More details on Final Fantasy XIII's Battle System |
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Here are the other stuff you should expect from the Battle System (made exponentially cooler thanks to the realtime system):
- Time gauge: fills up ala the "Active Time Battle" ssytem in FF IX, though the difference here is that you don't have to wait for it to be filled all the way. Once it reaches a certain level, you can already execute certain commands. Divided into two sections:
- Section by section fill-up: one command execute (ie. "Fight", using an item)
- Full gauge: several commands execute (results will vary depending on the sequence of your commands)
- Command costs:
- some commands will cost more units at a time (ie. "Fight" only uses one unit, but trickier ones can cost at least three).
- Chaining attacks:
- To get a chain, attack the enemy multiple times in rapid succession (bonus will he had, too)
- Linking a chain will fill up the gauge on the top right of the screen, which, upon reaching a certain level, will result to the enemies flashing red on screen. You'll want to keep that going until the gauge is totally full, and then the craziness begins with the enemies going into Break Mode.
- Break Mode: enemies in this mode can be throw into the air via a specific command. More damage, more fun.
Related Final Fantasy XIII Articles:
- Final Fantasy XIII: ATB system details
- Three to tango: new batch of Final Fantasy XIII screens show more of Team Nora
- Final Fantasy XIII still strong for 2009, demo won't have Snow
17 Jumps Dante's Inferno DLC release schedule
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Comments
btw, i think you made a typo. (bonus will he had, too)?
Reply
youl shoild see the last video and you can clearly see that after 3 attacks she/he goes back to the norrmal position
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