Chain (Super Mario RPG): Difference between revisions

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{{about|the mechanic in the Super Mario RPG remake|Sheik's side special move in [[Super Smash Bros. Melee]] and [[Super Smash Bros. Brawl]]|[[List of fighters debuting in Super Smash Bros. Melee#Sheik{{!}}List of fighters debuting in Super Smash Bros. Melee § Sheik]]}}


{{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]]
The '''Timing Chain''', simply known in-game as '''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 Timing 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 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.
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]].
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]].


{{SMRPG}}
{{SMRPG}}
[[Category:Game mechanics]]
[[Category:Super Mario RPG: Legend of the Seven Stars]]
[[Category:Super Mario RPG: Legend of the Seven Stars]]
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