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| <font size="4">Frames</font> | | <font size="4">Frames</font> | ||
| <p> | | <p>The fundamental unit of time for video games, used to determine startups of moves as well as frame advantage / disadvantage between players.</p> | ||
<p>Pokken runs at 60 frames per second.</p> | <p>Pokken runs at 60 frames per second.</p> | ||
<p>If a move becomes active on frame 31, then the move takes half a second to come out.</p> | <p>If a move becomes active on frame 31, then the move takes half a second to come out.</p> | ||
|- | |- | ||
| <font size="4">Hitbox</font> | | <font size="4">Hitbox</font> | ||
| The | | The area associated to an attack that will cause damage if it intersects with the opponent's hurtbox. | ||
|- | |- | ||
| <font size="4">Hurtbox</font> | | <font size="4">Hurtbox</font> | ||
| The | | The area associated to a character that will cause them to take damage if it intersects the hitbox of an opponent's attack. | ||
|- | |- | ||
| <font size="4">Impact</font> | | <font size="4">Impact</font> | ||
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|- | |- | ||
| <font size="4">Just Frame</font> | | <font size="4">Just Frame</font> | ||
| A | | <p> A property certain moves have where the move becomes stronger if performed with precise timing.</p> | ||
<p> This will be denoted with a : before where the precise timing is required. For instance, Darkrai's 4yy:y must be performed with precise timing on the third Y press, but 6:y must be done on the initial input. </p> | |||
|- | |- | ||
| <font size="4">Meaty</font> | | <font size="4">Meaty</font> | ||
| Hitting the opponent with the very last active frames of a move. | | Hitting the opponent with the very last active frames of a move, usually to improve frame advantage. | ||
|- | |- | ||
| <font size="4">Minus</font> | | <font size="4">Minus</font> | ||
| <p> | | <p>Being in a state where the opponent's moves will come out faster than your own.</p> | ||
<p>Also referred to as being at frame disadvantage or just disadvantage.</p> | |||
<p>If a player is -8, their attack will come out 8 frames slower than the opponent's attack.</p> | <p>If a player is -8, their attack will come out 8 frames slower than the opponent's attack.</p> | ||
|- | |- | ||
| <font size="4">Oki / Okizeme</font> | | <font size="4">Oki / Okizeme</font> | ||
| The option a player does against the opponent as they get off the ground | | <p>The option a player does against the opponent as they get off the ground.</p> | ||
<p>Sometimes known as attacking the opponent on their wakeup. Frequently coincides or is conflated with Meaty.</p> | |||
|- | |- | ||
| <font size="4">Option Select</font> | | <font size="4">Option Select</font> | ||
| | | <p>A series of inputs that in a particular situation respond differently and appropriately to multiple options the opponent does.</p> | ||
<p>A classic example is the CA OS on Lucario's Bone Rush-if he does not follow up, he will be punished. If he does, your CA will come out.</p> | |||
|- | |- | ||
| <font size="4">Plus</font> | | <font size="4">Plus</font> | ||
| <p> | | <p>Being in a state where your moves will come out faster than your opponent's.</p> | ||
<p>Also referred to as being at frame advantage or just advantage</p> | |||
<p>If a player is +8, their attack will come out 8 frames faster than the opponent's attack.</p> | <p>If a player is +8, their attack will come out 8 frames faster than the opponent's attack.</p> | ||
|- | |- | ||
| <font size="4">Trade</font> | | <font size="4">Trade</font> | ||
| <p> | | <p>A situation where both players get hit by one another.</p> | ||
<p>Trading in some cases is more favorable for one of the players.</p> | <p>Trading in some cases is more favorable for one of the players.</p> | ||
|- | |- |
Revision as of 14:12, 21 June 2018
Introduction
When starting out in Pokken, learning notations and terminology should definitely be a first priority. By their nature, these are endemic to discussion of the game, whether in discussing the use of a certain move, or for deciphering combo notation.
