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->'''''"C-C-C-C-C-C-[[TropeNamer COMBO BREAKER]]!"'''''
-->-- The commentator of VideoGame/KillerInstinct

[[quoteright:350:[[VideoGame/KillerInstinct http://static.tvtropes.org/pmwiki/pub/images/ki_breaker_1653.jpg]]]]

In {{Fighting Game}}s, {{combos}} are technically defined as any combination of attacks where if the first hit lands, the opponent will be unable to dodge or block the hits that soon follow -- indeed, the character will be unable to do ''anything'' since they are being struck too quickly to even recover from hitstun.

The ability to string together very long and damaging Combos is a mark of skill among the [[HardCore elite gamers]], but if a player can make their fighter string together a nearly infinite sequence of hits, with the opponent unable to escape the inevitable [[DeathOfAThousandCuts Death Of A Thousand Punches]], how does a game developer keep Combos from becoming a GameBreaker?

Enter the ComboBreaker: A game mechanic that allows a player to escape from the middle of a combo attack so they can retaliate while the opponent is open, rather than stand there helplessly, as their HitPoints are battered away. Depending on the game, this may involve a separate button combination rather than the usual defensive command, or it may incur some kind of cost to discourage players from overusing it, such as relying on a power gauge, or being CastFromHitPoints.

Thus, a truly skilled fighter must not only master the ability to string hits together to make combos, but also master the ability to escape from them as well. Should two players who have mastered the ComboBreaker technique fight head-to-head, the ensuing battle will involve a lot of tactical improvisation as the two fighters continuously break out from underneath their opponent's attacks.

Since it usually just requires precise timing and\or quick reactions, it's all too tempting to make [=AI=] very good at this to compensate for its shortcomings elsewhere. See ComputersAreFast.

Compare RecoveryAttack, another ability to break being hit repeatedly.
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!!Examples:

* ''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 Operner --> Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Linker Auto-Double --> Manual Auto-Double --> Manual Auto-Double --> Finisher[[/note]] In the first 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. In the 2013 game, the breaker ''itself'' can be countered, which allows the combo to continue.
--> '''[[MemeticMutation C-C-C-C-COMBO BREAKER!!!]]'''

