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Hey Pocket Bravery fans!
Were excited to announce the launch of our newest DLC character, Brandon! Inspired by the classic fighting games of the 90s, Pocket Bravery combines vibrant colors, original characters, and an impressive combat system to bring you a modern fighting game with a retro twist.
Brandon is a former SEAL and CIA operative who has faced the darkest sides of missions. After uncovering a sinister plot within the CIA, Brandon and his partner Kimberly escaped an ambush set by their own superiors.
Now, they run EAGLE, their own paramilitary agency, striving to make things right. Brandons journey of redemption and justice adds a compelling narrative to his powerful fighting skills.
Whether youre a high-level player or a beginner, Pocket Bravery is designed for you! Dive into the action and experience the thrill of classic fighting games with a fresh, modern twist.
Dont forget to share your thoughts and gameplay experiences with us in the comments. We cant wait to see how you unleash Brandons potential in the arena!
Update 08/13/2024 - Online Mode Fix: Some players were unable to play with each other; - Profile Item Index Fix: This affected the online mode; - General Lobby Functionality Fixes; - Implemented Server Verification: To maintain a match when the connection fluctuates (requires more testing); - Fixed Juggle Points: In meaty hits that were not being reset; - Fixed In-Game Subtitles: During Ricks dialogues; - Fixed Perfect Frame Grab Bug: That made the opponent invincible (happened with Arshavin). Arshavin - Now its possible to use the follow-up First stop in Accessible Mode. Hector - Fixed a bug that allowed Hector to use his air grab with the opponent on the ground. Rick - Elemental 3 is no longer unblockable at maximum range; - Readjusted elemental and regular meter gain on his attacks; - Standing light punch now has increased knockback, preventing excessive pressure.
Hey Pocket Bravery Fans! We're thrilled to announce that the first DLC character, Rick, it out now for season pass holders and to purchase separately! You can buy Rick here now: https://store.steampowered.com/app/3079470/Pocket_Bravery__Rick/ See our launch trailer for Rick below! [previewyoutube=S9MabVmhKM4;full][/previewyoutube]
Improvements - Restructuring in Spectator Mode; - Added the possibility for the player to join as a spectator if they enter the lobby after the match has started (just press the confirmation button to watch); - If the player disconnects (due to an external factor), they will be sent back to the lobby but can enter again to watch the match; - Added the possibility of speeding up the match as a spectator; just press and hold the confirm button; - Added Replay Mode (temporary UI; improvements will come during the next updates); - Fixed time duration during a match; - Fixes in the blocking alert system; - Fixes in the subtitle system for Hector with the mask. Nuno - Elemental 4 has been changed. It is now possible to extend the combo after hitting the opponent. However, this attack does less damage. Mingmei - Minor adjustment in the juggle points of "Flying Dragon" super. Sho - Fixed his Divekick. I'ts not possible to block during the crouch state anymore; - Fixed an issue that makes his grab fail in a specific situation. Cerberus - When the player is hit by Cerberus, they will gain more elemental and regular meters (useful for using Aerial Breaker when hit in the air).
Restructuring in Spectator Mode
ATTENTION THIS IS A TEMPORARY PATCH TO TEST FIXES WITH ONLINE MODE AND TO RECEIVE YOUR FEEDBACK TO FINALLY MAKE IT 100% CORRECTED. - he status option from the Player Select screen was replaced with a button configuration option; - Added icons for Default or Accessible controls on HUD during the match; - The shortcut system for Accessible controls was improved; - Fixed issue on subtitle system. Now it works during a win pose between rounds. Kimberly - Fix for collision box of Elemental 5 (air only). Malika - The Kukuda attack has changed to avoid abusive pressure. This attack was split into two versions, light and heavy and only the heavy version can be used to execute short hop (with more startup frames). Jorge - Fixed the juggle points system for Supers to avoid infinities or TOD. Daisuke - Fixed issue with Elemental 5 that allowed to block in crouch state; - The crouch heavy punch was improved. Ximena - Startup of Elemental 1it was slightly reduced, now is possible to combo with crouch heavy punch.".
