Breakers Revenge Extra Mode Hack Changelog
Mod created by MountainManJed https://twitter.com/mountainmanjed 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. All gameplay changes have been confirmed by MountainManJed to be 100% intentional. --
THE PALETTE
Every character gets a 5th selectable color based on the arcade mode mirror match. You can select this 5th color by holding Start and pressing any attack button. --
THE OFFENSE
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
ALL characters have Gatling Combos and thus are able to chain normals together for extended combos.
The combo priority order is be A > B > C > D > command normal > special > super > throw Multiple command normals can be chained. Mutliple specials can be chained.
Dao-Long and Saizo and chain supers.
ALL normals and command normals* can be cancelled on either hit or block with a backdash** jump, special or super.
*Characters with hopping command normals (Pielle, Alsion III, Dao-Long, Sho) are only special or super cancelable, due to being airborne during hitstop.
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. ** Condor and Alsion III cannot dash cancel at all.
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THE DEFENSE
Pressing any 3 buttons simultaneously while in blockstun will perform a pushblock and force the opponent away from you.
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. Combo Breaker will give you invincibility, but it will not last the whole duration of the recovery animation. You are able to attack when the invincibility ends.
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THE EXPLOITS
There is no real knockdown state in the game.
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)
* This also includes while lying on the ground. Which counts as standing idle, although the animating of getting up still has invincible frames.
However, there are no wakeup rolls in the game at all because attacks have more priority.
Now for the real fun stuff.
The biggest undeniable change Extra Mode adds from Breakers Revenge is the absolute salt-spewing sensasion of forcing a draw game.
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. 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. If a draw game is made at the 4th and 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.
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THE REST
Here are just some findings that I've collected, but have not found consistency for.
Tia's taunt will sometimes force the game to hard reset.
If you can Combo Break on the frame you would've died, you can cancel your death from being counted in the first place You can tekk if you were successful if you hear a character's death cry, but the music does not fade out.