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Pokkén Tournament |OT| King of Iron Tail Tournament

Dreavus

Member
Is cresselia the only support people in ranked ever use??? I just played 10 matches in a row where that's all people called out, every damn round.

I think it's just that Reshiram is extremely good and Cresselia comes with him and has a fast charge. If you're using standard cheer, you start with Cresselia to set up round 2 then you can switch to Reshiram and have him ready right away. He just comes out so fast, does a ton of damage, and debuffs their attack stat too. He's super good as a "get off me" for zoners as well even if he's blocked.

But I don't think I'd use them for speedy characters that already fill their meter fast but it's strong on most of the roster.
 
My one issue with Reshiram is that you can't move throughout the duration of the assist. The damage is nice, but I much prefer the stuff I can do out of say, Farfecth'd.

Cresselia is super good though.
 
So has any fellow Machamp player actually succeeded in using the aerial grab? due to this game's rock/paper/scissors mentality it seems that the only time it's ever going to work is if your opponent decides to do a completely neutral jump with no attack plan, a scenario I've never encountered.
You'd think that I'd be able to grab Suicine as it prepares its aerial blizzard but NOPE, sweet jesus that matchup was absolutely agonizing.
Eventually Suicine realised it was pretty safe just using jump back light aerials for all eternity in the combat phase.
 
So has any fellow Machamp player actually succeeded in using the aerial grab? due to this game's rock/paper/scissors mentality it seems that the only time it's ever going to work is if your opponent decides to do a completely neutral jump with no attack plan, a scenario I've never encountered.
You'd think that I'd be able to grab Suicine as it prepares its aerial blizzard but NOPE, sweet jesus that matchup was absolutely agonizing.
Eventually Suicine realised it was pretty safe just using jump back light aerials for all eternity in the combat phase.
It's pretty great after a knockdown. They'd be expecting an aerial since you'd be jumping, so they'll probably try to block or counter. It's great to keep momentum, and it doesn't change phases in duel to boot.
 
Was playing a ranked match and somehow I got critical thrown out of an attack. Don't I have to be charging a counter attack? How the hell does that work?
 

Zomba13

Member
One thing I think is lacking on the Single Player front that I expected was a fight against Nia and her Weavile. Like, it's a Weavile, a member of the cast and she won't stop talking about it so I expected her to be the true secret super overlord of the Ferrum league and of course you slaughter everyone else, she chose you as her pupil/mentee/whatever. But nah, no super duper hard fight against her top god tier Weavile.

Was playing a ranked match and somehow I got critical thrown out of an attack. Don't I have to be charging a counter attack? How the hell does that work?

Could it have been a special counter attack? Like a command counter? Like Chandelure's Overheat (up+a in duel mode) is a counter attack but seperate from the standard counter. Like you might have used a move that could be charged and has the "counter" property but not the common X+A counter attack and got thrown out of it.
 

RomanceDawn

Member
Huh, just found out Blazekin's high stance blocks higher projectiles, but not all, and his low stance block projectiles that travel closer to the ground.
 
So you're saying the league that unlocks after A doesn't Nia at the tippity top? Man

I was hoping to beat her ass and have her like, "Yeah, me and Weavile don't talk any more."

Could it have been a special counter attack? Like a command counter? Like Chandelure's Overheat (up+a in duel mode) is a counter attack but seperate from the standard counter. Like you might have used a move that could be charged and has the "counter" property but not the common X+A counter attack and got thrown out of it.

I don't even know tbh. I was in Mega Lucario form and got the first X of 2, had an easy 250+ combo ready and the game pretty much froze and then when it came back I was thrown for hella damage. Whatever latency but I never did a counter attack so I don't get how it happened which is blowing my mind. It was against Blaziken if that makes a difference.
 

Beats

Member
Went from D5 to D3 today. Some close fights here and there. I need to get better at dealing with opponents once they get in though.

also, Burst mode is so scary. ._.

Huh, just found out Blazekin's high stance blocks higher projectiles, but not all, and his low stance block projectiles that travel closer to the ground.

You can check all the stance effects here if you'd like to know what the rest of the cast does: http://pokkenarena.boards.net/thread/577/character-specific-high-stance-mechanics
 

Thud

Member
One thing I think is lacking on the Single Player front that I expected was a fight against Nia and her Weavile. Like, it's a Weavile, a member of the cast and she won't stop talking about it so I expected her to be the true secret super overlord of the Ferrum league and of course you slaughter everyone else, she chose you as her pupil/mentee/whatever. But nah, no super duper hard fight against her top god tier Weavile.

Her Weavile is in the top percentage of weaviles.
 

El Odio

Banned
The twist is that Nia probably doesn't even have a weavile, probably just a sneasel. Shes just hanging out with you to see what it'd be like at the top.
 

udivision

Member
The twist is that Nia probably doesn't even have a weavile, probably just a sneasel. Shes just hanging out with you to see what it'd be like at the top.

She doesn't even have a Pokemon nor has participated in a battle or anything. She just got there by going with her gut, and you were foolish enough to believe her.
 

Regiruler

Member
I'm convinced shadow ball must literally have the highest projectile cancel value in the game. It's such a safe zone against anything not named Chandelure.
 

Beats

Member
I'm convinced shadow ball must literally have the highest projectile cancel value in the game. It's such a safe zone against anything not named Chandelure.

That's Gengar's A move right? It's pretty high up there. Someone's actually working on a projectile priority table:
https://docs.google.com/spreadsheets/d/1jHIVUVH5zqcPmsk_kdaCkk2AayT1nJfHfWpcvMYRoso/edit?usp=sharing

So I've been labbing on projectiles and found that each projectile seems to have it's own priority value rather than it being based on damage like the game says. I tested most moves on each other, gathered their values, and made a chart. As for now, I only have field moves on there.