Update 1.27 ATTENTION THIS IS A TEMPORARY PATCH TO TEST THE FIRST FIXES WITH ONLINE MODE AND TO RECEIVE YOUR FEEDBACK (PREFERABLY ON DISCORD) TO FINALLY MAKE IT 100% CORRECTED. PS. IN THE LOBBY THE SPECTATOR STILL DOESN'T WORK AS IT SHOULD - Server improvements for online matches; Fixed bug that prevented starting an online match if the player was searching for training with the option to record active action; - Bug fix on the control configuration screen; - Bug fix for undefendable aerial strikes during awakening; - Fixed issue in the Gallery, in the voice part; - Revised and removed regular gauge gain on normal command attacks on all characters; - Adjustment in collision boxes during fall, avoiding attacking from afar when it should be from close range; - Fix for chapter 3 of Story Mode. Nuno - Elemental 4 (QCF + LK HK) is now an Overhead; - Slight increase in the range of the far strong punch while standing. Sebastian - Super Ice Jail now doesnt lose to armor, as it is a super that has grab characteristics. Jorge - Juggling revised in the new follow-up to avoid infinite combos; - Removed re-stand in specific situations with the Slice attack. Ndidi - Correction in the Quake command to prevent it from being executed undesirably. Ximena - Fixed bug in weak DP that threw the opponent very far; - Your Slaughter command now if done in neutral is OH, in Combo it remains as it was before; - Slightly reduced start-up of the weak standing kick, to be able to challenge situations; - Slight reduction in the startup of the crouching strong punch, being able to extend a combo after the projectile; - The last hit of the strong Death Veil now leads to hard knockdown; - Fixed bug that allowed the Death March super to be applied after the Final Attack. Hector - Weak DP now has lower recovery and deals 20 damage; - Strong DP now has the grab frame active for 8 frames (increasing the time window to grab) and deals 30 damage.
Update 1.22 - Updated the credits screen; - Reworked online code and updated plugins; - Fixed controller detection when disconnecting during a match or on the victory screen; - Fixed the detection of diagonals in the game; - Fixed the parameters for the games achievements; - Fixed dives collisions (Kimberly and Mingmei were stuck in the air in specific situations); - Adjustment to melee vs melee attacks (stop whiffing when they hit in the same frame); - Fixed projectile vs melee interaction (melee attacks were destroying projectiles when they shouldnt. Ex: dives, Ndidis tackle and etc); - Fixed the guard break (sometimes it didnt break when it should or the character became invulnerable); - Fixed grapplebox interaction for grabs (whiffing grabs); - Fixed the stun bug where the character would turn to other side when hit; - Fixed bug when performing meaty grabs (it was ignoring elemental attack invincibility frames); - Bug fixes in some chapters of story mode (New York and Nigeria); - Correction to the description in the technical tutorial (Kimberlys step); - Corrected 2 steps in tutorial that could not be completed; - Correction in the text positioning in victory phrases; - Bug fix in the reaction training option after defending (some attacks were crashing the game); - Fixed bug in recording and playback in Training mode; - Bug fix in survival mode (some attacks were crashing the game); - Fixed life gain in Survival mode; - Bug fix in story mode (super specials were crashing the game); - Fixed bug that prevented the removal of shortcut buttons in the control configuration; - New sound and visual effects for parry (Malika) and armor (Arshavin and Hector); - Adjustments in Rainbow mode (some characters gameplay doesnt work as it should); - Increased overall damage scaling. - Nuno - Adjustment to anti airs (more effective against aerial attacks, Ex: Shos Dive kick and etc); - A S-Cancel on the Flying Knee super can no longer be performed during recovery frames. - Mingmei - Adjustment to anti airs (more effective against aerial attacks, Ex: Shos Dive kick and etc); - Slight increase in recovery on the Overhead Tornado after the Dragon Pose; - Added autocorrect to her air attacks (dive, elemental and super didnt have it); - Improvements to the Twin Dragons Dance hits when it hits the opponent in the air to reduce the chance of whiffing; - Trial 10 updated. - Kimberly - Adjustment to the weak anti air (more effective against aerial attacks, Ex: Shos Dive kick and etc); - Correction to the new taser combo route (previously it only worked against Ndidi and Arshavin); - Adjustment to the super Sparkling Eagle now grabs Sebastian during the Dempsey roll; - Correction to Elemental 3 (invincibility parameter was not working). - Arshavin - Removed guaranteed (abusive) tick throw from grabs; - Fixed to his Russian Roulette Final Attack which only hit critical; - Fixed strong Charging Bear footstep sounds (they werent playing); - Fixed to the strong Charging Bear (it wasnt avoiding projectiles); - Fixed to the F.A.R.O.F.A super (it had fewer invincibility frames than it should have); - Russian Scissors returned to original