dettadeus
Smash Lord
After spending about 12 hours labbing with Braixen, I have something that looks remotely close to exhaustive in terms of possible combo variations. For my sanity and your convenience, pokemon move names are abbreviated and standard moves are listed by their default input (y weak, x strong, a pokemon move, b jump, though all combos involving jumping standard moves just say jump at the start). If a combo involves a wall and has over 250 damage, it probably forces a wall bounce and 30 of the damage listed for that combo is a result of that.
Right now, I only have Duel Phase combos. Braixen doesn't really have field phase combos long enough to be worth noting, because the majority of her field phase moves either send into duel phase or can't reasonably combo into much.
No combos involve Psybeam because it is useless in combos.
First off, some notes on Braixen's Pokemon moves (some taken from the Move List):
abbreviation key:
FT = flamethrower
SD = sunny day
ESD = enhanced sunny day (Sunny Dayluxe/Double Sunny Day/Sunny Double/SunnySunny)
FC = flame charge
PB = psybeam
FS = fire spin
FB = fire blast
LS = light screen
PFC = psyfirecracker
burst = synergy mode
psybeam: can roll left/right on startup in field phase
sunny day: enhances next pokemon move (including sunny day)
light screen: parries ranged attacks, hitbox loses to some melee attacks. worth noting that if light screen begins to parry a ranged attack, it will continue parrying until the attack ends. also the game says it "counters" ranged attacks but i'm pretty sure you won't be light screening projectiles at a range where it hits the opponent (point blank).
field moves w/ auto sunny day:
FB (hit b at any time during the animation to cancel some endlag into sunny day)
grab (automatically applies sunny day)
duel moves w/ auto sunny day (hit b at any time during the animation):
LS
FB
FT
can charge sunny day after any move by holding a (takes about 2 seconds)
charged FS effectively has a free charge
can charge sunny day while guarding
ESD lasts ~6 seconds, grants a raw 20% attack bonus
SD bonuses still consumed on hit but ESD bonus continues
burst gives you a permanent sunny day boost and raw 10% bonus damage
sunny day while in burst automatically applies ESD, meaning SD is mostly useless mid-combo in burst (resets timer)
damage bonuses stack additively when you ESD in burst
unscaled pokemon move damage:
move = neutral [neutral with wall] (SD) [SD with wall] (ESD) [ESD with wall] (burst) [burst with wall] (ESD burst) [ESD burst with wall]
dmg/dmg = uncharged/charged
FT = 40 [120] (90) [160] (108) [192] (102) [180] (120) [212]
FC = 80 [80] (104) [114] (132) [142] (113) [128] (146) [156]
PB = 50 [50] (80) [80] (96) [96] (88) [88] (104) [104]
FS = 74/102 [74/102] (103/118) [103/118] (127/150) [127/150] (115/134) [115/134] (139/166) [139/166]
FB1 = 57 [57] (135) [135] (183) [183] (159) [159] (207) [207] {point blank}
FB2 = 95 [95] (114) [114] (150) [150] (132) [132] (168) [168] {far spacing}
FB3 = 110 [110] (126) [126] (168) [168] (147) [147] (189) [189] {sweetspot}
LS = 20 [20] (40) [40] (48) [48] (44) [44] (52) [52]
PFC = 185 (ESD: 221)
it is very rarely worth it to combo into PFC because the damage scaling hits it so hard. most long combos involving it as a finisher have it deal somewhere between 1 and 60 damage.
