Pokken Tournament DX/Attack Interactions: Difference between revisions

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==Projectile Priority==
==Introduction==
A core part of ''Pokemon's'' appeal has always been the interaction of its systems, and while it lacks the type matchups found in main series games, Pokken Tournament DX retains the feeling of those type matchups in the way attacks interact.  Armoring through a Normal, ducking a High, or Overblasting a low Priority Strike in Pokken gives a very similar satisfaction to correctly guessing the type of your opponent's next Pokemon and letting them switch in to a devastating super effective surprise.  Pokken uses 3 main systems to handle attack interactions: '''The Attack Triangle, Move Heights, and Priority.'''
 
==The Attack Triangle==
<br>
[[File:Pokken Attack Triangle.PNG.png|border]]
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Blocking, CADC, and side steps in Field Phase are a couple ways to get around projectiles.
Every attack in Pokken Tournament DX can be divided into one of three types: '''<span style="color:#FC3D3C">Normal Attacks</span>, <span style="color:#019FED">Counter Attacks</span>, and <span style="color:#00A858">Grab Attacks</span>'''.  In the event of a collision between two attacks of different types, each attack has a type that it beats and a type that it loses to.  The image above displays which attack types beat and lose to each other in what is known as the Attack Triangle.  Though this system seems easy to compare to a volatile game of Rock-Paper-Scissors, the use of each attack type carries different amounts of inherent risk.  Below are descriptions of each attack type and the specifics of their interactions with other types.
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Another is to use projectiles of your own to either clash, or straight up destroy the opponent's projectiles.
The way one chooses to interact with the Attack Triangle is the source of a great deal of emergent gameplay and player expression.  Some players, like Wingtide, lean into the Attack Triangle's volatility, picking characters like Machamp or Garchomp with supports like Mew or Victini in order to maximize their reward for each correct guess.  Others seek to maximize consistency, players like Wise or Shadowcat who use the tools of characters like Sceptile, Braixen and Darkrai with supports such as Yveltal and Mimikyu to create situations that are impossible to escape, eliminating variance and guaranteeing victory.  Most players fit somewhere between these two extremes, but one must learn the rules in order to decide if and how to break them.
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<big>'''Critical Hit'''</big>
<br>
When an attack collides with another attack that it beats according to the Attack Triangle, that attack will cause what is known as a Critical Hit.  Universally, a Critical Hit increases the damage of the initial hit by '''20%''', and all hits afterwards in a combo by '''10%'''.  Additionally, some attacks have additional hitstun or alternate hit effects, such as launching the opponent, when those attacks are used to score a Critical Hit.
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====<span style="color:#FC3D3C">Normal Attacks</span>====
Normal Attacks are by far the most common of the three attack types.  While some characters have only one Counter Attack and one Grab, everyone has a wealth of different normals across both phases. A character's normals can serve vastly different functions, but some normals have universal traits.  For example, every character's 5Y can cancel into any of their Pokemon Moves, every 8Y serves as a universal anti-air, and every 8X Throw Blasts.  Every character can also convert a hit from at least a few of their Normal Attacks into a damaging combo, something not guaranteed for the other types.  Normal Attacks lose to Counter Attacks by getting armored, and beat Grab Attacks by '''Throw Teching''' or '''Throw Crushing''' them(see Grab Attacks).
====<span style="color:#019FED">Counter Attacks</span>====
A Counter Attack is any attack that has Counter Armor during a portion of its duration, usually during the startup.  Each character has a universal Counter Attack that can be charged to deal additional damage and Pierce, a special trait that lets some attacks break through Counter Armor.  Universal Counter Attacks can also be cancelled with a dash in any direction by tapping in that direction and pressing R.  The Counter Attack Dash Cancel (or CADC for short) is a cornerstone of the neutral game and has a number of uses, from getting a better punish on Normal Attacks to assessing and then escaping a bad situation.  Combos from Counter Attacks are rarely possible all of the time, and usually require the attack to be charged or a Critical Hit.  Counter Attacks lose to Grab Attacks by getting grabbed, and beat Normal Attacks by armoring through them.
====<span style="color:#00A858">Grab Attacks</span>====
Grab Attacks normally net the least reward of the three attack types.  Universal Grab Attacks are either i11 or i15, generally ranking among a character's fastest options, but do relatively low damage and immediately Phase Shift.  Command grabs attached to Pokemon Moves with unique effects are present on a few characters, but command grabs that can convert into combos are reserved for characters designed to have especially potent offense.  Grab Attacks beat Counter Attacks by grabbing them, but the way Grab Attacks interact with Normal Attacks is a bit more complicated.
=====Throw Tech, Throw Crush, and Throw Blast=====
When a player attempts to grab an opponent performing a Normal Attack, the opponent will flash red and one of two things will happen:
# A '''Throw Tech-''' Both players are sent reeling backward in an animation similar to a clash.  While this animation lasts 30F for both players, the one who attempted the grab is usually at disadvantage.
# A '''Throw Crush-''' The grabbed player's Normal Attack keeps going, landing a Critical Hit.  Most Normal Attacks have a '''Throw Crush Frame''', which refers to the first frame of the attack's startup where it will Throw Crush when Grabbed.  Grabbing a Normal Attack before this frame will cause a Throw Tech.  If a Normal Attack can Throw Crush on Frame 1, then that attack '''Throw Blasts.'''  A Normal Attack without a Throw Crush Frame, such as most normal Burst Attacks and followup normals, can be grabbed freely at any point during its startup.
 
