Editing Pocket Fighter

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
 
   <div style="display: flex; flex-direction: column; flex:9; padding: 1em">
 
   <div style="display: flex; flex-direction: column; flex:9; padding: 1em">
  
Pocket Fighter (Super Gem Fighter Mini Mix outside Japan), its a 2D arcade fighting game develop by Capcom for the CPS II system in '''1997'''. The most notable aspect its the '''chibi looking graphics''', this is because the original idea of the game was to be "a '''Street Fighter for Kids'''", which it would lead to the use of the SD (Super Deformed) '''art'''. The game '''its a spin-off of the puzzle game''': Super Puzzle Fighter II Turbo (a spin-off of the original Super Street FIghter II Turbo and Street Fighter Alpha), from which it would inherit some of the characters cast, the art style and one of the key mechanics of the game: '''The Gems'''.
+
Pocket Fighter AKA Super Gem Fighter: Mini Mix
 
 
The roster, its conformed for some of capcom's most famous franchise: Street Fighter II, Darkstalkers, Street Fighter Alpha, and the inclusion of some cps3 system titles: Street Fighter III and '''Red Earth''', other characters are included as cameos in the backgrounds.
 
  
 
1997 Capcom
 
1997 Capcom
Line 21: Line 19:
  
 
= Characters =
 
= Characters =
 +
 +
 
<div>
 
<div>
 
<div>
 
<div>
<div style="display: inline-block; text-align: center">[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}</div>
+
<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|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}</div>
+
<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|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}</div>
+
<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|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}</div>
+
<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|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}</div>
+
<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|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}</div>
+
<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|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}</div>
+
<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|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}</div>
+
<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|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}</div>
+
<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|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}</div>
+
<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|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}</div>
+
<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|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}</div>
+
<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>
  
= How to Play =
+
== Basic Controls ==
 
 
== Controls ==
 
  
 
<div class="PF-how-to">
 
<div class="PF-how-to">
Line 55: Line 53:
 
{| 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 the rightmost button in AC (Fierce).
+
| 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.
 
|}
 
|}
Line 86: Line 83:
 
[<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;">
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against
+
# Damage reduction on throw tech (SFII style)
# The throw tech window starts ''after'' a throw ''connects''
+
# Tech window starts after a throw connects
# Same frame throws will give the throw to one of the players at random
+
# Same frame throws favor P2
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game
+
# Throws tend to outrange normals
# Most moves have throw invulnerability from frame 2 (Exclusions: '''Guard Crush''', '''Throw''')
+
# Many moves have throw invul. ('''Ex'''clusion: '''Guard Crush''', '''Throw''')
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1
+
# Can mash normals to avoid throws
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it's safer to just mash some buttons instead.
+
# Can throw with negative edge
# Strict input detection. You need to press P + K in a 1 frame window.
+
# Throw comes out during crouch
# You can throw with negative edge (No input leniency here either)
+
# Command throws are considered special moves
# Throw will still come out during crouch
 
# The universal command throws are considered special moves
 
# Most throws do 0 stun and are long enough to reset the opponent's accumulated stun back to 0
 
 
</div>
 
</div>
 
</div>
 
</div>
Line 137: Line 131:
 
[<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;">
# Back Dash has no invul. frames
+
# Backdash has no invul. frames
# Back Dash is cancellable ('''Guard Crush Counter''', '''Taunt''')
+
# Backdash is cancellable ('''In'''clusion: '''Guard Crush Counter''', '''Taunt''')
# Forward Dash & Run are cancellable (Exclusions: '''5P''', '''5K''', '''Mega Crush''', '''Item Ball''', '''Block''')
+
# 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
Line 187: Line 181:
 
<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.
 
[<span class="mw-customtoggle-roll" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-roll" 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;">
 
# You can Roll past your opponent to <span class="outbound">[https://glossary.infil.net/?t=Side%20Switch switch sides]</span> with them
 
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo
 
# Since you're moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)
 
# Sakura '''must''' Roll if she wants to block on wake up (so ''you'' won't need to remember this information)
 
</div>
 
 
</div>
 
</div>
  
Line 204: Line 190:
 
<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 1''</small>
+
<small>''Roll''</small>
  
 
</div>
 
</div>
Line 241: Line 227:
 
<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'''.
 
