• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Pokkén Tournament Sycamore's Lab: Braixen Move/Combo Compendium

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
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.

____________________________________________

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)

____________________________________________

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...)

____________________________________________

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.
 
Last edited:

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
Might I make a suggestion? Think you could convert it to a table? Having vanilla, SD, ESD, Burst, and Burst SD combos all in a wall like this seems unnecessary. Maybe just list the optimal combo from each starter for each state?

It's probably worth going over what supports she can combo into also. A bunch of her moves that cancel into supports combo into even heavy hitting attacks like Reshram or Dragonite's, though damage scaling hits them incredibly hard. Back x > support off the top of my head.
 

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
Might I make a suggestion? Think you could convert it to a table? Having vanilla, SD, ESD, Burst, and Burst SD combos all in a wall like this seems unnecessary. Maybe just list the optimal combo from each starter for each state?

It's probably worth going over what supports she can combo into also. A bunch of her moves that cancel into supports combo into even heavy hitting attacks like Reshram or Dragonite's, though damage scaling hits them incredibly hard. Back x > support off the top of my head.
i was literally writing this entire thing down in notepad as i tried stuff out in training, which is why the formatting and organization is pretty whack. i literally wrote down like 1/3 of this and then found out you could do ESD, and then had to redo every combo and see what else i could squeeze out of it. eventually i'll clean it up and have a list of optimal combos off each hit given your SD/ESD status as well, but I've been grinding out Ferrum League lately (just finished the whole thing).

and like i said, i haven't messed with supports yet but i will probably get to them eventually, if someone else doesn't first. the problem with combo supports though, like you said, is how much they scale down your own moves (or are scaled down themselves) during combos. i've only been using utility/disrupt supports for the most part (whimsicott, espeon/umbreon, and am trying out rotom).

Think I found some safe duel-phase blockstrings worth posting:
up x > airdash back
up x + SD FC (think this is barely positive)
up x + SD FC + LS in a wall (light screen pushes you back to a safe distance vs most characters)
burst up x + FC + LS (light screen pushes you wayyyyyyyyy back)

basically you use whichever one you can given your SD/burst status.
Also jump > airdash back > y is pretty good in duel phase, like a short-hop-double-laser kind of thing. Good for safely creating space if you have a lot of room behind you.
 
Last edited by a moderator:

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
Down y > LS also seems to be a block string, and naturally so is SD LS. Y > LS works, and I imagine it's a blockstring from the second hit too but there's no way for the CPU to cooperate. Without SD range can be an issue.

Just goofing around a bit and it seems that the attack buff you can apply in training is the same as the one from ESD.
 

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
Yeah, ESD is a 20% damage bonus, which is the same as supports like Eevee.

Seems like pretty much anything that links into LS on block should be safe because of the sheer distance you get pushed back.

Also worth noting that you can apply SD almost for free off the LS pushback.
 

davidcrimsons

Smash Rookie
Joined
Feb 8, 2015
Messages
9
Location
St. Louis, Missouri
This is really good. I made a post on reddit that is very lackluster compared to this. Id like to say thank you for the effort you have put into this. Do you mind adding this to the reddit braixen thread I created at
https://www.reddit.com/r/PokkenGame/comments/4b94qh/just_thought_id_make_a_braxien_main_thread/ . A bunch of other braixen mains are trying to compile data in to one post and this would be a great help. I understand if you don't want to, but thank you for your hard work.
 

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
This is really good. I made a post on reddit that is very lackluster compared to this. Id like to say thank you for the effort you have put into this. Do you mind adding this to the reddit braixen thread I created at
https://www.reddit.com/r/PokkenGame/comments/4b94qh/just_thought_id_make_a_braxien_main_thread/ . A bunch of other braixen mains are trying to compile data in to one post and this would be a great help. I understand if you don't want to, but thank you for your hard work.
I don't have a reddit account, but feel free to link this thread there. I'll be updating this over time and will probably redo the formatting in the next couple days, so it's probably not worth copy-pasting the whole thing.

