Post by ChronoCatfish on Apr 16, 2005 20:38:23 GMT -5
You've already read the basics (If you have not read the basics, do so and then come back). But combat can get a bit trickier sometimes.
Pre-emptive Defense
Instead of attacking, it's possible to use a defensive move and put a defense turn into effect. The contest switches to your opponent trying to attack you. Not only does this mean the attack/defense order switches afterwards to you attacking, but it also might be useful in fights with more that two combatants.
Larger Fights
Sometimes more than two combatants might be involved in a fight. The turn order can get confusing, so here are the guidelines:
-If you have just made your attack turn, you must wait until the attack is resolved, ie successful/blocked/dodged.
-If you are the target of an attack, you cannot attack until the attack is resolved. Note that I didn't say 'until you defend or are hit', because
-It is possible to voluntarily attempt to block an attack targeted at someone else. For example, jumping in front of a bullet. Jumping in front of a bullet and then dodging the bullet, however, will not protect the person the bullet was aimed at. Obviously.
Combo Attacks
You can chain a Level 1 technique with a Level 2 technique, and so on.
-All techninques until the finishing one are assumed to hit their target.
-The final technique is the only one that actually counts for attribute purposes.
-The combo chain must be logical.
-You can start a combo, and then let an ally continue it. If your ally is made unable to follow up, the defender can simply defend against the combo starter.
-Yes, I know that there are very few gameplay circumstances when this would be useful. Just run with it. It's cool.
Unusual Combat
Combat isn't always a brawl. You could have a battle of words, or a battle of wits, or even a legal battle! Same combat rules apply in all cases, but the techniques and attributes used will hopefully be a bit different.
Pre-emptive Defense
Instead of attacking, it's possible to use a defensive move and put a defense turn into effect. The contest switches to your opponent trying to attack you. Not only does this mean the attack/defense order switches afterwards to you attacking, but it also might be useful in fights with more that two combatants.
Larger Fights
Sometimes more than two combatants might be involved in a fight. The turn order can get confusing, so here are the guidelines:
-If you have just made your attack turn, you must wait until the attack is resolved, ie successful/blocked/dodged.
-If you are the target of an attack, you cannot attack until the attack is resolved. Note that I didn't say 'until you defend or are hit', because
-It is possible to voluntarily attempt to block an attack targeted at someone else. For example, jumping in front of a bullet. Jumping in front of a bullet and then dodging the bullet, however, will not protect the person the bullet was aimed at. Obviously.
Combo Attacks
You can chain a Level 1 technique with a Level 2 technique, and so on.
-All techninques until the finishing one are assumed to hit their target.
-The final technique is the only one that actually counts for attribute purposes.
-The combo chain must be logical.
-You can start a combo, and then let an ally continue it. If your ally is made unable to follow up, the defender can simply defend against the combo starter.
-Yes, I know that there are very few gameplay circumstances when this would be useful. Just run with it. It's cool.
Unusual Combat
Combat isn't always a brawl. You could have a battle of words, or a battle of wits, or even a legal battle! Same combat rules apply in all cases, but the techniques and attributes used will hopefully be a bit different.