input (DP); - Fixed instability when connecting Russian Express follow-ups; - Light punch, light kick and heavy kick at close range (all standing) are no longer punishable onblock; - Heavy punch, crouching heavy punch, heavy kick or up-close heavy kick with the Signature move is now a combo; - Its now possible to link a crouching heavy punch after the target combo; - All hits from the Russian Express now hit the character in juggle (new combo route); - Added cancellation of the Titan Fall kick with Elemental 3; - Trials 1 and 5 updated. - Malika - Damage reduction on Reflective and Absorption Lotus; - Slight increase in recovery on the Elemental 4; - Removed elemental gain for the opponent during shadow hits in Lotus illusion; - Added knockback to the Lotus Flower super when done in the corner (to improve use in the corner with the opponent on the ground); - Adjusted the block alert on the high Lotus (so as not to lock the opponent in defense); - Adjustment to the Final Attack White Lotus now hits Sebastian during the dempsey roll; - Elemental 1 can now be done while jumping; - Smaller startup on Kukuda attack (parry); - Lotus detection + elemental teleport adjustment in trial 9. - Ndidi - Removed guaranteed tick throw with command grab; - Now the Shoulder Charge on block has less pushback in the corner; - Increased pause on Ndidi when tackles are defended. - Jorge - Removed 2nd hit from crouching hard punch (it was wrong); - Reduced startup on crouching hard punch (more effective AA);- Far hard strong 'punch now push the opponent in when it hits (new combo route); - New E-Cancel: Slice > Elemental 1; - Slice now hit the character in juggle. - Sebastian - Adjustment to his strong anti air (more effective against aerial attacks, Ex: Shos Dive kick and etc); - Adjustment in the speed of the weak and strong dashes; - Slight increase in damage to the Dempsey roll punch (44 to 49); - Adjust the Ice Prison super to hit during the opponents Dempsey roll; - Making elemental or super special attacks during the dash no longer has a bar cost; - Knockout Cross can now be canceled with dash and Highlander uppercut. - Hadassa - Removed crossup with hard punch; - Removed abusive combo route with 3 weak kicks followed by crouching strong punch onhit or onblock; - Crouching weak kick now pushes the opponent away more (but its still possible to link crouching weak kick with crouching strong punch); - Revised elemental gain on some hits; - Added new Yop Chagi (advancing) attack, allowing for new combo routes; - Bandal now hits all kicks in juggle; - Updated trials 7, 9 and 10. - Sho - New small reduction in the collision box of the weak and strong Shippu Seiken Tsuki; - Added more recovery on landing after the dive kick (more punishable if done in neutral or onblock); - Added more recovery on landing the weak Kurenai Sandan Geri; - Damage readjustment on some attacks (some values were higher); - Elemental 3 now has more recovery and startup frames when done in neutral, in combo remains as it was before; - Added autocorrect to the dive kick. - Daisuke - Removed inappropriate canceling of weak attacks into Overhead; - Slight increase in recovery on the Elemental 2; - Overhead now has more recovery and startup frames when done in neutral, in combo remains as it was before; - Elemental 4 (air only) now has more recovery frames when done in neutral, in combo remains as it was before; - Slight increase in startup and recovery frames for crouch light punch; - Slight reduction in hitbox size for crouch heavy punch; - Improved the consistency of hits from his Nikushimi - Torture attack by reducing the possibility of whiffing when performing an E-cancel or S-Cancel. - Ximena - Anti air adjustment (more effective against aerial attacks, Ex: Shos Dive kick and etc); - Weak anti air now pushes the opponent away a little less on the first hit; - Correction to Elemental 4 (invincibility parameter wasnt working); - Added more invincibility frames for Final Attack, being able to do it in wake-up without being interrupted; - Adjustment to the Doomed attack that now grabs Sebastian during the dempsey roll; - Crossing now has a new variation; - Adjustment to the Funeral rite super now grabs Sebastian during the dempsey roll; - New animation for the far strong punch (longer range). - Hector - Weak kick now pushes the opponent further away (avoiding multiple combo loops); - Fixed bug in the mask stance that prevented Hector from defending Daisukes super Thousand Cuts standing up; - Small reduction in the grapple box of the Scram attack; - Removed Tick throw guaranteed with the Scram attack.",
Hi all, We are extremely excited to announce that our retro-based 2D fighting game Pocket Bravery is nominated for Best Fighting Game of 2023 at The Game Awards! The news has electrified the team with a wave of both excitement and admiration at how you, the community, has taken our small indie title and placed it on front stage at The Game Awards. We are forever grateful for your support and will continue to use it as fuel to continue building on Pocket Bravery.