To begin with, Pokken is one of the many fighting games that use a numpad system in order to describe notations. This system allows simple explanations and combo notations even between language barriers.
8 is up, 2 is down, 6 is forward, and 4 is backwards. All directions are assuming the player is facing right. A quick refresher would be by looking at the numpad on a standard keyboard.
(Pokken's notations are all based on the default controls.)
However, for Field Phase, this is discarded in favor of directional notation due to the 3d movement.
f. is Forward, or towards the opponent, b. is Backwards, or away from the opponent, s. is Side, and n. is Neutral, or not inputting a direction.
Inputs & Notations
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The button that is tied to Weak moves. Weak moves mostly consist of quick jabs and pokes. For instance, Lucario's forward weak attack is denoted 6Y. |
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The button that is tied to Strong moves. Strong moves mostly consist of combo starters and launchers. For instance, Lucario's upwards strong attack is denoted 8X. |
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The button that is tied to Pokemon moves. Pokemon moves are also referred to as Specials. For instance, Lucario's Force Palm (backwards special) is denoted 4A. |
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The button that is tied to Jump. When referring to aerials, Jump is shortened to "j.". Jump Y = j.Y An angled jump has the direction followed by a "B". Forward Jump = 6B |
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The button that is tied to calling Support Pokemon. |
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The button that is tied to blocking. Can also be used for character specific actions. |
[ ] | The notation that is tied to holding down a button. Hold A = [A] |
] [ | The notation that is tied to charging, then releasing a button. Charge and Release A = ]A[ A visual indicator that shows when the charge is complete is when a glow effect appears on the character. |
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The direction that is tied to: Back in Field Phase. Back is shortened to "b". Back Y = bY Down in Duel Phase. Down is shortened to "2". Down Y = 2Y |
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The direction that is tied to: Left in Field Phase. Side inputs are shortened to "s". Side Y = sY Back in Duel Phase. Back is shortened to "4". Back Y = 4Y |
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The direction that is tied to: No directional input in Field Phase. A neutral input is shortened to "n". Neutral Y = nY No directional input in Duel Phase. A neutral input is shortened to "5". Neutral Y = 5Y |
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The direction that is tied to: Right in Field Phase. Side inputs are shortened to "s". Side Y = sY Forward in Duel Phase. Forward is shortened to "6". Forward Y = 6Y |
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The direction that is tied to: Forward in Field Phase. Forward is shortened to "f". Forward Y = fY Up in Duel Phase. Up is shortened to "8". Up Y = 8Y |
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Pressing X and A together causes the character to do a Counter Attack. Counter Attack is shortened to "CA". |
Doing a Counter Attack, and then inputting a direction and R to do a Counter Attack Dash Cancel. Counter Attack Dash Cancel is shortened to "CADC". The counter armor from the CA ends when inputting the command to dash cancel. | |
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Pressing Y and B together causes the character to Grab. Able to grab players who are blocking or are in a counter armor state. |
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Pressing L and R together activates Burst Mode. If already in Burst Mode, L+R refers to Burst Attack. |
General Terminology
Frames | The fundamental unit of time for video games, used to determine startups of moves as well as frame advantage / disadvantage between players. Pokken runs at 60 frames per second. If a move becomes active on frame 31, then the move takes half a second to come out. |
Hitbox | The area associated to an attack that will cause damage if it intersects with the opponent's hurtbox. |
Hurtbox | The area associated to a character that will cause them to take damage if it intersects the hitbox of an opponent's attack. |
Impact | The first frame a move's hitbox becomes active. If a move is i11, that means the first active frame is on frame 11 (after 10 frames of startup). |
