive option selects. On defense, there's the anti Bone-Rush option select for instance. Where you Block Bone Rush, and then you press counter attack three times quickly. On Bone Rush Upper and Bone Rush Slam, you counter will hit them, and on no follow-up, your counter won't come out at all and you can punish the move since it is -16. This guide is mostly going to focus mostly on offensive option selects, however, because I feel they're much more difficult to grasp. (The second post in this thread shows off some defensive option selects). An example would be the Option select Burst Attack or Super, where Blaziken does 2Y into Blaze Kicks, and then inputs Burst Attack. On block or hit this just goes into Burst Kicks, but on armor, it goes into Burst Attack. So how does the game decide what action comes out? Is it magic? In my experience of exploring option selects in several fighting games, the overwhelming majority of option selects are created through the use of hitstop. Or lack of hitstop. Hitstop is when both characters, or a single character freezes when they make contact with an opponent or an attack like a projectile. This is also called impact freeze. Hitstop does not change the frame data on hit or block, however, it does create a real world pause where the characters slow down. This is done to not only create a nice visual effect but it also lets players react to what is happening on the screen. Like "oh wow I'm making contact, so I can continue my block string". Armor leaves you in significantly more impact freeze than when you just make contact on hit or block. Whiffing a move leaves you in no hitstop at all. There is an important side effect to this impact freeze. While you're frozen in this animation, you can still input buttons. But they won't come out until the animation is over. So for instance, if you were to do 2Y into Blaze Kicks, even if you buffer the Blaze Kicks, Blaze Kicks can't come out until the 2Y animation is finished with its hitstop. And again while you're frozen you can still input other moves. So let's say you did 2Y into Blaze Kicks, but then, you pressed 8A or Sky Uppercut right after. On hit or block, you only get 2Y into Blaze Kicks. Because now, when you input the Sky Uppercut you're already doing Blaze Kicks so the game can't do anything with your last input since Blaze Kicks can't be canceled into Sky Uppercut. But on armor, the 2Y was stuck in hitstop so long, that the game accepts you Blaze Kicks input saves it until the hitstop is over, but then it also accepts your Sky Uppercut input since you did it before the 2Y was finished. The game uses the last input you buffered once your character is free. And in this case Sky Uppercut will come out every time you make contact with armor instead of Blaze Kicks because you input it last. That principle is vital to creating option selects. There is also a priority system of what types of inputs overwrite each other that I'm going to get to near the end. All kinds of option selects, in Street fighter, Pokkén, Guilty Gear, work because you get one action on contact and a different action on whiff because of the difference in hitstop. OR because you get one action on contact and a different action on increased hitstop such as armored moves. So why would you want to go through all this work? A2. Why use an option select? The simple answer is to be able to cover multiple options without having to guess. Pokkén has a TON of armored moves. Actually one of the reasons I didn't really like this game when I first picked it up is because I felt like your opponent could always reversal whenever they wanted because every character in this game has frame 1 armor on their counter attack and most characters have a command counter or a frame 1 red armor move. I find that quite obnoxious. Fortunately, however, there are usually ways a character can attack into command counters or standard counter attacks and not get hit themselves because they have a move whos animation recovers in time or outlasts the opponents counter attack frames. But in certain cases, your character cannot cover all the different armored reversals. For example, Suicune has a counter attack and a command counter followup. Shadow Mewtwo can do 6X canceled into Psywave which beat counter attack, full charged counter, and even CADC. But, if Suicune immediately goes for the command counter followup, 6X is no longer safe against it. Now if you did a different meaty like 5Y immediately into Psystrike, then you beat the counter and command counter, but if the opponent blocks this, you're -24 which is super bad. So we need a way to cover all these different options: counter, command counter and Block. We don't to leave this up to guessing every time, so we need some sort of technique that automatically selects the best option for us. Hence option select. A3. How to create an option select? Here is a playlist example of option selects but instead of just going over a bunch of them individually, I'm going to give you the formula I use to make option selects in Pokkén. First of all, most of the option selects I use are specifically designed to beat armor. You can use them to beat other things, but I find that to be the most effective use of them. First off, what armored attack are you having problems with? And what move do you have that can go through armor. From my previous example I was having problems with Suicune's counter attack and command counter. Secondly, find a move that either outlasts or avoids the armored move. In Shadow Mewtwo's case, the hitstop from 5Y into Psystrike armors through and outlasts the counter frames of Suicune's counter attack and and command counter. So we want our option select to give us 5Y into Psystrike only on counter. So here is the formula we need to use to make that happen. 1. Input a cancelable normal. (Normals cancelable into both specials and other normals like 5Ys are ideal but not always necessary) 2. Input the move you want that normal to cancel into on hit or block. 