Pokken Tournament DX/Move Heights

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Pokken Tournament DX

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
Support Pokemon
Quagsire
Yveltal (Puddle)


Duel Phase Lows


Darkrai
2Y
2X
6A Dark Void (Final hit)
6[A] Dark Void: Charge (Final hit)
Blaziken
2Y
2X
Pikachu
2Y
2X
5A Thunderbolt
5[A] Thunderbolt: Charge
Lucario
2Y
2X
Gardevoir
2Y
4Y
2X
Pikachu Libre
2Y
2X
8A Flying Press (Shockwave)
Enhanced 8A Flying Press (Shockwave)
Scizor
2Y
6YX
2X
5X
6X
Aegislash
2Y
2X
Croagunk
2Y
2X
4A Thief
j.A Gunk Shot: Sludge Pool
Sceptile
2Y
2X
j.A Leech Seed: Growth
Gengar
2Y
Burst 2Y
2X
Burst 2X
Decidueye
2Y
2X
5X
5[A] Spirit Shackle: Charge (Trap)
Machamp
2X
8A Heavy Slam (Shockwave)
Enhanced 8A Heavy Slam (Shockwave)
Braixen
2Y
2X
Empoleon
2Y
2X
j.X
Reverse Slide X
6A Ice Beam
Blastoise
2Y
2X
Mewtwo
X+A Counter Attack
[X+A] Counter Attack: Charge
2Y
2X
Chandelure
2Y
2X
5X (Flames)
5[X] (Flames)
j.X
j.A Incinerate (Puddle)
Suicune
2Y
2X
Weavile
2Y
2YY
2X
Charizard
2Y
2X
Garchomp
2Y
2X
j.A Earthquake
Shadow Mewtwo
2Y
2YY
2X
j.AX Earthquake
Support Pokemon
Quagsire
Yveltal (Puddle)


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.

Field Phase Mid Lows

Darkrai
bX
b[X]
Blaziken
sY
Pikachu
X+A Counter Attack
[X+A] Counter Attack: Charge
fY
X Homing Attack 1
Lucario
X+A Counter Attack
[X+A] Counter Attack: Charge
fY
X Homing Attack 1
bA Force Palm
b[A] Force Palm: Charge
nA Aura Sphere Level 3
Burst nA Aura Sphere Level 1
Burst nA Aura Sphere Level 2
Burst nA Aura Sphere Level 3
fA Bone Rush
L+R Aura Blast
Gardevoir
X+A Counter Attack
[X+A] Counter Attack: Charge
f[Y]
nA Psyshock
Pikachu Libre
X+A Counter Attack
[X+A] Counter Attack: Charge
L+R Thunderclap Press
Scizor
nY (Firing the staples)
sY
sYY
s[Y]
nA Swords Dance: Followup
fA Metal Claw: Followup
Aegislash
nA Fury Cutter
fA Iron Head
f[A] Iron Head: Charge
Shield Form bA Sacred Sword
Shield Form bA Sacred Sword (Mist)
Shield Form fA Flash Cannon
Croagunk
n[Y]
fA Poison Jab
Sceptile
fA Leaf Blade
L+R Forest's Flash
Gengar
Non-Burst X+A Counter Attack
Non-Burst [X+A] Counter Attack: Charge
Burst X+A Counter Attack
Non-Burst nY
]A[ Sludge Bomb
bA Shadow Punch
b[A] Shadow Punch: Charge
Non-Burst n[A] Shadow Ball: Charge
Burst nA Shadow Ball
Burst n[A] Shadow Ball: Charge
Decidueye
X+A Counter Attack
[X+A] Counter Attack: Charge
]A[ Feather Dance
j.A Sucker Punch
Braixen
X+A Counter Attack
[X+A] Counter Attack: Charge
bX
bA Fire Blast: Fireball
fA Fire Spin
L+R Psyfirecracker
Empoleon
X+A Counter Attack
[X+A] Counter Attack: Charge
bA Defog
nA Aqua Jet
Followup B Surf
Slide A Hydro Cannon
Reverse Slide A Hydro Cannon
Blastoise
fA Rapid Spin
Mewtwo
fY
Chandelure
X+A Counter Attack
[X+A] Counter Attack: Charge
fY
f[Y]
b[A] Flame Burst: Charge (Fireball)
L+R Final Flicker
Suicune
X+A Counter Attack
[X+A] Counter Attack: Charge
X Homing Attack 1
]A[ Icy Wind
bA Mirror Coat
fA Hydro Pump
Weavile
fY
bA Night Slash
Charizard
sY
sYY
fY
bA Inferno
nA Flamethrower
Garchomp
X+A Counter Attack
[X+A] Counter Attack: Charge
nA Dragon Claw
Shadow Mewtwo
fY (First hit)
fA Zen Headbutt
Support Pokemon
Litten
Diglett
Farfetch'd
Yveltal (Laser)
Mimikyu

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 of 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. An Aerial state includes jumping and attacks that make the player airborne.