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* Page image above: Same for bladed weapons in ''VideoGame/SuperSmashBrosMelee'' and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''. The [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 3DS and Wii U games]] do this for ''all'' swinging-type attacks, which is intended to [[HitboxDissonance make their effective ranges obvious]].

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* Page image above: Same for bladed Bladed weapons in ''VideoGame/SuperSmashBrosMelee'' and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''.Brawl]]'' do this. The [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 3DS and Wii U games]] do this for ''all'' swinging-type attacks, which is intended to [[HitboxDissonance make their effective ranges obvious]].
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* ''LightNovel/SwordArtOnline'': In book 13, ''Alicization Dividing'', Knight Commander [[spoiler:Bercouli]] Synthesis One can {{Invoke|d}} this with the [[SecretArt Perfect Weapon Control Art]] of his sword "Timepiercer" - each moment of his sword swings is stretched a little into the future, causing the weapon to leave a trail behind it which carries the full strength of his attacks. He claims that the reason so many of his subordinates have Control Arts which extend their weapon's attack range in [[VariableLengthChain some]] [[SwordBeam way]] is probably because they were afraid of facing this technique [[spoiler:and its LimitBreak version, which causes the trail to extend into ''the past'']] in melee.

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* ''LightNovel/SwordArtOnline'': ''Literature/SwordArtOnline'': In book 13, ''Alicization Dividing'', Knight Commander [[spoiler:Bercouli]] Synthesis One can {{Invoke|d}} this with the [[SecretArt Perfect Weapon Control Art]] of his sword "Timepiercer" - each moment of his sword swings is stretched a little into the future, causing the weapon to leave a trail behind it which carries the full strength of his attacks. He claims that the reason so many of his subordinates have Control Arts which extend their weapon's attack range in [[VariableLengthChain some]] [[SwordBeam way]] is probably because they were afraid of facing this technique [[spoiler:and its LimitBreak version, which causes the trail to extend into ''the past'']] in melee.
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* Used in the [[TheFilmOfTheBook film adaptations]] of ''LightNovel/TheGardenOfSinners'' to illustrate the speed of the protagonist's knife attacks, but done sparingly, unlike AudibleSharpness.

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* Used in the [[TheFilmOfTheBook film adaptations]] of ''LightNovel/TheGardenOfSinners'' ''Literature/TheGardenOfSinners'' to illustrate the speed of the protagonist's knife attacks, but done sparingly, unlike AudibleSharpness.
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* In ''VisualNovel/FateStayNight'' and ''LightNovel/FateZero'', Saber's sword has the special property "Invisible Air" that warps the air around it, making it invisible, so it can only be seen by the SwordLines it makes.

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* In ''VisualNovel/FateStayNight'' and ''LightNovel/FateZero'', ''Literature/FateZero'', Saber's sword has the special property "Invisible Air" that warps the air around it, making it invisible, so it can only be seen by the SwordLines it makes.
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Arguably TruthInTelevision: Due to persistence of vision, after a sword is swung you can often see an arc.

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Arguably TruthInTelevision: Due to persistence of vision, after a sword is swung you can often see an arc.
arc. It may depend on the lighting around you, though.
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* ''VideoGame/BeyondSunset'' gives your trusty katana red swordlines after an upgrade that makes it twice as sharp.

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* ''Manga/DeathNote'' does this one with ''[[MundaneMadeAwesome pens.]]''



* ''Manga/DeathNote'' does this one with ''[[MundaneMadeAwesome pens.]]''



* ''VideoGame/BladedFury'' grants your WarriorPrincess heroine enchanted weapons after the first few levels. They leave behind solid blue curves with each slash.
* The Cyborg Ninja's High Frequency Blade in ''VideoGame/MetalGearSolid'' (and VideoGame/MetalGearAcid) tend to leave a sword trail.

