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10[[quoteright:350:[[Webcomic/ManlyGuysDoingManlyThings https://static.tvtropes.org/pmwiki/pub/images/action_commands.png]]]]
11[[caption-width-right:350:[[AchievementSystem Achievement Unlocked]] - [[SarcasmMode Employee of the Year!]]]]
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13Found in {{RPG}}s and ActionAdventure games, this requires players to execute a command, such as a button press or joystick rotation, within a certain window of time. Mostly used during combat situations, proper execution will reward a player, often with a bonus to attack or defense or with recovery items. Implementation usually differs between the two genres.
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15Not to be confused with {{Combos}}. Action Commands have a limited-time period to be activated, and they're usually no more than a few button presses and/or joystick rotations, as opposed to a longer string (though a game can require several Action Commands to be performed in a row). Also can be different from the ContextSensitiveButton, depending on the game: in some cases, the Action Command's essential function never differs, and it's primarily used in combat situations. In other cases, there are many possible actions in many various situations, but only so many buttons on the controller, of course. This is especially noticeable if one particular sequence of actions is ''[[DamnYouMuscleMemory not]]'' executed with the same sequence of button presses every time.
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17In {{RPG}}s, executing Action Commands while striking the enemy may result in greater damage than usual, or successfully triggering an action command when the enemy strikes may trigger a defensive maneuver that reduces the damage received (or evades the attack altogether). It also serves as a way to keep players more engaged in the game: Rather than just clicking through the menu commands repetitively, players can receive a bonus for paying attention to the actual gameplay that results.
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19In Action Adventure games, players receive a visual cue in the main window, often connected to the targeted enemy. Action commands allow the player to kill regular enemies more efficiently, and are sometimes necessary to defeat more advanced enemies (''especially'' bosses). Again, it serves to reward players for attentive gameplay, rather than simply {{Hack and Slash}}ing their way through. Compare the CounterAttack, which usually does not have an overt visual cue. See also JustFrameBonus, where the game rewards you for timing an input more precisely.
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21Action Commands that occur during otherwise non-interactive {{Cutscene}}s, as a means of subverting or averting CutscenePowerToTheMax and/or CutsceneIncompetence, are known as PressXToNotDie (also known as Quick Time Events).
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23The UrExample is the arcade game ''VideoGame/DragonsLair'', where players controlled Dirk the Daring in his quest ''solely'' by performing well-timed Action Commands guided by on-screen cues.
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25Not to be confused with SquadControls.
26
27----
28!!Examples:
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30[[foldercontrol]]
31
32[[folder:Action Game]]
33* ''VideoGame/AfterTheWar'' uses action commands when you have to finish off bosses or just weaken them.
34* Done often in ''VideoGame/AsurasWrath'' and allow the player to perform feats like punching out a deity THE SIZE OF THE PLANET EARTH! And that's still in the first act of the game. The game has so many [=QTEs=] that [[spoiler:the TrueFinalBoss has his ''own'' [=QTEs=] visible on screen, and as you beat him up more and more, he starts failing them]].
35* ''VideoGame/{{Bayonetta}}'':
36** The titular witch has access to [[ColdBloodedTorture torture attacks]] to finish off enemies, requiring an action command to activate and ButtonMashing to execute properly.
37** In addition, it overlaps with ButtonMashing when maiming a boss, most of which are magnitudes bigger than the eponymous player character.
38** It's also how you [[PlayingTennisWithTheBoss play tennis with some bosses]].
39** In the first game specifically, these were featured as a loathed PressXToNotDie mechanic.
40* Parrying in ''VideoGame/CodeVein'' is implemented this way: you press the Parry button, and if you receive a non-overhead hit within a time window, CutscenePowerToTheMax kicks in and your character will brutally maim the enemy that hit you with an extremely powerful attack capable of one-shotting or at least almost killing a standard enemy. It will also grant you two extra units of [[ManaMeter Ichor]], and will increase your maximum Ichor capacity by 2 units.
41* ''VideoGame/DevilMayCry4'' has a variant, in that although the Devil Bringer is used normally against most Mooks, against bosses it is necessary to find specific moments of vulnerability before it can be used. Also, there are some "hidden" Devil Bringer attacks that work in this way by requiring a precisely-timed input, like catching [[spoiler:Credo's]] spear and [[CatchAndReturn throwing it back at him]].
42* In ''VideoGame/TheForceUnleashed'', after damaging an [[HumongousMecha AT-ST]] or Rancor enough, Galen can perform a flashy and elaborate multi-step fatality to finish them off. Said action commands are required during boss fights after draining the boss's health to zero.
43* ''VideoGame/LollipopChainsaw'' features a number of action command events. Getting them wrong will cost you a bit of health or even kill you, while getting them right earns you bonus points and Zombie Medals you can use to get upgrades.
44* DSS Actions in the ''Anime/MacrossPlus'' game. If timed right, pushing a button can result in such actions as instantly dodging a large swarm of missiles, getting into an ideal position to shoot your opponent's giant mecha, or even solidly kicking it in the face for massive damage.
45* ''VideoGame/{{Manhunt}} 2'' used these to perform 'executions' -- although thanks to meddling from censorship groups, these segments became essentially unplayable, as the player could rarely see what was going on.
46* ''VideoGame/TheMatrixPathOfNeo'' uses action commands to suggest more effective combos against enemies.
47* ''VideoGame/NinjaGaiden 3'' uses these to mortally wound enemies after they are weakened enough (in replacement for the dismemberments of ''2''): when Ryu sticks his sword into the enemy, you have to press Square to, well, get the sword out the brutal way.
48* ''VideoGame/{{Okami}}'': Using the right brush command does massive damage, and, if used as the finishing blow in regular encounters, guarantees an otherwise rare demon fang drop.
49* ''VideoGame/SpiderMan3'', during action cinematics, flashed the necessary buttons to press moments before in order for Spidey to win the battle.
50[[/folder]]
51
52[[folder:Action-Adventure]]
53* ''Franchise/AssassinsCreed'':
54** In the [[VideoGame/AssassinsCreedI first game]], a similar non-gameplay system occurs during scripted sequences; Hitting a button when the Animus's screen does a variety of camera shifts, and lets targets give their final soliloquy as if undamaged. The result is surreal, but expressive, as the mark's speeches are long and emotive, losing effect when given by a reclining figure unable to support his own head. (Plus their unnaturally clear vocal acuity considering the hole in their necks.)
