Import Games

Pocket Fighter (Capcom, SD 2D Fighting Game, PSX)
Secrets FAQ
V1.0  6/27/98

Written by: Richard Uyeyama (ru e ama*

* Instances of the letter "y" and the "at" symbol have been removed
  (replaced with spaces) from the above e-mail address in order to prevent
  unscrupulous UCE (unsolicited commercial e-mail) bot processes from
  adding to the amount of e-mail I already get...)

The latest version of this file can be found at:
  Too Cute To Be a Puzzle Game

Document formatting, organization, and wording Copyright 1998 by Richard

Permission granted by author to duplicate (unaltered) this document in its
entirety for non-profit purposes only.  All other rights reserved.

Pocket Fighter is a trademark of and is Copyright 1997, 1998 by Capcom
Co., Ltd.  All rights reserved.

Table of Contents:

0. Document History
I. Basic Stuff
   1. Purpose of this Document
   2. Versions of the Game this Document Covers
   3. Note on Name Differences
   4. Notation and Stuff
II. Hidden Characters
   1. Gouki and Dan
III. Hidden Challengers
   1. Gouki
   2. Dan
IV. Unlisted Moves and Move Clarifications
   0. All Characters
   1. Ryu
   2. Ken
   3. Chun-Li
   4. Sakura
   5. Morrigan
   6. Lei-Lei
   7. Felicia
   8. Tabasa
   9. Ibuki
   10. Zangief
   11. Dan
   12. Gouki
V. More on Mighty Combos
   1. Special Mighty Combo Finish Screens
   2. Manual Mighty Combos
VI. Taunts, and Other Poses
   1. Taunts
      A. General info
      B. Varying taunts
      C. Damaging taunts
      D. Cat toy taunt
   2. Rest Poses
   3. Intro and Win Poses
   4. Morrigan Extra Win Pose
VII. Miscellany
   1. Codes and Stuff
   2. Costume Colors
   3. Item Carriers
   4. Stage Assignments
   5. More Mirror Match Stuff
   6. Running Battle Mode
   7. Missing Stuff

0. Document History

V1.0: 6/27/98
      Launch version

I. Basic Stuff

I.1  Purpose of this Document

     This document is an informational resource for the Sony PlayStation
game (J version (as of this writing, a U/C version of the game doesn't
exist yet)) Pocket Fighter ("Super Gem Fighter - mini mix" in the U.S.).
Pocket Fighter is an SD (cute) Capcom fighting game based on a puzzle game
(Super Puzzle Fighter II X) based on a fighting game (Super Street Fighter
II X)... no joke!
     Anyway, in this document, I'll be covering codes and secrets and
other such information which may be of interest to Pocket Fighter fans.
This is a Secrets FAQ (side note: I'm using "faq" herein with its more
colloquial definition of "document of organized information", rather than
its more traditional definition, which implies organizational headings in
the form of questions (which the headings in this particular document are
not)...), and not a moves list or strategy guide, btw, so I won't be
including a complete moves/combo list, or character strategies, or
anything like that in this document...
     Oh, as far as Tsukutte Fighter... since it's technically a separate
game (sort of), I won't be including any detailed information about it in
this document.  However, if you're utterly lost as to what's going on,
here are a few words as to what Tsukutte Fighter's about: Create a fighter
(you're actually constructing a computer AI) by answering personality
questions, enhance his/her abilities with various Cards, and get new Cards
from opponents in Street Battle mode (2 Cards per character) and from
Survival Battle mode (new Card after 3, 6, 9, and 12 wins), play against
your fighter in Test Battle mode, and pit your fighter against others in
Rival Battle mode...  Oh, one little "secret" I've found in Tsukutte
Fighter... if you choose your character manually, you can actually select
Dan or Gouki by pressing up or down (respectively) on the d-pad...