[<span class="mw-customtoggle-ukemi" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-ukemi" 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;">
 
# Air Recovery is only possible during a '''Launch''' state. See: [[#Launch]], [[#Juggle]]
 
# No input leniency. P + K must be pressed on the same frame.
 
# Can be performed with <span class="outbound">[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]</span> (No leniency here either)
 
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.
 
# There is a small animation after the flip which is cancellable by special moves
 
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the '''Knockdown''', or resorting to '''Counter Crush''', if you meet someone who has studied this satanic technique.
 
</div>
 
 
</div>
 
</div>
  
Line 278: Line 254:
  
 
<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 <span class="outbound">'''[https://glossary.infil.net/?t=Frame frame]'''</span> on <span class="outbound">'''[https://glossary.infil.net/?t=Wakeup wake up]'''</span>. It won't work if you used your '''Roll''' though.
+
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'''.
 
 
[<span class="mw-customtoggle-reversal" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-reversal" 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;">
 
# Each character's Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa's which is visually unique, Ibuki's which travels in a different arc, and Felicia's which is based on her LV.1 Blue Gem Special Move.
 
# Gems do not level up the Easy Reversals
 
# These moves may not necessarily have invulnerability frames (i dont know yet)
 
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.
 
</div>
 
 
</div>
 
</div>
  
Line 309: Line 277:
  
 
<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'''. Compared to a regular jump, you'll jump much higher and be able to affect your trajectory much more freely by moving left or right as you fall. Soar to marvelous new heights and gain access to new vectors of attack and escape routes.
+
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.
 
 
[<span class="mw-customtoggle-superjump" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-superjump" 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;">
 
# Super Jumps tend to have 7F of prejump before they're considered Airborne
 
# If you have a 360 command throw it will be 9F, or 12F for Zangief
 
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you're missing it.
 
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won't change the distance, though.
 
</div>
 
 
</div>
 
</div>
  
Line 344: Line 304:
  
 
<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. Input this as soon as they hit the ground and you'll be able take advantage before they wake up, vampire style, by utilizing your '''Pursuit Attack'''!
+
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'''!
 
 
[<span class="mw-customtoggle-pursuit" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-pursuit" 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;">
 
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills
 
# Does not work when the opponent is <span class="outbound">[https://glossary.infil.net/?t=Stun Dizzy]</span>
 
# Certain moves will put the opponent into a '''Knockdown''' state in mid-air, making Pursuit possible before they hit the ground
 
</div>
 
 
</div>
 
</div>
  
Line 380: Line 333:
 
<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.
 
[<span class="mw-customtoggle-item" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-item" 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;">
 
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)
 
# Can be performed with negative edge
 
# Can be <span class="outbound">[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]</span> into '''Special''', '''Super''', '''Guard Crush Counter''', and '''Taunt'''
 
# Items tend to cause '''[[#Juggle]]''' state instead of '''[[#Launch]]''' state on hit
 
# Items '''Tossed''' will bounce off of the wall on contact
 
# Items '''Set''' will stop at the wall on contact (must be touching the ground)
 
# Items '''Set''' on the ground can be pushed by both players
 
# Items '''Set''' on the ground can inflict damage to both players
 
</div>
 
 
</div>
 
</div>
  
Line 436: Line 377:
  
 
<div class="PF-info-text">
 
<div class="PF-info-text">
Fuck you! Zero out 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.
+
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.
 
 
[<span class="mw-customtoggle-counter" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-counter" 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;">
 
# Unblockable
 
# Can KO the opponent
 
# Causes '''Launch''' on '''[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]''', making comboing vs '''Flash Combo''' pressure difficult
 
</div>
 
 
</div>
 
</div>
  
Line 473: Line 407:
 
<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.
 
[<span class="mw-customtoggle-megacrush" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-megacrush" 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;">
 
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.
 
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.
 
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.
 
