Pocket Fighter
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 |
Pocket Fighter AKA Super Gem Fighter: Mini Mix
1998 Capcom
Competitive Footage
Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai
Mar. 30, 2013 a-cho Pocket Fighter Casuals
Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter
Nov. 25, 2020 Mikado Pocket Fighter Casuals
Characters
Akuma Ryu Ken Dan
Chun-Li Sakura Morrigan Hsien-Ko
Felicia Tessa Zangief Ibuki
How To Play
Controls
- (See: Guard Crush, Easy Inputs)
- (The trajectory can be changed depending on the direction held)
- (Special cancel window starts before contact with opponent)
- (See: Mega Crush/Counter Crush)
- (Input when you are in a juggle state to escape fake combos and land on your feet)
- (Not always a good option. Pay close attention to your opponent's offense)
- (The trajectory can be changed depending on the direction held)
- (Air blockstun can be cancelled with normals; advantage-on-block moves become punishable)
- (Grounded normals are air unblockable)
- (Despite appearances, this move will always need to be blocked low)
- (This move can be special cancelled by every character in the game)
- (Can be useful for challenging pressure and punishing negative moves)
- (Multi-hit: )
- (Input when the opponent is in a hard knockdown state)
Guard Crush
Gem God Tips for the Autistic (you)
Air Recovery
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
Everyone has a dash and backdash performed by double tapping on the stick. Forward dashes can become a run by holding forward longer. Backdashes have no special properties like invul or anything. You cannot block during dashes, but runs can be cancelled into most things, including blocking.
Everyone has a special punch and a kick attack during a forward dash.
Some characters have special dashes while is held. (Morrigan, Hsien-ko)
Prejump and landing
Everyone has 4 frames of throw invul during prejump but you're unable to block any attack, and I think there are some frames on landing where you are vulnerable too. It might be more or only if you land from a jumping attack, i haven't tested this yet.
Throw Invulnerability
Startup and active frames of most non grab moves have throw invulnerability. exceptions: gief spd has throw invul, unblockables are throwable while charging for the entire animation.
Air Block
Block advantage against an air blocking opponent is not the same as with an opponent on the ground. Like Vampire Savior, moves blocked in the air may be punished more easily because of the shorter block stun (it's more like attacking or throwing cancels blockstun, since you can't do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.
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. Beware of chicken blocking. Also being predictable by always jumping expecting to block leaves you open to throws, but if you don't jump and they whiff the airthrow you can quite easily antiair.
Throw Tech and 2p Advantage
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
Throws can be performed on the release of the + buttons immediately after entering a grounded state. There might be more to explore here if you are interested in becoming the highest level gem fighter player.
Counter Hit
Counter hits add 5 frames of extra hitstun to any move that leaves the opponent grounded and deal double the dizzy value, but they also push them further away. Also on counter hit, certain moves (such as dash attacks) cause a different launch effect, sending them bouncing about the screen. If one of these moves counters and dizzies the other guy, that will cause the neat ROUND THE WORLD animation to happen. Landing a counter hit against an aerial opponent seems to leave them open to another attack, but they might be able to air recover if they react fast enough. If not though, air throw. Hitting a chained low (, , for most characters) on counter hit will cause a mini launch that allows you to follow up with much more, but this can make you whiff if you finish the chain without taking it into consideration. A counter hit + causes a much higher launch with them in the same state, but the height makes it easy for them to recover.
Juggle
Very few attacks can cause a true comboable juggle state. Example, bomb item. If you see yourself being caught in a juggle "infinite" it's very likely that you can simply air tech out with + while holding left or right.
Knockdown
Not air recovering, along with certain moves' specific hit effect can cause you to get knocked down.
On wake up you always have the choice of waking up normally, or rolling by pressing backward or forward on the stick along with any button. The button you pressed determines the distance you will roll.
Theres possibly a counter to variable roll distances in pursuits, although it seems unlikely since they all have such long recovery time.
Alpha Counter
Consumes 1 bar. Performed with + while in blockstun. Alpha Counters are capable of KOing the opponent, and certain attacks can even be linked after them. Getting a counterhit with one will knock them away.