I'm also organizing a combo demonstration video with the optimal (highest damage) combo off any given hit and with any given SD/ESD/Burst status, which I'll probably post later this week.

Not really an advanced technique but it takes some effort to use this properly: you can start charging sunny day, and continue performing any other action which doesn't accept an A input while holding the charge.

Example: In Field Phase, guard, then hit and hold A to start charging Sunny Day. Release guard and you can move freely, throw Y projectiles (which will automatically continue firing the full combo), jump, airdash, and jump x, all while continuing to charge.
If you attempt to use a grounded X move, you will instead start charging Counter. And obviously other pokemon moves like Fire Blast are unusable while charging sunny day, until you cancel the charge or finish the charge.

You can stop charging at any time, but if you stop charging at the end of an animation you will probably use Sunny Day. The fastest way to stop charging is to guard for a bit and release A while you're guarding.

Here's some optimized Duel Phase combos, not involving a wall (i.e., they work anywhere on the stage except when you could hit your opponent into a wall mid-combo) and not involving supports (intended to work regardless of the support you chose or if you have support available). I haven't tested these on anyone but Lucario yet but most should work universally; later I'll go through the whole cast and see if there are any that whiff, or any character-specific combos (probably on larger characters).
Grouped by whether you don't have SD, have SD/ESD, or have Burst/Burst+ESD. Organized by combo starter, and very roughly increasing damage. This will be a generally better format than my giant pile of possible strings in the OP, and once I'm finished with the wall combos I'll stick the full list into the OP and spoilerbox the original section for posterity.
Damages are not listed except in a few cases where I had to seriously compare the damage of some similar combos. When I post the exhibition video I'll update with the damages.
When multiple combos are listed for a single starting hit, it means there are reasons to use a given combo over another, such as one causing a phase shift.

non SD:
down y + LS (character specific due to LS short range)
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 (only thing you can do off this hit)
jump x charge + up x + FC
PB charge + up x + FC
counter charge (close) + up x + FC
counter charge (far) + forward y (not suggested bc no real frame advantage)
counter charge (far/furthest)+ down x (less damage but safer bc it forces knockdown)

SD/ESD:
down y + SD LS
down y + SD PB
y + y + y + SD FB
up x + SD FC + FT
back y + y + y + y + SD FT
back y charge + SD FT
jump x (close) + y + y + y + SD FS + FT (165-171) (two spacings give a 6 damage difference and the higher phase shifts; walk forward a step for more dmg)
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 + up x + FC (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/up x (equal damage, up x forces phase shift)
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 + up x + FC + FT (phase shift)
PB charge (far) + FS + FS + FS (phase shift) (263)
PB charge (far) + FS + FS + up x + FC (phase shift) (264)
PB charge (far) + FS + FS + up x + FC (276)
PB charge (far) + FS + FS + up x + FC + FT (phase shift) (277) (very hard to time all hits together, have to whiff early up x hits)
FS + FS + up x + FC + FT (phase shift) (273) (same as above)
counter charge + up x + SD FC + FT


Cool takeaways from this:
SD FS combos into itself, and a lot of other things. And charged FS combos deal less damage, because the moves FS combos into usually deal more damage and end up getting scaled down further by the extra hits.

An additional note on one of the last combos, burst PB charge (far) + FS + FS + up x + FC + FT: to get the maximum damage, you will end up having to whiff part of up x. Sometimes, your FC will actually turn you around before you hit and then fire off FT (deals the same damage), it depends on how you space the up x. The reason you have to whiff part of up x is because otherwise the FC damage forces phase shift; if you miss a couple hits then you can still combo into FT. Depending on which hits you miss you can also get slightly less damage, usually around 271.

I will try to post the demonstration video tomorrow, because some of these combos are probably very hard to visualize and also very hard to space/time properly as well.

