Break Meter: Difference between revisions

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(Import from TV Tropes TVT:Main.BreakMeter 2012-07-01, editor history TVTH:Main.BreakMeter, CC-BY-SA 3.0 Unported license)
 
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The inverse of [[Limit Break]], and an aversion of [[Critical Existence Failure]].
 
{{examples|Examples:}}
 
== Action ==
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== 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 ''[[Blaz Blue]]'' fills up as a player guards attacks. If filled completely, that player suffers a Barrier Crush and is paralyzed for several seconds.
** 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.
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* 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 ''[[Jo JosJo's Bizarre Adventure (Manga)|Jo Jos Bizarre Adventure]]'' fighting game has the Stand Meter. If a character takes too many hits to the Stand, they are "Stand Crushed" - the Stand disappears and they are staggered. (For extra [[Continuity Nod]] value, the Stone Mask flashes in the background when this happens.)
* 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.
* ''[[Dragon Ball (Manga)|Dragon Ball]] Z: Supersonic Warriors'' has a single gauge on top of the screen between each character's health bars, with a mark in the center that moves closer towards each health bar as that player blocks attacks from the other. If the mark is not in the center, and one player fails to block a strong attack from the other, either the first player will be stunned until the mark can reset (if it was closer to his health bar), or it will just reset itself immediately (if it was closer to the attacker's health bar).
 
 
== [[First -Person Shooter]] ==
* Enemies in ''[[Brothers in Arms]]'' have a red circle over their heads, which loses slices as you shoot at or near them. When emptied, they're [[Pinned Down]] and have difficulty attacking.
 
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== [[Real Time Strategy]] ==
* In ''[[Dawn of War]]'', squads have a morale meter that goes down as the squad takes damage. If this meter is emptied, the squad breaks and its troops become less effective in combat.
** "Less effective" herein meaning "they die twice as quick and deal next to no damage". Can actually be quite amusing, because their animations don't change. Thus, you can have a whole Space Marine Squad unloading [[More Dakka]] into a much weaker enemy squad and doing absolutely nothing. [[A -Team Firing]] [[Up to Eleven]], anyone?