==Height==
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Every attack in Pokken is assigned one of eight possible heights.  The six most common ones consist of '''Lows, Mid Lows, Mids, Special Mids, Mid Highs, and Highs'''.  There are also two rarer heights: '''Ground Only and Air Only'''.  Some attack heights can be avoided by universal options, such as jumping, and many attacks have invulnerability against certain heights.  Because Pokken's blocking covers both High and Low attacks, this height system is used mostly for balancing.  For example, both of Machamp's Special Cancelable normals in Duel Phase are Highs. While he has fast Lows and Mid Lows available, 2X is his fastest attack of either height that converts into a combo, and 2X has great range in return for being unsafe on block.  This means that Machamp's pressure is susceptible to being ducked up close, and susceptible to being jumped from farther away, which is a weakness he couldn't have if he were in another game.  Below is a description of each height.
====<span style="color:#00FEFE">Lows</span>====
Moves that hit low to the ground.
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Each projectile has a specific strength as to what it beats/loses to. A projectile strength of "5" will always destroy a projectile with a strength of "2".
Jumping grants invulnerability against Lows on Frame 1.
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Projectiles with a strength of "S" are usually tied to laser/beam attacks. While they're still considered projectiles, they outclass every other projectile strength.
====<span style="color:#00FE01">Mid Lows</span>====
Moves that hit a bit higher than Lows and are even able to hit opponents in the air.
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Jumping grants invulnerability against Mid Lows on Frame 5. The invuln. wears off at the apex of your jump or when you do an aerial action.
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In regards to projectiles labeled as "None", these projectiles do not interact with other projectiles. They cannot be destroy or be destroyed.<br>
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==Field Phase Projectile Priority==
====<span style="color:#FFFE01">Mids</span>====
Moves that are not affected by height properties.
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The only way to avoid these moves is to be outside of their hitbox.
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{| class="wikitable mw-collapsible mw-collapsed"
====<span style="color:#FFFE01">Special Mids</span>====
! Darkrai
Moves that hit mid, but narrowly.  
|-
<br>
| fY (Puddle) '''1.3'''
Can be evaded with either Mid-High or Mid-Low invulnerability, i.e. can be both anti-aired as well as jumped over starting on frame 5.
|-
<br>
| bX (Mirror) '''1.7'''
|-
| j.Y '''2'''
|-
| j.fY '''2'''
|-
| nY '''3'''
|-
| bX (Jaws) '''4'''
|-
| nA Dark Pulse '''4'''
|-
| fY (Hands) '''5'''
|-
| bY (Activation) '''6'''
|-
| bA Nasty Plot '''6'''
|-
| n[A] Dark Pulse: Charge '''6'''
|-
| L+R Infinite Eclipse '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blaziken
|-
| nY '''1.7'''
|-
| sY '''2'''
|-
| fY '''3'''
|-
| j.sY '''3'''
|-
| nA Heat Wave '''3'''
|-
| j.Y '''4'''
|-
| j.YY '''4'''
|-
| n[A] Heat Wave '''6'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu
|-
| nY '''2'''
|-
| sY '''2'''
|-
| fY '''2'''
|-
| j.Y '''2'''
|-
| j.[Y] '''4'''
|-
| bA Electro Ball '''4'''
|-
| nA Thunderbolt '''4'''
|-
| bY '''5'''
|-
| j.A Thunder '''6.5'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Lucario
|-
| nY '''2'''
|-
| sY '''2'''
|-
| fY (First Hit) '''2'''
|-
| fY (Second Hit '''3'''
|-
| j.Y '''3'''
|-
| j.[A] Aura Sphere '''3'''
|-
| nA Aura Sphere Level 1 '''4'''
|-
| nA Aura Sphere Level 2 '''4'''
|-
| Burst nA Aura Sphere Level 1 '''4'''
|-
| j.A Aura Sphere '''4'''
|-
| bY '''5'''
|-
| nA Aura Sphere Level 3 '''5'''
|-
| Burst nA Aura Sphere Level 2 '''5'''
|-
| Burst nA Aura Sphere Level 3 '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gardevoir
|-
| bAY Energy Ball '''2'''
|-
| nY '''3'''
|-
| sY '''3'''
|-
| j.A Magical Leaf '''3'''
|-
| fY '''4'''
|-
| bY '''4'''
|-
| j.Y '''4'''
|-
| b[Y] '''5'''
|-
| bAA Dazzling Gleam '''5'''
|-
| nA Psyshock '''5'''
|-
| fA Stored Power '''5'''
|-
| f[Y] '''6.5'''
|-
| ]A[ Moonblast '''6.5'''
|-
| L+R Fairy Tempest '''S'''
|-
| bAY Energy Ball: Diffuse '''None'''
|-
| bAX Psychic '''None'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu Libre
|-
| nY '''2'''
|-
| sY '''2'''
|-
| bY '''2'''
|-
| j.Y '''2'''
|-
| fA Discharge '''4'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Scizor
|-
| fY '''0.5'''
|-
| nY '''2'''
|-
| sY '''2'''
|-
| j.Y '''2'''
|-
| bY (Start Up) '''3'''
|-
| s[Y] '''4'''
|-
| j.[Y] '''4'''
|-
| nAA Swords Dance: Followup '''4'''
|-
| bY (Travel) '''6'''
|-
| b[Y] '''6'''
|-
| fAA Metal Claw: Followup '''6.5'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Aegislash
|-
| nY '''1'''
|-
| fY '''2'''
|-
| nY (Enhanced) '''3'''
|-
| SF nY '''3'''
|-
| fY (Enhanced) '''4'''
|-
| SF sY '''5'''
|-
| SF bY '''5'''
|-
| SF fY '''6'''
|-
| SF fA Flash Cannon '''S'''
|-
| SF bA Sacred Sword (Mist) '''None'''
|-
| SF nA Shadow Sneak '''None'''
|-
| SF n[A] Shadow Sneak: Charge '''None'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Croagunk
|-
| j.Y '''1.7'''
|-
| nA Poison Sting '''2'''
|-
| j.A Gunk Shot: Rock '''2'''
|-
| nY '''3'''
|-
| n[Y] '''4'''
|-
| N[A] Poison Sting: Charge '''4'''
|-
| j.A Gunk Shot: Sludge '''4'''
|-
| j.A Gunk Shot:  Sludge Pool '''4'''
|-
| bY (Explosion) '''6'''
|-
| b[Y] (Explosion) '''6'''
|-
| j.A Gunk Shot: Bomb '''6'''
|-
| j.A Gunk Shot: Bomb (Explosion) '''6'''
|-
| j.A Gunk Shot: Self Destruct '''6'''
|-
| j.A Gunk Shot: Tornado '''S'''
|-
| j.A Gunk Shot: Boulder '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Sceptile
|-
| j.Y '''0'''
|-
| sY '''0.7'''
|-
| nY '''1'''
|-
| nAA Bullet Seed '''1'''