3. Pause 4. Input the move that beats or avoids armor. For Shadow Mewtwo, I would input 5Y, Y, pause, then 8A which is Psystrike. When 5Y makes contact it will quickly cancel into 5YY. But only on armor, the 5Y will cancel into Psystrike instead. The is because again, the game cannot do anything with the second Y input until the armor histop is over and since you input both 5Y and 8A the game takes the last input and uses that. The reason you pause is so you don't get the 5Y into Psystrike on hit or block. You're abusing the fact that that armor animation takes significant time to finish. I love this option select, but there are two problems with it if we leave it how it is. Specifically, 5YY is actually -12 on block so it's not even safe AND, on hit or block that Psystrike input is still going to come out after both of the Ys anyway so we need to clean up the end of it. Making your Option Selects Safe Right now we have 5Y, Y, Pause, 8A. So we need to make that last Y safe and make sure we don't get Psystrike. There are two options. First is the best option- once you get really good you can just react to the fact that both Ys actually came out and manually cancel into something else like Miracle Eye. That makes you -8 so you're safe and problem solved. But when you're first learning it's kind of hard to react. So the second option is to extend the option select. We have an 8A at the end. And we don't want that on hit or block and we know the game is going to take the last thing we input, so we can pause again after the 8A input another special. So say you want Miracle Eye. You can do 5Y, Y, pause, 8A, pause, 4A. You will still get your 8A on armor because you paused after Psystrike would already be out. But on hit or block where there's no armor, you get 5YY and the game and the game is ready to use your 8A, but you overwrote with a more safe attack which is 4A which also lets you extend your combo on hit and is safe on block. But we can make this even better. Say you want 5YY into Psywave on hit or block, that way you can do frame trap and have more flexibility on block and do more damaging combos on hit. Based on this formula, you would do 5Y, Y, pause, 8A, pause 5A, but we have a problem. In this case Psystrike will still come out. And that brings us to input priority. Input Priority The game usually uses the last button you input, but not always. Some inputs always have priority over others regardless of order. Specials with directional input always have priority over specials done with a neutral input like 5A. So in our example, if I end the option select with 8A, I cannot then pause and do 5A because the game thinks I want the 8A and I'm just mashing the A input. However, Poke-combo strings. Such as 5YYY have the same priority as specials with directional inputs. In Shadow Mewtwo's case the third Y happens to actually be 5A or Psywave anyway so we can use that property to overwrite Psystrike. So now our input is 5Y, Y, pause, 8A, pause, Y. which will give us 5Y into Psystrike on armor, but 5YY into Psywave on hit or block allowing us to do whatever follow-up we want. (There are exceptions to this, but generally any Poke-combo string where the Pokemon move is the third Y can utilize this. If the third Y is some character specific animation, it's a case by case basis what the priority is). Whether you want to do an extended Option Select or just react and Miracle Eye is up to you. Just know that the last Special you input is always still going to come out eventually unless you overwrite it so try to end you option select string with something that is safe if your opponent blocks. There are of course tons of other option selects. Option selects into burst attacks, Option selects that utilize safe jumps to only get throw when your opponent armors. (I actually haven't mastered that one yet). And some of them the formula varies a little but as long as you stick to the idea that you input the safe move first, then input the move that beats or avoids armor second, the rest is only limited by your imagination. Now you know the formula and maybe you have ideas for your option selects. So how do you test them? A4. Testing Option Selects Set the CPU to do three actions. One is block. The other is stand still. And lastly, the armored move of choice and set the play back to random. Then set the CPU to stand still and react with command input replay. While the opponent is standing still, knock them down, or send them into an air reset, just put them in whatever state you'd normally use the OS. And input the exact same inputs of your option select every single time. Since the CPU will cycle through them randomly, you'll know if you're doing it right because on block or hit you'll get the safe option and on armor, you'll go through it or avoid it. Don't give up immediately if you can't get your ideas to work exactly as they should. These can be quite difficult to perform and even I mess them up in real matches. Sometimes you just need to adjust the timing you actually hit the opponent after a knockdown or air reset to get it to work. This will help you iron out that timing as well. A second way to test which I also suggest doing is setting the CPU to do your option select against you. So have them knock you down and then do the inputs. And you cycle through different reversal options. Using these methods, you can test if your option selects even work, you can improve your input timing, and inevitably you'll realize option selects are easiest when you have a specific knockdown or air reset setup and you'll develop those as well. Also, you'll learn if you option select works on armored attacks with both fast and slow startups. For instance, Blaziken's 2Y into Burst Attack is easiest to perform against armored moves with slow startup since you can input the Burst late and not get hit out of the animation. A5. How to spot an option select So maybe your opponent is using an option select against you and it looks like they're guessing right every single time when you get up and going through your armor every time like some sort of psychic. Or you might be watching a match and you want to know if someone's using an option select or not. The thing with option selects is if you do them properly, you'll always get the action you want, you'll always get the safe option on block, you'll always go through the armor, or you'll always avoid the different follow ups of a move if you do it on defense. Meaning you can't technically ever know if someone did an OS or not. But in reality you still be pretty certain if you consider how the mechanic works. The whole reason you do an option select is because you can't react to all the opponent's different options, so you have the game basically react for you. So for offensive option selects, if somebody does, Blaziken 5Y immediately into 8A against a Chandelure as soon as armor comes out, they probably did the option select. Because if Blaziken already committed to a 5Y string, they can't then react to Overheat or Smog, by the time they see it, it will be too late. They have to already have input the OS to go through it. So basically if you see someone do a single quick normal canceled into an unsafe move that goes through armor, that's probably an option select. However, if the normal they used has a really long animation was like Lucario 6[X], they can just react to armor and 8A once they see it. Shadow Mewtwo 6X is similar, you can just react to armor. But like jabs like 5Ys and 2Ys going into moves that beat armor where the offensive player looks psychic, probably and OS. On defense you can't really tell, but if someone is really on point with punishing Decidueye's Fury Attack, or punishing every followup of Bone Rush consistently, things like that, they are likely using OS'es as well. Conclusion Congratulations, you made it to the end and now you understand one of the most advanced concepts in Pokkén. You know what an option select is, why they are useful, how to make them, how to test them, and how to spot them in matches.