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DUEL PHASE COMBOS, NO WALL
non SD:
down y + LS (character specific)
down y + PB
y + y + y + FS
back y + y + y + y + FT
back y charge + up x + FC
jump x (close) + y + y + y + FS
jump x (far) + down x
jump x charge + up x + FC
PB charge + up x + FC
counter charge (close) + up x + FC
counter charge (far) + forward y
counter charge (far) + down x
SD/ESD:
down y + SD LS
down y + SD PB
y + y + y + SD FS + FT (155) OR up x + FC (154) (phase shift)
up x + SD FC + forward y + down y + FT
back y + y + y + y + SD FT
back y charge (close) + SD FT
back y charge (far) + forward y + down y + SD FT
jump x (close) + y + y + y + SD FS + FT
jump x charge (close) + SD FT
jump x charge (far) + up x + SD FC (flamethrower whiffs).
SD PB charge + up x + FC
SD FS + up x + FC
counter charge + up x + SD FC + FT
Burst/ESD:
down y + LS
down y + PB
y + y + y + FS + FS + FT (phase shift)
up x + FC + FT
back y + y + y + y + FT
back y charge + up x + FC + FT
jump x (close) + y + y + y + FS + FT
jump x charge + FT
jump x charge + up x + FC + FT (phase shift)
PB charge (close) + up x + FC + FT (phase shift)
PB charge (far) + FS + FS + up x + FC + FT (phase shift)
FS + FS + up x + FC + FT (phase shift)
counter charge + up x + SD FC + FT (phase shift)
DUEL PHASE COMBOS, WITH WALL
non-SD:
LS + up x + FC (128) (wall crumple)
FC + up x + FC (154) (wall crumple)
back y + x + up x + FC (217) (wall crumple)
back y + up y + up x + FC (250) (phase shift) (take tiny step back and delay before second up y)
back y (charge) + up x + FC (217) (wall crumple)
up y + up y + up x + FC (272) (phase shift) (take tiny step back and delay before second up y to get additional hit)
up y + x + up x + FC (238) (wall crumple)
x + x + up x + FC (239) (wall crumple)
up x + x + up x + FC (226) (wall crumple)
jump x + x + x + up x + FC (255) (wall crumple)
jump x (charge) + x + up x + FC (254) (wall crumple)
jump x (charge) + up y + up x + FC (272) (phase shift)
jump x (charge) AND A + SD + FT + up x + FC (287) (phase shift)
PB charge + x + x + up x + FC (239) (wall crumple)
PB charge + up y + up y + up x + FC (265) (phase shift) (precise)
FT + SD + FT + up x + FC (216) (phase shift)
counter charge (close) + x + x + up x + FC (219) (wall crumple)
counter charge (close) + up y + x + up x + FC (240) (phase shift)
SD/ESD:
down y + SD LS + up x + FC (105)
SD LS + up x + FC (148)
SD FC + up x + FC (192)
y + y + y + SD FS + up x + FC (206)
back y + x + up x + SD FC + FT (265) (phase shift)
back y (charge) + up x + SD FC + FT (265) (phase shift)
up y + x + up x + SD FC + FT (287) (phase shift)
x + x + up x + SD FC + FT (299) (phase shift)
up x + x + up x + SD FC + FT (272) (phase shift)
jump x + x + x + up x + SD FC + FT (297) (phase shift)
jump x charge + x + up x + SD FC + FT (294) (phase shift)
jump x charge AND A (ESD) + SD FT + up x + FC (311) (phase shift)
PB charge + x + x + up x + FC (265) (wall crumple)
PB charge + up y + up y + up x + FC (297) (phase shift) (precise)
counter charge (close) + x + x + up x + SD FC + FT (267) (phase shift)
SD FS + up x + FC (228) (wall crumple) (need a closer fire spin)
Burst/ESD:
down y + LS + FT + up x + FC (194) (phase shift)
LS + FT + up x + FC (236) (phase shift)
y + y + y + FS + up x + FC (243) (phase shift)
back y + x + up x + FC + FT (294) (phase shift)
back y (charge) + FT + up x + FC (292) (phase shift)
up y + FT + up x + FC + FT (320) (phase shift) (wait a bit before FT; two hits should miss)
x + x + up x + FC + FT (313) (phase shift)
up x + x + up x + FC + FT (289) (phase shift)
jump x + x + x + up x + FC + FT (315) (phase shift)
jump x charge AND A (ESD) + FT + FT (316) (phase shift)
PB charge + x + x + up x + FC + FT (323) (phase shift)
PB charge + up y + FT + up x + FC (325) (phase shift)
PB charge (far) + FS + up x + FC + FT (304) (phase shift)
counter charge (close) + x + x + up x + FC + FT (289) (phase shift)
FS + up x + FC + FT (297) (need a closer fire spin)
FT + ESD + FT + FT (290) (phase shift)
FC + up x + FC + FT (265) (phase shift)
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Old, un-optimized combos. They are all true, but there are a lot in here that you don't need to learn because there are better combos listed above.