|-
| j.A Leech Seed '''1'''
|-
| j.A Leech Seed: Growth '''1.5'''
|-
| j.Y (Leaves) '''3'''
|-
| fY '''4'''
|-
| sY (Explosion) '''6'''
|-
| bA Detect '''6'''
|-
| nAA Bullet Seed: Growth '''6'''
|-
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gengar
|-
| ]A[ Sludge Bomb '''0.7'''
|-
| j.Y Level 1 '''3'''
|-
| j.Y Level 2 '''4'''
|-
| nA Shadow Ball '''4'''
|-
| j.Y Level 3 '''5'''
|-
| nA Shadow Ball '''4'''
|-
| n[A] Shadow Ball: Charge '''5'''
|-
| bY '''6'''
|-
| nY '''None'''
|-
| sY '''None'''
|-
| fY '''None'''
|-
| fY '''6'''
|-
| bA Detect '''6'''
|-
| nAA Bullet Seed: Growth '''6'''
|-
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Decidueye
|-
| n[A] Spirit Shackle (Trap) '''1'''
|-
| n.Y '''1.5'''
|-
| sY '''1.5'''
|-
| Soaring Stance Y '''1.5'''
|-
| ]Y[ '''3'''
|-
| ]A[ Feather Dance '''4'''
|-
| nA Spirit Shackle '''4'''
|-
| j.Y '''4'''
|-
| L+R Shining Feather '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Machamp
|-
| nY '''1.7'''
|-
| sY '''1.7'''
|-
| bY '''2'''
|-
| bY (Explosion) '''5'''
|-
| j.Y '''5'''
|-
| ]A[ Scary Face '''6'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Braixen
|-
| nY '''1.5'''
|-
| sY '''1.5'''
|-
| bA Fire Blast: Fireball '''2'''
|-
| nA Psybeam '''3'''
|-
| bY '''3'''
|-
| b[Y] '''3'''
|-
| nA Psybeam (Enhanced) '''4'''
|-
| bA Fire Blast: Blast '''5'''
|-
| sY (Explosion) '''6'''
|-
| fA Fire Spin '''6'''
|-
| L+R Psyfirecracker '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Empoleon
|-
| nY '''1.7'''
|-
| Slide Y '''2'''
|-
| sY '''3'''
|-
| fY '''3'''
|-
| j.Y '''3'''
|-
| j.Y (Pillar) '''3'''
|-
| fA Ice Beam '''S'''
|-
| Slide A Hydro Cannon: Backwards '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blastoise
|-
| fY '''0.5'''
|-
| j.A Bubble '''1'''
|-
| bY '''1.5'''
|-
| nY '''3'''
|-
| sY '''3'''
|-
| Shell Fortress Stance Y '''3'''
|-
| j.Y (Travel) '''3'''
|-
| nA Water Gun '''4'''
|-
| nAA Aura Sphere '''4'''
|-
| nAY Dark Pulse '''4'''
|-
| j.Y (Start Up) '''5'''
|-
| nAX Dragon Pulse '''5'''
|-
| bA Water Spout '''6'''
|-
| nAA Burst Water Gun: Followup '''S'''
|-
| Burst nAY Dark Pulse '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Mewtwo
|-
| nY '''2'''
|-
| sY '''2'''
|-
| j.Y '''2'''
|-
| nA Psycho Cut '''4'''
|-
| j.A Focus Blast '''5'''
|-
| j.[A] Focus Blast: Charge '''5'''
|-
| bY '''6'''
|-
| X+A Counter Attack '''6'''
|-
| [X+A] Counter Attack: Charge '''6'''
|-
| fY '''6.5'''
|-
| fA Hyper Beam '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Chandelure
|-
| j.A Incinerate (Puddle) '''1.5'''
|-
| j.A Incinerate '''2'''
|-
| nY '''3'''
|-
| bY '''3'''
|-
| sY '''3.5'''
|-
| n[Y] '''4'''
|-
| bA Flame Burst '''4'''
|-
| fY '''S'''
|-
| f[Y] '''S'''
|-
| j.Y '''S'''
|-
| j.[Y] '''S'''
|-
| L+R Final Flicker '''S'''
|-
| nA Will-O-Wisp '''None'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Suicune
|-
| nY '''2'''
|-
| sY '''2'''
|-
| ]A[ Icy Wind '''3'''
|-
| fY '''4'''
|-
| bY '''4'''
|-
| j.Y '''4'''
|-
| nA Aurora Beam '''4'''
|-
| b[Y] '''5'''
|-
| bA Mirror Coat '''S'''
|-
| fA Hydro Pump '''S'''
|-
| j.A Blizzard '''S'''
|-
| L+R True Sheer Cold '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Weavile
|-
| nY '''1'''
|-
| sY '''1'''
|-
| j.AB Icicle Crash: Jump '''1.3'''
|-
| fY '''2'''
|-
| bY '''2'''
|-
| j.Y '''4'''
|-
| j.Y (Explosion) '''4'''
|-
| X+A Counter Attack '''5'''
|-
| [X+A] Counter Attack: Charge '''5'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Charizard
|-
| nY '''3'''
|-
| n[Y] '''3'''
|-
| sY '''3'''
|-
| j.Y '''4'''
|-
| j.[Y] '''5'''
|-
| fY '''6'''
|-
| bY '''6'''
|-
| b[Y] '''6'''
|-
| bA Inferno '''6'''
|-
| nA Flamethrower '''6'''
|-
| j.A Flare Blitz '''6'''
|-
| L+R Searing Blaze '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Garchomp
|-
| nY '''1.7'''
|-
| sY '''2'''
|-
| s[Y] '''2'''
|-
| fY '''6'''
|-
| bY '''6'''
|-
| b[Y] '''6'''
|-
| j.[Y] '''6'''
|-
| bA Stone Edge '''6'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Shadow Mewtwo
|-
| sY (Start Up) '''1.5'''
|-
| nY '''2'''
|-
| sY (Travel) '''3'''
|-
| bY '''3'''
|-
| fY '''4'''
|-
| nAA Psywave: Blast Level 1 '''4'''
|-
| nAA Psywave: Blast Level 2 '''4'''
|-
| bY (Miracle Eye) '''5'''
|-
| nAA Psywave: Blast Level 3 '''5'''
|-
| nY (Miracle Eye) '''6'''
|-
| sY (Miracle Eye) '''6'''
|-
| Burst j.X '''6'''
|-
| Burst j.[X] '''6'''
|-
| nAX Psywave: Vortex '''6'''
|-
| j.AY Thunder '''6'''
|-
| j.AA Flamethrower '''6'''
|-
| L+R Dark Nova '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Support Pokemon
|-
| Emolga '''3'''
|-
| Frogadier (First Barrage) '''4'''
|-
| Frogadier (Second Barrage) '''5'''
|-
| Croagunk '''S'''
|-
| Cubone '''S'''
|-
| Dragonite '''S'''
|-
| Electrode '''S'''
|-
| Fennekin '''S'''
|-
| Latios '''S'''
|-
| Magneton '''S'''
|-
| Ninetales '''S'''
|-
| Quagsire '''S'''
|-
| Reshiram '''S'''
|-
| Rotom '''S'''
|-
| Umbreon '''S'''
|-
| Yveltal '''S'''
|}
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==Duel Phase Projectile Priority==
====<span style="color:#CF6600">Mid Highs</span>====
Moves that hit high, but can still hit crouching opponents.
<br>
Most Anti-air attacks have Mid High invuln. The universal anti-air option every character has is 8Y.
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{| class="wikitable mw-collapsible mw-collapsed"
====<span style="color:#FE5554">Highs</span>====
! Darkrai
Moves that hit high, but can be crouched or low profiled.
|-
<br>
| j.Y '''1.5'''
Many characters' Low Stance avoids Highs on Frame 1.
|-
<br>
| 2X/4X/5X/6X/8X Rift '''4'''
|-
| 5A Dark Pulse '''5'''
|-
| 8[Y] '''6'''
|-
| 4A Nasty Plot '''6'''
|-
| Bad Dreams Rising 5A Dark Pulse '''6'''
|-
| 5[A] Dark Pulse: Charge '''6'''
|-
| L+R Infinite Eclipse '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blaziken
|-
| 5A Heat Wave '''4'''
|-
| 5[A] Heat Wave '''6'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu
|-
| 4A Electro Ball '''5'''
|-
| 5A Thunderbolt '''5'''
|-
