• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Pocket Rumble Thread

Not much to say about it. It's fun, the graphics are great but I hate the fact you have to hold down the motions to do them. It's already been explained why, but it's very irritating when I try to go for pressure and I keep getting slide or uppercut as naomi instead of dash punch.

Traditional Fighting game inputs would be very much desired, even as a option. It would make things feel a lot better.
 
Traditional Fighting game inputs would be very much desired, even as a option. It would make things feel a lot better.
You have to crouch in neutral and do nothing for a bit to do any specials.

"Buffering" a DP looks like buffering Pillar and Flash Kick right now.

If you picked regular motions you'd be able to a lot of faster DP's and punishes with specials while still moving and it would make combos easier and give them an unfair advantage.

I know that the advantages have been discussed in another thread by the devs too.

I think it would be better to find one solution for all control types.
 
You have to crouch in neutral and do nothing for a bit to do any specials.

"Buffering" a DP looks like buffering Pillar and Flash Kick right now.

If you picked regular motions you'd be able to a lot of faster DP's and punishes with specials while still moving and it would make combos easier and give them an unfair advantage.

I know that the advantages have been discussed in another thread by the devs too.

I think it would be better to find one solution for all control types.

I can see your point, maybe at least doing the extra button for specials would be a better solution. Just the way it is now is kinda frustrating lol.
 
Nothing useful to contribute, other than I really hope June's development comes sooner rather than later, really want to see her + how good zoning is in this game!
 
I've been having fun with this so far. Might be good to introduce a few friends into fighting games :D
 
Nothing useful to contribute, other than I really hope June's development comes sooner rather than later, really want to see her + how good zoning is in this game!

Judging by the trailer on steam, she may be after the business suit guy.
 
Game crashes steam for me and when I re start it and try again it gives me a game already running error.
 
Okay, firstly posting the thing here I wanted to post, just so it is not lost:
After playing, it bothered me a lot that DB+A, using the go-to poke button, gives me an overhead leaping divekick (or a DP) that gets me hit, instead of anything resembling a crouching jab. If the game MUST stick to directional overloads on two buttons rather than dedicated L/H/Special buttons, then as a player I'd at least like my directional overloads to be similar, and I'd like DB+button not to be different from D+button.
So I thought about control schemes, and came up with:
Two buttons, Poke and Special.
Standing Poke = standing A
Down or Down-Back + Poke = crouching A
Forward + Poke = standing B
Down-Forward + Poke = crouching B
and then specials are F/B/D/N + Special button.

This firstly gets rid of DB+button being vastly different from D+button, and secondly gives each button a dedicated theme, meaning you are not suddenly going to be soaring across the screen when you intended to do cr.A. It also helps teach fighting game concepts a little bit because one button represents the "all normals" group of attacks that you are using for footsies.

And oh, someone @'d me a while ago.
(also, @Mike_Z )
[snip]
Not Every Element In Your New Game Has To Be Like In Some Other Game Before, unless there's a good justification for it.
Alrighty.

So first, I don't use "it's not like this in another game" as JUSTIFICATION for why something shouldn't be changed. I use the other game as an EXAMPLE of how I think the thing should be handled CORRECTLY, because that game already happens to handle it correctly. It's easier to see something work in a game than to read an explanation. Third Strike happens to handle a large number of game-mechanics-things in ways that are, to my mind, correct!

All the other Street Fighter games that don't have parries handle crossups the same way, as do the Versus series, anything else made by old Capcom, Skullgirls, and KOF. It has nothing to do with the parry OS present in SF3, and everything to do with where your character goes after being HIT or blocking. I just happened to pick 3s because whenever I can pick 3s, I will. It's a wonderfully-put-together game, as well as being easily emulated with hitbox display and frame-by-frame functionality as well as other amazing tools that show parry timers, juggle frames remaining, and so on.

And secondly, there IS a good justification for it: that behavior is the behavior I AGREE WITH as a designer.

