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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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* ''VideoGame/{{Valheim}}'': A well-timed block will result in a parry, which prevents more damage than regular block, staggers the enemy, and makes them vulnerable to your counterattack. One of shield types, buckler, specializes in this, providing less defense while blocking but multiplying it for parries.
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* ''VideoGame/GearsOfWar'': The Active Reload mechanic allows you to reload your weapon much quicker if you hit the timer right. If you hit the very narrow white bar, you perform a Perfect Active Reload, and your next few shots will do more damage than normal. Meanwhile, if you whiff the timer, your gun jams and you spend ''longer'' fixing it than if you simply waited out the duration of the normal reload.

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* ''VideoGame/GearsOfWar'': The [[PerfectReloadCommand Active Reload mechanic mechanic]] allows you to reload your weapon much quicker if you hit the timer right. If you hit the very narrow white bar, you perform a Perfect Active Reload, and your next few shots will do more damage than normal. Meanwhile, if you whiff the timer, your gun jams and you spend ''longer'' fixing it than if you simply waited out the duration of the normal reload.
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* ''VideoGame/{{Ultrakill}}'' has the Marksman Revolver's coins. Press alt-fire to flip a coin forwards, [[ImprobableAimingSkills shoot the coin to ricochet the bullet into an enemy]] for higher damage. If you shoot the coin at the very apex of its arc though, the bullet splits and hits twice as many enemies.

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* ''VideoGame/{{Ultrakill}}'' has ''VideoGame/{{Ultrakill}}'': Coins thrown via the Marksman Revolver's coins. Press alt-fire to flip a coin forwards, AltFire will [[ImprobableAimingSkills shoot the coin to ricochet the bullet Revolver shots/Railcannon beams into an enemy]] for higher damage. If you shoot the upon being shot. Shoot a coin at with specific timing (marked by a visible flash and AudibleGleam), and the very apex of its arc though, the bullet splits and hits twice as many enemies.bullet/beam will split in half, hitting two targets at once.

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* ''VideoGame/StreetFighter6'' may be the first example of a just-frame ChargeInputSpecial. If you time Guile's Sonic Boom and hold back for almost the exact amount of time to use the move, it gets a small boost.

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* ''VideoGame/StreetFighter6'' ''VideoGame/StreetFighter6'':
** This game's version of Guile
may be the first example of a just-frame ChargeInputSpecial. If you time Guile's his Sonic Boom and hold back for almost the exact amount of time to use the move, it gets a small boost.boost.
** The Drive Parry normally functions as a defensive stance that negates ScratchDamage and the need to guess on high or low hits at the expense of slowly draining the Drive Gauge while the stance is maintained. However, if the Drive Parry blocks something within the first two frames of its startup, it pauses the action like a SuperMovePortraitAttack and the parrying player is free to do anything immediately after the pause.

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** ''Monster Hunter Generations'' has Adept Style, in which evading a damage source at the last possible moment causes you to execute a special evade maneuver and, for a few seconds afterwards, gain access to special techniques specific to your weapon. ''[[UpdatedRerelease Generations Ultimate]]'' adds [[SuperMode Valor Style]], which adds an invincible counterattack to the first few frames of the Longsword's Spirit Blade while in Valor state.

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** ''Monster Hunter Generations'' ''VideoGame/MonsterHunterGenerations'' has Adept Style, in which evading a damage source at the last possible moment causes you to execute a special evade maneuver and, for a few seconds afterwards, gain access to special techniques specific to your weapon. ''[[UpdatedRerelease Generations Ultimate]]'' adds [[SuperMode Valor Style]], which adds an invincible counterattack to the first few frames of the Longsword's Spirit Blade while in Valor state.



** For games with the [[MorphWeapon Charge Blade]], the sword-and-shield form has Guard Points during certain attack animations that have your character holding the shield in front of them. Any monster attacks that hit the shield during these frames will be blocked instead of smacking you out of your attack, and it's perfectly possible to stun a headbutting monster by letting it charge into your Guard Point if your weapon has Impact element and your Element Up shield charge is active. Put another way, it allows the user to maintain a level of defense while still putting up an offense, if the timing is right.
*** The easiest Guard Point to utilize is the R + top button Morph Slash into axe form, as it's at the very start of the animation and can be used mid-combo. By contrast, the Roundhouse Slash's Guard Point is at the end of the attack, generally only used at the end of combo chains (or the evasive left stick + right face button input introduced in ''World'') and thus trickier to time properly.