| j.A Thunder '''6.5'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Lucario
|-
| 8Y '''3'''
|-
| j.[A] Aura Sphere: Midair Charge '''4'''
|-
| 5A Aura Sphere Level 1 '''5'''
|-
| 5A Aura Sphere Levle 2 '''5'''
|-
| Burst 5A Aura Sphere Level 1 '''5'''
|-
| j.A Aura Sphere: Midair '''5'''
|-
| 5A Aura Sphere Level 3 '''6'''
|-
| Burst 5A Aura Sphere Level 2 '''6'''
|-
| Burst 5A Aura Sphere Level 3 '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gardevoir
|-
| j.Y '''3'''
|-
| 4AY Energy Ball '''3'''
|-
| 4Y '''4'''
|-
| 8Y '''5'''
|-
| 2X '''5'''
|-
| 6A Stored Power '''5'''
|-
| 8[Y] '''6'''
|-
| 4AA Dazzling Gleam '''6'''
|-
| 5A Psyshock '''6'''
|-
| ]A[ Moonblast '''6.5'''
|-
| j.A Magical Leaf '''S'''
|-
| L+R Fairy Tempest '''S'''
|-
| 2A Future Sight: Low '''None'''
|-
| 4AY Energy Ball: Diffuse '''None'''
|-
| 4AX Psychic '''None'''
|-
| 8A Future Sight: High '''None'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu Libre
|-
| 6A Discharge '''5'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Scizor
|-
| 5AA Swords Dance: Followup '''5'''
|-
| 2AA Swords Dance: Followup '''6.5'''
|-
| 6AA Metal Claw: Followup '''6.5'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Aegislash
|-
| Shield Form 6Y '''4.5'''
|-
| 2X (Enhanced) '''5'''
|-
| 4X (Enhanced) '''5'''
|-
| Shield Form 4Y '''S'''
|-
| Shield Form 5Y '''S'''
|-
| SF 6A Flash Cannon '''S'''
|-
| SF 4A Sacred Sword (Mist) '''None'''
|-
| SF 5A Shadow Sneak '''None'''
|-
| SF 5[A] Shadow Sneak: Charge '''None'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Croagunk
|-
| 6Y: Rock '''1'''
|-
| 6Y: Bomb '''1'''
|-
| 5A Poison Sting '''3'''
|-
| j.A Gunk Shot: Rock '''3'''
|-
| 5[A] Poison Sting: Charge '''5'''
|-
| j.A Gunk Shot: Sludge '''5'''
|-
| j.A Gunk Shot: Sludge Pool '''5'''
|-
| 6Y: Bomb (Explosion) '''6'''
|-
| 8Y '''6'''
|-
| j.Y '''6'''
|-
| 8A Foul Play '''6'''
|-
| j.A Gunk Shot: Bomb '''6'''
|-
| j.A Gunk Shot: Bomb (Explosion) '''6'''
|-
| j.A Gunk Shot: Self Destruct '''6'''
|-
| 2A Venoshock '''S'''
|-
| j.A Gunk Shot: Tornado '''S'''
|-
| j.A Gunk Shot: Boulder '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Sceptile
|-
| 5AA Bullet Seed '''1'''
|-
| j.A Leech Seed '''1'''
|-
| j.A Leech Seed: Growth '''1.5'''
|-
| 8Y (Toxic Cloud) '''3'''
|-
| 4A Detect '''6'''
|-
| 5AA Bullet Seed: Growth '''6.5'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gengar
|-
| ]A[ Sludge Bomb '''5'''
|-
| 5A Shadow Ball '''5'''
|-
| 5[A] Shadow Ball: Charge '''6'''
|-
| Burst 2X '''S'''
|-
| Burst 8X '''S'''
|-
| j.A Astonish '''None'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Decidueye
|-
| 8A Smack Down (Arrow) '''3'''
|-
| 8A Smack Down (Magnemite) '''3'''
|-
| 8X '''4'''
|-
| 5[A] Spirit Shackle (Trap) '''4'''
|-
| ]Y[ '''4.5'''
|-
| ]A[ Feather Dance '''5'''
|-
| 5A Spirit Shackle '''5'''
|-
| 8A Smack Down (Camera) '''5'''
|-
| L+R Shining Feather '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Machamp
|-
| ]A[ Scary Face '''6'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Braixen
|-
| j.Y '''2'''
|-
| 4A Fire Blast: Fireball '''3'''
|-
| 4Y '''4'''
|-
| 4[Y] '''4'''
|-
| 5A Psybeam '''4'''
|-
| 5A Psybeam (Enhanced) '''5'''
|-
| 4A Fire Blast: Blast '''6'''
|-
| L+R Psyfirecracker '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Empoleon
|-
| j.Y '''4'''
|-
| 8Y '''5'''
|-
| 6A Ice Beam '''S'''
|-
| Slide A Hydro Cannon: Backwards '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blastoise
|-
| j.A Bubble '''1'''
|-
| j.Y '''4'''
|-
| Shell Fortress Stance Y '''4'''
|-
| Burst j.Y '''5'''
|-
| 5A Water Gun '''5'''
|-
| 5AA Aura Sphere '''5'''
|-
| 5AY Dark Pulse '''5'''
|-
| 4A Water Spout '''6'''
|-
| 5AX Dragon Pulse '''6'''
|-
| 6Y '''S'''
|-
| Burst 5AAA Water Gun: Followup '''S'''
|-
| Burst 5AX Dark Pulse '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Mewtwo
|-
| 5A Psycho Cut '''5'''
|-
| j.A Focus Blast '''5'''
|-
| j.[A] Focus Blast: Charge '''5'''
|-
| X+A Counter Attack '''6'''
|-
| 6A Hyper Beam '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Chandelure
|-
| j.A Incinerate (Puddle) '''2'''
|-
| j.A Incinerate '''3'''
|-
| 4A Flame Burst '''5'''
|-
| 8A Overheat '''6.5'''
|-
| 6Y '''S'''
|-
| 6[Y] '''S'''
|-
| j.8Y '''S'''
|-
| j.8[Y] '''S'''
|-
| L+R Final Flicker '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Suicune
|-
| j.Y '''3.5'''
|-
| 2A Hail '''3.5'''
|-
| 5X '''4'''
|-
| ]A[ Icy Wind '''4'''
|-
| 5A Aurora Beam '''5'''
|-
| 4A Mirror Coat '''S'''
|-
| 6A Hydro Pump '''S'''
|-
| j.A Blizzard '''S'''
|-
| L+R True Sheer Cold '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Weavile
|-
| j.AB Icicle Crash: Jump '''1.5'''
|-
| X+A Counter Attack '''6'''
|-
| [X+A] Counter Attack: Charge '''6'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Charizard
|-
| X+A Counter Attack '''6'''
|-
| [X+A] Counter Attack: Charge '''6'''
|-
| 4A Inferno '''6'''
|-
| 5A Flamethrower '''6'''
|-
| j.A Flare Blitz '''6'''
|-
| L+R Searing Blaze '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Garchomp
|-
| 4A Stone Edge '''6'''
|-
| 4[A] Stone Edge: Charge '''6'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Shadow Mewtwo
|-
| 6Y '''4'''
|-
| 5AA Psywave: Blast Level 1 '''5'''
|-
| 5AA Psywave: Blast Level 2 '''5'''
|-
| 6Y (Miracle Eye) '''6'''
|-
| Burst j.X '''6'''
|-
| Burst j.[X] '''6'''
|-
| 5AA Psywave: Blast Level 3 '''6'''
|-
| 5AX Psywave: Vortex '''6'''
|-
| j.AY Thunder '''6'''
|-
| j.AA Flamethrower '''6'''
|-
| L+R Dark Nova '''S'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Support Pokemon
|-
| Emolga '''4'''
|-
| Frogadier (First Barrage) '''5'''
|-
| Frogadier (Second Barrage) '''6'''
|-
| Croagunk '''S'''
|-
| Cubone '''S'''
|-
| Dragonite '''S'''
|-
| Electrode '''S'''
|-
| Fennekin '''S'''
|-
| Latios '''S'''
|-
| Magneton '''S'''
|-
| Ninetales '''S'''
|-
| Quagsire '''S'''
|-
| Reshiram '''S'''
|-
| Rotom '''S'''
|-
| Umbreon '''S'''
|-
| Yveltal '''S'''
|}
<br>
<br>


