History Main / ActionCommands

5th Jun '16 3:10:02 AM Dravencour
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* The Glory Kill system in ''VideoGame/{{Doom 2016}}'' works a lot like this. Upon getting an enemy to low enough health, it staggers and glows blue (or orange in melee range), and hitting the melee button will trigger a brutal and badass melee kill upon the enemy in question. Aside from giving you much-needed health, it is also the only way to finish bosses.



* ''Heavy Rain'' invokes this trope during fight scenes. In many other cases, innovative uses of the joystick may be required.

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* ''Heavy Rain'' ''VideoGame/HeavyRain'' invokes this trope during fight scenes. In many other cases, innovative uses of the joystick may be required.
6th May '16 3:56:20 PM Doug86
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* ''SpiderMan 3'', during action cinematics, flashed the necessary buttons to press moments before in order for Spidey to win the battle.

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* ''SpiderMan ''Franchise/SpiderMan 3'', during action cinematics, flashed the necessary buttons to press moments before in order for Spidey to win the battle.
7th Apr '16 12:33:04 PM Galacton
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[[caption-width-right:350:[[AchievementSystem Achievement Unlocked]] - Employee of the Year]]

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[[caption-width-right:350:[[AchievementSystem Achievement Unlocked]] - [[SarcasmMode Employee of the Year]]
Year!]]]]
15th Mar '16 7:20:14 AM Thomar
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Added DiffLines:

* ''Undertale'' has your basic attacks require you to tap a button as markers move towards the center of a gauge, if you're not close enough your attack will miss or do less damage. When monsters attack you, the game switches to BulletHell style dodging to avoid their attacks. Several of the Mercy options also require you to do certain things while dodging.
1st Mar '16 11:32:01 PM erforce
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* ''VideoGame/{{Condemned}} 2: Bloodshot'' uses these in Chain Combos (not to be confused with the game's {{Combos}}, which are series of regular attacks) that range from doing massive damage, to broken arms, to instant kills.

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* ''VideoGame/{{Condemned}} 2: Bloodshot'' ''VideoGame/Condemned2Bloodshot'' uses these in Chain Combos (not to be confused with the game's {{Combos}}, which are series of regular attacks) that range from doing massive damage, to broken arms, to instant kills.
20th Feb '16 1:43:26 PM WaxingName
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** The first two installments in the series had a rather bizarre form officially known as "Smooth Landing", but universally referred to by the fanbase as "L-cancelling".

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** The first two installments in the series had a rather bizarre an unusual form officially known as "Smooth Landing", but universally referred to by the fanbase as "L-cancelling". By pressing the shield button in the middle of an aerial normal attack right before hitting the ground, the landing lag would be reduced (to a constant 4 frames in ''Smash 64'' or halved in ''Melee''). Among other things, it was removed from ''Brawl'' onwards due to the creator's belief that it made the gap between skilled and casual players too high.
20th Feb '16 1:34:03 PM WaxingName
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* Donkey Kong's [[LimitBreak Final Smash]] in ''VideoGame/SuperSmashBros Brawl'', Konga Beat, gives a high damage/range bonus for pressing "A" with the beat. This is made much easier in the 3DS and Wii U installments with a rhythm bar appearing over DK.

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* ''VideoGame/SuperSmashBros'':
** The first two installments in the series had a rather bizarre form officially known as "Smooth Landing", but universally referred to by the fanbase as "L-cancelling".
**
Donkey Kong's [[LimitBreak Final Smash]] in ''VideoGame/SuperSmashBros Brawl'', ''Brawl'', Konga Beat, gives a high damage/range bonus for pressing "A" with the beat. This is made much easier in the 3DS and Wii U installments with a rhythm bar appearing over DK.
7th Feb '16 5:54:30 AM TheOneWhoTropes
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* In the critically loved but poor selling ''{{Gladius}}'' by LucasArts ({{XBox}}, UsefulNotes/NintendoGameCube and {{Playstation 2}}) almost every attack your characters make is an action command, with a timing bar across the bottom of the screen. different types of maneuvers had different timing bars ranging from as simple as "press the X button in the green part" (primarily for [[StandardStatusEffects status inducing attacks]]) to combo attacks that required each button in a string to be pressed at certain intervals along the bar, to complex strings of button presses (up to 12 buttons, with more successful button presses causing more damage), to alternately pressing X and Y or A and B as quickly as possible. On damaging attacks, completing the attack in the red section of the timing bar resulted in a critical hit. This system is optional and you can simply allow the game to handle attacks automatically; however, with a little practice, you can guarantee a critical hit almost every time, [[GameBreaker breaking]] the "[[MightyGlacier heavy]]" classes (whose primary weakness is [[TacticalRockPaperScissors low accuracy against lightweights]].

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* In the critically loved but poor selling ''{{Gladius}}'' by LucasArts ({{XBox}}, (UsefulNotes/{{XBox}}, UsefulNotes/NintendoGameCube and {{Playstation 2}}) UsefulNotes/Playstation2) almost every attack your characters make is an action command, with a timing bar across the bottom of the screen. different types of maneuvers had different timing bars ranging from as simple as "press the X button in the green part" (primarily for [[StandardStatusEffects status inducing attacks]]) to combo attacks that required each button in a string to be pressed at certain intervals along the bar, to complex strings of button presses (up to 12 buttons, with more successful button presses causing more damage), to alternately pressing X and Y or A and B as quickly as possible. On damaging attacks, completing the attack in the red section of the timing bar resulted in a critical hit. This system is optional and you can simply allow the game to handle attacks automatically; however, with a little practice, you can guarantee a critical hit almost every time, [[GameBreaker breaking]] the "[[MightyGlacier heavy]]" classes (whose primary weakness is [[TacticalRockPaperScissors low accuracy against lightweights]].
31st Jan '16 8:33:20 AM Quanyails
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** ''VideoGame/ResidentEvilUmbrellaChronicles'' and ''[[VideoGame/ResidentEvilTheDarksideChronicles Darkside Chronicles]]'' have these when you are grabbed by creatures. If you shake the Wii-mote, you can counter-attack for a one-hit kill. Each character has their own counter-attack animation/style.

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** ''VideoGame/ResidentEvilUmbrellaChronicles'' ''VideoGame/ResidentEvilTheUmbrellaChronicles'' and ''[[VideoGame/ResidentEvilTheDarksideChronicles Darkside Chronicles]]'' have these when you are grabbed by creatures. If you shake the Wii-mote, you can counter-attack for a one-hit kill. Each character has their own counter-attack animation/style.
29th Jan '16 5:30:32 PM DarkMask
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** In the first game specifically, these were featured as a loathed PressXNotToDie mechanic.

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** In the first game specifically, these were featured as a loathed PressXNotToDie PressXToNotDie mechanic.
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