55** ''VideoGame/AssassinsCreedII'': Action commands allow you to subtly alter cutscenes. For example, in one, your character is offered coffee. If you press the action button, he accepts it and comments on it; if you don't, he refuses it. Another has you accept or decline a hug from Leonardo da Vinci. These choices don't affect gameplay, notably.
56* The ''Franchise/BatmanArkhamSeries'' has these in combat, as whenever enemies are about to attack (except for Hard mode, which disables this), an icon appears over the head indicating that you can press a button to CounterAttack, and if the enemy is down, the icon is there to indicate a floor KO is possible. There are also those for automatic stealth takedowns, whether by approaching an unaware enemy from behind (some games even allow [[PutTheirHeadsTogether a multiple one if there's two side by side]]) or if the enemy is nearby Batman's hiding position (atop a gargoyle, hanging from a ledge, inside a floor grate).
57* In ''VideoGame/{{Bully}}'', the Chemistry Class and Auto Shop Class required a series of inputs to successfully complete the minigame. Succeed, and get a new item or bike. Fail, and... well, you don't get it.
58* ''VideoGame/GodOfWar'':
59** In ''VideoGame/GodOfWarI'', Kratos can use action commands to perform a "fatality" move on an enemy, resulting in recovery items for his [[LifeMeter life]] and/or [[ManaMeter magic meters]] -- and a brutal, visceral, and deeply-satisfying end to the foe in question. While for {{Mooks}} the finishing move is optional, they are ''required'' on bosses, which allows the game to turn each boss's demise into a VideogameSetpiece. In short, the game uses Action Commands well, and arguably [[TropeCodifier re-popularized the entire concept]].
60** ''VideoGame/GodOfWarIII'' put a nifty, helpful spin on the standard formula: the on-screen prompt for each button appears relative to its position on the controller. For example, the prompt for the Triangle button is near the top edge of the screen.
61* ''VideoGame/TheLegendOfSpyroDawnOfTheDragon'':
62** During the battle against the golem, when climbing up its arms to strike its head, the player is shown various button commands. Completing them in time lets Spyro and Cynder avoid its attempts to strike them and shake them off.
63** Commands appear again during the battle against Malefor, where rapidly pressing the button flashing on the screen allows Spyro and Cynder to evade the Dark Master's counterattacks.
64* ''Franchise/TheLegendOfZelda'':
65** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Action Commands are available in battle, usually right before the enemy strikes. Though called "parry attacks", they actually involve Link dodging by rolling around the enemy, then leaping up to slash his foe in the back of the head. Especially effective against Darknuts.
66** ''VideoGame/TheLegendOfZeldaTwilightPrincess'': A similar system of Action Commands is employed for the finishing blow and helm splitter.
67* ''VideoGame/MetroidOtherM'' turns your standard movement with the D-Pad into a [[UnnecessaryCombatRoll flashy dodge roll]], instant [[ChargedAttack beam charge]], and near-perfect aim at an enemy if you move 'just' before their attack strikes you. In at least one case, it becomes a [[PressXToNotDie quick-time event]], allowing Samus to dodge an enemy in a fashion most would not expect to be interactive. Part of what makes them so intuitive is that the action itself provides the input on what button needs to be pressed, without needing to show the button on-screen (as in the page image).
68* ''VideoGame/SonicSpinball'' has one if you fall onto the platform located under the drain of the first "table" of the first level. First the display will tell you to jump to get back on the flippers before a robot chomps you. If that fails, Sonic will struggle to keep the robot's mouth open and the display will just say "the buttons!" - [[ButtonMashing mash]] them enough and you'll escape.
69* All but averted in ''VideoGame/Uncharted2AmongThieves''. While they do appear (mostly as finishing moves), more often than not the player is in complete control of Drake as craziness unfolds all around him. The team at Naughty Dog stated that one of their major goals with the game was to move past this trope and give the player more control over situations that are normally handled by cutscenes. This makes the already amazing experience that much better.
70* ''Videogame/{{Yakuza}}'' uses this to a small extent to enhance certain special attacks. ''Yakuza 2'' uses it to a greater extent, occasionally pausing a battle to force you to dodge several scripted attacks or dish out a string of your own. In both games, the window of opportunity is frustratingly short and has to be learned through repetition that usually involves you being stabbed repeatedly in an unavoidable manner.
71[[/folder]]
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73[[folder:Action RPG]]
74* ''VideoGame/DantesInferno'' has random button prompts and you must push them at exactly the right time, and yes, it's hard. Then again, the game ''is'' unashamedly ripping off ''VideoGame/GodOfWar'' with ''Literature/TheDivineComedy'''s skin, so what else would you expect?
75* ''Franchise/KingdomHearts'' likes these.
76** ''VideoGame/KingdomHeartsII'' uses the Reaction Command, where a triangle appears in place of the normal attack command on the menu at certain points. These moves can be used to defeat enemies quicker, perform defensive maneuvers, and trigger some truly awesome moments during boss battles (like ''cutting skyscrapers in half''). Sora's OneManArmy battle against 1,000 Heartless is a clear example since both of the enemy types used in it have Reaction Commands well-suited for wiping out large amounts of enemies, with one enemy's Reaction Command involves hijacking and sweeping its own laser beam across the field to mow down {{Mooks}} by dozens at a time, while the other involves Sora making rapid sweeping dive slashes.
77** {{Updated Rerelease}}s of ''VideoGame/KingdomHeartsI'' and ''VideoGame/KingdomHeartsChainOfMemories'' added Reaction Commands. In the former, it is now possible to activate Limits by pressing Triangle when the prompt appears instead of scrolling to the bottom of your Command Menu. In the latter, pressing Triangle with proper timing in certain Sleights adds extra attacks.
78** ''VideoGame/KingdomHeartsBirthBySleep'' introduced pseudo-Reaction Commands where you can power up specific Commands or Shotlocks by performing a certain action with the correct timing when the prompt appears, typically pressing a certain button or rotating the analog stick. There's even GameplayGrading that determines the strength or potency of the boosted attack.