____________________________________________
I'll occasionally update this post with more of my own combos when I find more, and if other people find good combos that aren't listed here you can post them (preferably in this format) and I'll throw them in.
Right now, I only have Duel Phase combos. Braixen doesn't really have field phase combos long enough to be worth noting, because the majority of her field phase moves either send into duel phase or can't reasonably combo into much.
No combos involve Psybeam because it is useless in combos.
First off, some notes on Braixen's Pokemon moves (some taken from the Move List):
abbreviation key:
FT = flamethrower
SD = sunny day
ESD = enhanced sunny day (Sunny Dayluxe/Double Sunny Day/Sunny Double/SunnySunny)
FC = flame charge
PB = psybeam
FS = fire spin
FB = fire blast
LS = light screen
PFC = psyfirecracker
burst = synergy mode
psybeam: can roll left/right on startup in field phase
sunny day: enhances next pokemon move (including sunny day)
light screen: parries ranged attacks, hitbox loses to some melee attacks. worth noting that if light screen begins to parry a ranged attack, it will continue parrying until the attack ends. also the game says it "counters" ranged attacks but i'm pretty sure you won't be light screening projectiles at a range where it hits the opponent (point blank).
field moves w/ auto sunny day:
FB (hit b at any time during the animation to cancel some endlag into sunny day)
grab (automatically applies sunny day)
duel moves w/ auto sunny day (hit b at any time during the animation):
LS
FB
FT
can charge sunny day after any move by holding a (takes about 2 seconds)
charged FS effectively has a free charge
can charge sunny day while guarding
ESD lasts ~6 seconds, grants a raw 20% attack bonus
SD bonuses still consumed on hit but ESD bonus continues
burst gives you a permanent sunny day boost and raw 10% bonus damage
sunny day while in burst automatically applies ESD, meaning SD is mostly useless mid-combo in burst (resets timer)
damage bonuses stack additively when you ESD in burst
unscaled pokemon move damage:
move = neutral [neutral with wall] (SD) [SD with wall] (ESD) [ESD with wall] (burst) [burst with wall] (ESD burst) [ESD burst with wall]
dmg/dmg = uncharged/charged
FT = 40 [120] (90) [160] (108) [192] (102) [180] (120) [212]
FC = 80 [80] (104) [114] (132) [142] (113) [128] (146) [156]
PB = 50 [50] (80) [80] (96) [96] (88) [88] (104) [104]
FS = 74/102 [74/102] (103/118) [103/118] (127/150) [127/150] (115/134) [115/134] (139/166) [139/166]
FB1 = 57 [57] (135) [135] (183) [183] (159) [159] (207) [207] {point blank}
FB2 = 95 [95] (114) [114] (150) [150] (132) [132] (168) [168] {far spacing}
FB3 = 110 [110] (126) [126] (168) [168] (147) [147] (189) [189] {sweetspot}
LS = 20 [20] (40) [40] (48) [48] (44) [44] (52) [52]
PFC = 185 (ESD: 221)
it is very rarely worth it to combo into PFC because the damage scaling hits it so hard. most long combos involving it as a finisher have it deal somewhere between 1 and 60 damage.