EDIT: Another fun note. I totally forgot about testing combos into PFC, and when I did... i was pretty disappointed. I tried replacing several different hits in each combo with PFC and it actually dealt less damage than the original combo in most cases. When it dealt more, it wasn't by much; difference was always less than 20, and usually on the lower end. I'll update later with combos that could have higher damage output by using PFC instead.

Part 1 of my combo exhibition/tutorial is up (or processing, as I post this), featuring pretty much everything in my previous post, along with a few re-optimized combos.
https://www.youtube.com/watch?v=XgT7eMN0wqw
Clocks in at about 20 minutes, so I think the next part will probably be a similar length.

No damage numbers for now, but you can see them in the video. When I get back from work I'll add some stuff to the OP.

Here's the updated version of the above list; I changed a few combos around while making the video.

Combos:
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 + up x + FC
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)
 
Last edited by a moderator:

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
Interesting thing I did earlier by accident... I combo'd up x > FC into another up x > FC on Garchomp. Can't remember if the first was SD'd or not, but either way I haven't been able to recreate it, not that I've tried incredibly hard. Definitely wasn't touching the wall though.
 

Lt. Longshot

Smash Rookie
Joined
Sep 14, 2015
Messages
6
Location
Brisbane, Australia
Interesting thing I did earlier by accident... I combo'd up x > FC into another up x > FC on Garchomp. Can't remember if the first was SD'd or not, but either way I haven't been able to recreate it, not that I've tried incredibly hard. Definitely wasn't touching the wall though.
The only way that could have worked was if the first FC was SD'ed, In the video in OP he showed that if you move forward a little after the SD FC then you can get another up x > FC

EDIT: and during burst

I've started to Lab with support characters, So I've just finished a few hours of Labbing with Rotom. Rotom being a primarily anti-air can allow Braxien to extend or create new combos. When used in combos Rotom adds vertical height to a combo allowing for more (possibly better) combos around the middle of the stage. At the wall Rotom pretty much just presses them against the wall giving a little bit of verticality. And thus Brax has a ton of combos with Rotom. I've, thusfar, listed a bunch of interesting combos. Going to be doing Burst and ESD combos at a later date cause I don't have 12 hours of Labbing time per day >_>. I'm using the same formatting as the OP i've also added various notes and PC = Combos that Phase Change.

So yeah here are a bunch of combos

Mid
Air X (Charge), Supp, FC
Air X (Charge), Supp, Dash, FT
Sup, LS, Up X, FC
Sup, X, (wait)FT
X, Sup, (wait)FT
X, Sup, Side y, Down y, Folowup(unsure what is best after long combo)
Down X, Sup, Side y, Down y, Folowup(as above)
Down X, Sup, FT
Sup, Down X, Up X, FC
Sup, Down A, Up X, FC
Up Y, Sup, (weak) Air X, Up X, FC (PC)
Up Y, Sup, (weak) Air X, Up Y (possible followup)
Up Y, Sup, (weak) Air X, FT
X, Sup, (weak) Air X, FT
X, Sup, (weak) Air X, Up X, FC
Probs more with Sup Down A needs more testing

SD Mid combos
SD FS, Sup, (wait)FT
SD FS, Sup, Up X, FC (Timing strict)
Sup, SD LS, (weak) Air x, (could combo into more needs more testing)
(charge) Air X, Sup, SD FT
X, Sup, SD FC
Down X, Sup, Side y, Down y, SD Folowup(as above)
Down X, Sup, SD FT
Up Y, Sup, (weak) Air X, Up X, SD FC
Up Y, Sup, (weak) Air X, SD FT
X, Sup, (weak) Air X, SD FT
X, Sup, (weak) Air X, Up X, SD FC