79** ''VideoGame/KingdomHearts02BirthBySleepAFragmentaryPassage'' introduces Situation Commands, which combines elements of the Reaction Command system with the Command Gauge from ''Birth by Sleep''. By performing certain actions in battle, the player can generate Situation Markers that become Situation Commands. The Commands generated depend on how the player gained the Situation Markers; for example, casting a lot of Thundaga generates a Thundaja Situation Command, while using several physical attacks generates a Spellweaver Command Style. By varying your gameplay, it is possible to generate multiple Situation Commands at once and use them all in succession to rain hell on your foes. ''VideoGame/KingdomHeartsIII'', in addition to an expanded Situation Command selection, also adds some regular Reaction Commands to be used in specific boss battles.
80* ''VideoGame/LunarLux'': Some skills, such as Gun Saber, have button prompts that allow for follow-up attacks and bonus damage if timed correctly.
81* ''VideoGame/MassEffect2'' allows you to pull either the right or left triggers during dialogue to pull off interrupts, which generally allow you to cut someone off violently or to give them assistance. These events can net you bonus Paragon or Renegade points, or get you other bonuses like weakening an enemy gunship before it attacks you.
82** In some cases, you have so ''much'' time that it comes off feeling like a [[ButThouMust But Thou Must]] -- one Renegade interrupt has the prompt hanging there flashing for a good minute while a krogan goes on and on about the horrible things he's going to do.
83** Generally speaking, Paragon Interrupts are [[TheCape heroic]]; they include breaking a would-be merc's gun to keep him from being used as CannonFodder or hugging a squad member who's suffered a devastating personal loss. Renegade Interrupts are... not ''evil'', but leaning hard towards anti-heroism; they include weakening that gunship by ''electrocuting'' its mechanic or punching a reporter who's falsely blaming you for the deaths of hundreds.
84** In ''VideoGame/MassEffect3'', Husks and other similar enemies will sometimes [[PersonalSpaceInvader leap onto the player]] and begin pummeling them. The player has to mash (logically enough) the basic melee button to throw them off.
85* ''VideoGame/MegaManXCommandMission'' calls these Action Triggers. Each character has at least one; in exchange for all of the character's subweapon energy, the Trigger starts up a simple minigame which can unleash some of the game's most impressive attacks.
86[[/folder]]
87
88[[folder:Adventure Game]]
89* ''VideoGame/ASpaceForTheUnbound'': this is how you defend yourself in fighting minigame.
90* Any games that is made by Quantic Dream is this:
91** Taken to such extremes in ''VideoGame/{{Fahrenheit}}'' aka ''Indigo Prophecy'' that buttons in the same visual style as 'Simon Says' appeared before action was to be taken, which then flashed in the order necessary to succeed. Any action in the game was based around immersion-jarring button-punching sequences that overlaid what might have either been enjoyable cutscenes or character interaction.
92*** However, the designers put action commands of that nature in specifically to increase immersion, so, for example, instead of just pressing O to jump a fence, you'd raise both sticks up to simulate pulling yourself over. Other interactions were made the same way, intending to make the player feel like they're performing the action naturally. How successful this was is apparently a point of contention among fans.
93*** One action command is a trap - while Lucas is being interviewed by police, he begins to hallucinate invisible bugs. If you hit the action commands, he'll react to them - which makes the cops suspicious. Ignoring the commands gives you a better result by allowing him to ignore the hallucination.
94** The team reuses this type of mechanic in their subsequent games as well (''VideoGame/HeavyRain'', ''VideoGame/BeyondTwoSouls, and ''VideoGame/DetroitBecomeHuman). They subvert PressXToNotDie a bit though, as missing commands isn't always immediately fatal.
95[[/folder]]
96
97[[folder:Beat Em Up]]
98* ''VideoGame/DynastyWarriorsGundam'' uses these to resolve BladeLock situations. Related series ''VideoGame/DynastyWarriors'' and ''VideoGame/SamuraiWarriors'' just have the player mash the attack button as quickly as possible, while ''VideoGame/FistOfTheNorthStarKensRage'' requires a sequence of button presses to finish off the story mode bosses [[LudicrousGibs in style.]]
99* If you stun an enemy in ''VideoGame/GodHand'', you can launch a super "Pummel" attack by getting in close and hitting the circle button. Don't be fooled, though -- sometimes the enemies will drop to the ground, their faces blue, and flash the action command. If you fall for this, you get hit with a GroinAttack.
100** There's also Azel the Devil Hand, Gene's EvilCounterpart. During his boss battles, he will sometimes force a ''PummelDuel'' between the two. [[PressXToNotDie Press O To Not Get Your Ass Kicked]].
101** The game is full of enjoyably bizarre action commands, with many of the unique ones appearing during boss fights. One of the most notorious examples can be summed up as "Wiggle Left Thumbstick To [[GroinAttack Punch Gorilla Luchador In The Groin]]."
102[[/folder]]
103
104[[folder:Eastern/Western RPG]]
105* ''VideoGame/AtelierEschaAndLogy:'' Combat is mostly turn based, but after picking an action for the party, you have a few seconds to decide which, if any, of the other party members should make a support attack. After seeing which party member will be targeted by the enemy, you get a few seconds to decide if another party member will defend them. Support attacks and support defends cost against the same pool of points.
106* Action Commands make an appearance in ''VideoGame/BarkleyShutUpAndJamGaiden'', a fan-made parody of console {{Role Playing Game}}s.
107* There are several story events in ''VideoGame/BlueDragon'' that consist of trying to spam a button to fill up a charge meter to get out of the way of an attack, fight back, etc., etc...
108* ''VideoGame/BreathOfFireIII'' and ''VideoGame/BreathOfFireIV'' have the ''Super Combo'' skill, where the user inputs action commands within a certain time, and attacks the target as many times as buttons were pressed.
109* ''VideoGame/BugFables'', being an {{homage}} to the ''Paper Mario'' games, lets you increase damage done to enemies and reduce damage taken from enemies with various button and control stick actions. Even the EnemyScan ability requires it.
110* ''VideoGame/{{Deltarune}}'': When a party member attacks, the game switches to a timing minigame, where the player has to time an input in order to deal the most damage. When multiple party members attack, multiple inputs are required. Meanwhile, the enemies' attacks are simulated in a BulletHell minigame, where the player has to dodge until the turn ends.
111* ''VideoGame/{{Dubloon}}'' features battle items, which are short-timed minigames where you score points for massive damage. Also, every boss has at least one attack which can be completely blocked with your mouse.
112* This is how you defend yourself in ''VideoGame/EternalSonata''. As an attacker is about to attack, the word "Chance!" appears, usually (always, before a certain point) with a little shield, indicating that you can press a button to reduce the amount of damage that attack does, or thwart it entirely. At first, you can only block, but later, you gain the ability to counter with a regular attack, and still later, you can use Special Attacks in this capacity. Speaking of Special Attacks, at some point, you gain the ability to use "Harmony Chains", which allow you to follow one Special Attack of the appropriate light level with the other one (provided any targets are in range) if you press the Special Attack button in the little window of time while the first Special Attack animation is going on when the words "Harmony Chain!" appear. Later, you can add a nearby party member's Special Attack if you press the button in the same window while the ''second'' link in the chain is activated. And still later, the potential length of a Harmony Chain doubles.
113* Sabin's Blitz ability in ''VideoGame/FinalFantasyVI'' worked this way; the sequence you entered determined what attack was performed, while an invalid sequence would result in a wasted turn. However, the sequences still had to be unlocked for them to be considered a valid entry, probably to prevent experienced players from using advanced Blitz moves to one-shot everything for the first half of the game.
114** ''VideoGame/FinalFantasyVIII'', where Squall (the main character) and Seifer (the rival, during the brief time he's playable) could deal increased damage if the player pressed R1 during regular attacks.
115*** For {{Limit Break}}s there are several different versions for different characters; Squall has a string of timed hits, Zell has input commands for special moves and finishers, and Irvine has button mashing to rapidly fire his gun at the enemy.
116*** There is also the Guardian Force summonings, with a certain skill, that allows the player to press select and mash the square button at certain points to power up the attack.
117** ''VideoGame/FinalFantasyIX'', while not having any examples to speak of in battle, had a staged sword-fight that required Action Commands to put on a performance for an audience.
118** ''VideoGame/FinalFantasyX'' did a similar sequence-of-buttons (or rotation-of-stick, or timed press) thing for its [[LimitBreak Overdrives]].
119** ''VideoGame/FinalFantasyXII'' allowed players to recharge their {{Mana Meter}}s during a LimitBreak by pushing certain buttons.
120** ''VideoGame/FinalFantasyXIII2'' had two types of Action Commands:
121*** Cinematic Actions are quick time events during certain boss battles, where inputting them successfully will help you in a battle, ranging from stat boosts to dealing damage and getting bonus items after the battle if you do them perfectly.
122*** Feral Links are special abilities by monsters that require Action Commands. The faster you push the buttons, the more likely the enemy will join your party after the battle if the special attack kills them.
123* ''VideoGame/ForeverHome'' requires the player to quickly input several keys or buttons when performing a LimitBreak. Failure to do so will result in the skill being canceled, though to mitigate this, only 25 TP is consumed instead of 100.
124* ''VideoGame/JackMove'': When you use titular Jack Moves, you'll be shown a short sequence of directional buttons. Hitting them in time will power up the move, with each Jack Move having its own unique sequence. In-universe, it's explained that Noa activates them in {{Cyberspace}} with motion controls, instead of simply executing the program, like with other skills. It gives Jack Moves the advantage of not consuming RAM blocks, and thus not being counted towards LimitedMoveArsenal.
125* ''VideoGame/TheLastRemnant'' has "Critical Triggers" that randomly appear when attacking or defending. If you successfully hit one while attacking, then the next squad member will bypass enemy turns and move immediately, also getting a guaranteed Critical Chance in the process. If you get three in a row, then the last character to act will get a guaranteed CriticalHit and automatically perform their strongest attack, even if they previously decided to use a weaker attack. If you get a Critical Trigger while defending, you'll either ShieldBash your enemy, stunning them, or CounterAttack for big damage.
126* In ''VideoGame/TheLegendOfDragoon'', your normal attacks were combo attacks. To keep the attack going, at each hit you had to press X in time with an on-screen indicator. As characters leveled up, they got more advanced combos, usually with more difficult timing. Occasionally, an enemy would try to CounterAttack you, so you'd have to press Circle instead to avoid taking damage yourself. An early boss also punished you if you didn't complete the sequence.
127* ''VideoGame/LostOdyssey'' has an Action Command for every melee attack launched, due to the game using a system of rings that confer various attack bonuses(almost all of which can be [[ItemCrafting made by the player]] with the [[LevelGrinding right materials collected from the right monsters...]]), and requires the player to pull the right trigger while the character attacking approaches the enemy, with how much a large contracting ring overlaps with a smaller, stationary ring determining how well the bonus is applied. A word appears on the screen to signify how well the player timed it: 'Bad' means none of the bonus is applied, 'Good' means a moderate bonus is applied, and 'Perfect' means all of the bonus is applied.
128* In ''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.
129* ''VideoGame/MarioAndLuigi'', a similar series on the handhelds starting with ''[[VideoGame/MarioAndLuigiSuperstarSaga Superstar Saga]]'', takes this to extremes, where the success of attacks is solely determined by your ability to use action commands (rather than them just being a way to power up the attack) and every enemy attack in the game can be dodged/blocked/countered with a properly timed action command.
130** ''[[VideoGame/MarioAndLuigiPartnersInTime Partners in Time]]'', the sequel to the above, actually has the final 'boss' be beaten purely via action commands, since [[spoiler:'Shrowser']] doesn't give the bros any chances to attack.
131** ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'' continues the trend, with even Bowser's giant form battles utilizing action commands to attack and defend, and both these and his special attacks using the DS touch screen as the button stand in.
132** ''VideoGame/MarioAndLuigiDreamTeam'' continues this trend, with more complex giant battles that need to be countered with more complex commands (and stricter timing) and attacks which go from being fairly simple to practically entire mini games on their own.
133** ''VideoGame/MarioAndLuigiPaperJam'' has three characters in control during battle: Mario, Luigi, and VideoGame/PaperMario. Paper Mario can perform Trio Attacks, which require you to use three-button combinations (A for Mario, B for Luigi and Y for Paper Mario) in quick succession.
134* The ''VideoGame/MegaManBattleNetwork'' series uses these for a number of chips, most notably the Variable Sword, which is just an ordinary sword normally, but can change its hit radius depending on what fighting game style button command you input before you swing it (And in earlier games, increase the number of hits to turn it into a GameBreaker). [[GuideDangIt The game only tells you of a few of the commands for it, however, and never even mentions the commands for the other chips.]]
135* ''VideoGame/{{Mother 3}}'' lets you get extra hits for your attack by tapping A in time to the music's beats.
