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<div style="display: flex; flex-direction: column; flex:9; padding: 1em"> | <div style="display: flex; flex-direction: column; flex:9; padding: 1em"> | ||
− | Pocket Fighter | + | Pocket Fighter AKA Super Gem Fighter: Mini Mix |
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1997 Capcom | 1997 Capcom | ||
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= Characters = | = Characters = | ||
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<div> | <div> | ||
<div> | <div> | ||
− | <div style="display: inline-block; text-align: center">[[File:Pf-gouki-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-gouki-sel.png|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-ryu-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-ryu-sel.png|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-ken-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-ken-sel.png|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-dan-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-dan-sel.png|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=5}}</div> |
</div> | </div> | ||
<div> | <div> | ||
− | <div style="display: inline-block; text-align: center">[[File:Pf-chun-li-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-chun-li-sel.png|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-sakura-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-sakura-sel.png|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-morrigan-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-morrigan-sel.png|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-lei-lei-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-lei-lei-sel.png|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}</div> |
</div> | </div> | ||
<div> | <div> | ||
− | <div style="display: inline-block; text-align: center">[[File:Pf-felicia-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-felicia-sel.png|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-tabasa-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-tabasa-sel.png|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-zangief-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-zangief-sel.png|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=5}}</div> |
− | <div style="display: inline-block; text-align: center">[[File:Pf-ibuki-sel.png | + | <div style="display: inline-block; text-align: center">[[File:Pf-ibuki-sel.png|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=5}}</div> |
</div> | </div> | ||
</div> | </div> | ||
− | + | == Basic Controls == | |
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− | == Controls == | ||
<div class="PF-how-to"> | <div class="PF-how-to"> | ||
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{| class="wikitable" | {| class="wikitable" | ||
| style="text-align:center" | [[File:Pf-p.png|P|link=]] | | style="text-align:center" | [[File:Pf-p.png|P|link=]] | ||
− | Punch | + | | Punch |
| style="font-size: 0.85em" | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab). | | style="font-size: 0.85em" | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab). | ||
|- | |- | ||
− | | style="text-align:center" | [[File:Pf-k.png|K|link=]] | + | | style="text-align:center" | [[File:Pf-k.png|K|link=]]|| Kick |
− | Kick | ||
| style="font-size: 0.85em" | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong). | | style="font-size: 0.85em" | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong). | ||
|- | |- | ||
| style="text-align:center" | [[File:Pf-s.png|S|link=]] | | style="text-align:center" | [[File:Pf-s.png|S|link=]] | ||
− | Special | + | | Special |
− | | style="font-size: 0.85em" | Guard Crush, Counters, and Easy Inputs. This was | + | | style="font-size: 0.85em" | Guard Crush, Counters, and Easy Inputs. This was rightmost button in AC (Fierce). |
|- | |- | ||
| style="text-align:center" | [[File:Pf-start.png|Taunt|link=]] | | style="text-align:center" | [[File:Pf-start.png|Taunt|link=]] | ||
− | Taunt | + | | Taunt |
| style="font-size: 0.85em" | Taunt and cycle to the next item in your inventory. This was the Start button in AC. | | style="font-size: 0.85em" | Taunt and cycle to the next item in your inventory. This was the Start button in AC. | ||
|} | |} | ||
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[<span class="mw-customtoggle-throw" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>] | [<span class="mw-customtoggle-throw" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>] | ||
<div id="mw-customcollapsible-throw" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;"> | <div id="mw-customcollapsible-throw" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;"> | ||
− | # | + | # Damage reduction on throw tech (SFII style) |
− | # | + | # Tech window starts after a throw connects |
− | # Same frame throws | + | # Same frame throws favor P2 |
− | # Throws | + | # Throws tend to outrange normals |