==Projectile Destroying Moves==
====Ground Only====
Moves that can only hit a grounded target.
<br>
All universal grabs and most command grabs are Ground Only.
<br>
<br>
There are specific physical moves that have the property of destroying projectiles.
<br>
<br>
====<span style="color:#ad18ad">Air Only</span>====
Moves that can only hit an airborne target.
<br>
<br>
Projectiles with a priority of 6 or lower can be destroyed.
<br>
<br>
==Priority==
<br>
<br>
A move is capable of destroying projectiles starting on Its first impact frame.
While the all-important Attack Triangle determines the interactions between attacks of different types, a system of priority determines the interactions between attacks of the same type.  Two different kinds of attacks, projectiles and strikes, abide by their own system of priority that works a bit differently.  '''These are separate systems, and in most cases, strikes and projectiles do not interact.'''
<br>
<br>
<br>
<br>
Even though these moves are not considered a projectile, they interact with instances such as Energy Ball and Smog.
====Projectile Priority====
<br>
<br>
 
Each of the game's projectiles have a priority value from 1-9.  If two projectiles clash, they will destroy eachother if they have the same priority, and if they don't, the projectile with the higher priority will destroy the weaker one.  Projectiles can also have 3 special priority values.  If their priority is listed as "None", they pass through and do not interact with other projectiles.  Projectiles with "S" priority will destroy projectiles with a number value, and pass through other "S" and "None" projectiles.  The most powerful projectiles have a priority of "S+".  "S+" projectiles work similarly to "S" projectiles, except for the fact that the latter can be destroyed by projectile clearing assists such as Pachirisu and Whimsicott, but "S+" projectiles ignore such effects. 
==Field Phase Projectile Destroying Moves==
<br>
<br>
====Strike Priority====
<br>
<br>
{| class="wikitable mw-collapsible mw-collapsed"
Each strike has a priority value from 1-6.  When two strikes clash and have equal priorities or priorities within 1 of eachother (i.e. two priority 4 strikes or a 4 strike and a 5 strike), both players will be sent reeling back. However, in the latter case, the player who used the higher priority strike will recover from this animation 10 frames faster than their opponent. If two strikes clash and one has a priority of at least 2 more than the other, the strike with the higher priority will win outright. Strikes can also have a special kind of priority, labeled "BA". Strikes with this priority will never clash, always beating out whatever strike is in their way.
! Darkrai
|-
| fY '''i23'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blaziken
|-
| bY '''i27'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu
|-
| X+A Counter Attack '''i35'''
|-
| [X+A] Counter Attack: Charge '''i55'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Lucario
|-
| X+A Counter Attack '''i35'''
|-
| [X+A] Counter Attack: Charge '''i55'''
|-
| bA Force Palm '''i23'''
|-
| b[A] Force Palm: Charge '''i43'''
|-
| fA Bone Rush '''i15'''
|-
| fAY/X Bone Rush: Upward Swing '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gardevoir
|-
| j.X '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu Libre
|-
| fY '''i19'''
|-
| nAA Quick Attack '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Aegislash
|-
| X+A Counter Attack '''i39'''
|-
| [X+A] Counter Attack: Charge '''i59'''
|-
| Shield Form bA Sacred Sword '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Croagunk
|-
| fY '''i15'''
|-
| f[Y] '''i35'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Sceptile
|-
| fA Leaf Blade '''i23'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gengar
|-
| X+A Counter Attack '''i35'''
|-
| [X+A] Counter Attack: Charge '''i55'''
|-
| bA Shadow Punch '''i23'''
|-
| b[A] Shadow Punch: Charge '''i43'''
|-
| Burst j.X '''i27'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Decidueye
|-
| nA Spirit Shackle '''Frame 3 Invincible'''
|-
| n[A] Spirit Shackle: Charge '''Destroys on Frame 3'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Machamp
|-
| bA Karate Chop '''i19'''
|-
| nA Cross Chop '''i23'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Braixen
|-
| X+A Counter Attack '''i27'''
|-
| [X+A] Counter Attack: Charge '''i47'''
|-
| j.X '''i21'''
|-
| j.[X] '''i41'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Empoleon
|-
| bA Defog '''Destroys on Frame 3'''
|-
| nAA Rock Smash '''i31'''
|-
| j.X '''i28'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blastoise
|-
| fA Rapid Spin '''i35'''
|-
| Shell Fortress Stance A Rapid Spin '''i25'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Mewtwo
|-
| bAA Confusion '''i11'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Charizard
|-
| j.A Flare Blitz '''i15'''
|-
| Flying Stance X Dragon Claw '''i25'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Shadow Mewtwo
|-
| nAY Psywave: Slash '''i15'''
|-
| fA Zen Headbutt '''i23'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Support Pokemon
|-
| Litten '''i21'''
|-
| Snivy '''i23'''
|-
| Lapras '''i23'''
|-
| Diglett
|-
| Victini
|-
| Mega Rayquaza '''i19'''
|}
<br>
<br>
==Duel Phase Projectile Destroying Moves==
<br>
<br>
 
