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- Seen Aug 19, 2019
So, guys, I'm sorry that I've been on such a long hiatus from the game; not only was work getting in the way, but I was also getting increasingly bored with the game. But after a few months of playing other fighting games- and realizing that I'm total bollucks at any other fighting game besides Pokken- I decided to reenter the fray. A fair warning: this guide may be just a tad bit shorter than my other threads, since I'm not much into playing technical characters, and Gardevoir is more or less the epitome of tech. With that out of the way- let's begin!
General:
Gardevoir is an R34-type -just kidding- she's actually psychic/fairy; it is my adamant belief that Gardevoir got into the game PURELY off her top-tier waifu status alone. Gardevoir is a bit slow maneuvering, but if you're already used to playing slow characters, then Gardevoir should be no problem. Gardevoir takes a lot of skill to master- a good Gardevoir main can control the entire match from round 1. Or Gardevoir can take absolutely zero skill to master- just saturate the entire field with projectiles, and you'll be fine. Pick and choose. But the one thing she can't do is close-quarters combat: most of her non-projectile moves are too slow to challenge other characters with. Once she gets pinned to the wall, she stays pinned to the wall, and gets comboed for days. So don't be shy about using your counter! Speaking of her counter, I've been fiddling around with it, and found like, 8 or 9 possible combos with it.
Field Phase:
Gardevoir excels at field phase- keep her in field phase for as long as possible! Nuetral-Y produces a sphere of psychic energy she throws at the enemy- tapping Y again will follow up with an uncharged forward-Y. Her side-Y has excellent coverage and range, and can give you enough time to charge a Calm Mind if the opponent decides to block or jump it. Her charged forward-Y can paralyze your opponent on the spot, allowing for an easy follow-up of your choosing- even another forward-Y; her regular forward-Y is powerful enough to take the match straight to duel phase in just one hit. Back-Y is only effective on airborne opponents; I don't use it so much, since I miss the air read to hit it. Jump-Y covers a great deal of the field, and can even take the match to field phase if it lands a hit.
Her neutral-A, Psyshock, is a powerful attack, able to nullify weak projectiles, and will even shift to duel phase if it lands. But say your finger was glued to the A button, and you decide to release it- what happens? Moon Blast happens. Her Calm Mind I'll go into more depth later, but for now, your best options for playing keep-away are Psyhic and Energy Ball. Psychic is slow on startup, and will dissolve if you take even one hit, but homes on the enemy fighter, and is powerful enough to paralyze the opponent once it fully connects. Energy Ball produces a large green sphere of energy that you can dissolve into several other smaller projectiles by pressing Y. Magical Leaf is more optimally used in field than than duel phase, able to home in on the opponent and take the match to duel phase if all pedals connect (I think).
In my opinion, Gardevoir likes to fight in large or narrow stages, Phos Volcano, Regi Ruins, and Old Ferrum Town (Winter) being a few I can name.
Duel Phase:
Duel Phase is where she struggles a bit, but isn't bad enough to break her- you just need to play a little smart, is all. For starters: STAY AS FAR AWAY FROM THE WALLS AS POSSIBLE. That should already be your general plan while playing all the other characters, but with Gardevoir, walls are her bane of existence! Not even her status as "Waifu Goddess" will save her from a simple wall combo. So for some part of the duel phase game, you're looking to play a defensive game until you can find an opportunity to get in and get dirty.
Her counter may have a small hitbox, but it opens up many opportunities for combos. Seriously, I think I found like, 8 combos starting with just her counter. Two of which I can think of are: Counter, X, X; and Counter, down-Y, Y, Y, Y, Y.
In Duel Phase, she can use Future Sight by pressing either Up-A, or Down-A. These are read-heavy moves, as they require the opponent to be in a specific spot to be hit.
Calm Mind
Now why did I give Calm Mind its own category, you may be thinking? Because Calm Mind is like, 5 moves in 1, and I thought it'd be too much to talk about under the duel phase category, and decided to just give it it's own.
Calm Mind is her most versatile weapon. By pressing back-A, Gardevoir gains a floating ring around her body, a max of 3 rings. Calm Mind is slow on start-up, so I don't recommend using it while an opponent is attacking. But Calm mind itself is just a charge animation:
-Pressing A again produces Dazzling Gleam, a counter-like move with wide range. I like using this before an opponent attacks, or while they're pinned to the wall.
-Pressing X produces Psychic.
-Pressing Y produces Energy Ball.
-Pressing B produces Teleport, allowing her to jump and dodge an attack in an instant.
-And pressing forward-A produces Stored Power, a powerful attack that launches the foe back relative to the number of times you used Calm Mind, and restarts the Calm Mind.
Support
Magneton/Quagsire is a great set to use with Gardevoir. Sure they're both slow, but since you're playing defensively with Gardevoir, you can at least get them off once per match. Of the set, Quagsire's my favorite- locking the opponent in enough shieldstun for me to just straight up walk up to them and grab them, or just put them out of their misery with an easy Psyshock. Magneton I have trouble hit confirming, however, you CAN combo your Stored Power(with at least 1 charge) into it.
If you're a scrub like me who's always missing his Magneton combo, then Rotom/Togekiss is another great set. Rotom dissuades the opponent from taking to the air (at all), and Togekiss gives Gardevoir a nice boost in speed and health.
So guys, there we have it- the long awaited Gardevoir thread. Overall, Gerdevoir's a bit tricky to play- you really gotta main her to actually play well with her. But she is definitely rewarding when you sink a good number of hours a day into her.
