Introduction
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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. |
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The direction that is tied to: Back in Field Phase. Back is shortened to "b". Backwards 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 Backward in Duel Phase. Backward is shortened to "4". Backward 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 commands 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 Terms
Frames | A measurement to determine the speed of moves, as well as frame advantage 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. |
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. |
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. |
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 knocked down state. During this state, the player is invincible until the get-up animation is finished. |
Terminology
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 disappears when inputting the commands to dash cancel. |
Hurtbox | The size of a character that determines if they interact with a Hitbox or not. |
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. |
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. |
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 knocked down state. During this state, the player is invincible until the get-up animation is finished. |