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Godot's Garchamp Pokken Tip Thread.


Godot

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Pokken is kinda big for me atm, and this seems the place to share some fun tips regarding it. Instead of covering basics like attack triangles, I am going to just start off by sharing some of what I found day 1 with Machamp and Garchomp. I tried some other characters, but these two seem to stick to me. Here are some basic combos.

Machamp:

Tip- Machamp is always Bulked up when he is in Burst Mode.

Champ Bread and Butter 1

Base combo (or BnB for short) that Machamp can get tons of damage with. Don't try these if you landed quite a few hits on the opponent in the current duel phase.

Down X-X, Forward Jump, midair Y, X-X

9 Hits and 232 Damage, Instantly Phase Shifts

Other Variants:

Back X-X, Down X-X, Jump Forward, Midair Y, X-X

11 Hits and 160 Damage, Instantly Phase Shifts

Midair X, Down X-X, Jump Forward, Mid Air Y, X-X

10 Hits and 184 Damage

Up A, Down X-X, Jump Forward, Midair Y, X-X

11 Hits and 214 Damage, 247 Damage if Enhanced

Combos with Close Combat

Go for these if you have landed quite a few hits on your opponent. Attempting Machamp's BnB can end the phase shift mid combo and you can get more damage off of these combos instead.

Down X-X, Down A

11 hits and 202 Damage, 227 Damage if Bulked Up.

Back X-X, Down X-X, Down A

13 Hits and 154 Damage, 159 Damage Bulked Up.

Charge Forward X, Down A

10 Hits and 208 Damage, 238 if Bulked Up

Midair X, Up Y-Y

11 Hits and 174 Damage, or 194 Damage if Bulked Up.

Combos with Dynamic Fury

Dynamic Fury is Machamp's Synergy Burst Attack. When landed normally it does 252 Damage and no matter how you combo it, for some reason it is always 1000 Hits even. Here are some Combos that will actually increase it's damage, anything else you try most likely decreases the Damage...

Y-Y, L+R

257 Damage

Down X-X, Jump Forward Y, L+R

278 Damage

Forward X, L+R

259 Damage

Up A, L+R

278 Damage

In the Corner:

X-X, L+R

282 Damage

Corner Combos

Try these if your opponent's back is to the wall. Some of Machamp's biggest damage is in the corner.

X-X, Down A

12 Hits and 283 Damage (30 from Wall splat) 298 if Bulked up

Forward X, Down A

10 Hits and 232 Damage, 271 if Bulked Up

Charge Forward X, Down A

8 hits and 256 Damage, 283 if Bulked Up

Charge Forward X, Jump Forward, Midair A, Jump again after landing, Midair Grab

3 Hits and 188 Damage, 206 if Bulked Up, 178 Damage and 2 hits if you take out the Wake Up Slap.

Back X-X, Down A

11 Hits, 230 Damage, (30 comes from the Wall Splat), 265 if Bulked up

Back X-X, Jump Forward, Mid Air Grab

3 Hits and 141, Do this move if you don't want to trigger a phase shift just yet.

Midair X, X-X, Down A

13 Hits and 254 Damage, 269 Damage if Bulked up.

Up A, Dash Forward, Down A

11 Hits and 266 Damage, 288 Damage if Bulked Up, 314 Damage if in Burst Mode

Fully Charged Counter X+A, Jump, Midair A, X-X

7 Hits and 178 Damage, 193 if Bulked Up.

Fully Charged Counter X+A, (Keep Holding A), Release A, Jump and Midair Grab

This one is unique because it makes the next attack easier to land since Scary Face slows the opponent.

Unique Combos

Title explains everything.

Fullly Charged Counter X+A, Bulked Up A

4 Hits 175 Damage, only works if Bulked up.

Garchomp:

Field Phase Combos

Midair Y (hold), jump again, Mid air X

70 Damage

not entire consistent, but a cool way to trigger a phase shift if your opponent is playing defensive and not campy.

Combos involving the Jab

Simple and has a lot of uses. Comes in both Dig and Dragon Claw variants.

Y-Y-Y-Hold Y/A

6 Hits and nets 137 Damage, Holding Y or A builds extra Synergy and can be followed up with another potential attack. However, the attack will not combo.

