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** {{Downplayed|Trope}} with ''VideoGame/Splatoon3'''s [[TheStraightAndArrowPath Stringers]], which [[{{Multishot}} launch an array of three darts]], arranged horizontally while grounded or arranged vertically while jumping. The differences in horizontal or vertical shots only come about when the shots aren't fully charged, better for inking walls and the ground. While fully charged, the three reticles are bunched so close together that it hardly makes a difference in painting, but vertical shots are better for picking off foes to ensure that all three arrows strike home.

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** {{Downplayed|Trope}} with ''VideoGame/Splatoon3'''s [[TheStraightAndArrowPath Stringers]], which [[{{Multishot}} launch an array of three darts]], arranged horizontally while grounded or arranged vertically while jumping. The differences in horizontal or vertical shots only come about when the shots aren't fully charged, better for inking walls and the ground.ground and for fighting at close range. While fully charged, the three reticles are bunched so close together that it hardly makes a difference in painting, but vertical shots are better for picking off foes to ensure that all three arrows strike home.
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** ''VideoGame/Splatoon3'''s [[TheStraightAndArrowPath Stringers]] launch [[{{Multishot}} an array of three darts]], arranged horizontally while grounded or arranged vertically while jumping. While fully charged, the three reticles are all so close together that it hardly makes a difference in painting, but vertical shots are better for picking off foes to ensure that all three arrows strike home.

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** {{Downplayed|Trope}} with ''VideoGame/Splatoon3'''s [[TheStraightAndArrowPath Stringers]] launch Stringers]], which [[{{Multishot}} launch an array of three darts]], arranged horizontally while grounded or arranged vertically while jumping. The differences in horizontal or vertical shots only come about when the shots aren't fully charged, better for inking walls and the ground. While fully charged, the three reticles are all bunched so close together that it hardly makes a difference in painting, but vertical shots are better for picking off foes to ensure that all three arrows strike home.
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** ''Splatoon 2'' also introduced the Squeezer, whose range and shot spread instead changes depending on whether the ZR button is tapped or held down. Tapping ZR over and over again sends out accurate, long-ranged bursts, the better for pounding faraway opponents, while holding down the trigger instead gives a medium-ranged rapid-firing setting, which is better suited for inking ground.

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** ''Splatoon 2'' also introduced the Squeezer, whose range and shot spread instead changes depending on whether the ZR button is tapped or held down. Tapping ZR over and over again sends out accurate, long-ranged bursts, the better for pounding faraway opponents, while holding down the trigger instead gives a medium-ranged rapid-firing setting, which is better suited for inking ground.ground and fighting at close range.
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** ''Splatoon 3'' also has the S-BLAST '92, which sends out long-ranged, accurate shots while grounded and a larger, closer-ranged blast while jumping that's better for taking out nearby enemies. Both firing modes deal the same amount of damage -- a [[OneHitKill One-Hit Splat]] if it's a direct strike, and a two-or-three-shot splat with indirect shots -- but the closer-ranged blast's area of effect is far larger than the pinprick-accuracy long-ranged burst.

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** ''Splatoon 3'' also has the S-BLAST '92, which sends out long-ranged, accurate shots while grounded and a larger, closer-ranged blast while jumping that's better for taking out nearby enemies. Both firing modes deal the same amount of damage -- a [[OneHitKill One-Hit Splat]] if it's with a direct strike, and a two-or-three-shot splat with indirect shots -- but the closer-ranged blast's area of effect is far larger than the pinprick-accuracy long-ranged burst.
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** ''Splatoon 3'' also has the S-BLAST '92, which sends out long-ranged, accurate shots while grounded and a larger, closer-ranged blast better for taking out nearby enemies. Both firing modes deal the same amount of damage -- a [[OneHitKill One-Hit Splat]] if it's a direct strike, and a two-or-three-shot splat with indirect shots -- but the closer-ranged blast's area of effect is far larger than the pinprick-accuracy long-ranged burst.

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** ''Splatoon 3'' also has the S-BLAST '92, which sends out long-ranged, accurate shots while grounded and a larger, closer-ranged blast while jumping that's better for taking out nearby enemies. Both firing modes deal the same amount of damage -- a [[OneHitKill One-Hit Splat]] if it's a direct strike, and a two-or-three-shot splat with indirect shots -- but the closer-ranged blast's area of effect is far larger than the pinprick-accuracy long-ranged burst.
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** ''VideoGame/Splatoon3'''s [[TheStraightAndArrowPath Stringers]] [[{{Multishot}} launch an array of three darts]], arranged horizontally while grounded or arranged vertically while jumping. While fully charged, the three reticles are all so close together that it hardly makes a difference in painting, but vertical shots are better for picking off foes to ensure that all three arrows strike home.

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** ''VideoGame/Splatoon3'''s [[TheStraightAndArrowPath Stringers]] launch [[{{Multishot}} launch an array of three darts]], arranged horizontally while grounded or arranged vertically while jumping. While fully charged, the three reticles are all so close together that it hardly makes a difference in painting, but vertical shots are better for picking off foes to ensure that all three arrows strike home.
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[[folder:Third-Person Shooter]]
* A handful of weapons from the ''Franchise/{{Splatoon}}'' games can change their methods of attack, typically by firing while jumping:
** As of ''VideoGame/Splatoon2'', all rollers perform a horizontal swing by pressing the ZR button while on the ground, which flings a mid-ranged sheet of ink before the player. However, pressing ZR while jumping instead performs a vertical swing, which flings a column of ink that has longer range but leaves a narrower trail. In [[VideoGame/Splatoon1 the first game]], all rollers could only perform horizontal swings.
*** This state of affairs is {{exaggerated|Trope}} with the Flingza Roller, which has quick, shorter-ranged horizontal swings, but changes shape during a long vertical swing to send ink as far as a Dynamo Roller, the heaviest, slowest, and longest-ranged roller of all.
** ''Splatoon 2'' also introduced the Squeezer, whose range and shot spread instead changes depending on whether the ZR button is tapped or held down. Tapping ZR over and over again sends out accurate, long-ranged bursts, the better for pounding faraway opponents, while holding down the trigger instead gives a medium-ranged rapid-firing setting, which is better suited for inking ground.
** ''VideoGame/Splatoon3'''s [[TheStraightAndArrowPath Stringers]] [[{{Multishot}} launch an array of three darts]], arranged horizontally while grounded or arranged vertically while jumping. While fully charged, the three reticles are all so close together that it hardly makes a difference in painting, but vertical shots are better for picking off foes to ensure that all three arrows strike home.
** ''Splatoon 3'' also has the S-BLAST '92, which sends out long-ranged, accurate shots while grounded and a larger, closer-ranged blast better for taking out nearby enemies. Both firing modes deal the same amount of damage -- a [[OneHitKill One-Hit Splat]] if it's a direct strike, and a two-or-three-shot splat with indirect shots -- but the closer-ranged blast's area of effect is far larger than the pinprick-accuracy long-ranged burst.
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*** [[spoiler:General Nazgrim]], in his boss fight, also switches between stances. When he's in Battle Stance, his attacks grant him rage. While he's in Berserker Stance, he does more damage and gets more rage, but also takes more damage. While he's in Defensive Stance, he takes less damage and gets Rage every time he's struck by someone who does not have the debuff he puts on his tank.

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*** [[spoiler:General Nazgrim]], in his boss fight, also switches between these same stances. When he's in Battle Stance, his attacks grant him rage. While he's in Berserker Stance, he does more damage and gets more rage, but also takes more damage. While he's in Defensive Stance, he takes less damage and gets Rage every time he's struck by someone who does not have anyone but the debuff he puts on his tank.
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* ''VideoGame/FinalFantasyXIII:'' Paradigms are a fine-grained Stance System. There are up to three members in the active party, and six different roles: Commando (physical attacks), Ravager (magical attacks), Synergist (buffs the party), Saboteur (debuffs enemies), Sentinel (protects the party) and Medic (heals the party). Different members have different specialities. Paradigms are combinations of roles that you set up before battle, and can switch between during battles. For basic enemies, COM RAV RAV will do fine. For tougher enemies, you might start with COM SYN SAB, switch to COM RAV RAV for a few turns, then COM SEN MED to heal up, and finish with COM RAV RAV again.
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->''"The S-BLAST '92 is an exciting new blaster that's equipped with two distinct ink-firing mechanisms. You'll switch between the two on the fly based on your movements! When firing normally, this is a weapon with balanced accuracy, range, and power. It won't overwhelm anyone with sheer force, but I think you'll hit the target more often than not. However, when you fire while jumping, this weapon transforms into a heavy-duty powerhouse, launching large blasts of ink that explode nearby. It's a whole different beast!"''

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->''"The S-BLAST '92 is an exciting new blaster that's equipped with two distinct ink-firing mechanisms. You'll switch between the two on the fly based on your movements! When firing normally, this is a weapon with balanced accuracy, range, and power. It won't overwhelm anyone with sheer force, but I think you'll hit the target more often than not. [...] However, when you fire while jumping, this weapon transforms into a heavy-duty powerhouse, launching large blasts of ink that explode nearby. It's a whole different beast!"''
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->''"Press ZR while standing or running, and the ink will fire horizontally. Press ZR while jumping for a shot that's concentrated vertically. The flexibility is unparalleled!"''
-->-- '''Sheldon''' describing the [[{{Multishot}} Tri-]][[TheStraightAndArrowPath Stringer]] to the player, ''VideoGame/Splatoon3''

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->''"Press ZR while standing or running, and the ink will fire horizontally. Press ZR while jumping for a shot ->''"The S-BLAST '92 is an exciting new blaster that's concentrated vertically. The flexibility equipped with two distinct ink-firing mechanisms. You'll switch between the two on the fly based on your movements! When firing normally, this is unparalleled!"''
a weapon with balanced accuracy, range, and power. It won't overwhelm anyone with sheer force, but I think you'll hit the target more often than not. However, when you fire while jumping, this weapon transforms into a heavy-duty powerhouse, launching large blasts of ink that explode nearby. It's a whole different beast!"''
-->-- '''Sheldon''' describing the [[{{Multishot}} Tri-]][[TheStraightAndArrowPath Stringer]] [[https://splatoonwiki.org/wiki/S-BLAST_%2792 S-BLAST '92]] to the player, ''VideoGame/Splatoon3''
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-->-- '''Sheldon''' describing the [[{{Multishot}} Tri]]-[[TheStraightAndArrowPath Stringer]] to the player, ''VideoGame/Splatoon3''

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-->-- '''Sheldon''' describing the [[{{Multishot}} Tri]]-[[TheStraightAndArrowPath Tri-]][[TheStraightAndArrowPath Stringer]] to the player, ''VideoGame/Splatoon3''
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-->-- '''Sheldon''' describing the [[TheStraightAndArrowPath Tri-Stringer]] to the player, ''VideoGame/Splatoon3''

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-->-- '''Sheldon''' describing the [[TheStraightAndArrowPath Tri-Stringer]] [[{{Multishot}} Tri]]-[[TheStraightAndArrowPath Stringer]] to the player, ''VideoGame/Splatoon3''
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-->-- '''Sheldon''''s appraisal of the [[TheStraightAndArrowPath Tri-Stringer]], ''VideoGame/Splatoon3''

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-->-- '''Sheldon''''s appraisal of '''Sheldon''' describing the [[TheStraightAndArrowPath Tri-Stringer]], Tri-Stringer]] to the player, ''VideoGame/Splatoon3''
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->''"Press ZR while standing or running, and the ink will fire horizontally. Press ZR while jumping for a shot that's concentrated vertically. The flexibility is unparalleled!"''
-->-- '''Sheldon''''s appraisal of the [[TheStraightAndArrowPath Tri-Stringer]], ''VideoGame/Splatoon3''
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* Several characters in ''VideoGame/InjusticeGodsAmongUs'' have multiple fighting styles. Wonder Woman switches between using her whip and a Sword and shield, while Nightwing uses escrima sticks which can combine into a staff.

