FAQ by peterconti

Version: 1.0 | Updated: 04/16/09 | Printable Version

P  P I R  R  A A    T   E       C    U    U B  B E     S
P  P I R  R  A A    T   E      C     U    U B  B E    S
PPP  I RRR  A   A   T   EEE    C     U    U BBB  EEE   SSS 
P    I R R  AAAAA   T   E      C     U    U B  B E        S
P    I R  R A   A   T   E       C     U  U  B  B E         S
P    I R  R A   A   T   EEEE     CCC   UU   BBB  EEEE  SSSS

			Pirate Cubes
		     Faq by Peter Conti 
Copy Right Peter Conti (email me for any use other then private)


Please send feedback to contigames@hotmail.com

[AAA] Introduction 
[BBB] Game Mechanics 
[CCC] Characters 
[SLR] - Jack Sailor
[FXH] - Fang Xhe
[CCN] - Captain Cannon
[CPL] - Captain Peg Leg
[BNS] - Bones
[SLT] - Mrz Scarlett
[ICA] - Inca Inca
[MBM] - Mr Boom
[VLA] - Viola
[CMN] - Commander Nash
[DDD] Frame Data

[AAA] Introduction

This game guide is for the Xbox Live Community Game Pirate Cubes. 
Pleasesupport community games, they are not expensive to purchase, 
and it will greatly help the community to grow.

If you purchased the game previous April 17 2009, check that when
you finish the game that you fight in a stage with floating skulls.
(With any character other then Bones)
If not then download the updated version (you may need to delete
the version you already have).

This is the first revision and maybe expanded upon in future 
depending on feedback recieved.

[BBB] Game Mechanics

The game runs at 30fps

The basic goal is to lower the opponents hit points before 
they lower yours.

A or Y button = Standard Attack, 
every character's standard attack does 10 points 
of damage.Every character's standard attack has 1
active attack frame, that is active from the start
of the attack, till it connects or is completed.
Evert character's standard attack lasts for 16 frames.

X button = Block,
Blocking reduces damage and does not cause hit stun 
(unless block is broken). Standard attacks will against
a blocking character cause 2 points of damage. Special 
attacks will also only cause 2 points of damage and
special effects such as draw ins will be negated. 

Special Rules involving block. Blocking Bones special attack 
will cause more damage against you, and the hold will still 
take effect.

Also Blocking lasts 5 frames, therefore if an opponent gets a 
hit in during the the 6 frame then the block will be broken. 
This is to stop a heavy Turtling Style.
On the 7th frame the block will be reinstated for another 
5 frames.

***  Air Blocking is not possible after a certain height. ***
Reason being is that people would otherwise spend most time 
jumping and blocking for a safer yet boring statergy.

B button = Special Attack,
Is different for each character. More specifics for each special 
move will be mentioned in the character sections. They all have 
varying properties such as invinciblity frames.

Combo = Hit the opponent multiple times before they leave the hit 
stun animation. During hit stun you can not do anything till you 

Hitback = To make it harder to combo, if hit your character will 
suffer some form of hit back, which will move you away from the 

Wall bounce = During hitback, if there is enough momentum, 
the character will be  launched in the air and bounce of the wall. 
This is to avoid harsh  corner traps and to add more momentum to 
the game play.	

Tap left or right twice in desired direction = Dash,
The dash is very useful for various reasons. You are able to keep 
pressure on the opponent. Because attacks usually cause hitback or 
wall bounce to combo, you will need to chase with a dash to hit 
again before the opponent leaves hit stun.

The dash is also useful evade and to bait attacks by back dashing 
in and out off range.
The dash is also possible during jumps and is usefull to close in 
faster on the opponent then usual and to assit in evasion.

It is also possible to dash to the other side of the opponent if 
you are close enough.

Projectile Nullification = It is possible to nullify projectiles 
with other projectiles or some special attacks such as Bones special 

Invincibility frames = These are frames when your hitbox does not 
exist and so it is not possible to be attacked. For instance Jack Sailors 
Special attack is the Dash Attack which is consists completely of invincibility
frames while the attack frame is active.

Therefore he can pass right through projectiles. However if he hits an
opponent who is blocking, he becomes vernable to an opponents conter attack.

Hold = If Bones special attack connects with the opponent, then the opponent
will be held in place and will be susceptible to attack for a limited time.