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DUEL PHASE COMBOS, NO WALL
non SD:
down y + LS (character specific)
down y + PB
y + y + y + FS
back y + y + y + y + FT
back y charge + up x + FC
jump x (close) + y + y + y + FS
jump x (far) + down x
jump x charge + up x + FC
PB charge + up x + FC
counter charge (close) + up x + FC
counter charge (far) + forward y
counter charge (far) + down x
SD/ESD:
down y + SD LS
down y + SD PB
y + y + y + SD FS + FT (155) OR up x + FC (154) (phase shift)
up x + SD FC + forward y + down y + FT
back y + y + y + y + SD FT
back y charge (close) + SD FT
back y charge (far) + forward y + down y + SD FT
jump x (close) + y + y + y + SD FS + FT
jump x charge (close) + SD FT
jump x charge (far) + up x + SD FC (flamethrower whiffs).
SD PB charge + up x + FC
SD FS + up x + FC
counter charge + up x + SD FC + FT
Burst/ESD:
down y + LS
down y + PB
y + y + y + FS + FS + FT (phase shift)
up x + FC + FT
back y + y + y + y + FT
back y charge + up x + FC + FT
jump x (close) + y + y + y + FS + FT
jump x charge + FT
jump x charge + up x + FC + FT (phase shift)
PB charge (close) + up x + FC + FT (phase shift)
PB charge (far) + FS + FS + up x + FC + FT (phase shift)
FS + FS + up x + FC + FT (phase shift)
counter charge + up x + SD FC + FT (phase shift)
non-SD:
LS + up x + FC (128) (wall crumple)
FC + up x + FC (154) (wall crumple)
back y + x + up x + FC (217) (wall crumple)
back y + up y + up x + FC (250) (phase shift) (take tiny step back and delay before second up y)
back y (charge) + up x + FC (217) (wall crumple)
up y + up y + up x + FC (272) (phase shift) (take tiny step back and delay before second up y to get additional hit)
up y + x + up x + FC (238) (wall crumple)
x + x + up x + FC (239) (wall crumple)
up x + x + up x + FC (226) (wall crumple)
jump x + x + x + up x + FC (255) (wall crumple)
jump x (charge) + x + up x + FC (254) (wall crumple)
jump x (charge) + up y + up x + FC (272) (phase shift)
jump x (charge) AND A + SD + FT + up x + FC (287) (phase shift)
PB charge + x + x + up x + FC (239) (wall crumple)
PB charge + up y + up y + up x + FC (265) (phase shift) (precise)
FT + SD + FT + up x + FC (216) (phase shift)
counter charge (close) + x + x + up x + FC (219) (wall crumple)
counter charge (close) + up y + x + up x + FC (240) (phase shift)
SD/ESD:
down y + SD LS + up x + FC (105)
SD LS + up x + FC (148)
SD FC + up x + FC (192)
y + y + y + SD FS + up x + FC (206)
back y + x + up x + SD FC + FT (265) (phase shift)
back y (charge) + up x + SD FC + FT (265) (phase shift)
up y + x + up x + SD FC + FT (287) (phase shift)
x + x + up x + SD FC + FT (299) (phase shift)
up x + x + up x + SD FC + FT (272) (phase shift)
jump x + x + x + up x + SD FC + FT (297) (phase shift)
jump x charge + x + up x + SD FC + FT (294) (phase shift)
jump x charge AND A (ESD) + SD FT + up x + FC (311) (phase shift)
PB charge + x + x + up x + FC (265) (wall crumple)
PB charge + up y + up y + up x + FC (297) (phase shift) (precise)
counter charge (close) + x + x + up x + SD FC + FT (267) (phase shift)
SD FS + up x + FC (228) (wall crumple) (need a closer fire spin)
Burst/ESD:
down y + LS + FT + up x + FC (194) (phase shift)
LS + FT + up x + FC (236) (phase shift)
y + y + y + FS + up x + FC (243) (phase shift)
back y + x + up x + FC + FT (294) (phase shift)
back y (charge) + FT + up x + FC (292) (phase shift)
up y + FT + up x + FC + FT (320) (phase shift) (wait a bit before FT; two hits should miss)
x + x + up x + FC + FT (313) (phase shift)
up x + x + up x + FC + FT (289) (phase shift)
jump x + x + x + up x + FC + FT (315) (phase shift)
jump x charge AND A (ESD) + FT + FT (316) (phase shift)
PB charge + x + x + up x + FC + FT (323) (phase shift)
PB charge + up y + FT + up x + FC (325) (phase shift)
PB charge (far) + FS + up x + FC + FT (304) (phase shift)
counter charge (close) + x + x + up x + FC + FT (289) (phase shift)
FS + up x + FC + FT (297) (need a closer fire spin)
FT + ESD + FT + FT (290) (phase shift)
FC + up x + FC + FT (265) (phase shift)
____________________________________________
Old, un-optimized combos. They are all true, but there are a lot in here that you don't need to learn because there are better combos listed above.