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* Several characters in ''VideoGame/InjusticeGodsAmongUs'' have multiple fighting styles. Wonder Woman switches between using her whip lasso and a Sword and shield, while Nightwing uses escrima sticks which can combine into a staff.



** ''VideoGame/MortalKombatDeadlyAlliance'' and onward. Actually ''called'' it Stance shifting, and was one of the earliest examples to use literal switches of fighting stances and weapon use to expand the move-list without compromising user-friendliness.
** In ''Videogame/MortalKombatX'', each character has three variations that they can choose from at the beginning that gives them differing movesets. Liu Kang and Tremor also have two different modes in one variation, and Triborg has a fourth variation: [[spoiler:Cyber Sub-Zero]]

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** ''VideoGame/MortalKombatDeadlyAlliance'' ''VideoGame/MortalKombatDeadlyAlliance'', ''VideoGame/MortalKombatDeception'' and onward. Actually ''VideoGame/MortalKombatArmageddon'' actually ''called'' it Stance shifting, and shifting. ''Deadly Alliance'' was one of the earliest examples to use literal switches of fighting stances and weapon use weapons to expand the move-list without compromising user-friendliness.
** In ''Videogame/MortalKombatX'', each character has three variations that they can choose from at the beginning of the match that gives them differing movesets. Liu Kang and Tremor also have two different modes in one variation, and Triborg has a fourth variation: [[spoiler:Cyber Sub-Zero]]

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* ''VideoGame/{{Crysis}}'' uses this trope in regards to your PoweredArmor. It has four modes you can switch between at any time; Armor, Speed, Strength, and Cloaking.

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* ''VideoGame/{{Crysis}}'' uses this trope in regards to your PoweredArmor. It has four five modes you can switch between at any time; Armor, Speed, Strength, and Cloaking.Cloaking, and Regeneration.
** ''VideoGame/Crysis2'' simplified the stance system by specifying Cloaking and Armor as the two 'major' stances (dedicated keys to instantly swapping to either, most of your energy is consumed by these two stances) while relegating Speed and Strength as minor stances (they automatically activate if you're sprinting or pushing an object out of the way), with passive regenerative health.
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** Squigly has a rather unique twist on this concept. All of her ground specials are based off of one of two stances, the [[OurDragonsAreDifferent dragon]] stance, and the [[WhipItGood whip]] stance. Holding the button while performing the special, however, allows Squigly to stay in the stance. Doing so alters her movement, charges up her moves, and after a while makes the next move used from that stance a Level 2 variant, giving it more unique and powerful properties as well as more combo opportunities. In addition, she can actually end her stances extremely quickly if another button is tapped while she's in the stance, allowing her to continue her combos via LagCancel. Having a Level 2 stance allows her to end the stances even quicker to offer even more unique combos.

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** Squigly has a rather unique twist on this concept. All of her ground specials are based off of one of two stances, the [[OurDragonsAreDifferent dragon]] stance, and the [[WhipItGood whip]] whip stance. Holding the button while performing the special, however, allows Squigly to stay in the stance. Doing so alters her movement, charges up her moves, and after a while makes the next move used from that stance a Level 2 variant, giving it more unique and powerful properties as well as more combo opportunities. In addition, she can actually end her stances extremely quickly if another button is tapped while she's in the stance, allowing her to continue her combos via LagCancel. Having a Level 2 stance allows her to end the stances even quicker to offer even more unique combos.
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* In ''VideoGame/Yakuza0'' and ''[[VideoGame/Yakuza1 Yakuza Kiwami]]'', Kiryu can switch between "Brawler", a balanced style that can CounterAttack, "Rush", which is fast and evasive but weak, and "Beast", which is powerful and can automatically pick up environmental objects but is slow. In ''Kiwami'', he gets a fourth stance, "Dragon", which closer to the fighting style he uses in later games. It starts with [[MagikarpPower almost no moves and severe restrictions]] and requires NonstandardSkillLearning to unlock its abilities. [[spoiler:In ''0'', the Legendary style, "Dragon of Dojima", is this with its full moveset unlocked.]] In the former, Majima also can switch between the balanced "Thug", power-based, BatterUp-using "Slugger" and fast, capoeira-like "Breaker", [[spoiler:as well as "Mad Dog of Shimano" which favours a knife.]]

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* In ''VideoGame/Yakuza0'' and ''[[VideoGame/Yakuza1 Yakuza Kiwami]]'', Kiryu can switch between "Brawler", a balanced style that can CounterAttack, "Rush", which is fast and evasive but weak, and "Beast", which is powerful and can automatically pick up environmental objects but is slow. In ''Kiwami'', he gets a fourth stance, "Dragon", which is closer to the fighting style he uses in later the other games. It starts with [[MagikarpPower almost no moves and severe restrictions]] and requires NonstandardSkillLearning to unlock its abilities. [[spoiler:In ''0'', the Legendary style, "Dragon of Dojima", is this with its full moveset unlocked.]] In the former, Majima also can switch between the balanced "Thug", power-based, BatterUp-using "Slugger" and fast, capoeira-like "Breaker", [[spoiler:as well as "Mad Dog of Shimano" which favours a knife.]]
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* In ''Earthlock: Festival of Magic'' each character has two different stances that they can switch between to change how they fight

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* In ''Earthlock: Festival of Magic'' ''VideoGame/{{Earthlock}}'' each character has two different stances that they can switch between to change how they fight

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* ''VideoGame/WarcraftIII'':
** Druids of the Claw and Talon can shapeshift into bears and crows, giving them more damage and resilience but leaving them unable to cast spells (the expansion allows them to cast their basic spell when shifted).
** Footmen can use Defend; raising their shields to greatly reduce the damage (and in the expansion, reflect) damage done by some ranged attacks at the cost of movement speed.
** The Berserk ability temporarily increases attack speed but also increases damage taken.
* Sort of used in the Chinese Overlord tank from ''VideoGame/CommandAndConquerGenerals'', where you can build on top of them a [[CombatMedic propaganda speaker that heals your troops]], a [[GatlingGood gatling gun]], or a [[AwesomePersonnelCarrier bunker]].
** The American Strategy Center can use 3 different battleplans: "Bombardment", which increases unit attack power and equips with an artillery piece, "Hold the Line", which increases unit defence and improves its own armour (depicted as sandbags), and "Search & Destroy", which deploys scanners and improves unit weapon range. The bonuses are strong enough to make the American faction play very differently in each mode. They are ''also'' free to be switched at any time, though that takes a few seconds and disables all units to adjust.




* Sort of used in the Chinese Overlord tank from ''VideoGame/CommandAndConquerGenerals'', where you can build on top of them a [[CombatMedic propaganda speaker that heals your troops]], a [[GatlingGood gatling gun]], or a [[AwesomePersonnelCarrier bunker]].
** The American Strategy Center can use 3 different battleplans: "Bombardment", which increases unit attack power and equips with an artillery piece, "Hold the Line", which increases unit defence and improves its own armour (depicted as sandbags), and "Search & Destroy", which deploys scanners and improves unit weapon range. The bonuses are strong enough to make the American faction play very differently in each mode. They are ''also'' free to be switched at any time, though that takes a few seconds and disables all units to adjust.



* ''VideoGame/WarcraftIII'':
** Druids of the Claw and Talon can shapeshift into bears and crows, giving them more damage and resilience but leaving them unable to cast spells (the expansion allows them to cast their basic spell when shifted).
** Footmen can use Defend; raising their shields to greatly reduce the damage (and in the expansion, reflect) damage done by some ranged attacks at the cost of movement speed.
** The Berserk ability temporarily increases attack speed but also increases damage taken.



!! Anime & Manga
* In ''Anime/CrushGearTurbo'', the VT chassis enables Crush Gears to have an incredible boost of speed depending on which side the battery box slides into (front for dash, and back for spins).

!! Literature



* [[SizeShifter Sky-Scraper]] of ''TabletopGame/SentinelsOfTheMultiverse''. Most of her cards are tagged with Tiny, Normal, or Huge. Playing them replaces her primary card with the version for that size, changing her power - with her standard card, Tiny lets you deploy and recover Link gadgets, Normal provides card draw, and Huge has a sonic thunderclap that can do impressive mass damage - but also risks harming her allies if her damage is increased.
** Additionally, the video game based on the universe (not the video game based on the card game. That's a different one.) will feature a stance system.
** The Naturalist is a shape shifter who has three different forms he can assume; Gazelle, Alligator, and Rhino. While able to use his cards in any form, each also could confer an additional benefit based around health recovery, attack boosting, or defence boosting respectively.
** Mr. Fixer, a martial arts master, has multiple copies of three "style" cards, which grant his attacks different effects ranging from double attacks to paralyzing his opponents. Mixing them with his various tool cards is how you make his deck effective.
* In ''Anime/CrushGearTurbo'', the VT chassis enables Crush Gears to have an incredible boost of speed depending on which side the battery box slides into (front for dash, and back for spins).

