Pocket Bravery/System: Difference between revisions

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===Movement===
===Movement===


There are a few classifications of walk speed, and each character belongs to one.
There are a few classifications of walk speed, represented by their "Speed" stat on character select. Daisuke and Sebastian are the fastest, Ndidi is the slowest, and all other characters are the same speed inbetween.
 
Table of walkspeeds.


Characters probably have different forward run speeds, and definitely have different backdash frame data and distance.
Characters probably have different forward run speeds, and definitely have different backdash frame data and distance.
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===Stun===
===Stun===


Characters universally have the same stun threshold of 1000. Supers and Final Attacks deal no stun. All other attacks deal 65% of their damage as stun.
Characters universally have the same stun threshold of 1000. Supers and Final Attacks deal no stun but still pause stun recovery. All other attacks deal 65% of their damage as stun.


This means that characters cannot possibly be stunned more than once per round, as they must take at least 1300 damage to get stunned once.
This means that characters cannot possibly be stunned more than once per round, as they must take at least 1300 damage to get stunned once.


While stunned, you are unable to use your Breaker to escape the ensuing combo.
While stunned, you are unable to use your Breaker to escape the ensuing combo.
Stun bar for both players recovers during super freeze.


===Guard Damage===
===Guard Damage===
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===Counterhits===
===Counterhits===


If you hit an opponent at any time during an attack, it's a counterhit. Counterhits get +4f of advantage on hit, enabling some otherwise impossible combos.
If you hit an opponent at any time during an attack, it's a counterhit. Counterhits get extra advantage on hit, enabling some otherwise impossible combos. The amount of frame advantage varies from move to move.


If you hit an opponent specifically during a special attack, and your attack is HP or HK, it's a "Critical Counter" which causes the opponent to pop up high in the air if you hit them with a move that would knockdown (or if you hit the opponent while they were in the air), or be knocked backwards in a long stagger state. This stagger/popup state is identical no matter what move you hit them with. Note that when the opponent enters the stagger state from a critical counter, they may be knocked out of range of followup attacks, and you'll need to dash after them to convert (which is quite easy if you notice it, as the stagger state lasts a considerable amount of time.)
If you hit an opponent specifically during a special attack, and your attack is HP or HK, it's a "Critical Counter" which causes the opponent to pop up high in the air if you hit them with a move that would knockdown (or if you hit the opponent while they were in the air), or be knocked backwards in a long stagger state. This stagger/popup state is identical no matter what move you hit them with. Note that when the opponent enters the stagger state from a critical counter, they may be knocked out of range of followup attacks, and you'll need to dash after them to convert (which is quite easy if you notice it, as the stagger state lasts a considerable amount of time.)
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|129
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===Combo Scaling===
All hits beyond the first hit in a combo are scaled. Scaling applies to both damage and stun.
Scaling sequence is: 0%>7%>13%>19%>25%>31%>37%>43%>49%>54%>60%>66%>72%>?>90%
90% is the highest the scaling can ever go, however all supers and specials reset scaling down to 70%, and will not scale past that. The only attacks that can add more combo scaling past 70% are normals.


==Minutiae==
==Minutiae==
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Most character's fastest normal is their 5LP, with the fastest normals hitting on frame 6. Crouching LP/LK are generally at least 1f slower than their standing counterparts. Most far standing heavy attacks are quite slow.
Most character's fastest normal is their 5LP, with the fastest normals hitting on frame 6. Crouching LP/LK are generally at least 1f slower than their standing counterparts. Most far standing heavy attacks are quite slow.
This means many attacks can look extremely negative, such at -12, but are safe against most characters as long as the attack pushes you out of range of LP/LK.
This means many attacks can look extremely negative, such at -12, but are safe against most characters as long as the attack pushes you out of range of LP/LK.
===E.Cancel Invulnerability===
Most elemental attacks have some amount of invulnerability. Some have enough vulnerability that it functions as a reversal. However whenever you E.Cancel, the elemental attack you canceled into will lose all invulnerability.


