Breakers Revenge/System: Difference between revisions

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===Super/Special/Command Normal Cancels===
===Super/Special/Command Normal Cancels===
You can interrupt a normal attack of your own and cancel it into a command normal, a special move or a super move if the move connects (hit or block) with an opponent. Only certain moves are cancelable. Saizo's hair attack is the only special move that can be canceled. Sho has various air moves that can be super canceled even if they whiff.
You can interrupt a normal attack of your own and cancel it into a command normal, a special move or a super move if the move connects (hit or block) with an opponent. Only certain moves are cancellable. Some moves can be cancelled even on whiff.


===Tech rolling===
===Tech rolling===
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===Dashing===
===Dashing===
All characters except for Condor can perform a dash. To dash, simply tap the joystick twice in the direction you wish to dash.  Invulnerability on backdashes varies from character to character. Dashes are typically a fixed length, though some characters run. Some dashes can be interrupted by a jump which will make your character jump farther. Some characters can attack out of a dash, some cannot. Some characters can cancel a dash into a block as well.
[[File:Breakers Wordart1b.png|650px|frame|center]]
All characters except for Condor can perform a dash. To dash, simply tap the joystick twice in the direction you wish to dash.  Invulnerability on backdashes varies from character to character. Dashes are typically a fixed length, though some characters run. Some dashes can be interrupted by a jump which will make your character jump farther. Some characters can attack or block out of a dash.
 
'''Footnote: Foward dashes build meter too.'''


===Dizzying===
===Dizzying===
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===Throws===
===Throws===
Throws are performed by pressing forward or backward and C. Some characters have air throws, and some characters have kick throws.  Check the character section to find out about your character's throws. You cannot throw an opponent that is currently in hit or blockstun or that was very recently in hit or blockstun.
Throws are performed by pressing forward or backward and C. Some characters have additional throws with different inputs or in the air.  Check the character section to find out about your character's throws. You cannot throw an opponent that is currently in hit or blockstun or that was very recently in hit or blockstun.
* Throws cannot be performed on recently-risen opponents and opponents just landing from a reset.
* Throws cannot be performed on recently-risen opponents and opponents just landing from a reset.
* Wakeup throws will beat a meaty attack if in the throw range.
* Wakeup throws will beat a meaty attack if in the throw range.
* Mashable throws have a set amount of hits, the throw will automatically reach the maximum number of hits if neither player mashes.
**When the defending player mashes (counter mash), the attacking player must mash to keep the throw going for more damage.


===Damage Scaling===
===Damage Scaling===
Damage dealt is mainly based on lifebar totals of both characters and also scales based on the length of a combo. There are further modifiers for time between attacks and win streaks.
Damage scales based on length of combo, similar to most games. Damage is also modified based on life totals of both characters, time between attacks (Risk), and win streaks.


{| class="wikitable"
{| class="wikitable"
|-
|+ Scaling based on life:
|-  
! Life !! Attack !! Defense
! Life !! Attack !! Defense
|-
|-
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The amount of time between your character dealing damage to your opponent will increase your damage (up to around double).
'''Risk, Scaling based on time''':<br>
* Does not include damage inflicted by blocked attacks
The longer you don't hit the opponent, the more you increase your damage (up to around double).
* Blocked attacks do not reset Risk
* Capped at about 30 seconds
* Capped at about 30 seconds
* If the difference in health is great enough, the damage increase will not apply!
* If the difference in health is great enough, Risk bonus will not apply!


'''Scaling based on winstreaks''':<br>


The winner of a round receives lower resistance to damage in the following round while the loser receives a slight buff in defense values. Additionally, winstreaks will also cause the winner's defense to lower and the other player's defense to increase. This caps at 20 games for the opponent and 64 games for the winner's side.
The winner of a round receives lower resistance to damage in the following round while the loser receives a slight buff in defense values. Additionally, winstreaks will also cause the winner's defense to lower and the other player's defense to increase. This caps at 20 games for the opponent and 64 games for the winner's side. [https://wiki.supercombo.gg/w/Breakers_Revenge/System#Defense_Modifier See Character Specific Data for more.]


