Guard: Difference between revisions

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===''Paper Mario'' series===
===''Paper Mario'' series===
====''Paper Mario''====
====''Paper Mario''====
In ''[[Paper Mario]]'', by pressing {{button|n64|a}} within 3/30ths of a second (3 frames) before an attack's impact, the player can reduce the damage that Mario takes by 1, or, if the attack is targeting a [[Partner]], nullify all damage. Guarding also nullifies any status effects otherwise inflicted by enemies. When a guard is completed successfully, the yellow text "Nice" will appear above the guarding character. By equipping the [[Dodge Master]] [[Badge]], the amount of time before impact that the player has to successfully guard increases to 5/30ths of a second (5 frames). Equipping one or more [[Damage Dodge]] Badges will further decrease the amount of damage that Mario takes by one extra point per equipped Badge.
In ''[[Paper Mario]]'', by pressing {{button|n64|a}} within 3/30ths of a second (3 frames) before an attack's impact, the player can reduce the damage that Mario takes by 1, or, if the attack is targeting a [[Partner]], nullify all damage. Guarding also nullifies any status effects otherwise inflicted by enemies. When a guard is completed successfully, the yellow text "NICE" will appear above the guarding character. By equipping the [[Dodge Master]] [[Badge]], the amount of time before impact that the player has to successfully guard increases to 5/30ths of a second (5 frames). Equipping one or more [[Damage Dodge]] Badges will further decrease the amount of damage that Mario takes by one extra point per equipped Badge.


====''Paper Mario: The Thousand-Year Door''====
====''Paper Mario: The Thousand-Year Door''====
In ''Paper Mario: The Thousand-Year Door'', guarding works similarly to the way it does in ''Paper Mario''. By pressing {{button|gcn|a}} within 8/60ths of a second (8 frames)<ref>http://ml.techyoshi.com/index.php?topic=97.5</ref> before an enemy's attack hits, the damage that Mario or his partner receives will be reduced by 1. Guarding will also negate almost every status effect linked to the attack, such as [[Poison (status effect)|Poison]] (the only exception is immobilization{{ref needed}}, which only [[X-Yux|three]] [[Atomic Boo|enemies]] [[Sir Grodus|in the series]] can inflict without an item). When a guard is completed successfully, the blue text "Nice" in original or the dark green "Guard" in remake will appear above the guarding character. By equipping Damage Dodge badges, guarding will negate one additional point of damage per equipped badge. Two [[Simplifier]] badges or one [[Unsimplifier]] badge will respectively increase or decrease the window to guard by 1/60th of a second. Guarding reduces damage even against [[piercing attack]]s.
In ''Paper Mario: The Thousand-Year Door'', guarding works similarly to the way it does in ''Paper Mario''. By pressing {{button|gcn|a}} within 8/60ths of a second (8 frames)<ref>http://ml.techyoshi.com/index.php?topic=97.5</ref> before an enemy's attack hits, the damage that Mario or his partner receives will be reduced by 1. Guarding will also negate almost every status effect linked to the attack, such as [[Poison (status effect)|Poison]] (the only exception is immobilization,{{ref needed}} which only [[X-Yux|three]] [[Atomic Boo|enemies]] [[Sir Grodus|in the series]] can inflict without an item). When a guard is completed successfully, the blue text "NICE" ("GUARD" in green in the remake) will appear above the guarding character. By equipping Damage Dodge badges, guarding will negate one additional point of damage per equipped badge. Two [[Simplifier]] badges or one [[Unsimplifier]] badge will respectively increase or decrease the window to guard by 1/60th of a second. Guarding reduces damage even against [[piercing attack]]s.


Should an attack target both [[Mario]] and his partner, the player only has to successfully guard the first hit; whoever gets hit second will automatically take whatever defensive action (Guard, Superguard, or neither) the first did. Because of this, there is a bug where the player cannot control what the second target does if the attack misses the first target — the second target's action will match whatever the last defensive action was for the previous attack.
Should an attack target both [[Mario]] and his partner, the player only has to successfully guard the first hit; whoever gets hit second will automatically take whatever defensive action (Guard, Superguard, or neither) the first did. Because of this, there is a bug where the player cannot control what the second target does if the attack misses the first target — the second target's action will match whatever the last defensive action was for the previous attack.