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Waled05

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About Waled05

  • Rank
    Veteran Battle Trainer

Battle Pokémon

  • Main
    Shadow Mewtwo
  • Secondaries
    Lucario
    Suicune
    Weavile

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  1. Waled05

    Shadow Mewtwo's 6X loops

    so I've done some research on j.y loops and Im getting pretty consistent at them, here are some things to do / theoreticals: -Using 6Y for easier execution and more universal combos (issues with j.Y pushing characters too far for 6Y to connect with another j.Y) -Popplio makes almost everything baby easy with training and allows 2PSP j.Y loops (6X 6JR5JY) and opens one really hard combo that's has very specific timing and spacing that I forgot, also has aerial loops lol. -6Y might be the optimal healthless mid-screen (6Y J.R fY *f for falling j.Y*) -abusing Popplio to get a specific type of j.y much more universally while making it connect with i19s (like 0 PSP j.Y(6X 6JR5JY), scaleless j.Y (not sure about that one chief) or any other hybrid) also tested everything on shieldsword: b: i19 (universal input) n: i15 (easy) f: i11 also machamp is the easiest one how did you not get it to connect? b and n: i19 f: somehow i15 if you delay the dash just a bit
  2. Waled05

    machamp j.4 Y+B

    you can jump cancel it with popplio. I don't think there is any better support than litten/ popplio for machamp long range anti-projectile that knocks down and gives bulk up mid combo in rage(you can literally do a full reset with bulk up J.A and then bulk up again), combined with half of his aerials being jump cancellable seamlessly seems a bit stupid not to use. but of course I'm just going to pick mew, don't be silly.
  3. Waled05

    FSBC Fairy Tempest Cup: What You Need To Know

    The Japanese event only goes for 2 hours? Also the last event would be Shadow Mewtwo's event which is quite fitting.
  4. If you would do this then it's probably much much better to do a j.A 5AA setup instead of 2Y. Also heres a 4X wall combo: 4X 5A7Y 8Y(2) 5[A]8Y 8Y(2) 5A8Y 8Y(2) 8Y(1) - 143 dmg, 21s def debuff done with Lucario and Gardevoire you can delay the second 8Y instead of doing a long hop but I find it more consistent with a long hop. and also you need to hit with the edge of 4X, in burst you don't need to space it but it's much harder
  5. Waled05

    Blastoise Low Stance Armor

    Seems like it armors most aerials and highs and then some mid highs, Do low stances usually have that much armor?
  6. Found a cool mechanic that makes Aegislash freeze time, just a nice little easter egg probably because his name is Aegislash which is aegis (Latin for shield and time I think) and slash (because he's a sword!) I don't think it does anything though, just makes him invulnerable or something. here's a bunch of examples (most examples show Aegislash doing it during an animation) He can also freeze his opponent!
  7. Waled05

    Machamp 8Y/BU 8Y trades

    We still got those frame 11 +8 massive hitboxes with very low scaling to damage ratios tho. (BU 8A) Also Rotom connects with it if you roll back and then you could Bulk up 2XX. (classic Braixen move)
  8. Waled05

    Field Phase Points

    You should point out that red armor breaks if you get hit with any move that has FPP when it reaches 24.
  9. Waled05

    Gardevoir's State in the Game

    But Have You Tried ]A[? Also the joke about Croagunk is that he's viable although most of his move look really stupid.
  10. Waled05

    Machamp's 20 second ]X[

    Just realized that Litten + Machamp might be the perfect pair. Also if anyone knows anything about hit priority or clashing frame advantages please comment it below. Shared properties between all three versions: Type: Attack Imp: 23 PSP: 4 Height: True Mid Invincibility: Highs, Mid Highs and Special Mids on frame 1 Projectile Invincibility: Highs, Mid Highs and Special Mids on frame 1 Shield Break: No Throw Crush: No Pierce: No Level 1 (2 Seconds): Damage: 80 Scaling: %60 Blocked: -16 Priority: Clashes with Lucario's 5Y and 6X (-2 after 6X clash) Level 2 (5 Seconds): Damage: 120 Scaling: %50 Blocked: -16 Priority: Beats 5Y, Clashes with Lucario's 6X (+10 after clash) Level 3 (Litten charge time): Damage: 200 Scaling: %40 Blocked: -8 Priority: Beats 6X, Clashes with Focus Blast (0 after clash) Too lazy to do shield damage, but nothing special with 3]X[. 3]X[ gains the same amount of synergy as 2]X[ (1]X[ is a little less) In field, Range increases as you charge it from level 1 to 3 (1 and 2 aren't very different though) In duel, 1 and 2 have almost the same range, 3 is about half a dash longer. Ranges: And of course don't forget to eat your Lucarios!
  11. Waled05