  11. BadIntent

    BadIntent's Game Corner

    Losing Games? Improve your Focus. There are three building blocks to becoming a better player. I put them in a pyramid because the bottom is the most important and the top is the least important but you need all three. After I explain all three I'm going to break down which one you should focus on to improve. The first building block is fundamentals. This is your foundation. The most important aspects of any fighting game are things like spacing, your anti airs, your ability to avoid mixups. Things that you get from playing a lot of games. That's how you build fundamentals, playing lots and lots of games. The second building block is knowledge. Now you can also get some this from playing a lot of games, but this is where you actually need to do research. Read the frame data, memorize the height and armor properties of the different moves, go in training mode and test how different attacks interact with each other. Knowledge you get from studying, watching videos, reading, testing. If you watch Pokkén Basics or most of my guides, you're getting knowledge. The last building block is tech. Tech is short for technology, I don't even know how the fighting game community came up with that term. Tech is basically just a situational tactic or technique. Something that you can you can do in a specific instance, like a character specific combo, or a meaty setup, or an option select. Tech is not something that you base your entire gameplan around like something fundamental like spacing, but you can pull out this tactic in a position where other players might not know how to to gain an advantage against them. So if I knock you down with Shadow Mewtwo and I do a setup you've never seen before that is safe from most or all your reversal options, I can capitalize by getting damage in a way where other players who don't have that tech would not be able to do. So those are the three building blocks: fundamentals from playing games, knowledge, and tech. If you're losing games, it's very easy to see which of these you need to focus on more if you analyze what kind of a player you are. Generally, the better you are, the higher up pyramid you should go. For example, let's say you're new at the game. Only had it for two weeks. You're getting bodied as expected, but you just have to play more games. When I first started I would play about 100+ ranked games a day. That's like 8 hours. You don't have to do all that. But before frame data was fully known, and before everyone had developed tech, that was by far the best way to improve and that's how I got as good as I was in the early tournaments for Pokkén. You're not even going to be able to apply all the knowledge you gain, react to situations, or come up with tech in the first place if you don't have the animations in your head, the repetitions of being in the same situation over and over, and the awareness to react to what's happening on screen. This also goes for people who have been playing say two years off and on but are still getting bodied. You've been going to locals since Pokkén for the Wii U and you still get dunked. You know who you are. You need more games. You can watch all the guides and setup videos on the planet, know every optimal combo and setup, but you're still going to have trouble landing that initial hit. You need to play a bunch of games and figure out how you're landing hits consistently and how you're getting hit. And from there you can develop a gameplan to create situations where you can replicate the scenario that you land the hit. So again if you're new -or if you're a vet and you are getting just completely destroyed- focus on playing more games to build up your fundamentals. Now let's say you're more of an intermediate player. Maybe you're getting second or third at your locals. Or online you can beat most players but when you fight a top player like a Shadowcat or slippingbug or you get absolutely destroyed and you're like wait I've been putting in all this work and playing all these games why can't I touch these players? You're working hard. Now you have to work smart. After you've improved your fundamentals as much as you can by playing games, now you need to expand your knowledge. I'll use shadowcat as an example here. He is very familiar with not just frame data, but he's the one who created the projectile priority spreadsheet. He knows when he's at frame advantage, disadvantage, how to punish moves you might not even know where punishable and how different projectiles and other attacks interact with each other. Once a top player realizes you don't know how to defend against certain moves because you don't know their properties, it's like a shark smelling blood in the water. The best players have a good collection of knowledge checks that they throw out like Decidueye's soaring stance mixups, Shadow Mewtwo's nY, Darkrai drill, just things that if you don't know what's going on they can destroy you without having to pull out half of their arsenal. Once you know what's going on you can close the gap super fast, but you need to build that knowledge by reading frame data, checking out the projectile priority sheet, and using training mode to test different attacks. The last building block is tech and this is where the more advanced players should usually be focusing on. The players who can get into top 8 but fizzle out after that. Or say there's one or two players you just can't beat and you just need that extra edge to get past them. Coming up with setups, you're opponent won't be ready for or learning how to perfect block, or mastering some new escape option can be the technique you need to beat them in a 2/3 or 3/5 set. Now I'm not saying only top players should focus on these because the techniques are hard. Some tech is not that hard. But if you're not following this template in order, it can cause some serious problems because you'll have an unstable pyramid. I'll