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*Guy (JP): [https://twitter.com/guy_senmon Twitter], [https://www.youtube.com/channel/UCniqc9Kndtjv0iMnkIkrlzA/search?query=Guy Vods] | *Guy (JP): [https://twitter.com/guy_senmon Twitter], [https://www.youtube.com/channel/UCniqc9Kndtjv0iMnkIkrlzA/search?query=Guy Vods] | ||
<br> | <br> | ||
*KandiSAI (NA): [https://www.twitch.tv/kandisai Twitch], [https://twitter.com/KandiSAI_] | *KandiSAI (NA): [https://www.twitch.tv/kandisai Twitch], [https://twitter.com/KandiSAI_ Twitter] | ||
<br> | <br> | ||
*Orlando Fox (NA): [https://twitter.com/Orlando_Fox Twitter] | *Orlando Fox (NA): [https://twitter.com/Orlando_Fox Twitter] |
Revision as of 05:53, 5 January 2022
Introduction
Garchomp is a dual-type Dragon/Ground pseudo-legendary type Pokémon from Generation 4 in the Pokémon franchise. In Pokkén Tournament DX, Garchomp is a Power Fighter with heavy damaging combos performed with tight executions. Being a large fighter, he is not slow. His tool kits allow him to rush down opponents and close gaps quickly. His ability to utilize mix-up options can make Garchomp a dangerous and terrifying character to play against especially when an opponent is near the wall. There are 2 unique properties that makes Garchomp a very mix-up heavy fighter: CARC and Release X.
CACR (Counter Attack Cancel Run) (Annotation: [A][X] 6R 6) allows Garchomp to cancel his counter attack and enter RS (Running Stance). In which can be used to counter through attacks and projectiles followed by a fast paced running animation to close in on your opponents.
Release X (Annotation: ]X[) is one of Garchomp's main tool. A charge move that which actives by holding down the X button for 3 seconds to activate. It's continuously held down until you are ready to release. A red aura pulses indicating Release X is ready to be used. There are 2 forms of this move. Releasing X from the ground creates a drill attack the spirals about 80 degrees upwards. This can be used as an anti-air or to punish jumping opponents. The move starts with invisibly frames that can catch many mid and high attacks. It does leave you open on the way down. The second version is jumping and Releasing X which causes the drill attack to angle downwards. Garchomp can use this as a combo starter and pressure tool but it's commonly seen being used mid combo. With Release X already charged, this limits Garchomp's directional Pokemon A button moves. However while in running stance, this negates the X button and Garchomp can perform as if Release X isn't charged. An example of this iteration is doing 2A or Sandtomb. With X charged, pressing 2A will only make Garchomp counter attack regardless what direction you input. However when you are currently in Running Stance, you can perform 2A with the X button still charged. Inputs like these make this fighter difficult to use when it comes to his execution.
Garchomp does not fair well from far range especially in Field Phase. You will want to spend your time in Duel Phase where the real action happens. With his speed and abilities to close in, Garchomp can inflict a lot of damage when the opening is there. Patience is key when playing considering he does not have fast acting moves. But once an opportunity presents itself, you will want to go in and inflict as much damage as you can. Garchomp and Machamp have the highest health in the game with 660 Hit Points which allows more room for error. One thing to keep in mind is the Synergy Meter count at 250CC. It takes a very long time to build Synergy Meter to enter Burst Mode. With room for error, it's something you want to avoid being comfortable with as you will want to win as many phase shifts and combos as you can to build that meter faster. There is a high learning curve for Garchomp which makes him not so easy to play right away. With time applied to learning his inputs especially the main tools of CARC and Release X, the reward is huge! His highly demanded combos make him a formidable character to play and win big time.
During Duel Phase, tapping 666 (forward 3 times), as well as holding the input or pressing R during certain grounded attacks, will cause Garchomp to run forward. While running, Garchomp passively gains 2 CC/tick of Synergy, but is unable to block.
