Pokken Tournament DX/Glossary

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Pokken Tournament DX

Introduction


When starting out in Pokken, learning notations and terminology should definitely be a first priority. By their nature, these are endemic to discussion of the game, whether in discussing the use of a certain move, or for deciphering combo notation.

To begin with, Pokken is one of the many fighting games that use a numpad system in order to describe notations. This system allows simple explanations and combo notations even between language barriers.

8 is up, 2 is down, 6 is forward, and 4 is backwards. All directions are assuming the player is facing right. A quick refresher would be by looking at the numpad on a standard keyboard.

(Pokken's notations are all based on the default controls.)

However, for Field Phase, this is discarded in favor of directional notation due to the 3d movement.

f. is Forward, or towards the opponent, b. is Backwards, or away from the opponent, s. is Side, and n. is Neutral, or not inputting a direction.

Inputs & Notations



Pokken Glossary Y.png

The button that is tied to Weak moves. Weak moves mostly consist of quick jabs and pokes.

For instance, Lucario's forward weak attack is denoted 6Y.

Pokken Glossary X.png

The button that is tied to Strong moves. Strong moves mostly consist of combo starters and launchers.

For instance, Lucario's upwards strong attack is denoted 8X.

Pokken Glossary A.png

The button that is tied to Pokemon moves. Pokemon moves are also referred to as Specials.

For instance, Lucario's Force Palm (backwards special) is denoted 4A.

Pokken Glossary B.png

The button that is tied to Jump.

When referring to aerials, Jump is shortened to "j.". Jump Y = j.Y

An angled jump has the direction followed by a "B". Forward Jump = 6B

Pokken Glossary L.png The button that is tied to calling Support Pokemon.
Pokken Glossary R.png The button that is tied to blocking. Can also be used for character specific actions.
[ ] The notation that is tied to holding down a button. Hold A = [A]
] [

The notation that is tied to charging, then releasing a button. Charge and Release A = ]A[

A visual indicator that shows when the charge is complete is when a glow effect appears on the character.

Pokken Glossary Down.png / b / 2

The direction that is tied to:

Back in Field Phase. Back is shortened to "b". Back Y = bY

Down in Duel Phase. Down is shortened to "2". Down Y = 2Y

Pokken Glossary Backward.png / s / 4

The direction that is tied to:

Left in Field Phase. Side inputs are shortened to "s". Side Y = sY

Back in Duel Phase. Back is shortened to "4". Back Y = 4Y

Pokken Glossary Neutral.png / n / 5

The direction that is tied to:

No directional input in Field Phase. A neutral input is shortened to "n". Neutral Y = nY

No directional input in Duel Phase. A neutral input is shortened to "5". Neutral Y = 5Y

Pokken Glossary Forward.png / s / 6

The direction that is tied to:

Right in Field Phase. Side inputs are shortened to "s". Side Y = sY

Forward in Duel Phase. Forward is shortened to "6". Forward Y = 6Y

Pokken Glossary Up.png / f / 8

The direction that is tied to:

Forward in Field Phase. Forward is shortened to "f". Forward Y = fY

Up in Duel Phase. Up is shortened to "8". Up Y = 8Y

Pokken Glossary X.png + Pokken Glossary A.png

Pressing X and A together causes the character to do a Counter Attack.

Counter Attack is shortened to "CA".

Pokken Glossary X.png + Pokken Glossary A.png

Pokken Glossary Forward.png + Pokken Glossary R.png

Doing a Counter Attack, and then inputting a direction and R to do a Counter Attack Dash Cancel.

Counter Attack Dash Cancel is shortened to "CADC".

The counter armor from the CA ends when inputting the command to dash cancel.

Pokken Glossary Y.png + Pokken Glossary B.png

Pressing Y and B together causes the character to Grab.

Able to grab players who are blocking or are in a counter armor state.

Pokken Glossary L.png + Pokken Glossary R.png

Pressing L and R together activates Burst Mode.

If already in Burst Mode, L+R refers to Burst Attack.


General Terminology



Frames

A unit of time used to determine startups of moves as well as frame advantage / disadvantage between players.

Pokken runs at 60 frames per second.

If a move becomes active on frame 31, then the move takes half a second to come out.

Hitbox The area associated to an attack that will cause damage if it intersects with the opponent's hurtbox.
Hurtbox The area associated to a character that will cause them to take damage if it intersects the hitbox of an opponent's attack.
Impact

The first frame a move's hitbox becomes active.

If a move is i11, that means the first active frame is on frame 11 (after 10 frames of startup).

Just Frame

A property certain moves have where the move becomes stronger if performed with precise timing.

This will be denoted with a ":" before where the precise timing is required.

For instance, Darkrai's 4YY:Y must be performed with precise timing on the third Y press, but 6:Y must be done on the initial input.