Draw In = Mrz Scarlett's special whip attack is able to pull in her opponent.
During this time the opponent cannot react.

[CCC] Character

General Notes: 

*Block (with standard attack counter) usually beats Special attack.
*Standard attack usually beats block 
(with its attempted standard attack counter)
*Special attack usally beats standard attack. 
*Some special attacks beat other special attacks 
(depending on circumsatances too)

*Longer Range standard attacks usually beat those of shorter range 
(assuming otherattack is out of range)

*A player cannot launch another projectile till the previous 
is no longer active.

All charcters frame data is identical except for special attacks 
(see frame data section)

[SLR] - Jack Sailor

Standard Attack Range: Medium

Special Attack Details: Dash Attack

Jack charges at opponents with his sword.
It is Fast and has long reach.
It has invincibility fames while attack frame is active.
It can pass through projectiles.
Susceptiable to counter attack if blocked.
If evade opponent can time counter attack to land at end of 
the attack.
You are able to perform the attack in the air.
If initiated on the ground you can press up to make the 
attack travel in an upward arc to catch jumping oponents.

General Statergies: Punish special attacks with the Dash attack. Use the Dash 
attack as an evasion tool. Against harder difficulties or other players
do not spam the Dash attack as it can be counter easily after blocking.

[FXH] - Fang Xhe

Standard Attack Range: Medium
Special Attack Details: Lotus Blade

Swings 2 blades in arcs around himself.
Has a large hitbox that sorounds himself.
It has invincibility frames during the duration of the move.
Cannot move during the attack unless already moving in the air.
Can be performed in the air (in fact recommended).
Susceptable to counter attack with correctly timed special attacks
on recovery or if blocked. 

General Statergies: Jump towards an opponent and attack with Lotus Blade.
Even though it is invincible during attack, it is not wise to use like
Jacks Dash attack to evade projectiles unless Fang is jumping at the time,
because there is a good chance that the Lotus Blade attack does not last
long enough to evade slow moving projectiles.

[CCN] - Captain Cannon

Standard Attack Range: Short
Special Attack Details: Eat Lead

Captain Cannon fires a bullet from a gun.
It is the fastest moving projectile in the game.
It has a small hit box.
It can nullify other projectile based attacks.
Can be initiated in air and travels in a straight line if done so.

General Statergies: Play keep away as much as possible and launch the Eat Lead
Beware characters that can evade and punish projectiles attacks.
If an opponent closes in on you, use the standard attack as the 
recovery of the Eat Lead attack is easily punished. 
Rush down style of play can be tried by dashing immediately on first
frame after special attack recovery.
[CPL] - Captain Peg Leg

Standard Attack Range: Short
Special Attack Details: Cannon Fire

Fires a cannon ball in an upward arc that bounces of the stage 
Decent speed projectile.
Has fair sized hitbox.
Can nullify other projectile attacks.
Can be launched in air.
Can still jump up during cannon frames. (This amazing feet is usefull 
for evasion).

General Statergies: Play keep away as much as possible and mix up the traveling 
path of the cannon ball by lauching the attack duing jumps that can be while 
i.e jumping away. Standing ground i.e. jumping jump or on landing down and 
finally as during a forward jump as a form or shield. 
It is possible to launch and then dash under the ball to rush down an opponent
and it is possible to combo the cannon ball by timing its fall to hit just after
or a standard attack. 

[BNS] - Bones

Standard Attack Range: Medium
Special Attack Details:	Rising Bone Hands

Bone hands raise from the spot the opponent is when the attack was intiated.
If they make contact with an opponent they will render the opponent
virtually unmoveable and suceptible to standard attack combos.
If the opponent is blocking they recieve more damage then if not.
They are slow moving.
They can form a shield against projectiles.
The opponent can attempt to break free by dashing and jumping constantly.
The Eye gazing frames are invincible. 

General Statergies: Initiate the special attack and then jump and dash in 
regardless if the attack connects to rush down the opponent. The opponent 
will have to then both evade you and the special. If you can pressure the 
opponent to block, then try to land the special attack as it cause more 
damage if the opponent is blocking.