As soon as Garchomp enters Running Stance, he is able to Jump or perform Burst Actions (Burst Declare/Burst Attack). 11 Frames later, he can perform 6Y, a special Running Stance X normal, ]X[, or any Pokemon Move. Running Stance 6Y and X done from a dash come out 4 frames earlier than those done from Normal Attacks. Pressing R during Running Stance will transition out of it with a short animation where Garchomp skids to a stop.
Garchomp #PTDX_GCH | |
---|---|
Vitals | |
HP | 660 |
Shield Health | 600 SH (Normal) |
Synergy Gauge | 250 CC |
Burst Mode Duration | 720F (12 sec) |
Movement | |
Back Dash | 37F (1-8F Total invuln, Cancelable on FP Frame 31 / DP Frame 29) |
Side Dash | 45F (5-14 Projectile invuln, Cancelable on Frame 31) |
Forward Dash | 33F (Cancelable on Frame 25) |
Unique Movement Options | Nosedive, Dig |
Stances | |
High Stance | Low, Mid Low, and Special Mid Red Armor on Frame 17 |
Low Stance | Charges Synergy Gauge (2.5CC/sec) |
- 660 HP
- 250 CC Synergy Gauge
- Burst Mode Duration: 12 Seconds
- Shield: Normal
- High Stance: Grants red armor against Lows, Mid Lows, and Special Mids on frame 17. Deals 10 HP Recoil to the opponent for each physical hit.
- Low Stance: Charges Synergy Gauge.
- Garchomp cannot crouch Highs with Low Stance.
- FP Forward Dash: 25 Frames
- FP Back Dash: 31 Frames (Invincible from frame 1-8)
- FP Side Dash: 31 Frames
- DP Forward Dash: 25 Frames
- DP Back Dash: 29 Frames (Invincible from frame 1-8)
General Moves
Burst Mode | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
In Burst Mode, Garchomp's Pokemon moves are always enhanced. |
Y+B Grab | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 80 / DP 90 | 12 | N/A | i15 | FP Shift (+12) / DP Knockdown | N/A |
X+A / [X+A] Counter Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 60 / 90 | 3 | Mid Low | i35 / i55 | Launch | -4 / +12 |
Garchomp is put into a counter armor state from frame 1-28 (48 if charged). Counter pierces when fully charged. Can be dash canceled by inputting a direction and R. |
Running Stance | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Only usable in Duel Phase. Garchomp runs forward at an increased speed. Can be done by pressing forward three times and holding the input. Grants Synergy while running. Six ticks max per Running Stance. 2.5CC of Synergy per tick. Can be canceled by pressing R. Garchomp can cancel out of Running Stance with: - Burst Declare - Jump - Running Stance Y - Running Stance X - ]X[ Release X - Any Special |
RS Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | Mid | i15 | Launch | -16 |
Functions identically to 6Y, but comes out 4 frames faster. |
RS X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 | 3 | Mid | i19 | Launch | +4 |
Garchomp performs a downward claw swipe that launches. Transitions out of Running Stance once complete. |
]X[ Release X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 150 | 5 | Mid High | i15 | Launch | -28 |
Garchomp jets straight into the air with a drill-like motion. Invincible against Highs and Mid Highs on frame 1. |
]X[ Release X (Upwards) | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 70, 158 | 3, 12 | Mid High | i15 | Launch | -61 |
Release X in the air causes Garchomp to do a two-part drill attack. First rushes downwards, then straight upwards. Resembling a "checkmark". |
]X[ Release X (Downwards) | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 70 | 3 | Mid High | i15 | Launch | +4 |
Performing a Release X close to the ground causes Garchomp to do only the downwards drill. Becomes safer on block and deals great knockback on a blocking opponent. |
j.R Nosedive | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Garchomp feints a pose that is similar to doing Earthquake. Garchomp then fastfalls straight down to the ground. Special cancelable. |
L+R Outrage Smasher | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 245 (75) | 12 | Mid | i15 | Knockdown | -16 |
Garchomp runs rampant and attacks with multiple claw strikes. Grants red armor on frame 1. Invincible on frame 9. Counter pierces. Throw crush. Hitting the opponent with the first claw strike activates the animation. If blocked, the final hit will always guard break. After the final hit, Garchomp lets out a cry and takes a 50 HP Recoil. |
