Pocket Rumble

Pocket Rumble

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Parker Primer
By frig
A guide to the basics of Agent Parker. Current as of Beta 0.3.5.
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Be sure to check out the official Pocket Rumble Wiki![pocketrumblewiki.com]

We plan to build the most comprehensive Pocket Rumble knowledge database on the web, but we need your help!

Thank you for reading, and here's the rest of the guide!
Mobility


Parker's dash is an uncancelable roll that grants him lengthy invincibility and allows him to cross behind his opponents. However, it has a few frames of vulnerable recovery, and is only invincible on its first frame while rolling backward. Consequently, back roll is Parker's only true reversal.

Forward roll travels about 2.75 tiles and is 20 frames long. Back roll travels about 2.25 tiles and is 17 frames long.



Pictured: Parker crossing behind Tenchi with his forward roll.
Normals
Note: Screenshots may not depict characters at start-of-round distance. My bad.

Standing A


Parker's standing A is mostly identical to every other character's. It's quick and combos into itself, but it has short range. Not as good a combo starter for Parker as it is for other characters, because most of his specials start up too slow to combo from it, and he can't link it into any of his other normals. One thing sets it apart from other jabs, though: its hitbox is a few pixels higher, making it slightly easier to tag jump-ins with. Unfortunately, this is often Parker's best anti-air, unless he's set up to use his projectiles.



Image: Old people don't understand "the fist-bump."

Standing B


Parker's standing B is a long-range palm strike that moves him forward significantly and causes a decent amount of hitstun. You'll find yourself throwing this out a lot, as it's even safe on block. However, it's very easy to whiff punish if not used at its proper range.

Note: Tenchi got hit right after this screenshot was taken

Crouching A


A quick swipe at the opponent's feet. Being a crouching attack, this must be blocked low. This is Parker's safest poke, even though it lacks the range of st.B. It will combo into Chop from any distance for a quick blockstring.

Crouching B


Parker's sweep. Hits low and knocks down. Nothing special, but getting a knockdown lets Parker set up, which is important. Landing a sweep is the easiest way to knock your opponent down, so be sure to learn when to use this move. Also, it's plus on block, but it has less range than Tenchi's sweep.

Jumping A


A crazy-fast midair claw strike. Excellent air-to-air and scary as an instant overhead. Side note: Parker is the only character in the game so far who can safely instant overhead, thanks to his unique projectile. (See: "Combos.")
Jumping attacks gotta be blocked high, my guy!

Jumping B


A really bad cross-up, but pretty good at everything else. Its huge hitbox makes it excellent air-to-air, but only outclasses j.A in certain circumstances due to its slower speed. It also causes a decent amount of hitstun, making it a good jump-in.

Throws


Parker's throws are somewhat unique, but not in very obvious ways. They seem bog-standard-- they do 2 damage each, and knock the opponent down some distance away from you. However, Parker's back throw causes him to cross behind the opponent, moving him slightly in the direction he was facing beforehand, giving it interesting spacing applications. Parker also has the distinction of being one of the only characters so far who can combo out of a throw, but only if he sets up his projectiles properly (See: "Combos.")
Specials
DF+A, or "Chop"


Really good increased-priority poke due to its long range and safety on block. Excellent for starting a peg of chip and even better for completing one. Kind of slow, so you'll want to cancel into this from cr.A or st.B most of the time. This attack moves A-Balls forward on contact.

DB+A, or "A-Ball"


Parker's most important move. Creates an indestructible orb of electrical energy directly on top of Parker's current position, which activates almost immediately. Deals no damage by itself, but once a second orb becomes active, a bolt of electricity is created in a straight line between the two. This "zap" does only one damage, but causes ENORMOUS hitstun and blockstun, and even starts a juggle if it hits an aerial opponent. This zap also forces crouching opponents it hits to stand, allowing you to always combo into both hits of Windmill if within range.
Because he lacks a traditional super, this is Parker's only combo extender, but it's very powerful once it's set up. An active A-Ball is the best area denial in the game, which more than makes up for its setup time.



Image: The distance an A-Ball travels when Chopped.




Image: Orbs follow the borders of the screen, making it impossible to scroll past them.




Image: The "zap" created between two orbs destroys Tenchi's fireballs (including his super!)


DF+B, or "Windmill"


An advancing two-hit onslaught! The first hit is crouchable, but the second must be blocked high. Great combo ender if your opponent is standing, but don't throw it out randomly, because it's very punishable-- especially if your opponent ducks the first hit and smacks you with a reversal. The first hit causes a juggle knockdown, making it Parker's best followup to an anti-air zap. Its knockdown doesn't give enough frame advantage to safely set up, though, so watch out. This attack moves B-Balls forward on contact.

DB+B, or "B-Ball"


Pretty much the same as A-Ball, but with two big differences: One, it's placed directly above Parker at about jump height, as opposed to the ground-level A-Ball. Two, it's not active until a short time after it's set in position. This delay is sometimes a drawback compared to A-Ball, but you can also use it greatly to your advantage (See: "Combos.")