Update 1.13 - Jorge's bombs are no longer unblockable; - Fixed the S-Cancel of "Chill Out!" with Sebastian's Super Special; - Fixed the "Dempsey roll" combo with Sebastian's elemental dash; - Fixed Ximena's recovery after she hits "Death March"; - Fixed Ndidi's crouching weak punch, now it can combo with "Rude Lift"; - Fixed the wrong Kimberly's solidbox on the standing counter; - Fixed the invulnerability when whiff the grabs; - Fixed the visual display of Sebastian's "Chill Out!" command in the tutorial; - Fixed the parameters of some Steam achievements that were previously wrong; - Fixed the timeout issue in the lobby when choosing a palette that the player had not purchased; - Fixed bug in story mode where Nuno couldn't hit the barrels; - The match search will stop if the player enters in another mode (versus, trials, etc.); - Visual change in the story mode timeline to be more consistent with the time of events; - Fixed the issue of having to choose the CPU character with controller 2; - Fixed the problem with showing hit boxes and some information when the online match begins in Training mode; - Now the game is fixed at 60FPS.
Update 1.12 NEW FEATURES: - Added option to choose input frames from 1 to 10 in control settings; - Added time on the character and stage select in online matches; - Added color 16 of Nuno and Jorge to their profile to play online; - Added option to find all characters you use in ranking; - New ranked search by level (initially the search starts with a difference of up to 1000 points, higher or lower than yours, then the search level increases from 500 points); - Now it is possible to see all the colors on the selection screen, even the locked ones; - Added notification when a player is online; - Added visual information that the opponent has accepted an online match; - New look for the defense bar, now it works as a meter and no longer as a breaking shield. ------- FIXES - Fixed the problem with returning to the menu after changing resolution (only happened when offline); - Fixed the problem where Mingmei could be defeated in story mode, in Siberia; - Fixed problem where some characters had unlockable hits if hit in a specific way at maximum distance; - The ending video can now be played in the Gallery; - Fixed the problem with online saving, now the results are being saved on the server; - Fixed problem with control detection, which was sometimes inverted; - Fixed issue with the game crashing on the victory screen; - Fixed problem with Lobby creation, which sometimes crashes the game; - Fixed several issues in Trials mode; - Fixed problem where we could not buy items that cost 30BP if we had exactly 30BP; - Fixed problem at the end of story mode in the fight between Nuno x Hector; - All normal grabs now have the same startup, number of active frames and recovery; - Added greater recovery frames to all supers special in the game; - All characters' taunts now take the same amount of time (80 frames) to remove half a power bar from opponents; - All characters' breaker now has the same duration (40 frames); - Fixed issue in Rainbow mode that could make you face Cerberus in every match; - Fixed issue in Hot Pursuit mode that could bug the waves of fireballs; - Decreased analog stick sensitivity in menus (may need further adjustments, depending on player feedback); - Fixed issue with space strips on ultra-wide monitors; - Added texts with languages supported by the game in the menu descriptions in online mode; - Changed the positioning of lobby creation and search, now they appear directly in online mode; - Changed the positioning of the control type choice in the Profile; - Added difficulty progression in survivor mode, depending on the level of the waves of enemies; - Fixed issue with Steam cloud save; - Disabled shortcuts for 2 punches, 2 kicks, etc... In Combo Factory mode; - Disabled the options for changing controls when choosing characters in the lobby; - Hot Pursuit and Rainbow modes are now visible in extra modes, even without unlocking them; - Now if you pause in the training mode, it will stop the online search. ------- BUGS - Fixed the Jorge's bug that he could fly away when hit a bomb; - Fixed the Nuno's "A" move that could sometimes get stuck in the air; - Fixed the bug where sometimes the character should die from chip damage but remain standing; - Fixed the black screen bug in Final Attack that could happen when playing online; - Fixed the dsync