Editing Pocket Fighter
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish 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 | Pocket Fighter AKA Super Gem Fighter: Mini Mix | ||
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 | <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=50}}</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=10}}</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> | ||
Line 86: | Line 86: | ||
[<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 | ||
# | # Big hitboxes, can outrange some small normals which are common in this game | ||
# | # 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 | # All throws set the opponent's stun meter to 0 | ||
# | |||
# | |||
</div> | </div> | ||
</div> | </div> | ||
Line 138: | Line 136: | ||
<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 | # Back Dash has no invul. frames | ||
# Back Dash is cancellable ('''Guard Crush Counter''', '''Taunt''') | # Back Dash is cancellable ('''In'''clusion: '''Guard Crush Counter''', '''Taunt''') | ||
# Forward Dash & Run are cancellable ( | # Forward 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 191: | Line 189: | ||
<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;"> | <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 | # 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, | # Rolling increases the amount of time you are knocked down, 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 | # Since you're moving on the ground though, it can make Pursuit Attacks more likely to whiff too | ||
# Sakura '''must''' Roll | # Sakura '''must''' Roll in order to block on wake up | ||
</div> | </div> | ||
</div> | </div> | ||
Line 245: | Line 243: | ||
<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;"> | <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]] | # Air Recovery is only possible during a '''Launch''' state. See: [[#Launch]], [[#Juggle]] | ||
# Can be performed with <span class="outbound">[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]</span> | |||
# Can be performed with <span class="outbound">[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]</span> | # After an Air Recovery you have the same movement options as a [[#Super_Jump]] | ||
# After an Air Recovery you have the | # There is a recovery animation after the flip which is cancellable by special moves | ||
# There is a | |||
</div> | </div> | ||
</div> | </div> | ||
Line 282: | Line 278: | ||
[<span class="mw-customtoggle-reversal" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>] | [<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;"> | <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 | # Each character's Easy Reversal move is the same as one of their Special Moves | ||
# These moves don't necessarily have invulnerability frames | |||
# These moves | |||
</div> | </div> | ||
</div> | </div> | ||
Line 315: | Line 309: | ||
# Super Jumps tend to have 7F of prejump before they're considered Airborne | # 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 | # If you have a 360 command throw it will be 9F, or 12F for Zangief | ||
</div> | </div> | ||
</div> | </div> | ||
Line 436: | Line 428: | ||
<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>] | ||
Line 476: | Line 468: | ||
[<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. | ||
Line 512: | Line 505: | ||
== Items == | == Items == | ||
=== | === Gems === | ||
=== Item Balls === | === Item Balls === | ||
=== Food === | === Food === | ||
=== Treasure Chests === | === Treasure Chests === | ||
=== Item Carriers === | |||
== Offense and Defense == | == Offense and Defense == | ||
Line 548: | Line 531: | ||
=== Counter === | === Counter === | ||
= Gem God Tips = | = Gem God Tips for the Autistic (you) = | ||
=== Turbo === | === Turbo === | ||
* Slow = no frameskip (use for frame data) | |||
* Normal = Skip every 16th frame (maybe best to play) | |||
* Fast = Skip every 8th frame (funniest mode) | |||
* Slow = | |||
* Normal = | |||
* Fast = | |||
Using any speed faster than slow will cause you to drop 1F links and reversal windows if they occur on a frameskip, but more offensive strategies become viable at higher speeds due to reaction time. 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 === | ||
Line 577: | Line 547: | ||
=== 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 === | ||
Line 599: | Line 571: | ||
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 584: | ||
=== 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 === | ||
Line 625: | Line 597: | ||
=== 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) | ||
=== Sakura bug === | === Sakura bug === | ||
Sakura cannot block on wakeup lol | Sakura cannot block on wakeup lol | ||
=== Alpha Counter === | === Alpha Counter === | ||
Line 648: | Line 616: | ||
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 626: | ||
=== 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 637: | ||
* Guard Crush OK | * Guard Crush OK | ||
* Guard Cancel (Defender) | * Guard Cancel (Defender) | ||
* Mega Crush (Defender) | |||
==== Air Block Stun ==== | ==== Air Block Stun ==== | ||
Line 682: | Line 656: | ||
* Pursuit OK | * Pursuit OK | ||
* Recover (defender) | * Recover (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). | ||
* Hit OK | * Hit OK | ||
* Air throw OK | * Air throw OK | ||
Line 701: | Line 671: | ||
==== 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). | ||
* 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 | ||
Line 716: | Line 683: | ||
==== 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 === | ||
Line 749: | Line 717: | ||
== 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. | ||
Line 930: | Line 896: | ||
|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] | ||
}} | }} |