History Main / StanceSystem

7th Feb '16 10:34:58 AM LiefKatano
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** Paladins in ''VideoGame/FinalFantasyXIV'' have two mutually-exclusive buffs: Sword Oath, which increases the power of auto-attacks, and Shield Oath, which lowers damage dealt and taken by 20% and increases enmity.

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* ''VideoGame/FireEmblemFates'' has the Attack and Guard Stance system. Allies adjacent to an attacking unit will follow up their attacks, while allies that have paired up with another unit increase their stats and nullifies an attack after the shield gauge fills, in addition to negating all attacks made by an Attack Stance unit. A skill (Attack & Guard stance) exists that adds the follow up attack ability to Guard Stance units, but removes the ability to negate enemy follow up attacks.
1st Feb '16 6:21:14 AM EarlOfSandvich
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* ''NoMoreHeroes'' allows you to change between 'High' and 'Low' stances depending on how you hold the Wiimote.
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* ''NoMoreHeroes'' ''VideoGame/NoMoreHeroes'' allows you to change between 'High' and 'Low' stances depending on how you hold the Wiimote.
29th Jan '16 7:41:02 PM SutairuMasuta
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* In ''Videogame/MortalKombatX'', each character has three variations that they can choose from at the beginning that gives them differing movesets.
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* In ''Videogame/MortalKombatX'', each character has three variations that they can choose from at the beginning that gives them differing movesets. Lui Kang and Tremor also have two different modes in one variation, and Triborg has a fourth variation: [[spoiler:Cyber Sub-Zero]]
27th Jan '16 5:57:22 AM Galacton
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While a normal stance remains as-is until switched, a less-popular variation gives a character access to a new series of moves, but only for a short window of time before going back to their usual control-scheme. See also DualModeUnit. Compare JobSystem. If the same effect is achieved through [[ShapeShifting Shape Shifting]] then you probably have a SwissArmyHero on your hands.
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While Normally a normal stance remains as-is until switched, a less-popular variation gives a character access to a new series of moves, but only for a short window of time before going back to their usual control-scheme. base stance. See also DualModeUnit. Compare JobSystem. If the same effect change in stance is achieved through more a [[ShapeShifting Shape Shifting]] change in physical form]] then you probably have a SwissArmyHero on your hands.hands.
18th Dec '15 4:38:35 AM jormis29
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* ''True Crime: New York City'' has four (not including the default) individually trainable martial arts forms: Karate, Tae Kwon Do, Wushu, and Muay Thai. Marcus can switch between them in real time, and cannot use them with weapons.
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* ''True Crime: New York City'' ''VideoGame/TrueCrimeNewYorkCity'' has four (not including the default) individually trainable martial arts forms: Karate, Tae Kwon Do, Wushu, and Muay Thai. Marcus can switch between them in real time, and cannot use them with weapons.
18th Dec '15 4:27:35 AM Morgenthaler
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Added namespaces.
* ''StreetFighter'' gives us Gen, in one of the earliest examples in video games.
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* ''StreetFighter'' ''VideoGame/StreetFighter'' gives us Gen, in one of the earliest examples in video games.

* All of the ''SoulCalibur'' games. The iconic example is Maxi, who has different stances depending on what side of his body his nunchaku end an attack on. This has become more prominent in later entries in the series, as the movelist has expanded.
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* All of the ''SoulCalibur'' ''VideoGame/SoulCalibur'' games. The iconic example is Maxi, who has different stances depending on what side of his body his nunchaku end an attack on. This has become more prominent in later entries in the series, as the movelist has expanded.

* ''MortalKombatDeadlyAlliance'' actually ''called'' it Stance shifting, and was one of the earliest examples to use literal switches of fighting stance and weapon use to expand the move-list without compromising user-friendliness.
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* ''MortalKombatDeadlyAlliance'' ''VideoGame/MortalKombatDeadlyAlliance'' actually ''called'' it Stance shifting, and was one of the earliest examples to use literal switches of fighting stance and weapon use to expand the move-list without compromising user-friendliness.

* In ''MagicalBattleArena'', [[MagicalGirlLyricalNanoha Fate Testarossa's]] block special lets her switch between Lightning and Sonic form. Lightning Form is her default and gives her a Mid-Range fighting style (5-hit melee combos and 3-hit long-range attacks), while Sonic Form turns her into a more FragileSpeedster with a Short-Range fighting style (7-hit melee combos and 1-hit long-range attacks).
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* In ''MagicalBattleArena'', ''VideoGame/MagicalBattleArena'', [[MagicalGirlLyricalNanoha Fate Testarossa's]] block special lets her switch between Lightning and Sonic form. Lightning Form is her default and gives her a Mid-Range fighting style (5-hit melee combos and 3-hit long-range attacks), while Sonic Form turns her into a more FragileSpeedster with a Short-Range fighting style (7-hit melee combos and 1-hit long-range attacks).

* ''BushidoBlade'' - The stance system was the foundation of the game as, with the exception of projectiles and a few speciality moves, all characters had the same moves with the same weapons in each of the three stances, just different speed and power. The sequel moved from the ability to shift up and down to only being able to shift up in a circular manner. The spiritual sequel, ''Kengo: Master of Bushido'', changed this to allowing up to four combo-sets to switch between that were earned by defeated the practitioners of various styles.
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* ''BushidoBlade'' ''VideoGame/BushidoBlade'' - The stance system was the foundation of the game as, with the exception of projectiles and a few speciality moves, all characters had the same moves with the same weapons in each of the three stances, just different speed and power. The sequel moved from the ability to shift up and down to only being able to shift up in a circular manner. The spiritual sequel, ''Kengo: Master of Bushido'', changed this to allowing up to four combo-sets to switch between that were earned by defeated the practitioners of various styles.

* Squigly from ''{{Skullgirls}}'' has a rather unique twist on this concept. All of her ground specials are based off of one of two stances, the [[InstantAwesomeJustAddDragons dragon]] stance, and the [[WhipItGood whip]] stance. Holding the button while performing the special, however, allows Squigly to stay in the stance. Doing so alters her movement charges up her moves, and after a while makes the next move used from that stance a Level 2 variant, giving it more unique and powerful properties as well as more combo opportunities. In addition, she can actually end her stances extremely quickly if another button is tapped while she's in the stance, allowing her to continue her combos via LagCancel. Having a Level 2 stance allows her to end the stances even quicker to offer even more unique combos.
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* Squigly from ''{{Skullgirls}}'' ''VideoGame/{{Skullgirls}}'' has a rather unique twist on this concept. All of her ground specials are based off of one of two stances, the [[InstantAwesomeJustAddDragons dragon]] stance, and the [[WhipItGood whip]] stance. Holding the button while performing the special, however, allows Squigly to stay in the stance. Doing so alters her movement charges up her moves, and after a while makes the next move used from that stance a Level 2 variant, giving it more unique and powerful properties as well as more combo opportunities. In addition, she can actually end her stances extremely quickly if another button is tapped while she's in the stance, allowing her to continue her combos via LagCancel. Having a Level 2 stance allows her to end the stances even quicker to offer even more unique combos.
16th Dec '15 7:30:19 PM nombretomado
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* Udyr in ''LeagueOfLegends'' is based around stances.
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* Udyr in ''LeagueOfLegends'' ''VideoGame/LeagueOfLegends'' is based around stances.
19th Nov '15 6:54:28 AM superkeijikun
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Added DiffLines:
** Also in ''Dissidia'', the [[VideoGame/FinalFantasyIII Onion Knight]] uses two different stances when his EX Mode is engaged: using HP attacks on the ground transforms him into a Ninja, which enhances his melee attacks; while using HP attacks in the air transforms him into a Sage, which enhances his magical attacks. Both forms also have their own requirements for perfectly executing an EX Burst attack (selecting Throw, then Shuriken for Ninja; and selecting Magic, then Holy for Sage).
11th Oct '15 10:50:44 AM nombretomado
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* [[{{Persona 3}} Aigis]] in ''Persona4Arena'' has one in form of Orgia Mode. In the original game, it's just a temporary boost in strength for several turns. Here, while her old moves are still available, the way she moves changes drastically that their play styles tends to get very different.
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* [[{{Persona [[VideoGame/{{Persona 3}} Aigis]] in ''Persona4Arena'' ''VideoGame/Persona4Arena'' has one in form of Orgia Mode. In the original game, it's just a temporary boost in strength for several turns. Here, while her old moves are still available, the way she moves changes drastically that their play styles tends to get very different.
6th Oct '15 4:09:45 AM Nirual
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* ''VideoGame/FinalFantasyXIV'': ** All of the tank jobs have a stance for tanking, sacrificing damage for defense, higher "enmity" or threat generation and access to certain abilities, but also one for increased damage. ** Healer classes and jobs have access to ''Cleric Stance'', which swaps their offensive spellpower and healing power around. ** The ranged jobs (Bard and Machinist) both have a stance that sacrifices their mobility advantage over spellcasters for increased damage.
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