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** For games with the [[MorphWeapon Charge Blade]], the sword-and-shield form has Guard Points during certain attack animations that have your character holding the shield in front of them. Any monster attacks that hit the shield during these frames will be blocked instead of smacking you out of your attack, and it's perfectly possible to stun a headbutting monster by letting it charge into your Guard Point if your weapon has Impact element and your Element Up shield charge is active. Put another way, it allows the user to maintain a level of defense while still putting up an offense, if the timing is right.
***
right. The easiest Guard Point to utilize is the R + top button Morph Slash into axe form, as it's at the very start of the animation and can be used mid-combo. By contrast, the Roundhouse Slash's Guard Point is at the end of the attack, generally only used at the end of combo chains (or the evasive left stick + right face button input introduced in ''World'') and thus trickier to time properly.

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* ''VideoGame/GearsOfWar'': The Active Reload mechanic allows you to reload your weapon much quicker if you hit the timer right. If you hit the very narrow white bar, you perform a Perfect Active Reload, and your next few shots will do more damage than normal. Meanwhile, if you whiff the timer, your gun jams and you spend ''longer'' fixing it than if you simply waited out the duration of the normal reload.



* ''VideoGame/StarWarsJediFallenOrder'': Cal can reflect blaster bolts or parry melee attacks if you press the block button just before the attack lands, although the timing is more generous than a single frame.
** The unlockable Precision Evade is this as well: a properly timed dodge slows down time and replenishes your Force meter; it's particularly useful against the red (unblockable) attacks.



* ''VideoGame/{{Ultrakill}}'' has the Marksman Revolver's coins. Press alt-fire to flip a coin forwards, [[ImprobableAimingSkills shoot the coin to ricochet the bullet into an enemy]] for higher damage. If you shoot the coin at the very apex of its arc though, the bullet splits and hits twice as many enemies.



* ''VideoGame/JediFallenOrder'': Cal can reflect blaster bolts or parry melee attacks if you press the block button just before the attack lands, although the timing is more generous than a single frame.
** The unlockable Precision Evade is this as well: a properly timed dodge slows down time and replenishes your Force meter; it's particularly useful against the red (unblockable) attacks.
* ''VideoGame/GearsOfWar'': The Active Reload mechanic allows you to reload your weapon much quicker if you hit the timer right. If you hit the very narrow white bar, you perform a Perfect Active Reload, and your next few shots will do more damage than normal. Meanwhile, if you whiff the timer, your gun jams and you spend ''longer'' fixing it than if you simply waited out the duration of the normal reload.
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** ''VideoGame/StreetFighter6'' may be the first example of a just-frame ChargeInputSpecial. If you time Guile's Sonic Boom and hold back for almost the exact amount of time to use the move, it gets a small boost.

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** * ''VideoGame/StreetFighter6'' may be the first example of a just-frame ChargeInputSpecial. If you time Guile's Sonic Boom and hold back for almost the exact amount of time to use the move, it gets a small boost.
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** ''VideoGame/StreetFighter6'' may be the first example of a just-frame ChargeInputSpecial. If you time Guile's Sonic Boom and hold back for almost the exact amount of time to use the move, it gets a small boost.
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** Dan's V-Trigger II, Tenchi Saikyo no Kata, gives him access [[KamehameHadoken Haten Gadoken]] and [[Shoryuken Goh Koryuken]], which are basically the {{EX|SpecialAttack}} versions of Gadoken and Koryuken, but at the expense of his V-Trigger gauge rather than his Critical Art gauge. If the player does the last directional input and a punch button within four frames of each other, Dan gets an even better version of these moves, with Haten Gadoken traveling farther and juggling his opponent, and Goh Koryuken coming out faster and with more invincibility.

