Midnight Cyan

Position is progression

Stages

A Break can change the arena, add a teammate, expand resources, and hand the attacker the next offensive turn.

Documented stage structures

StageAreasDocumented wallsBreak plan
X-Mansion1No transition areasTreat both edges as final walls; Break becomes wall pressure.
Marvel’s New York3One area to each sideRoute a Break toward the side that preserves your preferred screen position.
Marvel’s New York (Night)3One area to each sideSame documented area structure as the daytime variant.
Wakanda3One area to each sideA central start allows one transition in either direction.
Savage Land5Two areas to each sideLong transition runway; multiple Breaks can assemble the full team.
Knowhere5Five areas; edge data not listedVerify the live edge state before routing a corner cash-out.
Asgard5Two areas to each sidePlan a long sequence of transition pressure and resource growth.

Soft wall versus hard wall

Soft wall

A Break transitions to the next area, ends the current combo, and leaves the attacker strongly advantaged for immediate pressure.

Hard wall

With no further area available, a Break attack produces a wall splat and a slower pickup/setup opportunity.

Shared reward

Both can assemble the next teammate, grant Assemble Gauge, and expand the team’s health/resource ceiling.

Round planning checklist

  1. At round start, note the active area and which side still has a transition.
  2. Choose a combo ender based on the edge: take the Break for team growth or keep position for a different setup.
  3. After transition, expect the attacker to continue pressure; do not assume the screen change reset the turn to neutral.
  4. When the final wall is reached, practice the character-specific wall-splat pickup in Training.