Pocket Rumble

Pocket Rumble

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Move priority
由 JaxOf7 制作
How the game's attackboxes work.
   
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Jotting down stuff that didn't seem immediately obvious and wasn't listed anywhere.
Green hitboxes are your character and where you can be hit.

Red attackboxes in Pocket Rumble can collide with each other, and how the interaction goes down depends on move priority.

+2: Special Moves
+1: B attacks
+0: A attacks

If one of the moves is of lower priority, than that fighter gets hit.
If the moves are of equal priority, both fighters get hit.

Pink attackboxes are "external" attackboxes and cannot be hit by other attackboxes.
They will outprioritize opposing red attackboxes. This includes Hector's pink st.B beating red specials.

White hitboxes make the user invincible. Whether these moves uses Red or Pink attackboxes makes no difference as Tenchi's hornflip (db+B) demonstrates.

Naomi's ex triple rush (df+A+B) has the same priority as other special moves.

Projectiles Will go through invincible hitboxes+attackboxes.

Projectile priority
+0: Tenchi's fireball, June's projectiles, Hector's cut orb
+1: Tenchi's super fireball, Parker's lightning

2 projectiles of same priority will collide with each other and cancel each other out.
A projectile of higher priority will cancel out a lower priority one with the higher priority one completely unaffected.

Parker's lightning is made up of a line of multiple stationary projectiles between the orbs, thus, super projectiles cancelling one of them is very unlikely to have any effect. (Also, if one of the lightning "projectiles" hit an opponent, they all disappear)

Blue attackboxes are command grabs.
They cannot be blocked.
They cannot hit foes in blockstun, hitstun, or juggle.
They cannot hit red attackboxes and cannot be hit themselves. They can only hit green hitboxes.
They cannot hit foes during jump or jump startup.

2 command grabs landing at the same time will result in the fighters teching the grabs.

Subject 11's reversal df+B will beat out meaty attacks done too close, indicating some sort of priority over them.

Subject 11's db+B is an anti-air grab and will only hit foes in the air. It will also hit foes during juggle and thus combo them.

Quinn's A+B will only hit foes who are in knockdown.

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Parker's parry
will cancel out opponent attacks as if they connected but will not allow them to cancel their attack as if they missed.
Parker will take no damage.
Parry will pause an opponent for a bit and allow Parker to act immediately.
Parry will turn off oponnent invincibility.
Parker cannot parry grabs.

Subject 11's armor
when Subject 11 is hit with their armor up, both fighters will pause as if a hit connected normally. The attacker will be able to cancel their move as if it hit.
Subject 11 will take no damage and will continue whatever action they were taking.
Armor lasts for 1 hit and Subject 11 cannot block normally while it is up.
Armor does not protect against grabs and grabs will not get rid of the armor.
1 条留言
MiNi 2016 年 4 月 15 日 上午 3:06 
Good to know.
Was wondering about the pink hitboxes.