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** Dan's V-Trigger II, Tenchi Saikyo no Kata, gives him access to [[KamehameHadoken Haten Gadoken]] and [[Shoryuken [[{{Shoryuken}} Goh Koryuken]], which are basically the {{EX|SpecialAttack}} versions of Gadoken and Koryuken, but at the expense of his V-Trigger gauge rather than his Critical Art gauge. If the player does the last directional input and a punch button within four frames of each other, Dan gets an even better version of these moves, with Haten Gadoken traveling farther and juggling his opponent, opponent on hit, and Goh Koryuken coming out faster and with more invincibility.
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** Dan's V-Trigger II, Tenchi Saikyo no Kata, gives him access [[KamehameHadoken Haten Gadoken]] and [[Shoryuken Goh Koryuken]], which are basically the {{EX|SpecialAttack}} versions of Gadoken and Koryuken, but at the expense of his V-Trigger gauge rather than his Critical Art gauge. If the player does the last directional input and a punch button within four frames of each other, Dan gets an even better version of these moves, with Haten Gadoken traveling farther and juggling his opponent, and Goh Koryuken coming out faster and with more invincibility.
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* ''VideoGame/CardShark'': A well-timed button press during a trick will earn a "Perfect" rating, reducing the opponent's suspicion meter.
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* ''VideoGame/CastleCrashers'': Simply holding the shield button allows you to block attacks just fine, but if you press the button ''after'' the enemy starts attacking but ''before'' the attack hits you, you will perform a ShieldBash that causes the enemy to bounce backwards.
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** The unlockable Precision Evade is this as well: a properly timed dodge slows down time and replenishes your Force meter; it's particularly useful against the red (unblockable) attacks.
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* ''VideoGame/SuperSmashBros'' has the perfect shield or [[FanNickname powershield]], present in every game except the first. If a player raises their shield up to four frames before an attack hits them, then they will not take shield damage or shieldstun from the attack. In competitive play, this is important to master because it allows players to drop their shield instantly and punish opponents that are still suffering lag. In ''Melee'', this technique could also reflect projectiles if used up to two frames before the hit, but ''Brawl'' and ''Smash 4'' changed this to only redirect them. ''Ultimate'' tweaked the mechanic so that it only triggers when the shield is released with proper timing.

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* ''VideoGame/SuperSmashBros'' has the perfect shield or [[FanNickname powershield]], shield, present in every game except the first. If a player raises their shield up to four frames before an attack hits them, then they will not take shield damage or shieldstun from the attack. In competitive play, this is important to master because it allows players to drop their shield instantly and punish opponents that are still suffering lag. In ''Melee'', this technique could also reflect projectiles if used up to two frames before the hit, but ''Brawl'' and ''Smash 4'' changed this to only redirect them. ''Ultimate'' tweaked the mechanic so that it only triggers when the shield is released with proper timing.
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* ''VideoGame/GearsOfWar'': The Active Reload mechanic allows you to reload your weapon much quicker if you hit the timer right. If you hit the very narrow white bar, you perform a Perfect Active Reload, and your next few shots will do more damage than normal. Meanwhile, if you whiff the timer, your gun jams and you spend ''longer'' fixing it than if you simply waited out the duration of the normal reload.

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Crosswicking/Updating DMC examples in the trope pages.


** The most common example having the player delay one attack somewhere in the basic combo, which completely changes the rest of the combo. ''VideoGame/DMCDevilMayCry'' helps players time the delay by having Dante's sword shine at the point the next attack should be.
** Some [[ChargedAttack charged attacks]] have a small window in which letting go of the attack button right as the attack hits max charge results in either a more powerful or faster attack, such as Dante's [[SwordBeam Drive]] or Vergil's [[RazorWind Judgement Cut]]. Judgement Cuts in particular have a punishingly tight timing, but they can be rapidly chained together with so much more power when done right that many consider them the cornerstones of Vergil's entire offense.
** [[VideoGame/DevilMayCry4 Nero]]'s optimal playstyle revolves entirely around this. Normally, the Red Queen's [[ManaMeter Exceed]] attacks need to be revved up, which is a lengthy process, but if the player presses the rev button at specific points in any attack, the Red Queen instantly gets one Exceed charge. One upgrade allows players to get all three Exceed charges at once, but has an even tighter timing window than the normal version.

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** The most common example having has the player delay one attack somewhere in the basic combo, which completely changes the rest of the combo. ''VideoGame/DMCDevilMayCry'' helps players time the delay by having Dante's sword shine at the point when the next attack should be.
be executed.
** Some [[ChargedAttack charged attacks]] {{Charged Attack}}s have a small window in which letting go of the attack button right as the attack hits max charge results in either a more powerful or faster attack, such as attack which is usually indicated by a distinct visual effect and/or audio cue. Examples include most of Dante's moves using the Gilgamesh in ''VideoGame/DevilMayCry4'', Dante's [[SwordBeam Drive]] or Vergil's [[RazorWind Judgement Cut]]. Judgement Cuts in particular have a punishingly tight timing, but they can be rapidly chained together with so much more power any attack for a devastating combo when done right that many consider right. It got to the point where a loading screen in the [[UpdatedRerelease Special Edition]] of ''VideoGame/DevilMayCry5'' mentions them as the cornerstones of Vergil's entire offense.
offense with the Yamato, and [[AscendedGlitch acknowledged the "just" frame tactic]] by introducing the more lenient ability to [[LagCancel cancel]] just about anything in Yamato's moveset with a Just Frame Judgement Cut (including Judgement Cut itself, up to three times) by charging one up and letting go of the melee button right when Vergil sheaths the Yamato at the end of an attack.
** [[VideoGame/DevilMayCry4 Nero]]'s Dante's Royalguard Style takes advantage of such proper timings when an opponent is about to hit him. The games even use the word "Royal" to identify the "Just"-Frame versions of its key moves; Royal Block nullifies all damage, while Royal Release is a stronger CounterAttack.
** Nero's
optimal playstyle revolves entirely around this. Normally, the Red Queen's [[ManaMeter [[EXSpecialAttack Exceed]] attacks need to be revved up, which is a lengthy process, but if the player presses the rev button at specific points in any attack, the Red Queen instantly gets one Exceed charge. One upgrade allows players to get all three Exceed charges at once, but has an even tighter timing window than the normal version.version.
** Perfectly-timed evasions can have some benefits. Jumping or dodging an enemy's attack just before it hits will boost your Style Points, often enough to raise your Stylish Rank by one level. In ''Devil May Cry 4'', one Secret Mission forces you to do this. In ''[=DmC=]: Devil May Cry'', the Demon Evade mechanic encourages this tactic as doing so will boost Dante's next attacks.
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* ''VideoGame/JediFallenOrder'': Cal can reflect blaster bolts or parry melee attacks if you press the block button just before the attack lands, although the timing is more generous than a single frame.
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* While playing Critical Mode in ''VideoGame/KingdomHeartsIII'' gives players the Critical Counter ability by default, which allows them to boost the power of a counterattack by blocking just before an attack lands.

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* While playing ''VideoGame/KingdomHeartsIII'': Critical Mode in ''VideoGame/KingdomHeartsIII'' gives players the Critical Counter ability by default, ability, which allows them to boost the power of a counterattack by blocking just before an attack lands.
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** Also in ''Ultimate'', [[VideoGame/{{Tekken}} Kazuya Mishima]]'s trademark Electric Wind God Fist is still intact, and it's every bit as hard as it is in his home game - do a Shoryuken input →↓↘ and press A two frames within the ↘ input. Unlike the original, EWGF inflicts a lot of HitStop rather than acting as a LauncherMove, giving Kazuya unique air combo opportunities.
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* While playing Critical Mode in ''VideoGame/KingdomHeartsIII'' you have the Critical Guard ability by default, which allows you to instantly block an attack by pressing guard just before an attack connects, and powers up your reprisals.

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* While playing Critical Mode in ''VideoGame/KingdomHeartsIII'' you have gives players the Critical Guard Counter ability by default, which allows you them to instantly block an attack boost the power of a counterattack by pressing guard blocking just before an attack connects, and powers up your reprisals.lands.
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** ''Xrd ~SIGN~'' introduces Ramlethal Valentine, who has this gimmick with her {{Shoryuken}} move Dauro. Much like [[VideoGame/{{Tekken}} the Mishima family's Electric Wind God Fist]], hitting the ↘ in the Shoryuken motion →↓↘ and the Punch button within three frames of each other nets the player a better version of Dauro that's indicated by Ramlethal flashing green and the move launching the opponent higher and doing more damage.

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** ''Xrd ~SIGN~'' introduces Ramlethal Valentine, who has this gimmick with her {{Shoryuken}} move Dauro. Much like [[VideoGame/{{Tekken}} the Mishima family's Electric Wind God God/Hook Fist]], hitting the ↘ in the Shoryuken motion →↓↘ and the Punch button within three frames of each other nets the player a better version of Dauro that's indicated by Ramlethal flashing green and the move launching the opponent higher and doing more damage.



** One of the most famous examples is the Electric Wind God Fist, usable by most Mishima-related characters (Kazuya, Heihachi and Jin just to name a few). That move alone became unpunishable if blocked, did massive damage, and juggled an opponent for extra damage. There are other abilities which are also frame perfect throughout the series as well.

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** One of the most famous examples is the Electric Wind God Fist, Fist/Hook Fist (for Jin), usable by most Mishima-related characters (Kazuya, Heihachi and Jin just to name a few). That move alone became unpunishable if blocked, did massive damage, and juggled an opponent for extra damage. There are other abilities which are also frame perfect throughout the series as well.
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* ''VideoGame/EternalRadiance'':
** Dodging an enemy attack with the correct timing gives Celeste a boost in speed and allows her to use Dash Charge to quickly close in on enemies or get behind them.
** Guarding with the correct timing and direction gives Celeste temporary guaranteed criticals. The "Reflect Projectiles" node allows her to [[ExactlyWhatItSaysOnTheTin reflect enemy projectiles]] with perfect guards.
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* The ''Franchise/{{Touhou}}'' games starting from ''Embodiment of Scarlet Devil'' feature a counterattack mechanic colloquially called [[https://en.touhouwiki.net/wiki/Deathbombing "Deathbombing"]], which involves the player hitting the Bomb key a few frames right after colliding with a bullet. The specifics vary from game to game, but it generally results in the PlayerCharacter avoiding death and retaliating with an improved Bomb attack.

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* The ''Franchise/{{Touhou}}'' ''Franchise/TouhouProject'' games starting from ''Embodiment of Scarlet Devil'' feature a counterattack mechanic colloquially called [[https://en.touhouwiki.net/wiki/Deathbombing "Deathbombing"]], which involves the player hitting the Bomb key a few frames right after colliding with a bullet. The specifics vary from game to game, but it generally results in the PlayerCharacter avoiding death and retaliating with an improved Bomb attack.

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new guilty gear x2 example and alphabetizing the page


* ''VideoGame/GuiltyGear'' ''Xrd ~SIGN~'' introduces Ramlethal Valentine, who has this gimmick with her {{Shoryuken}} move Dauro. Much like [[VideoGame/{{Tekken}} the Mishima family's Electric Wind God Fist]], hitting the ↘ in the Shoryuken motion →↓↘ and the Punch button within three frames of each other nets the player a better version of Dauro that's indicated by Ramlethal flashing green and the move launching the opponent higher and doing more damage.

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* ''VideoGame/GuiltyGear'' ''VideoGame/GuiltyGear'':
** The ''X2/XX'' series has the Forced Roman Cancel, a harder version of the game's universal LagCancel mechanic. It generally has a ridiculously small timing window (FRC-ing Sol's Gun Flame projectile is somewhere in the ballpark of ''three frames''), but its difficulty is offset by the benefits it gives -- namely, it costs half as much [[ManaMeter Tension]] as a normal Roman Cancel and it's often usable in situations where a Roman Cancel wouldn't normally be applicable, like projectiles or feinting certain special moves.
**
''Xrd ~SIGN~'' introduces Ramlethal Valentine, who has this gimmick with her {{Shoryuken}} move Dauro. Much like [[VideoGame/{{Tekken}} the Mishima family's Electric Wind God Fist]], hitting the ↘ in the Shoryuken motion →↓↘ and the Punch button within three frames of each other nets the player a better version of Dauro that's indicated by Ramlethal flashing green and the move launching the opponent higher and doing more damage.damage.
* ''VideoGame/PokkenTournament'' prominently features Just Frame inputs with comparable effects to their Tekken counterparts. Pikachu emulates the Electric Wind God Fist with similarly blue hit sparks, while most of the rest of the cast's attacks flash gold to indicate a Just Frame has occurred.



* As a derivative of the aforementioned ''Tekken'' franchise, VideoGame/PokkenTournament prominently features Just Frame inputs with comparable effects to their Tekken counterparts. Pikachu emulates the Electric Wind God Fist with similarly blue hit sparks, while most of the rest of the cast's attacks flash gold to indicate a Just Frame has occurred.

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* As a derivative of the aforementioned ''Tekken'' franchise, VideoGame/PokkenTournament prominently features Just Frame inputs with comparable effects to their Tekken counterparts. Pikachu emulates the Electric Wind God Fist with similarly blue hit sparks, while most of the rest of the cast's attacks flash gold to indicate a Just Frame has occurred.



* ''VideoGame/AstralChain'' has three:
** Perfect Dodge lets you enter BulletTime and let loose with a counterattack either alone or with a Legion if it has Perfect Dodge + Sync equipped.
** Perfect Call lets your Legion knock an enemy back if you call it right as an enemy attack is about to connect. The Axe Legion does so in the form of a direct parry. You can also counterattack if a Legion has Perfect Call + Sync equipped.
** Parry lets a Legion equipped with it counterattack if you push the left stick in the direction of an enemy attack.



* ''VideoGame/AstralChain'' has three:
** Perfect Dodge lets you enter BulletTime and let loose with a counterattack either alone or with a Legion if it has Perfect Dodge + Sync equipped.
** Perfect Call lets your Legion knock an enemy back if you call it right as an enemy attack is about to connect. The Axe Legion does so in the form of a direct parry. You can also counterattack if a Legion has Perfect Call + Sync equipped.
** Parry lets a Legion equipped with it counterattack if you push the left stick in the direction of an enemy attack.

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* ''VideoGame/AstralChain'' has three:
** Perfect Dodge lets you enter BulletTime and let loose with a counterattack either alone or with a Legion if it has Perfect Dodge + Sync equipped.
** Perfect Call lets your Legion knock an enemy back if you call it right as an enemy attack is about to connect. The Axe Legion does so in the form of a direct parry. You can also counterattack if a Legion has Perfect Call + Sync equipped.
** Parry lets a Legion equipped with it counterattack if you push the left stick in the direction of an enemy attack.



* ''VideoGame/AssassinsCreedOdyssey'' lets you block and parry indefinitely to negate any melee damage that comes your way (unless it's an UnblockableAttack of course). However, performing a Perfect Dodge right before a blow lands activates a few seconds of BulletTime during which you're free to move and attack without fear of retaliation. A handful of legendary items have unique perks that only trigger upon a Perfect Dodge, like the Pegasos Armor set tripling your follow-up strike's damage. Parrying incoming arrows hits something of a middle ground - it only works with the right timing, so holding down the parry button isn't an option, but there's no bonus to be gained with perfect timing.
* In ''VideoGame/CrossCode'', perfectly timing your block input will mean you take 0 damage from the attack you blocked, and you might stun the enemy if you get a perfect guard against certain attacks. The Focus stat and Royal Guard modifier both increase the timing window to get a perfect guard, and the Avenger modifier restores your SP faster when you achieve a perfect guard.



* While playing Critical Mode in ''VideoGame/KingdomHeartsIII'' you have the Critical Guard ability by default, which allows you to instantly block an attack by pressing guard just before an attack connects, and powers up your reprisals.
* Modern ''{{Franchise/Kirby}}'' games allow you to negate all ScratchDamage when blocking attacks by guarding just as an attack would hit. This is signified by a special sound effect that's different from the normal blocking sound effect. Notably, this mechanic is often never mentioned with ''VideoGame/TeamKirbyClashDeluxe'' being the exception.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has the aptly named Perfect Dodge and Perfect Guard. The Perfect Dodge lets Link enter BulletTime if he dodges an enemy attack at just the right moment and let loose with a barrage of attacks, whereas the Perfect Guard lets him stun an enemy long enough for him to counter or stamp any [[BossInMooksClothing Guardian]] blasts return-to-sender.
** ''VideoGame/HyruleWarriorsAgeOfCalamity'' keeps the Perfect Dodge and (for shield-using characters) Perfect Guard from ''Breath of the Wild''; in addition, [[spoiler:Sidon]] has this as his unique mechanic, wherein pressing ZR at the right time during his strong attacks powers them up. There's also [[spoiler:King Rhoam]], who can pull off two strong attacks if you manage to hit ZR when the game prompts you to.



