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{{trope}}
[[File:break.jpg|link=Xenosaga
The '''Break Meter''' adds another layer to gameplay and strategy by allowing a new route to defeat other than merely depleting [[Hit Point
Sometimes, games will provide special skills or abilities that are geared for causing break damage directly rather than physical damage, and strategies can be made up of getting an enemy to the break point, then wailing away on it.
Arcade Rail Shooters, such as the ''[[The House of the Dead (
The inverse of [[Limit Break]], and an aversion of [[Critical Existence Failure]].
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== Eastern RPG ==
* Appears in Episodes II and III of the ''[[
** In II, broken characters could be knocked into the air or knocked to the ground, and would take large amounts of damage when hit. They would recover on their next turn. Characters were broken by hitting their weak points consecutively.
** In III, broken characters would be unable to act for two or three turns and would be more likely to be hit by critical hits. Only physical attacks and techniques fill the break gauge, with some techs focusing primarily on causing break damage.
* It is featured in ''[[
** Staggering also changes resistances. An enemy with 50% resistance to all types of damage will suddenly lose those resistances when staggered. Many tougher monsters require you to stagger them quickly to end the battle in a timely fashion and stay alive.
* Featured as a prominent battle mechanism in both ''[[Mana Khemia]]'' games. Broken enemies are stunned for at least a turn, take more damage and suffer critical hits more easily.
* ''[[Boktai
* A variation appears in ''[[Resonance of Fate]]''. Dealing Direct Damage to an enemy has a chance to break it's HP Gauge, causing it to be stunned for several seconds. Additionally, reducing it's HP to the point the gauge is broken restores the party's Hero Gauge by one.
* ''[[
* ''[[
* Almost any video game coming from both Idea Factory and Compile Heart will feature this functionality.
** In ''[[
*** In [[Trinity Universe (
** ''[[Hyperdimension Neptunia]]'' simplified it to a single break bar. Once it depleted, the attacker got full AP back, and the broken enemy took double damage.
** ''[[Record of Agarest War]]'' and ''Zero'' also had the Break meter but when you deplete it, you get an extended version of a Break Art. ''[[Record of Agarest War 2]]'' also had a Break meter but what it does is that it gives you an Up Orb to be able to use [[Limit Break
* A variation occurs in ''[[
== Fighting Games ==
* Used in ''[[Super Smash Bros.]]'': Each character can use a shield to reduce damage, but it shrinks over time. If you keep shielding until it breaks, you are stunned for a short duration... which is more than enough for other players to brutalize you off the screen. A smash attack with the fan automatically breaks any shield, no matter how much is left. Breaking a shield may also send the character into the air, depending on their weight and damage. The effects range from barely noticeable (Bowser) to sky-high (Kirby). Jigglypuff will actually ''[[Twinkle in The Sky|Star K.O.]] itself'' if its shield breaks, regardless of damage.
* Featured in ''[[Dissidia Final Fantasy]]'', which is appropriate since it is both an Eastern RPG ''and'' a Fighting Game. Brave attacks may break the enemy, meaning you can get the stage Bravery, which is usually a ''considerable'' boost, often enough to make any subsequent HP attack a [[One-Hit Kill]]. Meanwhile, your enemy's HP attacks won't do any damage while they're in Break. However, landing an HP attack will automatically end Break.
* The Guard Libra gauge in ''[[
** Revised as the Guard Primer system in Continuum Shift. Every character has a personal number of primers, which disappear one by one as they block specialized guard break attacks. When you lose all of them, you are guard broken and helpless.
* ''Dragon Ball Z Budokai 3'' features a fatigue gauge, that, if filled will cause a character to be tired out if knocked down with less than one Ki gauge.
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* Taunting in ''[[Art of Fighting]]'' reduces the special move gauge, which leaves many characters without an offensive arsenal. Notable in that the computer is actually bound by this, unlike some games.
* ''[[Samurai Shodown]]'' is probably the [[Trope Codifier]]. Blocking too much or trading hits with a counter swing may lead up to weapon loss.
* ''[[Street Fighter]] Alpha'' added a Guard meter that would stun you for three seconds if it was broken. You could also [[Cast
** In ''Alpha 3'', the Guard meter gets shorter with each successive Guard Break, to discourage turtling.
* ''[[
* In the levels of ''Dragon Ball Advanced Adventure'' where you battle one opponent in a fighting game engine, both you and your opponent have a Rush Gauge. As long as it's not empty, you won't flinch or take damage from attacks, but each attack that you don't block or parry will deplete it. If you empty the opponent's Rush Gauge through continued attacks or a single counterattack after parrying, you break their guard and knock them back for a significant amount of time, and your attacks will make them flinch until you knock them down to the ground. After getting knocked down, their Rush Gauge will reset. It also refills on its own if you're not being attacked. Scoring a hit with a chi blast will immediately empty their Rush Gauge.
* ''[[One Must Fall]]'' 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.
* The ''[[
* In the story mode of the [[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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== [[Wide Open Sandbox]] ==
* ''[[Prototype (
== [[Massively Multiplayer Online Role Playing Game|MMORPG]] ==
* ''[[
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