Breakers Revenge/EXTRA: Difference between revisions

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==Breakers Revenge Extra Mode Hack Changelog==
==General==
===What is Extra Mode?===
Breakers Extra is a mode included with the Neo Geo CD release of Breakers. Several massive gameplay changes were made to the system, drastically changing the gameplay.


Mod created by MountainManJed https://twitter.com/mountainmanjed
Because Breakers Revenge was a arcade only release, Extra Mode is normally not available but there is a rom hack created by [https://twitter.com/mountainmanjed MountainManJed] that ports the changes over to Breakers Revenge. All gameplay changes have been confirmed by MountainManJed to be 100% intentional.
Changelog written by Hoarseplay https://twitter.com/hoarseplay


A self-explaintory title, I'm just listing these for future reference to show other people who are interested in the game, as well as documenting some exploits that I or others have found regarding the game.
=== How do most people play this game? ===
All gameplay changes have been confirmed by MountainManJed to be 100% intentional.
Breakers Revenge Extra is primarily played on Fightcade 2, Fightcade is a matchmaking platform for retro gaming, bundled with different emulators for seamless online play. Fightcade is a free application that can be downloaded from the [https://www.fightcade.com/ official Fightcade site.]
--


THE PALETTE
==Technical==
===Alternate color===
Hold the Start button and press any button to select your character's 5th color. These are normally CPU only colors seen in Arcade mode during a mirror match.


Every character gets a 5th selectable color based on the arcade mode mirror match.
===Pushblock===
You can select this 5th color by holding Start and pressing any attack button.
*'''Any 3 Buttons''' = During blocking, pushes the opponent half a screen away. You can mash the pushblock to push even further, much easier to do on heavy moves with longer blockstun.
--


THE OFFENSE
===Burst===
*'''Any 3 Buttons''' = While in hitstun (okay in Air), your character will flash and do an invincible flip-out, you are able to attack when the invincibility ends.


===Knockdown state===
Knockdown technically happens still but can be instantly cancelled out with a move, this even affects the flip-out state in the air before landing. Essentially any move that is a Breaker will cause your character to leave the knockdown state.


The opponent will be launched automatically on the 5th hit of a grounded combo. It will be a soft air-reel instead of a hard knockdown, so
This has very large ramifications for gameplay. Not only do characters get up instantly on the ground but they can hit back in the air after normally safe moves. The animation of getting up does still have invincibility frames, should you ever manage to not get hit while waiting.


ALL characters have Gatling Combos and thus are able to chain normals together for extended combos.
===OTG===
OTG limits are removed, any move that hits low enough will combo OTG and put the opponent in a juggle state.


The combo priority order is be A > B > C > D > command normal > special > super > throw
===Juggle limit===
Multiple command normals can be chained.
Juggle limits are removed. Previously Juggles were limited to Normal > Special > Super but now any move will continue to juggle. If the opponent doesn't press any buttons to cancel flip-out or use Burst out you can trivially juggle them forever.
Mutliple specials can be chained.
Dao-Long and Saizo and chain supers.


===Chain Combos===
The combo system for Breakers Revenge has been changed to allow chaining of all moves in a priority order.


ALL normals and command normals* can be cancelled on either hit or block with a backdash** jump, special or super.
*'''A > B > C > D'''
*Characters with hopping command normals (Pielle, Alsion III, Dao-Long, Sho) are only special or super cancelable, due to being airborne during hitstop.
*'''Normal > Command Normal > Special > Super > Throw'''
Pielle and Dao-Long are exceptions to this.
Pielle's singular air special cannot be performed during the descent of a jump.
Dao-Long has no air specials or supers.


** Maherl and Rila can dash cancel both backwards and forwards.
Chain must continue upwards in priority, preventing cancelling a move into the same move. However, different button inputs follow the order you can get multiple of the same special to chain. Also, note that Command Grab Supers can be cancelled into as a combo.
** Condor and Alsion III cannot dash cancel at all.
--


THE DEFENSE
Examples:
* A+C Command Normal can be cancelled into B+D Command Normal but not the other way.
* Tia 214B can cancel into 214D but not the other way


===Auto-Launch===
After 4 hits, the next hit in the combo will put the opponent in a juggle state.


Pressing any 3 buttons simultaneously while in blockstun will perform a pushblock and force the opponent away from you.
===Post-KO Attack===
 
After a KO, the defeated opponent a short amount of time to attack. During this time, neither player can use meter.
Pressing any 3 buttons simultaneously while in hitstun will perform a Combo Breaker at the cost of 1 bar, causing your character to flash and jump away from the opponent.
If the winner is defeated before the announcer calls the round, the round will end in a draw. If a draw game is made at the final round, both players will lose the match.
Combo Breaker will give you invincibility, but it will not last the whole duration of the recovery animation.
You are able to attack when the invincibility ends.
 
