The Breaker's Revenge Thread

Random Stuff:<br><br>-Game has no “equal corners” or whatever the term is. Player2’s corner allows for some funky crossups that can’t be produced in Player1’s corner.<br><br>-Condor has 3 different types of 360s: <br>+First off, the command requires one complete half-circle, then any up direction (up-back, up, up-forward). By ending the command with Up-Foward, Condor will switch positions after performing 360 (e.g. If he’s cornered, does 360-up-foward, Condor lands out of corner. <br>+360 seems to have a lot of active grabbing frames which also seems to determine damage depending on how early/late the grab connects in the animation. So if Condor performs a raw 360 from neutral, he’ll grab on the first possible frame resulting in full damage. However, if he were to grab later in the animation by say, using a tick throw setup, the 360 will connect later in the throw animation resulting in noticeably lower damage with a different successful 360 animation altogether. This is complete speculation though, as I can’t see each frame of the throw but I’d say it’s clear that in tick throw setups the 360 “appears” to be grabbing later in the animation. Either way, it was really smart/interesting to incorporate something like this to slightly reduce the effectiveness of a strong command throw.<br>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I’m surprised you didn’t mention anything about the grab distance if you end the half circle on forward compared to back.</span></font>

<b>http://www.youtube.com/watch?v=aNRgGsj4JSI</b><br><br><b>http://www.youtube.com/watch?v=tiwLGD-QZtQ</b><br><br><b>Breakers Revenge TRF Nakano Tournament</b> (From sometime ago)<br><br>Not exactly the best of Breakers gameplay but still better than the absolutely nothing in material that’s being upped to begin with. I learned some things from this.<br><br>@Jedpossum<br>Got any images or vids displaying the difference in grab ranges? Was messing with this for a little bit and didn’t really notice any significant changes with grab distance.<br>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Here is the throws. once the circles are touching each other or past each other. A grab can land this applies to command grabs as well. </span></font><br><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>I had to zoom the camera out.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Forward</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><img src=“http://i.imgur.com/DbYCysC.png”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Back</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><img src=“http://i.imgur.com/jvUZ1QM.png”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Neutral</div><div style=“line-height: normal; font-weight: normal; font-variant: normal; font-style: normal; font-size: 10pt; font-family: Arial, Verdana;”><img src=“http://i.imgur.com/J7O8qdY.png”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Off topic: I still find it funny when people think the CPS2 was more powerful than the Neo Geo. The Cps2 was outdated hardware(specs wise) before it was released. Zooming out like you see above isn’t possible on cps2.</div>

Looks at images<br><br>…Seriously? You’re a nutjob, you know that? lol<br>Also, I can’t help but think of Guardian Heroes when looking at the zoomed out image.<br><br>Ok, so about the FBA-RR thing, I grabbed a different rom from the one I use for GGPO play but that didn’t seem to show up on the list as well when running RR either (and yes, I have neogeo bios, otherwise I wouldn’t be able to play Breakers on GGPO at all). Could you maybe hook me up with the roms/bios you use via PM or something. I’d really like to examine these stun values. Also, I’m afraid to ask but, wtf are you using to display throw ranges and all? Would also like to see ranges for each character as well. Thanks.<br><br>Does anyone know of an input recording feature for any emulators that will allow for playback? I’d like to record some “combos” and test for validity (was backstepping someone’s Saizo “bnb” like crazy yesterday - Was pretty hilarious). And finally, is there a way to advance the emu speed frame-by-frame with key/button input?<br>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://code.google.com/p/macrolua/<br>Well this is more for combo making but the lua version can record inputs.</span></font>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/17765/jedpossum">jedpossum</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://code.google.com/p/macrolua/<br>Well this is more for combo making but the lua version can record inputs.</span></font></div>
</blockquote>

Damn dude, you really helped me out a load these last couple of weeks. Can’t thank you enough for providing the tools to help me emulate what I consider to be a legitimate training mode now. I can see this keeping me busy for a while (Hitbox viewer, damage/stun points, startup frame data, recording functions…)<br><br>After some tests, found out that there are way to many combos being used in standard game play that can and should be getting “Breakered”. <br><br>The stun system is also pretty interesting as well but I failed to compile data due to time constraints. <br>The gist of it is: <br>Stun point total value doubles for each stun, <br>some sort of stun bonus per round (not too sure how this works exactly), <br>stun damage drops by about half the total stun damage dealt(?) after about 4 seconds of passivity (blocking, being thrown, and taking damage stores stun)<br>supers don’t add to stun damage (but stores points still)<br><br>I’d like to post up specifics but it’s apparent there is little to no interest in the game. That being said, I’m considering hosting a GGPO event for next Friday evening (EST) just to see who I can get to peek their heads out or to possibly get the very few solid players in the room at the same time for matches. More details on this later…assuming anyone other than Jedpossum is actually reading this lol<br><br><b>EDIT:<br>Stun</b><br>Ok so, Jedpossum mentioned earlier about stun value increases by 2048 after each stun, not doubles<br><br>Forgot to also mention that Saizo has 3 BEASTLY high-stun attacks: cr.HK (~1000), dp+hp (~1000), qcb+lp (~2000!). Don’t remember exact #s but that’s pretty absurd considering you get 4096 points of stun of the bat. And yes…He can COMBO into the aforementioned attacks with little effort. Messed with the rest of the cast to check for high-stun normals/specials and they weren’t on that level…<br><br><strike><b>TOURNAMENT EDIT:</b><br>GGPO Streaming, Match Videos and Tournaments<br>I’ll be using the GGPO forum mostly to update info whenever necessary.</strike><br><span style=“background-color: rgb(255, 0, 0);”><b>-CANCELED-</b></span><br>(Will have to postpone for indefinite date) <br>

