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Pokken Tournament


Agro

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So are there any other Pokemon personalities/movesets that are modeled after any Tekken characters that anyone's noticed? Aside from Pikachu being like the Mashimas, with some of his win/loss poses being based off Kazuya and Heihachi's, and him having stuff like the EWGF, TGF, and Hell Sweep.

 

Machamp is King with a side of JoJo in his attacks.

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I love that Pikachu Libre has the Stunner. STONE COLD! STONE COLD! STONE COLD!

 

You sit there and you thump your Bible, and you read your trainer tips, and it didn't get you anywhere! Talk about your Arceus, talk about Mew 3:16... well Pikachu 3:16 says I just whipped your ass!

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Machamp plays like what would happen if Kenshiro and Zangief shook hands with their Stands.

 

Aka MUSCLE POWER FULLY UP. Short, sweet combos that do ludicrous damage and can expand into extremely complex juggles using wallsplats if you can utilize them properly. Machamp is the type of character where your opponent can get you down to 2 hp, then make a 200 hp comeback with only 2 combos. I love him so much. If he had even a single quick poke that could be used against grabs on reaction he would actually be broken.

 

I might buy a Wii U and Pokken just to keep playing this dude, but I've been melting faces on campus, and I can't wait to see how I stack up against my friends when one of them gets it.

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Machamp plays like what would happen if Kenshiro and Zangief shook hands with their Stands.

 

Aka MUSCLE POWER FULLY UP. Short, sweet combos that do ludicrous damage and can expand into extremely complex juggles using wallsplats if you can utilize them properly. Machamp is the type of character where your opponent can get you down to 2 hp, then make a 200 hp comeback with only 2 combos. I love him so much. If he had even a single quick poke that could be used against grabs on reaction he would actually be broken.

 

I might buy a Wii U and Pokken just to keep playing this dude, but I've been melting faces on campus, and I can't wait to see how I stack up against my friends when one of them gets it.

 

Do it.  Also, all of the characters have their own strengths as far as I could tell.  Some just happen to do them much better than others.

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Do it.  Also, all of the characters have their own strengths as far as I could tell.  Some just happen to do them much better than others.

Indeed. My only criticism of the game is that they handled charge characters badly. Generally in fighting games you simply hold Back while doing normals, then slam Forward and an attack for the charge move in the combo. However, since every move in Pokken is mapped to all 4 directions, you can't do conventional charge moves. Their solution was that you simply hold the button down. This works perfectly, except for when you have to hit several buttons WHILE charging the move before you release it. It works perfectly for a fight stick where you can just use several fingers, but for the game pad you have to roll your thumb around and try not to release it too early.

 

It winds up being extremely awkward, and it one of the reasons I haven't been drawn to characters like Garchomp. I have had a blast playing him, but I can't use him to his potential because I can't do this weird charge design. It's a shame too, because unlike most players I absolutely adore charge character heavy hitters in fighters (Q in 3rd Strike, Big Band in Skullgirls, Fang in SFV, etc). I feel like if they release a fight stick for the Wii U, I would have a TON of fun with Garchomp, cuz his combos are not only insane in terms of damage, but they LOOK ABSOLUTELY SAVAGE.

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Indeed. My only criticism of the game is that they handled charge characters badly. Generally in fighting games you simply hold Back while doing normals, then slam Forward and an attack for the charge move in the combo. However, since every move in Pokken is mapped to all 4 directions, you can't do conventional charge moves. Their solution was that you simply hold the button down. This works perfectly, except for when you have to hit several buttons WHILE charging the move before you release it. It works perfectly for a fight stick where you can just use several fingers, but for the game pad you have to roll your thumb around and try not to release it too early.

 

It winds up being extremely awkward, and it one of the reasons I haven't been drawn to characters like Garchomp. I have had a blast playing him, but I can't use him to his potential because I can't do this weird charge design. It's a shame too, because unlike most players I absolutely adore charge character heavy hitters in fighters (Q in 3rd Strike, Big Band in Skullgirls, Fang in SFV, etc). I feel like if they release a fight stick for the Wii U, I would have a TON of fun with Garchomp, cuz his combos are not only insane in terms of damage, but they LOOK ABSOLUTELY SAVAGE.

 

My complaint for the game is the lack of a wake-up attack.  I hate how the only option you are allowed to do upon waking up is shielding in Frame 1.  This makes getting cornered extremely risky when it comes to characters like Weavile.

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Not true. You can wake up counter and wake up grab. You just can't wake up attack. However shield, counter, and grab completely cover the rock-paper scissors trifecta of okeizemi options your OPPONENT has. You just have to pick the correct one.

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Not true. You can wake up counter and wake up grab. You just can't wake up attack. However shield, counter, and grab completely cover the rock-paper scissors trifecta of okeizemi options your OPPONENT has. You just have to pick the correct one.

 

From what I've noticed, wake-up grabs and counters don't come out fast enough to make enough of a difference for me.  Maybe I need help with timing frame perfection.

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From what I've noticed, wake-up grabs and counters don't come out fast enough to make enough of a difference for me. Maybe I need help with timing frame perfection.

The buffer windows in the game are actually kinda rediculous. You can input almost a full second in advance in some cases and the move will come out. Maybe you were choosing the wrong option? Countering doesn't come out as fast as shielding, however it will come out fast enough to catch most moves. On the other hand, if your opponent is throwing a continuous hitbox at you (for example Close Combat), your only option is shielding because the counter will not trigger fast enough. If they are not attacking, throw out a grab. ESPECIALLY if they are charging a counter. If they are, grab will ALWAYS beat out the counter if they don't throw it WELL in advance, which will cause the grab to do INSANE amounts of damage from being not only a Critical Hit (basically a counter hit) AND from winning the Rock Paper Scissors.

