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	<id>https://www.neo-geo.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Breakers_FAQ%2FMove_List_by_asiliat</id>
	<title>Breakers FAQ/Move List by asiliat - Revision history</title>
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	<updated>2026-06-19T13:54:42Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>Neowiki: Created page with &quot;&lt;PRE&gt; =============== Breakers v1.17 ===============  Tribute: Some parts of this FAQ was lifeted from Galen Tatsuo Komatsu's  &lt;gkomatsu@hawaii.edu&gt;  Breaker's Revenge FAQ.  M...&quot;</title>
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		<updated>2021-05-29T03:19:11Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;PRE&amp;gt; =============== Breakers v1.17 ===============  Tribute: Some parts of this FAQ was lifeted from Galen Tatsuo Komatsu&amp;#039;s  &amp;lt;gkomatsu@hawaii.edu&amp;gt;  Breaker&amp;#039;s Revenge FAQ.  M...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;PRE&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
Breakers v1.17&lt;br /&gt;
===============&lt;br /&gt;
&lt;br /&gt;
Tribute:&lt;br /&gt;
Some parts of this FAQ was lifeted from Galen Tatsuo Komatsu's &lt;br /&gt;
&amp;lt;gkomatsu@hawaii.edu&amp;gt;  Breaker's Revenge FAQ.  Most of the special moves are &lt;br /&gt;
from his FAQ. &lt;br /&gt;
&lt;br /&gt;
Reason:&lt;br /&gt;
There was never one for Breakers that I could find, and some of the moves in&lt;br /&gt;
the first one is missing in the sequels' FAQ.  I felt inclined to update the&lt;br /&gt;
movelist.&lt;br /&gt;
&lt;br /&gt;
Again, I stress that the original FAQ was created by Galen Tatsuo Komatsu,&lt;br /&gt;
go thank him/her.... :)&lt;br /&gt;
&lt;br /&gt;
Breakers v1.17 note:&lt;br /&gt;
--------------------&lt;br /&gt;
Wow, didn't even realize that Alison III had different aerial moves other&lt;br /&gt;
than Jump, hold down + D.  Added it back in.&lt;br /&gt;
&lt;br /&gt;
Breakers v1.16 note:&lt;br /&gt;
--------------------&lt;br /&gt;
Please let this be the last update :&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change the display format to be DOS Edit friendly.&lt;br /&gt;
&lt;br /&gt;
Deleted all the other version's notes.  No need.  Since this is the only FAQ&lt;br /&gt;
that's being posted on the net.&lt;br /&gt;
&lt;br /&gt;
Added more combos.  Mahrel, Tia, and Sho all got new combo(s).&lt;br /&gt;
&lt;br /&gt;
Condor's B, C, Sky Bridge can also be used to demonstrate the Dizzy Juggling&lt;br /&gt;
system described below.  Under normal usage of the combo, the B kick is the&lt;br /&gt;
knee animation, while the C is the uppercut (try it, stand next to opponent,&lt;br /&gt;
hit C).  Only then will the Sky Bridge connect.  It is also true that B, C&lt;br /&gt;
will be considered a 2 hit combo even if the C animation is the stun punch.&lt;br /&gt;
Having said all that (are you still with me?), if the stun punch (C button),&lt;br /&gt;
dizzies the opponent, immediately do a Sky Bridge, and it will also count as&lt;br /&gt;
the 3rd hit!!&lt;br /&gt;
&lt;br /&gt;
Added another Sho move.  It's always been there, but I never thought to add&lt;br /&gt;
it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
Notation&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
ub  u  uf&lt;br /&gt;
  \ | /  &lt;br /&gt;
b--   --f&lt;br /&gt;
  / | \  &lt;br /&gt;
db  d  df&lt;br /&gt;
&lt;br /&gt;
