Pokken Tournament DX/Glossary

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Pokken Tournament DX

Introduction


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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.
Pokken Glossary Down.png / b / 2

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

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

Backward in Duel Phase. Backward is shortened to "4". Backward 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 commands 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 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.