Next thread will be on Braixen
![[PokeCommunity.com] How to be a Waifu- Gardevoir Guide [PokeCommunity.com] How to be a Waifu- Gardevoir Guide](https://media.giphy.com/media/rSgVXiZCDmhag/giphy.gif)
General:
Gardevoir is an R34-type -just kidding- she's actually psychic/fairy; it is my adamant belief that Gardevoir got into the game PURELY off her top-tier waifu status alone. Gardevoir is a bit slow maneuvering, but if you're already used to playing slow characters, then Gardevoir should be no problem. Gardevoir takes a lot of skill to master- a good Gardevoir main can control the entire match from round 1. Or Gardevoir can take absolutely zero skill to master- just saturate the entire field with projectiles, and you'll be fine. Pick and choose. But the one thing she can't do is close-quarters combat: most of her non-projectile moves are too slow to challenge other characters with. Once she gets pinned to the wall, she stays pinned to the wall, and gets comboed for days. So don't be shy about using your counter! Speaking of her counter, I've been fiddling around with it, and found like, 8 or 9 possible combos with it.
Field Phase:
Gardevoir excels at field phase- keep her in field phase for as long as possible! Nuetral-Y produces a sphere of psychic energy she throws at the enemy- tapping Y again will follow up with an uncharged forward-Y. Her side-Y has excellent coverage and range, and can give you enough time to charge a Calm Mind if the opponent decides to block or jump it. Her charged forward-Y can paralyze your opponent on the spot, allowing for an easy follow-up of your choosing- even another forward-Y; her regular forward-Y is powerful enough to take the match straight to duel phase in just one hit. Back-Y is only effective on airborne opponents; I don't use it so much, since I miss the air read to hit it. Jump-Y covers a great deal of the field, and can even take the match to field phase if it lands a hit.
Her neutral-A, Psyshock, is a powerful attack, able to nullify weak projectiles, and will even shift to duel phase if it lands. But say your finger was glued to the A button, and you decide to release it- what happens? Moon Blast happens. Her Calm Mind I'll go into more depth later, but for now, your best options for playing keep-away are Psyhic and Energy Ball. Psychic is slow on startup, and will dissolve if you take even one hit, but homes on the enemy fighter, and is powerful enough to paralyze the opponent once it fully connects. Energy Ball produces a large green sphere of energy that you can dissolve into several other smaller projectiles by pressing Y. Magical Leaf is more optimally used in field than than duel phase, able to home in on the opponent and take the match to duel phase if all pedals connect (I think).
In my opinion, Gardevoir likes to fight in large or narrow stages, Phos Volcano, Regi Ruins, and Old Ferrum Town (Winter) being a few I can name.
Duel Phase:
Duel Phase is where she struggles a bit, but isn't bad enough to break her- you just need to play a little smart, is all. For starters: STAY AS FAR AWAY FROM THE WALLS AS POSSIBLE. That should already be your general plan while playing all the other characters, but with Gardevoir, walls are her bane of existence! Not even her status as "Waifu Goddess" will save her from a simple wall combo. So for some part of the duel phase game, you're looking to play a defensive game until you can find an opportunity to get in and get dirty.
Her counter may have a small hitbox, but it opens up many opportunities for combos. Seriously, I think I found like, 8 combos starting with just her counter. Two of which I can think of are: Counter, X, X; and Counter, down-Y, Y, Y, Y, Y.
In Duel Phase, she can use Future Sight by pressing either Up-A, or Down-A. These are read-heavy moves, as they require the opponent to be in a specific spot to be hit.
Calm Mind
Now why did I give Calm Mind its own category, you may be thinking? Because Calm Mind is like, 5 moves in 1, and I thought it'd be too much to talk about under the duel phase category, and decided to just give it it's own.
Calm Mind is her most versatile weapon. By pressing back-A, Gardevoir gains a floating ring around her body, a max of 3 rings. Calm Mind is slow on start-up, so I don't recommend using it while an opponent is attacking. But Calm mind itself is just a charge animation:
-Pressing A again produces Dazzling Gleam, a counter-like move with wide range. I like using this before an opponent attacks, or while they're pinned to the wall.
-Pressing X produces Psychic.
-Pressing Y produces Energy Ball.
-Pressing B produces Teleport, allowing her to jump and dodge an attack in an instant.
-And pressing forward-A produces Stored Power, a powerful attack that launches the foe back relative to the number of times you used Calm Mind, and restarts the Calm Mind.
Support
Magneton/Quagsire is a great set to use with Gardevoir. Sure they're both slow, but since you're playing defensively with Gardevoir, you can at least get them off once per match. Of the set, Quagsire's my favorite- locking the opponent in enough shieldstun for me to just straight up walk up to them and grab them, or just put them out of their misery with an easy Psyshock. Magneton I have trouble hit confirming, however, you CAN combo your Stored Power(with at least 1 charge) into it.
If you're a scrub like me who's always missing his Magneton combo, then Rotom/Togekiss is another great set. Rotom dissuades the opponent from taking to the air (at all), and Togekiss gives Gardevoir a nice boost in speed and health.
So guys, there we have it- the long awaited Gardevoir thread. Overall, Gerdevoir's a bit tricky to play- you really gotta main her to actually play well with her. But she is definitely rewarding when you sink a good number of hours a day into her.
Next thread will be on Braixen
![[PokeCommunity.com] How to be a Waifu- Gardevoir Guide [PokeCommunity.com] How to be a Waifu- Gardevoir Guide](https://media.giphy.com/media/dpCeYSbe2blok/giphy.gif)