The above diagram shows the 8 joystick position.... fairly standard. &lt;br /&gt;
&lt;br /&gt;
ABCD = 4 buttons, A+C are weak/strong punches, B+D are weak/strong kicks&lt;br /&gt;
&lt;br /&gt;
NOTE: The directions are always written in lowercase, while the button&lt;br /&gt;
presses are always in capital letters.  Assume that all moves start with&lt;br /&gt;
character facing right.  (1st Player's starting position).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;P&amp;quot; can be any punch&lt;br /&gt;
&amp;quot;K&amp;quot; can be any kick&lt;br /&gt;
&amp;quot;(P)&amp;quot; or &amp;quot;(K)&amp;quot; means the P/K is optional&lt;br /&gt;
&amp;quot;J&amp;quot; first jump, then perform move&lt;br /&gt;
&amp;quot;*&amp;quot; is a Super attack&lt;br /&gt;
&amp;quot;.&amp;quot; charge for a 1-2 seconds before next joystick direction&lt;br /&gt;
&amp;quot;^&amp;quot; the move can also be performed in the air&lt;br /&gt;
&amp;quot;!&amp;quot; tap button repeatedly for more hits&lt;br /&gt;
&amp;quot;x#&amp;quot; the maximum hits that can be obtained by pressing the P or K button&lt;br /&gt;
&amp;quot;O&amp;quot; spin the joystick either clockwise or counter clockwise&lt;br /&gt;
&amp;quot;c&amp;quot; the move must be performed from up Close&lt;br /&gt;
&amp;quot;st&amp;quot; standing&lt;br /&gt;
&amp;quot;cr&amp;quot; crounching&lt;br /&gt;
&amp;quot;j&amp;quot; jumping&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
---------------&lt;br /&gt;
Fighting System&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
Cross-up:&lt;br /&gt;
As it's the norm these days, a cross-up attack means that when your&lt;br /&gt;
character lands a jumping attack, s/he will land on the opponsite side of the&lt;br /&gt;
opponent.  For example, if the Player is jumping from left to right, he will&lt;br /&gt;
land on the right side of the opponent.&lt;br /&gt;
&lt;br /&gt;
Guard Break:&lt;br /&gt;
When executed, the move will hit a blocking opponent, thereby &amp;quot;breaking&amp;quot; his&lt;br /&gt;
defense.  A good exampe is when your opponent is crouch-blocking, and Sho&lt;br /&gt;
does a Hopping Lunge Punch.  This will hit a crouch blocking opponent.&lt;br /&gt;
&lt;br /&gt;
Supers:&lt;br /&gt;
As with most 2D fighters these days, there are Super attacks that can only&lt;br /&gt;
be performed when your &amp;quot;super meter&amp;quot; shows at least a 1.  It is very easy to &lt;br /&gt;
interrupt a Strong Punch/Kick with Supers, which make them rather deadly...&lt;br /&gt;
&lt;br /&gt;
Maximum:&lt;br /&gt;
If you decide to not use your super, it will go from 1, to 2, to Maximum.&lt;br /&gt;
When your super bar flashes maximum, all moves will do more damage.&lt;br /&gt;
&lt;br /&gt;
Chain combos:&lt;br /&gt;
These are a sequence of button presses that result in multiple hits.  Chain &lt;br /&gt;
combos can only go from a weak punch/kick to a strong punch/kick.  The &lt;br /&gt;
difference between chain and linked combos are that Chains do not require any &lt;br /&gt;
sort of real timing.  When the first punch/kick hits, go through the rest of&lt;br /&gt;
the sequence of buttons to complete the chain combo without having to worry&lt;br /&gt;
about when to press the buttons.  A good example of an easy chain combo is&lt;br /&gt;
Sho's st weak Punch, st. weak Kick, st. Strong P/K.&lt;br /&gt;
&lt;br /&gt;
Link combos:&lt;br /&gt;
Linked combos are button presses that when timed correctly, will add to the&lt;br /&gt;
