Pocket Bravery/Gameplay

Controls
One player may compete against the computer, or two players may simultaneously compete against each other. Each player has an 8-way joystick and 4 buttons.

Buttons
The buttons on the game are typically laid out in the following fashion:

L stands for light attacks, and H stands for hard attacks. In general, light attacks are less powerful and faster, and hard attacks are more powerful but slower.

Control Types
The player can choose the 2 following types of controller:

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Joystick
The joystick works intuitively in that pressing left will generally move your character left, and pressing right will generally move your character right. But it is more important to think in terms of relative direction. For this reason, all move lists assume that your character is standing on the left side, facing right. If you are standing on the opposite side, reverse directions.
 * If your character is facing to the right, then pressing left on the joystick means backward, and pressing right on the joystick means forward.
 * If your character is facing to the left, then pressing left on the joystick means forward, and pressing right on the joystick means backward.

Rules
Each battle consists of a match between you and your opponent. At the start of each round, both player's life or health bars are full. The first player to drive the other player's health bar to zero wins the round. The first player to win the necessary rounds wins the match and moves on to the next opponent. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.

Attacking
To win a round, the player must use his or her character's attack moves to damage the opponent, and block or dodge the opponent's attacks. Each player may attack from a standing or crouching position, or they may jump and attack in the air. To attack from a standing position, press any single attack button. To attack from a crouching position, pull the joystick in a downward direction (including both diagonals) and press any single attack button. To attack from the air, direct your character to jump straight up, or jump in a diagonal position, and press any single attack button in mid-air.

Blocking
To block an attack, a player must push backward on the joystick when the opponent attacks (otherwise, pressing back on the joystick moves the player away from the opponent). Blocking can be done standing which blocks middle and high attacks, as well as attacks in the air, but does not block attacks that are low to the ground. Blocking can also be done down crouching by pressing the joystick diagonally down and back. A Crouching block will successfully block low and middle attacks. High attacks will usually go over your character's head if they are crouching, but a crouching block does not defend against air attacks.

Special Attacks
In addition to normal attacks, there are attacks known as command moves and special moves. Command moves are special combinations of a joystick direction and a particular attack button that produce a different attack than when the button is pressed alone. A special move is a move that requires a more complicated joystick motion and an attack button to perform. Special attacks can be blocked like any other attack, but they do what's known as "tick damage". That is, even when blocked, they removed a single hit point from your health bar, and some special moves are unblockable. Most special moves have a pause associated with them that leaves you vulnerable to attack if you miss the opponent.

Throwing
Throws are executed by standing immediately next to your opponent, pressing the joystick either towards or away, and pressing. If performed correctly, your character will grab the opponent and toss them to the ground in a manner specific to your character's fighting style, and you can also throw the opponent backward by holding and then pressing. Throws are unblockable, but they are escapable.

Evades and Safe Falls
By pressing, your character will evade for a little while at the stage that can dodge opponent attacks, evading can also be done backward if you hold and then pressing , if your character is falling, you can make a safe fall to land at the ground without lying down by pressing  at the correct time your character is falling at the ground, this can also be done backward by holding  and then pressing.

Elemental Gauge
The elemental gauge is a gauge that uses a specific icon depending on the character you are using during the fight and can only be filled when your character attacks the opponent or also if your character was attacked, if your elemental gauge is at least 50%, your character can execute the elemental move that uses a complicated motion plus 2 punches or kicks, if done, your elemental gauge will drain 50%, the maximum of % of the gauge is at 100%.

Breaker
The Breaker is a counter-attack move that you can perform when you block an attack or if your character gets attacked. When this occurs, you rapidly must press, your character will perform a counter-attack on your opponent. A Breaker requires 50% of the elemental gauge when you block an attack and you execute it, if done when your character is attacked, it will use 100% of your elemental gauge instead of 50%.

Stun Gauge
Above each character's life bar, another gauge known as the Stun Gauge indicates how close you are to getting dizzy. When you get hit by an attack, you receive stun damage in addition to regular damage. When you take stun damage, your stun gauge fills up a little bit. Some character's attacks deal large amounts of stun damage. If your Stun Gauge becomes full, your fighter will become dizzy. You can recover from being dizzy faster by shaking the joystick and tapping the buttons. Until you recover, you are unable to defend yourself from any attacks. Attacks that strike a dizzied opponent are combined in with the attacks that cause the opponent to be dizzy. As soon as you take stun damage, the gauge immediately begins to decrease. If you do not take more stun damage, your Gauge can potentially become empty. Once you recover from being dizzy, your Stun Gauge also empties completely.

Super Special Moves
In addition to the health bar shown at the top of the screen, each player has a super meter at the bottom. As the player attacks and damages the opponent or also executes special moves, and as the player takes damage from the opponent, the super meter fills up incrementally. The super meter fills up to 2 distinct levels of power. A player may execute a Super Special Move as long as the super meter is filled to at least one level of power. Super Special Moves are activated by inputting slightly more complex motions than special moves. When they are successfully executed, the game will freeze for a brief moment, and then the animation and attack associated with the Super Special Move begins. If the Super Special Move connects and is not blocked, it will do substantial damage to the opponent. Super Special Moves can be used to turn the tide of a battle. Every player has more than one unique Super Special Move.

Final Attack
The Final Attack requires 100% of the elemental gauge and flashing health bar (20% or less).

Target Combos
Lastly, the target combo is a chain combo that can be performed by a specific combination of buttons while close to your opponent. These combos can do specific damage to the opponent depending on the character. Some characters has their own target combo.