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

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[[Image:PTDX_Logo.png |link=Pokken_Tournament_DX |Pokken Tournament DX]]
[[Image:PTDX_Logo.png |link=Pokken_Tournament_DX |Pokken Tournament DX]]
==General Movement and Defense==
===Blocking===
Block by pressing R. Blocking defends against all attacks, but your shield has limited health and can be damaged.  When your shield health reaches 0, you suffer a '''Guard Break''', a 60F reeling animation during which you can be attacked for a heavily scaled combo.
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== Overview ==
[[File:Pokken Shield Health Burnside Graphic.jpg|500px|border]]
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===Dash===
Every character can perform a Forward Dash and a Back Dash in both Phases, using them for quick burst movement or to avoid attacks.  Back Dash universally has at least 1-8F Strike and Throw invuln, though some Dashes can have additional properties.  Every Dash can be canceled early into Block, Jump, Grab, any Pokemon Move, Support, Burst Declare, or Burst Attack.
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===Jump===
While Jumping on its own is restricted to predetermined arcs, many characters have a way to alter their trajectory.  However, anti-airing is still strong in Pokken, and the sky is less of a sandbox and more of a means to an end.  Jumping grants Low invuln. on Frame 1, and 5-15F Mid Low invuln (varies by character).  Players transition into buffered Aerial Actions from a Jump on Frame 6. Jumping has 17F of landing lag in Field Phase, and 5F of landing lag in Duel Phase.
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===Extended State===
One advanced defensive technique in Pokken is doing nothing, which exploits a quirk of the game's engine known as Extended State.  By providing the game with no input, it is possible to add a few frames to the duration of certain character states, such as blockstun, Burst Exhaust, and wakeup.  This allows the defender to throw off the timing of certain setups.
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== Phases Overview ==
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[[File:Pokken_Phase_Shift_Example.png|border]]
[[File:Pokken_Phase_Shift_Example.png|border]]
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<br>
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.
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 ==
<br>
Every round of Pokken starts in Field Phase. In this Phase, 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.
===Movement in Field Phase===
Moving around in Field Phase will be somewhat familiar to anyone who has played an arena fighter.  In addition to Dashing Forward and Back, players are able to perform Side Dashes in Field Phase, which are invulnerable against projectiles.  Movement in Field Phase is generally slower than in Duel, emphasizing calculated positioning and control of the center.  Jumping has 12 more frames of landing lag in Field, and Aerial Actions usually take longer to recover.
=== 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, and cause a guard break. Each character’s Homing Attack has a set run speed.
=====Perfect Block and Homing Cancel=====
The ability to cancel Homing Attack with Block on Frame 1 is built on by both of these powerful defensive techniques.
<br>
<br>
'''Perfect Block:''' Canceling Homing Attack with Block right as that Block is hit puts the defender in significantly reduced blockstun, creating a gap in normally airtight blockstrings and netting a bigger punish on unsafe moves.
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<br>
'''Homing Cancel:''' Combining Homing Attack's cancel window and its ability to Throw Blast, the Homing Cancel refers to the act of teching a throw with Homing Attack and then immediately canceling the Throw Tech into Block, allowing for a bigger punish.
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== Duel Phase ==
<br>
In Duel Phase, ranged attacks and Homing Attack are traded for a more traditional toolkit. 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.


== Field Phase ==
===Movement in Duel Phase===
Compared to that of Field Phase, movement in Duel Phase feels both more and less freeing.  In return for the loss of the 3rd dimension, jumps are less laggy, Dashes are zippier for some characters, and the space is more cramped.
=== Stances ===
Something interesting to note is that by pressing up on the D-Pad, your character will not jump. Instead, by 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.
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<br>


