Pocket Rumble

Pocket Rumble

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General FAQ
由 the dastardly muncher 制作
This is a general basics guide to everything you may want to know about Pocket Rumble. From using specials properly to some secrets, as well as telling you when we get the cool stuff: here's all the basics of Pocket Rumble.
   
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General Basics
What Is Pocket Rumble?
Pocket Rumble is a competitive fighting game made so that anyone can enjoy. the controls and HUDs are set up to help anyone out. It also has a balanced cast that shares command inputs, and nothing more. you can change to another character in case you lose a match.

What is the current state of Pocket Rumble (as of this guide)?
The current state is alpha build 0.2.3. it features 2 characters (tenshi and naiomi), a training mode, and local and online versus.

I found a bug!
Report it in the steam discussions. the devs will be more than happy to check it out for you.
Gameplay Basics
What's the deal with my health bar?
your health is drained equally with every hit. you can take 12 hits before you lose.

What's the colored bar below my health?
The colored bar below your health informs you of your framedata, or how long your current action takes. These colors are Yellow for Startup (how long it takes for your attack to activate), Red for Active,(how long your attack can do damage), and Green for recovery (how long it takes before you can perform another action). However, the bar can also be used when you are getting hit. These colors are Orange for Hitstun (how long until you can attack again), Blue for Blockstun (how long until you can stop blocking), and Magenta for Knockdown (how long until you can get up). Mastering this bar will allow you to know what can be done when, furthering your combo game.

If all attacks do equal damage, then why use heavy attacks ever?
Heavy attacks (especially sweep kicks if you can land them) have much higher hitstun and can be used for great combo potential.

What's the bar under the health bar?
that would be your frame bar. it tells you when you can and can't use moves, and how long it will take before you can.

I don't have getup attacks!
You do! just input the attack you want to do while on the ground and you will use it instead of getting up! This buffer system also works for hitstun and blockstun, where inputting a command will use it on the first possible frame.

When i use my getup, I always get countered!
Moves with white glow, such as Tenchi's Kick Launcher and Naiomi's Pilliar and Pilliar EX, are un-counterable, and can sometimes get you a few nice and safe hits off.

How do I do specials?
diagonal/hold down and forward/back, and hit A/B

I keep doing sweep kicks instead of specials! This is unplayable!
Calm down, it's just something that you need to get used to. you need to hold a button down a bit to get the special. your character will auto start the attck once the command is in, so i reccoment holding the button down until you see the special start.

My opponent keebs blocking!
you need to use your special attacks. if they are still blocking after one, fire another in quick sucsession. this should break thier block and do damage with specials until they stop blocking for a while. you can extend this time by making them block normal attacks as well.
Tenchi Basics
What playstyle does Tenchi have?
Tenshi is your basic Ryu character, equipped with projectiles, antiair, light rushdown, etc. He has forward and backwards dashes.

What fighting games have characters like Tenchi?
Mainly street fighter, but many fighting games have a general all around character like this.

How do I gain meter as Tenchi?
*sigh* You gain meter as tenshi by spamming using specials. every special gives you one meter piece. 6 will give you Rumble Fireball.

What is Rumble Fireball useful for?
Rumble Fireball is a 4-Hit attack! it can be used for virtually anything, but you do NOT want your opponent blocking it, making it useless. Well, it CAN do 1-2 points of chip damage, but if it doesn't finish them off, they can easily punish! Also, you dont want those 6 points to go to waste, so try and time it in a place where it is almost a guaranteed hit! (at the end of your opponent's jump, for example.)

What are the rest of Tenchi's specials and what are they good for?
Forward-Light: Fireball: used for spacing and sometimes as a general combo ender/chainer.
Back-Light: Air Antlers: Used to stop jump attacks in a safe way.
Forward-Heavy: Charge Antlers: Used to get up close, and also to punish those who try and escape from fireball spam.
Back-Heavy: Kick Launcher: Used to throw someone into the air if close, as a diagonal anti air, and even as a solid multihit attack.

Naomi Basics (W.I.P/Unfinished)
What Playstyle does Naomi have?
Naiomi is your rushdown character. She has much faster attacks and multihit specials. However, she lacks ranged moves.

What games feature this playstyle?
Almost EVERY fighting game has a rushdown character, but Naomi seems to be based on Terry Bogard from the King of Fighters series.

What are Naomi's special moves?
6 条留言
the dastardly muncher  [作者] 2017 年 3 月 28 日 下午 4:05 
@Xzanos Decided to add a section under gameplay basics for that.
Xzanos 2017 年 3 月 26 日 下午 8:51 
Great guide! Although I'd love to know what colors mean when it comes down to frame data. I see green yellow and red and assume as of now this is Green being recovery, yellow as startup and red as the actual hit time but I've no idea.
Aru 2016 年 6 月 5 日 下午 9:24 
oh Tenchi's type of character playstyle is called a shoto
the dastardly muncher  [作者] 2016 年 2 月 4 日 上午 10:52 
fixed most of the issues. everything else i ned to toy around with a bit to try and put it in layman's turms
Crimefighter 2016 年 2 月 4 日 上午 12:28 
Rumble fireball does 2 points of chip on block if they block the whole thing, but doing it raw is real bad because they can react and jump over to punish or use an invincible move to avoid it on wakeup. If you blockstring into it though you get the chip for free and are only -1.

You also maybe want to mention absolute guard and the buffer system. Absolute guard is a system mechanic that makes it so that while you are in blockstun you will continue to block no matter your stick position. The buffer in this game will hold onto your inputs for as long as you hold them, if you want a DP after blocking something you can hold the input down to get it on the first possible frame. Buffering however removes absolute guard, so if your opponent does a blockstring you'll get hit.

It's a slightly advanced system mechanic interaction, but it's bound to happen a lot at lower level play when you just want to DP everything
Skyblade 2016 年 2 月 3 日 下午 10:38 
Would like to make a mention of blocking Rumble Fireball still causes 1 or 2 hits of chip dmg, making it real useful on getting that final hit on a defensive opponent.