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!! TV Series
* [[SizeShifter Sky-Scraper]] of ''TabletopGame/SentinelsOfTheMultiverse''. Most of her cards are tagged with Tiny, Normal, or Huge. Playing them replaces her primary card with Normally, the version eponymous ''Series/KamenRiderDenO'' needs to be possessed by his four/five Imagin to fight (with an appropriate form for each Imagin). Late in the series, he gets a form that size, changing her power - with her standard card, Tiny lets you deploy and recover Link gadgets, Normal provides card draw, and Huge has a sonic thunderclap that can do impressive mass damage - but also risks harming her allies if her damage is increased.
** Additionally,
doesn't need possession, Liner Form, whose main weapon, the video game based on [[{{BFS}} DenKamen Sword]], allows him to switch between the universe (not the video game based on the card game. That's a different one.) will feature a stance system.
** The Naturalist is a shape shifter who has three different forms he can assume; Gazelle, Alligator, and Rhino. While able to use
fighting styles of his cards in any form, each also could confer an additional benefit based around health recovery, attack boosting, or defence boosting respectively.
** Mr. Fixer, a martial arts master, has multiple copies of three "style" cards, which grant his attacks different effects ranging from double attacks to paralyzing his opponents. Mixing them with his various tool cards is how you make his deck effective.
* In ''Anime/CrushGearTurbo'', the VT chassis enables Crush Gears to have an incredible boost of speed depending on which side the battery box slides into (front for dash, and back for spins).
previous forms.

!! Tabletop Games



* [[SizeShifter Sky-Scraper]] of ''TabletopGame/SentinelsOfTheMultiverse''. Most of her cards are tagged with Tiny, Normal, or Huge. Playing them replaces her primary card with the version for that size, changing her power - with her standard card, Tiny lets you deploy and recover Link gadgets, Normal provides card draw, and Huge has a sonic thunderclap that can do impressive mass damage - but also risks harming her allies if her damage is increased.
** Additionally, the video game based on the universe (not the video game based on the card game. That's a different one.) will feature a stance system.
** The Naturalist is a shape shifter who has three different forms he can assume; Gazelle, Alligator, and Rhino. While able to use his cards in any form, each also could confer an additional benefit based around health recovery, attack boosting, or defence boosting respectively.
** Mr. Fixer, a martial arts master, has multiple copies of three "style" cards, which grant his attacks different effects ranging from double attacks to paralyzing his opponents. Mixing them with his various tool cards is how you make his deck effective.

!! Other Video Games
* The Doctor in ''VideoGame/DeadByDaylight'', prior to patch 3.5.0, functioned in this way. He would switch between Punishment Mode, which allowed him to inflict damage to survivors and move at his regular speed, and Treatment mode, which slowed him down, allowed him to inflict Madness passively to survivors inside of his Terror Radius, and replaced his regular attack with Shock Blasts that inflict Madness and briefly prevented survivors from performing any actions but moving.



* The Doctor in ''VideoGame/DeadByDaylight'', prior to patch 3.5.0, functioned in this way. He would switch between Punishment Mode, which allowed him to inflict damage to survivors and move at his regular speed, and Treatment mode, which slowed him down, allowed him to inflict Madness passively to survivors inside of his Terror Radius, and replaced his regular attack with Shock Blasts that inflict Madness and briefly prevented survivors from performing any actions but moving.
* Normally, the eponymous ''Series/KamenRiderDenO'' needs to be possessed by his four/five Imagin to fight (with an appropriate form for each Imagin). Late in the series, he gets a form that doesn't need possession, Liner Form, whose main weapon, the [[{{BFS}} DenKamen Sword]], allows him to switch between the fighting styles of his previous forms.

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* ''VideoGame/JadeEmpire'' has this in spades: 6 martial arts forms, 4 weapon forms, 5 transformation forms, and several support or magic forms (throw fireballs, slow enemies down, sap their [[{{Mana}} spirit]], etc).
* ''VideoGame/FinalFantasyVIIRemake'' has Cloud who can switch from his default Operator Mode which allows him to run and do basic swings to his enemies, to his Punisher Mode where his movement speed slows down to a crawl but he can counterattack and his swings build up the ATB gauge faster.
* ''VideoGame/TrueCrimeNewYorkCity'' has four (not including the default) individually trainable martial arts forms: Karate, Tae Kwon Do, Wushu, and Muay Thai. Marcus can switch between them in real time, and cannot use them with weapons.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' gives the player the ability to set each character's combat style in order to determine what kinds of tactics they use. It's expanded further for Jedi characters, who can learn a number of lightsaber forms, each with different advantages and disadvantages.
* ''Franchise/KingdomHearts'':
** The Drive Forms from ''VideoGame/KingdomHeartsII''. Valor Form gives Sora [[DualWielding a second keyblade]] and enhances melee attacks but prevents casting of magic, Wisdom Form enhances magic, Master Form is focused on crowd-control and enhances both melee and magic, and Final Form increases ...well, [[GameBreaker everything]]. There's also Anti Form, which can't be chosen automatically and instead occurs randomly when Sora tries to enter one of the other forms besides Final. Anti Form is an extreme FragileSpeedster, having increased movement speed and rapid but weak attacks, but takes increased damage and can't replenish HP (among other downsides). The ''[[UpdatedReRelease Final Mix]]'' version adds Limit Form, which gives Sora access to his old abilities.
** ''VideoGame/KingdomHeartsBirthBySleep'' expands on the Drive system with Command Styles and Dimension Links. By filling up a meter with special moves, you'll enter a "Command Style" that gives elemental powers to your attacks and enables a special finishing move to be used. Dimension links will replace your entire command list with ones related to characters you've met throughout the story, allowing you to completely change the way your character fights for a short time. Both of these are useful for adapting to the three characters' strengths and weaknesses.
* ''VideoGame/TheWitcher'' allows the player to switch between Strong, Fast, and Group styles of swordfighting. Some enemies can only be hurt effectively by fast or strong style, while [[{{Gamebreaker}} group is effective anytime you fight more than one foe]].

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* ''VideoGame/JadeEmpire'' has this in spades: 6 martial arts forms, 4 weapon forms, 5 transformation forms, and several support or magic forms (throw fireballs, slow enemies down, sap their [[{{Mana}} spirit]], etc).
* ''VideoGame/FinalFantasyVIIRemake'' has Cloud who can switch from his default Operator Mode which allows him to run and do basic swings to his enemies, to his Punisher Mode where his movement speed slows down to a crawl but he can counterattack and his swings build up the ATB gauge faster.
* ''VideoGame/TrueCrimeNewYorkCity'' has four (not including the default) individually trainable martial arts forms: Karate, Tae Kwon Do, Wushu, and Muay Thai. Marcus can switch between them in real time, and cannot use them with weapons.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords''
''VideoGame/SeventhDragon 2020'' gives the player the ability to set each character's combat style in order to determine what kinds of tactics they use. It's expanded further for Jedi characters, who can learn us a number of lightsaber forms, each rare dungeon crawler instance with different advantages and disadvantages.
* ''Franchise/KingdomHearts'':
**
the Samurai class. The Drive Forms from ''VideoGame/KingdomHeartsII''. Valor Form gives Sora [[DualWielding a second keyblade]] and enhances melee attacks but prevents casting of magic, Wisdom Form enhances magic, Master Form Samurai is focused on crowd-control and enhances both melee and magic, and Final Form increases ...well, [[GameBreaker everything]]. There's also Anti Form, which can't be chosen automatically and instead occurs randomly when Sora tries to enter one of the other forms besides Final. Anti Form is an extreme FragileSpeedster, having increased movement speed and rapid but weak attacks, but takes increased damage and can't replenish HP (among other downsides). The ''[[UpdatedReRelease Final Mix]]'' version adds Limit Form, which gives Sora access to his old abilities.
** ''VideoGame/KingdomHeartsBirthBySleep'' expands on the Drive system with Command Styles and Dimension Links. By filling up a meter with special moves, you'll enter a "Command Style" that gives elemental powers to your attacks and enables a special finishing move to be used. Dimension links will replace your entire command list with ones related to characters you've met throughout the story, allowing you to completely change the way your character fights for a short time. Both of these are useful for adapting to the three characters' strengths and weaknesses.
* ''VideoGame/TheWitcher'' allows the player
able to switch between Strong, Fast, Iai and Group styles Battou stances, where the Iai stance allows the usage of swordfighting. Some enemies can only be hurt effectively by fast or strong style, elementally-imbued, single-hit attacks while [[{{Gamebreaker}} group is effective anytime you fight Battou stances are for multiple-hit physical attacks.
* ''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook:'' Party members can take an Offensive or Defensive stance in battles:
** Offensive does
more than damage, and performs bonus attacks.
** Defensive does less damage, but can block enemy attacks.
** Two or more characters in the same stance can combine to perform powerful offensive or defensive actions, depending on the Chain gauge and their position on the VisualInitiativeQueue.
* ''VideoGame/BravelySecond'' gives us the Fencer Asterisk, which has three stances. The Wolf Stance focuses on attack, the Aurochs Stance relies on defense, and the Falcon Stance focuses on speed.
* Meganada in the second ''VideoGame/DigitalDevilSaga'' has two stances that he can switch between,
one foe]].based on physical attacks and defense and the other on magic and magic resistance.
** The first form of the FinalBoss of the first game had this as well. Each time their HP drops below a certain point, they switch between their Vishnu and Shiva forms. Vishnu is a more passive stance, mainly inflicting StatusEffects on the party (although it does have the nasty [[LiterallyShatteredLives Vaikunta]] spell), and Shiva focuses on dealing raw damage.



* Patty in the [=PS3=] version of ''VideoGame/TalesOfVesperia'' has four battle modes when fighting: Normal, Advance, Brainel, and Critical. Normal is exactly what it sounds like, Advance emphasizes direct attacks, Brainel prefers range and spell casting, and Critical has the benefits of both Advance and Brainel. Knowing the difference between the modes is crucial, since certain techniques are different depending on her form.
* The primitive ActionRPG ''VideoGame/{{Hydlide}}'' gave the player character "Attack" and "Defend" stances.
* In ''VideoGame/TalesOfGraces'', every playable character switches between two different sets of artes (apparently being called Alpha and Beta), each using a different style [for example, Cheria switches between throwing knives (her Alpha artes) and light spells (her Beta artes), likewise, Asbel switches between a combo of sheath bunts and kicks (Alpha artes) and sword combat (Beta artes].

to:

* Patty in the [=PS3=] version ''VideoGame/DragonQuestVIII:'' Party members can be assigned one of ''VideoGame/TalesOfVesperia'' has four battle modes when fighting: Normal, Advance, Brainel, and Critical. Normal is exactly what it sounds like, Advance emphasizes direct attacks, Brainel prefers range and spell casting, and Critical has the benefits of both Advance and Brainel. Knowing the difference between the modes is crucial, since certain techniques are different depending on her form.
*
five stances. The primitive ActionRPG ''VideoGame/{{Hydlide}}'' gave the player character "Attack" and "Defend" stances.
* In ''VideoGame/TalesOfGraces'', every playable character switches between two different sets
can override these at the start of artes (apparently being called Alpha and Beta), each using a different style [for example, Cheria switches between throwing knives (her Alpha artes) turn, if necessary.
** "Fight wisely" -- balance of attack
and light spells (her Beta artes), likewise, Asbel switches between defence.
** "Show no mercy" -- all out attack, the stance that uses most magic.
** "Psyche up" -- build up
a combo of sheath bunts and kicks (Alpha artes) and sword combat (Beta artes].ChargedAttack.
** "Focus on healing"
** "Use no magic" -- if you want to save MP for later.



