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
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The button that is tied to Weak moves. Weak moves consist of quick jabs and pokes. |
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The button that is tied to Strong moves. Strong moves consist of combo starters and launchers. |
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The button that is tied to Pokemon moves. Pokemon moves are also referred to as Specials. |
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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 | 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 a move, one player will be plus 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 breaking an opponent's block. The opponent becomes vulnerable 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. |
Rage | The state a player enters when their HP is 1/5 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 that every character has is 8X. |
W! | Short for wallsplat. Describes when the opponent is wallsplat during a combo. |