There are some strikes that destroy projectiles during their active frames. Regardless of their own priority, these strikes will delete all projectiles with priorities from 1-9, but will have no effect on projectiles with "None", "S", or "S+" priority.
{| class="wikitable mw-collapsible mw-collapsed"
! Darkrai
|-
| 2X '''i23'''
|-
| 4X '''i23'''
|-
| 4[X] '''i43'''
|-
| 5X '''i23'''
|-
| 6X '''i27'''
|-
| 8X '''i31'''
|-
| 8[X] '''i51'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu
|-
| X+A Counter Attack '''i35'''
|-
| [X+A] Counter Attack: Charge '''i55'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Lucario
|-
| X+A Counter Attack '''i35'''
|-
| [X+A] Counter Attack: Charge '''i55'''
|-
| 5X '''i19'''
|-
| Burst 5XX '''i19'''
|-
| 4A Force Palm '''i23'''
|-
| 4[A] Force Palm: Charge '''i43'''
|-
| 6A Bone Rush '''i15'''
|-
| 6A Bone Rush: Downwards Swing '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gardevoir
|-
| 5X '''i19'''
|-
| 8X '''i15'''
|-
| j.X '''i21'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu Libre
|-
| 5X '''i19'''
|-
| 5AA Quick Attack '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Scizor
|-
| 1A Bullet Punch '''i11'''
|-
| 2A Bullet Punch '''i19'''
|-
| 3A Bullet Punch '''i27'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Aegislash
|-
| X+A Counter Attack '''i39'''
|-
| [X+A] Counter Attack: Charge '''i59'''
|-
| Shield Form 4A Sacred Sword '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Sceptile
|-
| 4X '''i19'''
|-
| 6A Leaf Blade '''i23'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gengar
|-
| 4X/5X/6X '''i31'''
|-
| 4[X]/5[X]/6[X] '''i51'''
|-
| Burst j.X '''i23'''
|-
| X+A Counter Attack '''i35'''
|-
| [X+A] Counter Attack: Charge '''i55'''
|-
| 4A Shadow Punch '''i23'''
|-
| 4A Shadow Punch: Charge '''i43'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Decidueye
|-
| 4Y '''i27'''
|-
| 5A Spirit Shackle '''Destroys on Frame 3'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Machamp
|-
| 4A Karate Chop '''i19'''
|-
| 5A Cross Chop '''i23'''
|-
| 8A Heavy Slam '''i44'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Braixen
|-
| X+A Counter Attack '''i27'''
|-
| [X+A] Counter Attack: Charge '''i47'''
|-
| 6Y '''i19'''
|-
| j.X '''i21'''
|-
| j.[X] '''i41'''
|-
| 2A Light Screen '''i11'''
|-
| 8A Flamethrower '''i19'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Empoleon
|-
| j.X '''i27'''
|-
| 4A Defog '''Destroys on Frame 3'''
|-
| 5AA Rock Smash
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blastoise
|-
| 6A Rapid Spin '''i35'''
|-
| Shell Fortress Stance A Rapid Spin '''i25'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Mewtwo
|-
| Non-Burst 8X '''i27'''
|-
| 4AA Confusion '''i11'''
|-
| 8A Psystrike '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Weavile
|-
| 6X '''i23'''
|-
| 6[X] '''i39'''
|-
| 8A Ice Punch '''i23'''
|-
| 8AA Ice Punch: Followup '''i74'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Charizard
|-
| j.A Flare Blitz '''i15'''
|-
| Flying Stance X Dragon Claw '''i25'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Shadow Mewtwo
|-
| Non-Burst 8X '''i27''''
|-
| 5AY Psywave: Slash '''i15'''
|-
| 6A Zen Headbutt '''i23'''
|-
| 8A Psystrike '''i15'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Support Pokemon
|-
| Litten '''i21'''
|-
| Snivy '''i23'''
|-
| Lapras '''i23'''
|-
| Diglett
|-
| Victini
|-
| Mega Rayquaza '''i19'''
|}
<br>
<br>
==Projectile Invincibility==
<br>
<br>
 