Chip Damage
There is no chip damage.
Corner Cross Up
Seems like nothing or else very few things will ever cross you up while in the corner. Some attacks can bounce you off of the wall though, making you fall out of the corner. Something to remember for when you or your opponent are cornered.
Meter
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.
Big gems fill about half a bar.
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
In some situations, either after recovering from certain attacks or simply the opponent walking under you will leave you facing the opposite way while in the air. When this happens, not only are your special move inputs reversed, but your blocking input is too. Essentially this means you may have to hold towards the opponent to block properly if they force you into this situation and keep attacking, so you have to take this into consideration as well as the direction you want to move in. Makes for a sneaky mixup.
Hit States
After you hit someone theres a number of effects that can happen. I'm gonna make up names for all the ones I know, what you can do to people in these states in bold, and what the defender can do in bold italics. In just about every case you can burst/counter roll as well.
Normal hitstun - You just stay on the ground after getting hit on the ground.
Hit OK
Normal Air hitstun - You flip backward in the air, usually after getting hit in the air. You are completely invincible and cannot do anything until you reach the ground in a standing state.
Knockdown - All sweeps and few moves can cause an unrecoverable knockdown. You could be hit again in theory before landing I believe, but as far as I know only Ibuki's sweep recovers fast enough to do so. Pretty much all sweeps allow for a pursuit that actually combos afterwards however if you're fast enough. If near a wall you'll still be bounced off of it. Hit OK (in a sense, but in most cases not really) Pursuit OK
Float aka Blown Away - You flip backward in the air until you recover ( + ), counter roll ( + + ) or hit the ground in a knockdown state. Some moves cause this on counter hit, but there's a few that always do it. You'll bounce off of a wall if you hit it as well. Hit OK Air throw OK Pursuit OK Recover OK
Shocked - You got electrocuted, either by the lightning item or the fabled red demon dude. Similar to the standard air knockback, except that you can only be airthrown (if they can even reach) and can't recover. Air throw OK
Petrified - Caused by certain grabs and the stone item. You get turned to stone for a length of time, during which almost any hit will shatter you. Afterwards you reappear knocked down where you were, though sometimes certain single hit attacks avoid this somehow and keep their properties. While turned to stone you can only be hit (by a single hit), not grabbed, and you can mash to free yourself faster. Hit OK Mash out OK
Frozen - Get hit by the ice item while on the ground and you'll be frozen solid for a length of time. During this you can be hit by anything except throws and you're treated as standing when they do so, meaning they can get a full combo of whatever. You can mash to get out a little quicker. Hit OK Mash out OK
Poison Stun - Get hit by the poison item either on the ground or in the air and you'll get dizzied. It works more or less the same as the normal stun in regards to what you can be hit by (anything and everything), but it's different in that you recover much faster and can therefore mash out of it even quicker. You can do anything you want because they are dizzy, just be quick about it
Blown up - Getting hit by any of the other items or the ice while in the air (I know that's not being blown up I'm being a little lazy here) will send you into the air in an unrecoverable state where you can be hit with anything or will land knocked down. The direction you fly in depends on what item you were hit with. Fire and bomb go straight up, with bomb going up much further. Aerial ice and banana knock you back, though banana is much lower to the ground and harder to follow up from. Hit OK Airthrow OK
Wallbounce - Many moves when they knock you back can cause you to bounce off of the wall. When this happens you're usually put into a state where you can't be hit but can be airthrown, however in some cases (most notoriously Zangief's lariat) you can get hit by attacks as well. Not entirely sure how this works, but it might actually be timing specific, as in you have to hit them with it right when they bounce off. Hit OK (in some specific cases) Airthrow OK Recover OK
Screenbounce (or super wallbounce or whatever, not to be confused with the more average wallbounce up there) - Counter hit only? Only certain moves can do this. Makes you bounce around the screen and actually gives you 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 Air throw OK Recover OK
Earth Orbit - Counter hit only. Occurs when certain ch moves also cause dizzy. Also gives you a hitbox like the wallbounce and you can hit or grab them as they come back onto the screen before landing if you really want to. You can do anything you want because they are dizzy Mash out OK