use myself as an example. I just played at NorCal Regionals 2018, and I placed 5th. I have a ton of tech. Option selects, perfect blocks, meaty setups, the works. I have the tech. Knowledge, I live in the frame data document. I have a guide on how to read the frame data. I make Pokkén basics, I have the general knowledge about the game. But what I didn't have leading up to NCR was the reps. I wasn't playing enough games. Let's look at the players who placed higher than me. Photo from @burnsideBH https://twitter.com/BurnsideBH/status/980564058591121410 -ThankSwalot doesn't even know frame data -slippingbug can't do option selects yet and he just learned to perfect block last week -Cooljake constantly presses buttons when he's minus, I don't even know if he knows when he's minus -The Muscle doesn't even have a Switch However, all these players did better than me because, they all followed the template. They all worked harder than me first. The top three play an obscene amount of games online, always grinding, building their fundamentals. And while The Muscle can't play as much, he's always going to his locals and consumes a lot of Pokkén content, always learning about the game as much as he can. I made a video last year about practicality vs tech and this is why I emphasize these building blocks to improvement. Play games first, then get the knowledge, ideally you're writing stuff down in the games you play and you learn all the interactions once you're done playing. Then you find a problem that you need to solve in the game, maybe a setup you want to avoid or a mixup you want to create and then you develop some tech to solve that problem. (unstable pyramid) Many Pokkén players fall into the trap of mastering tech before building a foundation of fundamentals. Take another scenario, if you start with learning tech first without playing enough games or getting enough knowledge. You might have some super sick combos that lead into a nice reset but it's gonna be really difficult for you land that initial hit in the first place since you don't have that foundation of fundamentals and how to space yourself or the knowledge of when it's even your turn to attack. The better you are, the more you can focus on the higher building blocks of the pyramid. First work harder, then work smarter so we can stop losing so many games.
  12. BadIntent

    BadIntent's Game Corner

    10 Must Punish Attacks 1. Decidueye Fury Attack 6A (-16 on block, -4 if canceled into soaring stance) After blocking the initial hits of 6A, Decidueye can cancel into 6AY/X, 6AA, or soaring stance with R. Out of Soaring Stance it can even do Acrobatics or fly over you. The safest way to defend against all these options is to use a defensive option select. In this case, press CA then 8Y right as the Fury Attack is ending. This will give you a CA if the opponent goes for 6AY/X or 6AA, and an 8Y if they do nothing or go into soaring stance and knock them out of anything they can do from it. This works because Fury Attack's followups (excluding Soaring Stance), cause the move to do slightly less block stun before the cancel. 2. Decidueye Sucker Punch jA (-8) Sucker Punch can only be done from a raw jump or after a flip (not while actually in Soaring Stance). This attack can be grabbed on reaction but it may be difficult if you're trying to react to all the other moves Decidueye can do as well. For assistance, you an use Rotom whenever it does a high Soaring Stance Cancel. High cancels are done from 2YY, 5XX, and 8Y. You can immediately press Rotom after you see them Soaring Stance from these. Their only escape is to do R in mid-air and then Sucker Punch. So do Rotom and immediately grab to punish all options. 3. Aegislash 8Y (-20, counter armor recovery) Aegislash recovers in Shield form which has blue armor so you must grab this move on block to punish it. However, it is safe when done with Sacred Sword mist, and retaliation attempts will get beat out. 4. Aegislash Iron Head 6A (-4 uncharged +4 charged) Iron Head has a mid-low meaning it can be jumped over. Jumps take 5 frames to become immune to mid-lows so you should never have to get hit by 6[A] in neutral and can punish it with jYs with good hitboxes. Just make sure to do the attack late because any move you do in the air counts as an air stall and cancels out your mid-low invincibility. 5. Blaziken Blaze Kicks 6A Sceptile, Suicune, Garchomp, Chandelure, Gengar, and Pikachu get guaranteed punishes against all variants. Sceptile and Suicune can mash 8A after blocking the first kick. Garchomp can RL X after blocking the first kick. Chandelure and Gengar must duck slightly then 8Y. Pikachu must duck longer after blocking the first kick and RL Y. Pikachu Libre, Weavile, can escape all followups with 2X because of frame 1 air invincibility and their evasive animations. Other characters must choose between contesting two of the three options since they can't cover all 3 at the same time. Ducking after the first hit, delaying and pressing 8Y beats both versions of Blaze Kicks and EX Flare Blitz but loses to non-EX Flare Blitz since it comes out too fast. Blocking the first kick and waiting for Flare Blitz transition and 8Ying it on reaction beats both Flare Blitz versions but leaves both versions of Blaze Kicks uncontested. Be careful about pressing 8Y too early or non-EX Blitz will armor your anti air and win. Blaze Kicks is 0 on block and it takes several reps to break your shield, so I suggest starting off with blocking the first hit, letting go of the controller and then pressing 8Y. This method will auto block Blaze Kicks and always punish both versions of Flare Blitz. You'll be at 0 on block worst case scenario. Also remember that non-EX Blitz is a single hit and -16 on block so punish with moves 15 frames or faster. EX Blitz does three hits is -8 on block. Practice differentiating between these in training mode. In field phase, the move is more of a guess to punish, but frame 1 air invincible moves can avoid Blaze Kicks and both versions of Flare Blitz. Gengar can using Homing, Chandelure bY, and Garchomp RL X. Pikachu can do immediate RL Y after blocking the first kick but this is more likely to trade or avoid the move than punish. 