Field Phase Moves
nY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 30 | Special Mid | i15 | -8 | -16 |
Throws out a crescent-shaped projectile straight forward. Special cancelable. |
sY / s[Y] | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 54 / 76 | Special Mid | N/A | N/A / Launch | N/A |
Garchomp dodges to the side and throws out projectile that swerves to the side. Charging this move causes the projectile to swerve back and track down the opponent. Special cancelable. |
fY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 60 | Mid | i19 | Shift (Launch) | -8 |
Advances forward and tosses out a wave of dirt. |
bY / b[Y] | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 80 / 100 | Mid | i27 / i47 | +16 / Launch | -8 / +8 |
Garchomp surrounds itself with spinning tornadoes. Counter pierces, increases in size, becomes safer on block, and launches when charged. Throw crush. Launches if Its a critical hit. |
j.Y | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 30 | Mid | i17 | Launch | -20 |
Throws out a crescent-shaped projectile in the air straight forward. Can change trajectory of the projectile to throw it closer or farther away from Garchomp. |
j.[Y] | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 60 | Mid | i62 | Launch | +57 |
Charging halts Garchomp's aerial movement. Throws out a small tornado forward, does not have an active hitbox. Turns into a larger tornado and ricochets back to Garchomp. |
j.X | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40, 60 | Mid High | i21 | Shift (Knockdown) | -8 |
Garchomp flies in the air and homes in on the opponent. After getting in range of the opponent (or after a set distance), Garchomp spins in the air with Its fin twice. |
X Homing Attack 1 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40 | Mid | i17 | +4 | -16 |
Garchomp homes in on the opponent and does a three-hit slice. Can be canceled with block or jump. Throw crush. |
XX / X[X] Homing Attack 2 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 72 / 120 | Mid | i17 | Shift (+8) | -8 |
Following up from Homing Attack 1, Garchomp attacks with another three-hit slice. Can be charged to guard break/counter pierce. If Homing Attack 1 was blocked, there is a 26 frame window to punish a charged Homing Attack 2. |
Weak Moves
2Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | Low | i11 | +8 | -8 |
A quick and low claw poke. Throw crush. |
4Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20, 40 | 4 | Mid Low | i19 | +16 / +32* | -8 / +8** |
Garchomp swipes with both Its claws. Holding the input transitions Garchomp into Running Stance. * More advantageous on hit if canceled into Running Stance. ** Becomes safer on block if canceled into Running Stance. |
5Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | Mid Low | i15 | 0 | -12 |
A hammerhead bash to the opponent. Special cancelable. |
5YY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 27 | 0 | Mid Low | i15 | 0 | -8 |
Special cancelable. |
5YYY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 32 | 3 | Mid Low | i15 | +8 | -16 |
Special cancelable. |
6Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | Mid | i19 | Launch | -16 |
An upwards leg kick. |
6YY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 90 | 3 | Mid | i19 | Knockdown | -12 / +8* |
A followup fin thrust that knocks the opponent down. Holding the input transitions Garchomp into Running Stance. * Becomes safer on block if canceled into Running Stance. |
8Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 50 | 3 | High | i11 | Launch | -16 |
A claw uppercut that launches the opponent. Invincible against Highs and Mid Highs on frame 5. Throw crush. |
j.Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 | 0 | High | i9 | +20 | 0 |
An aerial claw poke. Special / j.X cancelable. |
Strong Moves
2X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40, 54 | 3 | Low | i15 | Launch | -8 |
A two-hit tail swipe that sweeps the opponent. Invincible against Highs on frame 1. |