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.  
== Shifting the Phase ==
<br>
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.  
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=== Ranged Attacks ===
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.*
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.  
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| <p>• Grants 20CC of Synergy.</p>
| <p>• Grants 20CC of Synergy.</p>
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|}</div>
<br>
=== 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.*
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*Note: some grabs count as 1 hit, regardless of what the hit counter displays.
<br>
=== Phase Shift Points ===
<br>
{| class="wikitable mw-collapsible mw-collapsed"
! General Moves
|
|-
| <p>Y+B Grab</p>
|<p>'''12'''</p>
|-
| <p>X+A / [X+A] Counter Attack</p>
|<p>'''3'''</p>
|-
| <p>L+R Burst Declare Wave</p>
|<p>'''-12 *'''</p>
|-
| <p>L+R Burst Attack</p>
|<p>'''12'''</p>
|-
| <p>* PSP is reset for both players.</p>
|
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Darkrai
|
|-
| <p>4YYY / 4YY:Y</p>
|<p>'''3'''</p>
|-
| <p>5YY</p>
|<p>'''3'''</p>
|-
| <p>6Y / 6:Y</p>
|<p>'''3'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>j.Y</p>
|<p>'''3'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>4X</p>
|<p>'''3'''</p>
|-
| <p>4[X]</p>
|<p>'''4'''</p>
|-
| <p>5X</p>
|<p>'''4'''</p>
|-
| <p>6X</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''4'''</p>
|-
| <p>j.X</p>
|<p>'''3'''</p>
|-
| <p>2A Dream Eater</p>
|<p>'''12'''</p>
|-
| <p>4A Nasty Plot</p>
|<p>'''1 per hit'''</p>
|-
| <p>5A Dark Pulse</p>
|<p>'''3'''</p>
|-
| <p>Bad Dreams Rising 5A Dark Pulse</p>
|<p>'''1 per hit'''</p>
|-
| <p>5[A] Dark Pulse: Charge</p>
|<p>'''3'''</p>
|-
| <p>6A / 6[A] Dark Void</p>
|<p>'''-12'''</p>
|-
| <p>8A Nightmare</p>
|<p>'''3'''</p>
|-
| <p>j.AY/X / j.A[Y/X] Shadow Claw: Slice Followup</p>
|<p>'''4'''</p>
|-
| <p>j.AA Shadow Claw: Kick Followup</p>
|<p>'''3'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blaziken
|
|-
| <p>5YYY</p>
|<p>'''4'''</p>
|-
| <p>6YY</p>
|<p>'''4'''</p>
|-
| <p>6YX</p>
|<p>'''4'''</p>
|-
| <p>8Y</p>
|<p>'''2'''</p>
|-
| <p>Release X (First hit)</p>
|<p>'''8'''</p>
|-
| <p>Release X (Second hit)</p>
|<p>'''2'''</p>
|-
| <p>2XX</p>
|<p>'''4'''</p>
|-
| <p>5X</p>
|<p>'''4'''</p>
|-
| <p>6X</p>
|<p>'''2'''</p>
|-
| <p>6XXX</p>
|<p>'''2'''</p>
|-
| <p>8X</p>
|<p>'''4'''</p>
|-
| <p>4A Brave Bird</p>
|<p>'''4'''</p>
|-
| <p>4[A] Brave Bird</p>
|<p>'''4'''</p>
|-
| <p>5A Heat Wave</p>
|<p>'''4'''</p>
|-
| <p>5[A] Heat Wave</p>
|<p>'''4'''</p>
|-
| <p>6A Blaze Kick</p>
|<p>'''3'''</p>
|-
