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|caption2=A successful Action Command | |caption2=A successful Action Command | ||
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{{ | {{Quote2|Mario, I'm really impressed with your Action Command skills.|A [[Toad (species)|Toad]] at [[Tangerino Grill]]|''[[Paper Mario: Color Splash]]''}} | ||
An '''Action Command''' is a gameplay mechanic that appears in various ''[[ | An '''Action Command''' (also known as a '''Timed Hit''' or a '''Timed Attack''') is a gameplay mechanic that appears in various ''[[Mario (franchise)|Mario]]'' [[Genre#Role-playing|role-playing games]]. It allows a character to do significantly more damage to an enemy than with a normal hit. Often, Action Commands occur when the player presses the {{button|A}} button right before the party member hits his opponent. Action Commands are also used for defense; If the player presses the Guard button at the moment an enemy's attack hits, the character receives less damage or even counters the attack in some games. | ||
==History== | ==History== | ||
===''Super Mario RPG: Legend of the Seven Stars''=== | ===''Super Mario RPG: Legend of the Seven Stars''=== | ||
In ''[[Super Mario RPG: Legend of the Seven Stars]]'', Action Commands were originally called "Timed Hits", and are the key to success in the game. They are used both to increase damage dealt by the party's attacks and decrease damage done to the party by physical attacks. Timed Hits do not actually increase any statistics; they only serve to modify the damage after it is calculated. | |||
In ''[[Super Mario RPG: Legend of the Seven Stars]]'', | |||
There are actually two different levels of Timed Hits; one for timing the command "close" and one for timing it "perfectly". For the party's physical attacks, most Timed Hits are activated by pushing any button right before the attack lands. If an attack is timed close, the damage is increased by 50%, but if it is timed perfectly, the damage is doubled. Any Timed Hit with a physical attack will never miss | There are actually two different levels of Timed Hits; one for timing the command "close" and one for timing it "perfectly". For the party's physical attacks, most Timed Hits are activated by pushing any button right before the attack lands. If an attack is timed close, the damage is increased by 50%, but if it is timed perfectly, the damage is doubled. Any Timed Hit with a physical attack will never miss. | ||
For the party's special attacks, more variation is seen in the commands. Generally, any special attack which requires a single button press will increase damage (or healing) by 25% if timed close or 50% if timed perfectly. Other commands ( | For the party's special attacks, more variation is seen in the commands. Generally, any special attack which requires a single button press will increase damage (or healing) by 25% if timed close or 50% if timed perfectly. Other commands (push {{button|snes|Y}} button repeatedly, hold {{button|snes|Y}} button, or rotate the {{button|snes|Pad}}) increase damage in other ways. For some attacks, good timing will increase the attack's range from one enemy to all of them. | ||
Timed Hits are also used to avoid or reduce damage done by certain attacks. Only physical attacks may be blocked in this manner, and even some of those are unblockable. For those attacks which are blockable, a Timed Hit is usually activated by pushing any button right before the enemy attack lands. If the command is timed close, the character will only receive half damage, and if it is timed perfectly, the character will receive no damage at all, completely avoiding the attack | Timed Hits are also used to avoid or reduce damage done by certain attacks. Only physical attacks may be blocked in this manner, and even some of those are unblockable. For those attacks which are blockable, a Timed Hit is usually activated by pushing any button right before the enemy attack lands. If the command is timed close, the character will only receive half damage, and if it is timed perfectly, the character will receive no damage at all, completely avoiding the attack. For attacks that cause instant death, a normal timed hit will leave the character standing with only 1 [[Heart Point|HP]] (and a perfect one will avoid it, causing no damage). | ||
===[[Paper Mario (series)|''Paper Mario'' series]]=== | ===[[Paper Mario (series)|''Paper Mario'' series]]=== | ||
====''Paper Mario''==== | ====''Paper Mario''==== | ||
In ''[[Paper Mario]]'', | In ''[[Paper Mario]]'', [[Twink]] gives [[Mario]] the [[Lucky Star (Paper Mario)|Lucky Star]], a special pendant from Peach that allows the plumber to perform Action Commands. This artifact proves useful in the upcoming battle against a [[Magikoopa]]; a fight that occurs after Mario visits [[Shooting Star Summit]] for the first time. The [[Dodge Master]] badge makes performing Action Commands slightly easier. For the [[jump]] attack, the player must press {{button|n64|A}} when Mario is about to jump on the enemy. For the [[hammer]] attack, the player must tilt {{button|n64|Stick}} left when Mario is about to hit the enemy with the hammer. Some other [[badge]]s can alternate the damage blocked or delivered: The [[Damage Dodge]] badge increases the amount of damage blocked by Mario's [[Guard]] Action Command. The [[All or Nothing]] badge increases the attack power if the Action Command was performed successfully, otherwise the attack(s) do(es) not do any damage. | ||