{{Navbox-PB}}
{{Navbox-PB}}


[[Category:Pocket_Bravery]]
[[Category:Pocket_Bravery]]

Revision as of 11:29, 10 June 2024

🇧🇷 PT

Last updated in version 1.23

System

Basic Mechanics

Jumping

All characters have the same amount of prejump frames, at 4. Characters also have 1 frame of landing recovery. The only thing you can do during landing recovery is block. Prejump and landing recovery are both throw immune.

All characters also have the same jump arc. The only thing different about each character's jump is how their hurtbox morphs as they jump. Their hurtbox generally tracks how the character is moving in the air, so characters who flip around, curl into a ball, or are fully outstretched have similarly shaped hurtboxes during that part of their jump animation.

Resources

Characters can hold up to two stocks of super meter, and two stocks of elemental meter. All supers cost 1 stock of super, while all Elemental attacks (the game's version of EX moves) cost 1 stock of elemental meter.

Super meter is also used for E.Cancels and S.Cancels. Most Special moves can be canceled into a super (S.Cancel) or elemental attack (E.Cancel). Doing so costs half of a super stock. (Which means an S.Cancel costs 1.5 super stocks total)

Elemental meter has a few other uses as well. With one stock you are able to perform a Breaker (Which is done by pressing HP+HK) on block, and with two stocks you may preform a Breaker while being hit. Breakers have 0f of startup, so they can't be beaten by attempting to bait them. (They're very similar to Bursts in other fighting games.)

Note that supers cannot be broken on hit, and you cannot break if you're being comboed after having been stunned.

The last use for Elemental meter is using a Final Attack, which is your character's largest and most damaging attack. While under 30% health you have access to this attack, which costs two elemental stocks. You are limited to using this only once per round.

Super meter is gained by hitting with attacks, being hit, blocking an attack, having your attack be blocked, or by using a special move (even if it doesn't hit). Elemental meter is gained the same way, except it's not gained on whiffing a special.

Life

Character life is universally 2000. There are no additional concepts like defense or guts to worry about. Outside of combo scaling, nothing changes how much an attack does on hit, or how much effective life a character has.

Movement

There are a few classifications of walk speed, represented by their "Speed" stat on character select. Daisuke and Sebastian are the fastest, Ndidi is the slowest, and all other characters are the same speed inbetween.

Characters probably have different forward run speeds, and definitely have different backdash frame data and distance.

Table of comparison of all of that.

Stun

Characters universally have the same stun threshold of 1000. Supers and Final Attacks deal no stun but still pause stun recovery. All other attacks deal 65% of their damage as stun.

This means that characters cannot possibly be stunned more than once per round, as they must take at least 1300 damage to get stunned once.

While stunned, you are unable to use your Breaker to escape the ensuing combo.

Stun bar for both players recovers during super freeze.

Guard Damage

Characters have a Guard bar value of 46 (represented by pixels).

All normal attacks deal 1 pixel of damage per hit to the opponent's guard bar when they block. Most specials deal 4 pixels, and supers vary from move to move.

Once the guard bar is fully depleted, the opponent enters a Guard Crush state. This state lasts for 62 frames and during which the opponent cannot act in any way.

After blocking an attack, the guard bar starts recovering after 30 frames, at 2 pixels every 3 frames. (due to the game's locked framerate, this means the guard bar recovers unevenly, recovering one pixel each frame for two frames, then stopping for a frame.)

Counterhits

If you hit an opponent at any time during an attack, it's a counterhit. Counterhits get extra advantage on hit, enabling some otherwise impossible combos. The amount of frame advantage varies from move to move.

