Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

7 Neutral

About BadIntent

  • Rank
    Veteran Battle Trainer

Battle Pokémon

  • Main
    Shadow Mewtwo

Recent Profile Visitors

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

  1. BadIntent

    BadIntent's Aegislash Guide

    Aegislash is one of the most versatile characters in the game and also one of the deepest and most complex. There's not one set playstyle for this character, so I will talk about how to excel with this character both offensively and defensively while breaking down some of its strongest tools. At the end I will go over some meaty setups and then link a combo video from the YouTubes. Most of the information in this guide was written by a couple top Aegislash mains: Wingtide and Euclase. For any additional data, Shoryuken Wiki has great information. Overview Aegislash has only 510HP so it is a bit on the frail side. It starts off in Sword Forme but regains 10HP everytime it transitions into Shield Forme giving a bit more stamina than it seems at first. I'll talk about transitions in a bit. Aegislash has very damaging and long reaching moves that allow it to completely dominate neutral, and up close the risk reward is heavily in its favor. Enhanced moves Whenever Aegislash has any buff it gains access to enhanced moves. Many players call this sharp, and when you don't have any buffs you're dull so I'm gonna do that cause it's way faster than saying enhanced and unenhanced every time. This is important because Aegislash wants to constantly be sharp to use its best moves. Whenever you transition from Shield into Sword, you gain an attack buff as well - again more on that later. In Sharp, all of Aegislash's moves now deal chip damage and specific ones have improved properties. In Burst Mode, Aegislash is always Enhanced. Dull (left), Sharp (right) Field Phase -fY goes from being unsafe on block, and not going that far to going over half screen and being -8. If you want to play a campy Aegislash, poke with enhanced fY as much as possible to inflict chip damage. But this move is excellent point blank as well. Say you're -4 with Aegislash in field phase, no big deal. Just use fY, it starts up in an insane 11 frames, it crushes throws, it's a true mid that can catch jumps AND it's -8 on block, so you can Homing cancel afterwards. This move goes over half screen when enhanced, but not as far normally and it's unsafe on block. Sharp fY is one of the best attacks in the game, but from mid range, dull fY is not too bad. -nY is another effective projectile. It reaches super far and also inflicts chip damage when enhanced like the rest of its moves. It goes significantly farther when enhanced and can cancel into specials and fY. -sY is a very good tool to close distance and mix opponents up with either a dash up grab or a special cancel into Iron head, Fury Cutter or even fY, all of which can be canceled into even on whiff. It can be canceled into a dash with R and a direction. -Aegislash has one of the best homing attacks in the game, coming out on frame 17, which is tied for the fastest. Its homing Attack is multi-hit. Homing 3 avoids mid-lows and lows, it is special cancelable, and it is Shield Forme cancelable. (Don't forget if you press R too early instead of block you get the transition into Shield Forme). So for example, you can cancel homing into Iron Head for shield pressure, Fury Cutter for mixups. -Fury Cutter is done with 5A and it can be ended different ways. Normally it does 80 damage. When enhanced it can do two follow-ups after and they have just frame inputs. 5AAA does (105 in field) 114 with no just frames and 133 damage with. Just frames are just when you press A at the correct timing. This is all without an attack up. Fury Cutter is one reason why you want to change your forms as much as possible. After 8 changes into Sword, you gain access to ULTRA FLAMES. On your 8th transition back to Sword and every transition to sword for the rest of the round, Aegislash gets an attack and speed buff. During this change, its 5AAA damage increases from 133 to 241 damage if you hit all the just frames. You also get a cool rainbow around you and Fury Cutter has a flashier rainbow animation. U L T R A F L A M E S Now I talked about how Fury Cutter can be used as a mixup. Here are the different ways you can end it. 5A, 5AA, 5AAA, 5AX, and 5AAX. Your opponent has to predict how you will finish this attack if they want to punish. And, especially when you cancel this from homing attack, it is hit confirmable. The X follow up does this slow slash that doesn't combo from the previous hits, but it is only -8 on block. Plus it counter pierces so opponent's can't just armor to beat all the followups. Completing the 5AAA string is -12 on block and therefore punishable on block if you finished with that. The only way to consistently punish the different enders without having to predict is to use a combination of extended state and perfect blocking. I go over that in this video. 