6. Scizor U-Turn 4A (-20) A seemingly easy punish, U-Turn can sometimes go unchecked because of the Swords Dance follow-up that causes extra block stun. However, the followup is a true block string after the first hit, so just mash your punish after blocking the initial hit and you will always punish. 7. Scizor Bullet Punch 3A, 2A, 1A (-20 far, -16 medium, -12 close range) From a distance, this move is safe because of pushback but not from close up. Mash your 11f or faster move to punish Bullet Punch outright and beat or at worst trade with all of its followups. 8. Lucario Bone Rush 6A (0 slam, -12 upper, -16 no followup) Punishing Bone Rush follows the same principle as punishing Fury Attack. Block the first hit, then press counter attack 3 times quickly. This will make the move come out against the gap in between Slam and Upper. No followup causes more block stun than the followups, so your CA won't come out at all and you can punish with any move faster than 16 frames as long as you're close enough. 9. Darkrai Nightmare (Drill) (-12) Close up or mid-range use 8Y or another fast, high move to punish this. This move is safe vs most characters from max range if Darkrai does the teleportation followup. 10. Counter Attacks Certain CAs can be avoided because of their height properties. Mewtwo's is a low so you can jump over it, Blaziken's and Machamp's are highs so they can be ducked or low profiled. However, universally, you can grab all Counter attacks while they are charging. The slower ones can be grabbed on reaction even if they don't charge at all. Those are 10 moves you should always punish when playing Pokkén Tournament DX!
  13. Welcome to BadIntent's game corner, a collection of all my tech and some insights on the game. My main guide is Pokkén Basics, so these posts will be more scattershot information I find very useful. Complete table of contents once I post all my stuff here. -10 Must Punish Attacks in Pokkén -Losing games? Improve your Focus -Option Selects -How to Beat Zoners -What Character Should I play? -Solo main or play multiple characters?
  14. The beginner guide taught you how to play Shadow Mewtwo but… this advanced guide will teach you how to actually play the character, meaning how win games. Table of Contents (Use ctrl+F to skip to the desired section) SA1. Spacing SA2. Defense SA3. Setups SA4. HP and Burst Management SA1. Spacing Field Phase: In field phase you should be moving constantly. Shadow Mewtwo takes too large a percentage of its HP when it loses one mixup, so you want to avoid being at frame disadvantage up close in field at all times. sY, jY, bY, and Psywave Blast should be enough to contain most characters. But some characters have fast linear projectiles that can shift you from full screen like Chandelure and Decidueye. Side step those characters to get in close and jY when you are in a range where it's tough for them to anti air. Just remember universally to keep moving. Keep moving side to side in field phase and chip away at the opponent's shield. jY and Reflect are very useful when opponents are getting too close. Duel Phase: In duel phase, you don't have one single range you want to be at. Shadow Mewtwo does best just outside the range of your opponent's best poke. 2YY is going to be your whiff punisher of choice and always be ready to 8Y jumps. Some good ways to provoke whiffs and jumps are with Psywave Blast and 6X. Use Shadow Mewtwo's walk back speed and long pokes to force whiffs and get whiff punishes. Utilizing 6X: 6X is tied for my favorite poke in the entire game right up with Darkrai's 6X. It starts up in 19 frames and has great distance, so it works well as a preemptive normal. It puts opponents into a lot of hitstop or impact freeze, meaning if you buffer it into Psywave you can cancel before opposing counter attacks and almost all command counters can hit you. You can then punish with Vortex on reaction. And of course it confirms on hit and can be canceled into Teleport on block. If the opponent doesn't have a particularly dangerous command counter, you can cancel into Miracle Eye for less commitment on block even though you might take minor damage if they release a fast counter attack early. 6X can be used whenever the opponent is walking forward for too long or if they like to whiff buttons in neutral. Its main weakness is that as a mid-low, it can be high profiled by several 8Xs or jumps. Ideally, Psywave Blasts should be used first, then 6X when you have a better grasp on their neutral tendencies. In the corner, against most characters 6X into jump back is very safe on block and most armor, and hit confirmable. 6X jump back leads to a rare heathless combo that does 250 damage. Always be ready to anti air with 8YY when you see opponents getting frustrating dealing with your normals and Psywave Blasts. A meaty 6X buffered into Psywave can punish the overwhelming majority of armored moves in the game... on reaction. SA2. Defense I think Shadow Mewtwo's best defensive options in order are Reflect, backdash, then block. If your opponent gets too close, as long as you have a 5 frame gap or bigger you can instant reflect away. Practice it in training mode by doing a move that is -8 and then immediately doing jump Reflect to avoid 15 frame moves like Blaze Kicks to know you're doing it right. If your opponent isn't quite point blank or if they are meatying you with a jab vs throw mixup constantly, backdash is a great option. It has just enough invincibility to avoid most meaties that are single hit as well as standard throws. If you don't have a big enough gap to escape, unless your opponent has a very damaging throw like Mewtwo when you're against the wall or