Difference between revisions of "Phantom Breaker: Extra/System"

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== Guages ==
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== Gauges ==
 
===Burst Meter===
 
===Burst Meter===
 
The ''Burst'' meter can be accumulated by certain movement options, attacks connecting, defending attacks, taking damage, and clashing. The Meter can be filled to 200% (Quick, Hard) & 400% (Extra). Burst Meter will gradually fill on its own when the Life bar falls below a certain point or if Tension mode is active. The amount of meter gain during this is only up to 100% (Quick, Hard) or 200% (Extra).
 
The ''Burst'' meter can be accumulated by certain movement options, attacks connecting, defending attacks, taking damage, and clashing. The Meter can be filled to 200% (Quick, Hard) & 400% (Extra). Burst Meter will gradually fill on its own when the Life bar falls below a certain point or if Tension mode is active. The amount of meter gain during this is only up to 100% (Quick, Hard) or 200% (Extra).
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===Tension Meter===
 
===Tension Meter===
The ''Tesnion'' Meter is universally shared resource between both Player. The meter adjusted attack damage accordingly to the current tension meter value. Essentially the more tension builds during matches, the higher damage output is done. Tension can be accumulated by dashing ( 3 times), guard crush, counterbalancing, and nullifying attacks. If Tension meter is filled to max, special mode activates where players Burst meter regenerates on its own and damage is significantly higher. Tension Mode last for about 5 and then it reset the tension meter. Each time tension mode has completed during the round, it reset the meter with 10% increments. Tension mode does not carry over rounds, and Set Burst can end Tension Mode prematurely.
+
The ''Tension'' Meter is universally shared resource between both Player. The meter adjusted attack damage accordingly to the current tension meter value. Essentially the more tension builds during matches, the higher damage output is done. Tension can be accumulated by dashing (3 times), guard crush, counterbalancing, and nullifying attacks. If Tension meter is filled to max, special mode activates where players Burst meter regenerates on its own and damage is significantly higher. Tension Mode last for about 5 and then it reset the tension meter. Each time tension mode has completed during the round, it reset the meter with 10% increments. Tension mode does not carry over rounds, and Set Burst can end Tension Mode prematurely.
  
 
=== Life Bar===  
 
=== Life Bar===  
''Life Bar'' is pretty identical to another fighter, as players take damage it begins to deplete. A red tail can be seen once the life bar has taken damage. this red tail is recoverable life. It'll recover slowly over time but players can use Overdrive to speed up the process.  If player experience a Gaurd crush then all recoverable life is lost. While chip damage is present, a player cannot be KO from chip damage.
+
''Life Bar'' is pretty identical to another fighter, as players take damage it begins to deplete. A red tail can be seen once the life bar has taken damage. this red tail is recoverable life. It'll recover slowly over time but players can use Overdrive to speed up the process.  If player experience a Guard crush then all recoverable life is lost. While chip damage is present, a player cannot be KO from chip damage.
  
===Gaurd Guage===
+
===Guard Gauge===
 
The ''Guard Gauge'' is mostly invisible until the character guards an attack, a transparent force field will appear around the character during a guard, indicating the guard gauge current state. The transparent force field is White when the guard gauge is healthy and will slowly turn to red as it takes damage. A ''Warning'' message will appear at the corner of the screen, signaling that the next attack will Gaurd Crash. These actions will weaken the guard gauge
 
The ''Guard Gauge'' is mostly invisible until the character guards an attack, a transparent force field will appear around the character during a guard, indicating the guard gauge current state. The transparent force field is White when the guard gauge is healthy and will slowly turn to red as it takes damage. A ''Warning'' message will appear at the corner of the screen, signaling that the next attack will Gaurd Crash. These actions will weaken the guard gauge
 
* Guarding an attack
 
* Guarding an attack
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* Attacks being ''Reflected''
 
* Attacks being ''Reflected''
  
Style have different Base Guard Guage value. ''Extra'' having the most and ''Quick'' having the least
+
Style have different Base Guard Gauge value. ''Extra'' having the most and ''Quick'' having the least
  
 
==Guard and Recovery==
 
==Guard and Recovery==
 
===Guarding===
 
===Guarding===
PBE has a ''Auto Gaurd'' in a place where if the player remains neutral, They'll guard any Mid and Overhead attack. In order to guard low attack players have to crouch. Players can still guard like traditional fighters. This feature is disabled when a character has their back turns, which then guard need to be inputted manually. Players also have the ability to guard in the air. If players guard an attack after a ''Warning" signal has appeared, they'll experience a Guard Crash.
+
PBE has a ''Auto Guard'' in a place where if the player remains neutral, They'll guard any Mid and Overhead attack. In order to guard low attack players have to crouch. Players can still guard like traditional fighters. This feature is disabled when a character has their back turns, which then guard need to be inputted manually. Players also have the ability to guard in the air. If players guard an attack after a ''Warning" signal has appeared, they'll experience a Guard Crash.
  