| <p>6[A] Blaze Kick</p>
|<p>'''3'''</p>
|-
| <p>6AX Flare Blitz</p>
|<p>'''3'''</p>
|-
| <p>6A[X] Flare Blitz</p>
|<p>'''3'''</p>
|-
| <p>8A Sky Uppercut</p>
|<p>'''3'''</p>
|-
| <p>8[A] Sky Uppercut</p>
|<p>'''3'''</p>
|-
| <p>j.A High Jump Kick</p>
|<p>'''5'''</p>
|-
| <p>j.[A] High Jump Kick</p>
|<p>'''5'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu
|
|-
| <p>]Y[ Release Y Level One</p>
|<p>'''5'''</p>
|-
| <p>]Y[ Release Y Level Two</p>
|<p>'''8'''</p>
|-
| <p>5YYY</p>
|<p>'''4'''</p>
|-
| <p>5YX</p>
|<p>'''3'''</p>
|-
| <p>5Y:X</p>
|<p>'''3'''</p>
|-
| <p>6Y</p>
|<p>'''4'''</p>
|-
| <p>6:Y</p>
|<p>'''3'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>5X</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''3'''</p>
|-
| <p>2A Iron Tail</p>
|<p>'''5'''</p>
|-
| <p>4A Electro Ball</p>
|<p>'''1 per hit'''</p>
|-
| <p>5A Thunderbolt</p>
|<p>'''3'''</p>
|-
| <p>5[A] Thunderbolt: Charge</p>
|<p>'''2, 2'''</p>
|-
| <p>6A Nuzzle</p>
|<p>'''3'''</p>
|-
| <p>8A Volt Tackle</p>
|<p>'''5'''</p>
|-
| <p>Burst 8AA Volt Tackle: Followup</p>
|<p>'''12'''</p>
|-
| <p>j.A Thunder (Initial hit)</p>
|<p>'''1'''</p>
|-
| <p>j.A Thunder</p>
|<p>'''5'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Lucario
|
|-
| <p>5YYY</p>
|<p>'''4'''</p>
|-
| <p>6Y / 6:Y</p>
|<p>'''5'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>5X</p>
|<p>'''2 per hit'''</p>
|-
| <p>Burst 5X</p>
|<p>'''1 per hit'''</p>
|-
| <p>Burst 5XX</p>
|<p>'''2'''</p>
|-
| <p>6X / 6[X]</p>
|<p>'''3'''</p>
|-
| <p>Burst 6X / 6[X]</p>
|<p>'''3'''</p>
|-
| <p>8X</p>
|<p>'''4'''</p>
|-
| <p>4A Force Palm</p>
|<p>'''5'''</p>
|-
| <p>4[A] Force Palm</p>
|<p>'''12'''</p>
|-
| <p>Burst 4AA Force Palm: Followup</p>
|<p>'''12'''</p>
|-
| <p>5A Aura Sphere (Level One)</p>
|<p>'''3'''</p>
|-
| <p>5A Aura Sphere (Level Two)</p>
|<p>'''1 per hit'''</p>
|-
| <p>5A Aura Sphere (Level Three)</p>
|<p>'''1 per hit'''</p>
|-
| <p>Burst 5A Aura Sphere (Level One)</p>
|<p>'''2 per hit'''</p>
|-
| <p>Burst 5A Aura Sphere (Level Two)</p>
|<p>'''1 per hit'''</p>
|-
| <p>Burst 5A Aura Sphere (Level Three)</p>
|<p>'''2 per hit'''</p>
|-
| <p>6A Bone Rush</p>
|<p>'''3'''</p>
|-
| <p>6AY/X Bone Rush: Downward Swing</p>
|<p>'''4'''</p>
|-
| <p>6AA Bone Rush: Upward Swing</p>
|<p>'''5'''</p>
|-
| <p>8A Extreme Speed</p>
|<p>'''2, 3'''</p>
|-
| <p>Burst 8AA Extreme Speed: Followup</p>
|<p>'''12'''</p>
|-
| <p>j.A Aura Sphere: Midair</p>
|<p>'''3'''</p>
|-
| <p>j.[A] Aura Sphere: Midair Charge</p>
|<p>'''1 per hit'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gardevoir
|
|-
| <p>j.X+A Midair Counter Attack</p>
|<p>'''3'''</p>
|-
| <p>2Y</p>
|<p>'''3'''</p>
|-
| <p>5YYY</p>
|<p>'''4'''</p>
|-
