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Since landing the bonus is desirable, these moves will clearly indicate correct timing to the player. Special graphics, new character animations, and different sound effects can accomplish this on any bonus. However, in most cases, the combat-relevant effects that a bonus grants are already enough of a contrast to the base move. If the bonus only strengthens the original properties, it can still count if [[PunchedAcrossTheRoom the power difference is drastic enough]]. Since many of these bonuses [[GuideDangIt are never advertised to the player]], they're often discovered by accident once the player's used them enough. Defend and dodge bonuses are very easy to implement for this reason; they're vital enough to combat and easy enough to use that they can be discovered on any character.

The phrase "Just Frame" comes from the fighting game communities and denotes "doing something ''just'' in time." Move timelines are measured in frames, not seconds, so this implies that the player has the best timing the game can recognize. Fan names for these moves tend to have "Just" somewhere in there. If a fighting game wants a tournament scene, it's mandatory for it to run at ''sixty frames per second'', which should illustrate [[{{Pun}} just]] how strict this timing is.[[note]]Despite lacking tournament play, stylish action tends to follow the same rule.[[/note]]

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Since landing the bonus is desirable, games which implement these moves bonuses [[NoticeThis will clearly indicate correct timing to the player.player]]. Special graphics, new character animations, and different sound effects can accomplish this on any bonus. However, in most cases, the combat-relevant effects that a bonus grants are already enough of a contrast to the base move. If the bonus only strengthens the original properties, it can still count if [[PunchedAcrossTheRoom the power difference difference]] [[ThereIsNoKillLikeOverkill is drastic enough]]. Since many of these bonuses [[GuideDangIt are never advertised to the player]], they're often discovered by accident once the player's used them enough. Defend and dodge bonuses are very easy to implement for this reason; they're vital enough to combat and easy enough to use that they can be discovered on any character.

The phrase "Just Frame" comes from the fighting game communities MediaNotes/{{Fighting Game Communit|y}}ies and denotes "doing something ''just'' in time." Move timelines are measured in frames, not seconds, so this implies that the player has the best timing the game can recognize. Fan names for these moves tend to have "Just" somewhere in there. If a fighting game wants a tournament scene, it's mandatory for it to run at ''sixty frames per second'', which should illustrate [[{{Pun}} just]] how strict this timing is.[[note]]Despite lacking tournament play, stylish action tends to follow the same rule.[[/note]]
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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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