If you are jumping to the right, and you hit the opponent normally from the front, they are moved to the right. That makes sense. If you are jumping to the right and cross them up, they would STILL MOVE TO THE RIGHT, because you are also moving to the right. That way, you don't cost yourself distance for hitting with the same attack at different times.
BlazBlue, for example, handles crossups in a way that - to me! - is incorrect. After landing a hit that required precise spacing and timing, you end up further away than a hit that did not require those things. To me as a designer, that's totally backward. I have provided that justification plenty of times, and if you think I'm talking out my ass here's the relevant section of my UFGTX talk from two years ago covering this exact subject.

I have never, not ONE TIME, done anything "just because that's how another game does it" without considering whether I agree with the choice, and WHY it makes sense or does not.

And if you respond, try to be less insulting, please.
 
Last edited:
I took a bunch of notes but here's my first impression

  • I really like the UI
  • Movement feels good.
  • Being able to just rematch your opponent in ranked is awesome.
  • Can't set delay after seeing opponents ping, have to do it before hand. Would prefer to do it right up before the match.
  • Special moves are an exercise in torture, they come out fine when I want them to but they come out even more when I don't want them to. Needs to be traditional motions or a designated button for specials, this feels terrible. I cant put into words how bad it feels to be holding down back to block and then go for a crouching light kick only to have a dp come out and whiff.
  • Chip is horrifying. People complain about mkx's chip but this is even more extreme. This would be solved by a larger life bar.
  • Normals feel bad. I don't know how to explain it. They feel really stubby and situational. Maybe it's because they're hard to do consistently, that there isn't enough variety among them, or that special moves are the better option in most situations. All of the games that I have won have been from ignoring my normals almost completely and just relying on special moves.
  • The recovery on a lot of attacks seems very fast.
  • Naomi has a rush punch has crazy pressure that you have to dp out of.
  • You can down back and hold an attack button during a block string to dp at the first possible frame, or at least that's what it feels like. Seems like it makes mixups and frame traps weak..? I thought avoiding this was one of the reasons against a dedicated special button.
  • I don't like not having a grab be it's own attack.
  • I hate watching these victory animations. They were cool the first time but now they're just in the way, especially when I potentially have to watch it up to 4 times per match.
Lot of potential and there's some good stuff in there, I'll definitely play more. I stand by the opinion that it needs a larger life bar, 4 button control, and variable damage on attacks.
 
Naomi has a rush punch has crazy pressure that you have to dp out of.
3[A]?
Tenchi can 2B that I'm pretty sure.

From my testing it's +2 at absolute maximum good spacing range and +0 at not that.
It won't stay at +2 if you keep doing it because it moves you in further than when you started.
You can down back and hold an attack button during a block string to dp at the first possible frame, or at least that's what it feels like. Seems like it makes mixups and frame traps weak..? I thought avoiding this was one of the reasons against a dedicated special button.
This is an advertised feature.
DP is easy out of pressure or wake up, if you want it you get it.

Frame traps and mix ups gain strength because damage is very high.

Naomi 5A 5A Ex Punch is 5 DMG
Tenchi 5A 5A Super is 6 DMG

Naomi gets 8 DMG for two bar in the corner from 5A etc.

If you always flash kick out of pressure you lose rounds really quick if you are wrong, that fear lets you go for tick throws / run up cross over punch and the like but it takes conditioning first.

I don't like not having a grab be it's own attack.
Sort of with you there but it's not so bad I guess.
I think I'm just too used to LP LK throw button that I auto prefer it.

I hate watching these victory animations. They were cool the first time but now they're just in the way, especially when I potentially have to watch it up to 4 times per match.

You could skip them in one of the older versions by pressing ESC but then it was removed right after..
Had a little fast forward system and everything.
It at least doesn't work anymore for me?
Maybe it only works when you're playing developers because he told me to try it.

I think health / chip and all that is super solid the way it is.
Every wrong move leads to serious hurt and keeps things fast.
 
  • Like
Reactions: dead
This is an advertised feature.
DP is easy out of pressure or wake up, if you want it you get it.

Hmm if that's the case than I really don't understand why there isn't a dedicated special button.

I think health / chip and all that is super solid the way it is.
Every wrong move leads to serious hurt and keeps things fast.

Increased health wouldn't slow down the game if different normals were given different damage values. I think that's part of why I don't like the normals in this, cause they all do the same damage. Plus it would mean I wouldn't have to see the victory screen so much.
 
