Pokken Tournament DX/Gauges: Difference between revisions

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[[File:Pokken Synergy Meter Size Burnside Graph.jpg|500px|border]]
[[File:Pokken Synergy Meter Size Burnside Graph.jpg|500px|border]]
[[File:Pokken Synergy Burst Duration Burnside Graph.jpg|500px|border]]
[[File:Pokken Synergy Burst Duration Burnside Graph.jpg|500px|border]]
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====Synergy Burst====
==Synergy Burst==
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Once the Synergy Gauge has been filled, Synergy Burst can be activated. By pressing L+R, the screen briefly flashes, and the character is powered up. Being in Synergy Burst will slowly consume the gauge until all its Synergy Power has been depleted, at which point it will end. The rate at which the gauge depletes is also character specific. Being in Burst increases damage by 10% as a modifier that is not affected by damage scaling. Defense is also enhanced in a similar fashion. Its most notable benefit, however, is Burst Armor.
Once the Synergy Gauge has been filled, Synergy Burst can be activated. By pressing L+R, the screen briefly flashes, and the character is powered up. The activation of Burst Mode generates a wave which pushes opponents back and Destroys Projectiles.  Burst Mode will slowly consume the gauge until all its Synergy Power has been depleted, at which point it will end. Universally, Burst Mode grants the following benefits while active.
* Damage dealt is increased by 10%.
* Damage received is decreased by 10%.
* Increased walking speed.
* 4F of recovery is reduced from all Dashes.
* Heals recoverable HP.
* Burst Armor.
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|'''General Enhancements'''
|'''General Enhancements'''
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| <p>• Damage dealt increased by 10%.</p>
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<p>• Damage received decreased by 10%.</p>
<p>• Increased walking speed.</p>
<p>• Heals recoverable HP.</p>
<p>• Burst Armor is granted.</p>


==Burst Attack==
==Burst Attack==

Revision as of 03:40, 17 January 2022

Pokken Tournament DX

Introduction

One core element of Pokken's gameplay is the management of its various resources. There are three resources the player must keep track of during a match: Health, Synergy, and Support Gauge. The Synergy and Support Gauges each have one use, only accessible when the meter is full, so the single relevant decision is when to spend that use. However, wisely choosing the right time to activate Burst Mode or call your Support Pokemon can be the difference between victory and defeat. Health, by contrast, is managed much more like a fluctuating pool. Beyond living and dying by one's HP, many characters have ways of either healing themselves or spending HP. In the latter case, players of these self-destructive characters must carefully consider exactly how much they want to cash out. Pokken's various gauges are positioned as follows.

Pokken HUD.png

1. Health Gauge

Of all Pokken's resources, HP is probably the most important. As in other fighting games, the primary way to lose a round is to have your HP reduced to 0. Each character has different amounts of HP, as pictured below.

Pokken Character Health Burnside Graph.jpg

Whenever you take damage in Pokken, a portion of that damage can be recovered via Recoverable HP. Many supports and a few characters can regenerate Recoverable HP, but universally, 50% of Recoverable HP is regenerated when shifting from Field Phase into Duel Phase, and Recoverable HP regenerates slowly while in Burst Mode.

Rage


Pokken Rage.png

"Rage" is the state a player enters when their HP is 1/4 or below. Recovering HP to an amount higher than this brings the player out of Rage.

Rage increases the amount of damage dealt by 20%, while decreasing the amount of damage received by 30%.

If both players are in Rage, the increased damage is effectively canceled out and the amount of damage received is decreased by 10%.

2. Synergy Gauge

Bordering each player icon is a gauge that fills up periodically throughout the match - this is the Synergy Gauge. As you collect Synergy Power, this gauge will periodically fill up. Each character’s gauge has a different size, meaning that a variable amount of Synergy Power is required to reach max capacity depending on the character. Synergy Power can be measured in “CC”, a measurement system that Pokken players have adopted in order to accurately measure Synergy Power. Furthermore, once activated, each character's Synergy Burst mode lasts for a different period of time. The values given here are a vacuum measurement in seconds, as certain factors can extend or shorten the time you spend in Burst.

Pokken Synergy Meter Size Burnside Graph.jpg Pokken Synergy Burst Duration Burnside Graph.jpg

Synergy Burst


Once the Synergy Gauge has been filled, Synergy Burst can be activated. By pressing L+R, the screen briefly flashes, and the character is powered up. The activation of Burst Mode generates a wave which pushes opponents back and Destroys Projectiles. Burst Mode will slowly consume the gauge until all its Synergy Power has been depleted, at which point it will end. Universally, Burst Mode grants the following benefits while active.

  • Damage dealt is increased by 10%.
  • Damage received is decreased by 10%.
  • Increased walking speed.
  • 4F of recovery is reduced from all Dashes.
  • Heals recoverable HP.
  • Burst Armor.



Burst Armor


Unless enhanced with an Attack Up buff, Weak Attacks will not inflict any hitstun on an opponent in Burst. This means that options with which to pressure or defend against an opponent in Burst are limited, making it all the more formidable.

Burst Armor has some rules to it:

  • Weak Attacks can still go through Burst Armor if it was a critical hit.


  • Weak Attacks that do not go through Burst Armor can still be used in a combo as long as the move that started the combo goes through Burst Armor.


  • Hitting the opponent with nine attacks that don't deal hitstun to Burst Armor causes them to lose their Burst Armor for the next hit.


  • This nine hit mechanic resets at the end of a combo, when the opponent is knocked down, does an air-tech, or if the Phase Shifts.





General Enhancements

Burst Attack

While still in Synergy Burst, pressing L+R again will result in another screen flash, followed up by a special attack known as a Burst Attack (BA). These attacks are treated like Pokemon Moves, meaning that they can be canceled into from certain normal attacks. Most BA's become invincible a few frames after activation. However, some BA's are completely invincible, and some have armor. These attacks do a lot of damage on their own. They can also counter pierce, making them powerful tools for hit confirms or neutral.

Character Attack Damage Chip Invincible on Armor
Darkrai Normal 180 60 Frame 9 N/A
Darkrai (BDR) Normal 240 60 Frame 1 N/A
Blaziken Normal 216 49 Frame 5 N/A
Pikachu Normal 180 60 Frame 5 N/A
Lucario Normal 182 20 Frame 5 N/A
Gardevoir Normal 192 60 Frame 5 N/A
Pikachu Libre Normal 184 15 Frame 5 N/A
Scizor Normal 201 24 Frame 5 N/A
Aegislash Normal 210 35 Frame 5 N/A
Aegislash (SF) Counter 220 41 Frame 9 Counter Armor
Croagunk Normal 180 30 Frame 13 N/A
Croagunk (Aerial) Normal 180 30 Frame 1 N/A
Sceptile Counter 190 50 Frame 20 Counter Armor
Gengar Grab 240 N/A Frame 1 N/A
Decidueye Normal 181 50 Frame 13 N/A
Machamp Normal 240 58 Frame 5 N/A
Braixen Normal 167 25 Frame 9 N/A
Empoleon Grab 200 N/A Frame 26 N/A
Blastoise Normal 219 20 Frame 5 N/A
Mewtwo Grab 220 N/A Frame 1 N/A
Chandelure Counter 200 35 Frame 13 Counter Armor
Suicune Counter 170 60 Frame 20 Counter Armor
Weavile Counter 155 20 Frame 9 Counter Armor
Charizard Normal 235 60 Frame 5 N/A
Garchomp Normal 245 75 Frame 9 Red Armor
Shadow Mewtwo Normal 226 80 Frame 13 N/A