</div>
 
 
</div>
 
</div>
  
Line 511: Line 438:
 
</div>
 
</div>
  
== Items ==
+
= Gem God Tips for the Autistic (you) =
The main Items and that give the gimmick to this game are the "Gems"; with three types of: red, yellow, and blue will appear randomly, and by obtaining them, the special move gauge corresponding to each color will be accumulated, making the level rise and the special move will grow, and the performance improves. The maximum level is up to 3In addition to Gems, there are other types of items that appear on-screen. The items that can be dropped are Food (which restores life; the bigger the Food, the more life restored), and Item Balls. You collect items by passing over them. There are two ways of collecting items: Treasure Chests and Item Carriers
 
 
 
=== The Gems ===
 
One of the most important parts of this game is the addition of Power Gems. Gems can be obtained from hitting your opponent, from hitting treasure boxes that are sometimes on the ground, or from hitting the Item Carriers.
 
Each Gem color represents a different special attack your character can do. For instance, Ryu's Hadoken has the Red Gem behind it. The more Gems you collect, the stronger it will become!
 
Certian attacks during Flash combos will release more Gems, and some Super Combo's can release dozens of Gems at once!
 
 
 
=== Item Balls ===
 
Orbs that cause damage to your opponent if it hits them, or inflict some other unwanted effect. Fighters begin each battle with one, and can hold up to three at a time.
 
 
 
=== Food ===
 
The food restores the life of the fighter. As mentioned before, the bigger the food is (Ex. The pizza, the big Golden Apple or a whole Steamed Cow) the more your life will be restored (around 15% of the total life). Those can be obteined in Treasure Chest or hitting the Pig Item Carrier, TonTon.
 
 
 
=== Treasure Chests ===
 
Hitting someone with either the fourth normal hit in a Flash 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.
 
 
 
 
 
=== Item Carriers ===
 
Little guys in clouds will fly by across the top of the screen, and will drop Item Balls or Food if you hit them. The item carriers all represent characters from Capcom's SonSon game, and it's sequel. Just as in the Journey to the West legend, a monkey (Sonson) accompanied a monk (Sanjou) and his horse, and they were joined by a pig (Tonton) and a turtle (Kappa). The Kaminari (or lightning monster) appears in the stages of SonSon II when a player takes too long and shocks them. Kaminari has the ability to inflict damage to the player in the game if they attack him at the wrong time.
 
 
 
== Offense and Defense ==
 
 
 
=== Guard Crush ===
 
 
 
=== Flash Combo ===
 
 
 
=== Blocking ===
 
 
 
=== Anti Air ===
 
 
 
=== Throw Tech ===
 
 
 
=== Counter ===
 
 
 
= Gem God Tips =
 
 
 
=== Turbo ===
 
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]
 
 
 
Enabling turbo speeds can cause specific ''display'' frames to be dropped. However, ''internally'' the game still processes these frames, but cuts this frame and the preceding frame's ''realtime'' durations in half, packing them both into the duration of one ''display frame''. I'll just call these "'''split'''" frames for convenience. This can lead to situations where a link which occurs ''internally'' during a 1F window will require a button press in '''half''' of a ''display frame's'' duration in ''realtime''. Check out this article from Capcom for more in-depth information: <span class="outbound">[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]</span>
 
 
 
I don't know if it's actually possible to input a button press in the half frame window required, and I don't know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the ''early half'' or the ''late half'' of this "'''split'''" frame. It might be best to just consider these frames '''dropped''' in practice. If the input frames really are skipped, this could also cause some +1 advantage situations to occasionally give you a neutral situation.
 
 
 
<span class="outbound">([https://youtu.be/y9NU10a-pgI?t=1256 Veri7as: Turbo Speeds in Capcom Fighting Games])</span> This video analyzes alpha 2, but it seems that the skipped input frames in that game are actually a coding error. It should still be possible for different capcom games to have split frame links if this bug was ever fixed.
 
