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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|Yellow Tia performing a breaker with her backdash against red Tia's B+D. Note the green circle.]] | [[Image:Tiabreaker.jpg|right|Yellow Tia performing a breaker with her backdash against red Tia's B+D. 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 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. | ||
Revision as of 21:51, 23 February 2009
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.
Notation
Joystick Notation
- F - Forward
- B - Backward
- U - Up
- D - Down
- QCF - Quarter-circle forward, move the joystick down, then down-forward, then forward
- QCB - Quarter-circle back, move the joystick down, then down-back, then back
- HCF - Half-circle forward, move the joystick back, down-back, down, down-forward, then forward
- HCB - Half-circle back, move the joystick forward, down-forward, down, down-back, then back
- DP - Dragon punch, move the joy stick forward, then down, then down-forward
- 360 - Spin the stick 360 degrees
- 720 - Spin the stick 720 degrees
- Charge - hold the stick in a direction for a set period of time
Button Notation
- LP - Light punch, performed using the "A" button
- LK - Light kick, performed using the "B" button
- HP - Hard punch, performed using the "C" button
- HK - Hard kick, performed using the "D" button
- P - Any punch
- K - Any kick
Punches and kicks may be referred to either as their button name or their attack type. For example, light punch may be referred to as "A" or "LP."
Descriptors
State Modifiers
- j. - jumping
- cr. - crouching
- st. - standing
For example, jumping light punch may be simply referred to as j.lp or j.a.
Notes on combo notation
- xx or XX - cancel into, either with a super or a special.
- + - plus, press both buttons simultaneously.
- xn - do the corresponding button press n number of times. For example, cr.lk x5 would mean to press crouching light kick five times. Used as xn denotes to perform the action as many times as possible.
An example of combo notation
- j.hk, cr.lk, cr.lk, lp+hp xx super
This means to jump in with a jumping heavy kick attack, do 2 crouching light kicks, press light punch and hard punch together, and cancel the lp+hp with a super. Could have also been written as j.d, cr.b x2, a+c xx super.
Game Mechanics
Supers
All characters have 3 super bars and a handful of supers, at least 2 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 Cancels
You can interrupt a normal attack of your own and cancel it into a special move or a super move if the move connects (hit or block) with an opponent. Only certain moves are cancellable. 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. Some command normals can be cancelled into, such as Sho's A+C.
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. Some characters can attack out of a dash, some cannot. Some characters can cancel a dash into a block as well.
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 that was very recently in hit or blockstun. Throws cannot be performed on recently-risen opponents and opponents just landing from a reset.
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 not a working combo. 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
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 only on the ground 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.