* Keeping true to the combat system's Fighting Game Roots, ''VideoGame/TalesOfTheRays'' has these. If you input the next Arte in your chain at the right moment, which is just as the previous arte ends, the game displays the word "Just!" at the bottom of the screen. If said Arte is an attack and it connects with an enemy cleanly (i.e. they do not block and their [[ImmuneToFlinching Iron Stance]] is broken) it will also show how much bonus meter you get, which lets you use your [[LimitBreak Mirrage Artes]] faster. The bonus given depends on how high your chain went, how many Just Inputs you got in a row, and how many enemies your attack hit. However, if you do not have enough Chain Capacity to cover the full cost of your next arte, you will not be able to get this bonus.



* Modern ''{{Franchise/Kirby}}'' games allow you to negate all ScratchDamage when blocking attacks by guarding just as an attack would hit. This is signified by a special sound effect that's different from the normal blocking sound effect. Notably, this mechanic is often never mentioned with ''VideoGame/TeamKirbyClashDeluxe'' being the exception.
* While playing Critical Mode in ''VideoGame/KingdomHeartsIII'' you have the Critical Guard ability by default, which allows you to instantly block an attack by pressing guard just before an attack connects, and powers up your reprisals.
* Keeping true to the combat system's Fighting Game Roots, ''VideoGame/TalesOfTheRays'' has these. If you input the next Arte in your chain at the right moment, which is just as the previous arte ends, the game displays the word "Just!" at the bottom of the screen. If said Arte is an attack and it connects with an enemy cleanly (i.e. they do not block and their [[ImmuneToFlinching Iron Stance]] is broken) it will also show how much bonus meter you get, which lets you use your [[LimitBreak Mirrage Artes]] faster. The bonus given depends on how high your chain went, how many Just Inputs you got in a row, and how many enemies your attack hit. However, if you do not have enough Chain Capacity to cover the full cost of your next arte, you will not be able to get this bonus.
* ''VideoGame/AssassinsCreedOdyssey'' lets you block and parry indefinitely to negate any melee damage that comes your way (unless it's an UnblockableAttack of course). However, performing a Perfect Dodge right before a blow lands activates a few seconds of BulletTime during which you're free to move and attack without fear of retaliation. A handful of legendary items have unique perks that only trigger upon a Perfect Dodge, like the Pegasos Armor set tripling your follow-up strike's damage. Parrying incoming arrows hits something of a middle ground - it only works with the right timing, so holding down the parry button isn't an option, but there's no bonus to be gained with perfect timing.
* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has the aptly named Perfect Dodge and Perfect Guard. The Perfect Dodge lets Link enter BulletTime if he dodges an enemy attack at just the right moment and let loose with a barrage of attacks, whereas the Perfect Guard lets him stun an enemy long enough for him to counter or stamp any [[BossInMooksClothing Guardian]] blasts return-to-sender.
* ''VideoGame/HyruleWarriorsAgeOfCalamity'' keeps the Perfect Dodge and (for shield-using characters) Perfect Guard from ''Breath of the Wild''; in addition, [[spoiler:Sidon]] has this as his unique mechanic, wherein pressing ZR at the right time during his strong attacks powers them up. There's also [[spoiler:King Rhoam]], who can pull off two strong attacks if you manage to hit ZR when the game prompts you to.
* In ''VideoGame/CrossCode'', perfectly timing your block input will mean you take 0 damage from the attack you blocked, and you might stun the enemy if you get a perfect guard against certain attacks. The Focus stat and Royal Guard modifier both increase the timing window to get a perfect guard, and the Avenger modifier restores your SP faster when you achieve a perfect guard.
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** Some [[ChargedAttack charged attacks]] have a small window in which letting go of the attack button right as the attack hits max charge results in either a more powerful or faster attack, such as Dante's [[SwordBeam Drive]] or Vergil's [[RazorWind Judgement Cut]].

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** Some [[ChargedAttack charged attacks]] have a small window in which letting go of the attack button right as the attack hits max charge results in either a more powerful or faster attack, such as Dante's [[SwordBeam Drive]] or Vergil's [[RazorWind Judgement Cut]]. Judgement Cuts in particular have a punishingly tight timing, but they can be rapidly chained together with so much more power when done right that many consider them the cornerstones of Vergil's entire offense.
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* ''VideoGame/HyruleWarriorsAgeOfCalamity'' keeps the Perfect Dodge and (for shield-using characters) Perfect Guard from ''Breath of the Wild''; in addition, [[spoiler:Sidon]] has this as his unique mechanic, wherein pressing ZR at the right time during his strong attacks powers them up. There's also [[spoiler:King Rhoam]], who can pull off two strong attacks if you manage to hit ZR when the game prompts you to to pull off two strong attacks and [[StanceSystem swap stances]] in one move.

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* ''VideoGame/HyruleWarriorsAgeOfCalamity'' keeps the Perfect Dodge and (for shield-using characters) Perfect Guard from ''Breath of the Wild''; in addition, [[spoiler:Sidon]] has this as his unique mechanic, wherein pressing ZR at the right time during his strong attacks powers them up. There's also [[spoiler:King Rhoam]], who can pull off two strong attacks if you manage to hit ZR when the game prompts you to to pull off two strong attacks and [[StanceSystem swap stances]] in one move.to.
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* ''VideoGame/HyruleWarriorsAgeOfCalamity'' keeps the Perfect Dodge and (for shield-using characters) Perfect Guard from ''Breath of the Wild''; in addition, [[spoiler:Sidon]] has this as his unique mechanic, wherein pressing ZR at the right time during his strong attacks powers them up.

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* ''VideoGame/HyruleWarriorsAgeOfCalamity'' keeps the Perfect Dodge and (for shield-using characters) Perfect Guard from ''Breath of the Wild''; in addition, [[spoiler:Sidon]] has this as his unique mechanic, wherein pressing ZR at the right time during his strong attacks powers them up. There's also [[spoiler:King Rhoam]], who can pull off two strong attacks if you manage to hit ZR when the game prompts you to to pull off two strong attacks and [[StanceSystem swap stances]] in one move.

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* Modern ''{{Franchise/Kirby}}'' allow you to negate all ScratchDamage when blocking attacks but guarding just as an attack would hit. This is signified by a special sound effect that's different from the normal blocking sound effect. Notably, this mechanic is often never mentioned with ''VideoGame/TeamKirbyClashDeluxe'' being the exception.
* While playing Critical Mode in ''VideoGame/KingdomHeartsIII'' you have the Critical Guard ability by default, which allows you to instantly block an attack by pressing guard just before an attack connects, and powers up your reprisals. this ability is unavailable on lower difficulties.

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* Modern ''{{Franchise/Kirby}}'' games allow you to negate all ScratchDamage when blocking attacks but by guarding just as an attack would hit. This is signified by a special sound effect that's different from the normal blocking sound effect. Notably, this mechanic is often never mentioned with ''VideoGame/TeamKirbyClashDeluxe'' being the exception.
* While playing Critical Mode in ''VideoGame/KingdomHeartsIII'' you have the Critical Guard ability by default, which allows you to instantly block an attack by pressing guard just before an attack connects, and powers up your reprisals. this ability is unavailable on lower difficulties.


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* ''VideoGame/HyruleWarriorsAgeOfCalamity'' keeps the Perfect Dodge and (for shield-using characters) Perfect Guard from ''Breath of the Wild''; in addition, [[spoiler:Sidon]] has this as his unique mechanic, wherein pressing ZR at the right time during his strong attacks powers them up.
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* The ''Franchise/{{Touhou}}'' games starting from ''Embodiment of Scarlet Devil'' feature a counterattack mechanic colloquially called [[https://en.touhouwiki.net/wiki/Deathbombing "Deathbombing"]], which involves the player hitting the Bomb key a few frames right after colliding with a bullet. The specifics vary from game to game, but it generally results in the PlayerCharacter avoiding death and retaliating with an improved Bomb attack.

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