>>44858878Pokken is a traditional fighter. Characters have unique movelists, there's multiple attack buttons, an attack height system, cancels, just frames, etc
The only real ways it differs from other traditional ighters is you tech grabs with attacks; that the attack height system functions as a way for moves to go over or under each other based on height state and punish each other during their active frames rather then as a way to bypass blocking; and the whole phase shift mechanic, which at a basic level acts as an anti-infinite system that forces a return to neutral and then exists as a second buffer layer to neutral play
Additionally, it's a mechanic to encourage adaption: Since different moves have different amounts of shift points (with shifts from 2d to 3d occuring when a certain amount of points are racked up; 3d > 2d shifts happen on any heavy hit), it means you need to consider shift points as an added factor alongside damage, meter gain, and frame data when using moves; and at higher levels of play, actively need to alter your combo composition and move choices based on the state of the match in response to if shifting or staying in the current phase would be more advantagous based on the current situation, the matchup, how the other player is playing, etc
Perhaps you have the other player in a pressure situation against the corner, and you have to choose between a combo that might do more damage or is safer, but would cause a shift when in that matchup, the 2d phase is more towards your advantage. Or perhaps you are at dangerously low health, but almost have full meter, and you have to choose between using a higher damage combo that would KEEP you in the 2d phase, and pone that does less damage, but would cause a faster shift, and since shifts give you meter, and burst gives you health regen, you can do the lower damage combo to cause a shift to give you the meter to go in burst, etc