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.",
Pocket Bravery
Statera Studio
PQube
Add to your Wishlist
Indie Singleplayer Multiplayer
GameBillet
14.95 /
€
Game News Posts 22
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(403 reviews)
https://staterastudio.com/
https://store.steampowered.com/app/1555150 
[0 B]
But make no mistake, Pocket Bravery was created to be a new and unique fighting game, with original characters, vibrant colors and a combat system that will impress you, since the game was designed with the focus on high level players. Even so, it has features that will teach beginning players how to develop and evolve in the game.
The game uses the digital pad and four buttons, two for punches and two for kicks. You can execute the traditional commands from the fighting games using the directional pad plus the button to make special moves, super specials or even the final attack. Each character has an element that represents his strength, can be physical or supernatural. You can accumulate up to 2 attacks on the elemental bar. Through this system, it is possible to execute elemental attacks that have different characteristics from the others and bring new offensive or defensive possibilities for the player.
[ 5950 ]
[ 3221 ]