Controls
Breakers Revenge is commonly played in a square layout
A
C
B
D
LP
HP
LK
HK
Throw
→ / ← +
Some characters have extra throw commands. Throws are
also useful for breaking : interrupting certain
jumps and combos with low risk.
Supers
The Super Meter holds up to 3 stocks, used for powerful moves with specific inputs. Build meter by attacking, dashing, taunting, or taking and blocking hits.
Juggles
Extend combos by juggling opponents with specials, supers or jumps. Each character has unique juggle properties, adding variety and depth.
Back roll
After a non-super hit, press 3 buttons when knocked down to try escaping pressure, resetting the situation, and avoiding follow-up attacks.
Dashes
→→ / ←←
All except Condor can dash. Some gain invincibility on backdash,
others can cancel dashes for movement tricks or longer jumps.
Dizzy
Repeated hits can cause dizziness. Mash directions and buttons to skip the stun and recover instantly with brief invincibility.
Chip damage
Chip damage happens when blocking and can secure a KO if the opponent's health is low. Supers deal little chip, while specials are better for finishing.
Break
Interrupt certain combos with a reversal attack. Master unbreakable combos, spot breakable ones, and use them to bait reversals strategically.
Risk system
Idle boosts damage over time. Round winner receive more damage, losers gain defense. Damage boosts only affect the player with more life until both players are even.
Accessibility and Strategy
Breakers Revenge combines being easy to learn with having room for advanced play. Simple controls and combos make it accessible to beginners, while mechanics like dash-cancels, and air juggles give skilled players more options. The breaker and risk systems adds another layer of strategy, keeping the game fun for both casual and competitive play.