Introduction
Arguably the core element of Pokken’s gameplay is Synergy Power. Characters can collect Synergy Power throughout the match in order to fill up their Synergy Gauge. Once this gauge fills up, a powerful Synergy Burst mode can be activated for a duration of time. In addition to various character-specific enhancements, a devastating Burst Attack can be unleashed when in Burst. Each BA has different properties, but they can completely change the course of a match. While not an overly centralizing comeback mechanic, Synergy Power can allow players at a disadvantage to retake a lead.
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.
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. 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 light 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.
Darkrai (200 CC / 15 Second Duration) |
• Any move that Phase Shifts from Field to Duel activates Bad Dreams Rising. |
Blaziken (150 CC / 14 Second Duration) |
• Moves that have HP recoil are reduced by half. • Counter Attack height changes from a High to a Mid. • 2Y gains an additional hit, increased hitstun, range, and cancels into specials faster. • 5Y gains an additional hit that is a Mid. • 5YY gains an additional hit that is a Mid. |
Pikachu (100 CC / 14 Second Duration) |
• Release Y always does the enhanced variant. • 2Y range increases. • 5YX always does the Just Frame variant. • Volt Tackle receives a followup attack. • Thunder receives a followup attack. |
Lucario (150 CC / 14 Second Duration) |
• Duel Phase Grab's damage increases. • Homing Attack 2 is replaced with a flurry of punches. • 5YY is replaced with a flurry of punches. • 5X's PSP goes from 2 on each hit, to 1 on each hit. • 5X crumples the opponent instead of launching. • 5XX is available. • 6X / 6[X] is replaced with a pair of aura swords. • Force Palm receives a followup attack. • Aura Sphere becomes enhanced (each level). • Extreme Speed receives a followup attack. |
Gardevoir (150 CC / 16 Second Duration) |
• Midair Counter Attack becomes safer on block. • An additional orb is thrown out when using nY. • j.Y (Duel Phase) fires an additional arrow. • 6X becomes safer on block. • Moonblast fires a wave of horizontal arrows in Field Phase. • Moonblast fires a wave of vertical arrows in Duel Phase. • Future Sight's hitbox is increased (both High and Low versions). |
Pikachu Libre (100 CC / 12 Second Duration) |
• Grants an enhanced state for the entire duration. |
Scizor (200 CC / 14 Second Duration) |
• Hover Dash Y gains two additional hits. • Sets down even more staples when using nY. • 2Y becomes plus on hit, safer on block, and gains two additional hits. • 5Y becomes plus on hit, safer on block, and gains two additional hits. • 8Y gains two additional hits. • All Bullet Punch variants launch the opponent. • Bug Bite's damage is increased. • Scizor gains two stocks from doing Swords Dance. • The first hit of Aerial Ace receives hitstun. |
Aegislash (200 CC / 12 Second Duration) |
• Grants an enhanced state for the entire duration. |
Croagunk (150 CC / 12 Second Duration) |
• More likely to receive good results from random effects. The first hit of Poison Sting receives hitstun. |
Sceptile (200 CC / 14 Second Duration) |
• Field and Duel Phase Grab deals additional damage. Bullet Seed grows into the vines faster. Leaf Blade receives a followup attack. Leech Seed grows into the plants faster. |
Gengar (250 CC / 18 Second Duration) |
• High Stance grants counter armor against Highs on frame 5. Low Stance grants counter armor against Lows on frame 5. Forward, Back, and Side Dashes have increased invincibility frames. Counter Attack is altered. nY fires three projectiles in each direction. sY is altered. fY is altered. j.X (Field Phase) is altered. Homing Attack 1 is altered. Homing Attack 2 is altered. 2Y is altered. 5Y is altered. 5YY is altered. 8Y is altered. 2X is altered. 5X / 5[X] is altered. 8X is altered. j.X (Duel Phase) is altered. Sludge Bomb's puddles increase in size. Curse receives hitstun on all hits. Shadow Ball becomes enhanced. |
Decidueye ( 150 CC / 12 Second Duration) |
• Acrobatics deals the full damage. Spirit Shackle deals additional damage. Spirit Shackle fires three arrows in Field Phase. Charged Spirit Shackle deals additional damage. Charged Spirit Shackle fires five arrows in Field Phase. Spirit Shackle's traps deal additional damage. Leaf Blade receives a followup attack. Three Magnemites fall from above when using Smack Down. |
Machamp (200 CC / 12 Second Duration) |
• Pokemon moves are always enhanced. |
Braixen (150 CC / 14 Second Duration) |
• Pokemon moves are always enhanced. j.Y Special / j.R cancelable (only after the fourth fireball). |
Empoleon (150 CC / 14 Second Duration) |
• Aqua Jet will always be level three. Defog becomes more advantageous on hit. Defog becomes safer on block. |
Blastoise (200 CC / 14 Second Duration) |
• Shell Fortress Stance Y becomes a large water ball projectile. fY becomes more advantageous on hit. fY becomes safer on block. bY gains an additional bubble trap. j.Y (Duel Phase) becomes a large water ball projectile. Water Pulse deals additional damage. Water Spout's damage is unaffected by Blastoise's HP. Dark Pulse becomes a laser. Dragon Pulse deals additional damage. Aura Sphere deals additional damage. Water Gun receives a followup attack. Hydro Pump deals additional damage. |
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 generally do a lot of damage on their own, making them powerful tools for hit confirms or neutral. However, they will commonly do much less damage in combos.