Jump to content

Break Meter: Difference between revisions

update links
m (clean up)
(update links)
Line 38:
* 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 BlueBlazBlue]]'' 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.
* ''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.
Line 45:
* 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 Fromfrom Hit Points|sacrifice some]] of it for an easy [[Counter Attack]] if it was obvious you were going to lose it. This meter also appeared in ''[[Capcom vs. SNK 2 Mark of the Millennium|Capcom vs. SNK 2]]''.
** In ''Alpha 3'', the Guard meter gets shorter with each successive Guard Break, to discourage turtling.
* ''[[The King of Fighters]]'' has had this for the last few games. In ''Maximum Impact'', the final boss's most powerful Super Move ''instantly'' breaks the meter if you block it, regardless of how much is left.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.