Meaty Hitting the opponent with the very last active frames of a move, usually to improve frame advantage.
Minus

Being in a state where the opponent's moves will come out faster than your own.

Also referred to as being at frame disadvantage or just disadvantage.

If a player is -8, their attack will come out 8 frames slower than the opponent's attack.

Oki / Okizeme

The option a player does against the opponent as they get off the ground.

Sometimes known as attacking the opponent on their wakeup. Frequently coincides or is conflated with Meaty.

Option Select

A series of inputs that in a particular situation respond differently and appropriately to multiple options the opponent does.

A classic example is the CA OS on Lucario's Bone Rush if he does not follow up, he will be punished. If he does, your CA will come out.

Plus

Being in a state where your moves will come out faster than your opponent's.

Also referred to as being at frame advantage or just advantage.

If a player is +8, their attack will come out 8 frames faster than the opponent's attack.

Trade

A situation where both players get hit by one another.

Trading in some cases is more favorable for one of the players.

Wakeup

Getting up from a knockdown.

During this state, the player is invincible until the get-up animation is finished.


Pokken Terminology



Anti-Air

A property of moves or actions where they are invulnerable to all actions the enemy can perform from the air.

Every character's 8Y is an anti-air 5 frames after startup.

Sometimes referred to as head invulnerability or Mid-High invulnerability.

BA

Short for Burst Attack.

Burst Attack is Pokken's equivalent of a Super.

Can only be used once per Burst Mode.

Burst Declare

The act of going into Burst Mode by pressing L+R.

Burst Declare emits a wave that knocks the opponent back.

This Burst Declare wave resets the PSP counter to zero for both players.

Burst Exhaust

A white flash that occurs at the end of Burst Mode.

The character becomes invincible for a short time.

During this state, the character briefly stutters before being able to act again.

Burst Mode

Once the Synergy Gauge is full, pressing L+R activates Burst Mode.

In Burst Mode, a character is powered up and receives character-specific enhancements.

CA

Short for Counter Attack.

Can also be referred to any move that gives counter armor.

CADC

Doing a Counter Attack, and then inputting a direction and R to do a Counter Attack Dash Cancel.

Counter Attack Dash Cancel is shortened to "CADC".

The counter armor from the CA ends when inputting the commands to dash cancel.

CC

The unit of measurement for Synergy Gauges.

Example:

- Lucario requires 150CC to fill Its Synergy Gauge.

- Jirachi gives Lucario 1/5 of Its Synergy Gauge. Jirachi gives 30CC of Synergy.

Clash

A situation that occurs when both players' attacks connect with the opponent on the exact same frame.

Both players take no damage, are knocked back, and receive 15CC.

Depending on the strength of the move, one player may be left plus in comparison to the opponent after the clash.

Counter Armor

Blue armor that protects the player from incoming damage.

Grants CC for each hit the counter armor absorbs.

DP Short for Duel Phase.
FP Short for Field Phase.
Grab Crush

A move that will always hit an opponent's attempt to Grab, rather than teching it.

Every character's 8X is a Grab Crush.

Guard Break

A situation where a player's block is broken and they are unable to act for a short time.

The player that caused the Guard Break gains Synergy while the player whose block broke loses Synergy.

Automatically shifts from Field to Duel Phase.

In Duel Phase, can sometimes be comboed off of, with scaling depending on the shield breaking move.

High Profile A property of a move or action where they are invulnerable to lows.
Homing Cancel

Canceling Homing Attack into block or jump.

Commonly used to tech a Grab without committing to a full Homing Attack.

iAD

Short for Instant Air Dash.

Jumping and then immediately air dashing afterwards.

A notation for characters that have air dashes (Blaziken, Mewtwo, Shadow Mewtwo).

Low Profile A property of a move or action where they are invulnerable to highs.
Overblast

When two moves clash, but a move of higher priority beats the opposing move and continues through.

Commonly seen when a strong move clashes with a weak move.

Perfect Block

A well-timed Homing Attack cancel when the opponent hits your block.

Greatly reduces the blockstun you receive.

Pierce An attack that breaks through counter armor and red armor.
PSP

Short for Phase Shift Points.

Upon reaching 12 PSP, a Phase Shift occurs from Duel to Field.

More information on PSP can be found here.

Rage

The state a player enters when their HP is 1/4 or below.

More information on Rage can be found here.

Red Armor

Red, super armor that negates any hitstun from attacks.

The player still receives damage, and a Phase Shift can still occur from maxing PSP.

Can only absorb 10 hits. The 11th hit will go through the armor and deal hitstun.

Synergy Power

Small drops of Synergy that appear in Field Phase and increase the player's Synergy Gauge when moved over.

Usually referred to as "Synergy Nuggets".

There are three sizes, which give ?, ?, and ?? CC, respectively.

W!

Short for wallsplat.

Describes when the opponent splats to the wall during a combo.