The Breaker's Revenge Thread

After rereading it can say I jumped the gun calling it poor, it wasn’t as extensive is I had hoped but it does the job So my apologize for the previous comment.

as for doa i believe your underestimating how good regular throws are. His command overhead is not desighn to open peopl up but to counter lows and fire balls. His pressure still get the job done of conditioning people to not push button during pressure. SO can do dash in or empty jump into throw which Dao throw is really good.

Honeslty one of my worst performance. Just played breaker after month of committing to othe rgames. I knew how to handle that match up but I didn’t play like i did. Though Halifaz saizo was good at conditioning me and i had bad habbit of not slowing my seklf down because I’ve been playing games that punish this.

I’ll definalty like to try ft5 again when i am more shape and show how alsion can handle saizo.

id love to see alsion handle saizo

Actually…No, I rescind this statement…

…Sho’s qcb+k and Tia’s DP aren’t really any more effective than Saizo’s LP Hair. Think about it: can you present a situation (e.g. a block string or breakable combo) where Saizo wouldn’t be able to use his LP Hair effectively as a breaker but Sho’s qcb+k and Tia’s DP could? I’m not claiming to know everything about this game (nor am I saying that you’re saying this) but I’d really like to explore this scenario in detail as I admit to being possibly shortsighted with my observations.

When I consider a situation such as:
Sho doing a tip-hit st.HP into LP (“combos”), in which the fireball is susceptible to breakers, I believe that (iirc) both Sho and Tia’s breakers you’ve recommended don’t provide a solid counter-solution in this sort of scenario. Tia would pass through the fireball with Sho going unscathed while Sho performing a qcb+k will just result in him being hit late by the fireball (Tia can actually just qcb+HK w/o any issues but we’ll just stick to the recommendations you’ve provided for sake of argument). With impeccable timing, however, Saizo can slip through and punish effectively (provided he has the meter to back him, which is downside you’ve already brought to light).

I dunno, I could be dead wrong on this but would still like to hear your input on the matter regardless.

Regarding Dao-Long

Pielle and Alsion have pretty strong overheads (that can be chained into and have combo potential on hit) but look where that got them - way worse off than Dao. Saizo and Tia’s command overheads aren’t so great either (unless you wan’t to slip in the final blow for a stun or KO) and they’re still pretty strong characters. Also, Sho, Saizo, and Tia don’t have command throws and they seem to be doing pretty damn fine without them imo lol.

Actually, turtling can come back to bite you in the ass in this game. After about 15-20 seconds passing, the max timer damage mod kicks in and the damage (INCLUDING CHIP DAMAGE) starts to get silly. I’ve seen some ridiculous comebacks because of it.

I’m not arguing that he’s “secret top-tier” of course, but it seems that, according to your criteria, possessing tools such as an applicable overhead, a command throw, and being able to “chip away” at opponents are the building blocks for a strong character when such attributes aren’t consistent among the cast and produce varied results.

Yeah, I was pretty sad about the performance by you and JLW but I failed to take into consideration that you guys haven’t touched the game in some time. I hope next time around I can get in sets with you guys beforehand for a warm up so y’all can fire things up for a potential exhibition. You’re both truly amazing with your respective characters and I’ve stolen a lot of tech from you guys.

Nightmare. Gonna see if I can get in the GGPO room on Sunday for some games to exhibit the hardships of Alsion (I won’t be using him, of course lol)

Seiryu is pretty strong but I think people hyped him up a bit too much (as expected). He’s still good though!

EDIT:
LIVE STREAM RIGHT NOW Got gassed…

Breakers Revenge @ STUNFEST

Got bored and decided to break these sets down (see the comments section in the vid). I think it’s pretty “interesting” as it represents the majority of standard “high level” play available for breakers and presents the many player misconceptions of what tactics are good and bad in this game. It’s rather saddening to see though because I’ll see people who play the game on a regular basis but are continuing to scratch their heads when coming across certain situations or don’t bother to make an effort to contemplate/analyze possible counter strategies. Hope there will be some improvements in these areas as more people make attempts to mess around with the game.

Guys, I’ve been streaming this a lot lately and trying to generate interest. I got around 10-15 new people playing the game almost one night. When u say Justin Wong played it, anything is possible. Kappa. Anyways, we gotta schedule a time so u guys can showcase top level U.S. Breakers.