Other instances such as [http://wiki.shoryuken.com/Scizor Scizor's Hover Dash], [http://wiki.shoryuken.com/Pokken_Tournament_DX/Support_Pokemon#Pachirisu_.26_Magikarp Pachirisu], and [http://wiki.shoryuken.com/Pokken_Tournament_DX/Support_Pokemon#Jirachi_.26_Whimsicott Whimsicott] are also capable of destroying projectiles.
Projectile invincibility is pretty straight forward. Moves that grant the character invincibility against any move listed as a projectile, regardlesss of priority.
<br>
<br>
==Field Phase Projectile Invincible Moves==
<br>
<br>


{| class="wikitable mw-collapsible mw-collapsed"
[[Category:Pokken Tournament DX]]
! Pikachu Libre
|-
| nA Double Team '''Invincible on frame 5'''
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Weavile
|-
| nA Agility '''Invincible on frame 1'''
|}
<br>
==Duel Phase Projectile Invincible Moves==
==Scizor's Field Phase Hover Dash==
==Scizor's Duel Phase Hover Dash==

Latest revision as of 21:03, 6 February 2022

Pokken Tournament DX

Introduction

A core part of Pokemon's appeal has always been the interaction of its systems, and while it lacks the type matchups found in main series games, Pokken Tournament DX retains the feeling of those type matchups in the way attacks interact. Armoring through a Normal, ducking a High, or Overblasting a low Priority Strike in Pokken gives a very similar satisfaction to correctly guessing the type of your opponent's next Pokemon and letting them switch in to a devastating super effective surprise. Pokken uses 3 main systems to handle attack interactions: The Attack Triangle, Move Heights, and Priority.

The Attack Triangle


Pokken Attack Triangle.PNG.png

Every attack in Pokken Tournament DX can be divided into one of three types: Normal Attacks, Counter Attacks, and Grab Attacks. In the event of a collision between two attacks of different types, each attack has a type that it beats and a type that it loses to. The image above displays which attack types beat and lose to each other in what is known as the Attack Triangle. Though this system seems easy to compare to a volatile game of Rock-Paper-Scissors, the use of each attack type carries different amounts of inherent risk. Below are descriptions of each attack type and the specifics of their interactions with other types.

The way one chooses to interact with the Attack Triangle is the source of a great deal of emergent gameplay and player expression. Some players, like Wingtide, lean into the Attack Triangle's volatility, picking characters like Machamp or Garchomp with supports like Mew or Victini in order to maximize their reward for each correct guess. Others seek to maximize consistency, players like Wise or Shadowcat who use the tools of characters like Sceptile, Braixen and Darkrai with supports such as Yveltal and Mimikyu to create situations that are impossible to escape, eliminating variance and guaranteeing victory. Most players fit somewhere between these two extremes, but one must learn the rules in order to decide if and how to break them.
Critical Hit
When an attack collides with another attack that it beats according to the Attack Triangle, that attack will cause what is known as a Critical Hit. Universally, a Critical Hit increases the damage of the initial hit by 20%, and all hits afterwards in a combo by 10%. Additionally, some attacks have additional hitstun or alternate hit effects, such as launching the opponent, when those attacks are used to score a Critical Hit.

