Pokken Tournament DX/Move Heights: Difference between revisions

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==Introduction==
==Introduction==


===Lows===
==Lows==
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Moves that hit low to the ground. Jumping is invincible on frame 1 against Lows, even when landing from an air tech.
Moves that hit low to the ground. Jumping is invincible on frame 1 against Lows, even when landing from an air tech.
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====Field Phase Lows====
===Field Phase Lows===
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<br>


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===Mid Lows===
===Duel Phase Lows===
==Mid Lows==
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<br>
Moves that hit a bit higher than Lows and are even able to hit opponents in the air. Jumping is invincible on frame 5 against Mid Lows.
Moves that hit a bit higher than Lows and are even able to hit opponents in the air. Jumping is invincible on frame 5 against Mid Lows.
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<br>
<br>
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===Mids===
==Mids==
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<br>
Moves that are not affected by height properties. The only way to avoid these moves is to be outside of their hitbox.
Moves that are not affected by height properties. The only way to avoid these moves is to be outside of their hitbox.
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===Special Mids===
==Special Mids==
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<br>
Moves that are a mix between Mid Lows and Mid Highs. Can be both anti-aired as well as jumped over starting on frame 5.
Moves that are a mix between Mid Lows and Mid Highs. Can be both anti-aired as well as jumped over starting on frame 5.
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<br>
<br>
<br>
===Mid Highs===
==Mid Highs==
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<br>
Moves that hit a bit lower than Highs, meaning that they can hit crouching opponents.
Moves that hit a bit lower than Highs, meaning that they can hit crouching opponents.
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===Highs===
==Highs==
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<br>
Moves that have a higher hitbox to where they can hit aerial opponents. Can be crouched / low profiled.
Moves that have a higher hitbox to where they can hit aerial opponents. Can be crouched / low profiled.
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===Aerials===
==Aerials==
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<br>
Moves that only hit opponents when they are in an aerial state. Aerial state including jumping and attacks that make the player airborne.
Moves that only hit opponents when they are in an aerial state. Aerial state including jumping and attacks that make the player airborne.

Revision as of 21:11, 14 April 2018

Introduction

Lows


Moves that hit low to the ground. Jumping is invincible on frame 1 against Lows, even when landing from an air tech.

Field Phase Lows


Darkrai
fY (Puddle)
fA Dark Void (Final Hit)
f[A] Dark Void: Charge (Final Hit)
Pikachu
nA Thunderbolt
n[A] Thunderbolt: Charge
Scizor
nY (Staples)
Aegislash
j.X (Grounded Lightning)
Croagunk
j.X (Shockwave)
X Homing Attack 1
bA Thief
j.A Gunk Shot: Sludge Pool
Sceptile
sY (Shrub)
bY
j.A Leech Seed: Growth
Gengar
Non-Burst fY
L+R Shadow Drop
Decidueye
n[A] Spirit Shackle: Charge (Trap)
Empoleon
sY
bX
j.X
Slide X
fA Ice Beam
Blastoise
fY
bY
Mewtwo
X+A Counter Attack
[X+A] Counter Attack: Charge
Chandelure
j.X (Shockwave)
j.A Incinerate (Puddle)
Weavile
sY
Garchomp
j.A Earthquake
Shadow Mewtwo
j.AX Earthquake




Duel Phase Lows

Mid Lows


Moves that hit a bit higher than Lows and are even able to hit opponents in the air. Jumping is invincible on frame 5 against Mid Lows.

Mids


Moves that are not affected by height properties. The only way to avoid these moves is to be outside of their hitbox.

Special Mids


Moves that are a mix between Mid Lows and Mid Highs. Can be both anti-aired as well as jumped over starting on frame 5.

Mid Highs


Moves that hit a bit lower than Highs, meaning that they can hit crouching opponents.

Highs


Moves that have a higher hitbox to where they can hit aerial opponents. Can be crouched / low profiled.

Aerials


Moves that only hit opponents when they are in an aerial state. Aerial state including jumping and attacks that make the player airborne.

Field Phase Lows


Darkrai
fY (Puddle)
fA Dark Void (Final Hit)
f[A] Dark Void: Charge (Final Hit)
Pikachu
nA Thunderbolt
n[A] Thunderbolt: Charge
Scizor
nY (Staples)
Aegislash
j.X (Grounded Lightning)
Croagunk
j.X (Shockwave)
X Homing Attack 1
bA Thief
j.A Gunk Shot: Sludge Pool
Sceptile
sY (Shrub)
bY
j.A Leech Seed: Growth
Gengar
Non-Burst fY
L+R Shadow Drop
Decidueye
n[A] Spirit Shackle: Charge (Trap)
Empoleon
sY
bX
j.X
Slide X
fA Ice Beam
Blastoise
fY
bY
Mewtwo
X+A Counter Attack
[X+A] Counter Attack: Charge
Chandelure
j.X (Shockwave)
j.A Incinerate (Puddle)
Weavile
sY
Garchomp
j.A Earthquake
Shadow Mewtwo
j.AX Earthquake