| <p>6Y</p>
|<p>'''4'''</p>
|-
| <p>8Y / 8[Y]</p>
|<p>'''1 per hit'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>4X</p>
|<p>'''4'''</p>
|-
| <p>6X</p>
|<p>'''4'''</p>
|-
| <p>]A[ Moonblast</p>
|<p>'''8'''</p>
|-
| <p>4AY Energy Ball</p>
|<p>'''3'''</p>
|-
| <p>4AY Energy Ball: Disperse</p>
|<p>'''9'''</p>
|-
| <p>4AA Dazzling Gleam</p>
|<p>'''8'''</p>
|-
| <p>5A Psyshock</p>
|<p>'''5'''</p>
|-
| <p>6A Stored Power</p>
|<p>'''5'''</p>
|-
| <p>j.A Magical Leaf</p>
|<p>'''5'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Pikachu Libre
|
|-
| <p>5YYY</p>
|<p>'''3'''</p>
|-
| <p>5YY:Y</p>
|<p>'''3'''</p>
|-
| <p>6Y</p>
|<p>'''3'''</p>
|-
| <p>8Y</p>
|<p>'''4'''</p>
|-
| <p>2XX</p>
|<p>'''3'''</p>
|-
| <p>5X</p>
|<p>'''4'''</p>
|-
| <p>6XX</p>
|<p>'''4'''</p>
|-
| <p>8XX</p>
|<p>'''3'''</p>
|-
| <p>2A Wild Charge</p>
|<p>'''12'''</p>
|-
| <p>2A Wild Charge (Enhanced)</p>
|<p>'''12'''</p>
|-
| <p>4A Electroweb</p>
|<p>'''3'''</p>
|-
| <p>4A Elctroweb (Enhanced)</p>
|<p>'''12'''</p>
|-
| <p>5AA Quick Attack</p>
|<p>'''3'''</p>
|-
| <p>5AA Quick Attack (Enhanced)</p>
|<p>'''3'''</p>
|-
| <p>6A Discharge</p>
|<p>'''3'''</p>
|-
| <p>6[A] Discharge</p>
|<p>'''2'''</p>
|-
| <p>6A Discharge (Enhanced)</p>
|<p>'''6'''</p>
|-
| <p>6[A] Discharge (Enhanced)</p>
|<p>'''6'''</p>
|-
| <p>8A Flying Press</p>
|<p>'''3'''</p>
|-
| <p>8A Flying Press (Enhanced)</p>
|<p>'''5'''</p>
|-
| <p>j.A Spark</p>
|<p>'''3'''</p>
|-
| <p>j.A Spark (Enhanced)</p>
|<p>'''3'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Scizor
|
|-
| <p>5YY</p>
|<p>'''3'''</p>
|-
| <p>6YY</p>
|<p>'''4'''</p>
|-
| <p>6YX</p>
|<p>'''4'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>j.YY</p>
|<p>'''2'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>4X</p>
|<p>'''3'''</p>
|-
| <p>4[X]</p>
|<p>'''3'''</p>
|-
| <p>5X</p>
|<p>'''4'''</p>
|-
| <p>6XX</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''3'''</p>
|-
| <p>j.X</p>
|<p>'''3'''</p>
|-
| <p>2AX / 2A:X X-Scissor</p>
|<p>'''4'''</p>
|-
| <p>2AY+B Bug Bite</p>
|<p>'''12'''</p>
|-
| <p>4A U-Turn</p>
|<p>'''3'''</p>
|-
| <p>4AA U-Turn: Followup</p>
|<p>'''6'''</p>
|-
| <p>5AA Swords Dance: Followup</p>
|<p>'''3'''</p>
|-
| <p>6A Metal Claw</p>
|<p>'''3'''</p>
|-
| <p>6AA Metal Claw: Followup</p>
|<p>'''4'''</p>
|-
| <p>j.A Aerial Ace</p>
|<p>'''3'''</p>
|-
| <p>j.A Aerial Ace: Followup</p>
|<p>'''6'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Aegislash
|
|-
| <p>2YX</p>
|<p>'''4'''</p>
|-
| <p>4Y</p>
|<p>'''3'''</p>
|-
| <p>5YY</p>
|<p>'''2'''</p>
|-
| <p>5YYY</p>
|<p>'''4'''</p>
|-
| <p>6YY</p>
|<p>'''4'''</p>
|-
| <p>6Y:Y</p>
|<p>'''3'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>j.Y</p>
|<p>'''2'''</p>