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The buffer windows in the game are actually kinda rediculous. You can input almost a full second in advance in some cases and the move will come out. Maybe you were choosing the wrong option? Countering doesn't come out as fast as shielding, however it will come out fast enough to catch most moves. On the other hand, if your opponent is throwing a continuous hitbox at you (for example Close Combat), your only option is shielding because the counter will not trigger fast enough. If they are not attacking, throw out a grab. ESPECIALLY if they are charging a counter. If they are, grab will ALWAYS beat out the counter if they don't throw it WELL in advance, which will cause the grab to do INSANE amounts of damage from being not only a Critical Hit (basically a counter hit) AND from winning the Rock Paper Scissors.

 

I notice that most players that can throw them throw out a continuous hitbox when they've downed a cornered foe.  Sometimes they throw grabs when they anticipate a shield and predict correctly.  At that point, the opposing force can easily manipulate the downed Poke because of the fact that against certain matchups shielding is the only possible thing that can be done.

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I have to disagree.  If shielding is the only thing that can be done, then that either means the move you are shielding is very unsafe (e.g. Close Combat), or that the pressure of the situation forced you into what you think is the safest option.  You can't be grabbed out of Blockstun, nor can Counters break shields.  Therefore, if there is a continuous hitbox flying at you, your best option is always shield, then instantly Jab to punish the throw.  But only throw one jab.  If they have a chance to Counter, the counter will only absorb the single jab, and give you a chance to throw (if you're feeling risky) or shield then punish.  Otherwise, if they didn't counter off the shield and you got a solid jab, simply continue your punish combo.

 

Pokken's Okizeme - Wakeup duality is actually extremely balanced in the sense that every character has very similar mindgames on wakeup.  It's all about noticing the bad habits they show in gameplay, and making a hard read based on that.  or you can play safe and mix up your approach rather than your Oki.  It's all about knowing the opponent rather than knowing the opponent's character, and so matchup becomes much less of a factor in Oki or wakeup options like in other fighters

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Wait, Garchomp is a charge character?! I never even noticed...

 

I just kinda dig and light attack combos.

Yeah, his X moves gain different properties after you hold the button down for what I believe is the standard 2 second charge window, allowing for some very interesting combo options.  I believe his 2nd to last combo in the Combo Dojo requires you to charge X, and it's a perfect example of why I believe the charge system would be awesome with a fight stick, but is a bit clunky otherwise.  You have to do Midair A, then then charge X simultaneously, then link into Jump into Midair charge X.  Which means you have to hit A+X almost simultaneously, then while still holding X, roll your thumb to B without hitting A, and finally release X with proper timing.  Easy Peasy if you can use every finger on your hand for each button (like in an arcade) but very difficult when restrained to only your thumb.

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So there's gonna be a patch for this game coming this month which will fix some of the issues. We don't know the full extent of the patch, but it will include:

- A fix for Shadow Mewtwo where it can cause an infinite combo that can't be stopped

- An adjustment for Reshiram

- Various bug fixes

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Yeah, shadow Mewtwo's infinite block string is a little bullshit. It's technically not infinite but it's stupid nonetheless.

 

I think Reshiram is the only assist that is active on Frame 1, so it's literally impossible to punish, even if you hit a button BEFORE they called the assist. Hell it might even be frame 0. That or the Pokemon who called the assist has invincibility or something, because I have yet to see it be punish successfully by anything except a super. Again, a little bullshit.

 

They should give hypnosis just a tiny bit more startup on Gengar if they are actually doing balance changes. It's not broken right now or anything, but for slow characters who don't have a fast poke, the only way to stop the hypnosis reset is to KNOWABLE exactly when it's gonna come, then hit a jab PROACTIVELY rather than reactively. If it gets just a couple more frames of startup then it will give people a little more time to see it and instantly react with a jab, but only if they were looking for it. Not the most needed of changes, but one that I feel would give slow characters a bit of a fairer chance agains Gengar.

 

Other than that I honestly can't think of much that truly NEEDS a change

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So there's gonna be a patch for this game coming this month which will fix some of the issues. We don't know the full extent of the patch, but it will include:

- A fix for Shadow Mewtwo where it can cause an infinite combo that can't be stopped

- An adjustment for Reshiram

- Various bug fixes

I was gonna say that, also WHAT ARE THEY THINKING?! WHY WOULD THEY DO THAT TO SHADOW MEWTWO?! ARE THE DEVELOPERS SADISTS OR SOMETHING?!

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Starting to get annoyed, my copy STILL hasn't arrived in the funking mail. *arrghh*

 

I was gonna say that, also WHAT ARE THEY THINKING?! WHY WOULD THEY DO THAT TO SHADOW MEWTWO?! ARE THE DEVELOPERS SADISTS OR SOMETHING?!

If people are saying that the infinite combo thing is bullshit/stupid/etc (like the poster above you), then ofc they'll attempt to fix that, so what's the point of complaining about the fix? I mean the devs must've picked up on it and thought "we need to fix this".

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Starting to get annoyed, my copy STILL hasn't arrived in the funking mail. *arrghh*

 

If people are saying that the infinite combo thing is bullshit/stupid/etc (like the poster above you), then ofc they'll attempt to fix that, so what's the point of complaining about the fix? I mean the devs must've picked up on it and thought "we need to fix this".

 

I think he misinterpreted the question because you said 'fix Shadow Mewtwo by giving him an infinite'.  Infinites in general are pretty dumb.

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