Wall Combos
X, Sup, Up X, Up X
Down X, Sup, Up X, Up X
Down X, Sup, LS, LS
Down X, Sup, LS, Up X, Up X
Down X, Sup, LS, Y, Y, Y
Down X, Sup, FT
Down X, Sup, Y, Reset Y jabs, Y, Y, Y, LS
Down X, Sup, Y, Y, Y
Down X, Sup, Up X, FC
Up Y, Sup, Up X, FC
Sup, Down X, Up X, Up X
Sup, X, Up X, FC
Sup, X, FT
Sup, Up Y, X, X
Sup, Up Y, Up X, FC
Sup, Up Y, FT
Up X, Sup, X, X
Up X, Sup, FT
(charge) Air X, Sup, Up X, Up X
(charge) Air X, Sup, FT

SD Wall Combos
Pretty much all of the combos that end in a pokemove work.
(when a little bit away from the wall) SD FS, Sub, Forward Y, Down Y, Followup
Down X, Sub, Up X, SD FC, FT (PC)
Alot of the other combos are like basic wall combos, although you can usually fit a Rotom between the first and second hit

Tell me if I should post this anywhere else.

Also just noticing I forgot all about Back Y OOPS
EDIT: Also gonna test this all on real people sometime I'll Edit in the results, Also I'll record damage later
 
Last edited by a moderator:

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
Interesting thing I did earlier by accident... I combo'd up x > FC into another up x > FC on Garchomp. Can't remember if the first was SD'd or not, but either way I haven't been able to recreate it, not that I've tried incredibly hard. Definitely wasn't touching the wall though.
this can be done during burst by walking forward a tiny bit before the second up x, but it's very tough. although I was testing on lucario, so it probably links much easier on bigger pokes like garchomp. it just requires the enhanced flame charge to work, since it has the bonus hits at the end. I have the combo here: https://www.youtube.com/watch?v=XgT7eMN0wqw&t=12m14s

@longshot thank you so much for labbing rotom, I didnt really want to get to them since I love the utility Whimsicott brings but Rotom was actually the next support I was going to try when I got around to it.
Whimsicott is easily Braixen's best support in matchups where she has to deal with lots of projectiles herself (such as Suicune and the ditto) because it allows her to almost entirely ignore ranged attacks and approach for free when combined with Light Screen. And because Sunny Day charges the support gauge, you can often get three Whimsicotts off in a single round, which is a lot of healing as well.
 

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
Lol, sorry, just skimmed your post and wanted to post it before I forgot.

I like Whimsicott, though mostly because he's paired with Jirachi. Jirachi basically lets you put your SDs into your Burst gauge, and while Burst is active it's a like second attack up. With Jirachi it might just be optimal to Burst whenever given the chance since you'll be getting so much.
 

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
When I started using the support pair I would actually use Jirachi first round then transition to Whimsicott in round 2 after saving my burst, but over time I began to favor the sheer utility of projectile immunity and heals, especially since Braixen has some long startup on her own projectiles which gets completely stuffed by pokemon like Suicune who have fast, full-screen lasers. That's a good point though and I might try that out in matchups where I don't have to worry much about projectiles, like Garchomp or Weavile.
 

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
While I was experimenting with wall combos, I found out something interesting: Braixen's standing X (first hit) can scale up the damage of the next move she uses, and in some cases shifts the damage between multihits (e.g., a move with several hits which all deal the same damage can start lower but have increasing damage).

Some notable examples of the effect, in block quotes for organization purposes:

On a wall, Burst Flamethrower deals 17 damage for 8 hits, then a 44 damage finisher hit, for a total of 180.
Uncharged back y deals 66 damage. Comboing it into Flamethrower causes Flamethrower to deal 12 damage on the first hit, then 15 on the other 7 multihits, then a 40 damage finisher hit. The combo deals 223 damage.
Standing x deals 44 damage. Comboing it into Flamethrower causes Flamethrower to deal 15 damage on the first hit, then 18 on the other 7 multihits, then a 48 damage finisher hit. The combo deals 233 damage.

