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 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.
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
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.
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 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.
- Wakeup throws will beat a meaty attack if in the throw range.
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.
Life | Attack | Defense |
---|---|---|
33% | +1% | +0 |
25% | +5% | +10% |
10% | +15% | +25% |
The amount of time between your character dealing damage to your opponent will increase your damage (up to around double).
- Does not include damage inflicted by blocked attacks
- Capped at about 30 seconds
- If the difference in health is great enough, the damage increase will not apply!
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.
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.
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
"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.
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.
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.
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.