Chain (Super Mario RPG): Difference between revisions

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m (SolemnStormcloud moved page Chain (game mechanic) to Chain (Super Mario RPG): Per discussion in the talk page.)
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{{about|the mechanic in the Super Mario RPG remake|other uses of the term "chain"|[[Chain (disambiguation)]]}}
{{quote2|After a few successful [[Action Command]]s in a row, you'll start a Chain. When a Chain is going, your [[Ally Buff]]s will kick in.|Help description|[[Super Mario RPG (Nintendo Switch)|Super Mario RPG]]}}
{{quote2|After a few successful [[Action Command]]s in a row, you'll start a Chain. When a Chain is going, your [[Ally Buff]]s will kick in.|Help description|[[Super Mario RPG (Nintendo Switch)|Super Mario RPG]]}}
[[File:Super Mario RPG remake combat.jpg|Mario successfully blocking a [[Wiggler]]’s attack, result in the Chain moving to four.|200px|thumb|right]]
[[File:Super Mario RPG remake combat.jpg|Mario successfully blocking a [[Wiggler]]’s attack, result in the Chain moving to four.|200px|thumb|right]]
The '''Chain''' is a mechanic in the [[Nintendo Switch]] remake of ''[[Super Mario RPG (Nintendo Switch)|Super Mario RPG]]''. It is a current count of consecutive successes with [[Action Command]]s, and it is used to allow the party to receive [[Ally Buff]]s. Any attack from either side that is subject to Action Command involvement will update the Chain, either increasing it by 1 in the event of any success, or fully resetting it if the Action Command is failed completely.
The '''Chain''' is a mechanic in the [[Nintendo Switch]] remake of ''[[Super Mario RPG (Nintendo Switch)|Super Mario RPG]]''. It is a current count of consecutive successes with [[Action Command]]s, and it is used to allow the party to receive [[Ally Buff]]s. Any attack from either side that is subject to Action Command involvement that is a success will increase the Chain by 1 in the event of any success. If the Action command is failed, the chain will reset.  


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 cannot 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 (Super Mario RPG)|Safety Ring]] against [[mortal blow]] attacks, it will still count against the Chain and therefore has to be blocked for the Chain to be maintained.
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 cannot 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 (Super Mario RPG)|Safety Ring]] against [[mortal blow]] attacks, it will still count against the Chain and therefore has to be blocked for the Chain to be maintained.


Moving the Chain to 5 or above adds additional instruments to the current battle music. Every 10 Chain will grant 60 points (10%) to the [[Action Gauge]].
If the Chain reaches 5, additional instruments will be added to the current battle music. Every 10 Chain will grant 60 points (10%) to the [[Action Gauge]].
==Names in other languages==
==Names in other languages==
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