* ''VideoGame/SeventhDragon 2020'' gives us a rare dungeon crawler instance with the Samurai class. The Samurai is able to switch between Iai and Battou stances, where the Iai stance allows the usage of elementally-imbued, single-hit attacks while Battou stances are for multiple-hit physical attacks.

to:


* ''VideoGame/SeventhDragon 2020'' gives us a rare dungeon crawler instance with the Samurai class. The Samurai is able to In ''Earthlock: Festival of Magic'' each character has two different stances that they can switch between Iai to change how they fight
** Amon acts like a standard video game thief in his [[ExactlyWhatItSaysOnTheTin Thief]] Stance complete with VideoGameStealing, StatusEffects,
and Battou stances, where [[CombatPragmatist dirty attacks]] like bleeding cuts. In his Blaster Stance he acts more like an alchemist doing elemental damage with a [[NerfArm spud gun]] that fires [[AbnormalAmmo magical potatos]] that you craft yourself in an aversion of BottomlessMagazines.
** Gnart focuses on [[StatusBuff party wides buffs]] in his Focus Stance to
the Iai stance allows the usage point of elementally-imbued, single-hit attacks while Battou stances are for multiple-hit [[CripplingOverspecialization not even being able to attack]]. His Pestle Stance acts more like a standard WhiteMage with various healing spells, weak attacks, and a few StatusEffects.
** Olia's [[ExactlyWhatItSaysOnTheTin Warrior]] Stance is your typical fighter with various
physical attacks.attacks and a few Shouts that augment the party's physical attacks. Her Veteran Stance makes her automatically CounterAttack when enemies attack her and has a varity of [[StatusBuff personal buffs]] and a PracticalTaunt to draw aggro but [[CripplingOverspecialization has no ways of directly attacking]].
** Ive's Scout Stance acts like a {{Foil}} to Amon's Thief Stance with the exact same VideoGameStealing but with [[StatusBuff defensive buffs]] and a healing spell instead of StatusEffects and indirect magical Trap spells that do damage when an enemy attacks instead of straightforward physical attacks. Her Sniper Stance similarly imitates Amon's Blaster Stance but with crossbow bolts instead of potatos and favoring [[ShockAndAwe lightning ammo]] early on instead of Amon's [[PlayingWithFire fire ammo]].
** Taika deals elemental damage in his Predator Stance and can [[PowerCopying copy new elements from enemies]]. In Packmate Stance he instead prevents elemental damage.
** [[spoiler:PAT's ATK-bot Stance has a speed buff and debuff, but mostly does physical and [[ShockAndAwe lightning damage]] with an ActionBomb attack thrown in. DEF-bot Stance lets him grant defensive bonuses to the party and penalties to the enemy based on which [[PowersAsPrograms Upgrade Talents he has equipped]] as well as some tanking abilities.]]



* ''Franchise/{{Pokemon}}'' has a few cases, though not all are manual:
** [[http://bulbapedia.bulbagarden.net/wiki/Aegislash_(Pokémon) Aegislash]], which takes the form of an animate sword and shield, has the unique Ability "Stance Change". In its Shield Forme, it has some of the [[StoneWall highest defenses in the game]]; in its Blade Forme, its [[GlassCannon attack stats skyrocket and its defenses drop to almost nothing]].
** [[http://bulbapedia.bulbagarden.net/wiki/Minior_(Pokémon) Minior]] follows a similar defensive stat setup in the form of a round floating chunk of rock. Once its HP dips below half, however, it can then activate its unique Ability "Shields Down," upon which the rock casing breaks off and reveals its true form inside, a brightly-colored star. Its stats then shift to an emphasis on offense and speed as one of the fastest Rock-types in the game.
** A [[http://bulbapedia.bulbagarden.net/wiki/Darmanitan_(Pokémon) Darmanitan]] with the Ability "Zen Mode" functions in this way. Normally, it's a fast-moving physical hitter and a pure Fire-type. Entering Zen Mode, however, causes it to turn a teal green and curls up into a largely stationary ball, appropriately enough, as if in a meditative stance. When in Zen Mode, it gains the Psychic-type and its defensive and special-attack stats skyrocket at the cost of its physical stats. The [[VideoGame/PokemonSwordAndShield Galarian]] counterpart, meanwhile, also has a Zen Mode, but it goes from pure Ice-type to gaining the Fire-type and gets a boost in Attack and Speed instead. It's also a {{foil}} in that its regular state is calm and peaceful while its Zen state is violent and aggressive.
** [[https://bulbapedia.bulbagarden.net/wiki/Morpeko_(Pok%C3%A9mon) Morpeko]] switches between Full Belly Mode and Hangry Mode at the end of each turn. Aside from it looking different, however, the only difference is that its SignatureMove, Aura Wheel, is Electric-type when in Full Belly and Dark-type when Hangry.
** [[https://bulbapedia.bulbagarden.net/wiki/Eiscue_(Pok%C3%A9mon) Eiscue]] begins a battle in Ice Face Forme, in which its head is surrounded by a large ice cube. During this time, it has MightyGlacier stats, with high defenses but low Speed. When hit with a physical attack, however, the ice breaks and Eiscue assumes Noice Forme, which is how it ''really'' looks without the ice on its head. In this state, Eiscue's defenses drop drastically but it gets an even more drastic increase in Speed, able to outrun all but the speediest Pokémon. Eiscue will get its ice back and revert back to Ice Face Forme if it starts hailing mid-battle, if Eiscue switches out and returns to battle while it's still hailing, or if the battle ends and a new one begins.
** [[https://bulbapedia.bulbagarden.net/wiki/Castform_(Pok%C3%A9mon) Castform]] has four forms, depending on the weather at the time. When sunny, it becomes the Fire-type Sunny Forme that looks like a highly stylized sun. When rainy, it becomes the Water-type Rainy Forme that looks like a raindrop. When hailing or snowy, it becomes the Ice-type Snowy Forme that looks like a cumulonimbus cloud. Otherwise, it's a Normal-type nameless form that resembles a round cloud. Castform itself can induce any of those three weather types and has a SignatureMove, Weather Ball, that doubles in power and changes to match Castform's type when sunny, rainy, hailing, or snowy.[[note]]Weather Ball can also become Rock-type within a sandstorm, but Castform has no corresponding form to sandstorm.[[/note]]
** The Normal/Psychic [[https://bulbapedia.bulbagarden.net/wiki/Meloetta_(Pok%C3%A9mon) Meloetta]] always begins a battle in Aria Forme, in which its green hair flows down the side of its head and it specializes in singing. When Meloetta uses the move Relic Song, however, Meloetta becomes Pirouette Forme, which is Normal/Fighting instead, and its hair becomes reddish-orange and is tied around its head. As Meloetta in Piroette Forme fights by dancing, its stats get shuffled around from a moderately fast special (magic) attacker to an exceptionally fast physical attacker.
** [[https://bulbapedia.bulbagarden.net/wiki/Cramorant_(Pok%C3%A9mon) Cramorant]] uses this trope in an odd way, adopting stances based on [[AchievementsInIgnorance not paying attention]]. Cramorant begins a battle with its mouth closed and not attempting to eat anything. When Cramorant uses Surf or Dive, however, it will then assume Gulping Forme if its HP is over half full, during which it attempts to eat an Arrokuda. If its HP is half or less, however, it enters Gorging Forme, during which it attempts to eat [[BlackComedy Pikachu]]. Any attack on Cramorant when in Gulping or Gorging Forme will revert it back to its base form by Cramorant launching the hapless Pokémon in its mouth at the attacker, dealing damage and inflicting different effects depending on if it's Arrokuda or Pikachu.
** If [[https://bulbapedia.bulbagarden.net/wiki/Wishiwashi_(Pok%C3%A9mon) Wishiwashi]] is at Level 20 or higher and is at a high enough HP, it will begin a battle in Solo Forme, then large amounts of other Wishiwashi will come to its aid, upon which it enters School Forme, causing the school overall to resemble a submarine. The school counts as a single Pokémon and has stats rivaling or exceeding some OlympusMons. When its HP is low enough, however, the other Wishiwashi leave, bringing it back to Solo Forme, dropping its stats to the lowest in the entire series.
** In ''VideoGame/PokemonLegendsArceus'', a Pokémon's moves can be mastered by leveling it up or giving an item to an NPC, unlocking the ability to use that move in Strong Style and Agile Style. Strong Style boosts the move's damage or effects and increases its accuracy if it's under 100, but at the cost of potentially making the user's next turn come later. Agile Style lowers the move's damage, but will give the user a free turn either after their current one or later in the match, allowing them to get two hits off before the opponent can react.
* Meganada in the second ''VideoGame/DigitalDevilSaga'' has two stances that he can switch between, one based on physical attacks and defense and the other on magic and magic resistance.
** The first form of the FinalBoss of the first game had this as well. Each time their HP drops below a certain point, they switch between their Vishnu and Shiva forms. Vishnu is a more passive stance, mainly inflicting StatusEffects on the party (although it does have the nasty [[LiterallyShatteredLives Vaikunta]] spell), and Shiva focuses on dealing raw damage.
* Nearly every game in the entire Soulsborne series including ''VideoGame/DarkSouls'', ''VideoGame/DarkSoulsII'', ''VideoGame/DarkSoulsIII'', ''VideoGame/{{Bloodborne}}'', and ''Videogame/EldenRing'' have the ability for various weapons to be able to be changed and allow for different attacks. Bloodborne especially as *every* main weapon is a "Trick Weapon" with an alernate variant that alters its attack style either slightly or drastically.
** Numerous bosses also change their attack styles and, instead of gaining new attacks, just gain entirely new attack styles completely. Just to name a couple examples: [[spoiler:Gherman the First Hunter]], Martyr Logarius, Ancient Hero of Zamor, and the [[spoiler:Soul of Cinder]].

to:


* ''Franchise/{{Pokemon}}'' ''VideoGame/FinalFantasyVIIRemake'' has a few cases, though not all are manual:
** [[http://bulbapedia.bulbagarden.net/wiki/Aegislash_(Pokémon) Aegislash]], which takes the form of an animate sword and shield, has the unique Ability "Stance Change". In its Shield Forme, it has some of the [[StoneWall highest defenses in the game]]; in its Blade Forme, its [[GlassCannon attack stats skyrocket and its defenses drop to almost nothing]].
** [[http://bulbapedia.bulbagarden.net/wiki/Minior_(Pokémon) Minior]] follows a similar defensive stat setup in the form of a round floating chunk of rock. Once its HP dips below half, however, it can then activate its unique Ability "Shields Down," upon which the rock casing breaks off and reveals its true form inside, a brightly-colored star. Its stats then shift to an emphasis on offense and speed as one of the fastest Rock-types in the game.
** A [[http://bulbapedia.bulbagarden.net/wiki/Darmanitan_(Pokémon) Darmanitan]] with the Ability "Zen Mode" functions in this way. Normally, it's a fast-moving physical hitter and a pure Fire-type. Entering Zen Mode, however, causes it to turn a teal green and curls up into a largely stationary ball, appropriately enough, as if in a meditative stance. When in Zen Mode, it gains the Psychic-type and its defensive and special-attack stats skyrocket at the cost of its physical stats. The [[VideoGame/PokemonSwordAndShield Galarian]] counterpart, meanwhile, also has a Zen Mode, but it goes from pure Ice-type to gaining the Fire-type and gets a boost in Attack and Speed instead. It's also a {{foil}} in that its regular state is calm and peaceful while its Zen state is violent and aggressive.
** [[https://bulbapedia.bulbagarden.net/wiki/Morpeko_(Pok%C3%A9mon) Morpeko]] switches between Full Belly Mode and Hangry Mode at the end of each turn. Aside from it looking different, however, the only difference is that its SignatureMove, Aura Wheel, is Electric-type when in Full Belly and Dark-type when Hangry.
** [[https://bulbapedia.bulbagarden.net/wiki/Eiscue_(Pok%C3%A9mon) Eiscue]] begins a battle in Ice Face Forme, in which its head is surrounded by a large ice cube. During this time, it has MightyGlacier stats, with high defenses but low Speed. When hit with a physical attack, however, the ice breaks and Eiscue assumes Noice Forme, which is how it ''really'' looks without the ice on its head. In this state, Eiscue's defenses drop drastically but it gets an even more drastic increase in Speed, able to outrun all but the speediest Pokémon. Eiscue will get its ice back and revert back to Ice Face Forme if it starts hailing mid-battle, if Eiscue switches out and returns to battle while it's still hailing, or if the battle ends and a new one begins.
** [[https://bulbapedia.bulbagarden.net/wiki/Castform_(Pok%C3%A9mon) Castform]] has four forms, depending on the weather at the time. When sunny, it becomes the Fire-type Sunny Forme that looks like a highly stylized sun. When rainy, it becomes the Water-type Rainy Forme that looks like a raindrop. When hailing or snowy, it becomes the Ice-type Snowy Forme that looks like a cumulonimbus cloud. Otherwise, it's a Normal-type nameless form that resembles a round cloud. Castform itself can induce any of those three weather types and has a SignatureMove, Weather Ball, that doubles in power and changes to match Castform's type when sunny, rainy, hailing, or snowy.[[note]]Weather Ball can also become Rock-type within a sandstorm, but Castform has no corresponding form to sandstorm.[[/note]]
** The Normal/Psychic [[https://bulbapedia.bulbagarden.net/wiki/Meloetta_(Pok%C3%A9mon) Meloetta]] always begins a battle in Aria Forme, in which its green hair flows down the side of its head and it specializes in singing. When Meloetta uses the move Relic Song, however, Meloetta becomes Pirouette Forme, which is Normal/Fighting instead, and its hair becomes reddish-orange and is tied around its head. As Meloetta in Piroette Forme fights by dancing, its stats get shuffled around from a moderately fast special (magic) attacker to an exceptionally fast physical attacker.
** [[https://bulbapedia.bulbagarden.net/wiki/Cramorant_(Pok%C3%A9mon) Cramorant]] uses this trope in an odd way, adopting stances based on [[AchievementsInIgnorance not paying attention]]. Cramorant begins a battle with its mouth closed and not attempting to eat anything. When Cramorant uses Surf or Dive, however, it will then assume Gulping Forme if its HP is over half full, during which it attempts to eat an Arrokuda. If its HP is half or less, however, it enters Gorging Forme, during which it attempts to eat [[BlackComedy Pikachu]]. Any attack on Cramorant when in Gulping or Gorging Forme will revert it back to its base form by Cramorant launching the hapless Pokémon in its mouth at the attacker, dealing damage and inflicting different effects depending on if it's Arrokuda or Pikachu.
** If [[https://bulbapedia.bulbagarden.net/wiki/Wishiwashi_(Pok%C3%A9mon) Wishiwashi]] is at Level 20 or higher and is at a high enough HP, it will begin a battle in Solo Forme, then large amounts of other Wishiwashi will come to its aid, upon which it enters School Forme, causing the school overall to resemble a submarine. The school counts as a single Pokémon and has stats rivaling or exceeding some OlympusMons. When its HP is low enough, however, the other Wishiwashi leave, bringing it back to Solo Forme, dropping its stats to the lowest in the entire series.
** In ''VideoGame/PokemonLegendsArceus'', a Pokémon's moves can be mastered by leveling it up or giving an item to an NPC, unlocking the ability to use that move in Strong Style and Agile Style. Strong Style boosts the move's damage or effects and increases its accuracy if it's under 100, but at the cost of potentially making the user's next turn come later. Agile Style lowers the move's damage, but will give the user a free turn either after their current one or later in the match, allowing them to get two hits off before the opponent can react.
* Meganada in the second ''VideoGame/DigitalDevilSaga'' has two stances that he
Cloud who can switch between, one based on physical attacks from his default Operator Mode which allows him to run and defense do basic swings to his enemies, to his Punisher Mode where his movement speed slows down to a crawl but he can counterattack and his swings build up the other on magic and magic resistance.
** The first form of the FinalBoss of the first game had this as well. Each time their HP drops below a certain point, they switch between their Vishnu and Shiva forms. Vishnu is a more passive stance, mainly inflicting StatusEffects on the party (although it does have the nasty [[LiterallyShatteredLives Vaikunta]] spell), and Shiva focuses on dealing raw damage.
* Nearly every game in the entire Soulsborne series including ''VideoGame/DarkSouls'', ''VideoGame/DarkSoulsII'', ''VideoGame/DarkSoulsIII'', ''VideoGame/{{Bloodborne}}'', and ''Videogame/EldenRing'' have the ability for various weapons to be able to be changed and allow for different attacks. Bloodborne especially as *every* main weapon is a "Trick Weapon" with an alernate variant that alters its attack style either slightly or drastically.
** Numerous bosses also change their attack styles and, instead of gaining new attacks, just gain entirely new attack styles completely. Just to name a couple examples: [[spoiler:Gherman the First Hunter]], Martyr Logarius, Ancient Hero of Zamor, and the [[spoiler:Soul of Cinder]].
ATB gauge faster.



* ''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook:'' Party members can take an Offensive or Defensive stance in battles:
** Offensive does more damage, and performs bonus attacks.
** Defensive does less damage, but can block enemy attacks.
** Two or more characters in the same stance can combine to perform powerful offensive or defensive actions, depending on the Chain gauge and their position on the VisualInitiativeQueue.

to:

* ''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook:'' Party members In the ''Steven Universe'' fangame ''VideoGame/FlawedCrystals'', [[FusionDance Stevonnie]] can take switch between letting Steven, Connie, or themself dominate the fusion, leading to a different set of abilities for each. Steven is TheMedic but lacks offensive abilities, while Connie has access to more powerful offense but loses Steven's healing abilities. Stevonnie can use a limited set of abilities from both, but has to learn them through level up. Steven and Connie also gain stat bonuses to defense and attack, respectively.
** At the beginning of the game, switching personalities is a free action, making Stevonnie very versatile and capable of making up for the gaps in other gems' abilities. However, as the game progresses, the personality switch will gain a cooldown, requiring Stevonnie to wait up to 5 turns before they can switch again. This has the effect of turning Stevonnie into a CrutchCharacter in the late game.
* ''VideoGame/GranblueFantasy'' has several characters whose primary gimmick is one of these.
** Sturm can switch between Impetuous Blade and Deft Blade using her Sword Switch skill. Impetuous gives her a stacking attack buff when she attacks, while Deft gives the enemy a stacking defense debuff instead. Additionally, her Blitzkrieg skill gives Sturm
an Offensive or Defensive extra attack boost during Impetuous Blade, while in Deft Blade, it activates whenever Sturm dodges an attack and gives the enemy a delay effect
** In a similar vein, Drang has two stances named That's How I Roll and Bursting Bubbles that he can swap between in the same way Sturm does, which mostly influence the behavior of his Fair Trick skill. In the former stance, it delays enemy attacks and also automatically activates when Drang does a charge attack; this
stance in battles:
** Offensive
also gives him a gradual boost to his attack specs. The latter instead gives Fair Trick healing properties and has it automatically activate when the ''enemy'' does a charge attack instead, in addition to giving a gradual boost to Drang's defense specs.
** Yuisis has two "modes"; Starslayer and Heavensbane. Starslayer is much
more damage, defense-oriented, allowing her to tank hits meant for her teammates and performs bonus dish out strong counters, while Heavensbane is offense-focused and gives her very strong charge attacks.
** Defensive does less damage, but Threo's weapon is able to switch between axe and sword forms, though unlike the other examples who can block change their stance with the use of a skill, Threo's changes after using a charge attack. The axe form focuses on keeping Threo alive through healing and countering attacks, while the sword form focuses on taking advantage of Threo's low health (usually achieved through using [[CastFromHitPoints Ground Zero]]) to deal massive damage to her enemies.
** Narmaya has two stances, named Dawnfly and Freeflutter, that she can switch between, though she can only do so every few turns and can't use other skills the turn she switches. In Dawnfly, she can boost her own multi-attack rate and delay
enemy attacks.
attacks, while in Freeflutter she can lower an enemy's defense and boost her own attack against enemies in Overdrive. When she's fully leveled up, she unlocks a skill that makes her next attack have the properties of both stances at once.
* The primitive ActionRPG ''VideoGame/{{Hydlide}}'' gave the player character "Attack" and "Defend" stances.
* ''VideoGame/JadeEmpire'' has this in spades: 6 martial arts forms, 4 weapon forms, 5 transformation forms, and several support or magic forms (throw fireballs, slow enemies down, sap their [[{{Mana}} spirit]], etc).
* ''Franchise/KingdomHearts'':
** Two or more The Drive Forms from ''VideoGame/KingdomHeartsII''. Valor Form gives Sora [[DualWielding a second keyblade]] and enhances melee attacks but prevents casting of magic, Wisdom Form enhances magic, Master Form is focused on crowd-control and enhances both melee and magic, and Final Form increases ...well, [[GameBreaker everything]]. There's also Anti Form, which can't be chosen automatically and instead occurs randomly when Sora tries to enter one of the other forms besides Final. Anti Form is an extreme FragileSpeedster, having increased movement speed and rapid but weak attacks, but takes increased damage and can't replenish HP (among other downsides). The ''[[UpdatedReRelease Final Mix]]'' version adds Limit Form, which gives Sora access to his old abilities.
** ''VideoGame/KingdomHeartsBirthBySleep'' expands on the Drive system with Command Styles and Dimension Links. By filling up a meter with special moves, you'll enter a "Command Style" that gives elemental powers to your attacks and enables a special finishing move to be used. Dimension links will replace your entire command list with ones related to
characters you've met throughout the story, allowing you to completely change the way your character fights for a short time. Both of these are useful for adapting to the three characters' strengths and weaknesses.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' gives the player the ability to set each character's combat style in order to determine what kinds of tactics they use. It's expanded further for Jedi characters, who can learn a number of lightsaber forms, each with different advantages and disadvantages.
* Juna Crawford in ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel III'' is the only character
in the same stance can combine game to perform change between the close range but single target and powerful offensive Striker Mode or the longer range but multiple target weaker Gunner Mode. In the fourth game [[spoiler:Crow]] can also switch between similar stances.
* The ''VideoGame/MonsterHunter'' series has two weapons that utilize differing modes:
** The Switch Axe's default form is an axe that has long reach and affords a fair amount of mobility to the wielder. It can morph into a sword form after building up power, which sacrifices its reach and mobility for fast, powerful slashes and elementally-charged finishing moves.
** The Charge Blade's default form is a sword and shield, which has minimal reach and modest attack power, but good mobility and
defensive actions, depending on the Chain gauge capabilities. After gathering power into phials, it can morph into an axe form, sacrificing defense and their position on the VisualInitiativeQueue. mobility for long reach, overwhelming attack power, and elementally-charged blows.



