History Main / OverlyLongFightingAnimation

25th Dec '17 6:35:57 AM neoXsaga
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*** This is actually the trick to easily defeat Ozma, the bonus boss. His constant barrage of attacks is because he has a special battle script that gives him a free turn every time a PC inputs a command while he's neutral. Neutral meaning not in the middle of an attack animation. While he's casting Doomsday which has a several second long animation, that's your chance to get a full round in without him being able to get 4 free actions.

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*** This is actually the trick to easily defeat Ozma, the bonus boss. BonusBoss. His constant barrage of attacks is because he has a special battle script that gives him a free turn every time a PC the player inputs a command while he's neutral. Neutral meaning idle. Idle means not in the middle of an attack animation. While he's casting Doomsday which has a several second long animation, that's your chance to get a full round in without him being able to get 4 free actions.
21st Dec '17 6:25:25 PM ironcommando
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* ''WebAnimation/DeathBattle'' -- [[VideoGame/FinalFantasyVII Sephiroth]] vs. [[VideoGame/DevilMayCry Vergil]]: Sephiroth casts his signature Supernova, but actually averts this trope in a clever way by [[spoiler:casting it earlier on, using his MasterOfIllusion powers to mask said long animation from Vergil, and only breaking the illusion to reveal the attack when it's too late for Vergil to escape unscathed from it]].

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* ''WebAnimation/DeathBattle'' -- [[VideoGame/FinalFantasyVII Sephiroth]] vs. [[VideoGame/DevilMayCry Vergil]]: Sephiroth casts his signature Supernova, but actually averts this trope in a clever way by [[spoiler:casting it earlier on, using his MasterOfIllusion powers to mask said long animation from Vergil, and only breaking the illusion to reveal the attack when it's too late for Vergil to escape unscathed from it]]. As such, viewers only see 10 seconds from the end part of the animation.
21st Dec '17 4:55:12 AM ironcommando
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Added DiffLines:

[[folder:Web Animation]]
* ''WebAnimation/DeathBattle'' -- [[VideoGame/FinalFantasyVII Sephiroth]] vs. [[VideoGame/DevilMayCry Vergil]]: Sephiroth casts his signature Supernova, but actually averts this trope in a clever way by [[spoiler:casting it earlier on, using his MasterOfIllusion powers to mask said long animation from Vergil, and only breaking the illusion to reveal the attack when it's too late for Vergil to escape unscathed from it]].
[[/folder]]
20th Aug '17 5:09:54 PM infernape612
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-->--'''[[VideoGame/FinalFantasyVII Cloud]]''' in ''Webcomic/EightBitTheater''

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-->--'''[[VideoGame/FinalFantasyVII Cloud]]''' in Cloud]]''', ''Webcomic/EightBitTheater''
23rd Apr '17 5:23:06 PM nombretomado
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* The ''[[Franchise/TalesSeries Tales]]'' series. Can you say Hi-Ougi / Mystic Arte? Around ''VideoGame/TalesOfDestiny2'', when the concept became cemented, these killer moves went from being merely a very strong attack ([[VideoGame/TalesOfPhantasia Meikuu Zanshouken]] and [[VideoGame/TalesOfEternia Aurora Sword]]) to involving time freezing, [[SuperMovePortraitAttack character portraits]], light shows, and excessively large areas and long combos.

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* The ''[[Franchise/TalesSeries ''[[VideoGame/TalesSeries Tales]]'' series. Can you say Hi-Ougi / Mystic Arte? Around ''VideoGame/TalesOfDestiny2'', when the concept became cemented, these killer moves went from being merely a very strong attack ([[VideoGame/TalesOfPhantasia Meikuu Zanshouken]] and [[VideoGame/TalesOfEternia Aurora Sword]]) to involving time freezing, [[SuperMovePortraitAttack character portraits]], light shows, and excessively large areas and long combos.
22nd Apr '17 4:45:34 PM nombretomado
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* ''SuikodenII'' had Chaco, who's attack animation was about three times as long as everyone elses. Using him could waste hours in the long run.
** Along with Sid, who used the same animation. However, given the way battle works in ''SuikodenII'', it's entirely possible for their attacks to take just long enough for the round to end...as long as everyone ''else'' is also just attacking.

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* ''SuikodenII'' ''VideoGame/SuikodenII'' had Chaco, who's attack animation was about three times as long as everyone elses. Using him could waste hours in the long run.
** Along with Sid, who used the same animation. However, given the way battle works in ''SuikodenII'', ''VideoGame/SuikodenII'', it's entirely possible for their attacks to take just long enough for the round to end...as long as everyone ''else'' is also just attacking.
24th Jan '17 11:33:38 PM Totema
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*** In ''VideoGame/FinalFantasyXIV Heavensward'', Knights of the Round is used ''against'' you by King Thordan, and it's an equally lengthy sequence of him summoning knights to attack you - though this time, you can dodge some of the attacks and fight back.
26th Aug '16 1:02:19 PM dotchan
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** ''VideoGame/FinalFantasyTactics'': While spell animations aren't nearly as over-the-top as other games, more powerful spells still have flashier effects; in particular, [[ColonyDrop Meteor]] and all Summons (Zodiack/Zodiark being the most powerful and therefore taking the longest) can cause massive slowdown due to the number of particle effects on screen.
15th Aug '16 8:52:17 PM UmbrellasWereAwesome
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* Assassinations in ''VideoGame/HaloReach'' just take too damn long. Smart players (except sometimes when they're winning by absurd amounts) just go for the beatdown. The only reward you get for sticking your neck out and potentially losing your kill? A few extra credits. Also, their humiliation, but that's already pretty implicit in getting beatdown anyway.

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* Assassinations in ''VideoGame/HaloReach'' ''Franchise/{{Halo}}'' (first introduced in ''VideoGame/HaloReach'') just take too damn long. Smart players (except sometimes when they're winning by absurd amounts) just go for the beatdown. The only reward you get for sticking your neck out and potentially losing your kill? A few extra credits. Also, their humiliation, but that's already pretty implicit in getting beatdown anyway.
1st Aug '16 2:26:23 AM EnaiSiaion
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** The game may trigger the kill-cam when you cast a point blank AoE spell with a magnitude higher than the health of all enemies in range. This works fine in the vanilla game. Mods may add spells that don't deal damage but still have a magnitude, proudly presenting you with the least appropriately named "kill"-cam in history. (Meanwhile, said enemies are beating you to a pulp)

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** The master spells in each school have a 4 second two handed cast animation that immobilises the caster. Standing still in a defenseless state in front of the enemies for 4 seconds (or until someone power attacks you and knocks you out of the animation) is a very bad idea. The vast majority of these spells are completely useless.
** The game may trigger the kill-cam when you cast a point blank AoE explosion spell with a magnitude higher than the health of all enemies in range. This works fine in the vanilla game. Mods may add spells that don't deal damage but still have a magnitude, proudly presenting you with the least appropriately named "kill"-cam in history. (Meanwhile, said enemies are beating you to a pulp)
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