Version 0.3.
HOW TO PLAY
Follow This Project
Twitter: @MarcDWyz
Facebook Group: https://www.facebook.com/PocketFighterEX
Discord Server: https://discord.gg/fArbKbt
Game Jolt Page: https://gamejolt.com/games/PocketFighterEX/327477
About
This game is NOT affiliated or funded or supported by Capcom or SNK. This is a FREE fan game, made
from love for classic fighting games! If you paid for this game you were scammed!!
This demo of Pocket Fighter EX features a heavy refinement of the game! Every part of the game has
been touched up, tweaked, and rebalanced. Nearly every animation has been redone. The goal of this
demo release was to solidify the mechanics and refine the existing characters to a degree where the
game can be analyzed for its competitive potential. I believe great strides have been made to that end,
and I would love your feedback!
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That said I still think this to be an early version of the game, and there is much work yet to do. So have
fun!
Default Controls
You can change your controls in the Options Menu! Direct Input and X-Input are supported! With
default settings Direct Input may have to be fully remapped to work properly. X-Input should work right
away when plugged in.
X-Input Controller Defaults
Left Stick & D-Pad – Move
X - Light Punch
A - Light Kick
Y - Heavy Punch
B - Heavy Kick
LB – Taunt
Start – Pause
Back – Reset Training Mode Positions
Keyboard Player 1 Defaults
W,A,S,D – Move
U - Light Punch
J - Light Kick
I - Heavy Punch
K - Heavy Kick
Left Shift – Taunt
Enter/Return – Pause
Left Ctrl – Reset Training Mode Positions
Keyboard Player 2 Defaults
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Arrow Keys – Move
G - Light Punch
B - Light Kick
F - Heavy Punch
V - Heavy Kick
Z – Taunt
Right Shift – Pause
Right Ctrl – Reset Training Mode Positions
System Controls
Windowed / Borderless Fullscreen / Exclusive Fullscreen
To switch between Windowed and Borderless Fullscreen modes hold Alt and then press Enter. To switch
between Windowed and Exclusive Fullscreen modes hold Alt and Shift and then press Enter. Exclusive
Fullscreen mode has less input lag so it is the suggested mode of play.
Meters & HUD
Life Bar
This displays a fighter’s remaining health. When empty, that player loses the round.
Super Meter
This meter is filled by attacking the opponent. All moves except EX and Super moves will work towards
filling your Super Meter. It can be spent to execute EX and Super moves. See the character’s move list
for what moves require Super Meter to perform.
Max Meter
This meter is filled by taking damage from an opponent. One bar of Max Meter can be spent to enter
Power Max Mode or Armor Max Mode.
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Stun Meter
As you take hits your Stun increases. If this meter fills, you will become dizzy and open for attack!
Rapidly pressing buttons can help you recover from being dizzy faster. This meter slowly drains over
time while not being attacked.
Advanced Abilities
Running
Double tap and hold forward to continue running. Letting go of forward will cause you to stop running.
You can perform any move while running.
Super Jump or or
A longer and higher jump. Can be performed, forward, backward, and neutral.
Back Dash
Your character will leap backward a set distance.
Evasive Roll + (While Running)
This evasive move allows you to pass through attacks, even projectiles. You are still vulnerable to grab
attacks while rolling. There is a short recovery period at the end of the roll where you are vulnerable to
any attack.
Throw Escape +
To escape a throw, you must input the command during the first moments when the opponent grabs
you. You can only escape throws if you are not performing a move or action of your own.
EX Moves
These moves have special properties and are very useful for extending combos. These are Lv. 1 Super
Meter moves. They typically can connect with an opponent in a juggle combo even after the juggle has
ended, but their specific properties may vary.
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Super Moves
These are high powered finishing moves. These are Lv. 2 or even Lv. 3 Super Meter moves. They typically
can connect with an opponent in a juggle combo even after the juggle has ended, but their specific
properties may vary. See the character move lists for details.
Super Armor
Some moves have this property. While active, you will receive damage from hits but will continue the
attack.
