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* ''VideoGame/StarWarriorII'': On the third attack of a combo, inputting the attack just before the window of opportunity ends results in a "Just Attack" that turns all hits of that attack critical. With the Eye of the Sealed relic, all attacks and Flow Arts have Just Attack timing.
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* ''VideoGame/JackMove'': When you use titular Jack Moves, you'll be shown a short sequence of directional buttons. Hitting them in time will power up the move, with each Jack Move having its own unique sequence. In-universe, it's explained that Noa activates them in {{Cyberspace}} with motion controls, instead of simply executing the program, like with other skills. It gives Jack Moves the advantage of not consuming RAM blocks, and thus not being counted towards LimitedMoveArsenal.
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* ''VideoGame/{{Super Mario RPG}}'', where players could use "Timed Hits" to increase attack or defense power. But then again, [[HeKnowsAboutTimedHits you probably already knew that]].

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* ''VideoGame/{{Super Mario RPG}}'', where players could use "Timed Hits" to increase attack or defense power. But then again, [[HeKnowsAboutTimedHits you probably already knew that]]. The Switch remake renames them to "Action Commands".
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** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Action Commands were available in battle, usually right before the enemy strikes. Though called "parry attacks", they actually involved Link dodging by rolling around the enemy, then leaping up to slash his foe in the back of the head. Especially effective against [[SpellMyNameWithAnS Darknut knights]].

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** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Action Commands were are available in battle, usually right before the enemy strikes. Though called "parry attacks", they actually involved involve Link dodging by rolling around the enemy, then leaping up to slash his foe in the back of the head. Especially effective against [[SpellMyNameWithAnS Darknut knights]].Darknuts.
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* ''VideoGame/LunarLux'': Some skills, such as Gun Saber, have button prompts that allow for follow-up attacks and bonus damage if timed correctly.

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[[folder:Survival Horror]]
* ''VideoGame/Condemned2Bloodshot'' uses these in Chain Combos (not to be confused with the game's {{Combos}}, which are series of a regular attacks) that range from doing massive damage, to broken arms, to instant kills.
* ''VideoGame/DeadlyCreatures'' uses a combo system of attack button and Wii-mote waggles. More closely to the trope, the Scorpion has a unique "Finishing Move" for each type of enemy in the game which is pulled off by a creature-specific action command. This results in everything from a double-pincer pound to the jaw, followed by prying the jaws open to stab the stinger down the throat (lizards), to rolling an enemy over and stabbing them in the underbelly (wolf spiders).
* ''VideoGame/DeadSpace1'' has these when an enemy grabs you. The command can either be a single press of the action button to squish a bug, or the frenzied hammering of said key to rip off a PersonalSpaceInvader and bludgeon it around the head. Then stomp on it. Repeatedly.
* ''VideoGame/ResidentEvil4'' has these for knocking down stunned {{Mooks}} or [[AttackItsWeakPoint attacking a boss's weak point]]. Sometimes it is dangerous to use one, such as using a roundhouse kick on a Ganado only for the OneHitKill Plaga to pop out.
** ''VideoGame/ResidentEvil5'' uses this whenever you are physically attacked by any creature (even some of the bosses), doing so allows your character or your ally to perform a physical attack (such as a kick, punch, or a stab). During boss battles, it's used to dodge certain attacks, many that can result in a game over including in the second to last battle where failing to dodge the attack causes the boss to rip out your heart.
** ''VideoGame/ResidentEvilTheUmbrellaChronicles'' and ''[[VideoGame/ResidentEvilTheDarksideChronicles Darkside Chronicles]]'' have these when you are grabbed by creatures. If you shake the Wii-mote, you can counter-attack for a one-hit kill. Each character has their own counter-attack animation/style.
** ''VideoGame/ResidentEvil6'' ups the ante with {{Counter Attack}}s that are more often than not a OneHitKill or amazingly damaging on mooks.
[[/folder]]