===Chip Damage===
===Chip Damage===
When you block a special move or super move, you will receive chip damage, typical of a fighting game.  When low on life, special moves can chip you to death.  Super moves can be extremely difficult to kill with via chip though.  By default, super moves do next to no chip damage.  At 0 pixels of life, you can block a great many hits of supers and not die, whereas blocking one special would cause death.  It is generally a good idea to block super moves if they try to "chip" you to death if you are low on life, but be aware of the time bonus.
When you block a special move or super move, you will receive chip damage, typical of a fighting game.  When low on life, special moves can chip you to death.  Super moves can be extremely difficult to kill with via chip though.  By default, super moves do next to no chip damage.  At 0 pixels of life, you can block a great many hits of supers and not die, whereas blocking one special would cause death.  It is generally a good idea to block super moves if they try to "chip" you to death if you are low on life, but be aware of the Risk bonus.


===Juggle System===
===Juggle System===
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An example juggle is, vs an aerial opponent, Tia st.a, j.lk, qcb+k, land, super. This follows the basic rule of juggles, normal -> special -> super.
An example juggle is, vs an aerial opponent, Tia st.a, j.lk, qcb+k, land, super. This follows the basic rule of juggles, normal -> special -> super.
===Breakering===
===Breakering===
[[Image:Tiabreaker.jpg|right|frame|Banana Tia performing a breaker with her backdash against Strawberry Sweet Tia's B+D. Note the green circle.]]
[[Image:Tiabreaker.jpg|right|frame|'''Fig. 1'''<br>Banana Tia performing a Breaker with her backdash against Strawberry Sweet Tia's BD. Note the green circle.]]
"Breakering" is a term coined just for this game. Breakering is a feature in Breakers Revenge where the tail end of hitsun and blockstun can be canceled out of by the person being hit by doing just about anything. Only certain combos can be breakered, and these are called "fake" combos. Combos that are unbreakerable are "real." It is important to know if the combos you are doing are real or fake, especially if your opponent is adept at breakering.
"Breaker" or "Breakering" are unofficial terms coined for this game. A Breaker is any move used by the defender to cancel out of the end of hitstun and blockstun. If done correctly you will see the reversal animation indicated by a green circle underneath their sprite for 9 frames.<br>
 
''It is important to note that while both Reversal and Breaker look the same, they have different rules. Additionally, Breaker jump is a special case and does not show the green circle.<br>
''


Breakering can be done only on the ground with jumps, normals, specials, supers, and backdashes. When a breaker is performed, the combo gauge will be reset back to zero. However, if you breaker without an invulnerable move you will probably just get hit again, so try breakering with a dragon-punch type move with invulnerability, or Condor's grabs, or even backdashes. Upon breakering successfully with anything but a jump, your character will have a green circle underneath their sprite for 9 frames.
====Breaker Rules====
* Must be performed near the end of an attack's hit or blockstun
* Can only be done on the ground
* Will reset the combo counter to zero
* Applies to any normal, special, super, backdash, or jump, (or taunt)
* Does not add any special properties to moves


Several multi-hit moves are breakerable in between. In the picture shown to the right, Tia's B+D, an overhead kick, is two hits.  You can breaker in between the two hits with anything you like. If you choose not to breaker, the two hits will combo and the combo meter will go up to 2.
During a combo, if an attack hits before the Breaker window at the end of a move, that combo is referred to as "Unbreakable". This is a true or real combo. Combos that can be interrupted by a Breaker are referred to as "Breakable" or a fake combo. Often combos with long links or gaps in the strings are Breakable and several command moves are multi-hits attacks that are Breakerable in between. For instance, Tia's BD is two hits.  You can Breaker in between the two hits with anything you like. If you choose not to Breaker, the two hits will combo and the combo meter will go up to 2. ''See fig. 1''


In-depth strategies for using breakers will be discussed in the strategies section.
Note that Breakering with any move will probably lead to getting hit again, but with extra damage. It is recommended to use fast moves or moves with invincibility to properly Breaker.
 