I.2  Versions of the Game this Document Covers

     This FAQ was written up for the PSX version of Pocket Fighter, but
I'm sure that a lot (but not all) of the information will carry over to
the SSat version (which at the time of this writing, has not yet been
released).  And while some of the info herein does not (or cannot) apply
to the arcade version of the game, a good amount of it actually does.  For
example, the Dan and Gouki challenger conditions and the Morrigan extra
win pose(s) have been confirmed on the arcade game... as have most of the
unlisted moves and a good number of the manual Mighty Combo commands...

I.3  Note on Name Differences

     Between the Japanese and U.S. versions of this game, besides the
title of the game (Pocket Fighter / Super Gem Fighter - mini mix), the
names of three of the characters (Lei-Lei/Hsien-Ko, Tabasa/Tessa, and
Gouki/Akuma) are also different.  Since this FAQ was written up from the
J version of the game, for the sake of consistency, I'll be using the
Japanese names for both the game and the characters when referring to them
in this document...

I.4  Notation and Stuff

     Okay, in order to stave off any potential confusion, I thought I'd
establish what standards of notation I'll be using in this document...

In denoting d-pad positions and movements, I'll be using the following

   n   neutral
   u   up
   d   down
   f   forward
   b   back
   df  down-forward
   db  down-back
   uf  up-forward
   ub  up-back

Here's a visual chart:

           u                      u
       ub     uf              uf     ub
     b     n     f          f     n     b
       db     df              df     db
           d                      d

    (facing right)          (facing left)

Lowercase means a short movement/duration (or a tap), and uppercase means
to hold it in that direction for a longer duration.

And here are some other items of notation which might be useful:

   P    Punch button
   K    Kick button
   S    Special button
   +    at the same time as
   ,    then
   /    or
   >=   greater than or equal to
   <=   less than or equal to

II. Hidden Characters

II.1  Gouki and Dan

     It's probably not necessary to mention this, but Gouki and Dan are
"hidden" in the upper left and upper right (respectively) corners of the
character select screen.  No special code is necessary to access them.

III. Hidden Challengers

Note: I'm pretty sure about most of the numbers below, but if anybody
happens to find an inaccuracy (something repeatable and consistent), let
me know, and I'll look into it...

III.1  Gouki

     In Arcade Battle mode, Gouki will appear as a hidden challenger
before your 7th opponent, if you fulfill all of the following conditions
without any continues or challengers:

       1) Don't lose a single round.
       2) Win at least 6 rounds with a Mighty Combo finish.
       3) For >=1 match, average time remaining must be >=80 (80000 pts).
       4) For >=1 match, average health remaining must be 128/144 (about
          90%) or higher (25600 pts).
       5) At the end of >=1 round, all your special moves must be at LV3,
          while your opponent's must all be at LV1.

Tips: Since your opponents generally get harder the later you encounter
them, try to take care of conditions 3 and 4 during your first opponent;
if you learn to time it right, you can "cheap" the CPU with repeated Guard
Crushes...  For condition 5, remember that Guard Crushes can be used to
reduce the level of your opponent's special moves...

III.2  Dan

     In Arcade Battle mode, Dan will appear as a hidden challenger before
your 7th opponent, if you fulfill all of the following conditions without
any continues or challengers:

       1) For >=4 consecutive matches, don't lose a single round.
       2) Win 5 or fewer rounds with a Mighty Combo finish.
       3) For >=3 matches, average time remaining must be >=60 (36000 pts).
       4) For >=3 matches, average health remaining must be 96/144 (about
          75%) or higher (19200 pts).
       5) At the end of >=1 round (that you win?), all of your special
          moves must be at LV1, while your opponent's must all be at LV3.

Tips: I usually try to fulfill conditions 1, 3, and 4 during the first
four opponents, then try for condition 5 during the next two matches (if
you've won every round in the first four matches, it's okay to lose a
round during the fifth and/or sixth...).  For condition 5, remember that
P+K+S (Mega Crush - you need at least 1 on your Mighty Combo meter (it'll
rid you of your *entire* Mighty Combo meter) to do this, btw), among its
other effects, rids you of all your gems...

