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 Dash Cancel) (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 forward 3 times or pressing R during certain grounded attacks will cause Garchomp to run forward. While running, Garchomp is unable to block, but passively gains 2 CC/tick of Synergy as well as access to special Y and X normals exclusive to Running Stance. Garchomp can also Jump, activate Burst Mode/Burst Attack, or perform ]X[ as well as any Pokemon Move during Running Stance. Pressing R during Running Stance will transition out of it with a short animation where Garchomp skids to a stop.