Editing Pocket Fighter
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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 class="PF-info-text"> | <div class="PF-info-text"> | ||
− | Fuck you! | + | Fuck you! Assert your alpha energy 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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== 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) = |
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=== Turbo === | === Turbo === | ||
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]] | [[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]] | ||
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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> | 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> | ||
− | 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 | + | 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. |
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− | 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 | + | 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. |
=== 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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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. | ||
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+ | === 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. | ||
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+ | 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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|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] | ||
}} | }} |