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[[Category:Pokken Tournament DX]] |
Latest revision as of 02:33, 19 June 2025
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. |