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* In ''VideoGame/AmericanMcGeesAlice'', the Vorpal Blade leaves noticeable trail whenever it moves, even if Alice as much as runs with it.
* Ezio's blades in ''VideoGame/AssassinsCreedII'' have the "line coming only from the tip because the blades are relatively slender" variant. There's a digitized aspect to the lines, which makes sense as all of Ezio's sequences take place in the Animus 2.0.
* ''VideoGame/BattleForWesnoth'' uses these.
* ''VideoGame/BladedFury'' grants your WarriorPrincess heroine enchanted weapons after the first few levels. They leave behind solid blue curves with each slash.
slash.
* A bizarre variant occurs in ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'''s Sister mode. When using Stella, she hardly ever visibly swings her sword, but sword lines still appear and slice enemies.
* ''VideoGame/CastlevaniaSymphonyOfTheNight''. One sword's line even has the word "verboten" written on it.
* The Cyborg Ninja's High Frequency Gold Tracer in ''VideoGame/DarkSouls'' is the only weapon in the game with this sort of effect. This is built into the lore, as Lord's Blade Ciaran would swing it around to draw her target's attention to the blade, then land a killing blow with her more subtle [[PoisonedWeapon Silver Tracer]].
* Seen early on
in ''VideoGame/MetalGearSolid'' (and VideoGame/MetalGearAcid) tend to leave a sword trail.''VideoGame/DarkVengeance''



* Especially prevalent in ''VideoGame/DissidiaFinalFantasy'', where pretty much every character with a sword gets this effect one way or another. Kain also gets ''spear lines''.



* In ''VideoGame/FinalFantasyVII'', Sephiroth embodies this to a T. Even when he hasn't even swung it in a certain place, LINES STILL APPEAR. Now THAT is skill. The same thing goes for his attacks in ''Dissidia: Final Fantasy'', primarily his Octaslash.
* This is ''all'' you see of your blade in ''VideoGame/FruitNinja''. You can even unlock trails with different colors and effects.
* Notably [[AvertedTrope averted]] in ''VideoGame/GhostOfTsushima'', but the effect is still maintained by having ''blood'' follow the swipe of a sword.
* Just about every weapon from the ''VideoGame/GodOfWar'' series has this, but the main offenders are the Blades Of Chaos/Athena/Exile, which start out with a small yellow-y trail a la the first kind, then get more spectacular (and [[TurnsRed more red]]) as they gain levels. By the final form, you're tossing around a rock concert's worth of glowy-ness. {{Justified|Trope}}, as all three kinds of blades are magic, are wreathed in magical flame-energy stuff when being used, and the chains attached to them heat up and glow, leaving behind the trail.
* Some melee weapons in ''VideoGame/Left4Dead2'' do this, so that the animation is noticeable to the player while realistically fast.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Link's swords leave a trail that persist for a second or two after it has been swung. There are Gameshark codes for the game that allow complete customization of the sword lines, from the color to the persistence.
** ''VideoGame/TheLegendOfZeldaMajorasMask'': In addition to retaining this effect to Link's sword, the game also shows it to Odolwa's and the Garos'. It's not necessary for Garo Master, however, because he uses {{Flaming Sword}}s.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Befitting the game's art style and engine, Link's sword shows CelShaded sword lines, which look exactly like on the concept-art.
* ''VideoGame/LostSoulAside'': Gameplay trailer shows that sword wielded by Kazer leaves a blue afterglow whenever it's swung.
* In ''VideoGame/MapleStory'', many of the classes that rely on swinging attacks will have sword lines of varying colors. Maxing out a Weapon Mastery skill changes the colour of the character's SwordLines to red for that kind of weapon.
** Several of the ranged classes also have colored projectile lines accompanying their skill as well, such as some of the archer skills that leave a visible colored trail behind the arrow after firing it.
* Zero in the ''VideoGame/MegaManX'' and ''VideoGame/MegaManZero'' series. His [[LaserBlade Z-Saber]] swings drew bright green arcs or sometimes exploded.
* The Cyborg Ninja's High Frequency Blade in ''VideoGame/MetalGearSolid'' (and VideoGame/MetalGearAcid) tend to leave a sword trail.
* ''VideoGame/MoonCrystal'' has it with the sword weapon you can have.



* ''VideoGame/NoMoreHeroes'': The Beam Katanas have this effect. But even Shinobu's sword leaves trails, and it's metal. It's assumed that all weapons are somehow beam-edged, so that they can block other beam-edged weapons. This includes: [[spoiler: Jeane's legs]].
* Sometimes used for rather strange things, like kicks and punches in ''VideoGame/{{Oni}}'', or snowboarding trick {{Combos}} in ''1080''.
* In ''VideoGame/RagnarokOnline'', the Sorcerer skill Striking makes your weapon do this with red lines.
* The Omniwrenches in ''Franchise/RatchetAndClank'' have this when swung. They notably evolve in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' as the player upgrades their armour, gradually becoming more fire-like to indicate increased damage.
* They turn different colors depending on damage in ''VideoGame/{{Rune}}''
* ''VideoGame/SamuraiShodown'' goes here as well. Charlotte's version with her rapier treads into RazorWind territory, at least in the first games: the 'lines' drawn by her sword remain lethal even well past when they were 'drawn' by the tip of her sword.
* ''VideoGame/SamuraiWayOfTheWarrior'' allows your protagonist's katana to leave behind transparent lines with each swing, compared to mooks who don't. Meanwhile if you score a killing blow that ''[[HalfTheManHeUsedToBe bisects]]'' a mook, your sword-lines would turn ''red''.
* ''VideoGame/SengokuBasara'' does this all the time, making for very flashy and colorful combat. Sometimes more justified than others.
* In ''VideoGame/SeveranceBladeOfDarkness'', special attacks are highlighted by a yellow trail behind the sword, and weapon-specials - with a red trail.



* The cipher in ''VideoGame/{{Strider}}'' fills a sizable chunk of the screen with a crescent of light.



* ''VideoGame/SamuraiShodown'' goes here as well. Charlotte's version with her rapier treads into RazorWind territory, at least in the first games: the 'lines' drawn by her sword remain lethal even well past when they were 'drawn' by the tip of her sword.
* ''VideoGame/SamuraiWayOfTheWarrior'' allows your protagonist's katana to leave behind transparent lines with each swing, compared to mooks who don't. Meanwhile if you score a killing blow that ''[[HalfTheManHeUsedToBe bisects]]'' a mook, your sword-lines would turn ''red''.
* ''VideoGame/BattleForWesnoth'' uses these.
* They turn different colors depending on damage in ''VideoGame/{{Rune}}''
* Seen early on in ''VideoGame/DarkVengeance''
* The cipher in ''VideoGame/{{Strider}}'' fills a sizable chunk of the screen with a crescent of light.
* ''VideoGame/CastlevaniaSymphonyOfTheNight''. One sword's line even has the word "verboten" written on it.
* A bizarre variant occurs in ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'''s Sister mode. When using Stella, she hardly ever visibly swings her sword, but sword lines still appear and slice enemies.
* Zero in the ''VideoGame/MegaManX'' and ''VideoGame/MegaManZero'' series. His [[LaserBlade Z-Saber]] swings drew bright green arcs or sometimes exploded.
* ''VideoGame/NoMoreHeroes'': The Beam Katanas have this effect. But even Shinobu's sword leaves trails, and it's metal. It's assumed that all weapons are somehow beam-edged, so that they can block other beam-edged weapons. This includes: [[spoiler: Jeane's legs]].
* Sometimes used for rather strange things, like kicks and punches in ''VideoGame/{{Oni}}'', or snowboarding trick {{Combos}} in ''1080''.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Link's swords leave a trail that persist for a second or two after it has been swung. There are Gameshark codes for the game that allow complete customization of the sword lines, from the color to the persistence.
** ''VideoGame/TheLegendOfZeldaMajorasMask'': In addition to retaining this effect to Link's sword, the game also shows it to Odolwa's and the Garos'. It's not necessary for Garo Master, however, because he uses {{Flaming Sword}}s.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Befitting the game's art style and engine, Link's sword shows CelShaded sword lines, which look exactly like on the concept-art.
* In ''VideoGame/FinalFantasyVII'', Sephiroth embodies this to a T. Even when he hasn't even swung it in a certain place, LINES STILL APPEAR. Now THAT is skill. The same thing goes for his attacks in ''Dissidia: Final Fantasy'', primarily his Octaslash.
* Various melee pins function with this in mind in ''VideoGame/TheWorldEndsWithYou'', with the [[BladeSpam Shockwave]] psych being a standout example.

to:

* ''VideoGame/SamuraiShodown'' goes here as well. Charlotte's version with her rapier treads into RazorWind territory, at least ''Franchise/TouhouProject'' has a few examples, despite being a BulletHell {{Shmup}}: Konngara and Meira in the first games: the 'lines' drawn by her two games would use their sword remain lethal even well past when they were 'drawn' by the tip of her sword.
* ''VideoGame/SamuraiWayOfTheWarrior'' allows your protagonist's katana
to leave behind transparent lines with each swing, compared to mooks who don't. Meanwhile if you score a killing blow that ''[[HalfTheManHeUsedToBe bisects]]'' a mook, your sword-lines would turn ''red''.
* ''VideoGame/BattleForWesnoth'' uses these.
* They turn different colors depending on damage in ''VideoGame/{{Rune}}''
* Seen early on in ''VideoGame/DarkVengeance''
* The cipher in ''VideoGame/{{Strider}}'' fills a sizable chunk of the screen with a crescent of light.
* ''VideoGame/CastlevaniaSymphonyOfTheNight''. One sword's line even has the word "verboten" written on it.
* A bizarre variant occurs in ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'''s Sister mode. When using Stella, she hardly ever visibly swings her sword, but sword lines still appear and slice enemies.
* Zero in the ''VideoGame/MegaManX'' and ''VideoGame/MegaManZero'' series. His [[LaserBlade Z-Saber]] swings drew bright green arcs or sometimes exploded.
* ''VideoGame/NoMoreHeroes'': The Beam Katanas have this effect. But even Shinobu's sword leaves trails, and it's metal. It's assumed that all weapons are somehow beam-edged, so that they can block other beam-edged weapons. This includes: [[spoiler: Jeane's legs]].
* Sometimes used for rather strange things, like kicks and punches in ''VideoGame/{{Oni}}'', or snowboarding trick {{Combos}} in ''1080''.
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Link's swords leave a trail that persist for a second or two after it has been swung. There are Gameshark codes for the game that allow complete customization of the sword lines, from the color to the persistence.
** ''VideoGame/TheLegendOfZeldaMajorasMask'': In addition to retaining this effect to Link's sword, the game also shows it to Odolwa's and the Garos'. It's not necessary for Garo Master, however, because he uses {{Flaming Sword}}s.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Befitting the game's art style and engine, Link's sword shows CelShaded sword
draw lines, which look exactly like on dissolve into bullets a bit later. Youmu, from rather later in the concept-art.
* In ''VideoGame/FinalFantasyVII'', Sephiroth embodies this to a T. Even when he hasn't even swung it
series, did something kind of similar; her spellcards generally resulted in a certain place, LINES STILL APPEAR. Now THAT is skill. The Sword Lines (which could last for quite some time...) and bullets coming from roughly the same thing goes for his attacks in ''Dissidia: Final Fantasy'', primarily his Octaslash.
* Various melee pins function with this in mind in ''VideoGame/TheWorldEndsWithYou'', with the [[BladeSpam Shockwave]] psych being a standout example.
area.



* Various melee pins function with this in mind in ''VideoGame/TheWorldEndsWithYou'', with the [[BladeSpam Shockwave]] psych being a standout example.



* Especially prevalent in ''VideoGame/DissidiaFinalFantasy'', where pretty much every character with a sword gets this effect one way or another. Kain also gets ''spear lines''.
* Ezio's blades in ''VideoGame/AssassinsCreedII'' have the "line coming only from the tip because the blades are relatively slender" variant. There's a digitized aspect to the lines, which makes sense as all of Ezio's sequences take place in the Animus 2.0.
* Some melee weapons in ''VideoGame/Left4Dead2'' do this, so that the animation is noticeable to the player while realistically fast.
* In ''VideoGame/MapleStory'', many of the classes that rely on swinging attacks will have sword lines of varying colors. Maxing out a Weapon Mastery skill changes the colour of the character's SwordLines to red for that kind of weapon.
** Several of the ranged classes also have colored projectile lines accompanying their skill as well, such as some of the archer skills that leave a visible colored trail behind the arrow after firing it.
* ''Franchise/TouhouProject'' has a few examples, despite being a BulletHell {{Shmup}}: Konngara and Meira in the first two games would use their sword to draw lines, which dissolve into bullets a bit later. Youmu, from rather later in the series, did something kind of similar; her spellcards generally resulted in Sword Lines (which could last for quite some time...) and bullets coming from roughly the same area.
* Just about every weapon from the ''VideoGame/GodOfWar'' series has this, but the main offenders are the Blades Of Chaos/Athena/Exile, which start out with a small yellow-y trail a la the first kind, then get more spectacular (and [[TurnsRed more red]]) as they gain levels. By the final form, you're tossing around a rock concert's worth of glowy-ness. {{Justified|Trope}}, as all three kinds of blades are magic, are wreathed in magical flame-energy stuff when being used, and the chains attached to them heat up and glow, leaving behind the trail.
* In ''VideoGame/RagnarokOnline'', the Sorcerer skill Striking makes your weapon do this with red lines.
* ''VideoGame/MoonCrystal'' has it with the sword weapon you can have.
* ''VideoGame/SengokuBasara'' does this all the time, making for very flashy and colorful combat. Sometimes more justified than others.
* In ''VideoGame/AmericanMcGeesAlice'', the Vorpal Blade leaves noticeable trail whenever it moves, even if Alice as much as runs with it.
* In ''VideoGame/SeveranceBladeOfDarkness'', special attacks are highlighted by a yellow trail behind the sword, and weapon-specials - with a red trail.
* This is ''all'' you see of your blade in ''VideoGame/FruitNinja''. You can even unlock trails with different colors and effects.
* The Gold Tracer in ''VideoGame/DarkSouls'' is the only weapon in the game with this sort of effect. This is built into the lore, as Lord's Blade Ciaran would swing it around to draw her target's attention to the blade, then land a killing blow with her more subtle [[PoisonedWeapon Silver Tracer]].
* The Omniwrenches in ''Franchise/RatchetAndClank'' have this when swung. They notably evolve in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' as the player upgrades their armour, gradually becoming more fire-like to indicate increased damage.
* Notably [[AvertedTrope averted]] in ''VideoGame/GhostOfTsushima'', but the effect is still maintained by having ''blood'' follow the swipe of a sword.
* ''VideoGame/LostSoulAside'': Gameplay trailer shows that sword wielded by Kazer leaves a blue afterglow whenever it's swung.



* Most weapon attacks in ''Webcomic/TheOrderOfTheStick'' are depicted with these.



* In ''Webcomic/DominicDeegan'' the title character learns to use these as a focus for his second sight in order to bypass scrying wards.
* In ''Webcomic/ElGoonishShive'', these are sometimes used to depict a particularly fast swing of a sword.



* In ''Webcomic/DominicDeegan'' the title character learns to use these as a focus for his second sight in order to bypass scrying wards.
* In ''Webcomic/ElGoonishShive'', these are sometimes used to depict a particularly fast swing of a sword.

to:

* In ''Webcomic/DominicDeegan'' the title character learns to use these as a focus for his second sight Most weapon attacks in order to bypass scrying wards.
* In ''Webcomic/ElGoonishShive'', these
''Webcomic/TheOrderOfTheStick'' are sometimes used to depict a particularly fast swing of a sword. depicted with these.
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Added DiffLines:

* ''VideoGame/BladedFury'' grants your WarriorPrincess heroine enchanted weapons after the first few levels. They leave behind solid blue curves with each slash.
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There is to be no dedicated Light Novel folder or subpage on trope pages.


[[folder:Light Novels]]

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[[folder:Light Novels]][[folder:Literature]]
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* ''VideoGame/NanoBreaker'' allows both the hero, Jake and his nemesis Keith to leave behind stylish lines with each swing, owing to their [[LaserSword plasma sabers]]. In typical GoodColorsEvilColors fashion, Jake's sword emits blue lines while Keith's leave behind magenta.
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Added DiffLines:

* ''VideoGame/SamuraiWayOfTheWarrior'' allows your protagonist's katana to leave behind transparent lines with each swing, compared to mooks who don't. Meanwhile if you score a killing blow that ''[[HalfTheManHeUsedToBe bisects]]'' a mook, your sword-lines would turn ''red''.
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A form of MotionBlur. Compare with SwordSparks. See also SwordBeam, in which the lines are turned into a deadly ranged attack. For ''guns'' that have this effect, see EveryBulletIsATracer. For when ''only'' the sword lines are shown in a possible GoryDiscretionShot, see TheHitFlash.

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A form of MotionBlur. Compare with SwordSparks. See also SwordBeam, in which the lines are turned into a deadly ranged attack. For ''guns'' that have this effect, see EveryBulletIsATracer. For when ''only'' the sword lines are shown in a possible GoryDiscretionShot, see TheHitFlash.
HitFlash.
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Added DiffLines:

* ''Webcomic/{{Unsounded}}'': The arc of sword swings are drawn in, with pymaricly enhanced swords having glowing colors. This helps illustrate what is going on during fights and makes the action clear.
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* The Gold Tracer in ''VideoGame/DarkSouls'' is the only weapon in the game with this sort of effect. This is intended, as it's used mesmerize the opponent as you stab them with the more discrete and venomous Dark Silver Tracer.

to:

* The Gold Tracer in ''VideoGame/DarkSouls'' is the only weapon in the game with this sort of effect. This is intended, as it's used mesmerize built into the opponent lore, as you stab them Lord's Blade Ciaran would swing it around to draw her target's attention to the blade, then land a killing blow with the her more discrete and venomous Dark subtle [[PoisonedWeapon Silver Tracer.Tracer]].

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** A bizarre variant occurs in ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'''s Sister mode. When using Stella, she hardly ever visibly swings her sword, but sword lines still appear and slice enemies.

to:

** * A bizarre variant occurs in ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'''s Sister mode. When using Stella, she hardly ever visibly swings her sword, but sword lines still appear and slice enemies.



* The Beam Katanas from ''VideoGame/NoMoreHeroes''. But then, even Shinobu's sword leaves trails, and it's metal.
** It's assumed that all weapons are somehow beam-edged, so that they can block other beam-edged weapons. This includes: [[spoiler: Jeane's legs]]

to:

* ''VideoGame/NoMoreHeroes'': The Beam Katanas from ''VideoGame/NoMoreHeroes''. have this effect. But then, even Shinobu's sword leaves trails, and it's metal.
**
metal. It's assumed that all weapons are somehow beam-edged, so that they can block other beam-edged weapons. This includes: [[spoiler: Jeane's legs]]legs]].



* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask'' both have Link's swords leaving a trail that persist for a second or two after it has been swung.
** There are Gameshark codes for ''Ocarina'' that allow complete customization of the sword lines, from the color to the persistence.
** ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' uses SwordLines. CelShaded ones, which look exactly like on the concept-art.

to:

* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask'' both have ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
Link's swords leaving leave a trail that persist for a second or two after it has been swung.
**
swung. There are Gameshark codes for ''Ocarina'' the game that allow complete customization of the sword lines, from the color to the persistence.
** ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' ''VideoGame/TheLegendOfZeldaMajorasMask'': In addition to retaining this effect to Link's sword, the game also shows it to Odolwa's and the Garos'. It's not necessary for Garo Master, however, because he uses SwordLines. {{Flaming Sword}}s.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Befitting the game's art style and engine, Link's sword shows
CelShaded ones, sword lines, which look exactly like on the concept-art.



** He did swing there. You just didn't see it.
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[[quoteright:350:[[VideoGame/SuperSmashBros https://static.tvtropes.org/pmwiki/pub/images/4f39814c06b61245e62d5783bfbb4842.jpg]]]]

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[[quoteright:350:[[VideoGame/SuperSmashBros [[quoteright:350:[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU https://static.tvtropes.org/pmwiki/pub/images/4f39814c06b61245e62d5783bfbb4842.jpg]]]]
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Fixed some links


* In the VideoGame/DynastyWarriors franchise, several games implement colored sword lines to visually depict the hitbox of each attack, as well as for visual effect. In certain games, they also serve to visualize what kind of buff/status/elemental effect the player character is currently using.
** In the [[VideoGame/BerserkAndTheBandOfTheHawk Berserk collaboration title]], all swinging-type attacks are accompanied with white-ish sword lines. Some characters, like Guts, will have their attacks accompanied by a bloody sword trail instead.
** VideoGame/SamuraiWarriors started doing this in the 4th main iteration to visualize hitboxes, adding dark-purple sword trails to all swinging attacks, even for non-bladed weapons. The sword lines are also sometimes accompanied with various elemental effects, to indicate which element is being applied in that particular attack.
** The VideoGame/OnePiece:PirateWarriors series also uses sword lines to help visualize the hitbox for each attack. The color and appearance may be different depending on the character, with the default being a white-ish slashing effect.
** [[VideoGame/MusouStars Warriors All-Stars]] uses colored sword lines for all swinging attacks as well, even for non-bladed weapons such as fists and staffs. The color of the sword lines vary depending on the character; for example Lu Bu's attacks are accompanied by dark red sword lines to reflect his attire and [[RedandBlackandEvilAllOver personality]]. Sword lines in this game can also change color depending if the player character receives an elemental buff or not.
** The 9th main iteration, Dynasty Warriors 9, adds colorless sword lines for all swinging attacks. The lines themselves are visualized by the air becoming distorted following the swing of the weapon, depicting the weapon's trail in a more realistic manner. Attacks enhanced by an element will be accompanied with sword lines of that element. All swinging-type Musou attacks will have blue fiery sword lines in the startup animation.
* Fate/Extella: The Umbral Star adds sword lines to all playable characters' attacks, bladed or not. The color and appearance of the trails depend on the character.

to:

* In the VideoGame/DynastyWarriors ''VideoGame/DynastyWarriors'' franchise, several games implement colored sword lines to visually depict the hitbox of each attack, as well as for visual effect. In certain games, they also serve to visualize what kind of buff/status/elemental effect the player character is currently using.
** In the [[VideoGame/BerserkAndTheBandOfTheHawk Berserk ''Berserk'' collaboration title]], all swinging-type attacks are accompanied with white-ish sword lines. Some characters, like Guts, will have their attacks accompanied by a bloody sword trail instead.
** VideoGame/SamuraiWarriors ''VideoGame/SamuraiWarriors'' started doing this in the 4th main iteration to visualize hitboxes, adding dark-purple sword trails to all swinging attacks, even for non-bladed weapons. The sword lines are also sometimes accompanied with various elemental effects, to indicate which element is being applied in that particular attack.
** The VideoGame/OnePiece:PirateWarriors ''VideoGame/OnePiecePirateWarriors'' series also uses sword lines to help visualize the hitbox for each attack. The color and appearance may be different depending on the character, with the default being a white-ish slashing effect.
** [[VideoGame/MusouStars ''[[VideoGame/MusouStars Warriors All-Stars]] All-Stars]]'' uses colored sword lines for all swinging attacks as well, even for non-bladed weapons such as fists and staffs. The color of the sword lines vary depending on the character; for example Lu Bu's attacks are accompanied by dark red sword lines to reflect his attire and [[RedandBlackandEvilAllOver personality]]. Sword lines in this game can also change color depending if the player character receives an elemental buff or not.
** The 9th main iteration, Dynasty ''Dynasty Warriors 9, 9'', adds colorless sword lines for all swinging attacks. The lines themselves are visualized by the air becoming distorted following the swing of the weapon, depicting the weapon's trail in a more realistic manner. Attacks enhanced by an element will be accompanied with sword lines of that element. All swinging-type Musou attacks will have blue fiery sword lines in the startup animation.
* Fate/Extella: ''VideoGame/FateExtellaTheUmbralStar'': The Umbral Star adds sword lines to all playable characters' attacks, bladed or not. The color and appearance of the trails depend on the character.



* Page image above: Same for bladed weapons in ''VideoGame/SuperSmashBros. Melee'' and ''Brawl''. The 3DS and Wii U games do this for ''all'' swinging-type attacks, which is intended to [[HitboxDissonance make their effective ranges obvious]].

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* Page image above: Same for bladed weapons in ''VideoGame/SuperSmashBros. Melee'' ''VideoGame/SuperSmashBrosMelee'' and ''Brawl''. ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''. The [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 3DS and Wii U games games]] do this for ''all'' swinging-type attacks, which is intended to [[HitboxDissonance make their effective ranges obvious]].



* They turn different colors depending on damage in ''{{Rune}}''
* Seen early on in ''Dark Vengeance''

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* They turn different colors depending on damage in ''{{Rune}}''
''VideoGame/{{Rune}}''
* Seen early on in ''Dark Vengeance''''VideoGame/DarkVengeance''



* In Blade Of Darkness (''{{Severance}}'') special attacks are highlighted by a yellow trail behind the sword, and weapon-specials - with a red trail.

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* In Blade Of Darkness (''{{Severance}}'') ''VideoGame/SeveranceBladeOfDarkness'', special attacks are highlighted by a yellow trail behind the sword, and weapon-specials - with a red trail.



* ''Webcomic/{{Homestuck}}''.

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* ''Webcomic/{{Homestuck}}''.''Webcomic/{{Homestuck}}'':
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Entry Pimp.

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* ''VideoGame/LostSoulAside'': Gameplay trailer shows that sword wielded by Kazer leaves a blue afterglow whenever it's swung.
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* Used in the [[TheFilmOfTheBook film adaptations]] of ''LightNovel/KaraNoKyoukai'' to illustrate the speed of the protagonist's knife attacks, but done sparingly, unlike AudibleSharpness.

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* Used in the [[TheFilmOfTheBook film adaptations]] of ''LightNovel/KaraNoKyoukai'' ''LightNovel/TheGardenOfSinners'' to illustrate the speed of the protagonist's knife attacks, but done sparingly, unlike AudibleSharpness.



* ''VideoGame/{{Touhou}}'' has a few examples, despite being a BulletHell {{Shmup}}: Konngara and Meira in the first two games would use their sword to draw lines, which dissolve into bullets a bit later. Youmu, from rather later in the series, did something kind of similar; her spellcards generally resulted in Sword Lines (which could last for quite some time...) and bullets coming from roughly the same area.

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* ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' has a few examples, despite being a BulletHell {{Shmup}}: Konngara and Meira in the first two games would use their sword to draw lines, which dissolve into bullets a bit later. Youmu, from rather later in the series, did something kind of similar; her spellcards generally resulted in Sword Lines (which could last for quite some time...) and bullets coming from roughly the same area.

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* Especially prevalent in ''VideoGame/DissidiaFinalFantasy'', where pretty much every character with a sword gets this effect one way or another. Special mention goes to the aforementioned Sephiroth, who seemingly produces multiple sword strikes from '''one swipe''' of his enormous sword.
** Sephiroth has been training with ''VisualNovel/FateStayNight''[='s=] Assassin, obviously.

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* Especially prevalent in ''VideoGame/DissidiaFinalFantasy'', where pretty much every character with a sword gets this effect one way or another. Special mention goes to the aforementioned Sephiroth, who seemingly produces multiple sword strikes from '''one swipe''' of his enormous sword.
** Sephiroth has been training with ''VisualNovel/FateStayNight''[='s=] Assassin, obviously.
Kain also gets ''spear lines''.


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* Notably [[AvertedTrope averted]] in ''VideoGame/GhostOfTsushima'', but the effect is still maintained by having ''blood'' follow the swipe of a sword.
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* The ''VideoGame/SoulSeries'' has trails that activate from the character's attacking weapon or limb, meaning punches, kicks, headbutts and other body attacks can leave trails too. The trail gains electric sparks during Guard Break attacks and starts burning during Unblockable attacks. Each character leaves a uniquely coloured trail, and this colour is customisable in Soulcalibur 5.

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* The ''VideoGame/SoulSeries'' has trails that activate from the character's attacking weapon or limb, meaning punches, kicks, headbutts and other body attacks can leave trails too. The trail gains electric sparks during Guard Break attacks and starts burning during Unblockable attacks. Each character leaves a uniquely coloured trail, and this colour is customisable in Soulcalibur 5. In the second game, one of the weapons is invisible, with only the sword lines to show where it is.
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** Not only laser blasts, Their eyes and even the Energon (Read: [[SymbolicBlood Blood]]) are also the same color.
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Note that Sword Lines aren't just limited to swords, or even bladed weapons for that matter. Axes, sabres, staffs, clubs, punches, kicks, and even arrows have a high tendency to leave behind conspicuous lines which portray their path. Somewhat justified with {{Laser Blade}}s. [[RuleOfCool While obviously cool-looking]], Sword Lines [[TropesAreTools can be helpful in giving players a visual indicator of the sword's range]].

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Note that Sword Lines aren't just limited to swords, or even bladed weapons for that matter. Axes, sabres, staffs, clubs, punches, kicks, and even arrows have a high tendency to leave behind conspicuous lines which portray their path. Somewhat justified with {{Laser Blade}}s. [[RuleOfCool While obviously cool-looking]], Sword Lines [[TropesAreTools [[Administrivia/TropesAreTools can be helpful in giving players a visual indicator of the sword's range]].
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* Various melee pins function with this in mind in ''VideoGame/TheWorldEndsWithYou'', with the [[BladeSpam Shockwave]] psych being a standout example.
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* ''LightNovel/SwordArtOnline'': In the ''Alicization Rising'' arc, Knight Commander [[spoiler:Bercouli]] Synthesis One can {{Invoke|d}} this with the [[SecretArt Perfect Weapon Control Art]] of his sword "Timepiercer" - each moment of his sword swings is stretched a little into the future, causing the weapon to leave a trail behind it which carries the full strength of his attacks. He claims that the reason so many of his subordinates have Control Arts which extend their weapon's attack range in [[VariableLengthChain some]] [[SwordBeam way]] is probably because they were afraid of facing this technique [[spoiler:and its LimitBreak version, which causes the trail to extend into ''the past'']] in melee.

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* ''LightNovel/SwordArtOnline'': In the book 13, ''Alicization Rising'' arc, Dividing'', Knight Commander [[spoiler:Bercouli]] Synthesis One can {{Invoke|d}} this with the [[SecretArt Perfect Weapon Control Art]] of his sword "Timepiercer" - each moment of his sword swings is stretched a little into the future, causing the weapon to leave a trail behind it which carries the full strength of his attacks. He claims that the reason so many of his subordinates have Control Arts which extend their weapon's attack range in [[VariableLengthChain some]] [[SwordBeam way]] is probably because they were afraid of facing this technique [[spoiler:and its LimitBreak version, which causes the trail to extend into ''the past'']] in melee.

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