Breakers Revenge/EXTRA: Difference between revisions

From SuperCombo Wiki
(Created page with "==Breakers Revenge Extra Mode Hack Changelog== Mod created by MountainManJed https://twitter.com/mountainmanjed Changelog written by Hoarseplay https://twitter.com/hoarse...")
 
 
(26 intermediate revisions by the same user not shown)
Line 1: Line 1:
==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 a rom hack created by [https://twitter.com/mountainmanjed MountainManJed] to port 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''' = Costs 1 Meter. 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, button input priority can be combined with move type priority to allow multiple specials to chain as long as they use different buttons.
** Condor and Alsion III cannot dash cancel at all.
--


THE DEFENSE
* Command Grab Supers and throws can be cancelled into as part of a combo.
* A+C Command Normal can be cancelled into B+D Command Normal but not the other way.
* Normals, Specials, and Supers can be backdash cancelled.


===Damage Scaling===
Scaling and Risk work the same but moves do 12.5% lower damage across the board to account for longer combos.


Pressing any 3 buttons simultaneously while in blockstun will perform a pushblock and force the opponent away from you.  
===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 hitstun will perform a Combo Breaker at the cost of 1 bar, causing your character to flash and jump away from the opponent.
===Post-KO Attack===
Combo Breaker will give you invincibility, but it will not last the whole duration of the recovery animation.
After a KO, the defeated opponent a short amount of time to attack. During this time, neither player can use meter.
You are able to attack when the invincibility ends.
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.


THE EXPLOITS
===Known Bugs===
* Tia's taunt can crash the game.


* If you can Burst 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.


There is no real knockdown state in the game.
==Strategy==
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)
===Tips and Tricks===
* This also includes while lying on the ground. Which counts as standing idle, although the animating of getting up still has invincible frames.
* Use backdash to get out of ground knockdown to avoid being hit by a otg combo
However, there are no wakeup rolls in the game at all because attacks have more priority.
* Pushblock is your best friend
* If available, cancelling into air throw at the end of combos can keep enders safe


Now for the real fun stuff.
===Alsion III===
* Cannot Dash Cancel
* Special series: Dash Knee > Poison Fog > Deadly Claw. Alsion can do very long special chains!
* Multiple Air specials and an air throw give Alsion III a huge boost in Extra mode.
* His AC and BD overheads are now confirmable into big damage.
* Alsion's low mobility makes things difficult and Pushblock makes matters worse for him.


The biggest undeniable change Extra Mode adds from Breakers Revenge is the absolute salt-spewing sensasion of forcing a draw game.
===Bai-Hu===
* Can Dash Cancel Normals
* Special Series: does not seem to have one
* AC Special cancels into supers
* Gets great benefit out of his C cancelling because the projectiles keep going


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.
===Condor===
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.
* No dash, so he cannot Dash Cancel
If a draw game is made at the 4th and final round, both players will lose the match.
* Special series: Tomahawk > Grand Buffalo Horn > Sky Bridge > Moonlight Slam.


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.
===Dao-Long===
The winner can also perform time wasting measures like supers, throws or long combos to run out the clock for the post-round call.
* Can chain supers
* Special series: either special can cancel into the other.
* Due to having to charge he can be quite limited
 
===Maherl===
* Normals cancel into Forward Dash
* Special series: Sword > Fire > Balloon
* Dash cancel after fire special
* Balloon can cancel into his Throws or Rolling Press super


--
===Pielle===
* Special series: Robin Runner > Rose Train > Monsieur Crash > Bonjour Shot
* Dash cancel after most specials
* Air cancel normals into Merci 1,2,3 is a strong option
* Cancelling multiple Rose Trains into Super Rose is very annoying


THE REST
===Rila===
* Normals cancel into Forward Dash
* Special series: Quick Uppercut > Wild Saber. (more testing may be needed)
* Cancelling into supers out of Spinning Claw is hilarious


Here are just some findings that I've collected, but have not found consistency for.
===Saizo===
* Special series: Yashagami > Engetsuzan > Hiryu
* Dash Cancel Yashagami and Engetsuzan
* Can chain supers
* His overhead BD attack chains into his 2BD slide for a quick high/low.
* Smokebomb will start a juggle, follow up with Kunai.
* Fire super does way more hits than normal.
* His autocombo super tends to do low damage due to Auto-Launch, juggle causes hits to whiff.


