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  3. How the game mechanics work.

User Info: Mu12_Noel

Mu12_Noel
8 years ago#1
The game mechanics in Phantom Breaker are relatively simple.

You choose Quick, or Hard at character select. The styles only have 2 primary differences that are worthy of note:
>If you push forward the instant an enemy's attack connects, you will dodge if you have QUICK, and you will block if its HARD. Quick can let you sidestep to the otherside of the enemy, while Hard lets you stop some of the enemy's combos and give them a small hitstun.
>In overdrive mode, in QUICK the enemy will slow down in midair and you can chain any combo/moveset you can think of. In HARD you gain Solid Armor, you take very little damage and hitstun doesn't phase you at all.
>Both characters can have Overdrive mode activated at the same exact time

Ingame, there are 2 gauges. The tension gauge (above) and the burst gauge (used to execute supers/specials). The tension gauge builds up as attacks are blocked and as offsets are executed, while you can gain burst gauge by attacking, being attacked, or simply by running towards the enemy. When the tension gauge completely fills up, it enters MAX status and flashes rainbow colors and begins to deplete. During this time, each character's burst gauge is automatically filled to 100% and you will hear the sound "Charge Up!". Theoretically, you could spam level 1 supers during this period. Finally, if you hold the A Button your character can execute a "Set Burst", a super unblockable attack that will set the Tension Gauge back to zero.

XY will activate overdrive mode if you have at least 100% burst and you're not being attacked. If you ARE being attacked it will activate Emergency Mode instead, which knocks the enemy back and regenerates some health for you, I believe.

Each character's moveset is pretty similar. Pretty much every character has 3-hit combos attached to each button. X X X (light), Y Y Y (mid), B B B (heavy). You can chain a mid combo to a light, and a heavy combo to a mid, but that's it. But that's just for neutral attacks, the characters also have different attacks by holding various directions. However, the real differences in the characters are their special abilities (the A Button), the supers (AB+direction), and their deadly attack (AB neutral)

Each character also has an unblockable move that depletes, but doesnt require, burst gauge by holding down the A Button while neutral.

You have level 1 specials (AB+direction, costs 100%) and the deadly attack (Level 2 specials, AB+neutral, 200%). You can grapple, and certain characters can do certain moves with unique inputs. For instance, if you're Chris, you can push AX+neutral to throw a banana peel on the ground, or AX+back to attach a grenade to the enemy.

The standard fare is that each character has about 3 level 1 specials, though some characters like Tokiya have 4. (Tokiya's fourth special is done while airborne, and the input is 2AB)

User Info: 8_Violet_Clouds

8_Violet_Clouds
8 years ago#2
If you ARE being attacked it will activate Emergency Mode instead, which knocks the enemy back and regenerates some health for you, I believe.

Emergency forces your overdrive to activate but it's duration will be shortened because of the initial activation, not to mention you need to run after your opponent if you actually want to reap clock-up or solid armor benefits, though it wouldn't make sense seeing as how you'd probably had a reason to knock them away..


For instance, if you're Chris, you can push AX+neutral to throw a banana peel on the ground, or AX+back to attach a grenade to the enemy.

Actually, all characters have a "weak" or alternative version of their regular special moves by holding Light and Special and a move input instead of direction+special.
Instead of giving her a weaker future gadget 1 blast they just gave her a joke move.
Because she shouldn't be taken too seriously, 5pb also gave her a joke deadly on Hard mode to emphasize this. This move replaces her satellite crash.

The grenade, or exploding lie detector, is actually the same move as 4S, but without the dash.
Most weak moves won't do a knockdown or will end short, projectiles will have altered range or effect. Ria's projectile for example goes a bit forward but then flies back to Ria, and will circle around her for a short while. Mei has an obvious change in her projectile as she fires 2 or 3 slow, short range projectiles instead of her regular one.
Also, Rimi has an interesting effect on her dash move. Instead of doing damage her alt version doesn't do damage but she's completely invincible during the dash.
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