number of hits possible.  Normally, the 2 hits aren't counted as &amp;quot;combos&amp;quot;,&lt;br /&gt;
but because of good timing, it is possible for them to add together as&lt;br /&gt;
multiple hits.  A good example is Dao-long's link.  Do a turn-around&lt;br /&gt;
Roundhouse (BD) then as he retracts, hit A.  This will result in a 2 hit&lt;br /&gt;
combo.&lt;br /&gt;
&lt;br /&gt;
Juggling:&lt;br /&gt;
This allows the Player to hit an opponent when they are still in the air.&lt;br /&gt;
The juggling system in Breakers is very limited.  The time for juggling only&lt;br /&gt;
occurs while the Opponent is still being lifted in the air by the Player's&lt;br /&gt;
attack(s).  A somewhat shoddy example of a juggle is Sho's cr. Strong punch&lt;br /&gt;
into Flash Wave.  Also, I've performed a rare juggle with Dao-long vs. CPU.&lt;br /&gt;
Jump towards Opponent with D.  While I'm jumping, CPU jumps back.  As he is&lt;br /&gt;
barely above ground, my D kick connects, hitting him for 2 hits.  This pops&lt;br /&gt;
the computer in the air, and I land.  When I landed, I added on a close&lt;br /&gt;
st. Strong punch, which added an extra hit.  This I feel is juggling.  Again,&lt;br /&gt;
I stress the juggling system is very limited, nothing like MK style&lt;br /&gt;
trampolines, or even SFA3's juggles.&lt;br /&gt;
&lt;br /&gt;
Dizzy Juggling:&lt;br /&gt;
This is more fluke than anything else.  When the hit that the Player perfomrs&lt;br /&gt;
dizzies, the Opponent is knocked off his feet, which floats him in the air.&lt;br /&gt;
Now, as the Opponent is floating upwards, some moves will juggle for more&lt;br /&gt;
hits.  For example, use Rila to dizzy with her cr A while the Opponent is in&lt;br /&gt;
the corner.  As soon as the Opponent is floating, do a Spinning Claw.  This&lt;br /&gt;
will add up to 12 hits, instead of the normal 11.  Admittedly, Dizzy Juggles&lt;br /&gt;
are more of a fluke than anything else (at least for me.)  But this is a&lt;br /&gt;
legitimate condition for juggling combos.&lt;br /&gt;
&lt;br /&gt;
Knockdown Recovery:&lt;br /&gt;
Certain situations will make your opponent lie flat on the ground after being &lt;br /&gt;
hit.  An easy example is being swept with a cr. D kick.  Normally your&lt;br /&gt;
character will take his/her time to get up.  With knockdown recovery, as soon&lt;br /&gt;
as you're lying flat, hit ABC or BCD.  Your character should immediately roll&lt;br /&gt;
or spring back (depending on the animation) and get up quicker.&lt;br /&gt;
&lt;br /&gt;
Taunts:&lt;br /&gt;
As far as I can figure out, taunts don't affect gameplay.  But it's sure fun &lt;br /&gt;
when in the heat of the battle, you taunt your opponent, and there's nothing&lt;br /&gt;
s/he can do about it.  You can taunt once every 6 in game seconds.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
Character's Movelist&lt;br /&gt;
-------------------- &lt;br /&gt;
&lt;br /&gt;
Sho ---------&lt;br /&gt;
bb or ff (P)	  	Dash or Dash and Punch&lt;br /&gt;
J u C			Air Uppercut&lt;br /&gt;
J A (x5)		Multiple air jabs&lt;br /&gt;
J d D			Stutter, then a diving kick&lt;br /&gt;
J d B			Knee Bounce&lt;br /&gt;
AC			Hopping lunge punch (low guard crush)&lt;br /&gt;
BD			Shin kick (high guard crush)&lt;br /&gt;
BC			Pseudo &amp;quot;Tiger Knee&amp;quot;&lt;br /&gt;
d,df,f P         	RekkoHa  [Flash Wave]&lt;br /&gt;
d,db,b K (x3)     	KurenaiSandanKeri  [Crimson Kick]&lt;br /&gt;