Tough matchup is tough. Tia can punish a lot of his laggy attacks but for the most part saizo’s ground game is tough to find holes in. Still trying to figure this out. Hopefully more people will pick up saizo because I’m tired of bodying shos with tia. The Queen must conquer a new territory!

Anyway, left some notes in the comments section of the video on the actual youtube page.

EDIT: Another match up (casuals) provided by the same user. Again, notes are in comments. People need to learn proper punishers; this game isn’t hard to figure out.

If anyone out there is serious about getting serious then try grabbing up the universal bios and loading that up with a partner on ggpo. A+B+C+Start will give you access to debug settings and you can set infinite time/meter/health and mess around to figure out what’s safe and what’s not.

Breakers Revenge tournament tonight hosted by IPW. There was mention of this going down a couple of weeks ago on a podcast but not sure why there wasn’t much promotion behind it until today :frowning:

Either way, should be fun to watch and it’s very fortunate that an established group can exhibit and expose the game to other fg enthusiasts.

it really annouying how people are writen this game off as top teir fest. This game is anything but that.

I’ve been seeing people fall in love with the game. My impromptu 2am tourney had 15 people and all characters Except Maherl were represented. A Pielle player made it to Grand finals. The IPW tourney had 31 with all characters represented and a ton of Rila players.

Super Desperation Open event archived to youtube.

Dropping some misc. info. I don’t have the video editing skills to provide and compile footage of my findings so this is the best I could do. It’s unfortunate because visual aide is an invaluable means of learning when it comes to fighting games. It’s also easier to distribute information cross-culturally as fg videos tend to be self-explanatory. Hope this info can still be useful despite the shortcomings.

Throw Option Selects
About half the cast (Dao, Rila, Pielle, Condor) possess strong throw OS’s that allow them to throw (obviously) or perform a close normal attack when the opponent is in an unthrowable state - usually they will be airborne resulting in an anti-air attack in the latter situation. The remainder of the cast has relatively weaker throw OS’s and can result in heavy retaliation if their throw attempts are baited or evaded. However, these characters with weaker throw OS’s can compensate for this weakness with the use of certain button combinations, exploiting how the game’s button priority works.

**E.g. Tia
**f/b+HP+HK
Heavy Kick has priority over Heavy Punch so when both are pressed at the same time the Heavy Kick will have precedence always. Tia’s close HP (gut punch) is, without a doubt, ineffective as an anti-air. Close HK on the other hand angles up above her head, has a lot of active frames, and starts up relatively fast. Using HP+HK to throw, Tia will instead perform throw when close or if opponent isn’t in throw range the option for a far more effective anti-air becomes available in this instance. The Bonus: Tia can juggle with super after an anti-air HK connects!

Saizo
*f/b+HP+HK
*Much like Tia’s situation, Saizo too has a very weak close HP as an anti-air and can resort to this OS’s to alleviate the issue when attempting throws. The bonus to juggle with a super (flames or bird/frog) after hitting an airborne opponent is available to him as well.

Rila
*f/b+HP+HK
*This OS is rather interesting with Rila. She already has a strong OS throw due to how her close HP works (fast upward claw strike) but the close HK can be used in a similar manner AND gives her the bonus option of evading lows! Yes, her close HK (a backflip/somersault) leaves her airborne momentarily, allowing her to stuff extreme low strikes (e.g. Sho’s crouch LK). On top of this, from close HK Rila can link into a crouch LP or crouch LK then combo into a wind/fire punch for a slick conversion. And if this wasn’t good enough, the somersault hitbox extends behind and above her head, making it useful as an anti-air as well (although the startup is a bit slower than her close HP).

**Alsion III
**f/b+HP+LK+HK
Again, Kicks have button priority over Punches and this command will result in Alsion performing his Axe Kick (LK+HK). Alsion players have a tendency to start mashing throws when things get hectic (can you blame them though?). This OS’s can be useful for defensive throwing since the LK+HK has fast startup and strikes above his head far more effectively than his stand-alone HP or b+HP can.

