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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 (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'''.
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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 '''Read Earth''', other characters are included as cameos in the backgrounds.
 
  
 
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|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}</div>
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<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>
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<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|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}</div>
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<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>
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<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>
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<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|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}</div>
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<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|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}</div>
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<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|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}</div>
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<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>
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<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>
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<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|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}</div>
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<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>
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<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;">
# 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
+
# 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 give the throw to one of the players at random
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# 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 from frame 2 (Exclusions: '''Guard Crush''', '''Throw''')
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# Most moves have throw invulnerability (Exclusions: '''Guard Crush''', '''Throw''')
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1
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# 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 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.
 
 
# 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
# Most throws do 0 stun and are long enough to reset the opponent's accumulated stun back to 0
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# 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 if she wants to block on wake up (so ''you'' won't need to remember this information)
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# 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 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.
+
# After an Air Recovery you have the same movement options as a diagonal [[#Super_Jump]]
# There is a small animation after the flip which is cancellable by special moves
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# 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 may not necessarily have invulnerability frames (i dont know yet)
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# These moves don't necessarily have invulnerability frames
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.
 
 
</div>
 
</div>
 
</div>
 
</div>
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<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.
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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. Sort of like chipping them out.
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# 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 ==
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 ===
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=== 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 ===
 
=== 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 ===
 
=== 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 ===
 
=== 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 ===
  
=== 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 ==
 
== Offense and Defense ==
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=== Counter ===
 
=== Counter ===
  
= Gem God Tips =
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= Gem God Tips for the Autistic (you) =
 
 
 
=== Turbo ===
 
=== Turbo ===
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]
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* Slow = no frameskip (use for frame data)
 +
* Normal = Skip every 16th frame (maybe best to play?)
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* Fast = Skip every 8th frame (funniest mode, i like this one)
  
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>
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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
 
 
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.
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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 ===
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=== 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.
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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'''? 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 '''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 <span class="outbound">[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]</span>. You can't argue with it.]]
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[[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-II]
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|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]
 
}}
 
}}

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