that sometimes occurred with one of Malika's moves; - Fixed the Jorge's bomb that sometimes caught the opponent but didn't explode; - Fixed the Arshavin's attack that contains armor and was previously invulnerable to several hits; - Fixed the "tech" grabs that sometimes didn't hit and left the character intangible. ------- CHARACTERS NUNO: - Fix of elemental gain in defense. MINGMEI: - Fix the "Dance of Dragons" hits, only the last hit gave hardknockdown, now they all do. KIMBERLY: - Removal of infinite combo using feint; - Change the rolling command, now it is QCB + kick (avoiding buffer conflict); - Rolling follow-ups can now be performed 2 frames earlier; - Adjustment of follow-up input after rolling; - Correction in the solidbox of aerial and standing counters (preventing the opponent from being able to bypass the counter and hit Kim); - Correction of the opponent's pause and the counter elemental's hitbox (avoiding attacks not being punished); - Correction in the super "guia Resplandecente", now it is invulnerable to attacks; - Added the possibility of throwing tasers after "Gedan Mawashi Geri" with no bar cost (new combo route); - The electric eagle from the "guia Resplandecente" super now does not interrupt juggle points, allowing you to extend combos if the super hits the opponent in the air. ARSHAVIN: - Slight change to the blockstun of the crouching weak punch (preventing abusive tick throw); - Change the command of the "Russian Scissors" and the elemental, now it is Back, Forward + kick (avoiding buffer conflict). MALIKA: - Fix of elemental gain in defense; - Change of command in Kukuda (Malika) follow-ups, now they are forward + button; - Faster startup of conversion lotus and juggle changes (new combo route); - Slight damage increase on Lotus; - Slight damage increase on converted lotus (stationary); - Slight damage increase from the converted lotus projectile; - Slight chip damage increase from the "Lotus Illusion" super from 0.4 to 0.6. NDIDI: - The startup of the weak crouching punch is now faster, it's a good attack to counter the opponent's pressure. JORGE: - Fix of elemental gain in defense; - Now the elemental "Gilson" catches even if the opponent is falling (new combo route). SEBASTIAN: - Correction of the hitstop on "Fica Frio"; - Correction of his solidbox in the "Highlander Uppercut" super, it was wrong (too small); - Slower startup in Sebastian's weak crouching punch and kick (avoiding infinity or abusive pressure with microwalk); - Elemental dash startup is now different in neutral. In combo it remains as it was before, in neutral it is slower - Change of command for "Fica Frio" and its elemental, now it is QCB + punch (avoiding buffer conflict and facilitating cancellations); - Last hit of target combo 2 can now be canceled with "Dodge Punch"; - The "Cruzado Potente" follow-up can now be canceled from special, elemental and super attacks. HADASSA: - Correction of elemental DP, now hits the opponent when crouching and catch the opponent is in the air; - Slightly reduced punch damage and weak crouch kick; - Crouching weak kick and punch now give more elemental bar to the opponent; - Clinch command change is now Back , Forward + punch (avoiding buffer conflict). SHO: - Fix of elemental gain in defense; - Hitstun adjustment for the strong kick at close range; - "Ranki Ryuu Geri" strong kick version now avoids projectiles; - Decreased hitbox in the "Shippu Seiken Tsuki" attack and corrected its solidbox; - Slight damage reduction for "Shippu Seiken Tsuki"; - Slight damage decreases for Elemental 2. DAISUKE: - Fix of elemental gain in defense; - Adjustments to Daisuke's cr.HP hitbox; - Kiritsuke's > "Ameaa" command change, now it is done with a strong punch; - Reduced movement speed, now the same as Sebastian (status 4); - Strong punch in the air it's now 1 hit; - Elemental 3 is now much more negative in defense. XIMENA: - Fix of elemental gain in defense; - Adjusted the hitstop of the strong kick at close range; - "Ritual Fnebre" now avoids projectiles. HECTOR - Fix of elemental gain in defense; - Adjustment of input frames for QCF and DP (fixed the problem of doing one attack and another coming out); - Fix of elemental gain in attacks with and without mask (he wasn't gain elemental bar); - Weak version of the "Cata Lixo" attack now has a smaller startup; - Weak dp with mask now has a smaller startup; - Elemental DP with mask now has more invincibility frames.
