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When some gets up from a knock-down and I try to grab them, usually the glowy light around us will turn orange and I'll get hurt/knocked back. What is happening? Also, how do I not get instantly destroyed every time I am knocked down and they stroll over to me for a grab?
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# ? Mar 29, 2016 04:43 |
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# ? May 28, 2024 04:40 |
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Bass Bottles posted:When some gets up from a knock-down and I try to grab them, usually the glowy light around us will turn orange and I'll get hurt/knocked back. What is happening? In both scenarios, the answer is "attack button is being mashed"
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# ? Mar 29, 2016 04:49 |
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Bass Bottles posted:When some gets up from a knock-down and I try to grab them, usually the glowy light around us will turn orange and I'll get hurt/knocked back. What is happening? Counters beat normals, grabs beat counters, normals beat grabs. it's like pokemon starters water/grass/fire weakness triangle
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# ? Mar 29, 2016 04:54 |
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Bass Bottles posted:Also, how do I not get instantly destroyed every time I am knocked down and they stroll over to me for a grab? e; IronicDongz posted:Counters beat normals, grabs beat counters, normals beat grabs. it's like pokemon starters water/grass/fire weakness triangle They're even the corresponding colors! Normals (Red/Fire) beats grabs (green/grass) beats counters (blue/water) beats normals dromer fucked around with this message at 05:00 on Mar 29, 2016 |
# ? Mar 29, 2016 04:56 |
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IronicDongz posted:Grabs are beaten out by normals, that is what is happening. Hmm, okay. I thought maybe it was a specific type of attack because I swear that never works for me
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# ? Mar 29, 2016 04:57 |
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There are a couple of weird exceptions to the attack triangle: the one that comes to mind right now is that mewtwo spiral attack that is actually a counter, but is colored as an attack. Other than that/depending on the character you play/the character they play, if you're knocked down you want to block meaties if they commit to an attack animation, attack if you think they're going to throw (or do it on reaction), and block/throw a counter. Obviously if you get a knockdown on a character with a ranged throw (like gengar's hypnosis) or projectile counter you've got better oki options than if you're weavile (ice block shenanigans/empty jump dive kicks are all i've really got as him in my arsenal), so it's good to experiment with what you have
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# ? Mar 29, 2016 05:08 |
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Bass Bottles posted:Hmm, okay. I thought maybe it was a specific type of attack because I swear that never works for me Some attacks have more startup than others. You can get caught before a heavy attack with a grab because the attack hasn't "initiated" yet.
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# ? Mar 29, 2016 05:09 |
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Bass Bottles posted:Hmm, okay. I thought maybe it was a specific type of attack because I swear that never works for me Go to the training town, go to the practice dojo, pause the game and bring up your move list. It'll list Attack, Grab and Counter labels next to all of your normals and specials, and you can see what all of their individual properties are and know what they beat.
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# ? Mar 29, 2016 05:09 |
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Mewtwo tips for self and potentially others: - Some moves use up your synergy gauge (all your Pokemon moves do.) -During synergy burst, your elemental punches (your down Pokemon moves) give defense debuffs so your burst does even more damage. -Your high stance in duel mode recharges your synergy gauge. -You can change the trajectory of your hyperbeam by holding left or right in field mode. -Psystrike (your up Pokemon move in duel phase) does more damage if you time the button press for the second and third phase of the attack instead of mashing it. You'll flash and hear a "ding" if you do it right. The timing is the middle of the first hit (when you activate, is incredibly lenient) and immediately as you hit them with your tail (in the second phase, is incredibly tight). The different is 136 damage (perfecting the timing) versus 73 (just mashing), so you nearly do twice as much damage. -All your field phase attacks that wind up with you homing towards your opponent can be canceled with guard into a dash. -Your forward ranged attack in field is also a counter on top of being a normal. -Your high stance strong attack makes you invincible to grabs on warmup. -You can modify your forward weak combo in duel phase by pressing strong attack instead of weak attack for the second hit. Doing this makes your opponents able to block, but it's a combo if you land a charge counter attack first before going into your modified weak combo.
