Pokken Tournament DX/Movement, Defense, and Phases: Difference between revisions

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Revision as of 02:53, 16 June 2018

Pokken Tournament DX

Overview


Pokken Phase Shift Example.png

Pokken gameplay takes place in 2 phases: Field Phase and Duel Phase. In Field Phase, characters can move in any direction, and there is a focus on ranged combat and gathering Synergy. On the other hand, Duel Phase is more akin to a traditional fighter, and this is where the bulk of your damage will be dealt. Upon landing certain attacks, the phase will change from Field Phase to Duel Phase. This is what’s known as a phase shift, and it happens very often, making for dynamic battles.

Field Phase

Every round of Pokken starts in Field Phase. In this phase, players can walk or dash freely in every direction, as well as jump. All characters retain access to their Counter Attack and grab, as well as their neutral, forward, and back Pokemon Moves. In addition, each character has a wealth of ranged attacks and a Homing Attack, placing a focus on mid to long ranged combat.

Phase Shift: Field to Duel

• Grants 40CC of Synergy.

• Restores 50% recoverable HP.



Ranged Attacks

Each character has 4 ranged attacks - 1 for each direction, including no direction - as well as a jumping ranged attack, performed by pressing Y. Not all ranged attacks are projectiles; some of them simply cover a lot of space. Ranged attacks all have greatly varied frame data, as well as special properties. For example, ranged attacks with the “Link Up” property can be chained into other specific ranged attacks.

Homing Attack

The aforementioned Homing Attack is a core mechanic of Field Phase. By pressing X, the character will run towards the opponent. This run can be initially steered, but beyond that, neither the direction nor the speed of the run can be changed at any point. The run can be canceled by jumping or blocking. Upon reaching the opponent, the run transitions into an attack. Depending on the character, this attack either has 1 or 2 followups. The last hit of every Homing Attack can be charged to increase damage, pierce armor, and cause a guard break. Each character’s Homing Attack has a set run speed and attack priority. A list of all Homing Attack properties can be found [here].

Duel Phase

In Duel Phase, ranged attacks and Homing Attack are traded for a more traditional toolkit. Here, characters are restricted to a 2D plane, with dashing and jumping retained. In most cases, matches will shift to close quarters here. Instead of ranged attacks and Homing Attack, Y and X are mapped to Weak Attack and Strong Attack. If you input a certain move multiple times, like each character’s Weak Attack, your character will perform a combo ending in a Pokemon Move.

Phase Shift: Duel to Field

• Grants 20CC of Synergy.


Stances

Something interesting to note is that by pressing up on the D-Pad, your character will not jump. Instead, holding up or down on the D-Pad, you can enter High Stance or Low Stance respectively. Each character’s High and Low Stances have different properties. Both Weak and Strong Attacks can be performed from stances as well. As a general rule: - High Stance Weak Attack: high attack that is invulnerable to other high attacks; often used for anti airs - High Stance Strong Attack: character goes airborne, becoming invulnerable to lows and grabs - Low Stance Weak Attack: quick low attack - Low Stance Strong Attack: low attack that is invulnerable to highs; always causes a knockdown Also, in Duel Phase, many characters get new Pokemon Moves by holding up or down and pressing A.

Shifting the Phase

There are many different ways to change between phases. As a general rule, in Field Phase, all forward ranged attacks and Homing Attacks will cause a phase shift upon connecting with their last hit. Beyond that, many characters’ Pokemon Moves will immediately phase shift in Field Phase as well. Shifting from Duel Phase to Field Phase is drastically different. Each move in Duel Phase has a fixed amount of Phase Shift points, shortened to PSP. On hit, each move’s PSP amount will be added to an unseen counter. When the counter reaches 12 PSP, the phase will shift. Additionally, any combo will cause a phase shift on the 21st hit regardless of PSP.*

  • Note: some grabs count as 1 hit, regardless of what the hit counter displays.


Phase Shift Points


General Moves
Y+B Grab 12
X+A Counter Attack 3
[X+A] Counter Attack: Charge 3
L+R Burst Declare Wave -12
L+R Burst Attack 12
Darkrai

4YYY / 4YY:Y

3

5YY

3

6Y / 6:Y

3

8Y

3

j.Y

3

2X

3

4X

3

4[X]

4

5X

4

6X

4

8X

4

j.X

3

2A Dream Eater

12

4A Nasty Plot

1 per hit

5A Dark Pulse

3

Bad Dreams Rising 5A Dark Pulse

1 per hit

5[A] Dark Pulse: Charge

3

6A / 6[A] Dark Void

-12

8A Nightmare

3

j.AY/X / j.A[Y/X] Shadow Claw: Slice Followup

4

j.AA Shadow Claw: Kick Followup

3

Blaziken

5YYY

4

6YY

4

6YX

4

8Y

2

Release X (First hit)

8

Release X (Second hit)

