Chain (Super Mario RPG): Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
No edit summary
Tags: Mobile edit Advanced mobile edit
mNo edit summary
Line 1: Line 1:
{{spotlight notice}}
{{Stub}}
{{Stub}}
{{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]]}}



Revision as of 15:32, March 16, 2024

A Lakitu holding a Spotlight from Mario & Luigi: Superstar Saga This article has been chosen to be a focus for this month's edition of The 'Shroom Spotlight. Be sure to read about our goals for the article, and help to contribute in any way that you can.
Mario head smaller.png This article is a stub. You can help the Super Mario Wiki by expanding it.
“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

The Timing Chain, simply known in-game as 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.

Every 10 Chain will grant 60 points (10%) to the Action Gauge.