I told some of my friends over skype about they’re cool with it I know I can drag at least one other person if the tournament pans out. You can also see if Giby or Funkdoc will play.

Yo, Breakers R(evolution) GGPO Room gets kinda wild after 10pm (EST) apparently lol.<br><br><img src=“http://s24.postimage.org/6tvlhpyit/aaaaabr.png”><br><br>Also, this is super-sudden but…WE MAY ACTUALLY DO AN IMPROMPTU BREAKERS TOURNEY…RIGHT NOW lol<br><br>@ About 11PM~11:15PM (EST). Someone stepped up to stream it too. Will post in the next half-hour or so with details/updates. CROSSING FINGERS!! <br>

well me and some friends play at odd times of the day. Most of said friends are who you see in that room.<br>

<b>Impromptu Breakers Night Tourney</b><br><br>Stream Hosted courtesy of<b> </b><i>RunningWild</i><br><br><b>http://www.twitch.tv/runningwildvidya</b><br>(Show the love and sub if you enjoyed the program!)<br><br><b>Start Time @11:30PM EST</b><br><br>Lmao THIS IS REALLY HAPPENING!! TUNE IN AND SPAM THE LINK TO WHEREVER (twitter, facebook, linkedn, etc.)<br>

that dope saizo…nightmares

http://challonge.com/hv0be2lu<br><br>If you missed it, you need to punch yourself in the nuts with spiked knuckles.<br>Big thanks to everyone who was crazy enough to join in on a tuesday night for BREAKERS. You guys are great. Hope spectators join in next time instead of ducking us lol. Shoutouts to salty Argentinians with high ping lol (didn’t want to create any headaches, sorry). And the 1 millionth “thank you” to RunningWild for stepping up to stream on a whim. <br><br>Check out the archives below and sub to the guy and bug him for more poverty if you enjoyed tonight’s show.<br><br>http://www.twitch.tv/runningwildvidya/b/371779415<br>http://www.twitch.tv/runningwildvidya/b/371786609<br><br> <br>

Yo, there’s a grappler who has a vortex on his 360? And he has a move specifically meant to stop fireballs and AA? Yo, that is hype son! So redonkulous! 

Yeah man, T. Ha- I mean, Zangi- uuuh I mean CONDOR is (imo) one of the strongest grapplers (outside of the KoF universe) ever conceived. His selling point though is really his Tomahawk super. It’s so versatile and can be used in just about any situation: Anti-air, juggle combo, fireball reversal, wake up super, punishes laggy attacks, and combos into chains easily to name a few. On top of that, he has some solid normals and a sliding attack that substitutes for lack of dash. Also, the damage modifiers and juggle system in the game really complement his style of play: Get lamed out a lot, eat hits to get in, land that hit and make people cry.<br><br>Yup, Breakers R is pretty fun/hype.<br>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Yeah, I get why Condor was featured in Fighterpedia’s ode to grappler’s now:</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://youtu.be/KUwbgGXAdaA</span></font><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I’m putting him in my top 5 grapplers now.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>My top 5 is this:</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Alex</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Clark</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Hugo</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Tizoc</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Condor</span></font></div>

Ok so, recording damage for this game is kind of annoying being as just a few frames of passing time will up the damage a few notches and you’ll get variable data on the same attack. Going to pass on this one. Stun damage, however, is consistent regardless of passing time.<br><br>@Jedpossum<br>So I guess it’s that time to ask: Is there frame data already built in that can be examined via lua script or something?<br>

The only thing I see is through the animation pointer which I didn’t write down. They cleaned house on left over dev tools and there is five blank character slots.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/17765/jedpossum">jedpossum</a> said:</div>
<div class=“QuoteText”>The only thing I see is through the animation pointer which I didn’t write down. They cleaned house on left over dev tools and <b>there is five blank character slots</b>.</div>
</blockquote>

Lol Yooo wtf seriously? Maybe in another universe Breakers would have had 5 extra characters. Current cast is pretty amazing though, wonder what they had in store.<br><br>Oh well, no frame data freebies. Kind of wanted to do it the hard way anyway. Thanks for data probe.<br>

Seen the names in ascii for the level select and after Saizo there was five slots named B.K. which was the name of Saizo’s slot on the original version of Breakers.<div><br></div><div>Edit Actually six slots.<br><img src=“http://i.imgur.com/qxwPdFG.png”><br></div>