[SLT] - Mrz Scarlett

Standard Attack Range: Long
Special Attack Details: Come Here Sugar

Launches a whole screen length attack.
Does low damage but if the opponent is not blocking it will pull them
towards Mrz Scarlett who can then use standard attacks to cause 
additional damage.
The attack is slow but Mrz Scarlett has invincibilty frames so it
can be used to evade and punish projectile attacks.
The invincibility can be used to evade attacks.
Can be initiated in air.
Cannot move once attack is active unless already moving duing a jump.

General Statergies: Use the Special attack to draw in opponents in range 
of her standard attack.
Avoid using if opponent is already close enough for the standard attack.
Use her standard attack range to your advantage.
Use the Special attack to evade other attacks with its invincibility frames
if needed.
Jump up when launching the special attack to catch opponents in 
evasion attempts.
Beware of missing with the special attack as the recovery is slow, even though
she is invincible during the special attack.

[ICA] - Inca Inca

Standard Attack Range: Long
Special Attack Details: Inca Inca Pounce
Inca Inca Pounces accross the screen and attacks spear down.
Limited uses due to no invinvibility frames.
Limited projectile evasion.
Limited evasion properties.
Is punsihable by correctly executed standard attacks.
Can be performed in air, changing the path and therefore becoming more of
a dive attack.
The hitbox of Inca Inca's special is half his neutral hit box.
His attack box extends far bellow his hit box.

Developers Note: With invincibilty frames this character proved almost 
too powerfull. Thats why the move was nerfed somewhat.

General Statergies: Stay just with in poking range and rush down the opponent 
with his extra long standard attack. Use the special attack when the opponent 
is still recovering from there special attacks. 

[MBM] - Mr Boom

Standard Attack Range: Short
Special Attack Details:	Bomb Roll

Rolls a very large bomb that explodes on contact with an opponent
that is not in invincibilty frames.
Explodes (which still connects) after a certain amount of time.
Slow moving.
Falls to ground in a small arc if launched in air.
Can be used as a walk behind shield.
Nullifies other projectiles.

General Statergies: Launch a Bomb Roll attack and use it as a shield 
by walking, dashing, or jumping behind it. Follow up with standard 
attacks. Use the Bomb Roll to punish characters who have invinciblity
frames as it is usually just sitting around the opponent when they
lose inviciblity.
Beware that Mr Boom has a larger hitbox then every other character.

[VLA] - Viola

Standard Attack Range: Short
Special Attack Details: Knife Toss
2nd slowest projectile in game.
Travels in straight line if launched from ground.
Travels diagonally down if launched from air.
Slow enough to be used as a walk or jump behind shield.

General Statergies: Mix up the air and ground knife toss. Mix up using it 
as a shiled to close in on opponent to standard attack, and as a shiled to 
run away from an  opponent as Viola's standard attack range is arguably
the shortest in the game. 

[CMN] - Commander Nash

Standard Attack Range: Medium to Long
Special Attack Details: Laughing Warp

Warps to a new position.
Warp position is based on distance from edges.
Initating Warp from one edge, repositions Nash on the opposing edge.
Initiating Warp from middle, repositions Nash close to middle.
Can be used in air.
During Warp, Nash is invincible and is attacking (although shorter in range
then his standard attack).

General Statergies: Warp out of harm. Try to position youself so as to 
better punish and attack opponents with the warp. Beware warping into 
an attack or setup.
Use the range of his standard attack to your advantage.
		[DDD] Frame Data

 The game runs at 30fps (Limited on purpose, the Xbox 360 could easily run 
 it much faster).
 All charcters frame data is identical except for special attacks.

Neutral = 1 frame (well infinite until changed)
Block   = 5 frames, this leads to possible block breaking 
            and non-instantaneous counter attacks 
Attack  = 16 frames
Dashing = 12 frames
Hitstun = 25 frames
Hitback = 16-18 frames (most circumstances)
KO = 1 frame (well infinite until changed)
Special Attack frame durations:

Jack Sailor	= 100
Fang Xhe	= 30
Captain Cannon	= 30
Captain Peg Leg	= 30
Bones		= 30 (till Bones can move again) Holds for anywhere 
		      between 30 and 150 frames 
		     (depending on height)
Mrz Scarlett	= 100
Inca Inca	= 90
Mr Boom		= 30 (till Mr Boom can move again) Bomb explodes at 250 frames
Viola		= 30
Commander Nash	= 30 (15 frames each position of warp)

Please send feedback to contigames@hotmail.com

I would really like to see the oppinion of players as to a character tier list