 
 
 
 
In this game, there are 3 speed settings. The '''Slow''' setting will synchronize the ''display framerate'' and the ''internal framerate'' to 60fps. All other speeds will make use of "'''split'''" frames. Here's how that breaks down:
 
 
 
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)
 
* Normal = "'''Split'''" on every 16th display frame (1.07x speed)
 
* Fast = "'''Split'''" on every 8th display frame (1.14x speed)
 
 
 
 
 
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these "'''split'''" frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds. If you are a lagger make sure to use '''Fast''' to enhance the effect.
 
 
 
 
=== 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. As well, some specials will have more benefits on lower levels at the moment you play neutral than with full lvl. up ones. It´s also important to know when to collect Gems, as good as leveling specials sound, getting the life and neutral adavantage on the screen is more important than hunting Gems whenever you see them, specially with Guard Crush easily stealing your Levels.
+
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 ===
Line 577: Line 447:
  
 
=== Air Recovery ===
 
=== Air Recovery ===
Hold a direction after teching to move left or right. You can't actually affect the direction of the tech itself.
+
Hold a direction before teching to tech left or right. No direction will give you a neutral tech.
 +
 
 +
You can actually move differently by teching neutrally and then pressing left or right to be more unpredictable.
  
The distance you move after recovering depends on both your momentum and the direction you're holding. You can use this to escape further pressure by being unpredictable.
+
When you recover you keep your momentum, you can use this to escape further pressure or surprise opponents.
  
 
=== Dash ===
 
=== Dash ===
Line 599: Line 471:
 
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 ===
Line 612: Line 484:
  
 
=== 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 very similar. 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.
+
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 ===
Line 625: Line 497:
 
=== 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)
 
Due to the inherent randomness and the fact you'll most likely be using a Speed faster than Slow, this technique is virtually useless.
 
  
 
=== Sakura bug ===
 
=== Sakura bug ===
 
Sakura cannot block on wakeup lol
 
Sakura cannot block on wakeup lol
 
If she rolls she can block though
 
  
 
=== Alpha Counter ===
 
=== Alpha Counter ===
Line 648: Line 516:
  
 
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.
 +
 +
=== 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 ===
Line 653: Line 526:
  
 
=== 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 ====
Line 664: Line 537:
 
* Guard Crush OK
 
* Guard Crush OK
 
* Guard Cancel (Defender)
 
* Guard Cancel (Defender)
 +
* Mega Crush (Defender)
  
 
==== Air Block Stun ====
 
==== Air Block Stun ====
Line 682: Line 556:
 
* Pursuit OK
 
* Pursuit OK
 
* Recover (defender)
 
* Recover (defender)
* Counter Crush (defender)
 
  
 
==== 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).
 
There are actually a few different hit states that fit this category according to the game, but I'm going to conflate any comboable launch state that you can't use an Air Recovery in as the '''Juggle''' state unless I find a reason not to.
 
 
 
* Hit OK
 
* Hit OK
 
* Air throw OK
 
* Air throw OK
Line 701: Line 571:
 
==== 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).
 
There are a few different "fall off the wall" animations in the game, but this term will apply to all of those that give you Strike Invulnerability on the way down, which seems to be any bounce that doesn't have enough momentum to send you to another wall.
 
 
 
* Hit OK (Small window)
 
* Hit OK (Small window)
 
* Airthrow OK
 
* Airthrow OK
 
* Recover (defender)
 
* Recover (defender)
  
==== Super Wall Bounce ====  
+
==== 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
Line 716: Line 583:
  
 
==== Earth Orbit ====  
 
==== Earth Orbit ====  
Counter hit only. Occurs when any move that would have triggered a '''Super Wall Bounce''' (or just a '''Wall Splat'''? It's possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the '''Super Wall Bounce''' and you can hit or grab them as they come back onto the screen before landing if you really want to.
+
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 ===
Line 749: Line 617:
 
== Comparisons ==
 
== Comparisons ==
 
[[File:Pf-group.png|none|480px|right]]
 
[[File:Pf-group.png|none|480px|right]]
[[File:justin-tiers.jpg|thumb|right|Tierlist according to <span class="outbound">[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]</span>. You can't argue with it.]]
 
 
 
==== 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.
Line 930: Line 796:
 
|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-II]
+
|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]
 
}}
 
}}

Please note that all contributions to Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Wiki:Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Templates used on this page: