Not exact matches
During this time they are effectively removed from the battlefield, but you can call them in for special
attacks and they lend their power to yours when you unleash a special with the A
button.
Combat itself is enhanced with some support for some
button - prompt moves
during the turn - based
attacks.
The basic
attacks are simply executed with a
button press and you can try to attempt to control the flow of combat
during some of the battles by issuing commands to your party members, however the game isn't exactly difficulty enough except for some boss battles so you can breeze through the majority of the game just keeping with the default party AI.
There is no standard «
Attack»
button during the combat instead the developers have opted for a skill based combat system.
During Gestalt mode, the menu at the bottom of the screen switches to something that resembles a car speedometer, and you use the analog stick and
buttons to select various
attack commands.
Hitting the action
button during this very brief window of opportunity will allow Link to do spectacular parry
attacks.
They can keep a total of 3 full bars for the momentum gauge that allows you to basically press a
button at the right time when
attacking an enemy, visualized by a quick flash of lighting
during the
attacking animation.
By tapping the appropriate shoulder
button you can instantly swap to either of these weapons
during a fight, thus mixing up your
attacks, while a small selection of secondary powers, like a projectile that freezes enemies in place, bring some variety to a combat system that isn't overly deep but still packs in enough to keep things fun.
There is a
button that can be used to disappear
during the middle of an
attack while receiving damage in order to counter the opponent.
However, if you press a direction + the special
button during an aerial combo, you'll perform an exchange
attack — one of your teammates will tag in and continue the combo in place of the original attacker, and then it's possible to even tag in the next character to continue the combo even further.
If you push
buttons during the normal throw delayed tech window you are unable to escape throws for 2 frames: Prevents using light
attacks to option select with throw escapes.
During battles,
attacks are mapped to the face
buttons while vectors can be quickly accessed with the D - pad.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to
attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke
during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain
buttons have different contexts.
There are a lot of gesture based controls for
attacks and
during Quick Time Events, but alternative,
button - based controls are also available for the convenience of the player.
There is a bit of initial confusion as you get your head wrapped around eight different
buttons you must use
during combat, and it's not exactly the most intuitive of systems either, but give it some time and you'll be launching barrages of
attacks.
You can enhance his fundamental
attack prowess by pressing the long - range
attack button (Square)
during the animation for a melee
attack (Triangle).
Tapping the right shoulder
button during certain special moves triggers the EX version of the attack.In an effort to help players of all levels understand the game's base juggling system, Injustice throws in the universal feature of ground bouncing overheads and forced wall bounce
attacks for extending juggles; the latter of which opens up another layer to damage dealing: Stage Transitions.
Also,
during battle you can still press the A
button to perform say an extra jump or defend an
attack like previous titles.
Yes, some are cheap such as the dreadful timed
button prompts
during the games stealth sections, but others offer multiple options to
attack in the heat of the moment.
During battle, you control one character, while the other three are AI controlled, you have two different types of
attacks, normal physical
attacks with the X
button, and Artes based
attacks with the O
button, which uses up TP (Technical Points.)
Special
button combinations can be utilized
during the heat of battle to execute more powerful moves, though relying on the most basic
attack seems to be the most efficient tactic.
Focus
attacks can be cancelled into dashes at any time to instantly stop their animation sequences and an EX focus
attack will allow you to cancel a special move into a focus
attack by pressing the two medium
attacks button during the startup animation of the
attack.
If you press the Medium
attack button during the credits you can play a mini-game!
Talion's basic controls include pressing square to
attack; pressing O to perform a wraith stun; holding O to drain or dominate an enemy Orc; pressing triangle to counter an Orc's
attack; pressing X to dodge or jump; holding X to sprint; pressing L1 to enter wraith world; pressing R1 to pick up items or grab enemies; holding L2 to aim
during ranged combat and pressing R2 to shoot your bow or holding R2 to shoot a charged bow; holding R2 to approach enemies stealthily; pressing the share
button takes you to the share feature menu; and pressing the options
button to display the pause menu.
During battles, users can tap
buttons to
attack enemies or dodge oncoming
attacks.
Again, you can take some of the pressure off by activating Easy Mode, which is done by pressing the Y
Button during a battle's introduction, but this doesn't dumb down the punishing A.I., instead primarily giving you extra health to better survive enemy
attacks.
During the
attacking phase, the
buttons are assigned for passing, shooting and sprinting or making a skill move.
During this moment, players determine who's follow - up
attack will successfully land by inputting another
button.
For instance,
during a scene where walkers were
attacking the game prompted me to press the square
button.