− | # | + | # Many moves have throw invul. ('''Ex'''clusion: '''Guard Crush''', '''Throw''') |
− | # | + | # Can mash normals to avoid throws |
− | + | # Can throw with negative edge | |
− | # | + | # Throw comes out during crouch |
− | + | # Command throws are considered special moves | |
− | # Throw | ||
− | # | ||
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</div> | </div> | ||
</div> | </div> | ||
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[<span class="mw-customtoggle-dash" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>] | [<span class="mw-customtoggle-dash" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>] | ||
<div id="mw-customcollapsible-dash" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;"> | <div id="mw-customcollapsible-dash" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;"> | ||
− | # | + | # Backdash has no invul. frames |
− | # | + | # Backdash is cancellable ('''In'''clusion: '''Guard Crush Counter''', '''Taunt''') |
− | # | + | # Dash & Run are cancellable ('''Ex'''clusion: '''5P''', '''5K''', '''Mega Crush''', '''Item Ball''', '''Block''') |
# Dashes cannot be cancelled by movement | # Dashes cannot be cancelled by movement | ||
# Run is cancellable by movement but needs recovery anim. before blocking | # Run is cancellable by movement but needs recovery anim. before blocking | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
After you fall to the ground from an unrecovered '''Launch''' or a '''Juggle''', you'll land on your back '''Knocked Down'''. To disrupt your opponent's offense, you have the option of moving '''left''' or '''right''' by '''Rolling''' before you get up. Each button travels a different length. | After you fall to the ground from an unrecovered '''Launch''' or a '''Juggle''', you'll land on your back '''Knocked Down'''. To disrupt your opponent's offense, you have the option of moving '''left''' or '''right''' by '''Rolling''' before you get up. Each button travels a different length. | ||
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</div> | </div> | ||
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<big>'''[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]'''</big> | <big>'''[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]'''</big> | ||
− | <small>''Roll | + | <small>''Roll''</small> |
</div> | </div> | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
After you get '''Thrown''' into the air or otherwise '''Launched''' by various different methods, you can take control of the situation and adjust your flight path by performing an '''Air Recovery'''. After flipping yourself upright again by pressing '''Punch''' and '''Kick''' in the air, you'll be able to move '''left''' or '''right''' again and start a counter attack in mid-air. However, '''you can't alter the direction of the flip itself'''. Lastly, as a result of a successful '''Air Recovery''', you'll land back on your feet instead of '''Knocked down'''. | After you get '''Thrown''' into the air or otherwise '''Launched''' by various different methods, you can take control of the situation and adjust your flight path by performing an '''Air Recovery'''. After flipping yourself upright again by pressing '''Punch''' and '''Kick''' in the air, you'll be able to move '''left''' or '''right''' again and start a counter attack in mid-air. However, '''you can't alter the direction of the flip itself'''. Lastly, as a result of a successful '''Air Recovery''', you'll land back on your feet instead of '''Knocked down'''. | ||
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</div> | </div> | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
− | No skill? No problem! You can guarantee your attack comes out as soon as possible when you get '''Knocked Down'''. Just mash the '''Special''' button at least twice when your character is down, and a dedicated special move will come out on the first possible | + | No skill? No problem! You can guarantee your attack comes out as soon as possible when you get '''Knocked Down'''. Just mash the '''Special''' button at least twice when your character is down, and a dedicated special move will come out on the first possible frame on '''Wake Up'''. |
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</div> | </div> | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
− | If you tap any '''down''' direction before an '''up''' direction, you can pull off a '''Super Jump''' | + | If you tap any '''down''' direction before an '''up''' direction, you can pull off a '''Super Jump'''. Soar to marvelous new heights to gain access to new vectors of attack and escape routes. |
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</div> | </div> | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
− | After you '''Throw''' or '''Launch''' your opponent by various means, they'll enter a '''Knockdown''' state. | + | After you '''Throw''' or '''Launch''' your opponent by various means, they'll enter a '''Knockdown''' state. Take advantage before they wake up, vampire style, by using your '''Pursuit Attack'''! |
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</div> | </div> | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
Start the party by pulling out the '''Item Balls'''. You can hold backward to '''toss''' an '''Item Ball''' with an altered trajectory, or hold down to '''set''' it on the ground for a delayed reaction. | Start the party by pulling out the '''Item Balls'''. You can hold backward to '''toss''' an '''Item Ball''' with an altered trajectory, or hold down to '''set''' it on the ground for a delayed reaction. | ||
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</div> | </div> | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
− | Fuck you! | + | Fuck you! Assert your alpha energy and punish your opponent's block pressure by executing a '''Guard Cancel'''. With one level of '''Mighty Combo''' gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it. |
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</div> | </div> | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
When you find yourself completely unable to find an opening for attack, or when you are '''Launched''' in the air and an '''Air Recovery''' just won't be enough, you can turn to your last resort and perform a '''Mega Crush''' (offensive) or a '''Counter Crush''' (evasive). In exchange for '''''all''''' of your '''Gems''' and '''Mighty Combo''' gauge, you can create an opportunity to break even the best defense, or escape from the best of offense. | When you find yourself completely unable to find an opening for attack, or when you are '''Launched''' in the air and an '''Air Recovery''' just won't be enough, you can turn to your last resort and perform a '''Mega Crush''' (offensive) or a '''Counter Crush''' (evasive). In exchange for '''''all''''' of your '''Gems''' and '''Mighty Combo''' gauge, you can create an opportunity to break even the best defense, or escape from the best of offense. | ||
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</div> | </div> | ||
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</div> | </div> | ||
− | + | = Gem God Tips for the Autistic (you) = | |
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− | = Gem God Tips | ||
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=== Gems === | === Gems === | ||
− | Hitting the opponent causes gems to fly out. Each gem colour corresponds to one of your special moves (shown at the bottom of the screen) and picking up enough of these will level up that particular special move, up to a maximum of 3. Higher level specials on average do more damage, have more hits and are in general more flashy however they can also come with greater recovery. At times the overall function of a special can significantly change based on level, so it is important to pay attention to and play around gems | + | Hitting the opponent causes gems to fly out. Each gem colour corresponds to one of your special moves (shown at the bottom of the screen) and picking up enough of these will level up that particular special move, up to a maximum of 3. Higher level specials on average do more damage, have more hits and are in general more flashy however they can also come with greater recovery. At times the overall function of a special can significantly change based on level, so it is important to pay attention to and play around gems. |
=== Bubble Kara Cancel === | === Bubble Kara Cancel === | ||
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=== Air Recovery === | === Air Recovery === | ||
− | Hold a direction | + | Hold a direction before teching to tech left or right. No direction will give you a neutral tech. |
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+ | You can actually move differently by teching neutrally and then pressing left or right to be more unpredictable. | ||
− | + | When you recover you keep your momentum, you can use this to escape further pressure or surprise opponents. | |
=== Dash === | === Dash === | ||
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It's not always a great idea to just air block everything though. Moves performed on the ground that leave the attacker grounded may usually have an air unblockable property. Chicken block sparingly. Also being predictable by always jumping expecting to block leaves you open to throws, but if you don't jump and they guess the airthrow you can quite easily antiair. | It's not always a great idea to just air block everything though. Moves performed on the ground that leave the attacker grounded may usually have an air unblockable property. Chicken block sparingly. Also being predictable by always jumping expecting to block leaves you open to throws, but if you don't jump and they guess the airthrow you can quite easily antiair. | ||
− | === Throw Tech === | + | === Throw Tech and 2p Advantage === |
