History Main / COMBOBREAKER

18th Dec '15 7:56:58 PM Adept
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* ''GrandChase'' lets you expand your ManaMeter to escape multi-hit attacks. However, not all attacks allow this and still expand your Mana. It also doesn't strike the enemy back like most {{Combo Breaker}}s. The game itself calls this a "CounterAttack."
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* ''GrandChase'' ''VideoGame/GrandChase'' lets you expand your ManaMeter to escape multi-hit attacks. However, not all attacks allow this and still expand your Mana. It also doesn't strike the enemy back like most {{Combo Breaker}}s. The game itself calls this a "CounterAttack."

* The ''[[NarutoShippudenUltimateNinjaStorm2 Naruto]] [[NarutoShippudenUltimateNinjaStormGenerations Storm]]'' series has [[NinjaLog Substitution]], which can be done while the opponent is attacking and teleports the player somewhere else, though the new location isn't necessarily safe. Players can also summon an AssistCharacter while they're being attacked, forcing the attacking player to immediately turn attention to the assist.
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* The ''[[NarutoShippudenUltimateNinjaStorm2 ''[[VideoGame/NarutoShippudenUltimateNinjaStorm2 Naruto]] [[NarutoShippudenUltimateNinjaStormGenerations [[VideoGame/NarutoShippudenUltimateNinjaStormGenerations Storm]]'' series has [[NinjaLog Substitution]], which can be done while the opponent is attacking and teleports the player somewhere else, though the new location isn't necessarily safe. Players can also summon an AssistCharacter while they're being attacked, forcing the attacking player to immediately turn attention to the assist.
5th Nov '15 8:29:55 PM southpawhare2
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* ''VideoGame/RisingThunder'' gives everyone a choice between a combo breaker (Kinetic Deflect) and a [[LagCancel dash cancel]] (Kinetic Advance), which they can change before and between games. If Kinetic Deflect is activated while being comboed, it deploys a BeehiveBarrier that knocks the enemy across the screen. Using it while not being comboed shows the barrier and wastes half the normal amount.
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* ''VideoGame/RisingThunder'' gives everyone a choice between a combo breaker (Kinetic Deflect) and a [[LagCancel dash cancel]] (Kinetic Advance), which they can change before and between games. If Kinetic Deflect is activated while being comboed, it deploys a BeehiveBarrier that knocks the enemy across the screen. Using it while not being comboed shows the barrier and wastes half the normal amount.amount of energy.
5th Nov '15 8:29:40 PM southpawhare2
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* ''VideoGame/RisingThunder'' gives everyone a choice between a combo breaker (Kinetic Deflect) and a [[LagCancel dash cancel]] (Kinetic Advance), which they can change before and between games. If Kinetic Deflect is activated while being comboed, it deploys a BeehiveBarrier that knocks the enemy across the screen. Using it while not being comboed shows the barrier but does not activate it [[AntiFrustrationFeatures or drain meter]].
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* ''VideoGame/RisingThunder'' gives everyone a choice between a combo breaker (Kinetic Deflect) and a [[LagCancel dash cancel]] (Kinetic Advance), which they can change before and between games. If Kinetic Deflect is activated while being comboed, it deploys a BeehiveBarrier that knocks the enemy across the screen. Using it while not being comboed shows the barrier but does not activate it [[AntiFrustrationFeatures or drain meter]].and wastes half the normal amount.
24th Aug '15 10:43:18 AM KingLyger
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[[caption-width-right:350:Not today.]]
21st Aug '15 2:27:36 PM Prfnoff
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Namespaces
* A rare non-FightingGame example, in ''Franchise/KingdomHearts'', starting from ''[=KH2=]'' onwards, some bosses have a "revenge value," which causes them to instantly retaliate in a specific way if you hit them too many times in succession. [[BonusBoss Sephiroth]], for instance, will teleport out of Sora's combo and attack from a safe distance. The Payback moves in ''[[VideoGame/KingdomHeartsBirthBySleep Birth By Sleep]]'' allow the player to do this, to some extent, by retaliating immediately after being knocked back by an enemy.
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* A rare non-FightingGame example, in ''Franchise/KingdomHearts'', starting from ''[=KH2=]'' ''VideoGame/KingdomHeartsII'' onwards, some bosses have a "revenge value," which causes them to instantly retaliate in a specific way if you hit them too many times in succession. [[BonusBoss Sephiroth]], for instance, will teleport out of Sora's combo and attack from a safe distance. The Payback moves in ''[[VideoGame/KingdomHeartsBirthBySleep Birth By Sleep]]'' allow the player to do this, to some extent, by retaliating immediately after being knocked back by an enemy.