In theory, even without move scaling, burst x + FT would deal 224 damage. This is roughly a 5% increase in damage. As opposed to burst back y + FT, which should deal 246 but instead deals 223, roughly a 10% decrease in damage.
Burst up x deals 22 damage for 3 hits, then 33 on a fourth hit, for a total of 99 damage. Burst x + up x causes up x to deal 20, 24, 24, and 36 damage on the multihits, for a total of 104, roughly a 5% increase.
Using x a second time in a row prevents the next move from being scaled further, and in some cases can reset or reverse the scaling.

Using the previous example, x into burst flamethrower on a wall, instead doing x + x + FT has flamethrower dealing the exact same damage as before on the multihits but only 30 damage on the final hit for a total of 174, despite the second x itself having been scaled down. Using x prevented flamethrower from being scaled down horrendously during the combo.
This even applies to Psyfirecracker. The whole move deals 11 damage for 5 multihits (55 damage) then 130 damage in a final hit. x + PFC has it deal 10 on the first hit and 12 on the rest (58 damage) then 147 damage on the final hit, for a total of 205, roughly a 10% increase in damage. Using x a second time before the PFC bumps the first hit up to 12 damage, but ends up scaling the final hit back down to 126 damage, roughly breaking even at 186.
However, it doesn't stack well with Enhanced Sunny Day. Burst ESD x + FT has flamethrower dealing 205 damage, down from the 212 damage that raw Burst ESD FT deals.

For some reason does stack decently with PFC; x + PFC has it dealing 219, down from 221. A second x causes it to deal 184.
I wish this were more useful, but as it is there's one really obviously strongest wall combo out of standing x for each state you're in. It can be useful if you are running out of burst and would rather get your burst attack off, because x + x + PFC deals 270 damage (and 284 with ESD).

Move scaling is weird.

Anyway, I also have what I believe to be optimized wall combos. I will probably make the video tomorrow, so until then you can take a gander at what I'll be including.

If a combo has [precise] at the end, it means it requires precise spacing/timing to perform properly. Exact precision requirements will be gone over in the video.

WALL: (combos which involve a wall stun)

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) [precise]
back y (charge) + up x + FC (217) (wall crumple)
up y + up y + up x + FC (272) (phase shift) [precise]
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 (269) (wall crumple)
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) [precise]

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) [precise]
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) [precise]
FT + ESD + FT + FT (290) (phase shift)
FC + up x + FC + FT (265) (phase shift)
 
Last edited:

Phampy

Smash Journeyman
Joined
Jan 6, 2008
Messages
299
Location
Southern California
NNID
Phampy
Picked up Braixen today and I'm not sure if this is 100% legit but it seems like a good option when you don't have a Sunny Day stocked up. I figured out you can do a meaty fire spin and set up some stuff with it.

Setup 1:
back Y > YYY > forward A (charge)

Setup 2:
YYY > back A > forward A (charge)

This sets them up so they wake up or land in a meaty fire spin. They either take the hit in which case you do forward Y which I believe should force a phase switch or they'll attempt to block it in some cases. If they try to counter attack their way through, toss forward Y and it should land you some damage since counter attack can't outlast a charged firespin followed by forward Y.

If they choose to block it which I assume most people will, you can attempt to break their guard. I usually run Frogadier and this is what my full setup would look like:

YYY > back A > forward A (charge) > opponent wakes up and blocks > call Frogadier > forward Y > second wave of Frogadier projectiles > XX > guard break

I think they might be able to counter attack their way out of the guard break setup but for those that are unsuspecting might just hold shield. I'd like to think with tighter timing it might be hard to escape.

Alternatively, you could just walk up and mix them up while they're blocking fire spin. Anyways this is my little contribution after messing with the character for a bit. I'll check out your vids soon Detta! Hope I can find some good stuff with this character in your video!
 

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
Here's part 2 of my duel phase combo tutorial/exhibition, featuring wall combos and a couple of re-optimized combos from my last video.