combos are roughly organized with similar inputs/setup together, and roughly sorted with increasing damage
remember that after any combo that ends in fire blast (like two) or flamethrower (a ton), you can sunny day for free after
any combo with ESD at the start means you initiate the combo with a sunny day charge and a fresh enhanced sunny day boost; unless the combo is also in burst, you will consume the original SD boost on your first pokemon move in the combo, while keeping the ESD damage boost. some combos include re-applying SD in the middle of the combo (usually after FT wall stun) to further increase damage. remember that ESD can time out mid-combo (SD is simply consumed on the next pokemon move), so your damage may vary in real matches.
NO WALL (RAW) COMBOS:
down y + LS = 34 (good separation)
down y + SD LS = 48 (good separation)
ESD down y + LS = 60 (good separation)
y + y + y + FS = 97
y + y + y + SD FB = 133
ESD y + y + y + FB = 179
up x + SD FC + FT = 150
back y charge + FT = 186
back y charge + up x + FC = 187
back y charge + up x + SD FC + FT = 194
back y charge + SD FT = 210
jump x charge + up x + FC = 205
jump x charge + SD FT = 226
jump x charge + up x + SD FC + FT = 213
ESD + up x + FC + FT = 208
ESD + back y charge + up x + FC + FT = 252 (FT does one extra damage.....)
ESD + back y charge + FT = 255
ESD jump x charge + up x + FC + FT = 258
ESD jump x charge + FT = 260
burst + up x + FC + FT = 199
burst + back y charge + up x + FC = 221
burst ESD + back y charge + up x + FC = 263
burst ESD + up x + FC + FT = 259
burst ESD + up x + FC + PFC = 257 (PFC does 44 damage.....)