Tia's taunt will sometimes force the game to hard reset.
===Sho===
* Special series: Only cancel found is Shippu Seiken > Kurenai/Rankiryu. This opens up some extended damage routes.
* Can Dash Cancel his Shippu Seiken


If you can Combo Break on the frame you would've died, you can cancel your death from being counted in the first place
===Tia===
You can tekk if you were successful if you hear a character's death cry, but the music does not fade out.
* Special series: Soul Spike > Rising Uppercut > Rapid Gale.
* She can actually do 3 Soul Spikes by doing B, D, and then an air version.
* Dash Cancel all specials but Rapid Gale
* Always end Burning Revolver in a throw to keep it safe.


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

Latest revision as of 17:30, 4 January 2023

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 a rom hack created by MountainManJed to port 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 = Costs 1 Meter. 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, button input priority can be combined with move type priority to allow multiple specials to chain as long as they use different buttons.

  • Command Grab Supers and throws can be cancelled into as part of a combo.
  • A+C Command Normal can be cancelled into B+D Command Normal but not the other way.
  • Normals, Specials, and Supers can be backdash cancelled.

Damage Scaling

Scaling and Risk work the same but moves do 12.5% lower damage across the board to account for longer combos.

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 crash the game.
  • If you can Burst 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.

Strategy

Tips and Tricks

  • Use backdash to get out of ground knockdown to avoid being hit by a otg combo
  • Pushblock is your best friend
  • If available, cancelling into air throw at the end of combos can keep enders safe

Alsion III

  • Cannot Dash Cancel
  • Special series: Dash Knee > Poison Fog > Deadly Claw. Alsion can do very long special chains!
  • Multiple Air specials and an air throw give Alsion III a huge boost in Extra mode.
  • His AC and BD overheads are now confirmable into big damage.
  • Alsion's low mobility makes things difficult and Pushblock makes matters worse for him.

Bai-Hu

  • Can Dash Cancel Normals
  • Special Series: does not seem to have one
  • AC Special cancels into supers
  • Gets great benefit out of his C cancelling because the projectiles keep going

Condor

  • No dash, so he cannot Dash Cancel
  • Special series: Tomahawk > Grand Buffalo Horn > Sky Bridge > Moonlight Slam.

Dao-Long

  • Can chain supers
  • Special series: either special can cancel into the other.
  • Due to having to charge he can be quite limited

Maherl

  • Normals cancel into Forward Dash
  • Special series: Sword > Fire > Balloon
  • Dash cancel after fire special
  • Balloon can cancel into his Throws or Rolling Press super

Pielle

  • Special series: Robin Runner > Rose Train > Monsieur Crash > Bonjour Shot
  • Dash cancel after most specials
  • Air cancel normals into Merci 1,2,3 is a strong option
  • Cancelling multiple Rose Trains into Super Rose is very annoying

Rila

  • Normals cancel into Forward Dash
  • Special series: Quick Uppercut > Wild Saber. (more testing may be needed)
  • Cancelling into supers out of Spinning Claw is hilarious

Saizo

  • Special series: Yashagami > Engetsuzan > Hiryu
  • Dash Cancel Yashagami and Engetsuzan
  • Can chain supers
  • His overhead BD attack chains into his 2BD slide for a quick high/low.
  • Smokebomb will start a juggle, follow up with Kunai.
  • Fire super does way more hits than normal.
  • His autocombo super tends to do low damage due to Auto-Launch, juggle causes hits to whiff.

Sho

  • Special series: Only cancel found is Shippu Seiken > Kurenai/Rankiryu. This opens up some extended damage routes.
  • Can Dash Cancel his Shippu Seiken

Tia

  • Special series: Soul Spike > Rising Uppercut > Rapid Gale.
  • She can actually do 3 Soul Spikes by doing B, D, and then an air version.
  • Dash Cancel all specials but Rapid Gale
  • Always end Burning Revolver in a throw to keep it safe.

Game Navigation

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