History Main / COMBOBREAKER

26th Jun '17 10:03:17 PM infernape612
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-->-- The commentator of VideoGame/KillerInstinct

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-->-- The commentator '''The commentator''' of VideoGame/KillerInstinct
''VideoGame/KillerInstinct''
24th Jun '17 6:28:59 PM LinTaylor
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* The ''VideoGame/GundamVsSeries'' gained a combo breaker mechanic in ''Gundam Extreme Vs. Maxi Boost'' as part of the abilities granted by the F-Overdrive power-up.

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* The ''VideoGame/GundamVsSeries'' gained In the ''VideoGame/GundamVsSeries'', a player can escape from a combo breaker mechanic in ''Gundam Extreme Vs. Maxi by activating their [[SuperMode Awakening]] while being hit; however, this can only be done when the Awakening gauge is 100% full, and costs 20% of the meter right off the top (the defense-oriented Extend Burst from ''Maxi Boost'' as part of the abilities granted by the F-Overdrive power-up.lets you pull this off once you're at 50% or higher).
12th May '17 7:43:35 AM Ngamer01
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* ''VideoGame/PokkenTournament''has a few types of combo breakers:

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* ''VideoGame/PokkenTournament''has ''VideoGame/PokkenTournament'' has a few types of combo breakers:



** Call in certain [[AssistCharacter Support Pokémon]]. Combo Breaking is Magikarp's specialty: It uses Bounce to interrupt an opponent's attack, ending any active enemy combos.
** Enter [[SuperMode Burst Mode]] (requires a full Synergy Gauge). This transformation pushes back the enemy and cancels their attacks. If the enemy is attempting a [[LimitBreak Burst Attack]] (a series of powerful attacks) or calling in their support Pok&eacut;mon, a well-timed trigger of Burst Mode will render you temporarily invincible to their attacks.

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** Call in certain [[AssistCharacter Support Pokémon]]. Combo Breaking breaking is Magikarp's specialty: It uses Bounce to interrupt an opponent's attack, ending any active enemy combos.
** Enter [[SuperMode Burst Mode]] (requires a full Synergy Gauge). This transformation pushes back the enemy and cancels their attacks. If the enemy is attempting a [[LimitBreak Burst Attack]] (a series of powerful attacks) or calling in their support Pok&eacut;mon, Pokémon, a well-timed trigger of Burst Mode will render you temporarily invincible to their attacks.
12th May '17 7:39:01 AM Ngamer01
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* ''VideoGame/PokkenTournament'': [[AssistCharacter Assist Pokémon]] Magikarp uses Bounce to interrupt an opponent's attack, ending combos.

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* ''VideoGame/PokkenTournament'': ''VideoGame/PokkenTournament''has a few types of combo breakers:
** Pull off a CounterAttack during an enemy normal attack combo. Do note your counter attack can be interrupted (this can continue the enemy combo) or pierced (countered).
** Call in certain
[[AssistCharacter Assist Pokémon]] Magikarp Support Pokémon]]. Combo Breaking is Magikarp's specialty: It uses Bounce to interrupt an opponent's attack, ending combos.any active enemy combos.
** Enter [[SuperMode Burst Mode]] (requires a full Synergy Gauge). This transformation pushes back the enemy and cancels their attacks. If the enemy is attempting a [[LimitBreak Burst Attack]] (a series of powerful attacks) or calling in their support Pok&eacut;mon, a well-timed trigger of Burst Mode will render you temporarily invincible to their attacks.
** Trigger your Burst Attack while in Burst Mode. Do note your Burst Attack can be interrupted by the enemy letting them continue their attack.
23rd Apr '17 12:24:12 PM nombretomado
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* Some bosses in the ''Franchise/TalesSeries'' are able to spontaneously escape from combos by starting an unstoppable attack while being struck. The effectiveness of this varies, as in some cases, the attack can simply be avoided and the combo continued afterward, while others will simply never attempt to do this if struck with certain attacks. More recent titles are nice enough to warn you when this about to happen so you can react in advance.

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* Some bosses in the ''Franchise/TalesSeries'' ''VideoGame/TalesSeries'' are able to spontaneously escape from combos by starting an unstoppable attack while being struck. The effectiveness of this varies, as in some cases, the attack can simply be avoided and the combo continued afterward, while others will simply never attempt to do this if struck with certain attacks. More recent titles are nice enough to warn you when this about to happen so you can react in advance.
25th Mar '17 11:08:32 AM nombretomado
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* The {{Franchise/Bleach}} fighting games for NintendoDS allow players to escape combos at the cost of a super bar.