5AAA ender (left), 5AAX ender (right) Transitioning This is a good time to talk about Shield Forme, Sword Forme, and when and how to transition between the two. As I stated, Aegislash starts off in Sword Forme, but many of its moves switch its stance from Sword Forme to Shield Forme and vice versa. One of many examples is King's Shield which is done with back A, and leaves you in Shield forme. Seamlessly and safely transitioning between the two Formes is very important. Sword Forme functions like any other character. But in Shield Forme it gains an entirely different move set, it can no longer use its standard counter attack, it cannot grab, it cannot block, it moves extremely slowly, and it has permanent blue armor. When opponents make contact with this armor, you do an automatic parry. If you've ever played Soul Calibur it's like the auto-Guard Impact mechanic. The auto parry is +5 on hit and -12 if the opponent somehow manages to block it. As long as it is not in an actual attacking animation, Aegislash can be punished just for being in Shield Forme by grabbing it. Counter pierces break this armor too. Its moves in shield forme are generally much slower and punishable on block. Though the punishes are unique because being -16 in Shield Forme means the opponent usually still has to punish with just a grab due to the blue armor. Let's go over some of the more notable moves in Shield Forme in field phase: Shield Forme (left), Shield Forme permanent blue armor (middle), Shield Forme auto parry (right) -bY shoots out a beam upwards which works well as an anti air. 15 frame startup and it's -16 on block, but it recovers in armor. Can transition with R. -SF sY shoots out an angled beam in 25 frames that stuns opponents on hit. When charged it shoots out an additional beam. Only -12 on block and can transition back to Sword Forme by pressing R. -SF nY starts up in 23 frames and is an ok poke which can cancel into fY. -16 on block by itself. -SF fY is 31 frame startup and shifts instantly. It's -24 on block, but again armored on recovery. On phase shift, it transitions back into Sword. -Shield Homing is 25 frame startup and invincible to highs frame 1. Outside of that it is similar to other homings, but pressing R or B transitions instead of going into block or jump. -fA in Shield Forme is Flash Cannon. This move is -24 on block and always transitions back into Sword Forme after it is complete so opponents can punish this normally. -5A in Shield Forme is Shadow Sneak which has a ton of active frames and is mainly good as oki which I'll talk about at the end. When charged it pierces and -4 on block. Otherwise it is -8. This is assuming point blank range and not meaty, however. It can be made much more positive when meaty. -bA is Sacred Sword. This move is -12 on block even though a lot of players don't realize it's punishable. More on that at the end. It puts out a mist that last for 10 seconds and transitions Aegislash back to Sword Forme. The next time you go into Shield Forme, this mist explodes and this explosion can make several transitions into shield forme such as 8Y in duel phase completely unpunishable and doubles as a strong oki option. Shield Forme Mist (bA or 4A in duel phase) on the left and the Mist explosion when returning back to Shield Forme on the right Safely transitioning Shield form is much more functional at a distance because up close you can be grabbed after many of your moves. Shield Forme is often just used as a means to an end which is: getting back into Sword Forme with the attack buff to get access to its enhanced moves. Generally, you do NOT want to be in your opponents face when you are in Shield Forme. Always try to transition into Sword Form with either B or a Shield Forme Pokémon Move. R does a ghost dash which has a ton of recovery so it's not recommended. If you want to safely get out of Shield Forme, the best way is to either use Sacred Sword at a safe unpunishable/small punishable range or B which does a short hop which is invulnerable to both grabs and lows. By the way, Activating support transitions from Shield to Sword. Now that we know how Shield and Sword work, let's move onto the rest of Aegislash's field phase moves. Starting with Iron Head since it allows for quick transitions into Shield Forme. Field Phase continued -Iron Head is done with fA and it has a plethora of uses. First off, it is the quickest way to transition into Shield Form in neutral without committing to an attack. To transition quickly from Sword to shield and back, a common technique is to use Iron Head but and cancel it into R to quickly get into Shield. Then press B to hop back out into Sword with the attack buff. Iron Head itself starts up in 27 frames, and is invincible against lows on frame 5 and only -4 on block. In the latest patch as of this video, it