EDIT: As an aside for everyone else, this first combo seems to be the highest damage you can currently get in the game. Tenchi can do the same with a jump-in and full meter.
I got you beat.

 
  • Like
Reactions: Juliet-senpai
I got you beat.
Ah, you can dash after JB before the 5A to get in range.
Should have checked for that.

I only got as far as 8.
 
Yeah, they added that you can now buffer a dash attack from a jump-in. It's pretty great.

These were my impressions when I first tried it out:

Queueing up in Ranked and being able to do ANYTHING ELSE while you wait is amazing

Live updating Ping is great, but needs option to change frame delay once you see their ping.

Naomi EX moves seem to have longer range and connect easier.

Game window must be in focus to control it (I'd like to be able to click on another window and still control the game)

Hitting the "cancel" button should close the menu or go back one step, not make the cursor go to "Main Menu"

If you were in training mode while queuing, it takes you out of training mode if someone refuses your ranked match.

You can't leave ranked unless you hit EXIT even if your opponent hit EXIT.
Rematch feature is amazing. Showing stats is also really cool.

I like how you can buffer a dash and an attack at the same time
so that you can get frame-perfect micro dash attacks

in slow-mo the inputs should match the framerate.
I did a combo in slow-mo with the dummy, but the playback used my delayed inputs as if it were slow-mo even in normal speed.

I also like how Naomi's run doesn't have any recovery, so you can just run and block, good for fireballs.

Not sure if this was true before, but you can use Naomi's overhead special to go over fireballs and advance. This is pretty cool, but haven't tested in a real match yet.
 
Last edited:
Dude I love how ranked matches end up being long sets, I wish SG had a rematch option like that.
 
  • Like
Reactions: Sydoh
Dude I love how ranked matches end up being long sets, I wish SG had a rematch option like that.
I'm pretty sure PR's Ranked works like how Mike mentioned SG would work if he added a rematch option where only the first game counts towards rank, and the rest is just fun rematching.

Side note: I wish there was a way to unbind buttons, because I set my A+B macro and now I can't un-set it to use that button for training mode options.
I think a good way to do it is just hold the button down to unset it.
 
You can probably delete your button config or save file.

That's what I do in SG when I gloriously fuck up my control set up.
 
Does anyone else get normals when trying to use Naomi's charge? I'm generally using the A+B macro there.
 
Saw Mike's control setup, thought I'd give feedback.
It's pretty SmashBros./Blazblue.
While I do commemorate the effort to remove button taps/holds affecting moves, I see this setup affecting the game in adverse ways.

Namely vs crossup inputs. Currently, what moves are affected by crossups is very simple: your specials.
Tenchi's dragon punches are db+a/b.
To succesfully counter a Naomi db+a (leap dive punch thing), he has to pay attention to spacing and timing to make sure he inputs a dragon punch instead of fireball/horncharge.
With Mike setup, if one of the dragon punches go to n+s or d+s, he is guaranteed that regardless of spacing and timing vs the crossup. If both dragon punches went to b+s and f+s, he is still guaranteed a dragon punch.
Mike setup also just overall complicates which moves are affected by crossups. Instead of just your specials, it's 2 specials + strong normals.

That's the main mechanics effect I see. Other than that, just gonna list down some preferences it affects.
If you're backing up with Tenchi and want to play footsies with his sweep, in regular setup that's just a switch from b to db+b. In Mike setup, you have to switch from b to df+p.
Naomi's super inputs are pretty elegant; her db+a+b is literally her db+a and db+b combined (same with df). Pretty easy to digest. With Mike setup... he didn't actually address Naomi supers, but I'm guessing it would be p+s with a direction? Either way, the specials have 4 different motion inputs, so the combined input aspect is lost no matter how you handle it.
Iniating throws is f+b or b+b. Whiffing throw makes a strong normal come out. With Mike setup, you either get whiffed b+p making weak normal come out, or restrict throw to f+p.

Last thing is aerials. I honestly don't know if air specials are planned, but for characters that don't got any, they got a useless button in the air.
 
Thought I'd post this here for anyone else having trouble who visits here..

Naomi's 3A is + 0 at close range and + 4 depending on how late she slides into you with the hitbox still extended.