− | Throw teching is in the game, and in most cases works like ST where you take reduced damage and recover normally, but the timing is a little weird. It's sorta like you do it right after you've been grabbed I think. When you get it it says "Tech Bonus" in big letters though so you'll know. | + | Apparently a quirk with many cps2 games, player 2 will have the advantage in all simultaneous throw situations. Throw teching is in the game, and in most cases works like ST where you take reduced damage and recover normally, but the timing is a little weird. It's sorta like you do it right after you've been grabbed I think. When you get it it says "Tech Bonus" in big letters though so you'll know. |
=== Negative Edge === | === Negative Edge === | ||
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=== Launch === | === Launch === | ||
− | Some specific moves and counter hits will send you flying into the air in a "Launch" state. During this animation, you have the option to use your air recovery ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]) to escape. Be aware that there is another state (Juggle) that you will be locked out of air recovery, and the animation is | + | Some specific moves and counter hits will send you flying into the air in a "Launch" state. During this animation, you have the option to use your air recovery ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]) to escape. Be aware that there is another state (Juggle) that you will be locked out of air recovery, and the animation is identical. However, these moves are rare. If you see yourself being caught in a juggle "infinite" it's almost certain that you are actually in the escapable launch state and can air recover to safety. |
=== Knockdown and Juggle === | === Knockdown and Juggle === | ||
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=== Combo into throw === | === Combo into throw === | ||
If a throw is active on the first frame of a jump, the game will pick a winner between the two moves at random. So it is theoretically possible to set up a frame perfect randomly inescapable throw, although very few moves have enough frame advantage to do this. One setup: Lei-lei [f0: 8, f4: 6, f7: 6, f17: j.K, f41: P+K] (Seems to work 50% of the time with P2 holding up) | If a throw is active on the first frame of a jump, the game will pick a winner between the two moves at random. So it is theoretically possible to set up a frame perfect randomly inescapable throw, although very few moves have enough frame advantage to do this. One setup: Lei-lei [f0: 8, f4: 6, f7: 6, f17: j.K, f41: P+K] (Seems to work 50% of the time with P2 holding up) | ||
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=== Sakura bug === | === Sakura bug === | ||
Sakura cannot block on wakeup lol | Sakura cannot block on wakeup lol | ||
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=== Alpha Counter === | === Alpha Counter === | ||
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The more hits you do in a combo, the more gems you'll get. Very high combo counts also give you bigger gems, meaning certain random supers can pay for themselves in meter from gems AND MORE if they actually hit. The rich get richer, so don't hoard your meter. | The more hits you do in a combo, the more gems you'll get. Very high combo counts also give you bigger gems, meaning certain random supers can pay for themselves in meter from gems AND MORE if they actually hit. The rich get richer, so don't hoard your meter. | ||
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+ | === Treasure Chests === | ||
+ | Hitting someone with either the fourth normal hit in a costume combo, a guard cancel, a parry, or a fully charged unblockable causes a treasure chest to appear. These chests then open upon landing, releasing either gems, food or items. | ||
+ | |||
+ | At the start of the round, a treasure chest sits in the middle of the stage. This one always holds at least one big gem and can be opened by hitting it. The gems fly out upwards in the direction of the one who opened it. It's up to you whether you want to go for it, ignore it, or try and hit someone that tries to open it for themselves. | ||
=== Backturn === | === Backturn === | ||
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=== Hit States === | === Hit States === | ||
− | After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states | + | After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states. In just about every case you can burst/counter roll as well. |
==== Hit Stun ==== | ==== Hit Stun ==== | ||
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* Guard Crush OK | * Guard Crush OK | ||
* Guard Cancel (Defender) | * Guard Cancel (Defender) | ||
+ | * Mega Crush (Defender) | ||
==== Air Block Stun ==== | ==== Air Block Stun ==== | ||
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* Pursuit OK | * Pursuit OK | ||
* Recover (defender) | * Recover (defender) | ||
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==== Juggle ==== | ==== Juggle ==== | ||