Charizard, blocking is a consistent option since you minimize how much of your low HP pool you lose. When you absolutely have to break a throw such as vs command grabs like Garchomp, 2Y is the safest, while jX gives the biggest payoff but can be punished on reaction. If your opponent is doing stuff with lots of recovery or that you can react to like EX Heat Wave, you can teleport away from it, but that's the last line of defense. -8? No problem. Reflect. (just watch out for i11 mids and mid lows!) SA3. Setups I suggest checking out the 3:33 second mark in the embedded video for a visual representation of the setups, but here they are in text anyway. -6X 5AYYY (level 2), whiff 2X, 6X. Meaty 6X safe from almost all command counters when canceled into Psywave. -(corner) 6X 5AYYY (level 2), 8Y, jAY (low as possible). Safe from armor. Doing it slightly higher makes it whiff and you can go for a throw instead. A tricky 50/50 when you're thirsty for damage. -Duel phase throw into dash, sY. Over +23 on block and much higher on hit. Hitstop allows for punishes on counters on reaction. Canceling into Miracle Eye is inconsistent depending on the character and wall but each mirror you walk the opponent into continues the block stun. -Duel phase throw into nY Miracle Eye grab. Best when the opponent lands near the wall but not completely touching the well. Grabs blue armor, confirms into a punish against wake up attacks and beats wake up grab as well. To escape this setup, opponents must homing cancel. -Burst 2X. Whiff 2Y, dash, 6X. Times 6X to be meaty. Stuffs jump attempts and is safe from almost all armor when canceled into Psywave. -Burst 2X. Whiff 4X, 5YY. Times 5YY to be meaty. Stuffs jump attempts and can be option selected into the second cancel listed below. Option Selects: 5YY, 8A, (4A). 5Y cancels into Psystrike on armor and into 5YY on hit or block. 4A is optional. Once you can react to of the 5YY came out you can manually cancel into any other special. Replace 8A with 2A against i11 DPs. Burst: 5YY, L+R. Same concept as before, but 5Y will cancel into Burst Attack on Armor. This is safe against less command counters than the Psystrike OS, but keep in mind that the Psystrike OS is mostly useless in burst because 5Y has too few active frames to make Psystrike poke through fully charged counter attacks. Option selects exist with other normals like 6X as well, but I found these to be the most practical in my matches. SA4. HP and Burst Management I actually left out one important move from my beginner guide which is Recover ]A[. Kind of a big deal. You can't just throw this move out in neutral because of its... large recovery, but after combos instead of setting up a meaty you can go for a Recover instead. In duel phase, wall combos ended with 8YY can be ended with Recover to set up a 6X even though the timing is not a frame kill, it's still consistent if you practice the timing. Shadow Mewtwo's most basic zoning options and whiff punishers burn HP so often times, instead of rushing the opponent down after a combo, it's a good idea to hold back and just charge recover while the combo is ending. Get that 60 HP back That's the advanced Shadow Mewtwo guide, and now your spacing will be better, your defense will be improved and you have some sick meaty setups to open opponents up. Look through my YouTube channel to see my tournament and online matches with the character!
  15. Welcome to my Shadow Mewtwo guide! I've placed highly with Shadow Mewtwo at several major tournaments, and I will use my experience and knowledge of the character to help you do the same. Shadow Mewtwo is very open ended, so for this beginner guide, rather than tell you how you should play, this will mostly be an overview of its different moves and movement options so you can develop your own style. Once you're comfortable with the character and ready for a more strategy focused guide, check out my advanced guide. I think Shadow Mewtwo has the best overall set of tools in the game such its +footsies +whiff punishes, +anti airs, +zoning, +pressure and shield breaks But it is held back two giant weaknesses which are: -the lowest HP in the game at 480 -Pokemon moves all do recoil damage. Using Shadow Mewtwo in DX will be a tough task, but if you are okay with those weaknesses, you can go very far with this character. This guide will have two parts. First, we'll go over field phase in its entirety. Then, we'll cover duel phase by breaking it into neutral, defense, and offense. Let us commence! Part 1: Field Phase -sY is special cancelable and starts up slowly (around 51 frames), but it is very positive on block and hit (frame data says +23 on block and +44 on hit) meaning it is extremely safe and very easy to hit confirm after it. It leaves opponents in hitstop for so long that you can grab or poke through counter attacks, even command counters, on reaction. It's best used from a distance in neutral so the opponent cannot interrupt it, but it's also excellent point blank if you do it when the opponent is getting up. sY is excellent for allowing you to control space on the screen because of its lateral movement. You can also cancel this into Miracle Eye to create mirrors that restrict the opponent's movement and can still be confirmed on hit. -Psywave Blast or 5AA, can be charged to 3 different levels and they all have good projectile priority, but level 3 has the most and it instantly phase shifts. It's effective at stopping opponents from dashing in or trying to keep you out with low priority projectiles. 