**Tia #2
**d, db, b (hold briefly) +HP+HK OR d, db, b (hold briefly) +HP+LK
This throw OS is pretty interesting: When outside of throw range, Tia will perform her Soul Spike/Crackshot (qcb+K) and inside throw range a back throw will be performed. What’s especially good about this particular OS is that both the HK and LK versions of Soul Spike possess invulnerability frames (HK version has enough to easily pass through some dp-type specials and super moves) so Tia can effectively go for throw while also evading the opponent’s reversal attempts. By performing qcb, f (hold briefly) +HP+HK/LK, Tia can retain her positioning without having to worry about throwing them to the opposite side (e.g. out of the corner).

**Maherl
**qcf, hcf, uf+LP+LK
236412369+LP+LK
This command makes use of Maherl’s devastating supers, genie (aka KADABURA) and his 360+K command throw, and again exploits the button priority mechanics. If the opponent is in throw range, the first qcf command will be ignored and the second half of the command (hcf, u) will be registered as a 360 command (LK has priority over LP here so genie will be omitted). Should the opponent be in an unthrowable state, the genie pops out and grants some wishful thinking of you escaping from this lameness. This technique can be easily applied in post-belly flop (LP+HP) setups.

Note About Jump Command Null
So Breakers Revenge has a weird feature with commands involving up which was probably implemented to limit input errors (making commands like 360s simpler). Inputting [several directions] that [are not] up then inputting up immediately followed by another non-up direction will result in the up command being nullified thus canceling out the jump altogether. I believe this feature is also what makes commands like standing 720 with condor extremely easy to execute. Aside from that, myself and one of my stream viewers got the brainstorming when I was messing around with Maherl a while ago and combined other features/exploits to execute his 360+k command with little risk involved.

**Negative Edge + Jump Command Null
**Press and hold K then b, ub, u, uf, f, df, d, db + Release K
Press and hold K then 47896321 + Release K

Press & hold K then hcf, uf, db + Release K
Press & hold K 4123691 + release K

By performing this command QUICKLY, maherl can execute a safe 360 against potential reversal attempts AND not have to worry about accidentally jumping due to how the command interpreter handles the above command. Maherl’s 360 super also has NO WHIFF/STARTUP ANIMATION and makes use of the negative edged K allowing him to defend and attack at the same time whenever he’s command throw range! (This is apparently reminiscent of WW Gief 360 shenanigans).

Even More Throw OS’s
Here are a few more throw OS’s to generate some ideas for those who may be experimenting with them. Wouldn’t be surprised if there are stronger OS’s out there waiting to be discovered.

**Maherl + Balloono
**f/b+HP~LP+LK
This requires a quick strum (~) to LP+LK after attempting a throw. When opponent isn’t in throwable state, balloono will execute. This can be usefull when performing defensive throws as it lets you escape some pressure sequences in the event you guess incorrectly for the throw attempt.

Pielle
*f/b+LK+HK
*Opponents weary of the strength of Pielle’s normal throw OS (b/f+HP) tend to back off just out of throw range to bait it out and punish with a low or simply back off in anticipation of a reversal. LK+HK will execute if out of throw range and will probably catch the opponent off guard. Additionally, it can be used in pressure to hop over low mashing while attempting throws.

Bai-Hu
f/b+HP~LP
A strum and technique similar to how Maherl’s Balloono throw OS works. HP+LP (electric palm) has insane invuln and can be scary to attempt to mash/reversal against when going against this throw OS.

Condor
*f/b+HP~LP+LK
*Yet another button strum throw OS. Condor walks in for throw or Tomahawk if opponent isn’t in throwable state. Tomahawk has some upper-body invuln and can potentially blow through other invuln reversal making this throw OS semi-decent (IMO I’m still experimenting with the effectiveness of this one)

Freeeplay matches, with two very high level players ( read video description for more details)

Use chrome/ie in order to view the video in 720p/60fps mode

Come play breakers on fightcade ! http://www.fightcade.com
Breakers facebook community : https://www.facebook.com/groups/249007995282759/

a lot of those footsie decisions are questionable, on both ends…imo

OH GOD! Why we havent played this before?

First casuals learning the game and having MAD FUN! (We didnt knew about the breaking stuff so please be gentle and any help is appreciated!)

yeah it’s a very easy to get into game that you can just pick up and play with basic fundamentals. I like how execution isn’t really a big deal, if I wanna do something I’m able to do it when I want to.

One of the underdogs of Neo Geo,Saizo and Sho are God Tiers personally I said,they had the best super cancels and easy BnB chains…but Allison 3 is the funny low tier to play.

Pielle is French Zorro Terry in disguise :P.