Pokken Tournament DX/Glossary: Difference between revisions

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| <p>Short for wallsplat.</p>
| <p>Short for wallsplat.</p>
<p>Describes when the opponent is wallsplat during a combo.</p>
<p>Describes when the opponent splats to the wall during a combo.</p>
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Revision as of 05:19, 16 June 2018

Pokken Tournament DX

Introduction


When starting out in Pokken, notations and terminology should be the first thing to get familiarized with. Whether it would be discussing the use of a certain move, or deciphering a specific combo with multiple inputs.

Pokken is one of the many fighting games that use a numpad system in order to describe notations. This system allows simple explanations even when there are 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.)

Inputs & Notations



Pokken Glossary Y.png The button that is tied to Weak moves. Weak moves consist of quick jabs and pokes.
Pokken Glossary X.png The button that is tied to Strong moves. Strong moves consist of combo starters and launchers.
Pokken Glossary A.png The button that is tied to Pokemon moves. Pokemon moves are also referred to as Specials.
Pokken Glossary B.png

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

Pokken Glossary L.png The button that is tied to calling Support Pokemon.
Pokken Glossary R.png 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.

Pokken Glossary Down.png / b / 2

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

Pokken Glossary Backward.png / s / 4

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

Pokken Glossary Neutral.png / n / 5

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

Pokken Glossary Forward.png / s / 6

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

Pokken Glossary Up.png / f / 8

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

Pokken Glossary X.png + Pokken Glossary A.png

Pressing X and A together causes the character to do a Counter Attack.

Counter Attack is shortened to "CA".

Pokken Glossary X.png + Pokken Glossary A.png

Pokken Glossary Forward.png + Pokken Glossary R.png

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.

Pokken Glossary Y.png + Pokken Glossary B.png

Pressing Y and B together causes the character to Grab.

Able to grab players who are blocking or are in a counter armor state.

Pokken Glossary L.png + Pokken Glossary R.png

Pressing L and R together activates Burst Mode.

If already in Burst Mode, L+R refers to Burst Attack.


General Terminology



Frames

A measurement to determine the speed 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 size of an attack that interacts with the player's Hurtbox and deals damage to them.
Hurtbox The size of a character that determines if they interact with a Hitbox or not.
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 powered up version of a move if the inputs are done with quick and precise timing.
Meaty Hitting the opponent with the very last active frames of a move.
Minus

Having a frame disadvantage over the opponent.

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 (Wakeup).
Option Select The method of covering multiple options by inputting different actions in reaction to what the opponent does.
Plus

Having a frame advantage over the opponent.

If a player is +8, their attack will come out 8 frames faster than the opponent's attack.

Trade

Both players getting 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.

The player becomes 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.