2

2XX

4

5X

4

6X

2

6XXX

2

8X

4

4A Brave Bird

4

4[A] Brave Bird

4

5A Heat Wave

4

5[A] Heat Wave

4

6A Blaze Kick

3

6[A] Blaze Kick

3

6AX Flare Blitz

3

6A[X] Flare Blitz

3

8A Sky Uppercut

3

8[A] Sky Uppercut

3

j.A High Jump Kick

5

j.[A] High Jump Kick

5

Pikachu

]Y[ Release Y Level One

5

]Y[ Release Y Level Two

8

5YYY

4

5YX

3

5Y:X

3

6Y

4

6:Y

3

8Y

3

2X

3

5X

4

8X

3

2A Iron Tail

5

4A Electro Ball

1 per hit

5A Thunderbolt

3

5[A] Thunderbolt: Charge

2, 2

6A Nuzzle

3

8A Volt Tackle

5

Burst 8AA Volt Tackle: Followup

12

j.A Thunder (Initial hit)

1

j.A Thunder

5

Lucario

5YYY

4

6Y / 6:Y

5

8Y

3

2X

3

5X

2 per hit

Burst 5X

1 per hit

Burst 5XX

2

6X / 6[X]

3

Burst 6X / 6[X]

3

8X

4

4A Force Palm

5

4[A] Force Palm

12

Burst 4AA Force Palm: Followup

12

5A Aura Sphere (Level One)

3

5A Aura Sphere (Level Two)

1 per hit

5A Aura Sphere (Level Three)

1 per hit

Burst 5A Aura Sphere (Level One)

2 per hit

Burst 5A Aura Sphere (Level Two)

1 per hit

Burst 5A Aura Sphere (Level Three)

2 per hit

6A Bone Rush

3

6AY/X Bone Rush: Downward Swing

4

6AA Bone Rush: Upward Swing

5

8A Extreme Speed

2, 3

Burst 8AA Extreme Speed: Followup

12

j.A Aura Sphere: Midair

3

j.[A] Aura Sphere: Midair Charge

1 per hit

Gardevoir

j.X+A Midair Counter Attack

3

2Y

3

5YYY

4

6Y

4

8Y / 8[Y]

1 per hit

2X

3

4X

4

6X

4

]A[ Moonblast

8

4AY Energy Ball

3

4AY Energy Ball: Disperse

9

4AA Dazzling Gleam

8

5A Psyshock

5

6A Stored Power

5

j.A Magical Leaf

5

Pikachu Libre

5YYY

3

5YY:Y

3

6Y

3

8Y

4

2XX

3

5X

4

6XX

4

8XX

3

2A Wild Charge

12

2A Wild Charge (Enhanced)

12

4A Electroweb

3

4A Elctroweb (Enhanced)

12

5AA Quick Attack

3

5AA Quick Attack (Enhanced)

3

6A Discharge

3

6[A] Discharge

2

6A Discharge (Enhanced)

6

6[A] Discharge (Enhanced)

6

8A Flying Press

3

8A Flying Press (Enhanced)

5

j.A Spark

3

j.A Spark (Enhanced)

3

Scizor

5YY

3

6YY

4

6YX

4

8Y

3

j.YY

2

2X

3

4X

3

4[X]

3

5X

4

6XX

4

8X

3

j.X

3

2AX / 2A:X X-Scissor

4

2AY+B Bug Bite

12

4A U-Turn

3

4AA U-Turn: Followup

6

5AA Swords Dance: Followup

3

6A Metal Claw

3

6AA Metal Claw: Followup

4

j.A Aerial Ace

3

j.A Aerial Ace: Followup

6

Aegislash

2YX

4

4Y

3

5YY

2

5YYY

4

6YY

4

6Y:Y

3

8Y

3

j.Y

2

j.YY

2

j.YX

4

Shield Forme 4Y

3

Shield Forme 5Y

3

Shield Forme 6Y

1 per hit

2X

4

4X

4

4X (Enhanced)

0, 4

5X

2, 2

5X (Enhanced)

0, 2, 0, 0, 2

6XX / 6X:X

4

8X

4

Shield Forme 5X

4

Shield Forme 6X

4

4A King's Shield

3

5A Fury Cutter (Un-Enhanced)

4

5AAA Fury Cutter

12

5AX Fury Cutter

4

6A / 6[A] Iron Head

3

j.A Gyro Ball

3

Shield Forme 4A Sacred Sword

3

Shield Forme 5A / 5[A] Shadow Sneak

3

Shield Forme 6A Flash Cannon

5

Croagunk

]X[ Release X

4

4YY

4

4YX

6

5YY

2

5YYY

3

6Y: Rock

2

6Y: Bomb

2

8Y

3

j.#Y

1

2X

3

4X

12

5X

4

6X

3

8X

3

j.X

1

j.8X

2

2A Venoshock (No Debuffs)

3

2A Venoshock (One Debuff)

6

2A Venoshock (Two Debuffs)

12

4A Thief

3

6A Poison Jab

3

j.A Gunk Shot: Rock

2

j.A Gunk Shot: Bomb

2

j.A Gunk Shot: Tornado

1 per hit