|-
| <p>j.YY</p>
|<p>'''2'''</p>
|-
| <p>j.YX</p>
|<p>'''4'''</p>
|-
| <p>Shield Forme 4Y</p>
|<p>'''3'''</p>
|-
| <p>Shield Forme 5Y</p>
|<p>'''3'''</p>
|-
| <p>Shield Forme 6Y</p>
|<p>'''1 per hit'''</p>
|-
| <p>2X</p>
|<p>'''4'''</p>
|-
| <p>4X</p>
|<p>'''4'''</p>
|-
| <p>4X (Enhanced)</p>
|<p>'''0, 4'''</p>
|-
| <p>5X</p>
|<p>'''2, 2'''</p>
|-
| <p>5X (Enhanced)</p>
|<p>'''0, 2, 0, 0, 2'''</p>
|-
| <p>6XX / 6X:X</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''4'''</p>
|-
| <p>Shield Forme 5X</p>
|<p>'''4'''</p>
|-
| <p>Shield Forme 6X</p>
|<p>'''4'''</p>
|-
| <p>4A King's Shield</p>
|<p>'''3'''</p>
|-
| <p>5A Fury Cutter (Un-Enhanced)</p>
|<p>'''4'''</p>
|-
| <p>5AAA Fury Cutter</p>
|<p>'''12'''</p>
|-
| <p>5AX Fury Cutter</p>
|<p>'''4'''</p>
|-
| <p>6A / 6[A] Iron Head</p>
|<p>'''3'''</p>
|-
| <p>j.A Gyro Ball</p>
|<p>'''3'''</p>
|-
| <p>Shield Forme 4A Sacred Sword</p>
|<p>'''3'''</p>
|-
| <p>Shield Forme 5A / 5[A] Shadow Sneak</p>
|<p>'''3'''</p>
|-
| <p>Shield Forme 6A Flash Cannon</p>
|<p>'''5'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Croagunk
|
|-
| <p>]X[ Release X</p>
|<p>'''4'''</p>
|-
| <p>4YY</p>
|<p>'''4'''</p>
|-
| <p>4YX</p>
|<p>'''6'''</p>
|-
| <p>5YY</p>
|<p>'''2'''</p>
|-
| <p>5YYY</p>
|<p>'''3'''</p>
|-
| <p>6Y: Rock</p>
|<p>'''2'''</p>
|-
| <p>6Y: Bomb</p>
|<p>'''2'''</p>
|-
|  <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>j.#Y</p>
|<p>'''1'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>4X</p>
|<p>'''12'''</p>
|-
| <p>5X</p>
|<p>'''4'''</p>
|-
| <p>6X</p>
|<p>'''3'''</p>
|-
| <p>8X</p>
|<p>'''3'''</p>
|-
| <p>j.X</p>
|<p>'''1'''</p>
|-
| <p>j.8X</p>
|<p>'''2'''</p>
|-
| <p>2A Venoshock (No Debuffs)</p>
|<p>'''3'''</p>
|-
| <p>2A Venoshock (One Debuff)</p>
|<p>'''6'''</p>
|-
| <p>2A Venoshock (Two Debuffs)</p>
|<p>'''12'''</p>
|-
| <p>4A Thief</p>
|<p>'''3'''</p>
|-
| <p>6A Poison Jab</p>
|<p>'''3'''</p>
|-
| <p>j.A Gunk Shot: Rock</p>
|<p>'''2'''</p>
|-
| <p>j.A Gunk Shot: Bomb</p>
|<p>'''2'''</p>
|-
| <p>j.A Gunk Shot: Tornado</p>
|<p>'''1 per hit'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Sceptile
|
|-
| <p>5YY / 5Y[Y]</p>
|<p>'''3'''</p>
|-
| <p>6Y</p>
|<p>'''2'''</p>
|-
| <p>6YY / 6Y:Y</p>
|<p>'''3'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>4X</p>
|<p>'''2'''</p>
|-
| <p>5X / 5[X]</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''4'''</p>
|-
| <p>5AA Bullet Seed</p>
|<p>'''3'''</p>
|-
| <p>6A Leaf Blade</p>
|<p>'''3'''</p>
|-
| <p>Burst 6AA Leaf Blade ~ Dragon Breath Followup</p>
|<p>'''12'''</p>
|-
| <p>8A Leaf Storm</p>
|<p>'''12'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Gengar
|
|-
| <p>Burst X+A / [X+A] Counter Attack</p>
|<p>'''4'''</p>