Update 1.10 - Input buffer improvements; - New place showing the online players and their regions; - Addition of opponent region information when accepting the match; - Fixed wakeup without defense (even against Ximena's fireball); - Fixed the grab of some characters; - Fixed Malika's attack that could crash the game; - New adjustment on all characters attack priority; - Adjust in Jorge's color 16; - New requirement to unlock Hector (we make it easy); - Removal of requirements and new value for unlocking rarities; - Fixed Sho bug that caused 80% damage; - Fixed bug when using reset after finishing a trial; - Fixed bug that changed the main menu for character select in trials; - Fixed Jorge's Final Attack when catching the opponent in the air; - Fixed draw game without game over; All improvements from version 1.09 are back; PS: We are still working on the matchmaking and lobby refactoring, the improvements will be until the next update. For now, online will work as in version 1.08.
- Adjustment in the input buffer (now it works just like the main fighting games nowadays); - Improved matchmaking system (still has some instabilities, we will work on that for the next updates); - Ranking score fixed (now working correctly); - Adjustments to ranking (now working correctly); - Tweaks in lobby creation with password (now working correctly); - Added game version checking to prevent people with different versions from finding matches with each other while playing online; - Added option to pass pages in ranking ranking; - Profile option has been moved, now it is within the Online option; - Inclusion of opponent region information in the popup to accept the fight (we will position this information better in the next update); - Created security lock in the lobby to avoid bugs ; - Removed bug when standing up without defense for a few frames (just need to resolve Ximena's fireball that bursts on the opponents back); - Fixed time attack bug that generated infinite points; - Unlock Hector by finish Nuno's path in story mode; - Unlock Jorge buying him in the store (before you had to finish arcade mode with Hector, in addition to buying in the store); - Now there is information on how to unlock Jorge on the character selection screen; - Fixed Ndidi's sprite without his leg on the defeat screen; - Fixed dialogue subtitles between two characters; - Included hit counter in trials mode; - Adjustment of the defensable distance parameter for every fireball; - Adjustment of Daisuke and Mingmei's unblockable FA; - Fixed Arshavin's cr.LP (blockstun was too high); - Blockstun fix on Ximena's Elemental 2 second hit (it was too high); - Now Mingmei's follow-ups commands (Double Dragon and Dragon Claw) are just pressing forward + button or back + button; - Hadassa's Neck Drop command change, now it's QCB+P; - Hadassa new command change across all languages and screens; - General tweaks to all characters (air attacks for all and general attacks for others); - Removed Sho, Malika, and Sebastian infinite combos;
We are delighted to announce that Pocket Bravery is coming out on Steam, this month, the 31st of August 2023! That's right, you won't have to wait long to experience the full game for yourself.
On August 31st You Will Be Able To...
- General settings: Improved input detection when pressing the attack button (from 5f to 3f); Improved charge inputs (one command does not override the other); Small jump adjustment; Small hitstop adjustment; Elemental gains adjustment; New invincibility frame removal system if an E-Cancel is executed on block, preventing excessive pressure with e-cancels; Added ambient sounds to the stages; General bug fixes. - Daisuke HP at close range is now with more recovery, preventing the opponent from jailing; E-cancel during Nikushimi - Tormento (QCB+P) is only possible now on the second and third hit (weak version) and on the fourth and fifth hit (strong version); Added gap in Nikushimi's E-cancel - Tormento (QCB+P) with Elemental 3 (QCF+LKHK); Reduce longe range HK recovery; Added overhead cancellation on hit (FF+HP > F+HP); Added Iaijutsu S-Cancel - Suihei Katto (QCF+LP) with Super Nikushimi - Shadow Thunder (QCBHCF+P); Cr.HP with faster startup; Super special Nikushimi - Shadow Thunder (QCBHCF+P) with faster startup. - Mingmei Small hitbox reduction in dragon fireball; Elemental 4 hitbox increased (QCF+LKHK); HP at close range on the first hit does more blockstun allowing for more pressure with stance (QCF+K); Long range HK does more blockstun; Improved Dragon Claw rekka (QCB+P) making it easier to get 3 hits in juggling. - Hadassa Small damage reduction from strong Bandal (QCF+HK); Bigger recovery if the command grab whiffs; "Finta" after the clinch has now become a side switch Elemental; cr.HP does more blockstun. - Sebastian Forward HP while running doesn't increase attack distance any more; Reduced damage and elemental gain on punch during Dempsey roll; Weak Dempsey roll is now only invulnerable to fireballs, strong remains the same; Increased recovery in the land of the Super Special Highlander uppercut (DQCF+K) and Ice Prison (QCBHCF+P). - Ndidi 360 Command grab buffer reduction; Elemental 3 no longer hits the opponent while jumping, now only while falling; Small reduction in FA's last hit. - Kimberly Forward Rolling Breakfall is now only invincible to fireballs. - Sho Special and Super Special Attacks does less damage to the defense shield.