If a projectile has a higher number than the other then that projectile will destroy the weaker projectile and continue moving. If two projectile have the same value then they will cancel each other out when they hit. A projectile with an S value will destroy all projectiles and cannot be destroyed. Two S's will go through each other. The G value is ghost. G priority goes through all projectiles. It cannot destroy other projectiles or be destroyed.

From here:http://smashboards.com/threads/projectile-priority.433809/
 

emb

Member
What does one do against Mewtwo's Burst Attack and why is it a grab?
Gengar's is also a grab. If it's like that, you need to either be in the air or spaced far away. Of course, these characters can also cover jumps so nothing's all that safe.

I haven't fought many Mewtwos though, so I can't say on the exact properties of the move. It may hit partially in the air.
 
Jump out of it iirc.

Gengar's is also a grab. If it's like that, you need to either be in the air or spaced far away. Of course, these characters can also cover jumps so nothing's all that safe.

I haven't fought many Mewtwos though, so I can't say on the exact properties of the move. It may hit partially in the air.

So basically "don't be anywhere near it?" How is this balanced? Especially on Mewtwo?!
 

emb

Member
So basically "don't be anywhere near it?" How is this balanced? Especially on Mewtwo?!
It's normal to be at a huge disadvantage when your opponent is in burst. Sure, it might be more lopsided with him, but it mostly seems like par for the course.
 

Rutger

Banned
I'm pretty sure that if you haven't started an attack, you can jump to avoid Mewtwo's burst attack right after the superflash.

I don't have him unlocked to test and I haven't fought many, but I'm almost positive that I've been able to do that before. If so I'd say that's a pretty big disadvantage to the attack.
 

QisTopTier

XisBannedTier
I'm pretty sure that if you haven't started an attack, you can jump to avoid Mewtwo's burst attack right after the superflash.

I don't have him unlocked to test and I haven't fought many, but I'm almost positive that I've been able to do that before. If so I'd say that's a pretty big disadvantage to the attack.

Nope
 

Regiruler

Member
I'm pretty sure that if you haven't started an attack, you can jump to avoid Mewtwo's burst attack right after the superflash.

I don't have him unlocked to test and I haven't fought many, but I'm almost positive that I've been able to do that before. If so I'd say that's a pretty big disadvantage to the attack.
How long does his burst last? You could just beat the shit out of him enough so that he leaves burst mode.
 

emb

Member
Pretty sure grab supers hit on frame zero, so whatever state things were in before you start the animation. Feels that way, and I've never seen anything happen after the startup. But of course I have no hard data on it.
 

NEO0MJ

Member
I wish Gengar's arms were a little bit longer. Any general tips with him?

It's normal to be at a huge disadvantage when your opponent is in burst. Sure, it might be more lopsided with him, but it mostly seems like par for the course.

Sometimes I feel burst is a little overpowered in its current state.
 

El Odio

Banned
The same can be said about all the other burst attacks...
Seriously, when your opponent's in burst mode it's basically a game of keep away. On that note does anyone else here only active synergy burst when in dual mode for the most part. I can't expect myself to make good use of it in arena mode with Braixen and it's so much easier to get a successful burst Attack in.
 
Seriously, when your opponent's in burst mode it's basically a game of keep away.

Or summoning Reshiram to eat half of their synergy bar for you from a distance.

On that note does anyone else here only active synergy burst when in dual mode for the most part. I can't expect myself to make good use of it in arena mode with Braixen and it's so much easier to get a successful burst Attack in.

Since I use Gardevoir a lot I'm pretty much comfortable popping it off in either stage. Actually it's a lot of fun to hit burst after your opponent has and you can see them trying to get in to use their super.
 
I found that I'm actually playing more better when I mapped my controls to be more like Smash.
B = Pokemon Move
ZR = Shield

Makes switching between the two games much easier tbh
 

emb

Member
I wish Gengar's arms were a little bit longer. Any general tips with him?
Yeah, it can get pretty frustrating. I dunno if any of this will help, but I'll throw out some thoughts. A lot of it might already be obvious to you.

Some general tips:
Hypnosis has a pretty long range, combos into your regular grab in duel mode, and is good to throw out. Once in a while they'll even win the triangle thing and still miss their attack.

Cancelling shadow ball and hypnosis with R is fun and can mess with people sometimes.

Remember you don't have to approach always. Shadow ball is pretty good spam unless you're up against a zoning focused character, and you can mix in back A if they're caught on.

Cancelling astonish (jump A -> R) is really cool. Let's you go for a hypnosis or a shadow punch if they block.

If they get hit with anything that knocks them into the air, you can go for something like jump y (3 hits) -> A -> R -> down X, X for pretty good damage. Down X, X is strong and pretty nice to end things with in general (See this nice combo guide)

Take advantage of the fact that you disappear briefly before hypnosis and shadow punch (forward X). With the latter, you can also move forward or back as you disappear. Moving forward with shadow punch is great vs projectile throws that feel safe at mid range. Up X also makes you jump and move out of the way, so it's good if they throw out unsafe things, plus it's a great combo starter.

Charge shadow ball on knock down. Either get a good chunk of damage, or a nice mixup opportunity.

Throw out up Y if they jump in on you a lot. For some reason I keep forgetting I have this move.

Sometimes I feel burst is a little overpowered in its current state.
Yeah, it kinda is. I think it's ok though mostly. It mostly just puts a ton of emphasis on either winning game 1 or surviving through an opponent's burst phase at least once.
 
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