Y-Y-Y, Forward A

6 Hits and nets 161 Damage

Back Y, Y-Y-Y-Hold Y/A

8 Hits and nets 161 Damage, builds extra Synergy

Back Y, Y-Y-Y, forward A

8 Hits and nets 177 Damage

Up Y,Y-Y-Y-hold Y/A

7 Hits and 133 damage, build extra synergy.

Midair X, Y-Y-Y-Hold Y/A

7 Hits 161 Damage, builds extra Synergy

Midair X, Y-Y-Y, Forward A

7 Hits and 177 Damage

(Fully Charged Counter) Y+A, Back Y, Y-Y-Y-Y

9 Hits and 126 Damage.

Combos involving Neutral Strong

X, Forward Y-Y

5 Hits and 188 Damage

X, (continue to hold X) Take a step forward and Release X

10 Hits and 206 Damage

X, (continue to hold X), Forward Jump, Release X Midair

10 Hits and 207 Damage

X, (continue to hold X), Forward Jump, Release X Midair, Back Y, Y-Y-Y

11 Hits and 201 Damage, Instantly triggers a Phase Shift

Combos with Earthquake

Midair A, Forward Y-Y

7 Hits and 152 Damage

Midair A, (hold X), Release X

12 Hits and 164 Damage

Combos with Stone Edge

Back A, (get hit), X

14 Hits and 158 Damage

Back A, (get hit), Up X, (hold X), Turn around take a step and release X

21 Hits and 172 Damage

Combos with Outrage Smasher

Garchomp's Burst Attack is Outrage Smasher, it does 258 Damage. Here are some combos that can actually extend the damage.

X, L+R

268 Damage

X, (Hold X), jump forward and Release X, L+R

280 Damage

A, L+R

277 Damage

Down A, Back Y, L+R

266 Damage and 276 Damage if the Sandtomb was charged. (for some reason, when the opponent's back is towards a wall normal sand tomb does 282 and charged does 284

Opponent Cornered:

Up Y, Up X, (hold X), Wall Splat, Jump Forward and Release X, L+R

282 Damage

Up X, Up X, (hold X), Wall Slat, Jump Forward and Release X, L+R

282 Damage

Midair X, Up Y, Up X, Wall Splat, L+R

274 Damage

X, Up X, (hold X), Wall Splat, Jump Forward and Relase X, Pause a second, L+R

286 Damage

Unique Combos

(Fully Charged Counter) Y+A, Back Y, Y-Y-Y-Y

9 Hits and 126 Damage.

Corner Combos

Up Y, Up X, Wall Splat, Up X, (Hold X), Turn around and Release X

14 Hits and 270 Damage

X, Up X, (Continue to Hold X), Wall Splat, Take a step Forward, Release X

13 hits and 251 Damage

X, Up X, Wall Splat, Up X

9 Hits and 232 Damage, This is interesting because it Triggers a Phase Shift with the Opponent in the corner, if you can retrigger your phase shift, it will start with your opponent potentially cornered. I will refer to this as a Corner Reset

Midair X, Up Y, Up X, Wall Splat, Take a step Forward, Release X

12 Hits and 226 Damage, Corner Reset Variation is 8 Hits and 202 Damage.

Midair A, (Hold X), Full Jump and Release X Midair

12 Hits and 223 Damage, (30 coming from the Wall Splat)

(Opponent Cornered) Down A, Forward Y-Y

6 hits and 149 Damage, 167 if Sand Tomb is Charged

X+Y, Up X, Wall Splat, Up X, X

10 Hits and 163 Damage

Charge X+Y, Up X, Wall Splat, Up X, Hold X, Turn Around and Release X

14 Hits and 198 Damage

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Updated, If you guys have a pokemon to suggest let me know and I may Get to it. FYI I am aiming for the highest damaging or most practical combos, not the prettiest or "OH HEY! THIS WORKS!" I won't include it if I find it not as viable as my own. Unless you guys want some easier not as high damaging combos.

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I personally liked these two combos. These low attacks give a surprising amount of range, but are easily punished.

Down + Y, Y, Down + A

Down + Y, Y, Jump + Y, X, X

[enhanced] Down + Y, Y, Jump + Y, Down + A

The fact that you can combo out of midair X is actually pretty great and gives machamp a little bit of variety, especially against an opponent who likes to rush in.

I have to sit down and practice this, but you can launch and juggle twice with this. I just need to go into practice mode and see what I can finish with.

Down + Y, Y, Jump + Y, Down + Y, Y ....

I'm not good at fighting games that aren't named Smash, so if the combos are easy for me to remember and use, they're probably worth looking at.

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I personally liked these two combos. These low attacks give a surprising amount of range, but are easily punished.

Down + Y, Y, Down + A

Down + Y, Y, Jump + Y, X, X

[enhanced] Down + Y, Y, Jump + Y, Down + A

The fact that you can combo out of midair X is actually pretty great and gives machamp a little bit of variety, especially against an opponent who likes to rush in.

I have to sit down and practice this, but you can launch and juggle twice with this. I just need to go into practice mode and see what I can finish with.

Down + Y, Y, Jump + Y, Down + Y, Y ....

I'm not good at fighting games that aren't named Smash, so if the combos are easy for me to remember and use, they're probably worth looking at.

I am aware of all of those, but Down X-X, Jump Y, X-X just does all of those combos job better.

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