10, 20, 30 HP recoil for level 1,2,3. -jY is good for racking up shield damage from a distance and goes over a ridiculous amount of options up close. It can be canceled into Reflect, and all of its follow-ups after so you can convert into Flamethrower, Earthquake, or Thunder depending on the range and the situation. While most characters opt to homing cancel when the opponent starts to get too close, Shadow Mewtwo is better off going for jump back Y and then canceling into Reflect if it lands a hit. Flamethrower earns a hard knockdown allowing for a meaty pillar in duel phase. -Reflect. Primarily used to hit confirm after canceling from jY but can also be used on its own as a last resort if you want to get opponents off you but don't have space or enough frame advantage to use jY. It gains a short amount of blue armor starting frame 1. I say last resort because the animation has so much recovery it's very hard to get any actual punishes with this move without jY and it's very floaty so opponents will have an easy time hitting you when you're close to landing. I find it much more useful in duel phase. 20 HP recoil. Clockwise from the upper left: Reflect, Flamethrower, Earthquake, Thunder -fY starts up in 19? frames and is an excellent whiff punisher. By using sY, Psywave Blast, and jY effectively to keep opponents out, they will start to lunge at you and fY will catch them in their recovery animation. If you want to land this, make sure to keep moving side to side to make linear moves miss your hurtbox. fY is also good to use preemptively against opponents trying to rush in by dashing. It's -8 on block, so be sure to homing cancel if your opponent blocks it close up. -nY is not very effective on its own in neutral because of its large recovery and low durability, but it is very dangerous when canceled into Miracle Eye from far away or multiple options point blank. When you've done sufficient shield damage and it's time to cash in with a shield break, you can go for nY canceled into Miracle Eye which tracks the opponent. On hit you can confirm into a phase shift and on block you can break the opponent's shield. Grab or whiff punish if you see the opponent turn blue for a counter attack. Point blank, nY can be used to open up defensive opponents. nY into Miracle Eye grab interrupts throw tech attempts, but if the opponent is aware of this sequence, they can grab you before your throw fully starts up. But that doesn't mean to give up on nY. Instead use your opponent's knowledge against them to go for nY into psywave slash or other options that beat throws. -Shadow Mewtwo's homing attack starts up faster than most at 17? frames and homing 2 has decent pushback allowing you to instant reflect or jY away from retaliation attempts on block. I tend to use homing mostly as a whiff punisher or to end my sY pressure and bait some sort of lunge. -bY is quite slow, but it has decent durability and can be confirmed on hit even from full screen. It can be sidestepped easily which makes it lose tracking, but utilize that aspect to bait opponents into sidestepping often so you can punish their recovery with fY. -Zen Headbutt (i23) is Shadow Mewtwo's yolo move for going through projectiles. I only really use this against Darkrai and Braixen when I absolutely need to get in because it starts up slow, its projectile invulnerability is very short, and it has a long whiff animation. -4 on block and does 30HP recoil. Field Phase Summary I want to emphasize that there's no single correct way to approach field phase as Shadow Mewtwo but my personal style is to whittle down opponents shields and get them to either lunge and whiff punish them or force them to block nY darts or sY and shield break. Part 2: Duel Phase Specials -Psystrike (i15) is done with 8A and it has red armor starting frame 1. Not only is this move unsafe on block (-24), but you take recoil from using it, and all the damage from the attack you absorbed. Psystrike can be used sparingly against predictable meaties, but is best used as a combo ender. The just frame versions add more damage. I suggest using this against jumping attacks that do not give 8Y enough time to become upper body invincible like Weavile jY from close up. Does 40HP recoil damage and 50 if you do the extension. -Zen Headbutt (i23) is done with 6A and it has a small amount of projectile invincibility, but that small amount combined with its slow startup makes it an unreliable option to go through projectiles. Like Psystrike, it's again most useful as a combo ender. -4 on block. 30 HP recoil. -2A, 3A, and 1A are for Teleport. This move is completely invincible starting frame 1, but has significant recovery, so try not to use it when you think the opponent is looking for it or they can punish you. -4A is Miracle Eye. In duel phase, this expands the 6Y Pillar, and improves the frame data or hitstop of its normals. For instance, 5YY goes from being -12 to -8 and 2YY's frame data remains the same, but it shortens the amount of time the opponent can react to another move afterwards since the recovery animation is shortened. 30 HP Recoil. Miracle Eye does not directly grant synergy, but the HP drain does as long as you're not at 1 HP. By pressing 5A, Shadow Mewtwo begins charging Psywave. The longer you charge, the higher the level, and this gives you access to different version of its follow ups: -Pressing Y during Psywave does Slash. This move is a high at all 3 levels, and is primarily useful to help hit confirm combos against tall characters, or to end 6X combos mid screen. At level 2 and higher, this move wall splats and goes much farther making hit confirms more consistent. Levels 1 and 2 are -16, while level 3 is -12. -Pressing X during Psywave gives you Vortex. I don't really trust the frame data sheet for the startup of this move, but it's slower than pretty much all Shadow Mewtwo's normals but it gets armor around frame 15. Its best usage is doing it when an opponent who has an armored reversal gets up, or canceling into it during block strings to catch delayed, throw tech attempts. Level 1 and 2 are both -8 on block, but level 2 has a larger hitbox and does more damage. Level 3 is mostly impractical because of its startup, but it does the most damage and is +4 on block instead. Level 2 and 3 look similar, but level 3 makes an audible shout on contact that I personally use as a cue to