|-
| ]X[ Release X
|<p>'''0, 0, 0, 3'''</p>
|-
| <p>5YY</p>
|<p>'''4'''</p>
|-
| <p>Burst 5YY</p>
|<p>'''2'''</p>
|-
| <p>6YX</p>
|<p>'''4'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| Burst 8Y / 8[Y]
|<p>'''4'''</p>
|-
| <p>2XX</p>
|<p>'''4'''</p>
|-
| <p>Burst 2X</p>
|<p>'''2'''</p>
|-
| <p>5X / 5[X]</p>
|<p>'''3'''</p>
|-
| <p>Burst 5X / 5[X]</p>
|<p>'''4'''</p>
|-
| <p>Burst 8X</p>
|<p>'''4'''</p>
|-
| <p>4A / 4[A] Shadow Punch</p>
|<p>'''0, 2'''</p>
|-
| <p>5A Shadow Ball</p>
|<p>'''3'''</p>
|-
| <p>6A Hypnosis</p>
|<p>'''3'''</p>
|-
| <p>j.A Astonish</p>
|<p>'''1 per hit'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Decidueye
|
|-
| <p>]Y[ Release Y</p>
|<p>'''3'''</p>
|-
| <p>2YY</p>
|<p>'''2'''</p>
|-
| <p>4Y</p>
|<p>'''2'''</p>
|-
| <p>5YY</p>
|<p>'''2'''</p>
|-
| <p>5YYY</p>
|<p>'''3'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>j.Y</p>
|<p>'''0, 1</p>
|-
| <p>Soaring Stance Y</p>
|<p>'''1'''</p>
|-
| <p>Soaring Stance YY</p>
|<p>'''3'''</p>
|-
| <p>]X[ Release X</p>
|<p>'''-6'''</p>
|-
| <p>2X</p>
|<p>'''1'''</p>
|-
| <p>2XX</p>
|<p>'''2'''</p>
|-
| <p>4X / 4[X]</p>
|<p>'''4'''</p>
|-
| <p>5XX</p>
|<p>'''4'''</p>
|-
| <p>6XXX</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''3'''</p>
|-
| <p>Soaring Stance X</p>
|<p>'''0, 5'''</p>
|-
| <p>4A Frenzy Plant</p>
|<p>'''4'''</p>
|-
| <p>4A Frenzy Plant (Back hit)</p>
|<p>'''12'''</p>
|-
| <p>5A / 5[A] Spirit Shackle</p>
|<p>'''3'''</p>
|-
| <p>6A Fury Attack</p>
|<p>'''4'''</p>
|-
| <p>6AY/X Leaf Blade</p>
|<p>'''4'''</p>
|-
| <p>Burst 6AY/X Leaf Blade: Followup</p>
|<p>'''12'''</p>
|-
| <p>6AA Razor Leaf</p>
|<p>'''2'''</p>
|-
| <p>8A Smack Down (Arrow)</p>
|<p>'''4'''</p>
|-
| <p>8A Smack Down (Magnemite / Camera)</p>
|<p>'''1'''</p>
|-
| <p>j.A Sucker Punch: Critical Hit</p>
|<p>'''12'''</p>
|-
| <p>Soaring Stance A Acrobatics</p>
|<p>'''3'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Machamp
|
|-
| <p>5YY</p>
|<p>'''4'''</p>
|-
| <p>6YY</p>
|<p>'''3'''</p>
|-
| <p>6YYY</p>
|<p>'''4'''</p>
|-
| <p>6YYX / 6YYYX</p>
|<p>'''4'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>j.Y</p>
|<p>'''1 per hit'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>2XX</p>
|<p>'''1'''</p>
|-
| <p>2X ~ RX</p>
|<p>'''4'''</p>
|-
| <p>4XY</p>
|<p>'''3'''</p>
|-
| <p>4XX</p>
|<p>'''3'''</p>
|-
| <p>5XX</p>
|<p>'''5'''</p>
|-
| <p>5X[X]</p>
|<p>'''12'''</p>
|-
| <p>6X</p>
|<p>'''3'''</p>
|-
| <p>6[X]</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''12'''</p>
|-
| <p>j.X</p>
|<p>'''3'''</p>
|-
| <p>2A Close Combat</p>
|<p>'''12'''</p>
|-
| <p>4A Karate Chop</p>
|<p>'''5'''</p>
|-
| <p>5A Cross Chop</p>
|<p>'''5'''</p>
|-
| <p>8A Heavy Slam</p>