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# ? Mar 29, 2016 06:31 |
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So now that I'm over a thousand matches into ranked I have strong opinions on the strength of each character. Here is my lovely unofficial tier list. Within tiers leftmost name is strongest. S: Shadow Mewtwo A: Pikachu, Gardevoir, Mewtwo, Braxien B: Pikachu Libre, Chandelure, Weavile, Sceptile, Suicune, Gengar, Charizard C: Blaziken,Garchomp, Machamp S:Broken as all hell, should be banned due to block/hit infinites. A:Otherwise top tier characters that don't have infinites B:Characters with solid kits that are more than playable, you just have to work harder C:Missing something, low damage grabs and lack of an invincible wakeup option coupled with mediocre zoning and risky offence. Still playable. After some consideration I am placing Machamp in C tier. His position as the worst character in the game has not changed however. The Gorp fucked around with this message at 00:33 on Apr 1, 2016 |
# ? Mar 30, 2016 02:23 |
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I rarely see sceptiles or charizards online. I can't remember the last time I played against a Blaziken, either.
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# ? Mar 30, 2016 02:39 |
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someone tell me how to deal big damage with braixen because im getting really sick of putting in a ton of work to get my opponent to 1 hp and then dying in two hit confirms
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# ? Mar 30, 2016 02:48 |
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sharrrk posted:someone tell me how to deal big damage with braixen because im getting really sick of putting in a ton of work to get my opponent to 1 hp and then dying in two hit confirms I made a post in the thread previously with some combo paths that utilize the Farfetch'd assist to get big damage off starters that otherwise wouldn't let you do as much, including neutral X and d+X. In general, though, the idea in Duel Phase seems to be ending combos in something that lets you tap B to get Sunny Day after (usually u+A Flamethrower) and then triggering the second level of the buff right away by releasing the A button that you've held from inputting the special. You can do this in neutral situations, too, like doing Fire Blast with b+[A],B and then releasing A when you're sure they've blocked it for the second boost. Even one level of Sunny Day opens up some more combo options, though, since you now get the ability to follow up off of f+A Fire Spin and midair A or u+XX Flame Charge. Getting the second level of the boost gives you attack up though so it's worth getting used to getting both levels back to back off those specials that let you.
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# ? Mar 30, 2016 02:56 |
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The Gorp posted:So now that I'm over a thousand matches into ranked I have strong opinions on the strength of each character. It is weird, I play him a bit and I can't tell but it feels like at any moment I am three hard predicts from victory.
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# ? Mar 30, 2016 04:39 |
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The Gorp posted:C:Missing something, low damage grabs and lack of an invincible wakeup option coupled with mediocre zoning and risky offence. Still playable. What are a few examples of invincible wakeup options for the other characters?
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# ? Mar 30, 2016 04:53 |
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What if Nia got more competitive the higher your rank is Like early on she does her usual "The most important thing is to have fun" but if you're at the top she's like "Yo pull the plug if it looks like you'll lose who cares about Pokedollars winning is literally all that matters"
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# ? Mar 30, 2016 05:41 |
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dromer posted:What are a few examples of invincible wakeup options for the other characters? Gangar as an example has up y, which is generally the move for it. People like lucario and pikachu have up A which is flashier and more damaging but also more punishable on block. To Reznor, I agree and would normally place him in the same bracket as the other two, but he can be completely locked out of opportunities against Shadow in addition to the fact that the higher up you go the more familiar and experienced people are with the champ. He's got some outright great matchups against otherwise solid characters like Libre, but a smart braixen or other devoted zoner knows how to hold Machamp back beyond simply spamming projectiles. The Gorp fucked around with this message at 05:51 on Mar 30, 2016 |
# ? Mar 30, 2016 05:46 |
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ThisIsACoolGuy posted:What if Nia got more competitive the higher your rank is That would be the coolest
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# ? Mar 30, 2016 06:22 |
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Pikachu's up-A isn't invincible, it's a Counter-property move. The move list in training states the properties and special traits of every move and is worth reading.
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# ? Mar 30, 2016 07:04 |
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You cant grab it or do anything else through it, but fine. I mean you can hold counterattack through it but that doesn't make the move less "invincible". The Gorp fucked around with this message at 07:45 on Mar 30, 2016 |
# ? Mar 30, 2016 07:41 |
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If anyone here is playing Gardevoir, this dude's channel has some good content, including this short video of a pressure/lockdown pattern with the Quagsire support: https://www.youtube.com/watch?v=U0S6-H4cpdY I messed around with Gardevoir for a bit earlier, and it seems like it's almost always worth it to give up some damage at the end of a juggle and set up either a d+A or a b+A,X on the opponent's wakeup. b+A,X seems good to get out whenever possible just because having b+A charges stocked to make f+A better is always a good thing, too.