* In ''Earthlock: Festival of Magic'' each character has two different stances that they can switch between to change how they fight
** Amon acts like a standard video game thief in his [[ExactlyWhatItSaysOnTheTin Thief]] Stance complete with VideoGameStealing, StatusEffects, and [[CombatPragmatist dirty attacks]] like bleeding cuts. In his Blaster Stance he acts more like an alchemist doing elemental damage with a [[NerfArm spud gun]] that fires [[AbnormalAmmo magical potatos]] that you craft yourself in an aversion of BottomlessMagazines.
** Gnart focuses on [[StatusBuff party wides buffs]] in his Focus Stance to the point of [[CripplingOverspecialization not even being able to attack]]. His Pestle Stance acts more like a standard WhiteMage with various healing spells, weak attacks, and a few StatusEffects.
** Olia's [[ExactlyWhatItSaysOnTheTin Warrior]] Stance is your typical fighter with various physical attacks and a few Shouts that augment the party's physical attacks. Her Veteran Stance makes her automatically CounterAttack when enemies attack her and has a varity of [[StatusBuff personal buffs]] and a PracticalTaunt to draw aggro but [[CripplingOverspecialization has no ways of directly attacking]].
** Ive's Scout Stance acts like a {{Foil}} to Amon's Thief Stance with the exact same VideoGameStealing but with [[StatusBuff defensive buffs]] and a healing spell instead of StatusEffects and indirect magical Trap spells that do damage when an enemy attacks instead of straightforward physical attacks. Her Sniper Stance similarly imitates Amon's Blaster Stance but with crossbow bolts instead of potatos and favoring [[ShockAndAwe lightning ammo]] early on instead of Amon's [[PlayingWithFire fire ammo]].
** Taika deals elemental damage in his Predator Stance and can [[PowerCopying copy new elements from enemies]]. In Packmate Stance he instead prevents elemental damage.
** [[spoiler:PAT's ATK-bot Stance has a speed buff and debuff, but mostly does physical and [[ShockAndAwe lightning damage]] with an ActionBomb attack thrown in. DEF-bot Stance lets him grant defensive bonuses to the party and penalties to the enemy based on which [[PowersAsPrograms Upgrade Talents he has equipped]] as well as some tanking abilities.]]
* ''VideoGame/DragonQuestVIII:'' Party members can be assigned one of five stances. The player can override these at the start of each turn, if necessary.
** "Fight wisely" -- balance of attack and defence.
** "Show no mercy" -- all out attack, the stance that uses most magic.
** "Psyche up" -- build up a ChargedAttack.
** "Focus on healing"
** "Use no magic" -- if you want to save MP for later.
* ''VideoGame/BravelySecond'' gives us the Fencer Asterisk, which has three stances. The Wolf Stance focuses on attack, the Aurochs Stance relies on defense, and the Falcon Stance focuses on speed.
* Juna Crawford in ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel III'' is the only character in the game to change between the close range but single target and powerful Striker Mode or the longer range but multiple target weaker Gunner Mode. In the fourth game [[spoiler:Crow]] can also switch between similar stances.

to:


* ''Franchise/{{Pokemon}}'' has a few cases, though not all are manual:
** [[http://bulbapedia.bulbagarden.net/wiki/Aegislash_(Pokémon) Aegislash]], which takes the form of an animate sword and shield, has the unique Ability "Stance Change".
In ''Earthlock: Festival its Shield Forme, it has some of Magic'' the [[StoneWall highest defenses in the game]]; in its Blade Forme, its [[GlassCannon attack stats skyrocket and its defenses drop to almost nothing]].
** [[http://bulbapedia.bulbagarden.net/wiki/Minior_(Pokémon) Minior]] follows a similar defensive stat setup in the form of a round floating chunk of rock. Once its HP dips below half, however, it can then activate its unique Ability "Shields Down," upon which the rock casing breaks off and reveals its true form inside, a brightly-colored star. Its stats then shift to an emphasis on offense and speed as one of the fastest Rock-types in the game.
** A [[http://bulbapedia.bulbagarden.net/wiki/Darmanitan_(Pokémon) Darmanitan]] with the Ability "Zen Mode" functions in this way. Normally, it's a fast-moving physical hitter and a pure Fire-type. Entering Zen Mode, however, causes it to turn a teal green and curls up into a largely stationary ball, appropriately enough, as if in a meditative stance. When in Zen Mode, it gains the Psychic-type and its defensive and special-attack stats skyrocket at the cost of its physical stats. The [[VideoGame/PokemonSwordAndShield Galarian]] counterpart, meanwhile, also has a Zen Mode, but it goes from pure Ice-type to gaining the Fire-type and gets a boost in Attack and Speed instead. It's also a {{foil}} in that its regular state is calm and peaceful while its Zen state is violent and aggressive.
** [[https://bulbapedia.bulbagarden.net/wiki/Morpeko_(Pok%C3%A9mon) Morpeko]] switches between Full Belly Mode and Hangry Mode at the end of
each character turn. Aside from it looking different, however, the only difference is that its SignatureMove, Aura Wheel, is Electric-type when in Full Belly and Dark-type when Hangry.
** [[https://bulbapedia.bulbagarden.net/wiki/Eiscue_(Pok%C3%A9mon) Eiscue]] begins a battle in Ice Face Forme, in which its head is surrounded by a large ice cube. During this time, it
has two MightyGlacier stats, with high defenses but low Speed. When hit with a physical attack, however, the ice breaks and Eiscue assumes Noice Forme, which is how it ''really'' looks without the ice on its head. In this state, Eiscue's defenses drop drastically but it gets an even more drastic increase in Speed, able to outrun all but the speediest Pokémon. Eiscue will get its ice back and revert back to Ice Face Forme if it starts hailing mid-battle, if Eiscue switches out and returns to battle while it's still hailing, or if the battle ends and a new one begins.
** [[https://bulbapedia.bulbagarden.net/wiki/Castform_(Pok%C3%A9mon) Castform]] has four forms, depending on the weather at the time. When sunny, it becomes the Fire-type Sunny Forme that looks like a highly stylized sun. When rainy, it becomes the Water-type Rainy Forme that looks like a raindrop. When hailing or snowy, it becomes the Ice-type Snowy Forme that looks like a cumulonimbus cloud. Otherwise, it's a Normal-type nameless form that resembles a round cloud. Castform itself can induce any of those three weather types and has a SignatureMove, Weather Ball, that doubles in power and changes to match Castform's type when sunny, rainy, hailing, or snowy.[[note]]Weather Ball can also become Rock-type within a sandstorm, but Castform has no corresponding form to sandstorm.[[/note]]
** The Normal/Psychic [[https://bulbapedia.bulbagarden.net/wiki/Meloetta_(Pok%C3%A9mon) Meloetta]] always begins a battle in Aria Forme, in which its green hair flows down the side of its head and it specializes in singing. When Meloetta uses the move Relic Song, however, Meloetta becomes Pirouette Forme, which is Normal/Fighting instead, and its hair becomes reddish-orange and is tied around its head. As Meloetta in Piroette Forme fights by dancing, its stats get shuffled around from a moderately fast special (magic) attacker to an exceptionally fast physical attacker.
** [[https://bulbapedia.bulbagarden.net/wiki/Cramorant_(Pok%C3%A9mon) Cramorant]] uses this trope in an odd way, adopting stances based on [[AchievementsInIgnorance not paying attention]]. Cramorant begins a battle with its mouth closed and not attempting to eat anything. When Cramorant uses Surf or Dive, however, it will then assume Gulping Forme if its HP is over half full, during which it attempts to eat an Arrokuda. If its HP is half or less, however, it enters Gorging Forme, during which it attempts to eat [[BlackComedy Pikachu]]. Any attack on Cramorant when in Gulping or Gorging Forme will revert it back to its base form by Cramorant launching the hapless Pokémon in its mouth at the attacker, dealing damage and inflicting
different stances effects depending on if it's Arrokuda or Pikachu.
** If [[https://bulbapedia.bulbagarden.net/wiki/Wishiwashi_(Pok%C3%A9mon) Wishiwashi]] is at Level 20 or higher and is at a high enough HP, it will begin a battle in Solo Forme, then large amounts of other Wishiwashi will come to its aid, upon which it enters School Forme, causing the school overall to resemble a submarine. The school counts as a single Pokémon and has stats rivaling or exceeding some OlympusMons. When its HP is low enough, however, the other Wishiwashi leave, bringing it back to Solo Forme, dropping its stats to the lowest in the entire series.
** In ''VideoGame/PokemonLegendsArceus'', a Pokémon's moves can be mastered by leveling it up or giving an item to an NPC, unlocking the ability to use
that they move in Strong Style and Agile Style. Strong Style boosts the move's damage or effects and increases its accuracy if it's under 100, but at the cost of potentially making the user's next turn come later. Agile Style lowers the move's damage, but will give the user a free turn either after their current one or later in the match, allowing them to get two hits off before the opponent can react.

