History Main / ActionCommands

20th May '17 1:55:19 PM nombretomado
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* ''ValkyrieProfile'' had the ability Counter, where you had to hit X after dodging an attack to deliver an unblockable counterattack. Poor timing would result in either not dodging at all (too early), or not activating at all (too late).

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* ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' had the ability Counter, where you had to hit X after dodging an attack to deliver an unblockable counterattack. Poor timing would result in either not dodging at all (too early), or not activating at all (too late).



* In ''MagicalStarsign'', you can tap the casting character with the stylus at the right moment to perform a critical hit. Similarly, you can tap a character about to be hit in order to guard.

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* In ''MagicalStarsign'', ''VideoGame/MagicalStarsign'', you can tap the casting character with the stylus at the right moment to perform a critical hit. Similarly, you can tap a character about to be hit in order to guard.
23rd Apr '17 10:57:02 AM nombretomado
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* A slight variation exists in the ''Franchise/TalesSeries'', where magical characters, when controlled by a human player, can use a special skill called Rhythm; repeatedly pressing the Attack button while spell casting would shorten the time the spell takes to cast.

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* A slight variation exists in the ''Franchise/TalesSeries'', ''VideoGame/TalesSeries'', where magical characters, when controlled by a human player, can use a special skill called Rhythm; repeatedly pressing the Attack button while spell casting would shorten the time the spell takes to cast.
13th Jan '17 5:41:02 PM nombretomado
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* In the critically loved but poor selling ''{{Gladius}}'' by LucasArts (UsefulNotes/{{XBox}}, UsefulNotes/NintendoGameCube and 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]].

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* In the critically loved but poor selling ''{{Gladius}}'' by LucasArts Creator/LucasArts (UsefulNotes/{{XBox}}, UsefulNotes/NintendoGameCube and 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]].
1st Jan '17 10:24:59 PM AgentMuffin
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* ''VideoGame/SuperMario64'' has a variant with the GroundPound, which resets Mario's vertical velocity to 0. Timing a Ground Pound just before landing from a high fall will negate any FallingDamage that would otherwise be taken.
25th Dec '16 12:48:37 PM Xtifr
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* The second ''Franchise/StarWars: RogueSquadron'' sequel, for the most part an arcadey SHMUP, had a particularly frustrating round of this in one level. Here, you must use the Force to raise Luke's X-Wing out of the swamp. Many controllers were hurled.

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* The second ''Franchise/StarWars: RogueSquadron'' VideoGame/RogueSquadron'' sequel, for the most part an arcadey SHMUP, had a particularly frustrating round of this in one level. Here, you must use the Force to raise Luke's X-Wing out of the swamp. Many controllers were hurled.
12th Dec '16 11:35:08 AM MojoMarth
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**''Videogame/{{Tales of Xillia}}'''s Rowen has a skill which allows him to use commands to increase damage, control direction of attacks, or other bonuses.
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.
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