Image: The distance a B-Ball travels when Windmilled.



Image: An A-B zap and a B-B zap.
Meter


Parker starts each round with a full three stocks of meter, which he spends on parries. Parries are performed by pressing or holding A+B while on the ground. They cost one stock of meter each and allow Parker to intercept a single hit for a short period of time. Parries can be canceled into from normal attacks. Throws cannot be parried.

Upon a successful parry, the game briefly freezes, allowing Parker to buffer any action he wants-- even another parry. Successful parries also immediately refill one stock of meter to replace the one he spent on said parry. However, when a parry fails, the stock of meter is lost and Parker cannot regain it in the current round. Basically, if Parker misses three parries in a single round, he can't parry again until the next one.

Remember, throws cannot be parried. :^)
Combos
(Note: "xx" denotes a cancel. ">" denotes a link.)
  • cr.A xx Chop (2 damage)
  • j.B > st.B xx Chop (3 damage)
  • j.B > st.B xx Windmill (4 damage, knockdown, whiffs crouchers)
  • j.B > cr.B xx either Ball (2 damage, knockdown, orb setup)
  • (Ball behind opponent) j.B > st.A(x2) xx A-Ball > st.B xx Windmill (7 damage, knockdown)
  • (Ball behind opponent) j.B > st.A(x2) xx A-Ball > cr.B xx either Ball (5 damage, knockdown, orb setup)
Advanced:
All of these combos make explicit use of the "B-A Zap" technique. Make sure you have an A-Ball set behind your opponent, or these will not work!


Image: The "B-A Zap."
  • Instant overhead setup: B-Ball > j.A > st.B xx Windmill (5 damage, safe on block)
  • Ambiguous oki crossup: B-Ball > j.B > st.B xx Windmill (5 damage, knockdown, whiffs crouchers)
  • Oki low setup: B-Ball > cr.A xx Chop > st.B xx Windmill (6 damage, knockdown, first string is safe on block)
  • Crossup low: B-Ball > Roll > cr.A > st.B xx Windmill (5 damage, knockdown, first string is safe on block)
  • Combo from throw: B-Ball > Throw > Windmill (5 damage, knockdown, kinda dumb)
  • Combo from sweep: B-Ball > B-Ball (or wait) > cr.B > st.B xx Windmill (5 damage, knockdown, optional orb setup, pretty dumb)
  • Double DF+B: B-Ball > Windmill > Windmill (5 damage, knockdown, really dumb)
  • MAX DAMAGE: B-Ball(x2) > Crossup j.B > st.A(x2) xx A-Ball > st.B xx Windmill (8 damage, knockdown, Warning: FOR STYLE ONLY)
  • MAXIER DAMAGE: B-Ball > st.B xx B-Ball > Crossup j.B > st.A(x2) xx A-Ball > st.B xx Windmill (9 damage, knockdown, thanks Zevak!)
(Note: Windmill will only combo against a crouching opponent if they are hit by a zap beforehand.)
That's It!
Thanks for reading. This guide will be updated with any changes made to Parker in future updates. I also plan to write guides for the rest of the cast, so look forward to that!

Be sure to check out our Wiki[pocketrumble.wikia.com] and recommend the game to your friends.

See you on Ranked!
6 Comments
frig  [author] 25 Jul, 2017 @ 11:20pm 
as of 0.4.4 the game no longer works on systems with integrated graphics cards. devs have been working on a fix for months but for now youll have to ask around the discord for an old version or just wait for a bugfix patch
枫叶无边 25 Jul, 2017 @ 10:02pm 
Do you know how to solve the start game stuck in the way to load the game screen ??
Harmless 11 Jun, 2016 @ 10:11pm 
I was messing around with each character seeing which one would be my main (and for some odd reason didn't try to look for a Pocket Rumble wiki), and eventually decided on Parker. What I didn't know was his Super was actually a Parry.

After I found that out, he officially became my main. <3
frig  [author] 27 Mar, 2016 @ 4:08am 
yeah you can totally do crossup stuff with rolls, i just didnt know where to put that because it didnt quite fit under "combos." will probably add a dedicated "mixups" section to the guide but parker might be the only character that warrants that lol

& yeah, that A orb trick works but it wont beat true reversals because theyre all first-frame invuln & the buffering system prevents meaties from ever beating wakeup reversals in this game. still a clever way to set up or get chip started
AurochMana 27 Mar, 2016 @ 3:58am 
Another idea I've been toying with is using Parker's invincible dashes for crossups. Something like:

With A orb behind opponent: sweep (knockdown) > B orb > forward dash (crossup) > forward dash (second crossup).
AurochMana 27 Mar, 2016 @ 3:42am 
Thanks for the great guide!

Just a question for combos that require A orbs set up: due to the delayed activation caused by B orb, can you immediately set an A orb to detonate before the B orb becomes active? I'm thinking it's good for catching pokes and reversal attempts, but I can't fully test without a second player.