Suzaku
Pro Adventurer
Watched and read a bunch of impressions videos and rewatched the gameplay presentation and trailer a few times to put together a complete breakdown and analysis of the way combat looks right now.
Field Controls
Combat Controls
HP, MP, ATB, and Limit
Commands
Advanced Combat Mechanics
Enemy Mechanics
Caveats:
- The game is still in development and many things will likely change between now and launch.
- The Materia system will likely provide considerable means to manipulate and customize gameplay systems and playstyles.
- This isn't an exhaustive list of mechanics that will be in the final game, as there are features they have yet to fully reveal.
- Summons are confirmed via the pre-order Summon Materia DLC, but the mechanics remain unknown.
Field Controls
Field Controls have not been extensively demonstrated, but reports have provided the following information:
- During exploration you may only control the lead party member.
- You can hold a sprint button to move more quickly.
- Holding the sprint button while on a ladder allows you to quickly slide down it.
- Examine (Triangle): You can interact with NPCs and the environment, including chests.
- There are destructible crates that contain gil and items.
- Enemies are encountered and fought on the field, with no transition to a seperate combat area.
- Enemies may appear with cinematic introductions and camera pans upon transitioning into combat.
Combat Controls
Attack (Square): Default attack, can be used at any time. Deals minimal damage but quickly fills the ATB gauge.
- Cloud: Melee range. Can be held or rapidly tapped to execute a basic three-hit combo. Timed inputs allow you to activate a launcher, followed by a knockdown, followed by a knockback. Becomes Strong Attack in Operator Mode.
- Barret: Long range. Can be held or rapidly tapped to fire continuously. Movement is slowed while firing. Holding the button down for long enough will transition to a finisher in which he fires a more powerful burst.
Special (Triangle): Characters have access to unique stances or special abilities.
- Cloud: Punisher Mode (balanced Attack speed and damage), Operator Mode (changes Attack into the slower but more powerful Strong Attack)
- Barret: Charge (gradually accumulates Charge while attacking), Overcharge (release stored energy as a single powerful blast)
- Aerith: Tempest
- Tifa: Omnipunch, Bash
Command Menu (Circle): At any point, you may access the Command Menu to enter Tactical Mode, slowing time to a crawl. While in Tactical Mode you can freely navigate the Command Menu (D-Pad), switch between party members (L2/R2), and select targets. In Tactical Mode you can spend ATB charges to execute Commands (Abilities, Spells, Items, Limit Breaks).
Issue Commands to Allies (L2/R2): Quickly access Tactical Mode to issue a Command to one of your party members without switching characters.
Switch Characters (D-Pad): You can freely switch control between party members by pressing up or down on the D-Pad.
Evade (Cross): Characters can execute an evasive dodge roll. Speed and distance depends on character, with Cloud being average and Barret being less agile.
Guard (R1): Hold to take a defensive stance, lowering movement speed and reducing damage received (displayed as Blocked). The Limit gauge fills more quickly when blocking incoming damage.
Command Shortcuts (L1 + Square, Triangle, Circle, Cross): You can map Commands to the Shortcuts menu, allowing you to spend ATB charges to execute them in real-time without entering Tactical Mode.
Lock On (R3): The game defaults to a soft lock on during battle, pressing R3 activates a hard lock on. The right analog stick can be used to switch between targets.
HP, MP, ATB, and Limit
HP (Health Points): Your HP gauge decreases when taking damage and can be replenished by using recovery items and spells. When a party member's HP is reduced to zero they are knocked out (KO). If all party members are knocked out you will get a game over and will be forced to restart from the last checkpoint or save point.
MP (Magic Points): In addition to an ATB charge, MP is consumed when casting Spells, which require you to have the appropriate Materia equipped. MP can be restored using recovery items.
ATB (Active Time Battle): The ATB gauge fills gradually over time and more quickly when dealing damage with your standard Attack. Filling an ATB gauge grants you one ATB charge, which can be spent to execute a Command via the Command Menu in Tactical Mode or via Command Shortcuts in real time. You can initially store two ATB charges.
Limit: Your Limit gauge fills when taking or dealing damage, and fills more quickly when blocking incoming damage. Filling the Limit gauge allows you to perform a powerful Limit Break attack.
Commands
Special abilities and spells that cost ATB charges. Can be accessed from the Command Menu during Tactical Mode or mapped to Shortcuts to be used in real-time.
Abilities: Standard physical abilities that consume ATB charges, unique to each character. Some Abilities cost more than one ATB charge.
- Cloud: Braver, Triple Slash, Focused Thrust
- Barret: Steelskin, Focused Shot
- Tifa: Unrivaled Strength, Axe Kick
Spells: Magical abilities assigned by equipping Materia, which consume MP in addition to ATB charges. Elemental spells are subject to weaknesses and resistances.
- Recovery Spells: Cure
- Offensive Spells: Thunder, Fire, Blizzard, Aero
Items: Consumable items that can provide a variety of effects. Using an item consumes one ATB charge.
- Recovery Items: Potion, Ether, Phoenix Down
Limit Breaks: Powerful unique attacks that can only be activated when the Limit gauge is full.
- Cloud: Cross-Slash (Damage your foe while making an ominous symbol with your slashes)
- Barret: Fire in the Hole (Shoot an orb of energy that creates a large explosion)
Advanced Combat Mechanics
Special Attack Properties: Launcher (launch enemies into the air), Knockdown (knock enemies to the ground), Knockback (knock enemies away from the player). Exact mechanics aren't clear, but may allow the player to deliver continuous attacks to enemies (IE air juggle), interrupt attacks, and manipulate positioning.
Combination Attacks: Exact mechanics aren't clear, but according to reports, executing certain Commands with multiple party members in rapid succession will result in a combined attack with cinematic camera angles and potentially unique character dialogue and increased damage.
Enemy Mechanics
Focus & Stagger: Enemies have a Focus gauge beneath their HP gauge. When the gauge is filled, the enemy will be Staggered, temporarily disabling them and causing them to take additional damage from all sources. Exploiting enemy weaknesses will fill their Focus gauge more quickly, and some Abilities specialize in quickly filling the Focus gauge. At present, Staggered enemies take 160% damage.
Range: Some enemies attack from a distance, out of the reach of your melee attacks, requiring you to use party members or abilities capable of ranged damage.
Grabs: Enemies will on occasion grab a party member, disabling and dealing heavy damage to them after a set time. In order to free them, the player will need to switch to another party member and attack the enemy that has grabbed them. Enemies seen using grabs include the Scorpion Sentinel, Aps, and Sweepers.
Barriers: Enemies may deploy barriers that reduce incoming damage (displayed as Blocked). In such cases, a weak point on their body may need to be attacked.
Cover: Enemies may perform attacks that require players to hide behind cover to avoid damage.
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