====''Paper Mario: The Thousand Year Door''==== | |||
In ''[[Paper Mario: The Thousand-Year Door]]'', Action Commands reappear, and [[Stylish Move]]s are introduced. These allow Mario to recharge his [[Star Power]] faster. They can be performed from the start of the game, but have more effect when an [[audience]] appears to watch Mario's battles after visiting [[the Thousand-Year Door]] for the first time. The [[All or Nothing]] and [[Damage Dodge]] badges return with the same effects, while new badge [[Damage Dodge P]] badge works the same way as Damage Dodge except it is for Mario's partner. The [[Simplifier]] badge is introduced, which makes Action Commands easier, but reduces the star power gained from them. The [[Unsimplifier]] badge is also introduced which does the opposite. | |||
====''Paper Mario: The Thousand | |||
In ''[[Paper Mario: The Thousand-Year Door]]'', Action Commands reappear, and [[Stylish | |||
====''Super Paper Mario''==== | ====''Super Paper Mario''==== | ||
In ''[[Super Paper Mario]]'', Action Commands are not used in battle; rather, they are done when using items. These Action Commands usually implement Wii Remote pointing and shaking. Stylish | In ''[[Super Paper Mario]]'', Action Commands are not used in battle; rather, they are done when using items. These Action Commands usually implement Wii Remote pointing and shaking. Stylish Moves reappeared in the game. | ||
====''Paper Mario: Sticker Star''==== | ====''Paper Mario: Sticker Star''==== | ||
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====''Paper Mario: Color Splash''==== | ====''Paper Mario: Color Splash''==== | ||
Action Commands make another return in ''[[Paper Mario: Color Splash]]'', behaving the same way as in ''Sticker Star''. Only {{button|wiiu|A}} is used, and as the game's predecessor, the GamePad's touch screen can also be used in place of the button | Action Commands make another return in ''[[Paper Mario: Color Splash]]'', behaving the same way as in ''Sticker Star''. Only {{button|wiiu|A}} is used, and as the game's predecessor, the GamePad's touch screen can also be used in place of the button. Action Commands can be practiced in the [[Action Command Dojo]]. To prepare the [[Mamma Mia Pizza]] at [[Tangerino Grill]], Mario is challenged to get an excellent hammer attack and 20 consecutive jumps using Action Commands. | ||
====''Paper Mario: The Origami King''==== | ====''Paper Mario: The Origami King''==== | ||
Action Commands return in ''[[Paper Mario: The Origami King]]'', acting in much the same fashion as ''Sticker Star'' and ''Color Splash'' | Action Commands return in ''[[Paper Mario: The Origami King]]'', acting in much the same fashion as ''Sticker Star'' and ''Color Splash''. | ||
===[[Mario & Luigi (series)|''Mario & Luigi'' series]]=== | ===[[Mario & Luigi (series)|''Mario & Luigi'' series]]=== | ||
In the ''Mario & Luigi'' series, the playable characters can entirely avoid getting hit by enemy attacks by using Action Commands, and can even use this to damage an enemy on their turn; this is known as [[counterattack]]ing. | In the ''Mario & Luigi'' series only, the playable characters can entirely avoid getting hit by enemy attacks by using Action Commands, and can even use this to damage an enemy on their turn; this is known as [[counterattack]]ing. | ||
====''Mario & Luigi: Superstar Saga'' / ''Mario & Luigi: Superstar Saga + Bowser's Minions''==== | ====''Mario & Luigi: Superstar Saga'' / ''Mario & Luigi: Superstar Saga + Bowser's Minions''==== | ||
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====''Mario & Luigi: Bowser's Inside Story'' / ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''==== | ====''Mario & Luigi: Bowser's Inside Story'' / ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''==== | ||
[[File:MLBIS Action Command screenshot.png|thumb|Toadsworth teaching Mario the Jump Action Command during the tutorial battle with [[Bowser]].]] | [[File:MLBIS Action Command screenshot.png|thumb|right|Toadsworth teaching Mario the Jump Action Command during the tutorial battle with [[Bowser]].]] | ||
