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− | + | {{Infobox | |
− | + | |image = [[File:Pf-flyer2.png | 450px]] | |
+ | |smartass = Pocket Fighter / Super Gem Fighter: Mini Mix | ||
+ | |developer = [https://en.wikipedia.org/wiki/Capcom Capcom] | ||
+ | |publisher = [https://en.wikipedia.org/wiki/Capcom Capcom] | ||
+ | |players = 2 | ||
+ | |platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-2] | ||
+ | |emulator = [https://www.fightcade.com/game/sgemf Fightcade] | ||
+ | }} | ||
− | Pocket Fighter | + | Pocket Fighter AKA Super Gem Fighter: Mini Mix |
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1997 Capcom | 1997 Capcom | ||
− | + | == Competitive Footage == | |
+ | [https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai] | ||
− | = | + | [https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals] |
− | + | [https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter] | |
− | + | [https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals] | |
− | + | == Characters == | |
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<div> | <div> | ||
− | + | [[File:Pf-gouki-sel.png|link=Pocket_Fighter/Gouki|Gouki/Akuma]] | |
− | + | [[File:Pf-ryu-sel.png|link=Pocket_Fighter/Ryu|Ryu]] | |
− | + | [[File:Pf-ken-sel.png|link=Pocket_Fighter/Ken|Ken]] | |
− | + | [[File:Pf-dan-sel.png|link=Pocket_Fighter/Dan|Dan]] | |
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− | == | + | [[File:Pf-chun-li-sel.png|link=Pocket_Fighter/Chun-Li|Chun-Li]] |
+ | [[File:Pf-sakura-sel.png|link=Pocket_Fighter/Sakura|Sakura]] | ||
+ | [[File:Pf-morrigan-sel.png|link=Pocket_Fighter/Morrigan|Morrigan]] | ||
+ | [[File:Pf-lei-lei-sel.png|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]] | ||
− | + | [[File:Pf-felicia-sel.png|link=Pocket_Fighter/Felicia|Felicia]] | |
− | + | [[File:Pf-tabasa-sel.png|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]] | |
− | + | [[File:Pf-zangief-sel.png|link=Pocket_Fighter/Zangief|Zangief]] | |
− | + | [[File:Pf-ibuki-sel.png|link=Pocket_Fighter/Ibuki|Ibuki]] | |
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− | [[File:Pf- | ||
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</div> | </div> | ||
− | == | + | == How To Play == |
− | + | === Controls === | |
− | + | [[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]] | |
− | + | [[File:Pf-p.png|Punch]] = Punch | |
− | ==== | ||
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− | + | [[File:Pf-k.png|Kick]] = Kick | |
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− | [ | + | [[File:Pf-s.png|Special]] = Special |
− | + | * (See: Guard Crush, Easy Inputs) | |
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− | + | [[File:Pf-start.png|Start]] = Taunt | |
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− | + | [[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw | |
− | + | [[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw | |
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− | + | [[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss | |
+ | * <b>(The trajectory can be changed depending on the direction held)</b> | ||
+ | * <b>(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)</b> | ||
+ | * <b>(Special cancel window starts <i>before</i> contact with opponent)</b> | ||
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− | + | [[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush | |
− | + | * (See: Mega Crush/Counter Crush) | |
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− | < | + | [[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech |
− | < | + | * (Input when you are in a Launch state to escape fake combos and land on your feet) |
+ | * <b>(Not always a good option. Pay close attention to your opponent's offense)</b> | ||
+ | * (The trajectory can be changed depending on the direction held) | ||
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− | + | [[File:Dir-4.png|4]] = Block | |
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− | [ | + | [[File:Dir-1.png|1]] = Low Block |
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− | < | + | ([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block |
− | < | + | * (Air blockstun can be cancelled with normals; <b>advantage-on-block moves become punishable</b>) |
+ | * (Grounded normals are <b>air unblockable</b>) | ||
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− | + | [[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump | |
− | + | * (6F: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-gouki.png|Gouki/Akuma]][[File:Pf-icon-dan.png|Dan]]) | |
+ | * (7F: [[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-morrigan.png]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]]) | ||
+ | * (8F: [[File:Pf-icon-zangief.png|Zangief]]) | ||
− | + | [[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump | |
− | + | * (7F: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-morrigan.png]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]][[File:Pf-icon-gouki.png|Gouki/Akuma]][[File:Pf-icon-dan.png|Dan]]) | |
+ | * (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]]) | ||
+ | * (11F: [[File:Pf-icon-zangief.png|Zangief]]) | ||
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− | + | [[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash | |
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− | + | [[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash | |
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− | + | [[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P | |