Just Frame | A property certain moves have where the move becomes stronger if performed with precise timing. This will be denoted with a : before where the precise timing is required. For instance, Darkrai's 4yy:y must be performed with precise timing on the third Y press, but 6:y must be done on the initial input. |
Meaty | Hitting the opponent with the very last active frames of a move, usually to improve frame advantage. |
Minus | Being in a state where the opponent's moves will come out faster than your own. Also referred to as being at frame disadvantage or just disadvantage. If a player is -8, their attack will come out 8 frames slower than the opponent's attack. |
Oki / Okizeme | The option a player does against the opponent as they get off the ground. Sometimes known as attacking the opponent on their wakeup. Frequently coincides or is conflated with Meaty. |
Option Select | A series of inputs that in a particular situation respond differently and appropriately to multiple options the opponent does. A classic example is the CA OS on Lucario's Bone Rush-if he does not follow up, he will be punished. If he does, your CA will come out. |
Plus | Being in a state where your moves will come out faster than your opponent's. Also referred to as being at frame advantage or just advantage If a player is +8, their attack will come out 8 frames faster than the opponent's attack. |
Trade | A situation where both players get hit by one another. Trading in some cases is more favorable for one of the players. |
Wakeup | Getting up from a knockdown. During this state, the player is invincible until the get-up animation is finished. |
Pokken Terminology
BA | Short for Burst Attack. Burst Attack is Pokken's equivalent of a Super. Can only be used once per Burst Mode. |
Burst Declare | The act of going into Burst Mode by pressing L+R. Burst Declare emits a wave that knocks the opponent back. This Burst Declare wave resets the PSP counter to zero for both players. |
Burst Exhaust | A white flash that occurs at the end of Burst Mode. The character becomes invincible for a short time. During this state, the character briefly stutters before being able to act again. |
Burst Mode | Once the Synergy Gauge is full, pressing L+R activates Burst Mode. In Burst Mode, a character is powered up and receives character-specific enhancements. |
CA | Short for Counter Attack. Can also be referred to any move that gives counter armor. |
CADC | Doing a Counter Attack, and then inputting a direction and R to do a Counter Attack Dash Cancel. Counter Attack Dash Cancel is shortened to "CADC". The counter armor from the CA ends when inputting the commands to dash cancel. |
CC | The measurement used in regards to the Synergy Gauge. Example: Lucario requires 150CC to fill Its Synergy Gauge. Jirachi gives Lucario 1/5 of Its Synergy Gauge. Jirachi gives 30CC of Synergy. |
Clash | Both players attacks hitting on the same exact frame. Both players take no damage, are knocked back, and receive 15CC. Depending on the strength of the move, one player may be left plus in comparison to the opponent after the clash. |
Counter Armor | Blue armor that protects the player from incoming damage. Grants CC for each hit the counter armor absorbs. |
DP | Short for Duel Phase. |
FP | Short for Field Phase. |
Guard Break | The act of a player's block being broken, making them unable to act for a short time. The player that broke the block gains CC while the opponent whose block broke loses CC. |
High Profile | Avoiding a low attack by doing an action that makes you airborne. |
Homing Cancel | Canceling Homing Attack into block or jump. Commonly used to tech a Grab without committing to a full Homing Attack. |
iAD | Short for Instant Air Dash. Jumping and then doing an immediate air dash. Refers to those that have air dashes (Blaziken, Mewtwo, Shadow Mewtwo). |
Low Profile | Avoiding a high attack by doing an action that makes you crouch underneath it. |
Perfect Block | Doing an immediate Homing Attack and canceling it into block. Greatly reduces the blockstun you receive. |
Pierce | An attack that goes through counter armor and red armor. |
PSP | Short for Phase Shift Points. Upon reaching 12 PSP, a Phase Shift occurs from Duel to Field. More information on PSP can be found here. |
Rage | The state a player enters when their HP is 1/4 or below. More information on Rage can be found here. |
Red Armor | Red, super armor that negates any hitstun from attacks. The player still receives damage from attacks. |
Synergy Power | Small drops of Synergy that appears in Field Phase that increase the player's Synergy Gauge. Usually referred to as "Synergy Nuggets". |
Throw Crush | A move that will always beat an opponent's attempt to Grab. The universal Throw Crush option every character has is 8X. |
W! | Short for wallsplat. Describes when the opponent splats to the wall during a combo. |