Pokemon: Close Combat/Breloom: Difference between revisions
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(Undo revision 323653 by StupeLikesRushdowns (talk) Keep humor, memes, and jokes to a minimum. In particular, avoid making extensive edits just to add jokes.) Tag: Undo |
(Minor cleanup) |
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|description= Breloom smacks the enemy with their tail. | |description= Breloom smacks the enemy with their tail. | ||
*Key normal for Breloom, strong neutral check and pressure starter | *Key normal for Breloom, strong neutral check and pressure starter | ||
*Often used for punishes due to | *Often used for punishes due to its comparatively lenient cancel options | ||
*Links into 6A, 3A, or itself on counterhit | *Links into 6A, 3A, or itself on counterhit | ||
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|description= Breloom extends a jab upwards. | |description= Breloom extends a jab upwards. | ||
*Breloom's anti-air normal. Very reliable from range, but has a deadzone close to their head | *Breloom's anti-air normal. Very reliable from range, but has a deadzone close to their head | ||
*Plus on block, but can whiff on crouching hurtboxes and leaves too far to threaten frametraps. Even then, due to 8f at fastest normals, the most Breloom can do is threaten a trade | *Plus on block, but can whiff on crouching hurtboxes and leaves too far to threaten frametraps. Even then, due to 8f at fastest normals, the most Breloom can do is threaten a trade | ||
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|description= Breloom follows up with an additional upwards jab. | |description= Breloom follows up with an additional upwards jab. | ||
*Whiffs on grounded opponents, making this exclusively a juggle tool | *Whiffs on grounded opponents, making this exclusively a juggle tool | ||
*Easily cancels & juggles into 6B, making Breloom's antiair substantially more rewarding | *Easily cancels & juggles into 6B, making Breloom's antiair substantially more rewarding | ||
*Will whiff after antiair 4A at certain ranges | *Will whiff after antiair 4A at certain ranges | ||
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|description= Breloom extends a horizontal jab towards the opponent. | |description= Breloom extends a horizontal jab towards the opponent. | ||
*Slightly further range than 5A, with higher reward from range | *Slightly further range than 5A, with higher reward from range | ||
*6A with none of its follow-ups is low risk low reward, ideal for baiting out jump-ins | *6A with none of its follow-ups is low risk low reward, ideal for baiting out jump-ins | ||
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|description= Breloom follows their horizontal jab with another. | |description= Breloom follows their horizontal jab with another. | ||
*Can be whiff cancelled from 6A, allowing you to control horizontal space for longer | *Can be whiff cancelled from 6A, allowing you to control horizontal space for longer | ||
*Can frame-trap with 6B, punishing those looking to take initiative after blocking your pokes | *Can frame-trap with 6B, punishing those looking to take initiative after blocking your pokes | ||
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|description= Breloom unleashes a flurry of jabs. | |description= Breloom unleashes a flurry of jabs. | ||
*Can be whiff-cancelled from 6AA, allowing you to control space even longer at risk of being very | *Can be whiff-cancelled from 6AA, allowing you to control space even longer at risk of being very committal | ||
*Unsafe, but difficult to punish when spaced correctly | *Unsafe, but difficult to punish when spaced correctly | ||
*Combos into 623B on hit, can be C-Cancelled forward for pressure on block or combos on hit (including 3a, to refund the price of C- | *Combos into 623B on hit, can be C-Cancelled forward for pressure on block or combos on hit (including 3a, to refund the price of C-Cancel) | ||
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|active = 17 | |active = 17 | ||
|recovery = 14 | |recovery = 14 | ||
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|description= Breloom charges forward with a headbutt | |description= Breloom charges forward with a headbutt | ||
*A grounded poke intended to be spaced, as | *A grounded poke intended to be spaced, as its active frames mean its more plus the further out it's used from | ||
*Ideal to use with 2B or 4B active on screen | *Ideal to use with 2B or 4B active on screen | ||
*+15 on hit | *+15 on hit and +2 on block at ideal spacing, integral part of Breloom's grounded keepaway | ||
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|description= Breloom sweeps the opponent's leg with their tail. | |description= Breloom sweeps the opponent's leg with their tail. | ||
*Standard sweep. Builds meter on hit, can be linked into with proper meter usage and 2B followup | *Standard sweep. Builds meter on hit, can be linked into with proper meter usage and 2B followup | ||
*Cancel into 426B immediately combos into Spore Cannon, delayed cancel allows you to run knockdown pressure while regaining a bar | *Cancel into 426B immediately combos into Spore Cannon, delayed cancel allows you to run knockdown pressure while regaining a bar | ||
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|description= Breloom kicks at the opponent in mid-air | |description= Breloom kicks at the opponent in mid-air | ||
*Advantage assumes done at lowest possible height | *Advantage assumes done at lowest possible height | ||
*Breloom's most standard jump-in | *Breloom's most standard jump-in, can cross-up and lead into pressure/combos | ||
*Cancel into 44B does not combo outside of the corner | *Cancel into 44B does not combo outside of the corner | ||
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|description= Breloom swings with their tail in mid-air | |description= Breloom swings with their tail in mid-air | ||
*Advantage assumes done at lowest possible height | *Advantage assumes done at lowest possible height | ||
*Ideal horizontal air-to-air due to its fantastic disjoint at the tail | *Ideal horizontal air-to-air due to its fantastic disjoint at the tail | ||
*Can hit a grounded opponent from further out compared to j5A and creates more blockstun, at the cost of slower startup | *Can hit a grounded opponent from further out compared to j5A and creates more blockstun, at the cost of slower startup | ||
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|description= Breloom swings their tail, lobbing an explosive seed bomb. | |description= Breloom swings their tail, lobbing an explosive seed bomb. | ||