− | + | * (Low: [[File:Pf-icon-chun-li.png|Chun-Li]]) | |
+ | * (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]]) | ||
+ | * (Fake Overhead: [[File:Pf-icon-dan.png|Dan]]) | ||
+ | * (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]]) | ||
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− | + | [[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K | |
+ | * (Overhead: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-zangief.png|Zangief]]) | ||
+ | * (Low: [[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-morrigan.png]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]][[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]][[File:Pf-icon-gouki.png|Gouki/Akuma]]) | ||
+ | * (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]]) | ||
+ | * (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]]) | ||
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− | < | + | [[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P |
− | < | + | * (Despite appearances, <b>this move will always need to be blocked low</b>) |
+ | * <b>(This move can be special cancelled by every character in the game)</b> | ||
+ | * (Can be useful for challenging pressure and punishing negative moves) | ||
+ | * (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]]) | ||
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− | + | [[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K | |
− | + | * (Special Cancel: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-ibuki.png|Ibuki]][[File:Pf-icon-gouki.png|Gouki/Akuma]][[File:Pf-icon-dan.png|Dan]]) | |
+ | * (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]]) | ||
+ | * (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]]) | ||
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− | + | [[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher | |
− | < | + | * <b>(Launch State on Counter-Hit only)</b> |
+ | * (Special Cancel: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]][[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-ibuki.png|Ibuki]][[File:Pf-icon-gouki.png|Gouki/Akuma]][[File:Pf-icon-dan.png|Dan]]) | ||
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− | + | [[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep | |
+ | * ([[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]]: Same as [[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]]) | ||
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− | + | [[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit | |
− | + | * (Input when the opponent is in a knockdown state) | |
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=== Guard Crush === | === Guard Crush === | ||
+ | [[File:Pf-s.png|Special]] = Red gem Guard Crush | ||
− | = | + | [[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush |
− | = | + | [[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush |
+ | * (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button | ||
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− | + | [[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter | |
− | + | * <b>(Can only counter Guard Crushes.</b> Counter window is while flashing blue, then has a whiff animation.) | |
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− | [[File: | ||
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+ | == Gem God Tips for the Autistic (you) == | ||
=== 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. |
+ | |||
+ | 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 === | ||
Not air recovering while in launch state will cause you to get knocked down. | Not air recovering while in launch state will cause you to get knocked down. | ||
− | In addition, certain moves (usually sweeps) will cause a special type of knockdown that begins with an untechable juggle state which cannot be escaped with air recovery. Visually this looks | + | In addition, certain moves (usually sweeps) will cause a special type of knockdown that begins with an untechable juggle state which cannot be escaped with air recovery. Visually this looks the same as the regular launch state. |
No matter how you are knocked down, on wake up you always have the choice of rolling by pressing backward or forward on the stick along with any button, or to wake up normally by pressing nothing. The button you pressed determines the distance you will roll. S > K > P | No matter how you are knocked down, on wake up you always have the choice of rolling by pressing backward or forward on the stick along with any button, or to wake up normally by pressing nothing. The button you pressed determines the distance you will roll. S > K > P | ||
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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. | ||
+ | |||
+ | === 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 ==== | ||
− | + | All sweeps and 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 the same as the '''Launch''' state but ''you cannot escape'', so watch out for these moves. All sweeps fall into this category and a few other very specific moves. 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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* Airthrow OK | * Airthrow OK | ||
− | == Comparisons == | + | === Comparisons === |
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==== Health ==== | ==== Health ==== | ||
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| Gouki || 30 | | Gouki || 30 | ||
|} | |} | ||
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