136* TropeNamer ''VideoGame/PaperMario64'' and most of the later ''VideoGame/PaperMario'' sequels (''[[VideoGame/PaperMarioTheThousandYearDoor The Thousand-Year Door]]'' and ''[[VideoGame/PaperMarioStickerStar Sticker Star]]'', but not ''VideoGame/SuperPaperMario''), which borrowed heavily from ''VideoGame/{{Super Mario RPG}}'' in the idea of action commands, and then ran with it.
137* The ''VideoGame/PennyArcadeAdventures'' game uses timed blocks and a variety of minigames for the main characters' special attacks.
138* In ''VideoGame/RivieraThePromisedLand'', Action Commands are apparently the entire basis of dungeon crawling. They're used for everything from dodging arrows to untrapping treasure chests to throwing rocks.
139* ''VideoGame/SandsOfDestruction'' requires you to press a sequence of five buttons in order to execute a LimitBreak. The faster you press the buttons, the stronger your attack will be. Normally, the sequence will be of different buttons, but if you equip an accessory with the Guidance trait, you'll only have to press X repeatedly. This would be more useful if the game penalized you for pressing the wrong button, but you can just mash all four DS buttons at once and the game will only register the correct ones.
140* ''VideoGame/ShadowHearts'' series uses it heavily in all three games, with so-called "Judgment Ring". In combat, almost every attack, spell, and item summons the Ring with several colored areas on it and a rotating bar. To perform the action you need to press the button while the bar is inside "Hit" or "Strike" areas, with the effect becoming more powerful in the latter case. However, if you miss any of the colored areas completely, you just waste a turn (although the item or MP are not wasted). Naturally, stronger attacks and items have Rings with narrower Hit[=/=]Strike areas.
141** The Ring is also used discounts at stores, with areas becoming narrower as the discount grows. The [[VideoGame/ShadowHearts1 first game]] also uses it for several mini-games, while ''[[VideoGame/ShadowHeartsCovenant Covenant]]'' introduces a "Combo Ring" (press shown button in time) for {{Combination Attack}}s.
142** ''Covenant'' also introduces several more types of the Ring for battles, namely "Practice" (missing an area doesn't waste a turn, but no Strikes), "Technical" (narrower areas, more damage), "Gamble" (one narrow Hit[=/=]Strike area, but hitting it has the same effect as hitting all on a normal Ring), and "Auto" (only one Hit area, but the game hits it for you). ''[[VideoGame/ShadowHeartsFromTheNewWorld From the New World]]'' inherits this system.
143* ''VideoGame/SonicChronicles'' features a variation with ''VideoGame/EliteBeatAgents''-style stylus tapping minigames for every special move, both to use and avoid them. More powerful moves generally have more difficult sequences. However, there is a [[{{Mon}} Chao]] that can be equipped that makes these moves automatically succeed -- extra useful for [[TheMedic Cream]] and Tails, whose moves will fail unless executed perfectly (attack moves simply do less damage for each mistake).
144* ''Videogame/SouthParkTheStickOfTruth'' used timed hits similar to ''Paper Mario'' (which has been cited by the developers as a major influence) to execute attacks as well as to defend. Action commands also show up in the sequel ''VideoGame/SouthParkTheFracturedButWhole''.
145* ''VideoGame/StarWarriorII'': On the third attack of a combo, inputting the attack just before the window of opportunity ends results in a "Just Attack" that turns all hits of that attack critical. With the Eye of the Sealed relic, all attacks and Flow Arts have Just Attack timing.
146* Similarly, in the ''VideoGame/{{Summoner}}'' series, there were special one-button attacks (up to four of them could be assigned to individual buttons) that had to be activated exactly when a symbol appeared onscreen; these chain attacks had various unusual effects and became harder to chain with each additional attack.
147* ''VideoGame/{{Super Mario RPG}}'', where players could use "Timed Hits" to increase attack or defense power. But then again, [[HeKnowsAboutTimedHits you probably already knew that]]. The Switch remake renames them to "Action Commands".
148* A slight variation exists in the ''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.
149** A few early games had an equippable item called the Combo Command. Equipped to a non-mage character, it would replace the standard four-command tech equipping with a fighting-game-esque button command system.
150** ''VideoGame/{{Tales of Vesperia}}'' includes Fatal Strikes which, if executed correctly, provide bonuses and instant-kill (non-boss) targets.
151** ''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.
152* ''VideoGame/TomatoAdventure'' has the playable characters use weapons known as "Gimmicks" as their main attacks in combat. Each of them require an action command to carry out. The Gimmicks are even categorized by the type of action commands (such as timing, rhythm or ButtonMashing)!
153* ''VideoGame/TrailsOfColdSteel:'' If your attack "unbalances" the enemy, your character's battle partner will perform a follow-up attack if you press a button. This earns a Bravery Point. If you accumulate three Bravery Points, pushing a second button will allow you and your partner to perform a follow-up. If you accumulate five BP, then all four members of the active party will perform two attacks. Because it's this trope, you will miss your chance if you spend too long thinking about it, so it's best to think about how to spend your BP ''before'' attacking.
154* ''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.
155* All the combat in ''VideoGame/VagrantStory'' had this, and made a very important mechanic of it. Ashley Riot, the main character and professional stomper of colons, would gradually recover special abilities as he regained his lost memories. The player assigns specific attacks to individual buttons, and then uses those attacks by pushing the associated buttons at the proper time, according to the type of weapon used. Chaining the attacks would eventually yield impressive damage output, though overuse of them would overtax Ashley, decreasing accuracy and (eventually) killing him. It also applied to defensive skills as well.
156* ''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).
157* In ''VideoGame/TheWitcher'', regular attacks caused Geralt to do a combo, and continuing the combo required the press of the attack key or mouse when his sword glowed. ''The Witcher'' also used the reverse with charge-ups, by holding down a button and releasing it on time for successful attacks and magic.
158* ''VideoGame/XenobladeChronicles1'' makes use of these in the form of burst affinity. Occasionally in battle the player gets the opportunity to press a button to increase the team's tension and affinity, without major consequences besides the possible tension loss should the player fail. The same mechanic is also used to extend [[CombinationAttack chain attacks]], Dunban's "Blossom Dance" attack, [[spoiler:and for triggering the visions in the final battle against Zanza]].
159* ''VideoGame/YakuzaLikeADragon:''
160** Most special attacks will do more damage if you press one button repeatedly, or press a different button at the right moment. There is a screen prompt to tell you which button to use.
161** Enemy attacks will do less damage if you press yet another button at the right moment. There is no prompt for this.
162* In ''VideoGame/YIIKAPostModernRPG'', when any normal attacks are used an object related to a party member's weapon will appear and if the button inputs are done correctly, attacks will do more damage and have a combo added in.
163[[/folder]]
164
165[[folder:Fighting Game]]
166* Used in the ''VideoGame/DragonBallZBudokaiTenkaichi'' games. Whenever a character does one of their Blast 2 or Ultimate Blast moves, the player can input an action command (varies depending on character and move) for extra damage.
167** They've been doing this as early as ''VideoGame/DragonBallZBudokai 2'', with moves requiring the player to: spin the joystick, hit buttons in order, spin the joystick ''faster'' than the opponent, hit a ''different'' button than the opponent, etc. to make "ultimate" moves do more damage or not blow up in the user's face.
168* ''VideoGame/DissidiaFinalFantasy'' has Action Commands for all twenty-two of the game's [[LimitBreak EX-Bursts]], each one unique though sometimes heroes and villains from the same game will have similarly styled ones. (Squall and Ultimecia, for example, both utilize the Trigger command described above, only difference being that Ultimecia uses the O button instead of R.) There are also miniature Action Command sequences integrated into some of the aerial battle segments. Doing this well can result in kicking your opponent from one side of the battlefield to the other and possibly back again.
169* ''VideoGame/SuperSmashBros'':
170** The [[VideoGame/SuperSmashBros64 first]] [[VideoGame/SuperSmashBrosMelee two]] installments in the series had 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.
171** Donkey Kong's [[LimitBreak Final Smash]] in ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'', Konga Beat, gives a high damage/range bonus for pressing "A" with the beat. This is made much easier in [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU the 3DS and Wii U installments]] with a rhythm bar appearing over DK.
172* In ''VideoGame/{{Tekken}}'', these moves are referred to as "Just Frames". For these, you have to hit a button at the ''precise moment'' when a move connects (during its active frames) to get special enhanced moves, usually signified by blue sparks. In online movelists, these are denoted by a colon, e.g. Paul Phoenix's f,f+2:1 (the 1 is pressed just as the 2 connects).
173* In ''[[VideoGame/{{WWE}} SmackDown vs. Raw 2010]]'' and ''2011'', during the Royal Rumble match, if you throw an opponent into the turnbuckle, then grapple, it's a minigame like this. And if you get thrown into the turnbuckle, then get grappled, it becomes [[PressXToNotDie Press X to Not be Eliminated]].
174[[/folder]]
175
176[[folder:First Person Shooter]]
177* ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' features guard dogs that will happily run up to you and knock you down. If one gets hold of you, you have one chance to execute a strangely timed button press to snap the doggie's neck before he tears your throat out.
178** Later games in the series featured this as well. In ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'', attack dogs just damage you and give no opportunity for a button press. Instead, action commands are given when Japanese soldiers knock you down and attempt to stab you with their bayonets. Here, you have one chance to knock their gun to the side and then stab them in the throat.
179** In ''Modern Warfare 2'', not only do dogs and their associated action commands return (with more forgiving timing this time), but several other new ones pop up as well. The first major one is pulling triggers to simulate climbing a glacier with ice axes. Others then pop up when being stealthy to perform silent takedowns. [[spoiler:And in the finale against Shepard, there are a ridiculous level of commands ranging from crawling after a gun to pulling a combat knife out of ''your own chest''.]]
180** ''Call of Duty 3'' was the first ''Call of Duty'' game which has action commands. In the game, you end up fighting Germans in hand-to-hand combat at several occasions and they have rifles or knives to attack you with, and you must repeatedly press the R1 and L1 buttons in order to take their rifles from them and bash them to death with it. One time, you have to use the action command in order to pull out the pin of a grenade a German soldier had and push him inside a building before it explodes, which the later ''VideoGame/CallOfDutyBlackOps'' (also made by Treyarch) homages in its first [[UsefulNotes/TheVietnamWar Vietnam]] level.
181* ''VideoGame/CliveBarkersJericho'' did this similar to the ''Indigo Prophecy'' and ''Spider-Man 3'' examples.
182* 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.
183* ''VideoGame/{{Killzone}} 3'' has the "brutal melee" system where the player presses the melee button when prompted to trigger an animation of the PlayerCharacter killing the enemy with some random move like [[NeckSnap breaking their neck]] or [[EyeScream stabbing them in the eye]].
184* In the final level of ''{{Videogame/Metro 2033}}'', the player must press certain keys to avoid falling to their death as the tower they are climbing on is falling apart.
185** If the player is pinned by a nosalis, a quick-time action command pops up on the screen to start cleaving at its head with your machete.
186* In ''VideoGame/{{Resistance}}: Fall of Man'', the player must shake the controller to escape from any nasty monsters that happen to latch on to the protagonist.
187[[/folder]]
188
189[[folder:Flight Sim]]
190* The arcade flight game ''VideoGame/AceCombat5TheUnsungWar'' had this as a gimmick that was not continued into the franchise. The otherwise silent protagonist, Blaze, would be asked questions and have a short opportunity to respond with a yes or no using the D-pad. This was also used as a gameplay mechanic, as "coin" questions (whether you prefer the face or back of a coin) would be used to determine the outcome of a coin flip and thus, which of two missions will be next.
191[[/folder]]
192
193[[folder:Interactive Fiction]]
194* The arcade game ''VideoGame/DragonsLair'', its sequel, ''Time Warp'', and its CreatorDrivenSuccessor , ''VideoGame/SpaceAce'' were nothing ''but'' Action Commands. They essentially ran a Don Bluth animated movie, and [[PressXToNotDie if you didn't execute the right command, you would die]]. Even if you were just trying to dodge a mother-in-law throwing pots and pans at you.
195[[/folder]]
196
197[[folder:MMORPG]]
198* One of the more traditional examples in [=MMOs=] comes from ''VideoGame/FinalFantasyXIV'' and its Active Time Maneuvers. First introduced in ''Heavensward'' and then given more prominence in ''Stormblood'' (as part of two separate story battles), [=ATMs=] require you to rapidly mash buttons in order to survive a certain mechanic. The most notable occurs during the Susano fight, where [[spoiler:the tank must struggle to parry a sword [[{{BFG}} the size of a building]] while the rest of the party struggles to keep them alive.]]
199* In ''VideoGame/RagnarokOnline'', the Taekwon class can use 5 "Stance" skills, which enable the use of 5 "Kick" skills. However, the Stances trigger randomly when attacking (except one, which triggers when recieving an long-range attack). Using more Stances enables more Kicks and increase the chance overall of using a skill, but that also makes fighting an enemy harder, since you can't do anything when the Stance triggers except using the correct Kick.
200* Used throughout ''VideoGame/WorldOfWarcraft'' by a number of classes. For example, the Hunter ability Counterattack, which roots an enemy in place allowing the Hunter to escape to range, only becomes available for 5 seconds after parrying an attack; the Warrior attack Overpower only becomes available for a few seconds after the enemy dodges one of your attacks; Rogues specializing in Combat have the Riposte attack which becomes active after parrying; and so on.
201** The Overpower is just that in [[PlayerVersusPlayer PvP]] case against a rogue. Overpower cannot be dodged, parried or blocked and is activated by a dodge. Rogue relies on dodges, especially one of their talent tree skills which makes them dodge all attacks. That is the butter for warrior's bread called Overpower, especially if you have an additional talent that makes Overpower always do critical hits. A thoughtless rogue is toast against a warrior. It becomes like the button smashing variation of Action Commands.
202[[/folder]]
203
204[[folder:Pinball]]
205* In ''VideoGame/KirbysPinballLand'', if Kirby drains through the bottom of a table, he will land on a springboard. Pressing the "A" button at the right moment will make Kirby bounce back onto the table without losing a life.
206* ''Pinball/MrAndMrsPacManPinball'' plays with this. In the first maze, the Ghost only moves when Pac-Man does. In subsequent mazes, however, the player has only a short amount of time to move before the Ghost advances.
207* ''Pinball/FunHouseRudysNightmare'': During "[[VideoMode Haunted Roller Coaster]]," the flipper buttons correlate to different directions (the left button turns left, the right button turns right, and both at once make your ride vehicle jump). When one of three arrows correlating to these directions appears on the display, the player must hit the correct button(s) [[DifficultyByAcceleration in increasingly short order]] to progress and earn more points.
208[[/folder]]
209
210[[folder:Platform Game]]
211* ''VideoGame/PrinceOfPersiaTheTwoThrones'' had a variant of this. The "Speed Kills" had to be executed by positioning the Prince in a specific location and were used to initiate, or pre-empt by killing off, combat instead of being used as {{Finishing Move}}s. More conventional examples show up against the bosses, which almost invariably need Speed Kills to be defeated.
212* ''VideoGame/SonicUnleashed'' uses a mostly optional (but extremely fickle) version of this in the Werehog stages. While you can always beat things to death with your regular attacks, once you've gotten an enemy's health low enough you can press the grab button when near that enemy to attempt a Critical Attack, which involves timing button prompts to finish off the enemy in a spectacular fashion, and gain more experience than killing it normally. However, if you screw up a Critical Attack, you take damage and ''the enemy regains health''. It's possible to use Critical Attacks against bosses and minibosses, but these always require more than two button prompts whereas regular enemies usually only require two, and if you get more of them right before making a mistake, you take ''even more damage''. In addition to this, many bosses and minibosses have at least one attack which knocks you down, requiring you to mash the indicated button to get back on your feet. The button prompts aren't limited to these levels either- at least once in the game, you have to man the turret gun on Tails' airplane, shooting down enemies and their projectiles. Every single thing to shoot displays a button prompt, and if you press an incorrect button, you can't fire again for a split second.
213** You also get these in the day stages during big jumps or tricky landings. Usually failing these doesn't kill you (but does put you on a slower path), unless you're playing the Hard Mode side missions.
214* ''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.
215[[/folder]]
216
217[[folder:Shoot Em Up]]
218* In ''VideoGame/AceCombatAssaultHorizon'', Dog Fight Mode has the player get into and out of on rails one-on-one engagements with the shoulder buttons, dodging missiles and sending back your own between somersaults and other evasive maneuvers. The distressing part is that all the planes have this feature against any other plane, which leads to situations where the dinky starter fighters do this against Raptors. Unfortunately, [[https://www.youtube.com/watch?v=FlPzDm6aB7g as demonstrated here,]] the game is also a case study in how this trope can be abused to create the illusion of interactivity and player agency where neither exists, and where many of the other quick-time events -- almost all of them, in fact -- do ''nothing at all''.
219* ''Franchise/StarWars: VideoGame/RogueSquadron III'', for the most part an arcadey shooter, 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.
220[[/folder]]
221
222[[folder:Sports Game]]
223* 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.
224* ''VideoGame/JetSetRadio'' uses these in its graffiti sections. Dropped for the sequel.
225* ''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.
226[[/folder]]
227
228[[folder:Stealth Based Game]]
229* ''VideoGame/EndlingExtinctionIsForever'' uses this for certain actions, like climbing or digging. At the start of the game, your first action command is to ''give birth'' to your cubs.
230* Attempted justification in ''VideoGame/MetalGearSolid4GunsOfThePatriots'', during the battle [[spoiler:between Rex and RAY]]. The designer of your vehicle wanted to program it to perform close-range combat, but couldn't get it past military regulations. Being an AscendedFanboy, he decided to install the program anyway, but since the program was still incomplete it was too context-sensitive to be very flexible. This means that the action command pops up on the screen whenever the vehicle is in an appropriate situation for melee.
231[[/folder]]
232
233[[folder:Survival Horror]]
234* ''VideoGame/Condemned2Bloodshot'' uses these in Chain Combos (not to be confused with the game's {{Combos}}, which are series of a regular attacks) that range from doing massive damage, to broken arms, to instant kills.
235* ''VideoGame/DeadlyCreatures'' uses a combo system of attack button and Wii-mote waggles. More closely to the trope, the Scorpion has a unique "Finishing Move" for each type of enemy in the game which is pulled off by a creature-specific action command. This results in everything from a double-pincer pound to the jaw, followed by prying the jaws open to stab the stinger down the throat (lizards), to rolling an enemy over and stabbing them in the underbelly (wolf spiders).
236* ''VideoGame/DeadSpace1'' has these when an enemy grabs you. The command can either be a single press of the action button to squish a bug, or the frenzied hammering of said key to rip off a PersonalSpaceInvader and bludgeon it around the head. Then stomp on it. Repeatedly.
237* ''Franchise/ResidentEvil'':
238** ''VideoGame/ResidentEvil4'' has prompts for knocking down stunned {{Mooks}} or [[AttackItsWeakPoint attacking a boss's weak point]]. Sometimes it is dangerous to use one, such as using a roundhouse kick on a Ganado only for the OneHitKill Plaga to pop out.
239** ''VideoGame/ResidentEvil5'': Whenever you are physically attacked by any creature (even some of the bosses) a prompt pops us, executing it allows your character or your ally to perform a physical attack (such as a kick, punch, or a stab). During boss battles, it's used to dodge certain attacks, many that can result in a game over including in the second to last battle where failing to dodge the attack causes the boss to rip out your heart.
240** ''VideoGame/ResidentEvilTheUmbrellaChronicles'' and ''[[VideoGame/ResidentEvilTheDarksideChronicles Darkside Chronicles]]'' have prompts when you are grabbed by creatures. If you shake the Wii-mote, you can counter-attack for a one-hit kill. Each character has their own counter-attack animation/style.
241** ''VideoGame/ResidentEvil6'' ups the ante with {{Counter Attack}}s that are more often than not a OneHitKill or amazingly damaging on mooks.
242** ''VideoGame/ResidentEvil3Remake'': If Jill or Carlos are grabbed by an enemy, a {{button mash|ing}} prompt will appear. The quicker the meter is filled, the less damage the character takes. An upgrade can be acquired that allows the characters to automatically break away from a hold, avoiding the QTE.
243** The ''VideoGame/ResidentEvil4Remake'' keeps the melee prompts present in the original game, with a few new ones such as ButtonMashing to escape and enemy's hold or Ada being able to grapple enemy shields away from them.
244[[/folder]]
245
246[[folder:Third-Person Shooter]]
247* ''VideoGame/GearsOfWar'' features the Active Reload system. When you reload your weapon, a timing bar appears with a target whose location along the bar differs depending on the weapon. Hitting the grey portion of the target will finish your reload quickly, while hitting the white portion is considered a 'Perfect Reload' and will give you a temporary extra benefit in addition to the quick reload (usually increased damage, but some weapons also offer a faster rate-of-fire or increased range). Missing the target altogether will lengthen the reload, and also prevents you from switching weapons until its done.
248** The multiplayer of ''Gears of War 4'' places Perfect Reloads on a cooldown, making it impossible to chain them together in quick succession without waiting for the equivalent of firing your whole magazine. ''Gears 5'' applies the cooldown system to the Campaign too, and makes a further adjustment to this system. Previously, the temporary effects of a Perfect Reload only improves the ammo that your refilled, so firing one bullet then performing a Perfect Reload means that only the first bullet gets the extra damage. ''Gears 5'' now always confers the Perfect Reload effects to the entire magazine, and goes a step further by allowing you to reload at any time, including with full magazines.
249* The Wii version of ''VideoGame/GhostbustersTheVideoGame'' combines this with a SimonSaysMiniGame when you have a ghost in your Capture Stream. To wit: At certain points, an arrow will flash in one of four directions, and you have to swing the Wiimote in that direction to "wrangle slam" the offending beastie.
250* ''VideoGame/JustCause2'' uses a similar system, with action commands popping up for attempting to hijack military vehicles or using keypads to overload pipelines and bio fuel shafts.
251* In ''VideoGame/{{Mercenaries}}'' and its sequel, action commands pop up when you try to hijack most military vehicles (jeeps and civilian vehicles can be taken without a fight).
252* While there's plenty of them in ''VideoGame/TransformersWarForCybertron'' and ''VideoGame/TransformersFallOfCybertron'', there's a highly gratifying one in the latter. [[spoiler:A captured Optimus is brought before the Decepticons and a gloating, ranting Megatron. Moments before he is to be executed, Metroplex, an Autobot the size of a city, appears from behind them to tear the roof off the Decepticon base. [[FailedASpotCheck No one noticed he was there until he attacked.]] At that point, most of the sensible Decepticons have retreated. Megatron attacks, and the player receives a command... PRESS BUTTON TO COMMAND METROPLEX, followed not long after by PRESS BUTTON TO DESTROY MEGATRON. Metroplex drops a fist the size of a two story building on Megatron. ''Four times.'']]
253[[/folder]]
254
255[[folder:Turn Based Strategy]]
256* In the [[AcclaimedFlop critically loved but poor selling]] ''VideoGame/{{Gladius}}'' by Creator/LucasArts, 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 [[StatusEffects 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]].
257[[/folder]]
258
259[[folder:Turn Based Tactics]]
260* ''VideoGame/ValkyriaChronicles4:'' When a character reaches zero HP, the player occasionally gets a few seconds to choose between "Inspire" and "Stand Up." Inspire buffs nearby comrades. Stand Up makes the character ''invulnerable for one movement and one action'' before dropping dead.
261[[/folder]]
262
263[[folder:Wide Open Sandbox]]
264* ''VideoGame/NoMoreHeroes'' uses this to the point where you're not sure where it begins and where it ends. The most common one is the FinishingMove, which shows an arrow in a direction you must swing the Wii remote in to kill an enemy, with multiple inputs widening the radius of the swing (allowing you to [[OneHitPolykill catch multiple enemies with it]]) but taking out more of your beam katana's battery charge. There's also the various wrestling moves, which also use onscreen prompts, a SuperMode that causes a OneHitKill when the right button is pressed, and a "Weapon clash" that happens when you and an enemy attack at the same time, which requires you to spin the controller around to get out of it. Also blends into PressXToNotDie in certain boss fights, where you need to shake the Wiimote, nunchuk, or rapidly press the A button to get out of various traps.
265** The same system is implemented in ''VideoGame/MadWorld'', but taken even further. Finishing someone off by grabbing his ankle, and swinging the Wiimote back and forth over your head to slam him into the ground until he explodes is scored as ''routine'' violence.
266* ''VideoGame/{{Prototype}}'' also uses it. Mostly to throw stuff at helicopters, steal tanks, and keep SuperSoldiers from smashing your head into the pavement for the umpteenth time. [[spoiler:You also get to use Action Commands to take on the final boss, by jumping on it while it's stunned and pounding its skull in. Very fun.]]
267[[/folder]]
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