*Key zoning tool for Breloom, enabling their neutral control | *Key zoning tool for Breloom, enabling their neutral control | ||
*Can be input with 4B or 5B, changing the trajectory and travel time of the seed bomb | *Can be input with 4B or 5B, changing the trajectory and travel time of the seed bomb | ||
*If the tail makes direct contact with the opponent, the seed will not come out and instead will do 5 damage (compared to the 4 of the projectile) | *If the tail makes direct contact with the opponent, the seed will not come out and instead will do 5 damage (compared to the 4 of the projectile) | ||
*The seed projectile can be "juggled" by 5A, 3A & j8A, predominantly when used with 4B. This hit severely alters the speed and trajectory of seeds | *The seed projectile can be "juggled" by 5A, 3A & j8A, predominantly when used with 4B. This hit severely alters the speed and trajectory of seeds | ||
*If the tail counterhits or trades, it can be easily followed up with 6B | *If the tail counterhits or trades, it can be easily followed up with 6B | ||
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|description= Breloom cries out and extends their arms, latching onto the opponent. | |description= Breloom cries out and extends their arms, latching onto the opponent. | ||
*Can be extended by pressing 5B multiple times during hit animation, spending bar an additional 3 damage to the opponent and 3 healing for Breloom | *Can be extended by pressing 5B multiple times during hit animation, spending bar an additional 3 damage to the opponent and 3 healing for Breloom | ||
*Difficult to land due to a lack of cancel-options, but high reward as it heals Breloom for 3 health | *Difficult to land due to a lack of cancel-options, but high reward as it heals Breloom for 3 health | ||
*When landed early in a combo, and close to the opponent, the knockdown allows for juggle combos afterwards | *When landed early in a combo, and close to the opponent, the knockdown allows for juggle combos afterwards | ||
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|advantage = +36 (KD) [+9] | |advantage = +36 (KD) [+9] | ||
|description= Breloom somersaults forward in mid-air, swinging down with their tail while releasing a seed bomb towards the ground. | |description= Breloom somersaults forward in mid-air, swinging down with their tail while releasing a seed bomb towards the ground. | ||
*Advantage assumes done at lowest possible height | *Advantage assumes done at lowest possible height | ||
*Another key element of Breloom's kit. Allows them to control a unique area of space while remaining off the ground, checking approaches | *Another key element of Breloom's kit. Allows them to control a unique area of space while remaining off the ground, checking approaches | ||
*Projectile is only released if the tail does not directly hit the opponent. There is one "sweet spot" where both the tail and the projectile will connect on the opponent, leading to devastating advantage and damage | *Projectile is only released if the tail does not directly hit the opponent. There is one "sweet spot" where both the tail and the projectile will connect on the opponent, leading to devastating advantage and damage | ||
*Generally plus on block if done at the mid-point of their jump-arc or later | *Generally plus on block if done at the mid-point of their jump-arc or later | ||
*Able to punish certain antiair attempts, forcing the opponent to respect your air presence | *Able to punish certain antiair attempts, forcing the opponent to respect your air presence | ||
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|description= Breloom shoots their arms out faster & further, draining the life from their opponent. | |description= Breloom shoots their arms out faster & further, draining the life from their opponent. | ||
*Can be extended by pressing 5B multiple times during hit animation, spending bar an additional 3 damage to the opponent and 3 healing for Breloom | *Can be extended by pressing 5B multiple times during hit animation, spending bar an additional 3 damage to the opponent and 3 healing for Breloom | ||
*Easier to land than 6B with quicker startup and more cancel options, at the cost of a bar | *Easier to land than 6B with quicker startup and more cancel options, at the cost of a bar | ||
*When landed early in a combo, and close to the opponent, the knockdown allows for juggle combos afterwards | *When landed early in a combo, and close to the opponent, the knockdown allows for juggle combos afterwards | ||
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|description= placeholder | |description= placeholder | ||
* | *[Redacted] | ||
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|description= Breloom unleashes a slow-moving cloud of spores towards the opponent. | |description= Breloom unleashes a slow-moving cloud of spores towards the opponent. | ||
*Hits an infinite amount of times | *Hits an infinite amount of times until offscreen | ||
*Can be used to take command of neutral, or set up tricky offense | *Can be used to take command of neutral, or set up tricky offense | ||
*Comes out instantly, allowing you to trade with the opponent | *Comes out instantly, allowing you to trade with the opponent | ||
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|description= Breloom rapidly kicks the opponent, sending them fullscreen. | |description= Breloom rapidly kicks the opponent, sending them fullscreen. | ||
*Can combo into 2B's followup | *Can combo into 2B's followup or 426B if they are already on screen when the throw is initiated. | ||
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|description= Breloom tosses the opponent behind them. | |description= Breloom tosses the opponent behind them. | ||
*Can combo into 2B's followup | *Can combo into 2B's followup or 426B if they are already on screen when the throw is initiated. | ||
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Revision as of 18:48, 19 May 2024
Archetype: | Zoner, Set-Up |
Health: | 37 |
Endurance: | 12 |
Endurance Refresh: | 3 |
Walk Speed: | 2.5/-2.15 |
Prejump Frames: | 6 |
Fastest Attack: | 8F (6A/4A) |
He's a fun guy.
Introduction
placeholder introduction
Breloom description |
Pick if you like | Avoid if you dislike |
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Normals
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Specials
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Hyper Moves
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Super
Throws
Combos
Meterless:
Blockstring/Fast Punish
5A x 5B