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[[folder:Survival Horror]]
* ''VideoGame/Condemned2Bloodshot'' uses these in Chain Combos (not to be confused with the game's {{Combos}}, which are series of a regular attacks) that range from doing massive damage, to broken arms, to instant kills.
* ''VideoGame/DeadlyCreatures'' uses a combo system of attack button and Wii-mote waggles. More closely to the trope, the Scorpion has a unique "Finishing Move" for each type of enemy in the game which is pulled off by a creature-specific action command. This results in everything from a double-pincer pound to the jaw, followed by prying the jaws open to stab the stinger down the throat (lizards), to rolling an enemy over and stabbing them in the underbelly (wolf spiders).
* ''VideoGame/DeadSpace1'' has these when an enemy grabs you. The command can either be a single press of the action button to squish a bug, or the frenzied hammering of said key to rip off a PersonalSpaceInvader and bludgeon it around the head. Then stomp on it. Repeatedly.
* ''Franchise/ResidentEvil'':
** ''VideoGame/ResidentEvil4'' has prompts for knocking down stunned {{Mooks}} or [[AttackItsWeakPoint attacking a boss's weak point]]. Sometimes it is dangerous to use one, such as using a roundhouse kick on a Ganado only for the OneHitKill Plaga to pop out.
** ''VideoGame/ResidentEvil5'': Whenever you are physically attacked by any creature (even some of the bosses) a prompt pops us, executing it allows your character or your ally to perform a physical attack (such as a kick, punch, or a stab). During boss battles, it's used to dodge certain attacks, many that can result in a game over including in the second to last battle where failing to dodge the attack causes the boss to rip out your heart.
** ''VideoGame/ResidentEvilTheUmbrellaChronicles'' and ''[[VideoGame/ResidentEvilTheDarksideChronicles Darkside Chronicles]]'' have prompts when you are grabbed by creatures. If you shake the Wii-mote, you can counter-attack for a one-hit kill. Each character has their own counter-attack animation/style.
** ''VideoGame/ResidentEvil6'' ups the ante with {{Counter Attack}}s that are more often than not a OneHitKill or amazingly damaging on mooks.
** ''VideoGame/ResidentEvil3Remake'': If Jill or Carlos are grabbed by an enemy, a {{button mash|ing}} prompt will appear. The quicker the meter is filled, the less damage the character takes. An upgrade can be acquired that allows the characters to automatically break away from a hold, avoiding the QTE.
** The ''VideoGame/ResidentEvil4Remake'' keeps the melee prompts present in the original game, with a few new ones such as ButtonMashing to escape and enemy's hold or Ada being able to grapple enemy shields away from them.
[[/folder]]
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* ''VideoGame/TheLastRemnant'' uses action commands for increasing damage and counterattacking after dodging or blocking, this happens randomly.
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* ''Franchise/SpiderMan 3'', during action cinematics, flashed the necessary buttons to press moments before in order for Spidey to win the battle.

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* ''Franchise/SpiderMan 3'', ''VideoGame/SpiderMan3'', during action cinematics, flashed the necessary buttons to press moments before in order for Spidey to win the battle.
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** However, since the game doesn't punish you for repeatedly mashing a direction instead of trying to time the dodges, most of the combat can easily devolve into mashing a single direction whenever there's any enemy attack on the screen and pelting the enemies with an endless stream of instant charge shots.
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* ''VideoGame/Manhunt2'' used these to perform 'executions' -- although thanks to meddling from censorship groups, these segments became essentially unplayable, as the player could rarely see what was going on.

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* ''VideoGame/Manhunt2'' ''VideoGame/{{Manhunt}} 2'' used these to perform 'executions' -- although thanks to meddling from censorship groups, these segments became essentially unplayable, as the player could rarely see what was going on.
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* ''VideoGame/TomatoAdventure'' has the playable characters use weapons known as "Gimmicks" as their main attacks in combat. Each of them require an action command to carry out. The Gimmicks are even categorized by the type of action commands (such as timing, rhythm or ButtonMashing)!

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The entry was written in past tense, I found it easier to completely rewrite it.


* Used heavily in all three ''VideoGame/{{Shadow Hearts}}'' games, whose combat system relied on the Judgment Ring. The player had to press the X button when the Judgment Ring's rotating bar was inside certain colored areas of the ring. Good timing was rewarded with a stronger attack, spell, or item effect; bad timing meant a blown turn (thankfully, you didn't use spells or items if you failed their rings, preventing wasted supplies or MP). The Judgment Ring was also used to get discounts at stores, and in the first game, it was even used in a few extra mini-games. The second and third games allowed one to set the attack to "Auto Ring", but this prevented you from earning Strikes and limited available attacks.

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* Used ''VideoGame/ShadowHearts'' series uses it heavily in all three ''VideoGame/{{Shadow Hearts}}'' games, whose combat system relied on the Judgment Ring. The player had to press the X button when the Judgment Ring's rotating bar was inside certain colored areas of the ring. Good timing was rewarded with a stronger so-called "Judgment Ring". In combat, almost every attack, spell, or and item effect; bad timing meant summons the Ring with several colored areas on it and a blown turn (thankfully, rotating bar. To perform the action you didn't use spells need to press the button while the bar is inside "Hit" or items "Strike" areas, with the effect becoming more powerful in the latter case. However, if you failed their rings, preventing wasted supplies miss any of the colored areas completely, you just waste a turn (although the item or MP). MP are not wasted). Naturally, stronger attacks and items have Rings with narrower Hit[=/=]Strike areas.
**
The Judgment Ring was is also used to get discounts at stores, and in with areas becoming narrower as the discount grows. The [[VideoGame/ShadowHearts1 first game, game]] also uses it was even used for several mini-games, while ''[[VideoGame/ShadowHeartsCovenant Covenant]]'' introduces a "Combo Ring" (press shown button in time) for {{Combination Attack}}s.
** ''Covenant'' also introduces several more types of the Ring for battles, namely "Practice" (missing an area doesn't waste
a few extra mini-games. The second turn, but no Strikes), "Technical" (narrower areas, more damage), "Gamble" (one narrow Hit[=/=]Strike area, but hitting it has the same effect as hitting all on a normal Ring), and third games allowed "Auto" (only one to set Hit area, but the attack to "Auto Ring", but game hits it for you). ''[[VideoGame/ShadowHeartsFromTheNewWorld From the New World]]'' inherits this prevented you from earning Strikes and limited available attacks.system.
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* ''VideoGame/ASpaceForTheUnbound'': this is how you defend yourself in fighting minigame.
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* ''VideoGame/AssassinsCreed'':
** In the first fame, a similar non-gameplay system occurs during scripted sequences; Hitting a button when the Animus's screen does a variety of camera shifts, and lets targets give their final soliloquy as if undamaged. The result is surreal, but expressive, as the mark's speeches are long and emotive, losing effect when given by a reclining figure unable to support his own head. (Plus their unnaturally clear vocal acuity considering the hole in their necks.)

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* ''VideoGame/AssassinsCreed'':
''Franchise/AssassinsCreed'':
** In the [[VideoGame/AssassinsCreedI first fame, game]], a similar non-gameplay system occurs during scripted sequences; Hitting a button when the Animus's screen does a variety of camera shifts, and lets targets give their final soliloquy as if undamaged. The result is surreal, but expressive, as the mark's speeches are long and emotive, losing effect when given by a reclining figure unable to support his own head. (Plus their unnaturally clear vocal acuity considering the hole in their necks.)
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* ''Videogame/BatmanArkham'' has these in combat, as whenever enemies are about to attack (except for Hard mode, which disables this), an icon appears over the head indicating that you can press a button to CounterAttack, and if the enemy is down, the icon is there to indicate a floor KO is possible. There are also those for automatic stealth takedowns, whether by approaching an unaware enemy from behind (some games even allow [[PutTheirHeadsTogether a multiple one if there's two side by side]]) or if the enemy is nearby Batman's hiding position (atop a gargoyle, hanging from a ledge, inside a floor grate).

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* ''Videogame/BatmanArkham'' The ''Franchise/BatmanArkhamSeries'' has these in combat, as whenever enemies are about to attack (except for Hard mode, which disables this), an icon appears over the head indicating that you can press a button to CounterAttack, and if the enemy is down, the icon is there to indicate a floor KO is possible. There are also those for automatic stealth takedowns, whether by approaching an unaware enemy from behind (some games even allow [[PutTheirHeadsTogether a multiple one if there's two side by side]]) or if the enemy is nearby Batman's hiding position (atop a gargoyle, hanging from a ledge, inside a floor grate).
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* ''VideoGame/DeadSpace'' has these when an enemy grabs you. The command can either be a single press of the action button to squish a bug, or the frenzied hammering of said key to rip off a PersonalSpaceInvader and bludgeon it around the head. Then stomp on it. Repeatedly.

to:

* ''VideoGame/DeadSpace'' ''VideoGame/DeadSpace1'' has these when an enemy grabs you. The command can either be a single press of the action button to squish a bug, or the frenzied hammering of said key to rip off a PersonalSpaceInvader and bludgeon it around the head. Then stomp on it. Repeatedly.
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[[folder:Flight Sim]]
* The arcade flight game ''VideoGame/AceCombat5TheUnsungWar'' had this as a gimmick that was not continued into the franchise. The otherwise silent protagonist, Blaze, would be asked questions and have a short opportunity to respond with a yes or no using the D-pad. This was also used as a gameplay mechanic, as "coin" questions (whether you prefer the face or back of a coin) would be used to determine the outcome of a coin flip and thus, which of two missions will be next.
[[/folder]]
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* The arcade game ''VideoGame/DragonsLair'', its sequel, ''Time Warp'', and its SpiritualSuccessor, ''VideoGame/SpaceAce'' were nothing ''but'' Action Commands. They essentially ran a Don Bluth animated movie, and [[PressXToNotDie if you didn't execute the right command, you would die]]. Even if you were just trying to dodge a mother-in-law throwing pots and pans at you.

