Breakers Revenge: Difference between revisions

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===Breakering===
===Breakering===
(this part here needs more work, im gonna test some stuff out frame by frame)
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 cancelled 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.
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 cancelled 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.


Breakering can be done with jumps, normals, specials, and dashes.  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.
Breakering can be done with jumps, normals, specials, 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.  Upon breakering successfully with anything but a jump, your character will have a green circle underneath their sprite for 9 frames.


Breakering is very useful against fireballs, as the hitstun and blockstun of fireballs can be drastically shortened and at some ranges punished with supers or specials easily.
In-depth strategies for using breakers will be discussed in the strategies section.


==Strategy==
==Strategy==

Revision as of 20:06, 23 February 2009

Title Screen

Introduction

Breakers Revenge is a 2D fighters created by Visco in 1996 for the Neo Geo MVS. It is a small update to the previous game, only adding new music and one character, Saizo. Breakers Revenge is notable for its characters which are by and large ripoffs of Street Fighters characters. The game has surprisingly good gameplay and gets a decent amount of play online.

Game Mechanics

Supers

All characters have 3 super bars and a handful of supers, at least 2 per character. To gain super meter, 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.

Tech rolling

Press 3 buttons when your character touches the ground to perform a tech roll. Your character will roll backwards, making them harder to cross up, and they will get up faster. You can and should use this technique to make your opponent's pressure more difficult to perform.

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, SF-style, however some characters run, KOF-style. Some dashes can be interrupted by a jump which will make your character jump farther.

Dizzying

All characters can be dizzied by getting hit a lot. When a character is dizzied, a big cloud gets released from their bodies and a weird noise happens. To recover from a dizzy, mash the buttons and wiggle the joystick. Upon recovering from a dizzy, your character will be invulnerable while they show a recovery animation, 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 do less damage.

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 very recently in hit or blockstun.

Breakering

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 cancelled 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.

Breakering can be done with jumps, normals, specials, 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. Upon breakering successfully with anything but a jump, your character will have a green circle underneath their sprite for 9 frames.

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

Strategy

Game Versions

The Characters

External links

Movelist for all characters at GameFAQs.

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