Pokemon: Close Combat/System

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Mechanics

Guard Health
Each character in the game has a certain amount of guard health, as seen on their stats.

  • Every attack will do a certain amount of guard damage when blocked, noted in their AttackData.
  • Guard Health resets after the opponent does a move with the Knockdown property.

If this guard health reaches 0 and then takes one more hit, you are put into a state called Guard Break.

Guard Break
Guard Break is a state that occurs when your guard health runs out.

  • In this state, you are extremely vulnerable as you are put into stun for (x) frames, leaving you open for attack.
  • The next attack an opponent does double damage.
  • Your guard health resets after a Guard Break.


Parry
Press C when the opponent hits you to enter Parry state. In parry state, you have 3 options to choose from.

  • Parry-Counter (5C) will attack the opponent, hitting straight in front of the parrier. Does 2-3 damage depending on the character. If the counter hits, the opponent is knocked away and you will gain one bar of meter. If the opponent is out of the counter range, you will whiff the counter. However, you have full invincibility throughout the animation. Great to use in most situations.
  • Parry-Forward Dash (5C6) will dash your character forward a certain distance forward. You gain 1 bar of meter after doing this. Good for closing in on far-away opponents as well as being useful in punishes due to the guaranteed bar and room to use moves after it. However, there is only invincibility on it during the start of the animation, leaving you vulnerable near the end. Great to use in neutral, but be careful of when you use it.
  • Parry-Backdash (5C4) will make your character backdash upon parrying the attack. While it usually leaves you in a good position, the main downside is that you gain no bar from it. It trades off potential meter for extra safety. Overall the weakest out of all 3 followups, but still finds use. Great to use in neutral to get away.

Be wary that Parry is not frame 1, meaning it loses to all meaties.

Grab
Press 6C or 4C while next to the opponent to grab them.

  • All grabs will give the grabber 1 bar as well as knock down the opponent.
  • The two exceptions are Blaziken's forward throw, which doesn't knock down but instead throws them upward, and Bewear's forward grab, which will give him 1-3 bars depending on his health.


Grab Tech
Press 6C or 4C while in the process of being grabbed in order to Grab Tech.

  • Pushes you and the opponent roughly 25% of the screen away on a successful grab tech.
  • Grabbing a whiffed grab will make the game make you Grab Tech instead of grab the opponent.


Burst
Press the C button during blockstun to use Burst.

  • For 1 bar, opponents near you will be knocked around 3/4 of the screen away.
  • The game's primary "get off me" tool.
  • Extremely useful, but only works if the hitbox on it actually hits the opponent, making it sometimes possible to dodge bursts for big punishes.


C Cancel
Press 6C during certain moves in order to enact a C Cancel in exchange for 1 bar.

  • When you C Cancel, you will instantly leave any lag you were in from the previous move and dash forward.
  • Able to C Cancel on both hit and block, making it extremely versatile in it's usage.
  • You can only C Cancel when you are above 2 bars; any attempts at a C Cancel with only 1 bar will result in nothing.
  • Any moves that are C Cancellable will be noted in their Cancel box.
  • Combos/blockstrings using the C Cancel will be notated as "cc" (Example: 6B cc 6B cc 623B 6A 2B)


Properties

Counter Hit
Hit an opponent during their move's startup in order to counter hit them.

  • Counter hits give extra hitstun to the moves that counter hit.
  • The more hitstun the counter hitting move has, the more extra hitstun that move gets from a counter hit.


Knockdown
Moves with this property knock down the opponent on hit and give you a bar.

  • All air knockdowns will NOT give you bar for using them (ex: Blaziken j.B or Mienshao 6B do not give meter despite being knockdowns because they are in the air when doing so.)


Launch
Moves with this property will launch the opponent on a successful hit.

Roadmap

95% complete
In Progress / Completed To-do
  • Landing page done.
  • Character images, frame data, write-ups done.
  • Combos listed for most characters.
  • All major pages are done, including Training Mode.
  • Create an easy-to-read tool for Combos.
  • Add more details about character strategy in pages.
  • Add a page for other 1P modes.


General
Controls
FAQ
HUD
Training Mode
Netplay
Gallery
System
Patch Notes
Links
Characters
Bewear
Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
Great Tusk
Heracross
Medicham
Mienshao
Poliwrath
Primeape
Scrafty
Toxicroak