    SM2 Unblockable Thunder

    Pretty sure the only character that could tech this is Blaziken with sky uppercut because it ignores projectiles on frame 1 but even then you wouldn't get hit since it's not frame 11 and would only make Blaziken positive (aka 4J.A lol) and grab would catch any frame 1 back dash (frame 5 back dashes just get thundered if they didn't get grabbed already) and psystrike could be useless if you already have 8PSP or an 8PSP thunder setup
  12. Waled05

    Braixen's J.8Y

    Framies: Imp: 11-15 Blk: +4 Hit: 15 (19 in the air) PSP: 000 Damage and Scaling: 20,20,20,20(80) %10 scaling each hit would have been very broken without the %40 scaling but it's still good. haha braixen more like raisin
  13. If you don't see your character it's probably because they didn't get a new move/option. moves that have different properties but no input difference don't count as new moves. moves that can be cancelled into other moves like pokemon moves, holding down input, just frames or pressing R are new options. TLDR: press R to cancel Can now air dash (Burst) (J.R) Midair Aura Sphere can be air dashed after with B (Burst) (J.AB) Electro Ball can transition into jump with R (4AR) 8X can be transition into jump with a boost (like J.AR) with 4-5-6R (8X6R) nY first and second hits can be cancelled with pokemon moves (nYbA/ nYYbA) J.4Y+B makes him roll forward before grabbing (very green and pretty reactable) (J.4Y+B) ]X[: new move! (very good anti-air, if you charge it for long enough it gets enhanced for more damage and less scaling(charge it for 20 seconds for even more damage but some scaling), both versions are invincible against both highs and mid highs on frame 1, probably a good get up option on certain oki's if your opponent isn't looking out for it, -16 on block) Hydro pump can be cancelled with R either instantly or at the last second depending on your timing (6AR) Blizzard can be cancelled with R by jumping back but you have slight control of your direction, also can't do aerials (J.AR) ( 6Y: new move! longer range than 6A and has 2PSP. framedata: Imp: 19 Blk: -8 and barely positive with maximum range Hit: +4(+19 in the air) ,connects with 2Y max range (mostly a midscreen aerial combo tool as I predicted) "max range" is when 6A would whiff 6Y can permeate into the ground before or right after 6Y (6YR) 6YX can permeate into the air after 6YX (6YXR) and it did permeate through Suicune's 8Y sY can be cancelled with pokemon moves (sYbA) J.R(field and duel) can air dash up and down (J.2X/J.8X) 8X8R is a pretty good anti-air and fast cross-up into J.[A] (J.[A] seems to restore air dash infinitely) J.Y can be cancelled with pokemon moves even if it whiffs (J.Y[A]) 8X5RYA(+6), 8Y2RYA(+12) and instant J.5RYA(-2) auto cancels on ground and is usually plus on block (depending on the setup you use) but it's pretty hard to use it since there's no hit-stun or landing lag s[Y]/sY[Y] when enhanced, hold the button to electro jump forward (s[Y]/sY[Y]) (you can also wall jump off of it with weird angles) 6YY can transition into Hang with R ([CA] 6Y:YR8Y 8Y 6 8Y) J.8Y new move wow thank god basically J.Y but without the fireballs, kind of like weavile's and blaziken's J.Y except better frame data and worse combo potential J.R can be cancelled with pokemon moves (J.RA) 6YX new just frame making 4 just frame attacks 8[Y] can now charge 8Y to be bigger but no counter breaking this isn't exactly a new option but J.8X can now drop a bomb if it whiffs or the opponent blocks it doesn't drop if you hit the opponent ]A[ Bug Bite but without Bullet Punch so instead of 2AY+B you just input ]A[ (]A[) Swords Dance can be dash cancelled forward with 6R (5AA6R) nYX: nY can cancel into bX (nYX/nY[X]) 5YX: 5Y and 5YY can cancel into 2X (5YX/5Y[X]) (slide Y in duel doesn't cancel into 2X to stop infinites) inputting 1X makes 2X go nowhere, could be helpful for 2[X] combos against the wall (1X/1[X]) (2/1[X] now connects with J.Y and 5X, you can also slide forward with 1X) kinda feel like they buffed J.Y(field) to fall faster J.Y(field) can go up and down in height (J.fY goes up, J.bY goes down, J.nY goes forward, J.sY goes left or right) no diagonals nAbA(field) Blastoise shoots two aura spheres up. J.bX(field) instantly sends you down with no tracking (you can't press down after you've inputted J.nX)
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