IV. Unlisted Moves and Move Clarifications

     The following are moves that are not listed in the game manual, or
listed moves whose details have been either clarified or expanded upon
(these will be marked with a *)...

IV.0  All Characters:
 *Guard Crush: Each character has 3 Guard Crush attacks.  Each Guard Crush
    will release different colored gems from the target, as follows:
        S: Red
      f+S: Yellow
      d+S: Blue
    Holding down the S button will result in a stronger attack; at maximum
    strength, a Guard Crush which connects will also release a chest...
  Guard Cancel: (while blocking) f+S (uses 1 charge on Mighty Combo meter)
  Counter Crush: (while falling) P+K+S (req. >= 1 on Mighty Combo meter;
    uses *entire* meter (not just 1 charge); rids you of *all* gems)
  Easy Reversal: (while down) S repeatedly
  Rolling: (while down) hold f or b and press P or K or S repeatedly
  Aerial Throw: (in air, close) P+K
  Super Jump: d/df/db,u (uf and ub super jump in that direction)

IV.1  Ryu:
 *Hurricane Kick (d,db,b+K): This move may be done in the air.

IV.2  Ken:
 *Hurricane Kick (d,db,b+K): This move may be done in the air.
 *Shinryuuken (b,d,db+S): Repeatedly hitting any button(s) will give you
    even more hits (12 max).

IV.3  Chun-Li:
  Spinning Bird Kick: b,db,d,df,f+K
  Heel Spike: (in air) d/df/db+K
  Wall Jump: (when jumping against a wall) uf (away from wall)

IV.4  Sakura:
 *Shunka-shuutou (b,db,d,df,f+K): After you connect, repeatedly hitting
    the K button will give you even more hits (6, 8, and 10 hits max for
    LV1-3, respectively).

IV.5  Morrigan:
  Flying Dash: (while holding S) f,F or b,B

IV.6  Lei-Lei:
 *Weapon Toss (d,df,f+P): Holding down the P button will result in a
    stronger attack; at maximum strength, a projectile which connects will
    instantly dizzy the opponent...
  Teleport: (while holding S) f,F
  Aerial Dash: (in air) f,f or b,b

IV.7  Felicia:
 *Rolling Buckler (d,df,f+P): Hitting the P button again will send Felicia
    into an uppercut.  At LV3, hitting the P button repeatly after that
    will give you even more hits (6 hits max).
 *Delta Kick (f,d,df+K): After you connect, repeatly hitting the K button
    may give you even more hits (4/6/10 for LV1/2/3, if opponent doesn't
    start blocking after the initial hits).
 *Rolling Scratch (d,db,b+P): After connecting, hitting the P button
    repeatly will give you even more hits (5 hits max).
 *Spinning Pile Driver: (See notes for Zangief's SPD)
  Wall Jump: (when jumping against a wall) uf (away from wall)

IV.8  Tabasa:
 *Dragon Apocalypse (f,d,df+S): Hitting any button repeatedly after
    connecting will give you even more hits (12 max).

IV.9  Ibuki:
 *Tsumuji (d,db,b+K): You can kick up to three times by doing

IV.10  Zangief:
 *Spinning Pile Driver: While the manual lists a specific 360 degree
    motion from f to d and all the way back around to f, it looks like all
    that's necessary is a 270 degree motion, which can start at f/b/u/d,
    and go in either direction (clockwise or counter-clockwise, regardless
    of which side you're on).  The easiest to do from the ground (without
    causing your character to jump) are probably "f,df,d,db,b,ub,u+P+K"
    and "b,db,d,df,f,uf,u+P+K"...
 *Russian Beat (f,d,df+S): If you repeatedly, alternatingly (i.e. don't
    just hit the same button a whole bunch of times) hit buttons during
    this Mighty Combo (for example: P,K,P,K,...), you can get a couple
    extra hits (max 8 hits).
 *Final Atomic Buster: (see SPD (above) for S move d-pad notes)  Also,
    when executing this Mighty Combo manually (see Manual Mighty Combos
    section, below), it looks like all that's necessary is a 630 degree
    motion (rather than a 720), but I haven't tested this extensively,
    so...  Besides, it's a *lot* easier just using the S button (and a 270
    degree motion), so...

