This article is about the gameplay in Indie Pogo.



In Indie Pogo, the playable fighters are auto-jumping as soon as they touch the ground. This was the primary development decision, and every other mechanic has been built around this gimmick. Auto-jumping keeps the pacing of a match always in motion.

Air Jump

Additionally, all characters are able to perform an Air Jump while in the air. This allows players to get on top of their enemies and thus having an advantage, as well as recovery when falling offstage.


When in midair, fighters are able to dodge, and be invicible during a few frames. They can dodge in place, or in any direction. Dodging upward can add a bit of recovery. Dodging puts fighters in helpless state, where they cannot do anything until they touch an opponent or the ground.


On the ground, players are able to use the parkour button to stand on the ground. Inputting a direction allow the character to roll. Releasing the button will stop the parkour. Pressing the jump button mid-roll performs a rolljump. Parkour can be inputted near walls to wallslide and walljump.


Pogo Attack

The main way of attacking in Indie Pogo is by Pogo attacking. When ending on top of a foe, players are able to damage the opponent and jumping off them. Pogo Attacking resets your attacks, dodge, and air jump. You can Pogo Attack after a dodge. Unless otherwise stated in their page, a character's pogo attack deals 3 damage(or 4 if the character used is Fishy).


Rolljump is performed when jumping out of a roll. When entering on contact with a foe, it does 4 damage. Jump button can be held to keep the momentum and the hitbox active.


Walljump works similarly as the rolljump, but is slower and is performed on a wall.

Other attacks

Main article: Fighters

Every character can perform attacks using the attack button and a directional input, in the air or on the ground.

Neutral Aerial: An attack that deals damage around the fighter/that can be angled to the sides.

Up Aerial: An attack or a movement angled upward, useful for recovery and damaging enemies trying to Pogo.

Down Aerial: An attack or a movement angled downward, useful for doing combos after a Pogo Attack.

Grounded Charge: A move performed on the ground, that grows in power when charged.

SUPER: A unique super attack, performed with its dedicated button. Super needs five Gems to be activated.

Pogo Combo and Gems

The Pogo Combo is the main combo mechanic of Indie Pogo. Instead of counting the number of hits that a fighter could land on an stunned opponent like in most fighter games, Pogo Combo counts the number of hits a fighter can land before touching the ground. After two hits, the Pogo Combo displays a "1". This number corresponds to the number of Gems that the player will earn when touching the ground. If an enemy attacks the fighter before they could land on the ground, the Pogo Combo is lost. When a player touches the ground with an active Pogo Combo, it disappears, transforming into Gems. Five Gems are needed to execute a Super. At the start of a match, every fighter receives 2 Gems.

Unique traits


Advanced techniques

Quick Jump

Main article : Quick Jump

Pressing the Jump button when landing on the ground cancels the Jumpsquat animation, allowing the character to instantly jump.


After taking a hit and being in knockback or tumbling animation, instead of falling flat on the ground, the parkour button can be pressed when hitting the ground to instantly get in standing position and recovering from a fall. This technique is hard because the window to input the parkour button is very small.


  • Earning Gems when landing on the ground after a combo is a mechanic taken straight from Downwell. In Indie Pogo, Welltaro's Super is Gem High, a mode that also activates when collecting Gems in Downwell.
Community content is available under CC-BY-SA unless otherwise noted.