confirm level 3. -B during Psywave does an aerial Teleport and can go up back or up forwards but holding 7 or 9. However, this move is unsafe and can be punished on reaction once the opponent is used to the animation. It is not invincible frame 1 either. -If you need to teleport out of danger, R is a much better choice as it leaves you on the ground and is invincible frame 1. -A during Psywave is Blast. If I ever use the term Shadow Ball, this is what I'm referring to. Level 2 is larger, does more hits, more hitstun and has less recovery on block than level 1. Level 3 goes quite fast and is mostly for out prioritizing other projectiles. Psywave Blast is at the core of Shadow Mewtwo's space control. Complementing Shadow Ball are various other normal attacks we'll get into now. Normals -6X (i19). My favorite normal in the entire game. 6X starts up in 19 frames, can be hit confirmed into all types of combos, and can be canceled into a bunch of versatile options. It leaves Shadow Mewtwo in minimal hitstop making it extremely effective against armor. The main flaw with this move is that it has a mid-low hitbox, so it can be jumped over or high profiled preemptively if it is not done meaty despite the animation. -4 on block but there is no reason to use it without some sort of cancel. -2Y/2YY (i11) is an excellent whiff punisher and combo extender and starts up in 11 frames. Not effective preemptively against opponents who jump or use high profiling moves a lot but is good at interrupting dashes. -8Y (i15) is a superb anti-air that starts up in 15 frames and is very damaging with its follow up 8Y[Y]. When charged all the way it shifts, but when charged almost to full, it allows for combo extensions. Not effective preemptively since the first hit is -16 and the second hit can be low profiled even though it is technically +8. Situational Normals… -6Y pillar. Previously this was Shadow Mewtwo's easiest way of dominating duel phase against a large portion of the cast. In DX, the first part of pillar only causes hitstun against normal opponents when you have Eevee or Burst Mode active. Against Bursted opponents you need Eevee AND Burst Mode. If you do have one of these conditions, pillar can clip opponents from fill screen, be expanded with Miracle Eye and confirmed into a dash up jY into 8YY to finish the combo. This forces opponents to approach you where you usually have superior ground normals and projectiles. Of note, the expansion portion is considered a heavy and even stuns Bursted opponents. Also the insane hitstop of this move when expanded makes it very safe from armor, but more about abusing that in the advanced guide. -6Y fist (i15). If you're playing online or uncomfortable using Shadow Mewtwo's 5YY jab option select which I will explain in the advanced guide, 6Y is an acceptable alternative to hitting opponents coming down from an air reset. It's pretty much impossible to consistently time 6X against air resets because the opponent can manipulate their spacing and timing of when they get a hurtbox by holding the stick on different directions (or no direction). 6Y fist leads to a full combo but it is -8 on block and unsafe against counter attacks, so once you get comfortable with the 5YY option select OR if you're playing offline and can more easily time 6X, opt for those instead. -8X (i27). Only if you have particular trouble against opposing 2Ys should you need this, but 8X high profiles them starting about frame 5. -8 on block. -2X (i15) is good for low profiling certain attacks, but otherwise it's just an unsafe attack. -12 on block but can be made safe from far out. -5XX is… also unsafe and you can usually do better combos from other starters. -12 on block. -jY is only really when opponents are completely walling you out with projectiles and you can't manage a way in. -jX is probably Shadow Mewtwo's best throw tech option because jumping avoids mid lows and jX combos into 6Y on hit. -4 on block but the frame data is variable. Knockdown When you score a hard knockdown, your basic mixup will usually be 6X or throw. There are other options you can mix in, like Psywave Vortex which starts up slow but is armored around frame 15 so it still beats opponents waking up with buttons. And it counter pierces armored reversals too. I'll go into more specifics about knockdown pressure and setups in the Advanced guide. Duel Phase Summary By utilizing Shadow Mewtwo's decent walk speed, fast backdash, projectiles and normals it can command complete control of duel phase. When you're looking to get damage, look to get either a preemptive 6X or 2YY or a whiff punish. Shadow Mewtwo's dash grab is also extremely hard to react to. Burst Mode Shadow Mewtwo gains several enhancements in Burst, including: -an 8X that launches and is positive on block. But beware as it air resets characters that were already in the air. -Its 5Y becomes a mid-low, and 5YY into Miracle Eye is positive (around +2) on block. -2X goes from being basically a useless, unsafe slide to +4 at all ranges. -Dive Kick (jX) is still negative, but it makes a heaven pillar! -Throw does 165 damage, Miracle Eye'd pillar and field projectiles become way better and stay out longer. Basically Burst Shadow Mewtwo is incredible, but the mode only lasts 8 seconds which is sort of balanced by the fact that it is tied amongst the fastest synergy building characters at 100cc. You'll be getting burst often, but you'll need to land a hit quickly to take advantage of it. Clockwise from upper left: 8X, 5YY, 2X, Duel Phase Throw. Conclusion We went through Shadow Mewtwo's move list in both field Phase and Duel. It might be hard to remember all this, so refer back to this video or the written guide any time. Get familiar with its moveset and once you're ready check out the advanced guide when you're ready to start winning games. Also check out Pokkén Basics- the fundamentals I teach in that series apply to Shadow Mewtwo as much as any other character.