In-depth strategies for using breakers will be discussed in the [https://wiki.supercombo.gg/w/Breakers_Revenge/Strategy#On_Breakers_and_Breakering strategies] section.


===Reversals===
===Reversals===
Reversals can be performed in a very large window as you are reset from the air or getting up from the ground. This is notable as the window is much larger than it is in other games. Upon reversing, the green circle you get from breakering will appear. This does not mean you have breakered, but this is because all breakers are reversals, they get the green circle as well.
Reversals can be performed in a very large window as you are reset from the air or getting up from the ground. This is notable as the window is much larger than it is in other games. Upon reversing, the green circle you get from breakering will appear. This does not mean you have breakered, but this is because all breakers are reversals, they get the green circle as well.


==Strategy==
==Character Specific Data==
===On Breakers and Breakering===
===Defense Modifier===
Upon picking up Breakers Revenge most players would not realize the existence of the breakering system. If one player knows about this system and the other player does not, it puts the knowledgeable player at a higher level.  Learning how to breaker and deal with breakers is crucial to stepping your game up.  What the breakers system does is that it makes having tight combos and pressure strings a necessity at high level, but it makes combos possible for newer players that cannot chain their attacks as tightly.  What the breakers system does not do is force you to get hit for attacking.  If this is happening to you, then you need to use different moves or strategies to make your combos unbreakerable.
* Win streaks will affect the defense. [https://twitter.com/kenzzy_grc/status/1052208669473923072?s=20&t=GHw6gf_b2zX6KNIC1ojmmw See this chart for full details.]


Breakers are also used in punishing unsafe moves more effectively.  Some moves are only punishable with breakers at the end of their stun.
{| class="wikitable"
===How to Breaker===
|+ Defense
Learning to breaker is very important, and learning when you can breaker will help you learn what not to do when you're playing.  Every single character in Breakers Revenge has at least 1 move they can breaker with.  A good breaker is a breaker that will hit almost immediately with a small amount of invulnerability (like Tia's Rising Upper) or take your character out of danger (like Tia's backdash).  A general rule of thumb is that is if a link looks like it is really tight, or that it shouldn't work, or involves a fireball, or if a combo or string is spacing-dependent, it can more than likely be breakered.  Additionally, a lot of 2-hit moves such as Tia's LK+HK and LP+HP can be breakered in between as seen in the picture above.
|-
===Punishing with Breakers===
| Bai-Hu || 136
Some moves are only punishable by breakers.  Easy examples of this are combos or strings that end in a fireball.  On hit or block, Dao-Long's bread and butter combo, cr.A xn, cr.B, A+C, Fireball is punishable by Saizo using his Combo Super unless it is spaced really far away.
|-
====Examples of Breakering====
| Condor || 132
For this example, it is Tia vs Sho.  Tia has just scored a knockdown and crosses up Sho with a j.B, cr.B x2, A+C which Sho blocks.  Sho can flame kick in between the 2 hits of Tia's A+C.  This is an extremely basic breaker.  Even if the A+C hit, Sho would still be able to breaker unless Tia canceled the first hit of A+C into Rising Upper or a super(which is her basic combo).
|-
| Maherl || 130
|-
| Saizo || 128
|-
| Sho || 126
|-
| Dao-Long || 120
|-
| Pielle || 118
|-
| Rila || 118
|-
| Tia || 118
|-
| Alsion III || 116
|}


Continuing this example fight, Sho has just knocked down Tia with a flame kick and is pressuring Tia with a LP fireball that he is dashing quickly behind.  Sho repeatedly pressures Tia with dash f.st.C xx LP Fireball.  Although f.st.C xx LP Fireball, dash f.st.C will combo, it is so spacing dependent, it involves a fireball and really looks like it shouldn't work.  Tia can LP Rising Upper after the fireball and smack Sho's f.st.C very easily.  Sho can stop short and throw another fireball or just block as a bait in this example to stuff Tia's rising upper, but a breaker is possible if he goes for a f.st.C.
===Stun Modifier===
''Using default first round Stun Point Value (4096 Total) and Saizo 214A to test character stun modifiers.''