Guard & Recovery
Chip Damage
When blocking Special, EX, and Super attacks you will receive a small amount of damage. You can be
KO’d by this.
Guard Fatigue
If you block too many attacks in a certain amount of time you will enter Guard Fatigue. Chip Damage
becomes amplified and you will also receive Chip Damage from Normal and Unique attacks as well. This
can be healed by not blocking for a period of time, or by using Armor Max Mode.
Knockdown Quick Rise
Press and old any attack button when you are knocked down to stand up quickly. If not performed, you
will stay on the ground longer before standing up.
Knockdown Roll Recovery or
Double tapping left or right during a knockdown will have you roll for your recovery instead of standing
up where you fell. This roll avoids all attack, but you can be grabbed just like the Evasive Roll. This can be
used along with Quick Rise. Double tapping early will not cause a Quick Rise. You still need to hold an
attack button for that.
Max Mode
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Power Max Mode +
20% Damage Buff
Unlocks a special attack or ability. (See each character’s move list for details.)
Power Max Cancel - Activation can cancel any normal, unique, special or EX move on hit or block while
grounded. You return to a standing state to take another action.
Armor Max Mode +
15% Defense Buff
No Chip Damage
Faster Stun Recovery
Heals Guard Fatigue
A move gains Super Armor. (See each character’s move list for details.)
Armor Max Cancel - Activation while in block stun will cause you to perform a Push Block, knocking your
opponent away.
Move List
Where is my character’s move list?
Move lists are built right into the game! Go to training mode and check the pause menu to see them!
Everything you need is in there.
Training Mode
Dummy Mode
While holding press Taunt to change the Dummy Mode. You can cycle between Stand, Crouch,
Jump, and Human Control.
Dummy Guard Mode
While holding press Taunt to change the Guard Mode. You can choose between Guard All, Guard
Random, Guard Auto, and No Guard. When set to Guard Auto the dummy will guard as soon as it can
after being hit once. This is useful to see if something is a combo. If it is not a combo, the dummy will be
able to guard the next hit letting you know for certain it did not work. Note that this feature does not
work when the training dummy is set to Human Control.
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Counter Attack Mode
While holding press Taunt to toggle the Counter Attack Mode on and off. When on, the training
dummy will perform an attack after being hit with an attack. This is useful to check and experiment with
defensive tools like Push Block or other mechanics like Counter Hits. Note that this feature does not
work when the training dummy is set to Human Control.
FAQ
“Are you selling this?”
Absolutely not. This game is based on SNK and Capcom’s fighting games. It will always be released
publicly for free. If someone made you pay for this, you have been scammed!!
“Is this Mugen?”
No this is not made in Mugen. It is programmed in Unity. The combat mechanics and code are all
original.
“What is this, like the NeoGeo Pocket games?”
This is not a port, but a brand-new game using the graphics style from those Neo Geo Pocket games.
Many assets are taken from the official games, but also custom ones have been created for this game
specifically.
“What will you release this on?”
Because this is a free fan project the options are limited. I cannot release this on any console. Right now,
it is on the Windows PC platform and hosted on Game Jolt.
“What characters will be added?”
For now you can get a hint of what characters will be added next by looking at the character select
screen. Recognize any favorites? From there who knows. I have not decided the full cast yet. I will need
help from someone to make the game art for characters who have not already been featured in a
NeoGeo Pocket game.
“Who is the next character to be added?”
Stay tuned to find out! Check the Twitter, Facebook, or GameJolt pages!
“How far are you planning to take this?”
If there is continued interest in the project I will continue to develop it and add more characters and
modes. I also want an Arcade mode with a story, and other fun modes. There are a bunch of ideas, but
they may all not make it in.
“Can Capcom or SNK shut you down?”
Yes. It is well within their legal rights to shut this project down. If that were to happen then the project
will have to be abandoned. That said, neither company has a history of shutting down fan games and
Capcom in particular seems to encourage them.
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Credits
See the Extras Menu inside the game for credits! There are a bunch of awesome people who made this
happen, not just myself!
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