History Main / ComboBreaker

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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** 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.
16th Mar '16 8:03:20 AM Karxrida
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* ''VideoGame/PokkenTournament'': [[AssistCharcter Assist Pokémon]] Magikarp uses Bounce to end an opponent's combo.
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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* 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''.
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