What to do vs Naomi 3A 'Spam' copied from a post I made on the forums:

After the first 3A hits the opponent or gets very close with said 3A and wants to do it again:

Tenchi can 2B after the punch to sweep it clean at close range, beat it before it reaches Tenchi if it was done at a long range, or if it's somewhere in between 2B trades with 3A and Tenchi is so + he can set up a fireball to hit her as soon as she wakes up or he can backdash fireball to gain space.
You can hold during blockstun/hitstun 2B to sweep without trying to time it.

At close range 1B, 2A, and 5A beat it clean.

At maximum range 1B first hit beats it clean.
.. But you can 2B instead.

2B doesn't work if you're in the corner and it was done at max spacing.
It will keep resetting her at an optimal punish spacing for too long so do something else.

-

Naomi can 5A/5B it at close range, if it's done at absolute best spacing she has to wait for it to get a little bit closer first or pick a different option.

Naomi can (1A) or (1AB > 3A for an air reset attempt or set up chip 3B/AB from a meaty 2B)
She can also 1B at any time which wins vs 3A and is hard to punish outside dash grab at that range.

At anything other than max spacing Tenchi / Naomi can jump forward to cross up the next charge input giving Naomi 1A, which lands in front of them for a powerful 5A5A punish.
(5A 5A Fireball or Super) [3 DMG / 6 DMG]
(5A 5A 3A or 3AB) [3 DMG / 5 DMG]

At close range both characters can throw Naomi way before another any of her buttons or 3A/3B/3AB can even start. Throws are 2F I believe.
 
I like this build a lot. This game is a lot of fun. Both characters are strong and fun, I'm leaning towards Naomi because I like rushing shit down. The control scheme took a little getting used to but it's not an issue once I get used to it - Maybe it's because I don't have an issue hitting 2 for inputs because I also play 3D fighting games. :P

The infinite buffer time makes buffering specials into poke normals problematic, since you usually get -something- on whiff, like say if you want to do 5B 3A buffer with Naomi, you'll get 5B 3A on block but 5B, 5A/2A on whiff depending on execution. I found that I could OS in backdash into 5B 441A+B the hitstop so that on whiff it goes 5B backdash, and on connect it does 5B 1A+B, but if I try 5B backdash 3A then it prioritises 3A because hitting forward cancels backdash buffer.

Because both characters have safe specials, aiming to connect and be safe on block sidesteps the want to buffer normals into specials at neutral. I don't know what all this I typed here would mean for balance or system changes but these are things that happen when I try this common 2D fighting game thing!

As I keep labbing out Naomi and fleshing her out, maybe Naomi getting 2 guaranteed chip off of every safejump is slightly too strong? If I get in on Tenchi or another Naomi with 50% meter, then even a successful throw turns into 4 guaranteed damage, from throw(2 damage) safejump j.B 3A+B(1.5 chip) 3A(.5 chip) true blockstring.

If Tenchi's zoning is truly bonkers then Naomi's offense should be truly bonkers, but Tenchi only gets one attempt for 2 guaranteed chip per full super gained, and Naomi can do it with 50% meter. Perhaps it is fine due to the different nature in which both characters gain meter. If PocketRumbleDev things it should be changed, then my suggestion would be to make 3A+B be +6 on block instead of +7, so that two points of chip can be attempted but DP'd through by the opponent(... and gives Naomi an opportunity to bait DP for massive punish damage <_<).
 
Well, you'd end up doing a lot of free work, IF they accept to program the moves and balance the character.

That being said, the game could use more characters
 
man the "game claims to be running but isn't actually running" bug is back.
 
Adding landing recovery to manually take out safejumps is ???????????????????????????????????????

It would be ok if offense came 100% scot free I roll my face and get a knockdown but it isn't, so ?????????????????

*insert guy with ??? on his face meme here*
 
Man_What.png this you mean, aye?
 
Doesn't SG work the same way? Where if your character is pressing a button as they hit the ground, they have additional recovery? It felt fine there I think, though it didn't eliminate all safejumps afaik.
 
If you land while doing a normal in Skullgirls and other games, you can't block when you land for a few frames.
If you get hit during this period it's a trip guard.
It protects against safe jumps in a lot of scenarios.

