Chain (Super Mario RPG): Difference between revisions

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[[File:Super Mario RPG remake combat.jpg|Mario successfully blocking a [[Wiggler]]'s attack, resulting in the Chain moving to four|200px|thumb|right]]
[[File:Super Mario RPG remake combat.jpg|[[Mario]] successfully blocking a [[Wiggler]]'s attack, resulting in the Chain moving to four|200px|thumb|right]]
{{quote|After a few successful [[Action Command]]s 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]]}}
{{quote|After a few successful [[Action Command]]s 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 '''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 that is a success will increase the Chain by 1 in the event of any success. If the Action command is failed, the chain will reset.  
A '''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 that is a success increases the Chain by one in the event of any success. If the Action Command is failed, the Chain will reset.  


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 cannot 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 (Super Mario RPG)|Safety Ring]] against [[mortal blow]] attacks, it will still influence the Chain and therefore has to be blocked for the Chain to be maintained.
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, do not influence the Chain, and enemies' all-targeting damage spells and non-damaging attacks similarly cannot 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 (Super Mario RPG)|Safety Ring]] against [[mortal blow]] attacks, it will still influence the Chain and therefore will need to be blocked for the Chain to be maintained.
 
If the Chain reaches five, additional instrumentation will be added to the current battle music. Every 10 Chain grants 60 points (10%) to the [[Action Gauge]].


If the Chain reaches 5, additional instrumentation will be added to the current battle music. Every 10 Chain will grant 60 points (10%) to the [[Action Gauge]].
==Names in other languages==
==Names in other languages==
{{foreign names
{{foreign names

Latest revision as of 14:12, November 12, 2024

A standard battle in Super Mario RPG (Nintendo Switch)
Mario successfully blocking a Wiggler's attack, resulting in the Chain moving to four
“After a few successful Action Commands in a row, you'll start a Chain. When a Chain is going, your Ally Buffs will kick in.”
Help description, Super Mario RPG

A 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 that is a success increases the Chain by one in the event of any success. If the Action Command is failed, the Chain will reset.

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, do not influence the Chain, and enemies' all-targeting damage spells and non-damaging attacks similarly cannot 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 influence the Chain and therefore will need to be blocked for the Chain to be maintained.

If the Chain reaches five, additional instrumentation will be added to the current battle music. Every 10 Chain grants 60 points (10%) to the Action Gauge.

Names in other languages[edit]

Language Name Meaning Notes
Japanese チェイン[?]
Chein
Chain
Chinese (simplified) 连锁[?]
Liánsuǒ
Chain
Chinese (traditional) 連鎖[?]
Liánsuǒ
Chain
Dutch Combo[?] -
French (NOA) Combo[?] -
French (NOE) Enchaînement[?] Chain
German Combo[?] -
Italian Combo[?] -
Korean 체인[?]
Chein
Chain
Spanish Cadena[?] Chain