|<p>'''0, 2, 1'''</p>
|-
| <p>j.A Wake-Up Slap</p>
|<p>'''-3'''</p>
|-
| <p>j.A Wake-Up Slap (Enhanced)</p>
|<p>'''-6'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Braixen
|
|-
| <p>4Y</p>
|<p>'''3, 1'''</p>
|-
| <p>4[Y]</p>
|<p>'''4, 0'''</p>
|-
| <p>5YYY</p>
|<p>'''3'''</p>
|-
| <p>6Y</p>
|<p>'''3'''</p>
|-
| <p>j.Y</p>
|<p>'''1 per hit'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>4X</p>
|<p>'''4'''</p>
|-
| <p>5XX</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''3'''</p>
|-
| <p>j.X / j.[X]</p>
|<p>'''3'''</p>
|-
| <p>2A Light Screen</p>
|<p>'''2'''</p>
|-
| <p>4A Fire Blast: Fireball</p>
|<p>'''2 per hit'''</p>
|-
| <p>4A Fire Blast: Blast</p>
|<p>'''1 per hit'''</p>
|-
| <p>5A Psybeam</p>
|<p>'''3'''</p>
|-
| <p>5A Psybeam (Enhanced)</p>
|<p>'''0, 3'''</p>
|-
| <p>6A Fire Spin</p>
|<p>'''1 per hit'''</p>
|-
| <p>6[A] Fire Spin</p>
|<p>'''0.5 per hit'''</p>
|-
| <p>8A Flamethrower</p>
|<p>'''4'''</p>
|-
| <p>j.A Flame Charge</p>
|<p>'''3'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Empoleon
|
|-
| <p>5YY</p>
|<p>'''3'''</p>
|-
| <p>6YY</p>
|<p>'''3'''</p>
|-
| <p>8Y</p>
|<p>'''2'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>4X</p>
|<p>'''4'''</p>
|-
| <p>5X</p>
|<p>'''4'''</p>
|-
| <p>8X</p>
|<p>'''3'''</p>
|-
| <p>j.X / j.[X]</p>
|<p>'''3'''</p>
|-
| <p>4A Defog</p>
|<p>'''3'''</p>
|-
| <p>5A Aqua Jet</p>
|<p>'''3'''</p>
|-
| <p>6A Ice Beam</p>
|<p>'''4'''</p>
|-
| <p>6[A] Ice Beam</p>
|<p>'''3'''</p>
|-
| <p>8A Drill Peck</p>
|<p>'''3'''</p>
|-
| <p>j.A Steel Wing</p>
|<p>'''2'''</p>
|-
| <p>Followup B Surf</p>
|<p>'''4'''</p>
|-
| <p>Followup Y Cut</p>
|<p>'''3'''</p>
|-
| <p>Followup X Waterfall</p>
|<p>'''4'''</p>
|-
| <p>Followup A Rock Smash</p>
|<p>'''4'''</p>
|}
{| class="wikitable mw-collapsible mw-collapsed"
! Blastoise
|
|-
| <p>4Y</p>
|<p>'''3'''</p>
|-
| <p>5YY</p>
|<p>'''3'''</p>
|-
| <p>6Y</p>
|<p>'''3'''</p>
|-
| <p>8Y</p>
|<p>'''3'''</p>
|-
| <p>j.Y</p>
|<p>'''1, 1'''</p>
|-
| <p>Shell Fortress Stance Y</p>
|<p>'''2'''</p>
|-
| <p>2X</p>
|<p>'''3'''</p>
|-
| <p>5X</p>
|<p>'''4'''</p>
|-
| <p>6X</p>
|<p>'''4'''</p>
|-
| <p>8XX</p>
|<p>'''4'''</p>
|-
| <p>Shell Fortress Stance X</p>
|<p>'''4'''</p>
|-
| <p>2A Water Pulse</p>
|<p>'''3'''</p>
|-
| <p>4A Water Spout</p>
|<p>'''5'''</p>
|-
| <p>5A Water Gun</p>
|<p>'''2'''</p>
|-
| <p>5AY Dark Pulse</p>
|<p>'''3'''</p>
|-
| <p>5AA Aura Sphere</p>
|<p>'''2'''</p>
|-
| <p>Burst 5AAA Water Gun: Followup</p>
|<p>'''12'''</p>
|-
| <p>6A Rapid Spin</p>
|<p>'''3'''</p>
|-
| <p>8A / 8[A] Hydro Pump</p>
|}
<br>
<br>
<br>
<br>
*Note: Some grabs count as 1 hit, regardless of what the hit counter displays.
<br>
<br>
[[Category:Pokken Tournament DX]]

