Chain (Super Mario RPG): Difference between revisions

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{{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==
{{foreign names
{{foreign names

Revision as of 16:29, April 15, 2024

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“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 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 against mortal blow attacks, it will still count against the Chain and therefore has to be blocked for the Chain to be maintained.

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

Language Name Meaning
Japanese チェイン
Chein
Chain

Chinese (simplified) 连锁
Liánsuǒ
Chain

Chinese (traditional) 連鎖
Liánsuǒ
Chain

Dutch Combo
-
French (NOA) Combo
-
French (NOE) Enchaînement
Chain
German Combo
-
Italian Combo
-
Korean 체인
Chein
Chain

Spanish Cadena
Chain