Normal Attacks

Normal Attacks are by far the most common of the three attack types. While some characters have only one Counter Attack and one Grab, everyone has a wealth of different normals across both phases. A character's normals can serve vastly different functions, but some normals have universal traits. For example, every character's 5Y can cancel into any of their Pokemon Moves, every 8Y serves as a universal anti-air, and every 8X Throw Blasts. Every character can also convert a hit from at least a few of their Normal Attacks into a damaging combo, something not guaranteed for the other types. Normal Attacks lose to Counter Attacks by getting armored, and beat Grab Attacks by Throw Teching or Throw Crushing them(see Grab Attacks).

Counter Attacks

A Counter Attack is any attack that has Counter Armor during a portion of its duration, usually during the startup. Each character has a universal Counter Attack that can be charged to deal additional damage and Pierce, a special trait that lets some attacks break through Counter Armor. Universal Counter Attacks can also be cancelled with a dash in any direction by tapping in that direction and pressing R. The Counter Attack Dash Cancel (or CADC for short) is a cornerstone of the neutral game and has a number of uses, from getting a better punish on Normal Attacks to assessing and then escaping a bad situation. Combos from Counter Attacks are rarely possible all of the time, and usually require the attack to be charged or a Critical Hit. Counter Attacks lose to Grab Attacks by getting grabbed, and beat Normal Attacks by armoring through them.

Grab Attacks

Grab Attacks normally net the least reward of the three attack types. Universal Grab Attacks are either i11 or i15, generally ranking among a character's fastest options, but do relatively low damage and immediately Phase Shift. Command grabs attached to Pokemon Moves with unique effects are present on a few characters, but command grabs that can convert into combos are reserved for characters designed to have especially potent offense. Grab Attacks beat Counter Attacks by grabbing them, but the way Grab Attacks interact with Normal Attacks is a bit more complicated.

Throw Tech, Throw Crush, and Throw Blast

When a player attempts to grab an opponent performing a Normal Attack, the opponent will flash red and one of two things will happen:

  1. A Throw Tech- Both players are sent reeling backward in an animation similar to a clash. While this animation lasts 30F for both players, the one who attempted the grab is usually at disadvantage.
  2. A Throw Crush- The grabbed player's Normal Attack keeps going, landing a Critical Hit. Most Normal Attacks have a Throw Crush Frame, which refers to the first frame of the attack's startup where it will Throw Crush when Grabbed. Grabbing a Normal Attack before this frame will cause a Throw Tech. If a Normal Attack can Throw Crush on Frame 1, then that attack Throw Blasts. A Normal Attack without a Throw Crush Frame, such as most normal Burst Attacks and followup normals, can be grabbed freely at any point during its startup.

Height


Every attack in Pokken is assigned one of eight possible heights. The six most common ones consist of Lows, Mid Lows, Mids, Special Mids, Mid Highs, and Highs. There are also two rarer heights: Ground Only and Air Only. Some attack heights can be avoided by universal options, such as jumping, and many attacks have invulnerability against certain heights. Because Pokken's blocking covers both High and Low attacks, this height system is used mostly for balancing. For example, both of Machamp's Special Cancelable normals in Duel Phase are Highs. While he has fast Lows and Mid Lows available, 2X is his fastest attack of either height that converts into a combo, and 2X has great range in return for being unsafe on block. This means that Machamp's pressure is susceptible to being ducked up close, and susceptible to being jumped from farther away, which is a weakness he couldn't have if he were in another game. Below is a description of each height.

Lows

Moves that hit low to the ground.
Jumping grants invulnerability against Lows on Frame 1.

Mid Lows

Moves that hit a bit higher than Lows and are even able to hit opponents in the air.
Jumping grants invulnerability against Mid Lows on Frame 5. The invuln. wears off at the apex of your jump or when you do an aerial action.

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 hit mid, but narrowly.
Can be evaded with either Mid-High or Mid-Low invulnerability, i.e. can be both anti-aired as well as jumped over starting on frame 5.

Mid Highs

Moves that hit high, but can still hit crouching opponents.
Most Anti-air attacks have Mid High invuln. The universal anti-air option every character has is 8Y.

Highs

Moves that hit high, but can be crouched or low profiled.
Many characters' Low Stance avoids Highs on Frame 1.

Ground Only

Moves that can only hit a grounded target.
All universal grabs and most command grabs are Ground Only.

Air Only

Moves that can only hit an airborne target.

Priority


While the all-important Attack Triangle determines the interactions between attacks of different types, a system of priority determines the interactions between attacks of the same type. Two different kinds of attacks, projectiles and strikes, abide by their own system of priority that works a bit differently. These are separate systems, and in most cases, strikes and projectiles do not interact.

Projectile Priority


Each of the game's projectiles have a priority value from 1-9. If two projectiles clash, they will destroy eachother if they have the same priority, and if they don't, the projectile with the higher priority will destroy the weaker one. Projectiles can also have 3 special priority values. If their priority is listed as "None", they pass through and do not interact with other projectiles. Projectiles with "S" priority will destroy projectiles with a number value, and pass through other "S" and "None" projectiles. The most powerful projectiles have a priority of "S+". "S+" projectiles work similarly to "S" projectiles, except for the fact that the latter can be destroyed by projectile clearing assists such as Pachirisu and Whimsicott, but "S+" projectiles ignore such effects.

Strike Priority


Each strike has a priority value from 1-6. When two strikes clash and have equal priorities or priorities within 1 of eachother (i.e. two priority 4 strikes or a 4 strike and a 5 strike), both players will be sent reeling back. However, in the latter case, the player who used the higher priority strike will recover from this animation 10 frames faster than their opponent. If two strikes clash and one has a priority of at least 2 more than the other, the strike with the higher priority will win outright. Strikes can also have a special kind of priority, labeled "BA". Strikes with this priority will never clash, always beating out whatever strike is in their way.

There are some strikes that destroy projectiles during their active frames. Regardless of their own priority, these strikes will delete all projectiles with priorities from 1-9, but will have no effect on projectiles with "None", "S", or "S+" priority.

Other instances such as Scizor's Hover Dash, Pachirisu, and Whimsicott are also capable of destroying projectiles.