can now be anti-aired as if it was a mid-high. When fully charged, this move counter pierces and is +4 on block. Good as a meaty, and good for poking through counter attacks when canceled from homing. You can use R to transition into Shield before the attack comes out or after. -King's Shield is a unique command counter done with bA. Aegislash gets blue armor frame 5-26. And after the attack it leaves it in Shield Forme. Countering an opponent's attack grants Aegislash invincibility the way Stone Edge works, but on whiff, this can be whiff punished before the transition. When attacked while using this, Aegislash shoots out this giant light shield that stuns and counter pierces. And it debuffs the opponent's attack for 9 seconds on hit. Even if the opponent has time to block it, it's plus 4. This move really messes up a lot of characters field phases. If they try to strike from far away you can absorb the attack with this and get into shield forme for free and start firing back at them behind your permanent blue armor. Alternatively, you can hop back out of Shield Forme, and your opponent just gave you access to and attack up, and enhanced fY and Fury Cutter for free. If they were too close when they used their projectile, they'll just get hit. -Another move that's not too common is Gyro Ball or jA. This move's properties get worse when the opponent has a speed debuff, and better when they have a speed buff. Nothing too fancy, but a lot of players have no idea what the frame data is so I've included it. And lastly, Aegislash's field phase grab does 80 base damage and gives it a speed buff. Field Phase Summary Aegislash wants to be in sharp as much as possible so it can fire off fY. It can do this with any buff, but an easy way to get them is to cancel Iron Head into R, then B to get back out. Staying in Shield Forme from far away isn't a terrible idea, but up close, it's likely to get punished. When rushing down, sY helps to close the gap, and homing attack is just excellent. Its cancels into either Iron Head or Fury Cutter make it dangerous to try to counter against it. Duel Phase This guide is getting really long, so for duel phase I will mostly skip the moves that are straight up bad or really niche like dull 4X. Aegislash has just as strong of a duel phase as its field, maybe even better. It shuts down most characters neutral with its super far reaching moves and up close it has fast attacks that force the opponent into high commitment guesses. -Aegislash’s 4Y, specifically sharp 4Y is probably the best move in the game. Well the best duel phase move, Chandelure fY in field is the best field move. It is an 11 frame true mid, which is only -4 on block. 4Y also gives a full confirm on an aerial hit for like 250 damage, so it makes a good reactionary tool as well. It launches on critical hit as well, and being 11 frames, it crushes grabs. Therefore, this is definitely going to be your throw crush of choice. The only way most characters can deter you from spamming this point blank is with a preemptive counter attack. But this can be grabbed on reaction for 120 damage, no 144 damage since you're sharp, no 180 (!) damage since it's a critical hit. The only downside to this move is while dull it is -16 on block. -From a distance, spacing and keep out can be done using sharp 4X or using its Shield Forme Moves. Sharp 4X shoots out a giant projectile. Most characters have no choice but to respect it since jumping over it is very difficult, and it it also pierces armor. Aegislash's body itself pierces too. The only drawback is now this attack decreases how long Aegislash's buffs last and consequently its sharp enhancement. -Iron Head, 6A is a pretty good lungie especially when opponents aren't properly reacting by either jumping or anti airing it. But this is mostly good as a meaty which will be talked about at the end. Shield form has strong defensive options, but only mediocre offensive options. Most of these moves are similar to their duel phase counter parts. -SF 6A, Flash Cannon is a good tool to apply chip, shield damage, and shift you back into Sword. Beware, this laser is slow and very minus, so don’t use within a punishable range of your opponent. -SF 4Y in shield form is a very strong anti-air on reaction, so jumping against shield form is almost always a bad idea. Basically the equivalent of bY from field phase. -SF 4A, Sacred Sword, the best move in shield form is i15, knocks down, and creates mist. This move is -12, so it's punishable but spacing dependant. Aegislash also has extremely strong options for whiff punishing. 