View Full Version : Pocket Fighter PS1 help
Gamereviewgod
08-18-2005, 08:04 PM
I just rented this without an instruction book, and I'm confused. What are the gems for? I've got things blinking at me and I don't know why. Are there any gameplay oddities I should know about compared to the usual Capcom SF stuff?
Kroogah
08-18-2005, 08:08 PM
The gems build up your super meter, and your 3 special moves.
Using Ryu as an example, because he's the only color code I remember:
Say you collect enough red gems to increase your red meter by a level. Now your hadoken does more damage. Yellow is shoryuken, blue is hurricane kick. The higher your blue level, the further you travel when you do the hurricane kick. Get it?
Also, square = punch, x = kick, circle = charging strike. You can do your supers the usual way (i.e. QCF x2 + punch) or the easy way (QCF + circle)
Enjoy, it's the game that hooked me on Capcom.
Gamereviewgod
08-18-2005, 08:19 PM
So it sort of replaces the neccesity for fierce hits and such to keep it simple. Interesting, and I like it to keep with the hectic style.
However, do they function as one single super meter, or is each one for a different move?
Kroogah
08-18-2005, 08:21 PM
There are 3 seperate special move meters, and 1 super move meter. It's been years, but I seem to remember the super move meter being directly below your health bar, and the 3 meters at the bottom to show what level your special moves are at.
WiseSalesman
08-18-2005, 08:27 PM
There are 3 seperate special move meters, and 1 super move meter. It's been years, but I seem to remember the super move meter being directly below your health bar, and the 3 meters at the bottom to show what level your special moves are at.
Correct, this is how it works. Your special moves start out as near useless, i.e. a haoken that moves about two body lengths, but at full power, not only will it travel the entire length of the screen , but it will hit the opponent multiple times. Getting gems is a major facet of the gameplay.