In ''[[Mario & Luigi: Bowser's Inside Story]]'' and its 3DS remake, ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', Mario and Luigi use the same buttons from previous installments. However, the jump and hammer Action Commands are different; when jumping on enemies, by pressing the appropriate brother's button, they can jump on the enemy again, similar to ''Mario & Luigi: Partners in Time''. When using hammers, pressing the button when the brother rears back enough determines how much damage is dealt to the enemy. The counterattacking Action Commands are the same as in past games. | In ''[[Mario & Luigi: Bowser's Inside Story]]'' and its 3DS remake, ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', Mario and Luigi use the same buttons from previous installments. However, the jump and hammer Action Commands are different; when jumping on enemies, by pressing the appropriate brother's button, they can jump on the enemy again, similar to ''Mario & Luigi: Partners in Time''. When using hammers, pressing the button when the brother rears back enough determines how much damage is dealt to the enemy. The counterattacking Action Commands are the same as in past games. | ||
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====''Mario & Luigi: Dream Team''==== | ====''Mario & Luigi: Dream Team''==== | ||
[[File:MLDT ActionCommand.png|thumb|Toadsworth teaching Mario the jump Action Commands during the tutorial battle with [[Gromba]].]] | [[File:MLDT ActionCommand.png|thumb|right|Toadsworth teaching Mario the jump Action Commands during the tutorial battle with [[Gromba]].]] | ||
In ''[[Mario & Luigi: Dream Team]]'', the jump and hammer Action Commands are similar to ''Mario & Luigi: Bowser's Inside Story''{{'}}s Action Commands, though when counterattacking with hammers, the player can hold down the button indefinitely without the hammerhead falling off/forcing the character to swing the hammer. Also, some Bros. Attacks/Luiginary Attacks, like the [[Dropchopper]], [[Slingsniper]], [[Star Rocket]] and [[Luiginary Ball]], require the use of gyro controls. During [[Giant Luigi|giant battles]], the player uses the stylus for attacking and counterattacking, just like in the previous installment, though sometimes, during a few giant battles (like the [[Zeekeeper]] battle) or when using [[Finishing Bros.]]/[[Finishing Bros.#Star Driver|Star Driver]], they will have to use the Nintendo 3DS's gyro controls. | In ''[[Mario & Luigi: Dream Team]]'', the jump and hammer Action Commands are similar to ''Mario & Luigi: Bowser's Inside Story''{{'}}s Action Commands, though when counterattacking with hammers, the player can hold down the button indefinitely without the hammerhead falling off/forcing the character to swing the hammer. Also, some Bros. Attacks/Luiginary Attacks, like the [[Dropchopper]], [[Slingsniper]], [[Star Rocket]] and [[Luiginary Ball]], require the use of gyro controls. During [[Giant Luigi|giant battles]], the player uses the stylus for attacking and counterattacking, just like in the previous installment, though sometimes, during a few giant battles (like the [[Zeekeeper]] battle) or when using [[Finishing Bros.]]/[[Finishing Bros.#Star Driver|Star Driver]], they will have to use the Nintendo 3DS's gyro controls. | ||
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As a new addition while defending, pressing {{button|3ds|X}} during the enemy's turn will make the trio do an Emergency Block to lessen the damage dealt by enemies. | As a new addition while defending, pressing {{button|3ds|X}} during the enemy's turn will make the trio do an Emergency Block to lessen the damage dealt by enemies. | ||
==Profiles== | ==Profiles== | ||
===''Paper Mario: Sticker Star''=== | ===''Paper Mario: Sticker Star''=== | ||
*'''North American website bio:''' | *'''North American website bio:''' ''"They say timing is everything… Let's see if they're right! In battle, press A at the right moment before an attack to block or dodge the incoming salvo.Get{{sic}} the timing right before your own attack, and you may unleash any number of surprising and devastating new effects, depending on your sticker."'' | ||
==Names in other languages== | ==Names in other languages== | ||
{{foreign names | {{foreign names | ||
| | |Jap=タイミング<span class="explain" title="けい">系</span><ref>''Super Mario RPG'' Japanese instruction booklet, pg. 30</ref><br>''Taimingu Kei''<br>アクションコマンド (''Paper Mario'' series)<br>''Akushon Komando'' | ||
|JapM=<br><br>Action Command<br><br> | |||
| | |Fra=Commande d'action | ||
| | |FraM=Action command | ||
| | |Chi=行动命令<ref>[[iQue]]'s ''Paper Mario'' instruction booklet, [http://tieba.baidu.com/photo/p?kw=ique&tid=3438595808&pic_id=844c74cf3bc79f3db894ff72b9a1cd11738b29ef page 21.]</ref> | ||
|Chi=行动命令<ref> | |||
|ChiR=Xíngdòng Mìnglìng | |ChiR=Xíngdòng Mìnglìng | ||
|ChiM=Action Command | |ChiM=Action Command | ||
}} | }} | ||
==References== | ==References== | ||
<references/> | <references/> | ||
{{Super Mario RPG}} | |||
{{ | |||
{{PM}} | {{PM}} | ||
{{M&LSS}} | {{M&LSS}} | ||
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{{M&LPJ}} | {{M&LPJ}} | ||
{{PMCS}} | {{PMCS}} | ||
[[Category:Game Mechanics]] | |||
[[Category:Game | [[Category:Paper Mario Special Moves]] | ||
[[Category | |||
[[Category:Paper Mario: Sticker Star]] | [[Category:Paper Mario: Sticker Star]] | ||
[[Category:Paper Mario: The Thousand-Year Door Moves]] | |||
[[Category:Paper Mario: The Thousand-Year Door | [[Category:Super Paper Mario Moves]] | ||
[[Category:Super Paper Mario | [[Category:Super Mario RPG: Legend of the Seven Stars Moves]] | ||
[[Category:Super Mario RPG: Legend of the Seven Stars | |||