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Pocket Bravery News

Pocket Bravery is Coming to Steam 31 August 2023!



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...
  • Choose between 20 different globe-trotting arenas, inspired by real-life locations
  • Select from 12 unique characters with their own abilities and playstyles!
  • Charge up your meters and unleash powerful elemental combos!
  • Play with flexible control schemes, choosing between default and accessible modes, catering to both competitive and casual players alike
  • Local and Online Multiplayer with 'Rollback Netcode' for ultra-low latency online fighting!

[h3]See our release date announcement now:[/h3]
[previewyoutube][/previewyoutube]

Can't wait to jump in and get fighting? Join our open online beta on Friday the 11th of August! Test 6 fighters out and offer your feedback by downloading the Steam demo next week. Follow us on Twitter @PocketBravery to keep up to date!



Console versions for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X & Nintendo Switch are coming soon!

[h2]WISHLIST NOW:[/h2]
https://store.steampowered.com/app/1555150/Pocket_Bravery/

Changelog 04

- 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.

Changelog 03

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

Changelog 02

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

Changelog

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