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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=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=30}}</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=70}}</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=30}}</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=30}}</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> | ||
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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) | ||
# Throw will still come out during crouch | # Throw will still come out during crouch | ||
# The universal command throws are considered special moves | # The universal command throws are considered special moves | ||
− | # | + | # All throws will reset the opponent's accumulated stun back to 0 |
</div> | </div> | ||
</div> | </div> | ||
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# 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 | # 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™) | # Since you're moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™) | ||
− | # Sakura '''must''' Roll | + | # Sakura '''must''' Roll in order to block on wake up |
</div> | </div> | ||
</div> | </div> | ||
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# No input leniency. P + K must be pressed on the same frame. | # 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) | # 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 | + | # After an Air Recovery you have the same movement options as a diagonal [[#Super_Jump]] |
− | # There is a | + | # There is a recovery 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. | # 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> | ||
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# 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. | # 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 | # Gems do not level up the Easy Reversals | ||
− | # These moves | + | # These moves don't necessarily have invulnerability frames |
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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 === | ||
− | + | * Slow = no frameskip (use for frame data) | |
+ | * Normal = Skip every 16th frame (maybe best to play?) | ||
+ | * Fast = Skip every 8th frame (funniest mode, i like this one) | ||
− | + | 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 reduced reaction windows. Most tournaments seem to use either Fast or Normal speeds | |
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=== Gems === | === Gems === | ||
− | Hitting the opponent causes gems to fly out. Each gem colour corresponds to one of your special moves (shown at the bottom of the screen) and picking up enough of these will level up that particular special move, up to a maximum of 3. Higher level specials on average do more damage, have more hits and are in general more flashy however they can also come with greater recovery. At times the overall function of a special can significantly change based on level, so it is important to pay attention to and play around gems | + | Hitting the opponent causes gems to fly out. Each gem colour corresponds to one of your special moves (shown at the bottom of the screen) and picking up enough of these will level up that particular special move, up to a maximum of 3. Higher level specials on average do more damage, have more hits and are in general more flashy however they can also come with greater recovery. At times the overall function of a special can significantly change based on level, so it is important to pay attention to and play around gems. |
=== Bubble Kara Cancel === | === Bubble Kara Cancel === | ||
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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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=== 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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==== Earth Orbit ==== | ==== Earth Orbit ==== | ||
− | Counter hit only. Occurs when any move that would have triggered a '''Super Wall Bounce''' (or just a '''Wall Splat'''? | + | Counter hit only. Occurs when any move that would have triggered a '''Super Wall Bounce''' (or just a '''Wall Splat'''?) 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. |
* Hit OK | * Hit OK | ||
* Air Throw OK | * Air Throw OK | ||
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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] | ||
}} | }} |