We made another improvements in the Pocket Bravery Beta, check it out! - Rewrite of the state machine in the game code: |_Prevent the character from disappearing during the game. |_Prevents softlock in unexpected situations in the match. - Restructuring of block alert: |_Character can defend special or super special attacks that were previously indefensible. |_Allows to raise defending in the first frame. |_Prevents from grabbing the opponent while still standing up, or after defending an attack; - Fixed sparks: |_Now some attacks with sparks no longer crash the game (softlock). |_Fixed sparks that were indefensible. - New command list, dividing attacks by tabs and adding more information; - Improvements in charge inputs (especially for keyboard players); - Improved pause order detection system for the first and second player; - Changing the way characters position works; - Fixed bug returning to character selection screen in rematch screen; - Reworked the way the character reacts when receiving a critical counter; - Fixed super cancellation bug that didn't generate the correct cost for the execution; - Added sound for pause cursor and training menu; - Added sound for Hadassah critical counter and super special; - Added sound for the announcer in "Final Round"; - Fixed the problem that the music in the main menu stopped playing sometimes; - Added more options for opponent status in training mode - Fixed crash problems with the hit box during training; - Fixed detection and functioning problem with guard break; - Change in defense values (before it was breaking too fast); - Increased tolerance for quick recovery (in fall); - Increased priority for elemental and super special attacks (avoiding being interrupted so easily); - Fixed black screen issue during K.O. after defending an FA and defeating the opponent who executed it; - Fixed bug that prevented the fighter from using the FA in the second round if he had already used it in the first; - Timed refinement of the land or pre-jump animation frames; - Removed the possibility of Re-stand (putting the character upright during the fall); - Improvements in the Breaker system, adding execution exceptions, for better balance in the match; - Bodybox and solid box review of the characters; - Fixed issues with the option to reset position in training; - Minor text corrections in some options; - Hadassa Changelog: |_Increase the reach area of her command grab. |_Fastest startup in crouched hard punch. |_Removed the possibility of clinching if the opponent defends the stomp. |_Increase in blockstun time during the super special "Double Twimyo dwi chagi". - Nuno Changelog: |_Increase the recovery time of his fireball (preventing it from spreading so quickly). |_Improved target combo timing (it's easier to fit); |_The third kick of his target combo is no longer an overhead; |_Slight damage decrease in the "Let's swing" super special. - Sebastian Changelog: |_Elemental "one, two" loses armor priority, but earns ground bounce on the second hit, becoming an extender for combos. |_Slight reduction in the recovery time of the "teleport" elemental allowing new combo possibilities in the corner. |_Increase the blockstun time during the super special "Highlander uppercut". |_Improved target combo timing. - Ndidi Changelog: |_Added overhead state for his standing strong punch. |_Fastest sweep startup. |_Fixed the invincible "fall" issue where the opponent took damage even while blocking. |_Added invincibility frames for his FA. That's it for now. Thank you so much for your feedback! #BeBrave
We made another improvements in the Pocket Bravery Beta, check it out! - Better inputs detection - Improve the attacks, now with a 3 frames buffer (pressing two buttons is easily now). - Fixed the Block Stun + Grab - Fixed the Ndidi's Super Special in opponent with low life - Fixed the shadows in Nuno's Final Attack - Fixed the camera warp in training mode - Fixed the Ndidi's throw escape More improvements are coming soon, thank you very much for your feedback! #BeBrave
We've made some improvements on Pocket Bravery Beta, check it out: - Shortcuts adjustments, making it clearer how to activate and use the options; - Cooldown system inserted in shortcuts, to avoid spam attacks; - The defense status in the training that was after a hit, now it always defends; - Added option to defend crouched in training; - Added quick recovery option in training; - Changed the time limit from 120 to 99 seconds in the options, with 99 seconds being the default (if your config is 60 seconds, change the options manually); - Attack (punch, kick etc.) + grab on block no longer confirms (only on hit); - Fixed the bug camera in Final Attack; - Ndidi's projectile are now defensible; More improvements are coming soon, thank you very much for your feedback! #BeBrave
Announcing our pre-Indiegogo trailer! Open beta available when the campaign starts! Follow our Indiegogo: http://bit.ly/PBIndiegogo Likes and RTs help us get the word out, they are greatly appreciated!
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