Chain (Super Mario RPG): Difference between revisions
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{{quote2|After a few successful [[Action Commands]] in a row, you'll start a Chain. When a Chain is going, your [[Ally | {{quote2|After a few successful [[Action Commands]] 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]]}} | ||
The '''Timing Chain''', simply known in-game as '''Chain''', is a mechanic in the Switch remake of 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 | 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. | ||
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, | 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]]. | Every 10 Chain will grant 60 points (10%) to the [[Action Gauge]]. |
Revision as of 15:28, January 2, 2024
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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.