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# ? Mar 30, 2016 08:22 |
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as a blaziken main i agree with tossing him in c tier, but less because of the reasons given (its true though) and more because a good 50% of his attacks do recoil damage to him (hi jump kick, brave bird, i think even enhanced blaze kicks does it and thats probably his fastest move) you can theoretically heal it all back since its all green health, but you're one hit away from losing it. he can take someone down from full to nothing in a few hits but one missed read and its hard to recover i can appreciate that blaziken's A breaks counters though, i'm not sure if there are many attacks that can do that
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# ? Mar 30, 2016 14:57 |
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Just encountered someone with over 1000 games played and only 2 wins. They didn't move the entire match. Are they randomly matching a second Wii U with people online hoping to eventually get matched up on their main account.... so they can grind rank in Friendly Match????
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# ? Mar 30, 2016 18:12 |
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Bass Bottles posted:Just encountered someone with over 1000 games played and only 2 wins. They didn't move the entire match. He's doing a pacifist run to A rank.
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# ? Mar 30, 2016 18:24 |
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Bass Bottles posted:Just encountered someone with over 1000 games played and only 2 wins. They didn't move the entire match. Was it TwitchPlays?
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# ? Mar 30, 2016 19:04 |
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Broseph Brostar posted:Was it TwitchPlays? No it was just some guy Didn't move at all, even when I ran around them in a circle for 30 seconds
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# ? Mar 30, 2016 19:05 |
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A couple more Gardevoir things: - Wall combo off the basic string: YYYY, b+A,A for 199 + 30 from the wallsplat - Wall combo off f+X: f+X, full charged A+X, u+Y, YYY cancel 4A is 241 + 30 and leaves Gardevoir in the Calm Mind state during the Phase Shift. If you delay the press just right, this lets you throw the 4A,X Psychic projectile to chase them off the wallbounce. The combo can also be started with YY cancel f+A as long as you have no Calm Mind stocks stored for 148 + 30 damage (Edit: This one is causing Phase Shift on Pikachu for me now so I'm not sure what's up). If you start with f+Y, omit the u+Y for 221 + 30 damage. This combo path doesn't seem to work on Charizard since you need the tiniest of walks to connect the charged A+X which makes Charizard fall too low for the third hit of YYY later on. - Ending the previous combo with the charge and release A move (held from the charged X+A previously) is 3 more damage but doesn't go straight into the Calm Mind. - For pure damage at the wall, f+X, immediate midair A, charged u+Y works for 266 + 30 damage. You can instead end in the YYY cancel 4A thing for 246 + 30, five more than the other combo with the same ender. This one works on Charizard, too, but it's just a bit harder in general. Also, if your timing is off, the charged up+Y won't hit fully on smaller characters. Shadow Ninja 64 fucked around with this message at 22:39 on Mar 30, 2016 |
# ? Mar 30, 2016 22:27 |
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Rafza posted:i can appreciate that blaziken's A breaks counters though, i'm not sure if there are many attacks that can do that Lots of moves have this property. A fully charged Charizard Jumping Y. Blazikens jumping A (hold button) Chandelures up A Other fully charged counters These are moves that break counters and not ones that just beat counters. There are plenty of moves that last so long that they outright beat counterattacks unless they are invincible all the way to the end in the case of say Charizards megapunch or Garchomps back A. Two examples of these type of moves are Machamps flurry of punches or Charizards jumping down A. The Gorp fucked around with this message at 10:17 on Mar 31, 2016 |
# ? Mar 30, 2016 23:16 |
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The Gorp posted:Lots of moves have this property. oh neat, i haven't played against any charizards so i have no idea what he can do really, i should probably pick him up on a different note: blazikens YYY into A (Hold) is completely safe, and if it hits its a free atk down + combos into down+y, down +y ; then you can rotom or y into blaze kicks to finish the combo. i want to play around more with victini instead of rotom though, since crits/hp seem super good on such a snowball-y character and extra synergy never hurts, since arguably blazikens burst mode is the best or one of the best in the game a friend also showed me that you can cancel his duel phase Up + X (overhead kick) into air dash/kicks and its also safe; its not fast enough to dodge projectiles, but its an option
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# ? Mar 31, 2016 13:42 |
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I'm having difficulty breaking out of blockstrings from Pikachu and Pickachu Libre. After which moves should I try to counter or hit back?