So Tia is on the offensive now and attempts to cross up again just like earlier with a j.B and does cr.B x2, A+C which is all blocked once again.  Sho sees this and begins mashing out flame kick.  However, the motion for flame kick is qcb + K, and if Sho mashes this then his kick super comes out.  In this example, the kick super does come out and is smacked by the second hit of A+C.  This is an example of a failed breaker.
* Dizzy increases Stun Modifier by 2048 Points
* Loser of round will receive bonus Stun points


===Breaker Reference List===
{| class="wikitable"
The following list of breakers is '''not''' the only moves that the character can breaker with, it is only a list of a characters best possible breakers.  There may be more, but these are the most often used.  '''This list covers breakers used to break out of strings, not breakers used for punishing.'''  Any move can punish as a breaker, provided it will hit.
|+ How quick to dizzy
|-
| Saizo || 3456
|-
| Bai-Hu || 3296
|-
| Condor || 3216
|-
| Rila, Maherl || 3136
|-
| Tia, Sho || 2976
|-
| Pielle, Dao-Long || 2896
|-
| Alsion III || 2814
|}


'''Alsion III'''
===Wakeup duration===
*Backdash - This has full invulnerability until he is reappearing.
* All characters have the same time to get up when knocked down; Saizo, ever the exception, takes a few extra frames to get up.
*Teleport Drop, qcb + K - This has invulnerability until he reappears at the top of the screen.  This can really confuse people, and it leads to a combo into super.
*Anubis, qcf, qcf + P - This does have invulnerability but it isn't as good as his Combo Super for breakering.
*Combo Super, qcb, qcb + P - Invulnerable until it hits and it hits incredibly fast.
'''Condor'''
*Tamahoo, A+B+C - Not his best breaker but it works.
*Any normal throw - Only REALLY close.
*Spinning Piledriver, 360 + P - This throw was practically made for breakering.  It works great because it hits so fast, but if you mash too hard you'll get his grab super.  That isn't bad either though!
*Tamahoo Super, qcf, qcf + P - This does slightly less damage than the grab super, but moves Condor forward.
*Grab Super, 720 + P - Same use as SPD, does more damage.  If you whiff this move, it wont take any meter at all but he will do his regular SPD whiff animation.
'''Dao-Long'''
*Senkyuutai - charge d, u + K - Either version will work, but the LK version has more invulnerability.  The HK version may get you hit as it has less invulnerability.
*Backdash - Dao-Long has a decent backdash, but the lag time on the end is horrible.
'''Maherl'''
*Kadabuura - QCFx2+P - One of his only invulnerable moves!  The tradeoff is that it has a pretty big startup and leaves him vulnerable afterward.
*Balloon Grab - 360+K - An excellent breaker because it hits so fast, but the range is not that good.
'''Pielle'''
*Thunder Riser - QCBx2+P - Great if done up close, this is Pielle's only decent breaker attack.
'''Rila'''
*Wild Saber, charge d, u + K - Use the LK version mainly due to its invulnerability until it hits, but only when the enemy's close.  The HK version has invulnerability as it starts, but loses its lower-body invulnerability by the time it hits--it has better horizontal range, though.
*Backdash - Not the best backdash for breakering, but it is kind of fast.
*Shine Beast, charge b, f, b, f + P (hold P to delay) - This move is fairly quick and will trigger if the opponent touches Rila, so if you Breaker it while they're moving in or recovering, you'll be able to catch them off guard.
'''Saizo'''
*Hair, qcb + P - This move is unsafe on block but allows for combo options no matter what state the opponent is in while they get hit.  It has invulnerability on start and huge range.
*Backdash - One of the better backdashes for breakering, it is only vulnerable at the very end.
'''Sho'''
*Kurenai Sandan Keri, QCB+K - Mainly use the LK version, and if blocked, don't continue mashing kicks.
*Backdash - This can be pretty safe
*Kurenai Gansai Shuu/Seiken Shouha, QCBx2+K/QCFx2+P - These supers have strange invulnerability and are very situational.  You can be hit out of both of these if done at the wrong time.
'''Tia'''
*Rising Upper - DP+P - Great all-around breaker.  Full invulnerability until it hits and deceptively massive range.
*Backdash - Fast backdash where Tia travels pretty far.