* In the ''VideoGame/ArcanaHeart'' games, going into the once-per-round [[SuperMode Arcana Force]] mode will automatically free a player from a normal combo. Super attacks cannot be escaped.
** In ''VideoGame/ArcanaHeart 3'', this has been separated into [[SuperMode Extend Force]], which acts as a {{Cancel}} instead, and Arcana Burst, which functions as a Combo Breaker.
* 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.
* The ''VideoGame/DragonBallZBudokai'' and ''VideoGame/DragonBallZBudokaiTenkaichi'' series have a lot of variations, more specifically the Tenkaichi series, but uses up {{Ki}} and the opponent can counter ''your'' counter attack, to having a BeehiveBarrier sort of shield appear with a secondary ManaMeter that's ''not'' the {{Ki}} Gauge, but the delay is longer than the opponents recovery time, so you can't start a combo with it, and an easily executable knockback wave CastFromHitPoints that gives you a fair chance to counter attack and start a combo.
* ''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.
* The ''VideoGame/GuiltyGear'' series has the Psyche Burst from XX onward, a move any character can use while he is being hit or from blocking, which turns him invincible for a second while delivering a no-damage hit in an area around the user. Each use costs him a full Burst bar, but he can get some of it back if it hits an opponent. Perform it when not being comboed and it'll be gold and will fill up your Tension bar if it connects.
** GG's SpiritualSuccessor, ''VideoGame/BlazBlue'', has a similar property called Barrier/Break Burst. The former is for ''[[VideoGame/BlazBlueCalamityTrigger Calamity Trigger]]'' which has a penalty of taking 1.5x damage and disables Barrier Block for the rest of a round; while the latter is for ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', which can only be performed twice in a single match, and it's second use can only become available if you lose a round. Also, unlike ''VideoGame/GuiltyGear'', gold Bursts act as a makeshift LauncherMove instead of filling the user's meter.
* The ''Franchise/MortalKombat'' games, starting from ''VideoGame/MortalKombatDeception'':
** ''MKD'' and ''VideoGame/MortalKombatArmageddon'' has a limit of three uses per match.
** ''VideoGame/MortalKombatVsDCUniverse'' requires half of the Rage bar to enable it's use.
** ''VideoGame/MortalKombat9'' allows players to use these when filling the first two segments of their super meter.
* ''VideoGame/TatsunokoVsCapcom'' has the Megacrash, which costs two super meters and a percentage of health.
** This in turn is a ShoutOut to old Capcom [[BeatEmUp Beat 'em ups]] where the Megacrash was an attack that hit opponents on all sides of you, getting you out of sticky situations, at the cost of some life.
* ''GrandChase'' lets you expand your ManaMeter to escape multihit attacks. However, not all attacks allow this and still expand your Mana and it doesn't strike the enemy back like most {{Combo Breaker}}s. Also the game calls getting hit while [[ChargedAttack charging MP]] a "CounterAttack."
* ''VideoGame/{{Skullgirls}}'''s ComboBreaker is tied in to its unique "Infinite Prevention System." The only time you can break out of a combo is when the system detects that it's an [[GameBreaker infinite combo]].
* 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.
* 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.
** In ''VideoGame/TalesOfVesperia'', both player and bosses alike can activate Overlimit mode to stagger or knock back nearby foes, allowing them to turn the tables.
* ''VideoGame/PlayStationAllStarsBattleRoyale'' in an attempt to prevent infinite combos, gives invincibility -including from [[LimitBreak Supers]]- to any player character hit with a lengthy combo, but only past a certain point of AP-gain. Characters that hit harder will naturally have the shortest combos in exchange for their high AP-gain.
* ''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.
** The sequel thankfully fixes this mechanic in several ways: the enemies now have a shared gauge that fills up when you kick their ass, and they can only use Forced Evasion when it's full and the chance for each individual enemy to use it if they fall out of your combo is shown next to the gauge, which also empties out if it's triggered. Enemies that have shields also have a visible gauge to show how close you are to breaking it to prepare for it, and some characters have attacks that instantly break the enemy's shield if they connect, which makes them meaningless if you set it as their first attack in their combo. There's also several ways to reduce the gauge, and [=PCs=] can also use Forced Evasion against enemy attacks, although it costs half of your LimitBreak bar to use and doesn't work on enemy {{Limit Break}}s, which bosses often like to spam at you.
* Much like ''VideoGame/BlazBlue'', ''VideoGame/Persona4Arena'' also has Bursts. In addition to the defensive burst that lets you break out from a combo and a neutral one that fills your SP bar if it connects, there's also an offensive burst that can be used while in the middle of a combo of your own that knocks the opponent into the air and makes them unable to recover until they hit the ground, as well as dialing back damage scaling temporarily so that any followup moves do additional damage to the opponent. Unlike VideoGame/BlazBlue, Burst slowly recovers on its own after being used and has no permanent cost associated with it, and hitting the enemy with your basic weak attack combo refills it by 1/8.
* ''VideoGame/MarvelVsCapcom3'' has a combo breaker system that only works for air combos. Once you juggle your opponent into the air, you can switch out with the other characters in your team and continue the combo by either launching your opponent against the far side of the screen and back towards you, up into the air, or down into the ground to bounce back up. The only way to break free of one of these combos is to match the direction that the combo intends on going with next. If you intend on launching your opponent up into the air, your opponent has to match by pressing Up + Launch at the same time to break free. This system is actually the only way to keep most combos going anyways, since characters aren't designed to keep the enemy on the ground infinitely, or by themselves. Eventually they have to switch to another team member.
* ''VideoGame/NarutoClashOfNinja'' has [[NinjaLog Substitution]], which teleports you behind the opponent for a free hit, but costs three-fourths of your [[ManaMeter chakra]].
* VideoGame/NarutoUltimateNinjaStormGenerations instead makes this part of the core gameplay tactics and adjusts this to compensate. Instead of taking chakra, characters have a separate bar for substitution, which they can only use three times before having to wait for the charges to cool down. Thus, players have to know when they have to take the hits or risk getting chained in by longer combos.
* ''VideoGame/DeadOrAlive'' has holds, which can be performed in most stuns from ''[=DOA2=]'' onwards. Using the correct hold will usually reward you with damage and a knockdown, depending on the character, and timing the hold correctly will grant more damage. Cue lots of [[ButtonMashing hold spamming]] during stun. Although, if the attacker thinks the opponent will hold, they can stop their combo and use a throw, which will do 150% damage to a holding opponent. Against some characters, [[OhCrap that's over half your health gone]].
* ''VideoGame/InjusticeGodsAmongUs'' has the Clash, which is only available on your second health bar. However, in addition to breaking a combo, there's also a wagering portion where each player "bets" part of their super meter. If you bet more than your opponent, you recover health; otherwise, you take additional damage. This means that you have to take care when activating a Clash.

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