Pokemon: Close Combat/System

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Mechanics

Meter
Meter is a resource that can be expended for Hyper Abilities, C-Dashes and Burst

  • Each character has a max of 3 bars, and gains one bar in the following ways:
    • Hitting an opponent with a sweep
    • Landing a normal grab on the opponent
    • Landing a successful Parry-Counter
    • Guard Breaking the opponent
  • On this wiki, the amount of meter a move costs to use is noted in the "Cost" box.


Endurance
Each character in the game has a certain amount of endurance, as seen on their stats.

  • Every attack reduces the opponent's endurance when blocked. On this wiki, this is noted in brackets (example: Blaziken's 5A would be noted as 1 [1]).
  • Endurance is refreshed from Burst, C-Dash back, using a 2+ meter hyper, getting grabbed while grounded, and getting knocked down. How much it refreshes now depends on the END stat:
    • 1-2 Stars: 3 Endurance
    • 3-4 Stars: 4 Endurance
    • 5 Stars: 5 Endurance
  • If endurance reaches zero, the character enters a state called Guard Break.


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

  • In this state, you are extremely vulnerable as you are put into stun for around 66 frames, leaving you open for attack.
  • The next attack an opponent does inflicts double damage.
  • Endurance resets after a Guard Break or a knockdown.
  • Hitting an opponent with a Sweep immediately after Guard Breaking will not result in the user gaining meter
  • Guard Broken opponents cannot be grabbed.
  • While at zero Endurance, blocking moves that deal zero guard damage will *not* cause a Guard Break. You still need to take Guard Damage to get Guard Broken, even at Zero.


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. If the counter hits, the opponent is knocked away for 2-5 damage depending on the character. If the opponent is out of the counter range, you will whiff the counter. However, you have a good amount of invulnerability when you use it, allowing you to dodge certain attacks in some situations. Do remember that this does not mean fully invincible, and you can still be punished for whiffing it heavily. Overall, great to use in most situations.
    • Parry C-Dash Forward (5C6) will dash your character forward after a successful parry. 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 C-Dash Back (5C4) will make your character backdash upon parrying the attack and refreshes endurance. Great to use in neutral to get away.
  • Costs 2 Endurance, refunded if the parry is successful
  • Be wary that Parry is frame 4, meaning it loses to all meaty attacks.
  • Getting hit during Parry Startup will result in a counterhit.


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

  • All grabs knock down the opponent (Besides Blaziken's forward throw).


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.
  • Grabbing a whiffed grab causes a Grab Tech instead of grabbing the opponent.


Burst
Press A+B+C button during blockstun to use Burst.

  • For one bar, opponents near you will be knocked around 3/4 of the screen away.
  • Refreshes endurance.
  • The game's primary "get off me" tool.
  • 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 C during certain moves in order to enact a C Cancel. Requires two bars of Hyper Meter to execute.

  • When you C Cancel, you will instantly leave any lag you were in from the previous move.
  • If holding directly back when pressing C, you will C-Dash Back, refreshing endurance. Any other directional input other than directly back will result in a C-Dash Forwards.
  • Although a C Cancel costs two bars, it immediately refunds one.
  • Because of the nature of this mechanic, you can only C Cancel when you have 2 or 3 bars; any attempts at a C Cancel with less will result in nothing.
  • You are able to C Cancel on both hit and block, making it extremely versatile in its usage. There are a few exceptions to this rule, such as Falinks' 2A, which can be cancelled only by whiffing the move.
  • Any moves that are C Cancellable will be noted in their Cancel box on this wiki.
  • Combos/blockstrings using the C Cancel are often notated as "cc" (Example: 6B cc 6B cc 623B 6A 2B).


Poison
A mechanic applied when Toxicroak or Scrafty hit the opponent with certain attacks.

  • Poisoned characters take 1 damage every 2 seconds.
  • Poison is permanent unless you parry an attack. The effect also expires when you reach 1 HP.
  • Poison is signaled by your character's portrait pulsating purple.

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.
  • Getting counter hit causes you to lose 3 endurance
  • 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 the opponent down on hit.

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


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Characters
Bewear
Blaziken
Chesnaught
Falinks
G. Zapdos
Great Tusk
Heracross
Mienshao
Poliwrath
Primeape
Scrafty
Toxicroak