===Dealing with Breakering - Throws===
* When doing Ukemi, all characters have unique times to get up. Bai-hu interestingly has the same timing for both normal and ukemi.
Learning how to deal with breakers can be extremely hard. At first, it may seem that throws as a mixup are completely ruined by the breaker system.  This assumption may be true on a low level of play, but throws can still be an excellent mixup once you've learned to bait and punish failed breakers.  If your opponent is leery of mashing out breakers then you can begin to mixup with throws.  Making throws work is all about baiting.


An example of a throw setup belongs to Tia.  Tia has a really obnoxious pressure string with cr.A and st.A and repeated dashes.  With some characters it is extremely difficult to get out of, but anyone with an uppercut that they time correctly can breaker free.  Tia, however, can change up the timing on her cr.A's and st.A's to make the timing difficult for her opponent's breaker, and also block at any time during her dash.  Dashing in and chicken blocking, then immediately throwing can be extremely good.
{| class="wikitable"
|+ Frames to stand
|-
! Character !! Normal !! Ukemi
|-
| Bai-Hu || 24 || 24
|-
| Rila || 24 || 32
|-
| Sho || 24 || 32
|-
| Pielle || 24 || 38
|-
| Tia || 24 || 38
|-
| Maherl || 24 || 39
|-
| Alsion III || 24 || 40
|-
| Condor || 24 || 40
|-
| Dao-Long || 24 || 40
|-
| Saizo || 28 || 32
|}


Basic strike vs throw mixups are very possible in this game. Saizo simply doing cr.A, waiting, and cr.A again or doing cr.A, walking and throwing, is the same mixup as it is in every fighting game.  Breakering does not change this base mixup, but the defensive player does have slightly more options in Breakers Revenge than in other fighting games. Be careful on how often you use throws and vary your setups or you'll get breakered.
===Counter Hit Scaling===
* Counter hit damage depends on the characters involved; some get more damage from normals, some from specials. [https://wiki.supercombo.gg/w/File:BreakersR_CHScaling.jpeg See this chart for more info (good luck).] [https://twitter.com/kenzzy_grc/status/1048229851054858241 Source for chart.]


===Dealing with Breakering - High/Low===
===Fireball Duration===
In most 2-d fighting games, high/low/throw mixups exist.  In Breakers, this mixup of high/low/throw exists but not every character has great overheads.  In fact, a lot of command overheads are 2-hit moves that are breakerable.  Setups for overheads mid-blockstring are typically extremely telegraphed and not the best idea.
* Total time to perform a projectile special, from startup to recovery.


Still, doing overheads as a mixup can be great.  Pielle can use his Butt attack with B+D to effectively mix up, but it has a pretty long startup.  Jamming it inside of a string is asking to get breakered, and doing it on an opponent just getting up is probably the best bet.  Spacing and timing are key for using overheads right.  As long as you use you don't use your overheads really often or really obviously then you will mostly avoid getting breakered.
{| class="wikitable"
 
|+ Total fireball duration
But still, 2-hit overheads should rarely be used, if ever.  The fact that most 2-hit overheads are breakerable in between or completely lack combo options after the overhead hits makes them wholly worthless.
|-
! Character !! Light !! Heavy
|-
| Saizo || 37 || 31
|-
| Tia || 40 || 43
|-
| Dao-Long || 41 || 41
|-
| Sho || 42 || 45
|-
| Bai-Hu || 45 || 47
|-
| Pielle || 47 || 48
|-
| Alsion III || 82 || 103
|}


Just like with throws, the mixup with overheads is still existent in Breakers Revenge, but the defensive player has a larger advantage.  You can't use overheads the same way as in other games, but used very sparingly they can dish out some extra damage and catch your opponent off guard.


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

Latest revision as of 16:18, 19 January 2023

Game Mechanics

Supers

All characters have three super bars and a handful of supers, at least two per character. To gain super meter you can perform special moves, certain normals, or dash. Getting hit or blocking moves also builds meter. When a hit connects (on hit or block) with an opponent, more meter is gained than if it whiffed. Even supers themselves regenerate small amounts of super meter.

