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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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<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=33}}</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=33}}</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=33}}</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=33}}</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=79}}</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=33}}</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=33}}</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=33}}</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=40}}</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=30}}</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=30}}</div> |
</div> | </div> | ||
</div> | </div> | ||
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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;"> | ||
− | # | + | # You only get damage reduction on a successful throw tech, no escapes (SFII style) |
# The throw tech window starts ''after'' a throw ''connects'' | # The throw tech window starts ''after'' a throw ''connects'' | ||
− | # Same frame throws will | + | # Same frame throws will favor P2 |
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game | # Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game | ||
− | # Most moves have throw invulnerability | + | # Most moves have throw invulnerability (Exclusions: '''Guard Crush''', '''Throw''') |
− | + | # Your natural reaction to command throws may be to jump, but if you remember this is a children's fighting game you might find it's a great idea to just mash some fucking buttons instead. | |
− | # Your natural reaction to command throws may be to jump, but | ||
# Strict input detection. You need to press P + K in a 1 frame window. | # Strict input detection. You need to press P + K in a 1 frame window. | ||
# You can throw with negative edge (No input leniency here either) | # You can throw with negative edge (No input leniency here either) | ||
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# Gems do not level up the Easy Reversals | # Gems do not level up the Easy Reversals | ||
# These moves may not necessarily have invulnerability frames (i dont know yet) | # These moves may not necessarily have invulnerability frames (i dont know yet) | ||
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</div> | </div> | ||
</div> | </div> | ||
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<div class="PF-info-text"> | <div class="PF-info-text"> | ||
− | Fuck you! | + | Fuck you! Assert your alpha dominance 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>] | [<span class="mw-customtoggle-counter" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>] | ||
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[<span class="mw-customtoggle-megacrush" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>] | [<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;"> | <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. | + | # Might be exclusively for geniuses. Seems more useful than pandora though. |
+ | # Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sor 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. | # 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. | # If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this. | ||
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== Items == | == Items == | ||
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− | === | + | === Gems === |
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=== Item Balls === | === Item Balls === | ||
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=== Food === | === Food === | ||
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=== Treasure Chests === | === Treasure Chests === | ||
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+ | === Item Carriers === | ||
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== Offense and Defense == | == Offense and Defense == | ||
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=== Counter === | === Counter === | ||
− | = Gem God Tips = | + | = Gem God Tips for the Autistic (you) = |
− | |||
=== Turbo === | === Turbo === | ||
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]] | [[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]] | ||
− | Enabling turbo speeds can cause specific | + | Enabling turbo speeds can cause specific visual frames to be dropped. However, internally the game still processes these frames, but cuts their duration of time in half. This can lead to situations where a 1F input will need to be inputted in 1/2F, and it will be impossible to know whether your input will need to be input on the head half or the tail half of this split frame. Check out this article 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> |
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− | + | 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 visually drop, and internally split, frames. Here's how that breaks down: | |
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− | |||
+ | * Slow = no frame drop (use for frame data) | ||
+ | * Normal = split every 16th frame | ||
+ | * Fast = split every 8th frame (funniest mode, i like this one) | ||
− | + | Using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on a split frame, but more offensive strategies become viable at higher speeds due to the reduced reaction windows. Most tournaments seem to use either Fast or Normal speeds. | |
=== 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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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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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 === | ||
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== 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 | + | [[File:justin-tiers.jpg|thumb|right|Tierlist according to Justin Wong. You can't argue with it.]] |
==== Health ==== | ==== Health ==== | ||
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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] | ||
}} | }} |