IV.11  Dan:
 *Junkokusatsu (f,df,d,db,b+S): This Mighty Combo uses 3 charges from the
    Mighty Combo meter.
 *Super Taunt: You can use any button assigned to taunt (not just the
    Select button) to do this Mighty Combo.

IV.12  Gouki:
 *Hurricane Kick (d,db,b+K): This move may be done in the air.
 *Shungokusatsu (f,df,d,db,b+S): This Mighty Combo uses 3 charges from the
    Mighty Combo meter.  Also, if this M.C. is done manually (P,P,f,K,S),
    you'll get to see the hits being made...
  Short Teleport: f,d,df+K or b,d,db+K
  Long Teleport: f,d,df+P+S or b,d,db+P+S
  Red Fireball: f,df,d,db,b+P
  Falling Kick: (during a forward jump or super jump) d/db/df+K

V. More on Mighty Combos

V.1  Special Mighty Combo Finish Screens

     For three of the Mighty Combos in the game, if you win a round with
that Mighty Combo (i.e. Mighty Combo Finish), you'll get a special Mighty
Combo Finish screen:

       Ibuki: Hayate (f,d,df+S)
       Dan: Junkokusatsu (f,df,d,db,b+S)
       Gouki: Shungokusatsu (f,df,d,db,b+S)

V.2  Manual Mighty Combos

     Besides the normal commands (using the S button) listed in the manual
for Mighty Combos, there are actually "manual" commands that do not
require (with the exceptions of "P,P,f,K,S" and "P,S,K,K,u") the S button.
btw, I'm listing these by the names given to them in the Japanese

   RYU        Shinkuu-hadouken               (d,df,f)x2 +P
              Boufuu-tatsumaki-sempuukyaku   (d,db,b)x2 +K
              Reppuu-jinraishou              P,P,f,K,S

   KEN        Shouryuu-reppa        d,df,f,d,df+P
              Shinryuuken           d,df,f,d,df+K
              Shippuu-jinraikyaku   (d,db,b)x2 +K

   CHUN-LI    Kikoushou           (d,df,f)x2 +P
              Rinkaishou          f,df,d,db,b,db,d,df,f+P
              Hazan-hishoukyaku   d,df,f,d,df+K

   SAKURA     Shinkuu-hadouken   (d,df,f)x2 +P
              Midare-harusame    d,df,f,d,df+K
              Haruranman         f,df,d,db,b,db,d,df,f+P

   MORRIGAN   Darkness Illusion   P,P,f,K,S
              Death Blade         d,df,f,d,df+P
              Parasite Tempest    (d,db,b)x2 +K

   LEI-LEI    Tenraiha     P,S,K,K,u
              Rairaikyuu   (d,df,f)x2 +K
              Tenkaisan    d,df,f,d,df+P

   FELICIA    Please Help Me   f,df,d,db,b,db,d,df,f+P
              Crazy For You    b,db,d,df,f,df,d,db,b+K
              Dancing Flash    d,df,f,d,df+P

   TABASA     Astron Cannon       (d,db,b)x2 +P
              Untouchable Force   f,df,d,db,b,db,d,df,f+P+K
              Dragon Apocalypse   d,df,f,d,df+K

   IBUKI      Kasumi-suzaku   (d,df,f)x2 +P
              Jiraiya         f,df,d,db,b,db,d,df,f+K
              Hayate          d,df,f,d,df+P

   ZANGIEF    Russian Beat          d,df,f,d,df+K
              Heavy Bite            (d,db,b)x2 +P+K
              Final Atomic Buster   (720 degree motion)+P+K

   DAN        Shinkuu-gadouken     (d,df,f)x2 +P
              Oyaji-Blast          f,df,d,db,b,db,d,df,f+P
              Kouryuu-rekka        d,df,fd,df+K
              Junkokusatsu         P,P,f,K,S
              Chouhatsu-densetsu   (no manual command)

   GOUKI      Messatsu-gouhadou      f,df,d,db,b,db,d,df,f+P
              Tenma-gouzankuu        (same, but in air)
              Messatsu-goushouryuu   d,df,f,d,df+P
              Shungokusatsu          P,P,f,K,S

Note: If you execute Gouki's Shungokusatsu manually, you'll get to see the
hits actually being made...

VI. Taunts, and Other Poses

VI.1  Taunts

     A. General info - Taunting is done with the, umm... taunt button.  A
character may taunt his/her opponent a maximum of 16 times per match.  Oh,
except for Dan, who may taunt as much as he wants (Dan can also charge his
Mighty Combo meter by taunting...!).

     B. Varying taunts - Some characters have different taunts according
to which direction the d-pad is being held.  However, even if a character
has more than one taunt, the maximum number of taunts he/she may do per
round still stays the same.  Here's a listing of which characters have
more than one taunt:
       Ryu - 1: n/u/f/b/uf/ub+Taunt.  2: d/df/db+Taunt.
       Ken - 1: n/u/f/b/uf/ub+Taunt.  2: d/df/db+Taunt.
       Felicia - 1: n/d/u+Taunt.  2: f/b/df/db/uf/ub+Taunt.
       Dan - 1: n/u/f/b/uf/ub+Taunt.  2: d/df/db+Taunt.  3: (in air) Taunt
             (24 to charge M.C.)      (32 for M.C.)      (96 for M.C.)
     Also, some of the taunts have slightly different audio samples in
mirror matches (same character on both sides).  These include taunts for
Sakura, Lei-Lei (mallet), Felicia (T2), and Dan (T1,2).

     C. Damaging taunts - Sakura's taunt and Chun-Li's normal taunt will,
if close enough to an opponent, cause 1 pixel of damage (this also charges
the Mighty Combo meter a minimal amount, and releases a small gem) to

     D. Cat toy taunt - Chun-Li uses a special taunt when facing either
Felicia or Tabasa.  It's a cat toy (Tabasa's not a cat, but she uses a cat
in some of her attacks).  The cat toy taunt causes no damage, and has the
standard 16 uses...

VI.2  Rest Poses

     Some characters have special poses when resting (d-pad is held d, db,
or df).  In most cases, this occurs during mirror matches (same character
on both sides).  Here's a listing of rest poses:

     Ken vs. Ken - In addition to twitching his nose every once in a while
(which he does normally), Ken will also blink every so often...
     Chun-Li vs. Chun-Li - If left undisturbed, Chun-Li will blink a
couple times, close her eyes, then finally become bored or tired (or both)
enough to begin napping...
     Sakura vs. Sakura - Sakura will blink every so often...
     Lei-Lei vs. Lei-Lei - Lei-Lei will blink every so often...
     Felicia vs. anybody - Every so often, Felicia will scratch behind her
ear...  For Felicia vs. Felicia, she blinks and twitches her ear a bit
first, then scratches...
     Tabasa vs. Tabasa - The glow in her belt or sash (or whatever it is)
will be visible, and Tabasa will blink twice every so often...
     Dan vs. Dan - That lock of hair will sway a bit, and every so often,
he'll do that eyebrow thing...
     Gouki vs. Gouki - Gouki will actually blink once in a while...!  (I
think this is the only place Gouki ever blinks...)

VI.3  Intro and Win Poses

     From what I've seen, it appears that every character has only 1 intro
pose (what they do at the beginning of a match), except for Dan, who has
two.  Note, however, that the CPU (in Arcade Battle mode and in Free
Battle mode) will use different intro poses for Tabasa and Zangief...
     As far as win poses, every character has 2, except for Ryu (who has
only 1), Morrigan (who has only 1), Dan (who has only 1), and Tabasa (who
has 3).  In addition to these, Gouki also gets a special win pose for a
Shungokusatsu Mighty Combo Finish... Ibuki has a third win pose she uses
for non-match-winning rounds... and Morrigan actually has a special win
pose, which is detailed below.

VI.4  Morrigan Extra Win Pose

     Playing as Morrigan, if at the end of a match-winning round (previous
rounds don't matter), you have full health ("Perfect" victory - grabbing
food to bring health back up to max is okay, btw...), then by holding
u+P+S+Taunt (before the win pose, obviously), you can get Morrigan to do a
special win pose (it's that one where she sits in the air with her bats
hovering around her).  Note that in a Morrigan vs. Morrigan battle, she
will say something different than to everybody else...
     In the Arcade version of this game, if you did this against Chun-Li,
Sakura, or Dan, instead of getting the standard extra win pose, you'd get
Morrigan copying her opponent's win pose (including the costume).  (For
those of you who have seen/played Puzzle Fighter, these poses are just
like the ones you see in one of the Intermission sequences...)
Unfortunately, in the PSX version of Pocket Fighter, against Chun-Li,
Sakura, and Dan, Morrigan still does the standard extra pose.  So maybe
these were taken out, or something... =/  Ah well.

VII. Miscellany

VII.1  Codes and Stuff

     System reset - press START+SELECT on the 1P controller to reset the
game to the Capcom logo.

     Free Battle Rematch - Hold L1 (on either controller) after a battle
in Free Battle mode to play an immediate rematch (same characters, same
costumes, same stage, same rules).  If you and your opponent aren't
planning to change characters anyway, then you can save a lot of load time
this way...

     Alternate Credits Music - In Arcade Battle mode, after finishing a
game, hold the O button before the credits start, and the credits will
start out with Felicia saying "Minna, arigato!" ("Thank you, everybody!"),
then a longer variation of the opening theme will start playing.  This
piece of music isn't long enough to last the entire credits sequence,
however, so after it's done, the normal end credits music will start up...

VII.2  Costume Colors

     Each character has four costume colors, which can be selected, when
you choose your character, as follows:

       1: P button
       2: K button
       3: S button
       4: two of the above buttons at once (or SELECT button)

     Actually, this is not entirely accurate, since when selecting
characters (and also when speeding up between-battle screens), the game
doesn't take into account reassigned keys(!), if you've reassigned them
from the default (I like assigning the triangle button as K, to make the
setup feel a bit more like the arcade button setup...).  So, technically,
the above should say [square], [X], and [O] for 1-3, respectively... but
the above listing is how it should have been.  =)
     In Free Battle Mode (or Training Mode), if both sides choose the same
character and costume, the side that chose first will get that costume,
while the side that chose second will get the costume color one number
higher (or costume 1, in the case of costume 4).

VII.3  Item Carriers

     Item Carriers are those guys on clouds you occasionally see drifting
across the top area of the screen during a battle.  By hitting an item
carrier with an attack (after which it will quickly leave the playing
field), you can get it to release certain items which you (or your
opponent) can then pick up.  There are five different types of item
carriers, each releasing a different type of item:

   Name       description                               items released

   Son-Son    monkey                                    Gems
   Ton-Ton    pig                                       food
   Kappa      kappa (a green, kinda frog-like thing)    thrown items
   Sanzou     blonde guy (and horse)                    Rainbow Gems
   Kaminari   oni (a red, demon-like thing)             Big Items

     Be careful near the Kaminari, however, since if you touch it with a
non-attack, it will electrically zap you for a bit of damage (kaminari =
thunder).  Of course, the Kaminari does release some nice items (large
food, large gems, large rainbow gems), so...