A few moves can cause an unrecoverable '''Juggle''' state. What this means is that before you hit the ground, you will be locked out of '''Air Recovery''', making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the '''Launch''' state but ''you cannot escape'', so watch out for these moves. All sweeps, some low hitting dash attacks, and some special moves fall into this category, so make sure you learn what this animation looks like. Also if you '''Wall Splat''' it will still be possible to air throw you, but you'll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again). | A few moves can cause an unrecoverable '''Juggle''' state. What this means is that before you hit the ground, you will be locked out of '''Air Recovery''', making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the '''Launch''' state but ''you cannot escape'', so watch out for these moves. All sweeps, some low hitting dash attacks, and some special moves fall into this category, so make sure you learn what this animation looks like. Also if you '''Wall Splat''' it will still be possible to air throw you, but you'll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again). | ||
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* Hit OK | * Hit OK | ||
* Air throw OK | * Air throw OK | ||
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==== Wall Splat ==== | ==== Wall Splat ==== | ||
Many moves when they knock you back can cause you to splat against the wall. After a '''Wall Splat''', it will still be possible to air throw you, but you will gain strike invulnerablility shortly afterward. However in some cases a character will have the tools to continue the combo before this happens (most notoriously Zangief's lariat). | Many moves when they knock you back can cause you to splat against the wall. After a '''Wall Splat''', it will still be possible to air throw you, but you will gain strike invulnerablility shortly afterward. However in some cases a character will have the tools to continue the combo before this happens (most notoriously Zangief's lariat). | ||
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* Hit OK (Small window) | * Hit OK (Small window) | ||
* Airthrow OK | * Airthrow OK | ||
* Recover (defender) | * Recover (defender) | ||
− | ==== | + | ==== Wall Bounce ==== |
Counter hit only. Only certain moves can do this. Makes you bounce at high speed off of the wall and actually continue to the ceiling and opposite wall. Additionally, you gain an unblockable hitbox that does very very tiny damage, resulting in some silliness. It's possible to hit someone again while they're bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover. | Counter hit only. Only certain moves can do this. Makes you bounce at high speed off of the wall and actually continue to the ceiling and opposite wall. Additionally, you gain an unblockable hitbox that does very very tiny damage, resulting in some silliness. It's possible to hit someone again while they're bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover. | ||
* Hit OK | * Hit OK | ||
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==== Earth Orbit ==== | ==== Earth Orbit ==== | ||
− | Counter hit only. Occurs when any move that would have triggered a ''' | + | Counter hit only. Occurs when any move that would have triggered a '''Wall Bounce''' also causes dizzy. Also gives you a hitbox like the '''Wall Bounce''' and you can hit or grab them as they come back onto the screen before landing if you really want to. |
* Hit OK | * Hit OK | ||
* Air Throw OK | * Air Throw OK | ||
* Meaty Potential | * Meaty Potential | ||
* Mash out (defender) | * Mash out (defender) | ||
+ | |||
=== Item Effects === | === Item Effects === | ||
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== Comparisons == | == Comparisons == | ||
[[File:Pf-group.png|none|480px|right]] | [[File:Pf-group.png|none|480px|right]] | ||
− | |||
− | |||
==== Health ==== | ==== Health ==== | ||
Each character has 145 HP. However, there is also a guts factor that will affect how much attack damage will be reduced at different health values which varies per character. I don't know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei's 2P, and how much lifebar they had before the final hit. | Each character has 145 HP. However, there is also a guts factor that will affect how much attack damage will be reduced at different health values which varies per character. I don't know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei's 2P, and how much lifebar they had before the final hit. | ||
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|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom] | |publisher = [https://en.wikipedia.org/wiki/Capcom Capcom] | ||
|players = 2 | |players = 2 | ||
− | |platform = [https://en.wikipedia.org/wiki/CP_System_II CPS- | + | |platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-2] |
|emulator = [https://www.fightcade.com/game/sgemf Fightcade] | |emulator = [https://www.fightcade.com/game/sgemf Fightcade] | ||
}} | }} |