Latest revision as of 12:23, 17 January 2022

Pokken Tournament DX


General Movement and Defense

Blocking

Block by pressing R. Blocking defends against all attacks, but your shield has limited health and can be damaged. When your shield health reaches 0, you suffer a Guard Break, a 60F reeling animation during which you can be attacked for a heavily scaled combo.

Pokken Shield Health Burnside Graphic.jpg

Dash

Every character can perform a Forward Dash and a Back Dash in both Phases, using them for quick burst movement or to avoid attacks. Back Dash universally has at least 1-8F Strike and Throw invuln, though some Dashes can have additional properties. Every Dash can be canceled early into Block, Jump, Grab, any Pokemon Move, Support, Burst Declare, or Burst Attack.

Jump

While Jumping on its own is restricted to predetermined arcs, many characters have a way to alter their trajectory. However, anti-airing is still strong in Pokken, and the sky is less of a sandbox and more of a means to an end. Jumping grants Low invuln. on Frame 1, and 5-15F Mid Low invuln (varies by character). Players transition into buffered Aerial Actions from a Jump on Frame 6. Jumping has 17F of landing lag in Field Phase, and 5F of landing lag in Duel Phase.

Extended State

One advanced defensive technique in Pokken is doing nothing, which exploits a quirk of the game's engine known as Extended State. By providing the game with no input, it is possible to add a few frames to the duration of certain character states, such as blockstun, Burst Exhaust, and wakeup. This allows the defender to throw off the timing of certain setups.

Phases 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, 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.

Movement in Field Phase

Moving around in Field Phase will be somewhat familiar to anyone who has played an arena fighter. In addition to Dashing Forward and Back, players are able to perform Side Dashes in Field Phase, which are invulnerable against projectiles. Movement in Field Phase is generally slower than in Duel, emphasizing calculated positioning and control of the center. Jumping has 12 more frames of landing lag in Field, and Aerial Actions usually take longer to recover.

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, and cause a guard break. Each character’s Homing Attack has a set run speed.

Perfect Block and Homing Cancel

The ability to cancel Homing Attack with Block on Frame 1 is built on by both of these powerful defensive techniques.

Perfect Block: Canceling Homing Attack with Block right as that Block is hit puts the defender in significantly reduced blockstun, creating a gap in normally airtight blockstrings and netting a bigger punish on unsafe moves.

Homing Cancel: Combining Homing Attack's cancel window and its ability to Throw Blast, the Homing Cancel refers to the act of teching a throw with Homing Attack and then immediately canceling the Throw Tech into Block, allowing for a bigger punish.

Duel Phase


In Duel Phase, ranged attacks and Homing Attack are traded for a more traditional toolkit. 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.

Movement in Duel Phase

Compared to that of Field Phase, movement in Duel Phase feels both more and less freeing. In return for the loss of the 3rd dimension, jumps are less laggy, Dashes are zippier for some characters, and the space is more cramped.

Stances

Something interesting to note is that by pressing up on the D-Pad, your character will not jump. Instead, by 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.

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.

Phase Shift: Field to Duel

• Grants 40CC of Synergy.

• Restores 50% recoverable HP.



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.*

Phase Shift: Duel to Field

• Grants 20CC of Synergy.



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