d,df,f K           	MidareKiryuuKeri  [Violent Wind]&lt;br /&gt;
f,b,f P           	ShippuuShoKenTsuki  [Gale Thrust]&lt;br /&gt;
d,df,f,d,df P           * SeikenShouha  [Fist Blast]&lt;br /&gt;
d,db,b,d,db K^          * KurenaiGansaiShuu  [Crimson Smash]&lt;br /&gt;
J d,df,f,d,df P         * Super air Flash Wave&lt;br /&gt;
--&lt;br /&gt;
COMBOS:&lt;br /&gt;
st A, A, B, C, Violent Wind&lt;br /&gt;
st A, C, C, Flash Wave&lt;br /&gt;
st A, C, C, C, Crimson Smash&lt;br /&gt;
cr C, Pseudo &amp;quot;Tiger Knee&amp;quot;, Crimson Smash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pielle --------&lt;br /&gt;
bb or ff (P)	  	Dash or Dash and Punch&lt;br /&gt;
AC			Hopping Fierce Thrust&lt;br /&gt;
BD			Butt bounce (low guard crush)&lt;br /&gt;
J d A			Pogo Sword			&lt;br /&gt;
d,df,f P		Bonjour Shot&lt;br /&gt;
f,d,df P		&amp;lt;ropin&amp;gt; Runner&lt;br /&gt;
d,db,b P (x3)           &amp;lt;musshu&amp;gt; Clash&lt;br /&gt;
d,db,b K           	Rosa Train&lt;br /&gt;
J d ABC or BCD          &amp;lt;merushii&amp;gt; Une Deux Trois&lt;br /&gt;
d,df,f,d,df P           * &amp;lt;andu ropin&amp;gt;&lt;br /&gt;
d,db,b,d,db P           * &amp;lt;kurauzaa&amp;gt; Thunder&lt;br /&gt;
d,db,b,d,db K           * Super Rosa&lt;br /&gt;
--&lt;br /&gt;
COMBOS:&lt;br /&gt;
cr C, Thunder&lt;br /&gt;
st A, A, A, Clash&lt;br /&gt;
Butt bounce, st A, A, A, Andu Ropin&lt;br /&gt;
Pogo Sword, C  &amp;lt;--- aim the Pogo Sword at opponents feet, as soon as it&lt;br /&gt;
                    connects, do a C&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Condor --------&lt;br /&gt;
J d C			Flying body Press (it's different than just J+C)&lt;br /&gt;
J d D			Dive Kick&lt;br /&gt;
cdf A	or B		Choke Hold&lt;br /&gt;
cdf C			Headbutts&lt;br /&gt;
cdf D			Bearhug&lt;br /&gt;
ABC or BCD		Tomahawk Jack &lt;br /&gt;
ff K			Grand Buffalo Horn&lt;br /&gt;
d,df,f K		Sky Bridge&lt;br /&gt;
c0 P			Monlight Slam&lt;br /&gt;
d,df,f,d,df P           * Astra Rock Buster&lt;br /&gt;
c00 P           	* Moonlight Shake&lt;br /&gt;
--&lt;br /&gt;
COMBOS:&lt;br /&gt;
st B, C, Sky Bridge &amp;lt;- The C punch must be the uppercut animation&lt;br /&gt;
j cross-up C, cr A, A, A Tomahawk Jack&lt;br /&gt;
j cross-up C, cr A, A, A, Astra Rock Buster&lt;br /&gt;
A, A, cr A, A, Astra Rock Buster&lt;br /&gt;
Choke hold, Astra Rock Buster&lt;br /&gt;
Cross-up Flying Body Press, st A, st B, st C, Astra Rock Buster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rila ---------&lt;br /&gt;
bb or ff (P)		Dash or Dash and Punch &lt;br /&gt;
f D		  	Hopping Side Kick&lt;br /&gt;
b.f P			Quick Scratch&lt;br /&gt;
d.u K			Wild Sabre&lt;br /&gt;
b.df K           	Killer Snake&lt;br /&gt;
P!                      Spinning Claw&lt;br /&gt;
b.f,b,f P		* Shine Beast (hold P to wait...too long will abort&lt;br /&gt;
                          the super)&lt;br /&gt;
db.df,db,u K		* Bloody Fang&lt;br /&gt;
--&lt;br /&gt;
COMBOS:&lt;br /&gt;
cr (Charge for Leg spike), st C, Wild Sabre&lt;br /&gt;
cr A, st C, Quick Scratch&lt;br /&gt;
j A, st A, Spinning Claw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tia -----------&lt;br /&gt;
AC			1-2 punch&lt;br /&gt;
BD			Cresent Kick (low guard crush)&lt;br /&gt;
d,df,f P		Rapid Gale&lt;br /&gt;
f,d,df P		Lightning Upper&lt;br /&gt;
d,db,b K^		Soul Spike&lt;br /&gt;
K!			Mirage Spear Kick&lt;br /&gt;
d,df,f,d,df P           * Rapid Change&lt;br /&gt;