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* The arcade game ''VideoGame/DragonsLair'', its sequel, ''Time Warp'', and its SpiritualSuccessor, CreatorDrivenSuccessor , ''VideoGame/SpaceAce'' were nothing ''but'' Action Commands. They essentially ran a Don Bluth animated movie, and [[PressXToNotDie if you didn't execute the right command, you would die]]. Even if you were just trying to dodge a mother-in-law throwing pots and pans at you.
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In Action Adventure games, players receive a visual cue in the main window, often connected to the targeted enemy. Action commands allow the player to kill regular enemies more efficiently, and are sometimes necessary to defeat more advanced enemies (''especially'' bosses). Again, it serves to reward players for attentive gameplay, rather than simply {{Hack and Slash}}ing their way through. Compare the CounterAttack, which usually does not have an overt visual cue.

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In Action Adventure games, players receive a visual cue in the main window, often connected to the targeted enemy. Action commands allow the player to kill regular enemies more efficiently, and are sometimes necessary to defeat more advanced enemies (''especially'' bosses). Again, it serves to reward players for attentive gameplay, rather than simply {{Hack and Slash}}ing their way through. Compare the CounterAttack, which usually does not have an overt visual cue.
cue. See also JustFrameBonus, where the game rewards you for timing an input more precisely.
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Improper tense


* ''VideoGame/ResidentEvil4'' had these for knocking down stunned {{Mooks}} or [[AttackItsWeakPoint attacking a boss's weak point]]. Sometimes it was dangerous to use one, such as using a roundhouse kick on a Ganado only for the OneHitKill Plaga to pop out.

to:

* ''VideoGame/ResidentEvil4'' had has these for knocking down stunned {{Mooks}} or [[AttackItsWeakPoint attacking a boss's weak point]]. Sometimes it was is dangerous to use one, such as using a roundhouse kick on a Ganado only for the OneHitKill Plaga to pop out.
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* ''VideoGame/EndlingExtinctionIsForever'' uses this for certain actions, like climbing or digging. At the start of the game, your first action command is to ''give birth'' to your cubs.
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* ''Pinball/FunHouseRudysNightmare'': During "[[VideoMode Haunted Roller Coaster]]," the flipper buttons correlate to different directions (the left button turns left, the right button turns right, and both at once make your ride vehicle jump). When one of three arrows correlating to these directions appears on the display, the player must hit the correct button(s) [[DifficultyByAcceleration in increasingly short order]] to progress and earn more points.
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* Parrying in ''VideoGame/CodeVein'' is implemented this way: you press the Parry button, and if you receive a non-overhead hit within a time window, CutscenePowerToTheMax kicks in and your character will brutally maim the enemy that hit you with an extremely powerful attack capable of one-shotting or at least almost killing a standard enemy. It will also grant you two extra units of [[ManaMeter Ichor]], and will increase your maximum Ichor capacity by 2 units.
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* ''VideoGame/DevilMayCry 4'' has a variant, in that although the Devil Bringer is used normally against most Mooks, against bosses it is necessary to find specific moments of vulnerability before it can be used. Also, there are some "hidden" Devil Bringer attacks that work in this way by requiring a precisely-timed input, like catching [[spoiler:Credo's]] spear and [[CatchAndReturn throwing it back at him]].

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* ''VideoGame/DevilMayCry 4'' ''VideoGame/DevilMayCry4'' has a variant, in that although the Devil Bringer is used normally against most Mooks, against bosses it is necessary to find specific moments of vulnerability before it can be used. Also, there are some "hidden" Devil Bringer attacks that work in this way by requiring a precisely-timed input, like catching [[spoiler:Credo's]] spear and [[CatchAndReturn throwing it back at him]].
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* ''Videogame/SouthParkTheStickOfTruth'' used timed hits similar to ''Paper Mario'' (which has been cited by the developers as a major influence) to execute attacks as well as to defend.

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* ''Videogame/SouthParkTheStickOfTruth'' used timed hits similar to ''Paper Mario'' (which has been cited by the developers as a major influence) to execute attacks as well as to defend. Action commands also show up in the sequel ''VideoGame/SouthParkTheFracturedButWhole''.
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* ''VideoGame/TheLegendOfZeldaTheWindWaker'': Action Commands were available in battle, usually right before the enemy strikes. Though called "parry attacks", they actually involved Link dodging by rolling around the enemy, then leaping up to slash his foe in the back of the head. Especially effective against [[SpellMyNameWithAnS Darknut knights]].

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* ** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Action Commands were available in battle, usually right before the enemy strikes. Though called "parry attacks", they actually involved Link dodging by rolling around the enemy, then leaping up to slash his foe in the back of the head. Especially effective against [[SpellMyNameWithAnS Darknut knights]].

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