PR now does this too and you can cancel that landing recovery into any special or normal and I believe dash, so it's just one scenario where you do a low to the ground button then block after that doesn't work.

@Yomabuddy

Naomi gets knockdowns a lot.

All of her insane up to 9 damage corner combos end in a safe jump set up.
Her throws lead to left right safe jump set ups, and throws are easy as hell to land.
Midscreen Anything into 2B 1AB Whiff 5A is a safe jump set up midscreen.
Anything in the corner into 2B 1B is a safe jump set up.

Then of course you can time them after all other knockdowns.

In the case of Pocket Rumble, every single safe jump set up with Naomi led into 2 confirmed chip damage if you had 1 bar, because 3AB 3A was a true blockstring.
Also 1A for a low after the safe jump or jump back JA was a high fuzzy.
 
Last edited:
Said landing recovery is like, way more than Skullgirls or any other fighting game I've played has. When you jump and do a button right as you land the recovery is extremely noticeable. Of course you can not hit a button and let them do their DP and punish it but that means you're still creating a mixup for yourself as compared to getting the safejump.

Naomi gets knockdowns a lot.

All of her insane up to 9 damage corner combos end in a safe jump set up.
Her throws lead to left right safe jump set ups, and throws are easy as hell to land.
Midscreen Anything into 2B 1AB Whiff 5A is a safe jump set up midscreen.
Anything in the corner into 2B 1B is a safe jump set up.

Then of course you can time them after all other knockdowns.

In the case of Pocket Rumble, every single safe jump set up with Naomi led into 2 confirmed chip damage if you had 1 bar, because 3AB 3A was a true blockstring.
Also 1A for a low after the safe jump or jump back JA was a high fuzzy.
I think this is all fine considering Tenchi's zoning is extremely potent. If Tenchi can have strong zoning then Naomi should have strong knockdown power too once she does get in on Tenchi. Of course this might mean different things against characters who can't zone her out and can't out rush her since the rest of the cast isn't out yet but as it stands I don't think it's too bad. She got in on Tenchi, he gotta hold that.
 
All I'm gonna say is I like this game and I can't wait for June to be finished.
 
So I want to bump this thread because this game has a few more characters now and I want more people to play it with. All the people waiting for June should come back because she's mostly done and also kinda ridiculous right now.


Here is a set I recorded. There's some June in there towards the middle, around 9:20.
 
Update is out!
Every character is more or less finished besides Quinn who is missing his super.
There's some art missing too on some attacks but at least everyone is functioning.

You can play all the characters in ranked mode and they have a new AI system which creates AI based on human playstyle via recordings.
Reminder this game has GGPO.

Dev update is here explaining what's going on in the past and now future:
http://steamcommunity.com/app/389050/discussions/0/133257636769971221/

Discord server:
https://discord.gg/0oQiZA5sVJt5KzSX

Patch notes for 0.4.0 and 0.4.1:
v0.4.0.0 Patch Notes

FEATURES:
-all modes playable
-all characters available in ranked

GENERAL:
-all jump moves now have 7 recovery (+1 from last patch)

QUINN:
-standB: +3 startup, jump arc decreased
-only options off wall now: A or B or down(drop off)
-you can attack in dash-hop
-jumpA: new move
-jumpB: new move
-lowB: new move
-neutral A+B: removed (to be replaced later)

JUNE:
-jumpA: +1 startup, -1 hitstun
-jumpB: +1 startup, -2 hitstun
-downBackA: no more homing, more pushUp

HECTOR:
-Character has been completely reworked

SUBJECT11:
-meter amount necessary for armor decreased to 5

KEIKO:
-now playable

BUGFIXES:
-bunch of bluescreen fixes

KNOWN ISSUES:
-Keiko meter is just a picture
-Quinn has no meter/super
-some moves turn characters into green boxes
-some animations are ugly placeholders
-Keiko downBackB does not have proper shader support

-----

v0.4.1 Patch Notes

KEIKO:
-cat can now get hit on it's wakeup
-downBackA attackbox is now lower to the ground

BUGFIXES:
-ranked shouldn't be broken anymore (lol)

KNOWN ISSUES:
-Quinn has no meter/super
-some moves turn characters into green boxes
-some animations are ugly placeholders
 
  • Like
Reactions: KaboomKid