FULL COUNTER COMBOS: (most require a close range critical hit)
up x + FC = 150
up x + SD FC + FT = 162
ESD up x + FC + FT = 212
burst up x + FC + FT = 201
burst ESD + up x + FC + FT = 246
up x + SD FC + up x = 195 (need wall)
back y + up x + SD FC = 203 (need wall) [super tough to link counter into back y properly, probably worth doing something else]
up y + up x + FC = 190 (need wall)
up y + SD FT + FT = 215 (need wall)
up y + up x + SD FC = 268 (need wall)
ESD up x + FC + up x + FC = 245 (need wall)
ESD up x + FC + FT = 248 (need wall)
ESD up y + FT + FT = 258 (need wall)
ESD back y + up x + FC = 265 (need wall) [super tough to link counter into back y properly]
burst up x + FC + up x + FT = 231 (need wall)
burst back y + up x + FC = 234 (need wall)
burst back y + FT + up x + FC = 267 (need wall)
burst up y + FT + up x + FC = 279 (need wall)
burst up y + FT + FT = 282 (need wall)
burst ESD up x + FC + up x + FC = 278 (need wall)
burst ESD up x + FC + up x + FT = 288 (need wall)
burst ESD back y + FT + up x + FC = 299 (need wall)
burst ESD up y + up x + FC = 292 (need wall)
burst ESD up y + FT + up x + FC = 309 (need wall)
burst ESD up y + FT + FT = 311 (need wall)
WALL COMBOS: (these are raw values starting in the corner; since duel automatically shifts to field after a certain amount of damage, some of the stronger combos can be cut short if you've dealt significant damage in duel phase already, and some combos actually force a phase shift in the middle of a move. i'll note which combos force phase shift in a later update)
(many combos starting with flamethrower will whiff on smaller pokemon; most were tested on suicune but drop on machamp, and whiff or otherwise don't link well on pokemon like pikachu; haven't had a chance to test every combo on every pokemon yet)
(note: you can throw in a SD after any one mid-combo FT to extend the ESD, but it doesn't increase damage in burst ESD combos unless your ESD would run out; some of these combos are listed)
back y + up x + FC = 185
back y + up x + SD FC + FT = 233
back y charge + up x + SD FC + FT = 265
LS + FT = 112 (LS is good for hitting short characters with flamethrower, at the cost of some damage scaling)
LS + up x + FC = 128
SD LS + FT = 132
SD LS + up x + FC = 148
up y + up x + FC = 202
up y + up x + SD FC + FT = 268
up x + SD FT + FT = 227
up x + SD FC + FT = 192
up x + SD FC + up x + FC = 221
up x + up x + FC = 198
up x + up x + SD FC = 204
up x + up x + SD FC + up x = 243
up x + up x + SD FC + FT = 246
up x + up x + SD FC + FT = 277
jump x + LS + FT = 164
jump x + SD LS + FT = 180
jump x charge + up x + FC = 235
FT + SD + up x + FC + FT = 199
FT + SD + FT + FT = 211
FT + SD + FT + up x + FC = 216
SD FT + SD + FT + FT = 245
SD FT + SD + FT + up x = 245
burst up x + FT + FT = 250
burst up x + SD FT + FT = 284
burst FT + FT + FT = 274
burst up x + FT + up x + FC = 281
burst back y + up x + SD FC + FT = 313
burst FC + up x + FC + FT = 265
burst SD FC + up x + FC + FT = 302
burst SD FC + up x + FC + up x + FC = 305
burst LC + PFC = 204
burst jump x + LC + PFC = 244
ESD LS + up x + FC = 190
ESD + up x + up x + FC = 251
ESD + up x + FC + up x + FC = 282
ESD + jump x + LS + FT = 228
ESD + jump x + LS + up x + FC = 242
ESD + FT + FT = 244
ESD + FT + SD + FT = 257
ESD + FT + up x + FC = 245
ESD + up x + FT + up x + FC = 266
ESD FT + SD + FT + up x = 290
ESD + jump x charge + FT + up x + FC = 314
ESD + jump x charge + up x + FC + FT = 316
burst ESD + FT + FT = 275
burst ESD LS + FT + FT = 293
burst ESD + up x + FC + FT = 281
burst ESD + FT + FT + up x = 308
burst ESD + FT + FT + FT = 308
burst ESD + FT + up x + FC + FT = 300
burst ESD + up x + FC + up x + FC = 302
burst ESD + FC + up x + FC + FT = 302
burst ESD + FC + up x + FC + up x + FC = 305
burst ESD + up x + FT + up x + FC = 312
burst ESD + up x + up x + FC + FT = 313
burst ESD + jump x charge + up x + FC + FT = 321
burst ESD + jump x charge + FT + up x + FC = 322
burst ESD + jump x charge + up x + FC + up x + FC = 323
burst ESD LS + PFC = 244
burst ESD jump x + LC + PFC = 274
burst ESD jump x charge + PFC = 283
burst ESD jump x charge + up x + FC + PFC = 293 (final hit of PFC deals 3 damage.....)