4X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20, 20, 20 | 3 | Mid High | i19 | +4 | -4 |
A three-hit drill attack that advances Garchomp forward. Invincible against Lows on frame 15. |
5X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30, 20, 60 | 4 | Mid High | i23 | Launch | -16 |
Another drill variant that travels farther and launches, but is more unsafe on block. Invincible against Lows on frame 19. |
8X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40, 20, 40 | 4 | Mid | i31 | Launch | -4 |
An advancing three-hit hammerhead attack. Invincible against Lows on frame 5. Throw crush. |
j.X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 3 | Mid High | i22 | +16 | -6 |
Garchomp spins around in the air, then divekicks downwards. |
Pokemon Moves
2A / 2[A] Sand Tomb | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | 64 / 82 | 0 | N/A | i23 / i43 | Launch | N/A |
Garchomp leans back, then creates a tornado that grabs the opponent. Can be charged to increase in damage and grab aerial opponents. Can cancel into Running Stance by pressing R. |
Critical Hit 2A / 2[A] Sand Tomb | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | 125 / 145 | 0 | N/A | i23 / i43 | Launch | N/A |
Landing a Critical Hit with Sand Tomb increases the damage and grants additional Synergy. Doesn't cause an air tech on hit, leading to better combo potential. |
4A / 4[A] Stone Edge | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 60 (50) / 90 (80) | 0 | Mid | i27 | Stun | +12 |
Garchomp lets out a cry and surrounds itself with a cloak of sand. Counter armor from frame 5-54. Countering an opponent's attack causes Garchomp to become invincible. Afterwards, Garchomp creates a wave of rocks from the ground. Counter pierces and stuns the opponent. Can be charged to increase in damage and invincibility duration. |
Critical Hit 4A / 4[A] Stone Edge | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 136 / 169 | 3 | Mid | i27 / i47 | FP Shift (Launch) / DP Launch | N/A |
Landing a critical hit with Stone Edge increases the damage and grants additional Synergy. Launches the opponent instead of stunning. |
5A Dragon Claw | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 (20) | 3 | Mid Low | FP i19 / DP i23 | FP Shift (0) // DP 0 / +20* | -8 / +12** |
Garchomp advances forward with a multi-hit claw strike. Holding the input transitions Garchomp into Running Stance. * More advantageous on hit if canceled into Running Stance. ** Becomes safer on block if canceled into Running Stance. |
6A Dig | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 120 (30) | 4 | Mid | i35 | 0 | -24 |
Garchomp submerges itself underground and digs towards the opponent. After getting in range of the opponent (or after a set distance), Garchomp leaps out from below and attacks. Can attack immediately by pressing Y/X. The first hit has no hitstun. The first hit receives hitstun if Its a critical hit, if Garchomp has an Attack buff, or if Garchomp is in Burst Mode. Invincible against Highs on frame 1. Invincible against projectiles on frame 9. Invincible against physical attacks on frame 17. Pressing R cancels Dig and causes Garchomp to hop out from underground. Can jump out of Dig by pressing B. Can cancel into aerials afterwards. |
8A Dragon Rush | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 (20) | 3 | Special Mid | i39 | Knockdown | -4 |
Garchomp hops backwards into the air and strikes with great speed. Invincible against Lows on frame 9. Can cancel the attack portion by pressing R. Holding the input transitions Garchomp into Dig. Throw crush. |
Critical Hit 8A Dragon Rush | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 222 | 12 | Special Mid | i39 | Knockdown | N/A |
Landing a critical hit with Dragon Rush increases the damage and grants additional Synergy. Instantly Phase Shifts on hit. |
j.A Earthquake | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 100 (27) | 4 | Low | i27 | Launch | +4 |
Garchomp strikes a pose in the air, then stomps the ground. |
Combos
Notable Players
- Orlando Fox (NA): Twitter
- RoksoTheSavage (NA): Twitter
- SKDale (NA): Twitter