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* The {{Franchise/Bleach}} fighting games for NintendoDS UsefulNotes/NintendoDS allow players to escape combos at the cost of a super bar.
31st Aug '16 5:12:58 PM nombretomado
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* ''EndlessFrontier'' has an enemy variation of this called [[ScrappyMechanic Forced Evasion]] that makes you unable to continue attacking them, causes them to block the rest of your current attack for 0 damage and can also allow them to counterattack afterwards: while it's not a true ComboBreaker in sense that the enemy can only use it if you screw up your combo timing and cause them to fall to the ground, it's extremely easy to do by accident because of the strict timing on when to use each move, the varying weight of different types of enemies and because breaking enemy shields most of them get later in the game throws them high into the air and almost invariably screws up the natural flow of your current attack: they can also trigger Forced Evasion off a wallbounce that hits them when they're too low to the ground, which is next to impossible to anticipate.

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* ''EndlessFrontier'' ''VideoGame/EndlessFrontier'' has an enemy variation of this called [[ScrappyMechanic Forced Evasion]] that makes you unable to continue attacking them, causes them to block the rest of your current attack for 0 damage and can also allow them to counterattack afterwards: while it's not a true ComboBreaker in sense that the enemy can only use it if you screw up your combo timing and cause them to fall to the ground, it's extremely easy to do by accident because of the strict timing on when to use each move, the varying weight of different types of enemies and because breaking enemy shields most of them get later in the game throws them high into the air and almost invariably screws up the natural flow of your current attack: they can also trigger Forced Evasion off a wallbounce that hits them when they're too low to the ground, which is next to impossible to anticipate.
13th Aug '16 8:33:47 PM nombretomado
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* In the original ''DissidiaFinalFantasy'', activating one's [[SuperMode EX Mode]], commonly called an "EX Defense" or "EX Counter", among other things, would allow the activator to break free of almost any attack, simultaneously gaining the benefits of the SuperMode and leaving the original attacker reeling and wide open for an attack. Of course, since some attacks were still very hard if not impossible to avoid in this manner and it required the EX gauge being full and the prospective counter-er not already in EX Mode, it wasn't a fool-proof solution.
** The prequel to ''Dissidia, Duodecim'' or ''012'', changes this. Attempting an EX Defense will no longer trigger the EX Mode--but if a character has a full EX Gauge, they can initiate something called "EX Revenge", which breaks the character free of the combo and staggers the original attacker, as well as [[TimeStandsStill slowing down time for them]] so that the revenge-taker can deal some choice damage, at the cost of depleting the entire EX gauge. Also, a character caught in a combo can, provided their Assist gauge is charged enough, call on the AssistCharacter to bail them out. However, in ''Duodecim'' if an Assist is hit by the opponent's attacks, it locks the caller's Assist gauge for some time--and calling on the Assist when stuck in a combo guarantees the Assist will be hit and thus locked for a period of time. So essentially, while one can (and should) Combo Break in ''Duodecim'', it's not without costs.

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* ''Franchise/FinalFantasy'':
**
In the original ''DissidiaFinalFantasy'', ''VideoGame/DissidiaFinalFantasy'', activating one's [[SuperMode EX Mode]], commonly called an "EX Defense" or "EX Counter", among other things, would allow the activator to break free of almost any attack, simultaneously gaining the benefits of the SuperMode and leaving the original attacker reeling and wide open for an attack. Of course, since some attacks were still very hard if not impossible to avoid in this manner and it required the EX gauge being full and the prospective counter-er not already in EX Mode, it wasn't a fool-proof solution.
** The prequel to ''Dissidia, Duodecim'' ''Dissidia'', ''Duodecim'' or ''012'', changes this. Attempting an EX Defense will no longer trigger the EX Mode--but if a character has a full EX Gauge, they can initiate something called "EX Revenge", which breaks the character free of the combo and staggers the original attacker, as well as [[TimeStandsStill slowing down time for them]] so that the revenge-taker can deal some choice damage, at the cost of depleting the entire EX gauge. Also, a character caught in a combo can, provided their Assist gauge is charged enough, call on the AssistCharacter to bail them out. However, in ''Duodecim'' if an Assist is hit by the opponent's attacks, it locks the caller's Assist gauge for some time--and calling on the Assist when stuck in a combo guarantees the Assist will be hit and thus locked for a period of time. So essentially, while one can (and should) Combo Break in ''Duodecim'', it's not without costs.
10th Apr '16 12:41:29 PM Teitei
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Added DiffLines:

** The game will automatically trigger a Phase Shift[[note]]A perspective flip from 3D arena-style fighting to 2.5D traditional-style fighting and vice-versa.[[/note]] from Duel Phase to Field Phase when one player deals enough hits to another as a built-in breaker of especially lengthy combos; to the point where the game can and will end your [[LimitBreak Burst Attack]] before its cutscene animation (Where the majority of its damage comes from) plays out if its opening hits trigger the Phase Shift.
16th Mar '16 8:04:05 AM Karxrida
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* ''VideoGame/PokkenTournament'': [[AssistCharcter Assist Pokémon]] Magikarp uses Bounce to end an opponent's combo.

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* ''VideoGame/PokkenTournament'': [[AssistCharcter [[AssistCharacter Assist Pokémon]] Magikarp uses Bounce to end interrupt an opponent's combo.attack, ending combos.
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