d,db,b,d,db P^          * Burning Revolver &amp;lt;- You can control it up or down&lt;br /&gt;
d,df,f,d,df K           * Cutlass Flasher&lt;br /&gt;
--&lt;br /&gt;
COMBOS:&lt;br /&gt;
st A, A, A, cr B, 1-2 punch&lt;br /&gt;
cr A, A, cr B, B, Mirage Spear Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alision III ---&lt;br /&gt;
bb or ff	  	Dash&lt;br /&gt;
b A			Short Jab&lt;br /&gt;
b B			Short Kick&lt;br /&gt;
b C			Short Strong Punch&lt;br /&gt;
b D (P or K)		Backward Launching Kick.  (Optional P/K while in air)&lt;br /&gt;
J d D			Pharoh's Knee&lt;br /&gt;
AC			Somersault Slap (low guard crush)&lt;br /&gt;
BD			Heel Kick (low guard crush)&lt;br /&gt;
b,db,d,df,f P           Poison Fang&lt;br /&gt;
d,db,b K^          	Deadly Claw&lt;br /&gt;
d,df,f K^		Dash Knee&lt;br /&gt;
d,df,f,d,df P           * Anubis Hag&lt;br /&gt;
d,db,b,d,db P           * Pharoh Rampage&lt;br /&gt;
--&lt;br /&gt;
COMBOS:&lt;br /&gt;
Somersault Slap, st A, Anubis Hag&lt;br /&gt;
Somersault Slap, st A, Pharoh Rampage&lt;br /&gt;
Short Strong Punch, Poison Fang&lt;br /&gt;
Pharoh's Knee, Short Jab, Short Jab, Dash Knee&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mahrel --------&lt;br /&gt;
bb or 	ff		Dash&lt;br /&gt;
J d B			Ass Splash&lt;br /&gt;
J d C			Belly Flop&lt;br /&gt;
AC                      Belly Splash&lt;br /&gt;
b or f ABC or BCD       Mahrel Bomb (control distance with b or f)&lt;br /&gt;
d,db,b P		Slash Sword&lt;br /&gt;
d,db,b K		Punish Sword&lt;br /&gt;
b,db,d,df,f P           Fire Breath&lt;br /&gt;
d,df,f,d,df P           * &amp;lt;kadabuura&amp;gt; Bomber&lt;br /&gt;
d,db,b,d,db P           * Shiva Dance&lt;br /&gt;
c0 K			* Rolling Press&lt;br /&gt;
--&lt;br /&gt;
COMBOS:&lt;br /&gt;
Belly Splash, f C (Headbutt), interrupt into Slash Sword&lt;br /&gt;
Belly Splash, f C (Headbutt), interrupt into Shiva Dance&lt;br /&gt;
close ff, Rolling Press &amp;lt;- Not a combo, but the Super will connect right after&lt;br /&gt;
the dash.&lt;br /&gt;
cr B, Belly Splash, Rolling Press &amp;lt;- Although the hit counters don't add up,&lt;br /&gt;
there is no known escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dao-Long ------&lt;br /&gt;
AC			Mini Dragon Fang&lt;br /&gt;
BD			Turn-around Roundhouse&lt;br /&gt;
CD			Flying Elbow smash (low guard crush)&lt;br /&gt;
b.f P			KouRyuuga  [Dragon Fang]&lt;br /&gt;
d.u P			SenkyuTai  [Leg Spike]&lt;br /&gt;
b.f,b,f P		* HoushinRenha  [Cannon Wave]&lt;br /&gt;
b.f,b,f K		* ShinkyokuRembu  [Divine Rampage]&lt;br /&gt;
db.df,db,u K!           * RenkyuuTai  [Leg Drill] &lt;br /&gt;
--&lt;br /&gt;
COMBOS:&lt;br /&gt;
st A, A, A, B, Mini Dragon Fang&lt;br /&gt;
cr (Charge for Leg spike), st C, Leg Spike&lt;br /&gt;
Turn-around Roundhouse, cr A, Leg Spike&lt;br /&gt;
cr A, A, A, Cannon Wave&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
Alterative Names&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
Sho = Jin&lt;br /&gt;
Pielle = George&lt;br /&gt;
Condor = Gigars&lt;br /&gt;
Rila = Sandra&lt;br /&gt;
Tia = Shelly&lt;br /&gt;
Alison III = Atoum&lt;br /&gt;
Mahrel = Javar&lt;br /&gt;
Dao-Long = Liu-Khai&lt;br /&gt;
============================================&lt;br /&gt;
Created/modified by Asiliat the Wonder Puppy&lt;br /&gt;
asiliat@hotmail.com&lt;br /&gt;
irc efnet: #neogeo, #retrogamers, #mame. &lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;/div&gt;</summary>
		<author><name>Neowiki</name></author>
	</entry>
</feed>