Super/Special/Command Normal Cancels

You can interrupt a normal attack of your own and cancel it into a command normal, a special move or a super move if the move connects (hit or block) with an opponent. Only certain moves are cancellable. Some moves can be cancelled even on whiff.

Tech rolling

Press 3 buttons when your character touches the ground after a non-super hit to perform a tech roll. Your character will roll backwards and they will get up faster. You can and should use this technique to make your opponent's pressure more difficult to perform. The timing can be varied to make you harder to cross up, mess with mixups, or avoid OTG combos.

Dashing

Breakers Wordart1b.png

All characters except for Condor can perform a dash. To dash, simply tap the joystick twice in the direction you wish to dash. Invulnerability on backdashes varies from character to character. Dashes are typically a fixed length, though some characters run. Some dashes can be interrupted by a jump which will make your character jump farther. Some characters can attack or block out of a dash.

Footnote: Foward dashes build meter too.

Dizzying

All characters can be dizzied after repeated hits. When a character is dizzied, a big cloud is released from their body and a distorted noise plays. To recover from a dizzy, mash the buttons and wiggle the joystick. Upon recovering from a dizzy, your character will be invulnerable while they recover, after which you can block. If you can mash fast enough, you will jump straight into the recovery animation and spend no time in the dizzy state. Since you are invulnerable during your recovery, this can completely negate any effects of the dizzy. It seems that combos done on a dizzied opponent do less damage. If someone becomes dizzy during a combo they will be put in a juggle state and continuing to hit the opponent will knock them out of dizzy. As combos against dizzied opponents do less damage, your combo with a dizzy occurring mid-combo will also do less damage.

Throws

Throws are performed by pressing forward or backward and C. Some characters have additional throws with different inputs or in the air. Check the character section to find out about your character's throws. You cannot throw an opponent that is currently in hit or blockstun or that was very recently in hit or blockstun.

  • Throws cannot be performed on recently-risen opponents and opponents just landing from a reset.
  • Wakeup throws will beat a meaty attack if in the throw range.
  • Mashable throws have a set amount of hits, the throw will automatically reach the maximum number of hits if neither player mashes.
    • When the defending player mashes (counter mash), the attacking player must mash to keep the throw going for more damage.

Damage Scaling

Damage scales based on length of combo, similar to most games. Damage is also modified based on life totals of both characters, time between attacks (Risk), and win streaks.

Scaling based on life:
Life Attack Defense
33% +1% +0
25% +5% +10%
10% +15% +25%


Risk, Scaling based on time:
The longer you don't hit the opponent, the more you increase your damage (up to around double).

  • Blocked attacks do not reset Risk
  • Capped at about 30 seconds
  • If the difference in health is great enough, Risk bonus will not apply!

Scaling based on winstreaks:

The winner of a round receives lower resistance to damage in the following round while the loser receives a slight buff in defense values. Additionally, winstreaks will also cause the winner's defense to lower and the other player's defense to increase. This caps at 20 games for the opponent and 64 games for the winner's side. See Character Specific Data for more.

Chip Damage

When you block a special move or super move, you will receive chip damage, typical of a fighting game. When low on life, special moves can chip you to death. Super moves can be extremely difficult to kill with via chip though. By default, super moves do next to no chip damage. At 0 pixels of life, you can block a great many hits of supers and not die, whereas blocking one special would cause death. It is generally a good idea to block super moves if they try to "chip" you to death if you are low on life, but be aware of the Risk bonus.

Juggle System

The juggle system in Breakers Revenge is very simple. The general rule is that once an opponent is airborne, they can be hit with a normal, then a special, and then a super. The trick to juggles in Breakers is is that once an opponent becomes airborne, they will slowly start to flip backwards, and then be reset standing. If they do flip, you cannot combo them with anything but a super. Generally, for the first few hits of a combo, all normals used against aerial opponents will cause a flip and all specials will cause a knockdown. After a few hits (it seems to change based on the moves used) a player will be unable to be juggled with anything but a super.