burst ESD jump x charge + FT + PFC = 293 (final hit of PFC deals 6 damage...)
burst ESD FT + up x + FC + PFC = 300 (animation doesn't play; first tick of damage causes wall bounce)
burst ESD FT + FT + PFC = 308 (again no animation)
SD FS + up x + FC = 232
ESD + FS + up x + FC = 263 (charging fire spin here deals less damage...)
remember that after any combo that ends in fire blast (like two) or flamethrower (a ton), you can sunny day for free after
any combo with ESD at the start means you initiate the combo with a sunny day charge and a fresh enhanced sunny day boost; unless the combo is also in burst, you will consume the original SD boost on your first pokemon move in the combo, while keeping the ESD damage boost. some combos include re-applying SD in the middle of the combo (usually after FT wall stun) to further increase damage. remember that ESD can time out mid-combo (SD is simply consumed on the next pokemon move), so your damage may vary in real matches.
NO WALL (RAW) COMBOS:
down y + LS = 34 (good separation)
down y + SD LS = 48 (good separation)
ESD down y + LS = 60 (good separation)
y + y + y + FS = 97
y + y + y + SD FB = 133
ESD y + y + y + FB = 179
up x + SD FC + FT = 150
back y charge + FT = 186
back y charge + up x + FC = 187
back y charge + up x + SD FC + FT = 194
back y charge + SD FT = 210
jump x charge + up x + FC = 205
jump x charge + SD FT = 226
jump x charge + up x + SD FC + FT = 213
ESD + up x + FC + FT = 208
ESD + back y charge + up x + FC + FT = 252 (FT does one extra damage.....)
ESD + back y charge + FT = 255
ESD jump x charge + up x + FC + FT = 258
ESD jump x charge + FT = 260
burst + up x + FC + FT = 199
burst + back y charge + up x + FC = 221
burst ESD + back y charge + up x + FC = 263
burst ESD + up x + FC + FT = 259
burst ESD + up x + FC + PFC = 257 (PFC does 44 damage.....)
FULL COUNTER COMBOS: (most require a close range critical hit)
up x + FC = 150
up x + SD FC + FT = 162
ESD up x + FC + FT = 212
burst up x + FC + FT = 201
burst ESD + up x + FC + FT = 246
up x + SD FC + up x = 195 (need wall)
back y + up x + SD FC = 203 (need wall) [super tough to link counter into back y properly, probably worth doing something else]
up y + up x + FC = 190 (need wall)
up y + SD FT + FT = 215 (need wall)
up y + up x + SD FC = 268 (need wall)
ESD up x + FC + up x + FC = 245 (need wall)
ESD up x + FC + FT = 248 (need wall)
ESD up y + FT + FT = 258 (need wall)
ESD back y + up x + FC = 265 (need wall) [super tough to link counter into back y properly]
burst up x + FC + up x + FT = 231 (need wall)
burst back y + up x + FC = 234 (need wall)
burst back y + FT + up x + FC = 267 (need wall)
burst up y + FT + up x + FC = 279 (need wall)
burst up y + FT + FT = 282 (need wall)
burst ESD up x + FC + up x + FC = 278 (need wall)
burst ESD up x + FC + up x + FT = 288 (need wall)
burst ESD back y + FT + up x + FC = 299 (need wall)
burst ESD up y + up x + FC = 292 (need wall)
burst ESD up y + FT + up x + FC = 309 (need wall)
burst ESD up y + FT + FT = 311 (need wall)
WALL COMBOS: (these are raw values starting in the corner; since duel automatically shifts to field after a certain amount of damage, some of the stronger combos can be cut short if you've dealt significant damage in duel phase already, and some combos actually force a phase shift in the middle of a move. i'll note which combos force phase shift in a later update)