* ''FateUnlimitedCodes'' has the magic burst, which frees a character from a normal combo (blasting the other person away for no damage) and costs 200% magic circuit (two bars), but is rather vital in a game based so strongly in {{Combo}} gameplay. Lancer's burst ability, "Battle Continuation", lowers the requirement to one bar.
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* ''FateUnlimitedCodes'' ''VideoGame/FateUnlimitedCodes'' has the magic burst, which frees a character from a normal combo (blasting the other person away for no damage) and costs 200% magic circuit (two bars), but is rather vital in a game based so strongly in {{Combo}} gameplay. Lancer's burst ability, "Battle Continuation", lowers the requirement to one bar.
7th Aug '15 1:21:40 PM ChuckleheadTom
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** ''VideoGame/MortalKombat9'' instead requires two thirds of the super meter to be used.
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** ''VideoGame/MortalKombat9'' instead requires two thirds of the super meter to be used.used, and the same is true of ''VideoGame/MortalKombatX''.
2nd Aug '15 10:21:22 AM thatother1dude
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* ''VideoGame/RisingThunder'' gives everyone a choice between a CounterBreaker (Kinetic Deflect) and a [[LagCancel dash cancel]] (Kinetic Advance), which they can change before and between games. If Kinetic Deflect is activated while being comboed, it deploys a BeehiveBarrier that knocks the enemy across the screen. Using it while not being comboed shows the barrier but does not activate it [[AntiFrustrationFeatures or drain meter]].
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* ''VideoGame/RisingThunder'' gives everyone a choice between a CounterBreaker combo breaker (Kinetic Deflect) and a [[LagCancel dash cancel]] (Kinetic Advance), which they can change before and between games. If Kinetic Deflect is activated while being comboed, it deploys a BeehiveBarrier that knocks the enemy across the screen. Using it while not being comboed shows the barrier but does not activate it [[AntiFrustrationFeatures or drain meter]].
2nd Aug '15 10:21:12 AM thatother1dude
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* ''VideoGame/{{Skullgirls}}'''s Infinity Breaker is tied in to its unique "Infinite Prevention System." The only time you can break out of a combo is when the game detects that an [[GameBreaker infinite combo]] (i.e. a combo that has started to repeat itself) is being used. A later patch added a second method to enable a burst, which revolves around filling the Drama bar through getting hit by non-[[LimitBreak Blockbuster]] attacks during a combo. ** The latter itself is based on a system in ''VideoGame/MarvelVsCapcom2'' where characters would eventually "dizzy" out of a combo after receiving one too many hits. Lab Zero simply changed it so that instead of automatically falling out, players could now choose to break out of the combo as they felt that this led to more deeper, more involved game.
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* ''VideoGame/{{Skullgirls}}'''s Infinity Breaker is tied in to its unique "Infinite Prevention System." The only time you can break out of a combo is when the game detects that an [[GameBreaker infinite combo]] (i.e. a combo that has started to repeat itself) is being used. A later patch added a second method to enable a burst, which revolves around filling the Drama bar through getting hit by non-[[LimitBreak Blockbuster]] attacks during a combo. \n** The latter itself is based on a system in ''VideoGame/MarvelVsCapcom2'' where characters would eventually "dizzy" out of a combo after receiving one too many hits. Lab Zero simply changed it so that instead of automatically falling out, players could now choose to break out of the combo as they felt that this led to more deeper, more involved game.

* ''VideoGame/TheMatrixPathOfNeo'' has throws, attacks and counter attacks that break the enemy's own combo, it acts as a stun, so you can get your own in.
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* ''VideoGame/TheMatrixPathOfNeo'' has throws, attacks and counter attacks that break the enemy's own combo, it acts combo. They act as a stun, so you can get your own in.

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* ''VideoGame/TheMatrixPathOfNeo'' has throws, attacks ''VideoGame/RisingThunder'' gives everyone a choice between a CounterBreaker (Kinetic Deflect) and counter attacks a [[LagCancel dash cancel]] (Kinetic Advance), which they can change before and between games. If Kinetic Deflect is activated while being comboed, it deploys a BeehiveBarrier that break knocks the enemy's own combo, enemy across the screen. Using it acts as a stun, so you can get your own in.while not being comboed shows the barrier but does not activate it [[AntiFrustrationFeatures or drain meter]].
2nd Aug '15 10:10:43 AM thatother1dude
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* ''VideoGame/KillerInstinct'' is the [[TropeNamer T-T-T-T-TROPE NAMER!!!]]. Combos have various 'stages' to them, some of which are immune to being broken, some of which are not.[[note]]A full combo in ''Killer Instinct 2'' goes Opener --> Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Linker Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Finisher[[/note]] In the first game and the 2013 game, the breaker must be done based on the strength of the attack used in the attacker's combo. In ''Killer Instinct 2,'' the breaker must be done with Punch of the attacker is using Kick, and vice-versa. Unique to the 2013 game, the breaker ''itself'' can be broken, which allows the combo to continue and temporarily disables combo breakers.
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* ''VideoGame/KillerInstinct'' is the [[TropeNamer T-T-T-T-TROPE NAMER!!!]]. Combos have various 'stages' to them, some of which are immune to being broken, some of which are not.[[note]]A full combo in ''Killer Instinct 2'' goes Opener --> Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Linker Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Finisher[[/note]] In the first game and the 2013 game, the breaker must be done based on the strength of the attack used in the attacker's combo. In ''Killer Instinct 2,'' the breaker must be done with Punch of if the attacker is using Kick, and vice-versa. Unique to the 2013 game, the breaker ''itself'' can be broken, which allows the combo to continue and temporarily disables combo breakers.
24th Jun '15 2:11:09 PM Origin
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* While not a fighting game, the John Woo-influenced shooter ''Double Action: Boogaloo'' revolves around a slow-mo mechanic. Players can disrupt each other's use of slow-mo by using their own, "stealing" the benefits and halting possible rampages in their tracks.
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