History Main / Breakmeter

8th Feb '18 6:36:08 PM nombretomado
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* ''OneMustFall'' features an "energy bar" that depletes differently basing on different injuries sustained (quick weak blows deplete it faster than slow strong blows). Once empty, it causes the player's bot to become incapacitated for a few seconds and open for a devastating combo.

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* ''OneMustFall'' ''VideoGame/OneMustFall'' features an "energy bar" that depletes differently basing on different injuries sustained (quick weak blows deplete it faster than slow strong blows). Once empty, it causes the player's bot to become incapacitated for a few seconds and open for a devastating combo.
24th Jan '18 9:21:35 PM salvadorfranz
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* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel III'' has a bar for bosses that if depleted, allows players to guarantee a critical hit which will automatically give players a follow-up link attack. If the players don't deplete this fast enough however, the enemies will use up a turn to refill the gauge and enter Awakening Mode where their defenses are buffed and in bosses, fills up their CP gauge to full, allowing them to use their LimitBreak in their next turn.
16th Jan '18 12:08:34 PM WillyFourEyes
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* In the story mode of the VideoGame/{{Touhou}} spinoffs ''Scarlet Weather Rhapsody'' and ''Hisoutensoku'', enemies using spellcards have break meters. If you deal enough damage to them, they're stunned until it refills.

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* In the story mode of the VideoGame/{{Touhou}} ''VideoGame/{{Touhou}}'' spinoffs ''Scarlet Weather Rhapsody'' and ''Hisoutensoku'', enemies using spellcards have break meters. If you deal enough damage to them, they're stunned until it refills.



** Super Punch-Out on the SNES has an invisible dizziness meter for opponents. The easiest way to raise this meter is to repeatedly counter their attacks (punch them in the right spot during windup). Once the meter is filled, they start to slide around in a daze. Hit them with good timing as they slide back to you to score an instant knockdown.

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** Super Punch-Out ''Super Punch-Out'' on the SNES has an invisible dizziness meter for opponents. The easiest way to raise this meter is to repeatedly counter their attacks (punch them in the right spot during windup). Once the meter is filled, they start to slide around in a daze. Hit them with good timing as they slide back to you to score an instant knockdown.



* VideoGame/Persona4Arena uses system similar to [=JoJo=] fighting games - each character has several Persona cards(usually four, but can range from two to six) which can be lost if his/her Persona is hit during attack. If all cards are lost, character enters Persona Break state and for next few seconds can't use any attack that would require a Persona.

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* VideoGame/Persona4Arena ''VideoGame/Persona4Arena'' uses a system similar to [=JoJo=] the aforementioned ''[=JoJo=]'' fighting games - each character has several Persona cards(usually cards (usually four, but can range from two to six) six), which can be lost if his/her Persona is hit during an attack. If all cards are lost, the affected character enters Persona Break a "Persona Break" state and for the next few seconds and can't use any attack that would require a Persona.
28th Dec '17 7:36:47 AM Rmpdc
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* Enemies in ''VideoGame/BrothersInArms'' have a red circle over their heads, which loses slices as you shoot at or near them. When emptied, they're PinnedDown and have difficulty attacking.

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* Enemies in ''VideoGame/BrothersInArms'' have a red circle over their heads, which loses slices as you shoot at or near them. When emptied, they're PinnedDown and have difficulty attacking. On Authentic difficulty, this feature is gone.
15th Dec '17 7:30:58 AM Cryoclaste
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* ''DarkSouls'' uses a similar mechanic, known as "poise". Heavy armour and certain items or spells increase it, and it grants stagger resistance. Taking hits will stagger a target once its poise is broken. This applies to enemies as well as the player.

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* ''DarkSouls'' ''VideoGame/DarkSouls'' uses a similar mechanic, known as "poise". Heavy armour and certain items or spells increase it, and it grants stagger resistance. Taking hits will stagger a target once its poise is broken. This applies to enemies as well as the player.
14th Nov '17 12:36:35 AM FlakyPorcupine
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* ''VideoGame/TheHouseOfTheDead'' included these for its bosses in later games. More than just shooting at it to kill the thing, often times you'd have to shoot at it in order to get it to stop attacking you for that phase.