If you hit an opponent specifically during a special attack, and your attack is HP or HK, it's a "Critical Counter" which causes the opponent to pop up high in the air if you hit them with a move that would knockdown (or if you hit the opponent while they were in the air), or be knocked backwards in a long stagger state. This stagger/popup state is identical no matter what move you hit them with. Note that when the opponent enters the stagger state from a critical counter, they may be knocked out of range of followup attacks, and you'll need to dash after them to convert (which is quite easy if you notice it, as the stagger state lasts a considerable amount of time.)

Multihitting moves do not gain any benefits from a counterhit, as only the first hit will be a counterhit. In the case of a critical counter, the opponent may be knocked out of range of the followup hits of your multihitting normal attack, or the followup hit of your multihitting attack will hit them but the opponent is now out of range for your normal combo.

Throws

All throws have a universal startup of 6 frames, then are active for 4 frames, and recover for 23 frames afterwards.

All throws also have the same hitbox for the throw (though some throws cause the character to have an extended hurtbox.) Note that you cannot grab hurtboxes in this game, only the character's "Grab box" which is centered on their character and represented by the gray box in training mode.

If you are thrown during the startup, active frames, or recovery of anything (including a throw), the throw is unbreakable.

Throws otherwise have a very lenient break window that makes them fairly reactable. It is much more likely that you got thrown in a state that causes it to be unbreakable than to miss the break window.

You have 13 frames of throw protection after waking up from a knockdown.

Throws have priority when clashing with an attack. As long as the throw's hitbox collides with the opponent's grabbox at the same time the opponent's strike hitbox collides with your hurtbox, the throw will take priority.

You may choose your throw direction after the throw connects. You have about 30 frames to input forward or back, and if you do not input any direction it will default to a forward throw.

All characters deal different amounts of damage with their throws, and have a different amount of advantage on the knockdown. All throws are soft knockdowns.

Some characters have different attributes on their forward and back throws.

Throw Damage Comparison
Characters Damage
Hector, Arshavin, Ndidi(Back) 264
Sho, Ximena, Hadassa, Kimberly(Back) 220
Jorge(Forward) 217
Kimberly(Forward) 212
Nuno 205
Daisuke, Sebastian, Malika, Mingmei, Jorge(Back) 176
Ndidi(Forward) 129

Combo Scaling

All hits beyond the first hit in a combo are scaled. Scaling applies to both damage and stun.

Scaling sequence is: 0%>7%>13%>19%>25%>31%>37%>43%>49%>54%>60%>66%>72%>?>90%

90% is the highest the scaling can ever go, however all supers and specials reset scaling down to 70%, and will not scale past that. The only attacks that can add more combo scaling past 70% are normals.

Minutiae

Extra frame of recovery on attacks

There is an extremely weird but extremely important quirk with the game. When the training mode tells you a move is -8 on block, this means you need a move that starts up in 6 frames to punish it. After the recovery of every attack, there is 1 frame where you can block, but can't do anything else. This is accounted into how plus or minus a move is by the training mode, so even if you can only attack on the 9th frame after being -8 oB, you can block on the 8th frame.

Guard bar hidden areas

The guard bar has four hidden pixels of value in it. Two at the start, and two at the end, with one more hit after those last two hidden pixels causing the break. (Due to this,it's possible that technically the guard bar is 45 points, and it breaks once it reaches -1 rather than reaches 0, but I don't think that matters.) Besides these hidden pixels, the guard bar is accurate.

Interpretting frame data

Most character's fastest normal is their 5LP, with the fastest normals hitting on frame 6. Crouching LP/LK are generally at least 1f slower than their standing counterparts. Most far standing heavy attacks are quite slow. This means many attacks can look extremely negative, such at -12, but are safe against most characters as long as the attack pushes you out of range of LP/LK.

E.Cancel Invulnerability

Most elemental attacks have some amount of invulnerability. Some have enough vulnerability that it functions as a reversal. However whenever you E.Cancel, the elemental attack you canceled into will lose all invulnerability.


General

Controls
HUD
System
FAQ
Changelog
Malika
Ndidi
Jorge
Sebastian
Hadassa