Basic Game Mechanics

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Basic Game Mechanics[edit]

Health[edit]

BlankHealthBar.png

Each character has 12 health points represented by yellow chunks. Each attack takes away a chunk on hit

Movement[edit]

Walking

Dpad left.png
Buttons none.png
Dpad right.png
Buttons none.png
Walking in the direction the character is facing is faster than walking the opposite directions

Jumping

Dpad up.png
Buttons none.png
Dpad up-left.png
Buttons none.png
Dpad up-right.png
Buttons none.png

Unlike walking, jumping forwards or backwards is the same speed

Crouching

Dpad down.png
Buttons none.png
Dpad down-left.png
Buttons none.png
Dpad down-right.png
Buttons none.png

Dashes[edit]

Dpad right.png
Buttons none.png
Dpad right.png
Buttons none.png
Dpad left.png
Buttons none.png
Dpad left.png
Buttons none.png
The effects of dashing varies between characters, but they are usually used for movement

Offensive Mechanics[edit]

Ground Normals[edit]

Dpad none.png
Buttons a.png
Dpad none.png
Buttons b.png
Dpad down.png
Buttons a.png
Dpad down.png
Buttons b.png

Air Normals[edit]

Dpad up.png
Buttons a.png
Dpad up.png
Buttons b.png
These can be done without up if done while already in the air. Only one air normal per jump is allowed

Special Moves[edit]

Dpad down-right.png
Buttons a.png
Dpad down-right.png
Buttons b.png
Dpad down-left.png
Buttons a.png
Dpad down-left.png
Buttons b.png
The a or b buttons need to be held for specials to come out, otherwise they come out as crouching ground normals.

Throws[edit]

Dpad left.png
Buttons b.png
Dpad right.png
Buttons b.png
Throws start as a standing B ground normal, but if the opponent is close enough, the throw comes out. A forward or back throw can be chosen by holding left or right during the beginning
Command Throws[edit]

Command throws are similar to throws, but are a part of special moves, have no predefined input, and do not have forward and back versions

Canceling[edit]

You can 'cancel' a ground normal into a special move if the ground normal comes in contact with the opponent.

Defensive Mechanics[edit]

Blocking[edit]

While walking away from the opponent or crouching with a diagonal input away from them, characters can block attacks making them take no damage. Throws and command throws beat blocking. Throws and command throws do not work on an opponent who recently blocked an attack

Chip[edit]

After blocking a special move, a chunk of health starts flashing and a pulsing sound plays. If another special move is blocked again quickly the chunk of health is lost.

Throw Techs[edit]

Inputting a throw at the same time or slightly after the opponent will cause the throw to be 'teched', causing both characters to reel back and start on equal footing again.

Invulnerability[edit]

Certian special moves, mainly

Dpad down-left.png
Buttons b.png

give the character a white outline for a bit. During that time they cannot be hit or thrown. This white outline can also be seen while a character is getting up after being knocked down

Input Buffer[edit]

Holding any input while another move is happening will make the next input come out instantly, without needing to time it exactly.