VII.4  Stage Assignments

     There are 8 stages (backgrounds) in the game (not counting Running
Battle mode), which, in the order they're listed in Free Battle mode, I'll
designate (these are not necessarily their proper names) as: Bar, Toy
Store, Ski Resort, Jungle, Ramen Shop, Study, Moonlight & Dark Castle, and
Castle Entry.  Since there are more characters (12) than there are stages
(8), each character cannot be assigned a unique stage.  However, in
Training Mode, each character does get assigned a specific stage (the 2P
character determines the stage, btw, regardless of which controller you're
using...).  In case anybody's interested, here's a list:

   Ryu        Study                    Felicia   Bar
   Ken        Castle Entry             Tabasa    Moonlight & Dark Castle
   Chun-Li    Jungle                   Ibuki     Toy Store
   Sakura     Jungle                   Zangief   Castle Entry
   Morrigan   Ramen Shop               Dan       Ramen Shop
   Lei-Lei    Ski Resort               Gouki     Moonlight & Dark Castle

VII.5  More Mirror Match Stuff

     Besides rest poses and taunt audio samples, there are actually a good
number of other differences that occur during mirror matches.  I'm not
going to bother listing them all (that's a whole lotta compilation work
=) ), but here are a few examples:

   Tabasa vs. Tabasa - Backwards walk is different.
   Morrigan vs. Morrigan - Intro quote is different; in both of her win
      poses (normal and special), her hair is blowing a bit in the wind...
   Dan vs. Dan - Audio samples different in his Super Taunt, at least two
      of his Mighty Combos (besides the Super Taunt), and at least two of
      his Guard Crushes...
   Gouki vs. Gouki - Gouki doesn't glow black in his intro pose...

     There are a good deal more differences in various characters' mirror
matches, so if such things interest or amuse you, keep your eyes (and
ears) open during mirror matches...!

VII.6  Running Battle Mode

     Well, I actually haven't found anything special hidden in Running
Battle mode, but I thought I should at least say a few words about it.
Running Battle mode is basically a timed, 12-character endurance match.
Ultimately, you're ranked by your time (how long it takes you to complete
the Running Battle), so finding quick ways of eliminating opponents (timed
right, repeated Guard Crushes work well for me) is the best way of
improving your rankings.
     Oh, as far as recovering health after a battle, your character will
recover an amount of health determined by 1) how quickly you vanquished
your opponent, and 2) your gem count for each of your special moves.  At
max level (LV3), each of your special moves will earn you 24 points, for a
total of 72 points, if you've maxed out all three.  I think total health
is 144 points, so even without a time bonus, 72 points would be a pretty
nice recovery (50%) of health...
     One last note: For some reason, Running Battle mode must be played
from the 1P controller...

VII.7  Missing Stuff

     While the PSX version of Pocket Fighter is (imho) a pretty good
adaptation of the arcade game, there are a couple things in the arcade
game which didn't seem make it to the PSX version.  I've yet to encounter
the "knock your opponent around the world" dizziness scene in the PSX
version, so it seems likely that this was left out (probably for reasons
of PSX memory restrictions.  And as I've mentioned earlier in this
document (section VI.4), the Dan, Sakura, and Chun-Li winning poses for
Morrigan seem to be missing from the game as well...
     And as far as things which (imho) would've been nice to have in a
home version...  There doesn't seem to be a sound test or voice test
option anywhere in the game...  And while an auto-save option hasn't been
prevalent in previous Capcom releases, I did find it odd that there was no
Auto-Load process (which I have seen in previous Capcom PSX releases) in
effect for Pocket Fighter (so make sure to manually load your save file
(but be careful not to save/write over it...!) each time you run the
     Overall, though, I'm pretty happy with this home version of the game.
Not that I wouldn't have been happier with some of the above things
included as well, of course, but... =)

The latest version of this file can be found at:
  Too Cute To Be a Puzzle Game

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