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# ? Mar 31, 2016 15:51 |
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dromer posted:I'm having difficulty breaking out of blockstrings from Pikachu and Pickachu Libre. After which moves should I try to counter or hit back? i could be wrong, but im pretty sure that every pokemon can be countered after Y Y and before their third Y hit. it requires decent timing but you can shift from block to counter and get them off of you libre in particular is susceptible to counters, pikachu is just really good at all ranges what I would do is hop into training, pick libre/pikachu and then your main as the CPU, set your main to permablock and grab on reaction, and throw things at him until you find what isn't safe
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# ? Mar 31, 2016 15:55 |
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I'm going to guess that online battles are meant for people who have already beaten the game? Even at E5, I'm getting my rear end kicked at something like a 12.5% win rate. My "One Every 1,000 Years" title is looking pretty bullshit now.
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# ? Mar 31, 2016 22:55 |
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dromer posted:I'm having difficulty breaking out of blockstrings from Pikachu and Pickachu Libre. After which moves should I try to counter or hit back? Pikachu is bullshit, the unfortunate reality is they you need to play perfectly to stand a chance. One thing that is not commonly thought of is dashing forward when pikachu jumps as to avoid thunder or punish a wiffed jump attack. Pika libre is actually pretty weak to counterattacks, most libres don't grab as often as they should because their pressure oddly enough doesn't support a solid grab game. He's also vulnerable to invincible moves like the ones listed above that beat anything besides blocking - something Libre isn't commonly doing. Among these two problems, pikachu is way harder to deal with - focus on Libre as much as that sort of thing is possible with random online opponents.
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# ? Mar 31, 2016 23:15 |
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I'm going to revise my statement - single player is just extremely easy. I have a 90+% win rate in the League up to Red. So I'm guessing I haven't actually gotten any better. That's reassuring. Weavile tips would, of course, be appreciated Characters like Charizard and Machamp destroy me.
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# ? Mar 31, 2016 23:25 |
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Single player is always pretty bad for practicing fighting games. Just use it to unlock stuff and see what moves do what.
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# ? Mar 31, 2016 23:29 |
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Pollyanna posted:I'm going to revise my statement - single player is just extremely easy. I have a 90+% win rate in the League up to Red. So I'm guessing I haven't actually gotten any better. That's reassuring. Just because weaviles ideal location is at point blank doesn't mean he should be there. Machamp and charizard are way better than you if you let them in or break the distance - the balancing factors of those characters is that they suck at breaking distance. Learn how to play the game from a few character widths apart as weavile or pick a character with a simpler toolkit. While I hate to say "people shouldn't play X character" weavile is super hard and not beginner friendly at all.
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# ? Mar 31, 2016 23:34 |
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Pollyanna posted:I'm going to guess that online battles are meant for people who have already beaten the game? Even at E5, I'm getting my rear end kicked at something like a 12.5% win rate. My "One Every 1,000 Years" title is looking pretty bullshit now. It's 'one win every 1000 years'
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# ? Mar 31, 2016 23:49 |
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NTT posted:It's 'one win every 1000 years' Now it all makes sense! also, "Ceil" The Gorp posted:Just because weaviles ideal location is at point blank doesn't mean he should be there. But I like Weavile. I have been meaning to try out other characters too, though... Pollyanna fucked around with this message at 00:39 on Apr 1, 2016 |
# ? Apr 1, 2016 00:28 |
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PSA - lucario is fun as hell. Guess im going back to C rank learning him.
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# ? Apr 1, 2016 01:28 |
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# ? May 28, 2024 04:40 |
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i really dont like fighting lucario but it might just be because im not yet used to him. i always think im out of his range but then he suddenly spawns a bone and hits me, and it hits above him too.
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# ? Apr 1, 2016 01:35 |