--
 
THE EXPLOITS
 
 
There is no real knockdown state in the game.
You can attack to recover from a knockdown as long as you are not in hitstun*, but this means you have no safe way to recover without spending bar for a Combo Breaker. This means juggles and OTGs are everywhere. (Possibly worse than even KOF:MIRA)
* This also includes while lying on the ground. Which counts as standing idle, although the animating of getting up still has invincible frames.
However, there are no wakeup rolls in the game at all because attacks have more priority.
 
Now for the real fun stuff.
 
The biggest undeniable change Extra Mode adds from Breakers Revenge is the absolute salt-spewing sensasion of forcing a draw game.
 
After a KO, the defeated opponent has a limited about of time to take revenge kill the winner. During this time, neither player can use meter.
If the winner is defeated before the announcer calls the round, the round will end in a draw no matter who was KO'd first. Negating both players a point.
If a draw game is made at the 4th and final round, both players will lose the match.


The winner of the match is not completely helpless at this time, After recovering from a hit, the winner of the match can fight back, allow the designated winner to keep a life lead for the round call.
The winner of the match is not completely helpless at this time, After recovering from a hit, the winner of the match can fight back, allow the designated winner to keep a life lead for the round call.
The winner can also perform time wasting measures like supers, throws or long combos to run out the clock for the post-round call.
The winner can also perform time wasting measures like supers, throws or long combos to run out the clock for the post-round call.


--
===Known Bugs===
 
* Tia's taunt can cause a hard reset.
THE REST
 
Here are just some findings that I've collected, but have not found consistency for.
 
Tia's taunt will sometimes force the game to hard reset.


If you can Combo Break on the frame you would've died, you can cancel your death from being counted in the first place
* If you can Combo Break on the frame you would've died, you can cancel your death from being counted in the first place. Death audio will still trigger but play continues.
You can tekk if you were successful if you hear a character's death cry, but the music does not fade out.


{{Navbox-BreakersR}}
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[[Category:Breakers Revenge]]
[[Category:Breakers Revenge]]

Revision as of 13:53, 31 October 2022

General

What is Extra Mode?

Breakers Extra is a mode included with the Neo Geo CD release of Breakers. Several massive gameplay changes were made to the system, drastically changing the gameplay.

Because Breakers Revenge was a arcade only release, Extra Mode is normally not available but there is a rom hack created by MountainManJed that ports the changes over to Breakers Revenge. All gameplay changes have been confirmed by MountainManJed to be 100% intentional.

How do most people play this game?

Breakers Revenge Extra is primarily played on Fightcade 2, Fightcade is a matchmaking platform for retro gaming, bundled with different emulators for seamless online play. Fightcade is a free application that can be downloaded from the official Fightcade site.

Technical

Alternate color

Hold the Start button and press any button to select your character's 5th color. These are normally CPU only colors seen in Arcade mode during a mirror match.

Pushblock

  • Any 3 Buttons = During blocking, pushes the opponent half a screen away. You can mash the pushblock to push even further, much easier to do on heavy moves with longer blockstun.

Burst

  • Any 3 Buttons = While in hitstun (okay in Air), your character will flash and do an invincible flip-out, you are able to attack when the invincibility ends.

Knockdown state

Knockdown technically happens still but can be instantly cancelled out with a move, this even affects the flip-out state in the air before landing. Essentially any move that is a Breaker will cause your character to leave the knockdown state.

This has very large ramifications for gameplay. Not only do characters get up instantly on the ground but they can hit back in the air after normally safe moves. The animation of getting up does still have invincibility frames, should you ever manage to not get hit while waiting.

OTG

OTG limits are removed, any move that hits low enough will combo OTG and put the opponent in a juggle state.

Juggle limit

Juggle limits are removed. Previously Juggles were limited to Normal > Special > Super but now any move will continue to juggle. If the opponent doesn't press any buttons to cancel flip-out or use Burst out you can trivially juggle them forever.

Chain Combos

The combo system for Breakers Revenge has been changed to allow chaining of all moves in a priority order.

  • A > B > C > D
  • Normal > Command Normal > Special > Super > Throw

Chain must continue upwards in priority, preventing cancelling a move into the same move. However, different button inputs follow the order you can get multiple of the same special to chain. Also, note that Command Grab Supers can be cancelled into as a combo.

Examples:

  • A+C Command Normal can be cancelled into B+D Command Normal but not the other way.
  • Tia 214B can cancel into 214D but not the other way

Auto-Launch

After 4 hits, the next hit in the combo will put the opponent in a juggle state.

Post-KO Attack

After a KO, the defeated opponent a short amount of time to attack. During this time, neither player can use meter. If the winner is defeated before the announcer calls the round, the round will end in a draw. If a draw game is made at the final round, both players will lose the match.

The winner of the match is not completely helpless at this time, After recovering from a hit, the winner of the match can fight back, allow the designated winner to keep a life lead for the round call. The winner can also perform time wasting measures like supers, throws or long combos to run out the clock for the post-round call.

Known Bugs

  • Tia's taunt can cause a hard reset.
  • If you can Combo Break on the frame you would've died, you can cancel your death from being counted in the first place. Death audio will still trigger but play continues.

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu