Action Commands: Difference between revisions

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* In ''[[The Legend of Dragoon]],'' 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 [[Counter Attack]] 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.
* In ''[[The Legend of Dragoon]],'' 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 [[Counter Attack]] 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.
* Similarly, in the ''[[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.
* Similarly, in the ''[[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.
* Action Commands make an appearance in ''[[Barkley, Shut Up and Jam: Gaiden]]'', a fan-made parody of console [[Role Playing Game]]s.
* Action Commands make an appearance in ''[[Barkley, Shut Up and Jam: Gaiden]]'', a fan-made parody of console [[Role-Playing Game]]s.
* Action Commands are apparently the entire basis of dungeon crawling in ''[[Riviera: The Promised Land]]''. They're used for everything from dodging arrows to untrapping treasure chests to throwing rocks.
* Action Commands are apparently the entire basis of dungeon crawling in ''[[Riviera: The Promised Land]]''. They're used for everything from dodging arrows to untrapping treasure chests to throwing rocks.
* ''[[Valkyrie Profile]]'' 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).
* ''[[Valkyrie Profile]]'' 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).
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== Turn Based Strategy ==
== Turn Based Strategy ==
* In the critically loved but poor selling ''[[Gladius]]'' by [[Lucas Arts]] ([[Xbox]], [[Game Cube]] and [[PlayStation 2]]) 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 [[Standard Status Effects|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, [[Game Breaker|breaking]] the "[[Mighty Glacier|heavy]]" classes (whose primary weakness is [[Tactical Rock-Paper-Scissors|low accuracy against lightweights]].
* In the critically loved but poor selling ''[[Gladius]]'' by [[LucasArts]] ([[Xbox]], [[Game Cube]] and [[PlayStation 2]]) 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 [[Standard Status Effects|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, [[Game Breaker|breaking]] the "[[Mighty Glacier|heavy]]" classes (whose primary weakness is [[Tactical Rock-Paper-Scissors|low accuracy against lightweights]].
* ''[[The Last Remnant]]'' uses action commands for increasing damage and counterattacking after dodging or blocking, this happens randomly.
* ''[[The Last Remnant]]'' uses action commands for increasing damage and counterattacking after dodging or blocking, this happens randomly.


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{{reflist}}
{{reflist}}
[[Category:Video Game Tropes]]
[[Category:Video Game Tropes]]
[[Category:Action Commands]]
[[Category:{{PAGENAME}}]]