4Y is good against options with mild recovery, and if you are not confident in going for a slower, more risky, but higher rewarding punish. -6X has an extremely long range, is i19, and converts into a lot of damage, at least 200 if you have more than 4 PSP. However, outside of a whiff punish tool it is quite risky, as it is -20. That said, at max distance even characters with great fast normals like Shadow Mewtwo cannot punish it. -jY is a very strong tool to pull opponents close in. jY alone is hard to react to, and in most cases is safe on block. With proper spacing it can even be plus. Specifically, when done far out it is more minus on block. When used closer up it can be positive. Quite counterintuitive. jYY however, is more punishable, and when fighting Aegislash it is important to realize the difference. jYY does not reel the opponent in and arcs upwards but can immediately lead into combos. This move is most useful against zoners that you must fight head on. In close range, Aegislash has some incredibly strong options for pressure, reaction, and other sorts of things to make your opponent start to panic. Some of Aegislash's best normals close up are 5X, 2Y, 4Y, and 5YY. -5X (sharp) is an i19 special mid, multi-hit normal move that has several cancel options even on whiff. It can cancel into parry when it's not enhanced. I'll talk more about this at the end since it's a great meaty tool. -2Y, i11 low that avoids highs and lows, you don't get anything good out of it besides like 25 damage and +4 on hit. But it can annoy opponents long enough to get them to stop pressing buttons long enough to get grabbed. -4Y, was explained earlier. -5YY is good simply to pressure your opponent. When sharp, the jabs have multiple hits, making it very easy for them to stuff out counters if you happen to jab into them. -2X (enhanced) is an advancing slide, that leaves a lingering projectile only on whiff. This projectile is most useful as an oki, as it must be respected (Unless you’re Braixen or Weavile), and leaves you very plus after they block it. -8Y is Aegislash's main reactionary anti-air even though 4Y is excellent preemptively. This move has a wide hitbox that hits on both sides. It is unsafe on block since it transitions into Shield Forme, at -20. That said, if you have the Mist out from Sacred Sword, 4A, then your transition is completely safe. Last thing for duel phase we'll cover is one of Aegislash's best reversals: -Parry 6R. This is different than the auto-parry because it leads to full combos. This command counter is super good. This can actually be done in field phase too with fR. It gives counter armor from frame 1-11 and instantly repels physical attacks. Even attacks that normally can be canceled to be safe against command counters get beaten out. This increases your Synergy Gauge and it grants a different amount of hitstun depending on if it parried a light or a heavy hit. However, against aerial attacks, the opponents will air reset. Field Phase Parry: Light = +12 Heavy = +20 Duel Phase Parry: Light = +24 Heavy = +16 Duel Phase Summary To summarize Duel Phase, from far out Aegislash can use jY, Sharp 4X, and even 6X at max distance if you're being greedy nullify opposing normals. Close up, Sharp 4Y is the best normal in the game and there's no reason to not lean heavily on it. Oki -Iron Head is one of the best oki options in the game. It does a ton of chip and shield damage while leaving Aegislash at +4. In addition, 6[A] can be cancelled with R into shield stance. In duel phase, 6[A]R4A (Iron Head>>Sacred Sword) is a true blockstring, and does enough pushback to the point where most characters cannot punish it. In normal circumstances, outside of Synergy Burst, it is only punishable by Lucario, Pikachu, Pikachu Libre, Aegislash, Mewtwo, Shadow Mewtwo, Garchomp, Scizor, Machamp, and Suicune. Some of those punishes are very light hits, so in most cases it is best to go for the full setup anyways. -SF 5[A]/n[A], probably Wingtide’s favourite Oki, Euclase thinks this move is butt. One opportunity to use this is when you get an air tech with 6[A] in neutral. It is super active, counter pierces, does lots of chip damage, and is very positive on block. Most importantly, it has a disjointed hitbox that stays active after Aegislash has fully recovered from its animation. -5X, Multihit, special cancelable, heavy cancelable dash cancelable a very good oki aswell, unluckily this is super underused. Its safe on every i19 reversal its not safe on i11/i15. Its like Jab, you have to react accordingly to what the are pressing. And quickly on Aegislash's Burst mode. Burst leaves it enhanced the whole time. It has two versions of its Burst Attack. In Sword Forme, the move is -4 on block and a mid-low that starts up in 11 frames. In Shield the move counts as a counter and starts up in 23 frames. It is still a mid-low that is -4 on block but it goes full screen this time. Sword Forme Burst Attack (Left), Shield Forme Burst Attack (Right) That's it for Aegislash. This was much more in depth than most of my other character guides. Thanks again to Wingtide and Euclase for providing much of the information I shared here. Combos Combo Spreadsheet *
  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!