History Main / ActionCommands

5th Dec '16 1:34:10 PM Gosicrystal
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* ''Mario Super Sluggers'' has these when the ball and a runner approaching 3rd base or home are close. If the runner presses the button first, they're safe. If the catcher presses first, the runner is tagged out.

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* ''Mario Super Sluggers'' ''VideoGame/MarioSuperSluggers'' has these when the ball and a runner approaching 3rd base or home are close. If the runner presses the button first, they're safe. If the catcher presses first, the runner is tagged out. The button to press is random.
26th Nov '16 1:15:16 AM TroperNo9001
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* ''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.

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* ''Undertale'' ''VideoGame/{{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.
28th Oct '16 3:51:46 AM Gosicrystal
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* In ''VideoGame/ArcStyleBaseball3D'', when you're fielding, the A button will often appear on screen, prompting you to press it so you catch the ball. Doing so can make your fielder do impressive, highly beneficial dives while failing to do so means that the ball will go past your fielder, which will cost you a couple of bases given up to the runner(s). The Normal character type has an easier time catching the ball because the A button will appear sooner, giving you more reaction time. This is most useful for fielders who have to consistently deal with lots of quick line drives, such as second baseman and shortstop.
* ''VideoGame/JetSetRadio'' uses these in its graffiti sections. Dropped for the sequel, ''[[VideoGame/JetSetRadio Jet Set Radio Future]]''.



* ''VideoGame/JetSetRadio'' used these in its graffiti sections- dropped for the sequel, ''[[VideoGame/JetSetRadio Jet Set Radio Future]]''.
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.
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