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Break and combos
Steady pressure breaks a fighter. A broken fighter can't act for a few seconds, and a nearby ninja runs a combo on them that you set up in advance. Enemy ninja do the same to your pawns.
Steady pressure fills a fighter's break meter. When it fills they are Broken for a few seconds, and the ninja who caused it runs the combo you set in the Combo window, ending in a finisher at 1.25 times damage. Enemies do the same to you.
The break meter
A small bar appears under a fighter's name once they are under pressure. It fills from:
- melee hits, more for harder hits
- taijutsu moves, which fill it the most of any single hit
- stuns and knockbacks, which add a big chunk
- genjutsu and fear, which fill it without doing damage
- techniques and ranged weapons, which add only a little
It fills faster when:
- several of your pawns attack the same target (each extra attacker adds a quarter, up to three extra)
- you attack from the side or from behind
- the target is low on chakra or rest
Only hostile attackers count. Fire, weather and friendly hits add nothing.
If the pressure stops for about 3 seconds, the meter drains quickly. A break has to be earned with steady pressure, not one big hit.
How long it takes
Tougher fighters have bigger meters. Rank sets it (a jōnin's meter is half again a genin's, a village leader's twice as big), and big creatures and mechanoids are tougher still.
- A genin fighting alone breaks after about 12 hits; two ninja flanking need about half that.
- A jōnin alone takes about 19 hits.
- A village leader alone is hard to break on purpose.
Broken
When the meter fills, the fighter is Broken: a flash, a dust ring and "Broken!" over their head. For about 3 to 5 seconds (shorter for tough fighters) they can't act or dodge. Afterwards they can't be broken again for 20 seconds, so nobody gets stun-locked.
Combos
The ninja who caused the break (or the one who put on the most pressure) walks in and runs their combo: one action after another, with the last one as the finisher, which hits for 1.25 times its normal damage. Step numbers, "Combo!" and "Finisher!" show over the target.
A combo stops early if the target dies or goes down, the ninja is downed or stunned, the ninja runs out of chakra, the break ends, or you give the ninja a new order.
Setting up a combo
Select a ninja and press the Combo button. The window has the actions the ninja can use on the left and the combo order on the right:
- click an action to add it; move it up or down or remove it in the order list
- Automatic fills the slots with a sensible combo
- Clear empties it
Combos can use melee strikes, taijutsu moves and quick jutsu: attack techniques with a short cast. Summons, heals, buffs, toggles and long casts can't go in a combo. Without a combo set, the ninja uses an automatic one.
Slots by level
| Level | Combo slots |
|---|---|
| below 8 | 2 |
| 8 | 3 |
| 13 | 4 |
| 16, or village leader | 5 |
Locked slots show the level that unlocks them.
Settings
On the Combat tab of the mod settings:
- Break and combos: turns the whole system on or off (on by default).
- Break speed: from 50% to 200%. Lower means fighters take longer to break.