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Pocket Bravery News

Update 1.28

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

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 doesn’t 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

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 game’s 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 shouldn’t. Ex: dives, Ndidi’s tackle and etc…);
- Fixed the guard break (sometimes it didn’t 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 (Kimberly’s 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 doesn’t work as it should);
- Increased overall damage scaling.

- Nuno
- Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- “Aú” 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: Sho’s 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 didn’t 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: Sho’s 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 weren’t playing);
- Fixed to the strong “Charging Bear” (it wasn’t 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;
- It’s 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: Sho’s 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 opponent’s “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 it’s 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: Sho’s 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 wasn’t 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 Daisuke’s super “Thousand Cuts” standing up;
- Small reduction in the grapple box of the “Scram” attack;
- Removed Tick throw guaranteed with the “Scram” attack.",

VOTE NOW: Best Fighting Game 2023 - The Game Awards

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.

[h3]VOTE NOW:[/h3] https://thegameawards.com/nominees/best-fighting


[h2]🚨 How You Can Support Pocket Bravery 🚨 [/h2]

Vote, Vote, Vote: Head over to The Game Awards website and cast your vote for Pocket Bravery in the "Best Fighting Game" category. Let's show the world the power of our community!

Spread the Word: Share this exciting news on social media, gaming forums, and within your gaming circles. Let everyone know that Pocket Bravery is a contending with giants to

Connect with the Dev Team: Have burning questions or just want to share your excitement? Join our community channels to connect with the developers, share your thoughts, and get exclusive insights into the world of Pocket Bravery.

Thank you, Pocket Bravery warriors, for bringing us to this moment. The journey has just begun, and with your unwavering support, we're ready to claim the title of "Best Fighting Game" at The Game Awards 2023!

#BeBrave #BraverTogether



[h3]VOTE NOW:[/h3] https://thegameawards.com/nominees/best-fighting

Update 1.13

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.