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*** ''Ultimate'' added Mythra, whose Foresight passive ability works just like Bat Within.
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* ''VideoGame/FinalFantasyVIIRemake'': While not present in the base game, in Episode INTERMISSION, Yuffie can negate all damage by blocking an attack just before it connects. ''[[VideoGame/FinalFantasyVIIRebirth Rebirth]]'' would then introduce this as a core mechanic that anyone can use, complete with Materia that can increase the timing window and/or grant bonus effects when successful.
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** In ''[[VideoGame/MegaManBattleNetwork3WhiteAndBlue Battle Network 3: White and Blue]]'', MegaMan.EXE will recover some health if he blocks an attack within a few frames of using Shield or Reflect.

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** In ''[[VideoGame/MegaManBattleNetwork3WhiteAndBlue Battle Network 3: White and Blue]]'', MegaMan.EXE [=MegaMan.EXE=] will recover some health if he blocks an attack within a few frames of using Shield or Reflect.
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** In the third game, if you're using a Shield Style and you raise a shield at the right time, you not only block the attack but also get healed.

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** In the third game, ''[[VideoGame/MegaManBattleNetwork3WhiteAndBlue Battle Network 3: White and Blue]]'', MegaMan.EXE will recover some health if you're he blocks an attack within a few frames of using a Shield Style and you raise a shield at the right time, you not only block the attack but also get healed.or Reflect.



** Starting from the fourth game, during battles against viruses (mooks) or Net Navis/other powerful net entities (bosses), if you manage to strike an enemy with a chip attack in their attack's startup frames (called a "Counter"), the enemy will get stunned and you'll enter the Full Synchro state, where your next chip attack's damage are doubled and the enemy will flash during their attacks' startup frames, allowing you to easily land another Counter Hit to prolong the Full Synchro state. Harder mooks/bosses will usually have shorter startup frames in their attacks, making Counters harder to perform.

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** Starting from the fourth game, ''[[VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4: Red Sun and Blue Moon]]'', during battles against viruses (mooks) or Net Navis/other powerful net entities (bosses), if you manage to strike an enemy with a chip attack in their attack's startup frames (called a "Counter"), the enemy will get stunned and you'll enter the Full Synchro state, where your next chip attack's damage are doubled and the enemy will flash during their attacks' startup frames, allowing you to easily land another Counter Hit to prolong the Full Synchro state. Harder mooks/bosses will usually have shorter startup frames in their attacks, making Counters harder to perform.
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* ''VideoGame/SeaOfStars'' has TurnBasedCombat, but if you press the confirm button at the right moment, it will buff your attacks and nerf enemy attacks. The game's ModularDifficulty allows you to tweak this: You can turn on a visual confirmation of correct timing; and time your hits and blocks automatically, in exchange for reduced effectiveness.
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* ''VideoGame/{{Afterimage}}'': A Talent Node unlocks the "Instant" mechanic for the Blade Skills, wherein pressing the attack button again after the blade flashes enhances the move, giving it additional hits or combo finishers.
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** Luke's Flash Knuckle is a ChargedAttack, but if, rather than simply holding it until it executes, you release the button within a three-frame window indicated by his fist glowing, he'll yell "PERFECT!" and perform an enhanced version with improved damage and combo potential.

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** Luke's Flash Knuckle is a ChargedAttack, but if, rather than simply holding it until it executes, you release the button within a three-frame window indicated by his fist glowing, he'll yell "PERFECT!" and perform an enhanced version with improved greater damage and combo potential.

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