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* ''VideoGame/TheHouseOfTheDead'' ''VideoGame/HouseOfTheDead'' included these for its bosses in later games. More than just shooting at it to kill the thing, often times you'd have to shoot at it in order to get it to stop attacking you for that phase.
14th Sep '17 9:44:38 PM Nouct
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* Most of the bosses in ''VideoGame/GranblueFantasy'' have a bar that when filled up from taking enough damage activates Overdrive mode. Bosses in Overdrive Mode become more aggressive, usually gaining new [[LimitBreak Charge Attacks]]. However, when the gauge is emptied again with sufficient damage or other means, bosses will enter Break Mode, which make attacks against them deal more damage, as well as preventing them from gaining any charge for their Charge Attacks.
20th Dec '16 1:53:26 AM DavidCowie
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*''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook:'' Enemies and party members are both vulnerable to Break, and when Broken are unable to act as well as being more vulnerable. The Break Meter fills from being attacked, and special attacks fill it more quickly. The visible Break Meter is a small progress bar [[GuideDangIt which the game does not tell you about]] under the icons on the VisualInitiativeQueue.
31st Jul '16 8:20:14 PM BlueGuy
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* The ''Manga/JoJosBizarreAdventure'' fighting game has the Stand Meter. If a character takes too many hits to the Stand, they are "Stand Crushed" - the Stand disappears and they are staggered. (For extra ContinuityNod value, the Stone Mask flashes in the background when this happens.)

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* The ''Manga/JoJosBizarreAdventure'' fighting game ;''VideoGame/JojosBizarreAdventureHeritageForTheFuture'' has the Stand Meter. If a character takes too many hits to the their Stand, they are "Stand Crushed" - the Stand disappears and they are staggered. (For extra ContinuityNod value, the Stone Mask flashes in the background when this happens.)



* ''PunchOut'' has a stamina meter for the player. Every time the player blocks or gets damaged, their stamina drops and once it is empty, the player becomes too tired to attack. This leaves the player open to attacks from the enemy boxer and the player can only regain their energy once they successfully dodged an attack or get knocked down to the mat and get up again.

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* ''PunchOut'' ''VideoGame/PunchOut'' has a stamina meter for the player. Every time the player blocks or gets damaged, their stamina drops and once it is empty, the player becomes too tired to attack. This leaves the player open to attacks from the enemy boxer and the player can only regain their energy once they successfully dodged an attack or get knocked down to the mat and get up again.
18th Jul '16 7:49:18 AM Eyeshield
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* The ''VideoGame/FinalFantasyXIII'' trilogy features this as a crucial game mechanic called "Stagger". By stringing together attacks, characters raise an enemy's "Chain Bonus" (damage multiplier) while trying to keep the timer from running out (which will reset the Chain Gauge to 100%). Once the Gauge hits a certain threshold, the enemy becomes "staggered", at which point the Chain Gauge rises by 100% (and it can still be raised). Regular attacks from a Commando with Launch will launch the opponent into the air, while others do extra damage just as the enemy is about to recover. Certain enemies also lose resistances to certain types of attacks or may effectively be shut down. In addition, the percentage of Break Gauge also influence the damage it takes. Basically, a Chain gauge of 300%, say, will amplify your attacks by 3 times. Certain monsters that are nigh un-Staggerable (having 999% as its Stagger breakpoint) may not even need to be Staggered as long as the Chain gauge is high enough that you're doing almost ten times the damage.

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* The ''VideoGame/FinalFantasyXIII'' trilogy features this as a crucial game mechanic called "Stagger". By stringing together attacks, characters raise an enemy's "Chain Bonus" (damage multiplier) while trying to keep the timer from running out (which will reset the Chain Gauge to 100%). Once the Gauge hits a certain threshold, the enemy becomes "staggered", at which point the Chain Gauge rises by 100% (and it can still be raised). Regular attacks from a Commando with Launch will launch Ravagers have the opponent ability to fill the gauge faster, but Commandos make the gauge drop slower and also boot enemies into the air, while others do extra damage just as the enemy is about to recover.air with "Launch". Certain enemies also lose resistances to certain types of attacks or may effectively be shut down. In addition, the percentage of Break Gauge also influence the damage it takes. Basically, a Chain gauge of 300%, say, will amplify your attacks by 3 times. Certain monsters that are nigh un-Staggerable (having 999% as its Stagger breakpoint) may not even need to be Staggered as long as the Chain gauge is high enough that you're doing almost ten times the damage.



* In ''VideoGame/TalesOfVesperia'', by wearing down one of an enemy's three different meters -- each of which corresponds to different attack directions -- you can perform a Fatal Strike, a move that instantly kills normal enemies and boost the parties stats.

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* In ''VideoGame/TalesOfVesperia'', by wearing down one of an enemy's three different meters -- each of which corresponds to different attack directions -- you can perform a Fatal Strike, a move that instantly kills normal enemies enemies, deals heavy damage to bosses and boost boosts the parties stats.stats. Alternatively, you can hold off on using it to perform Fatal Chains, breaking the enemies' meters over and over again to get better grades.
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