(many combos starting with flamethrower will whiff on smaller pokemon; most were tested on suicune but drop on machamp, and whiff or otherwise don't link well on pokemon like pikachu; haven't had a chance to test every combo on every pokemon yet)
(note: you can throw in a SD after any one mid-combo FT to extend the ESD, but it doesn't increase damage in burst ESD combos unless your ESD would run out; some of these combos are listed)
back y + up x + FC = 185
back y + up x + SD FC + FT = 233
back y charge + up x + SD FC + FT = 265
LS + FT = 112 (LS is good for hitting short characters with flamethrower, at the cost of some damage scaling)
LS + up x + FC = 128
SD LS + FT = 132
SD LS + up x + FC = 148
up y + up x + FC = 202
up y + up x + SD FC + FT = 268
up x + SD FT + FT = 227
up x + SD FC + FT = 192
up x + SD FC + up x + FC = 221
up x + up x + FC = 198
up x + up x + SD FC = 204
up x + up x + SD FC + up x = 243
up x + up x + SD FC + FT = 246
up x + up x + SD FC + FT = 277
jump x + LS + FT = 164
jump x + SD LS + FT = 180
jump x charge + up x + FC = 235
FT + SD + up x + FC + FT = 199
FT + SD + FT + FT = 211
FT + SD + FT + up x + FC = 216
SD FT + SD + FT + FT = 245
SD FT + SD + FT + up x = 245
burst up x + FT + FT = 250
burst up x + SD FT + FT = 284
burst FT + FT + FT = 274
burst up x + FT + up x + FC = 281
burst back y + up x + SD FC + FT = 313
burst FC + up x + FC + FT = 265
burst SD FC + up x + FC + FT = 302
burst SD FC + up x + FC + up x + FC = 305
burst LC + PFC = 204
burst jump x + LC + PFC = 244
ESD LS + up x + FC = 190
ESD + up x + up x + FC = 251
ESD + up x + FC + up x + FC = 282
ESD + jump x + LS + FT = 228
ESD + jump x + LS + up x + FC = 242
ESD + FT + FT = 244
ESD + FT + SD + FT = 257
ESD + FT + up x + FC = 245
ESD + up x + FT + up x + FC = 266
ESD FT + SD + FT + up x = 290
ESD + jump x charge + FT + up x + FC = 314
ESD + jump x charge + up x + FC + FT = 316
burst ESD + FT + FT = 275
burst ESD LS + FT + FT = 293
burst ESD + up x + FC + FT = 281
burst ESD + FT + FT + up x = 308
burst ESD + FT + FT + FT = 308
burst ESD + FT + up x + FC + FT = 300
burst ESD + up x + FC + up x + FC = 302
burst ESD + FC + up x + FC + FT = 302
burst ESD + FC + up x + FC + up x + FC = 305
burst ESD + up x + FT + up x + FC = 312
burst ESD + up x + up x + FC + FT = 313
burst ESD + jump x charge + up x + FC + FT = 321
burst ESD + jump x charge + FT + up x + FC = 322
burst ESD + jump x charge + up x + FC + up x + FC = 323
burst ESD LS + PFC = 244
burst ESD jump x + LC + PFC = 274
burst ESD jump x charge + PFC = 283
burst ESD jump x charge + up x + FC + PFC = 293 (final hit of PFC deals 3 damage.....)
burst ESD jump x charge + FT + PFC = 293 (final hit of PFC deals 6 damage...)
burst ESD FT + up x + FC + PFC = 300 (animation doesn't play; first tick of damage causes wall bounce)
burst ESD FT + FT + PFC = 308 (again no animation)
SD FS + up x + FC = 232
ESD + FS + up x + FC = 263 (charging fire spin here deals less damage...)
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I'll occasionally update this post with more of my own combos when I find more, and if other people find good combos that aren't listed here you can post them (preferably in this format) and I'll throw them in.
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