The combos included:
UPDATED (NON-WALL):
y + y + y + SD FS + FT (155) OR up x + FC (154) (phase shift)
up x + SD FC + forward y + down y + 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) [precise]
back y (charge) + up x + FC (217) (wall crumple)
up y + up y + up x + FC (272) (phase shift) [precise]
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 (269) (wall crumple)
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) [precise]

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) [precise]
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) [precise]
FT + ESD + FT + FT (290) (phase shift)
FC + up x + FC + FT (265) (phase shift)

Although not included in this writeup, I included a ton of combos into Psyfirecracker at the end of the video. I mention it in both videos, but I don't think comboing into Psyfirecracker is ever worth it; even if you think you shouldn't waste it, it always deals less damage in a combo than the original combo would deal.
 

Dotty

Smash Rookie
Joined
Oct 17, 2014
Messages
3
I'd love to use all these wall combos, but I am almost never in a situation where I've backed the opponent against the wall to do them. Any advice on how to get them against the wall?
 

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
I'd love to use all these wall combos, but I am almost never in a situation where I've backed the opponent against the wall to do them. Any advice on how to get them against the wall?
In burst I often walk people to the wall or just up x + FC on their guard. but that's only because they don't know how to deal with it lol. certain phase shifts will end you up with the right positioning.
 

EODM07

Smash Hero
Joined
Mar 26, 2015
Messages
6,835
Location
"That's Classified" - Mikuru
NNID
EODM07
3DS FC
3823-9238-9070
Since I main Braixen, and your combos guide have been VERY helpful.

I think I definitely should watch this thread. :yeahboi:

Don't worry, I will most definitely...
 

chipz

Smash Apprentice
Joined
Jun 11, 2014
Messages
99
will you be covering support combos?
they seem to vary greatly, like magneton comboing only from up Y, and sunny day flame charge and fire spin (afaik)

that and mixups which she seems to have a lot of
 
Last edited:

dettadeus

Smash Lord
Joined
Nov 13, 2010
Messages
1,954
Location
drowning in pixels
I personally will not be covering support combos because I have only been using utility supports (Jirachi/Whimsicott set) but if people want me to do a similar combo tutorial/exhibition video with support combos that have been found I could probably do that. I just don't want to spend 2 hours on each support trying to find combos when I probably won't be using any of them myself.

I know there are quite a few people who value different things in their supports and have been working on support combos with pokemon like Farfetch'd and Frogadier though, there's a thread on Pokken Arena: http://pokkenarena.boards.net/thread/916/multishines-brax-support-combo-compendium
 

chipz

Smash Apprentice
Joined
Jun 11, 2014
Messages
99
in Burst you can get an easy 281 damage with four uncharged fire spins into uncharged air X
(Field Phase)
only tested vs garchomp, gets 295 with enhanced sunny day or eevee
 
Last edited:

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
Found this on Reddit: https://www.reddit.com/r/PokkenGame/comments/4edzzf/braixen_rocket_cancel_and_up_x_loops/

Flame Charge can be used to "autocancel" up X when used right when you touch the ground, and then you can use something else to combo out of it since it reduces the endlag. Namely another up X.

Seems there's going to be a real balance patch tonight. Should be patch notes so we don't have to go through the same song-and-dance we do with SSB4. I'll probably test the changes if they're relevant to combos.
 

Zeekfox

Smash Cadet
Joined
Apr 14, 2015
Messages
68
Location
Raleigh, North Carolina
In terms of supports, I mostly just use Fennekin because I feel like I really need the ability to create space when under pressure. With Fennekin, a hit at range or in field phase, all you really get as a followup is a psybeam shot, though if you know your opponent's at 1 HP (supports don't KO), that's all you need.

Up close in Duel?
Fennekin -> forward Y (boomerang) -> down Y -> Flamethrower
I didn't come up with that, but rather saw DC (DCwastaken on twitch) do it on stream, and I think it's an optimal conversion off a close Fennekin hit.
 

Szion

Smash Journeyman
Joined
Jan 26, 2013
Messages
329
this is so much more fun than my main, lucario.

depressing

lit guide, fam =)
 
Top Bottom