A Gaurd Crash leaves players vulnerable for a set amount of time before control is regained, an aerial ''Gaurd Crash'' result in a hard knockdown. The only option to escape the vulnerable state of Guard Crash is Emergency mode.  
+
A Guard Crash leaves players vulnerable for a set amount of time before control is regained, an aerial ''Guard Crash'' result in a hard knockdown. The only option to escape the vulnerable state of Guard Crash is Emergency mode.  
  
 
===Recovery===
 
===Recovery===
 
When place in certain hit states, players can use recovery to minimize further damage from their opponent. Pressing any attack button will register recovery, multiple presses will hasten the action. There are four states when recovery becomes an available option
 
When place in certain hit states, players can use recovery to minimize further damage from their opponent. Pressing any attack button will register recovery, multiple presses will hasten the action. There are four states when recovery becomes an available option
* Air stune
+
*Air stun
 
*Soft Knockdown (face Up)
 
*Soft Knockdown (face Up)
 
*Hard Knockdown (face down)
 
*Hard Knockdown (face down)
* Wall Bounce
+
*Wall Bounce
 
 
 
 
 
 
 
   
 
   
 
{{PBE}}
 
{{PBE}}
  
 
[[Category:Phantom Breaker: Extra]]
 
[[Category:Phantom Breaker: Extra]]

Revision as of 04:04, 14 July 2019

Gauges

Burst Meter

The Burst meter can be accumulated by certain movement options, attacks connecting, defending attacks, taking damage, and clashing. The Meter can be filled to 200% (Quick, Hard) & 400% (Extra). Burst Meter will gradually fill on its own when the Life bar falls below a certain point or if Tension mode is active. The amount of meter gain during this is only up to 100% (Quick, Hard) or 200% (Extra).

Overheat is a state in which Burst meter change to a red bar that acts as a timer, during this time no meter can be gained and certain meter option is disabled. Action that incurs overheat are

  • Set Burst
  • Overdrive
  • Phantom Breaker
  • Emergency Mode.

The duration of Overheat varies from the action performed prior to overheat. Burst meter reset after every round and each style builds The Burst meter at a different rate. Additionally, Characters have different Burst meter build rate.

Tension Meter

The Tension Meter is universally shared resource between both Player. The meter adjusted attack damage accordingly to the current tension meter value. Essentially the more tension builds during matches, the higher damage output is done. Tension can be accumulated by dashing (3 times), guard crush, counterbalancing, and nullifying attacks. If Tension meter is filled to max, special mode activates where players Burst meter regenerates on its own and damage is significantly higher. Tension Mode last for about 5 and then it reset the tension meter. Each time tension mode has completed during the round, it reset the meter with 10% increments. Tension mode does not carry over rounds, and Set Burst can end Tension Mode prematurely.

Life Bar

Life Bar is pretty identical to another fighter, as players take damage it begins to deplete. A red tail can be seen once the life bar has taken damage. this red tail is recoverable life. It'll recover slowly over time but players can use Overdrive to speed up the process. If player experience a Guard crush then all recoverable life is lost. While chip damage is present, a player cannot be KO from chip damage.

Guard Gauge

The Guard Gauge is mostly invisible until the character guards an attack, a transparent force field will appear around the character during a guard, indicating the guard gauge current state. The transparent force field is White when the guard gauge is healthy and will slowly turn to red as it takes damage. A Warning message will appear at the corner of the screen, signaling that the next attack will Gaurd Crash. These actions will weaken the guard gauge

  • Guarding an attack
  • Guard Canceling
  • Nullifying Attack
  • Attacks being Reflected

Style have different Base Guard Gauge value. Extra having the most and Quick having the least

Guard and Recovery

Guarding

PBE has a Auto Guard in a place where if the player remains neutral, They'll guard any Mid and Overhead attack. In order to guard low attack players have to crouch. Players can still guard like traditional fighters. This feature is disabled when a character has their back turns, which then guard need to be inputted manually. Players also have the ability to guard in the air. If players guard an attack after a Warning" signal has appeared, they'll experience a Guard Crash.

A Guard Crash leaves players vulnerable for a set amount of time before control is regained, an aerial Guard Crash result in a hard knockdown. The only option to escape the vulnerable state of Guard Crash is Emergency mode.

Recovery

When place in certain hit states, players can use recovery to minimize further damage from their opponent. Pressing any attack button will register recovery, multiple presses will hasten the action. There are four states when recovery becomes an available option

  • Air stun
  • Soft Knockdown (face Up)
  • Hard Knockdown (face down)
  • Wall Bounce
Phantom Breaker: Extra
General

ControlsFAQHUDSystem

Characters

CocoaEndeFinGaitoInfinityItsukiKurisuLMMeiMikoto NishinaMikoto WRenRiaRimiShizukaSophiaTokiyaWakaYuzuha