Button layout
top: - bottom:
The square button layout from The King of Fighters has greatly influenced fighting games. It provides an intuitive, responsive control scheme, especially in Breakers Revenge arcade cabinets.
Throw
(Left or Right) +
Throws beat meaty normals, and some characters have extra throw inputs or air throws. They’re also a great way to use the break mechanic, punishing certain jump attacks and combos.
Supers
The Super gauge holds 3 stocks, each allowing a Super move.
Super moves deal significant damage and require a special input. You build meter by performing normals, specials, dashes, taunts, and by taking or blocking hits.
Tech rolling
On wake-up, ++
Tech roll give you more options to escape from your opponent's pressure after a knockdown. It only works after after a non-super hit. Tech rolls can also be delayed.
Dashes
(Left or Right) x2
All characters except Condor can dash. Some have invincibility frames during backdashes to avoid attacks, and others can cancel dashes for quick distance adjustments or jump initiations.
Dizzy
To recover, mash buttons + directions.
Repeated hits can cause dizziness, but mashing directions and buttons skips it, triggering immediate recovery with brief invincibility frames.
Chip damage
Chip damage happens during block and can secure a win when the opponent's health is low. Super moves deal little chip damage, special moves are more effective for finishing off an opponent.
Breakers
The green circle showing a successful Breaker, similar to wakeup reversals.
A Breaker is a defensive tool to escape specific combos, triggered by any move: normals, backdashes, throws, specials, or supers.
Master unbreakable combos for guaranteed damage and identify your opponent’s breakable ones. Use it for mind games, like baiting reversals by stopping your breakable combos at the right moment.
Risk system
Watch the damage increase over time.
The Risk System is designed to balance gameplay by automatically adjusting damage. Here’s how it works:
Damage Increase | If you’re not attacking or defending, your next attack will deal more damage over time. |
Damage Caps | Damage caps depend on the character, with max boost (~2x) after ~30 seconds. |
Round Effects | Winner get reduced resistance; loser gain a small defense boost. |
Health Balance | A player with significantly lower health is immune to damage boosts until both players health levels are balanced. |