Pocket Fighter: Difference between revisions

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[[File:Pf-s.png|Special]] = Special
[[File:Pf-s.png|Special]] = Special
* See: Guard Crush, Easy
* (See: Guard Crush, Easy Inputs)
 
[[File:Pf-start.png|Start]] = Taunt
 


[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw


[[File:Pf-start.png|Start]] = Taunt
([[File:Pf-air.png|Air]]) [[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Air Throw
 
 
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Item Toss
* (The trajectory can be changed depending on the direction held)
 
 
([[File:Pf-air.png|Air]]) [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Air Tech
* (Input when you are in a juggle state to escape fake combos and land on your feet)
* (The trajectory can be changed depending on the direction held)
 
 
[[File:Dir-4.png|4]] = Block
 
[[File:Dir-1.png|1]] = Low Block
 
([[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>)




Line 89: Line 110:


[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit
* (Input when the opponent is in a hard knockdown state)  
* (Input when the opponent is in a hard knockdown state)
 


=== Guard Crush ===
=== Guard Crush ===

Revision as of 11:41, 22 February 2022

Pocket Fighter
Pocket Fighter / Super Gem Fighter: Mini Mix
Developer(s) Capcom
Publisher(s) Capcom
Players(s) 2
Platform(s) CPS2
Playstation
Emulators(s) Fightcade

Competetive Footage

Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai

Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai Post-event Matches


Characters

Akuma Ryu Ken Dan

Chun-Li Sakura Morrigan Hsien-Ko

Felicia Tessa Zangief Ibuki

How To Play

Controls

Punch = Punch

Kick = Kick

Special = Special

  • (See: Guard Crush, Easy Inputs)

Start = Taunt


Punch + Kick = Throw

(Air) Punch + Kick = Air Throw


Special + Kick = Item Toss

  • (The trajectory can be changed depending on the direction held)


(Air) Punch or Kick = Air Tech

  • (Input when you are in a juggle state to escape fake combos and land on your feet)
  • (The trajectory can be changed depending on the direction held)


4 = Block

1 = Low Block

(Air) 4 or 1 or 7 = Air block

  • (Air blockstun can be cancelled with normals; advantage-on-block moves become punishable)
  • (Grounded normals are air unblockable)


7 or 8 or 9 = Jump

  • (7F: RyuKenSakuraFeliciaGouki/AkumaDan)
  • (8F: Chun-LiLei-Lei/Hsien-KoTabasaIbuki)
  • (9F: Zangief)

2 8 = Super Jump

  • (8F: RyuKenChun-LiSakuraLei-Lei/Hsien-KoGouki/AkumaDan)
  • (10F: FeliciaTabasaIbuki)
  • (12F: Zangief)


6 6 = Dash

4 4 = Backdash


6 6 + Punch = Dash Attack 1

  • (Low: Chun-Li)
  • (Crouch Crossup: ZangiefDan)
  • (Fake Overhead: Dan)
  • (Whiff on crouching: Zangief)


6 6 + Kick = Dash Attack 2

  • (Overhead: RyuKenChun-LiZangief)
  • (Low: SakuraLei-Lei/Hsien-KoFeliciaTabasaIbukiGouki/Akuma)
  • (Crouch Crossup: ZangiefDan)
  • (Whiff on crouching: Dan)


2 + Punch = Universal Low Special Cancel

  • (Can be useful for challenging pressure and punishing negative moves)
  • (Multi-hit: Morrigan)


3 + Punch = Launcher

  • (Juggle State on Anti-Air or Counter-Hit only)
  • (Special Cancel: RyuKenChun-LiSakuraLei-Lei/Hsien-KoFeliciaIbukiGouki/AkumaDan)


2 + Kick = Universal Low

  • (Special Cancel: RyuKenChun-LiSakuraFeliciaZangiefIbukiGouki/AkumaDan)
  • (Knockdown: MorriganLei-Lei/Hsien-Ko)
  • (Multi-hit: Tabasa/Tessa)


3 + Kick = Universal Sweep

  • (MorriganLei-Lei/Hsien-Ko: Same as 2 + Kick)


8 + Punch or Kick = Pursuit

  • (Input when the opponent is in a hard knockdown state)

Guard Crush