Chain

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This article is about the mechanic in the Super Mario RPG remake. For Sheik's side special move in Super Smash Bros. Melee and Super Smash Bros. Brawl, see List of fighters debuting in Super Smash Bros. Melee § Sheik.
“After a few successful Action Commands in a row, you'll start a Chain. When a Chain is going, your Ally Buffs will kick in.”
Help description, Super Mario RPG
A standard battle in Super Mario RPG (Nintendo Switch)
Mario successfully blocking a Wiggler’s attack, result in the chain moving to four.

The Chain is a mechanic in the Nintendo Switch remake of Super Mario RPG. It is a current count of consecutive successes with Action Commands, and it is used to allow the party to receive Ally Buffs. Any attack from either side that is subject to Action Command involvement will update the Timing Chain, either increasing it by 1 in the event of any success, or fully resetting it if the Action Command is failed completely.

Misses by luck either from enemy attacks or against the primary target of the player's Attack command, because they preemptively prevent registration of Action Command attempts, will not influence the Chain, and enemies' all-targeting damage spells and non-damaging attacks similarly can't inhibit it as a result of being unblockable. However, if an enemy attack is blockable, even if the target has full immunity to the damage portion such as with the Safety Ring against Mortal blow attacks, it will still count toward the Chain and therefore has to be blocked for the Chain to be maintained.

Moving the chain to 5 or above adds additional instrumentation to the current battle music. Every 10 Chain will grant 60 points (10%) to the Action Gauge.