For example, if Sho uses his cr.C to anti-air Tia, he can cancel it into his flame kick to combo. If he waits too long, and Tia starts to flip before being hit by the flame kick, the flame kick will whiff completely. If Sho does cr.C, and then performs a super after Tia has flipped, the super will connect.

Following the rules of juggling, a theoretical combo would be Sho anti-airing with cr.C, flamekick, st.a, j.lp x4, land, super. However, this is impossible. The reason is that because the opponent has been airborne for multiple hits, the st.a places them into a knockdown state and they can only be hit by supers. They cannot be hit by specials either.

An example juggle is, vs an aerial opponent, Tia st.a, j.lk, qcb+k, land, super. This follows the basic rule of juggles, normal -> special -> super.

Breakering

Fig. 1
Banana Tia performing a Breaker with her backdash against Strawberry Sweet Tia's BD. Note the green circle.

"Breaker" or "Breakering" are unofficial terms coined for this game. A Breaker is any move used by the defender to cancel out of the end of hitstun and blockstun. If done correctly you will see the reversal animation indicated by a green circle underneath their sprite for 9 frames.

It is important to note that while both Reversal and Breaker look the same, they have different rules. Additionally, Breaker jump is a special case and does not show the green circle.

Breaker Rules

  • Must be performed near the end of an attack's hit or blockstun
  • Can only be done on the ground
  • Will reset the combo counter to zero
  • Applies to any normal, special, super, backdash, or jump, (or taunt)
  • Does not add any special properties to moves

During a combo, if an attack hits before the Breaker window at the end of a move, that combo is referred to as "Unbreakable". This is a true or real combo. Combos that can be interrupted by a Breaker are referred to as "Breakable" or a fake combo. Often combos with long links or gaps in the strings are Breakable and several command moves are multi-hits attacks that are Breakerable in between. For instance, Tia's BD is two hits. You can Breaker in between the two hits with anything you like. If you choose not to Breaker, the two hits will combo and the combo meter will go up to 2. See fig. 1

Note that Breakering with any move will probably lead to getting hit again, but with extra damage. It is recommended to use fast moves or moves with invincibility to properly Breaker.

In-depth strategies for using breakers will be discussed in the strategies section.

Reversals

Reversals can be performed in a very large window as you are reset from the air or getting up from the ground. This is notable as the window is much larger than it is in other games. Upon reversing, the green circle you get from breakering will appear. This does not mean you have breakered, but this is because all breakers are reversals, they get the green circle as well.

Character Specific Data

Defense Modifier

Defense
Bai-Hu 136
Condor 132
Maherl 130
Saizo 128
Sho 126
Dao-Long 120
Pielle 118
Rila 118
Tia 118
Alsion III 116

Stun Modifier

Using default first round Stun Point Value (4096 Total) and Saizo 214A to test character stun modifiers.

  • Dizzy increases Stun Modifier by 2048 Points
  • Loser of round will receive bonus Stun points
How quick to dizzy
Saizo 3456
Bai-Hu 3296
Condor 3216
Rila, Maherl 3136
Tia, Sho 2976
Pielle, Dao-Long 2896
Alsion III 2814

Wakeup duration

  • All characters have the same time to get up when knocked down; Saizo, ever the exception, takes a few extra frames to get up.
  • When doing Ukemi, all characters have unique times to get up. Bai-hu interestingly has the same timing for both normal and ukemi.
Frames to stand
Character Normal Ukemi
Bai-Hu 24 24
Rila 24 32
Sho 24 32
Pielle 24 38
Tia 24 38
Maherl 24 39
Alsion III 24 40
Condor 24 40
Dao-Long 24 40
Saizo 28 32

Counter Hit Scaling

Fireball Duration

  • Total time to perform a projectile special, from startup to recovery.
Total fireball duration
Character Light Heavy
Saizo 37 31
Tia 40 43
Dao-Long 41 41
Sho 42 45
Bai-Hu 45 47
Pielle 47 48
Alsion III 82 103


Game Navigation

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