* ''VideoGame/SomaUnion'': All playable characters
can switch between to Power and Support roles. The former gives them offensive skills while the latter gives them healing and buffing skills. They can change how their role in battle, but if they fight
** Amon acts like
end the turn in a standard video different role from what they started the turn in, a cooldown will be placed on their role changing command.
* Nearly every
game thief in his [[ExactlyWhatItSaysOnTheTin Thief]] Stance complete with VideoGameStealing, StatusEffects, the entire Soulsborne series including ''VideoGame/DarkSouls'', ''VideoGame/DarkSoulsII'', ''VideoGame/DarkSoulsIII'', ''VideoGame/{{Bloodborne}}'', and [[CombatPragmatist dirty attacks]] like bleeding cuts. In his Blaster Stance he acts more like an alchemist doing elemental damage with a [[NerfArm spud gun]] that fires [[AbnormalAmmo magical potatos]] that you craft yourself in an aversion of BottomlessMagazines.
** Gnart focuses on [[StatusBuff party wides buffs]] in his Focus Stance to
''Videogame/EldenRing'' have the point of [[CripplingOverspecialization not even being ability for various weapons to be able to attack]]. His Pestle Stance acts more like a standard WhiteMage with various healing spells, weak attacks, be changed and a few StatusEffects.
** Olia's [[ExactlyWhatItSaysOnTheTin Warrior]] Stance is your typical fighter with various physical attacks and a few Shouts that augment the party's physical
allow for different attacks. Her Veteran Stance makes her automatically CounterAttack when enemies Bloodborne especially as *every* main weapon is a "Trick Weapon" with an alernate variant that alters its attack her and has a varity of [[StatusBuff personal buffs]] and a PracticalTaunt to draw aggro but [[CripplingOverspecialization has no ways of directly attacking]].
style either slightly or drastically.
** Ive's Scout Stance acts like a {{Foil}} to Amon's Thief Stance with the exact same VideoGameStealing but with [[StatusBuff defensive buffs]] and a healing spell Numerous bosses also change their attack styles and, instead of StatusEffects and indirect magical Trap spells that do damage when an enemy attacks instead of straightforward physical attacks. Her Sniper Stance similarly imitates Amon's Blaster Stance but with crossbow bolts instead of potatos and favoring [[ShockAndAwe lightning ammo]] early on instead of Amon's [[PlayingWithFire fire ammo]].
** Taika deals elemental damage in his Predator Stance and can [[PowerCopying copy
gaining new elements from enemies]]. In Packmate Stance he instead prevents elemental damage.
** [[spoiler:PAT's ATK-bot Stance has a speed buff and debuff, but mostly does physical and [[ShockAndAwe lightning damage]] with an ActionBomb
attacks, just gain entirely new attack thrown in. DEF-bot Stance lets him grant defensive bonuses styles completely. Just to name a couple examples: [[spoiler:Gherman the party and penalties to the enemy based on which [[PowersAsPrograms Upgrade Talents he has equipped]] as well as some tanking abilities.]]
* ''VideoGame/DragonQuestVIII:'' Party members can be assigned one
First Hunter]], Martyr Logarius, Ancient Hero of five stances. The player can override these at the start of each turn, if necessary.
** "Fight wisely" -- balance of attack and defence.
** "Show no mercy" -- all out attack, the stance that uses most magic.
** "Psyche up" -- build up a ChargedAttack.
** "Focus on healing"
** "Use no magic" -- if you want to save MP for later.
* ''VideoGame/BravelySecond'' gives us the Fencer Asterisk, which has three stances. The Wolf Stance focuses on attack, the Aurochs Stance relies on defense,
Zamor, and the Falcon Stance focuses on speed.
* Juna Crawford in ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel III'' is the only character in the game to change between the close range but single target and powerful Striker Mode or the longer range but multiple target weaker Gunner Mode. In the fourth game [[spoiler:Crow]] can also switch between similar stances.
[[spoiler:Soul of Cinder]].



* The ''VideoGame/MonsterHunter'' series has two weapons that utilize differing modes:
** The Switch Axe's default form is an axe that has long reach and affords a fair amount of mobility to the wielder. It can morph into a sword form after building up power, which sacrifices its reach and mobility for fast, powerful slashes and elementally-charged finishing moves.
** The Charge Blade's default form is a sword and shield, which has minimal reach and modest attack power, but good mobility and defensive capabilities. After gathering power into phials, it can morph into an axe form, sacrificing defense and mobility for long reach, overwhelming attack power, and elementally-charged blows.

to:

* The ''VideoGame/MonsterHunter'' series Ki-Adi-Mundi in ''Star Wars: Galaxy of Heroes'' has two weapons lightsaber styles that utilize differing modes:
** The Switch Axe's default
dictate his combat style in-game: an offensive Ataru form is an axe that has long reach deals high and affords a fair amount of mobility to the wielder. It can morph into a sword form after building up power, which sacrifices its reach more frequent damage and mobility for fast, powerful slashes and elementally-charged finishing moves.
** The Charge Blade's default form is
a sword and shield, which has minimal reach and modest attack power, but good mobility and defensive capabilities. After gathering power into phials, Makashi form that aids himself or the player squad with debuff cleansing, defensive stat buffs and increased tenacity. One of Ki-Adi-Mundi's abilities allow him to switch between these two forms depending on the situation, with a constant cooldown of two turns.
* In ''VideoGame/TalesOfGraces'', every playable character switches between two different sets of artes (apparently being called Alpha and Beta), each using a different style [for example, Cheria switches between throwing knives (her Alpha artes) and light spells (her Beta artes), likewise, Asbel switches between a combo of sheath bunts and kicks (Alpha artes) and sword combat (Beta artes].
* Patty in the [=PS3=] version of ''VideoGame/TalesOfVesperia'' has four battle modes when fighting: Normal, Advance, Brainel, and Critical. Normal is exactly what
it sounds like, Advance emphasizes direct attacks, Brainel prefers range and spell casting, and Critical has the benefits of both Advance and Brainel. Knowing the difference between the modes is crucial, since certain techniques are different depending on her form.
* ''VideoGame/TrueCrimeNewYorkCity'' has four (not including the default) individually trainable martial arts forms: Karate, Tae Kwon Do, Wushu, and Muay Thai. Marcus
can morph into an axe form, sacrificing defense switch between them in real time, and mobility for long reach, overwhelming attack power, cannot use them with weapons.
* ''VideoGame/TheWitcher'' allows the player to switch between Strong, Fast,
and elementally-charged blows.Group styles of swordfighting. Some enemies can only be hurt effectively by fast or strong style, while [[{{Gamebreaker}} group is effective anytime you fight more than one foe]].



* ''VideoGame/GranblueFantasy'' has several characters whose primary gimmick is one of these.
** Sturm can switch between Impetuous Blade and Deft Blade using her Sword Switch skill. Impetuous gives her a stacking attack buff when she attacks, while Deft gives the enemy a stacking defense debuff instead. Additionally, her Blitzkrieg skill gives Sturm an extra attack boost during Impetuous Blade, while in Deft Blade, it activates whenever Sturm dodges an attack and gives the enemy a delay effect
** In a similar vein, Drang has two stances named That's How I Roll and Bursting Bubbles that he can swap between in the same way Sturm does, which mostly influence the behavior of his Fair Trick skill. In the former stance, it delays enemy attacks and also automatically activates when Drang does a charge attack; this stance also gives him a gradual boost to his attack specs. The latter instead gives Fair Trick healing properties and has it automatically activate when the ''enemy'' does a charge attack instead, in addition to giving a gradual boost to Drang's defense specs.
** Yuisis has two "modes"; Starslayer and Heavensbane. Starslayer is much more defense-oriented, allowing her to tank hits meant for her teammates and dish out strong counters, while Heavensbane is offense-focused and gives her very strong charge attacks.
** Threo's weapon is able to switch between axe and sword forms, though unlike the other examples who can change their stance with the use of a skill, Threo's changes after using a charge attack. The axe form focuses on keeping Threo alive through healing and countering attacks, while the sword form focuses on taking advantage of Threo's low health (usually achieved through using [[CastFromHitPoints Ground Zero]]) to deal massive damage to her enemies.
** Narmaya has two stances, named Dawnfly and Freeflutter, that she can switch between, though she can only do so every few turns and can't use other skills the turn she switches. In Dawnfly, she can boost her own multi-attack rate and delay enemy attacks, while in Freeflutter she can lower an enemy's defense and boost her own attack against enemies in Overdrive. When she's fully leveled up, she unlocks a skill that makes her next attack have the properties of both stances at once.
* ''VideoGame/SomaUnion'': All playable characters can switch between Power and Support roles. The former gives them offensive skills while the latter gives them healing and buffing skills. They can change their role in battle, but if they end the turn in a different role from what they started the turn in, a cooldown will be placed on their role changing command.
* In the ''Steven Universe'' fangame ''VideoGame/FlawedCrystals'', [[FusionDance Stevonnie]] can switch between letting Steven, Connie, or themself dominate the fusion, leading to a different set of abilities for each. Steven is TheMedic but lacks offensive abilities, while Connie has access to more powerful offense but loses Steven's healing abilities. Stevonnie can use a limited set of abilities from both, but has to learn them through level up. Steven and Connie also gain stat bonuses to defense and attack, respectively.
** At the beginning of the game, switching personalities is a free action, making Stevonnie very versatile and capable of making up for the gaps in other gems' abilities. However, as the game progresses, the personality switch will gain a cooldown, requiring Stevonnie to wait up to 5 turns before they can switch again. This has the effect of turning Stevonnie into a CrutchCharacter in the late game.
* Ki-Adi-Mundi in ''Star Wars: Galaxy of Heroes'' has two lightsaber styles that dictate his combat style in-game: an offensive Ataru form that deals high and more frequent damage and a defensive Makashi form that aids himself or the player squad with debuff cleansing, defensive stat buffs and increased tenacity. One of Ki-Adi-Mundi's abilities allow him to switch between these two forms depending on the situation, with a constant cooldown of two turns.

to:

* ''VideoGame/GranblueFantasy'' has several characters whose primary gimmick is one of these.
** Sturm can switch between Impetuous Blade and Deft Blade using her Sword Switch skill. Impetuous gives her a stacking attack buff when she attacks, while Deft gives the enemy a stacking defense debuff instead. Additionally, her Blitzkrieg skill gives Sturm an extra attack boost during Impetuous Blade, while in Deft Blade, it activates whenever Sturm dodges an attack and gives the enemy a delay effect
** In a similar vein, Drang has two stances named That's How I Roll and Bursting Bubbles that he can swap between in the same way Sturm does, which mostly influence the behavior of his Fair Trick skill. In the former stance, it delays enemy attacks and also automatically activates when Drang does a charge attack; this stance also gives him a gradual boost to his attack specs. The latter instead gives Fair Trick healing properties and has it automatically activate when the ''enemy'' does a charge attack instead, in addition to giving a gradual boost to Drang's defense specs.
** Yuisis has two "modes"; Starslayer and Heavensbane. Starslayer is much more defense-oriented, allowing her to tank hits meant for her teammates and dish out strong counters, while Heavensbane is offense-focused and gives her very strong charge attacks.
** Threo's weapon is able to switch between axe and sword forms, though unlike the other examples who can change their stance with the use of a skill, Threo's changes after using a charge attack. The axe form focuses on keeping Threo alive through healing and countering attacks, while the sword form focuses on taking advantage of Threo's low health (usually achieved through using [[CastFromHitPoints Ground Zero]]) to deal massive damage to her enemies.
** Narmaya has two stances, named Dawnfly and Freeflutter, that she can switch between, though she can only do so every few turns and can't use other skills the turn she switches. In Dawnfly, she can boost her own multi-attack rate and delay enemy attacks, while in Freeflutter she can lower an enemy's defense and boost her own attack against enemies in Overdrive. When she's fully leveled up, she unlocks a skill that makes her next attack have the properties of both stances at once.
* ''VideoGame/SomaUnion'': All playable characters can switch between Power and Support roles. The former gives them offensive skills while the latter gives them healing and buffing skills. They can change their role in battle, but if they end the turn in a different role from what they started the turn in, a cooldown will be placed on their role changing command.
* In the ''Steven Universe'' fangame ''VideoGame/FlawedCrystals'', [[FusionDance Stevonnie]] can switch between letting Steven, Connie, or themself dominate the fusion, leading to a different set of abilities for each. Steven is TheMedic but lacks offensive abilities, while Connie has access to more powerful offense but loses Steven's healing abilities. Stevonnie can use a limited set of abilities from both, but has to learn them through level up. Steven and Connie also gain stat bonuses to defense and attack, respectively.
** At the beginning of the game, switching personalities is a free action, making Stevonnie very versatile and capable of making up for the gaps in other gems' abilities. However, as the game progresses, the personality switch will gain a cooldown, requiring Stevonnie to wait up to 5 turns before they can switch again. This has the effect of turning Stevonnie into a CrutchCharacter in the late game.
* Ki-Adi-Mundi in ''Star Wars: Galaxy of Heroes'' has two lightsaber styles that dictate his combat style in-game: an offensive Ataru form that deals high and more frequent damage and a defensive Makashi form that aids himself or the player squad with debuff cleansing, defensive stat buffs and increased tenacity. One of Ki-Adi-Mundi's abilities allow him to switch between these two forms depending on the situation, with a constant cooldown of two turns.

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* ''VideoGame/{{Crysis}}'' uses this trope in regards to your PoweredArmor. It has four modes you can switch between at any time; Armor, Speed, Strength, and Cloaking.



* ''VideoGame/{{Crysis}}'' uses this trope in regards to your PoweredArmor. It has four modes you can switch between at any time; Armor, Speed, Strength, and Cloaking.

to:

* ''VideoGame/{{Crysis}}'' uses this trope in regards to your PoweredArmor. It has four modes you can switch ''VideoGame/{{Overwatch}}'':
** Lucio swaps
between at any time; Armor, Speed, Strength, and Cloaking.two music tracks, either healing all allies over time or giving them a major speed boost.
** D.Va pops out of her mech when he dies or uses Self-Destruct, which gives her a powerful pistol but leaves her as a vulnerable GlassCannon.



* ''VideoGame/{{Overwatch}}'':
** Lucio swaps between two music tracks, either healing all allies over time or giving them a major speed boost.
** D.Va pops out of her mech when he dies or uses Self-Destruct, which gives her a powerful pistol but leaves her as a vulnerable GlassCannon.

to:

* ''VideoGame/{{Overwatch}}'':
** Lucio swaps between two music tracks, either healing all allies over time or giving them a major speed boost.
** D.Va pops out of her mech when he dies or uses Self-Destruct, which gives her a powerful pistol but leaves her as a vulnerable GlassCannon.



* In ''VideoGame/WorldOfWarcraft'':
** The warrior class was like this until the Mists of Pandaria expansion: Berserker Stance (does more damage and takes more), Battle Stance (balanced) and Defensive Stance (less damage) had restrictions on what abilities could be used, and switching between them was part of gameplay. While the stances still exist, the ability restrictions were removed as they were felt to not make a dynamic playstyle, and what stance to use is now a matter of the player's role in the party and how much damage they are taking.
*** [[spoiler:General Nazgrim]], in his boss fight, also switches between stances. When he's in Battle Stance, his attacks grant him rage. While he's in Berserker Stance, he does more damage and gets more rage, but also takes more damage. While he's in Defensive Stance, he takes less damage and gets Rage every time he's struck by someone who does not have the debuff he puts on his tank.
** Druids have shapeshifting, in which cat and bear forms completely change their abilities and playstyle. However they usually stay in one form most of the time (determined by their specialisation and role), only shifting for brief periods to give emergency healing, gain mobility or providing a temporary tank.
** They also had or used to have specialized shapeshifts for either offensive spellcasting or healing tied to the respective talent trees. The treant for healing now only exists as a visual flavor option and the moonkin for offensive spellcasters is more of a buff than anything now.
** The T440 Dual-Mode robot alternates between melee and ranged attack modes based on how close the player fighting him is. Regardless of whether your class and spec is best at melee or ranged combat, you must periodically force him into the other mode, because he gradually does more damage the longer he stays in one mode.
* ''VideoGame/WarhammerOnline'' has two stance-based classes. The Marauder is a servant of the Changer of Ways, and as can adopt different stances by painfully mutating his left arm; the mutations are claw, club, and blade, for anti-magic and utility, fighting a group, or fighting a single target. The Shadow Warrior is an elf trained in the guerilla warfare style necessary to fight against the Dark Elves in their own land; their stances are sniping/scouting, skirmishing, and close combat. When players switch stances frequently in the middle of combat, players call that "stance dancing."
* In ''VideoGame/GrandChase'', Amy can switch between Performance and Fight modes in all three of her classes. While both can fight, Performance mode is more focused on buffs and singing/dancing/violining, while Fighting mode more on hand to hand combos.
* ''VideoGame/GranadoEspada'' gives all of its characters at least three stances. PlayerMooks have more, but are limited by what weapons they're holding, occasionally requiring a RealTimeWeaponChange.
* ''VideoGame/StarWarsTheOldRepublic'': Jedi Knights and Sith Warriors learn different lightsaber stances that offer passive boosts: specifically, Shii-Cho (I), Shien (V), Ataru (IV), Soresu (III), and Juyo (VII), though all but the first one are additionally restricted to a particular PrestigeClass. Bounty Hunters and Troopers can switch out ammo for similar effects. The Imperial Agents and Smugglers have truer stances, being able to take cover, required for many of their attacks. Several classes can go into a stealth mode as well, effectively another stance.



* ''VideoGame/GranadoEspada'' gives all of its characters at least three stances. PlayerMooks have more, but are limited by what weapons they're holding, occasionally requiring a RealTimeWeaponChange.
* In ''VideoGame/GrandChase'', Amy can switch between Performance and Fight modes in all three of her classes. While both can fight, Performance mode is more focused on buffs and singing/dancing/violining, while Fighting mode more on hand to hand combos.



* ''VideoGame/StarWarsTheOldRepublic'': Jedi Knights and Sith Warriors learn different lightsaber stances that offer passive boosts: specifically, Shii-Cho (I), Shien (V), Ataru (IV), Soresu (III), and Juyo (VII), though all but the first one are additionally restricted to a particular PrestigeClass. Bounty Hunters and Troopers can switch out ammo for similar effects. The Imperial Agents and Smugglers have truer stances, being able to take cover, required for many of their attacks. Several classes can go into a stealth mode as well, effectively another stance.
* ''VideoGame/WarhammerOnline'' has two stance-based classes. The Marauder is a servant of the Changer of Ways, and as can adopt different stances by painfully mutating his left arm; the mutations are claw, club, and blade, for anti-magic and utility, fighting a group, or fighting a single target. The Shadow Warrior is an elf trained in the guerilla warfare style necessary to fight against the Dark Elves in their own land; their stances are sniping/scouting, skirmishing, and close combat. When players switch stances frequently in the middle of combat, players call that "stance dancing."
* In ''VideoGame/WorldOfWarcraft'':
** The warrior class was like this until the Mists of Pandaria expansion: Berserker Stance (does more damage and takes more), Battle Stance (balanced) and Defensive Stance (less damage) had restrictions on what abilities could be used, and switching between them was part of gameplay. While the stances still exist, the ability restrictions were removed as they were felt to not make a dynamic playstyle, and what stance to use is now a matter of the player's role in the party and how much damage they are taking.
*** [[spoiler:General Nazgrim]], in his boss fight, also switches between stances. When he's in Battle Stance, his attacks grant him rage. While he's in Berserker Stance, he does more damage and gets more rage, but also takes more damage. While he's in Defensive Stance, he takes less damage and gets Rage every time he's struck by someone who does not have the debuff he puts on his tank.
** Druids have shapeshifting, in which cat and bear forms completely change their abilities and playstyle. However they usually stay in one form most of the time (determined by their specialisation and role), only shifting for brief periods to give emergency healing, gain mobility or providing a temporary tank.
** They also had or used to have specialized shapeshifts for either offensive spellcasting or healing tied to the respective talent trees. The treant for healing now only exists as a visual flavor option and the moonkin for offensive spellcasters is more of a buff than anything now.
** The T440 Dual-Mode robot alternates between melee and ranged attack modes based on how close the player fighting him is. Regardless of whether your class and spec is best at melee or ranged combat, you must periodically force him into the other mode, because he gradually does more damage the longer he stays in one mode.



* ''VideoGame/SonicHeroes'', which featured the ability to choose one of three characters on the fly while having the other two invincible and in some sort of formation with your character. The swap is so near-instant that it's pretty much a glorified stance change. Contrast to other games that used this idea before, which often had some sort of delay or disadvantage to switching characters mid-game.


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* ''VideoGame/SonicHeroes'', which featured the ability to choose one of three characters on the fly while having the other two invincible and in some sort of formation with your character. The swap is so near-instant that it's pretty much a glorified stance change. Contrast to other games that used this idea before, which often had some sort of delay or disadvantage to switching characters mid-game.

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* ''VideoGame/NoMoreHeroes'' allows you to change between 'High' and 'Low' stances depending on how you hold the Wiimote.

to:

* ''VideoGame/NoMoreHeroes'' allows you to change between 'High' and 'Low' stances depending on how you hold the Wiimote.



* In ''VideoGame/GhostOfTsushima'' the player can unlock various sword stances, each meant to directly counter a specific category of enemies (Water Stance works against shielded enemies while Wind Stance is meant for enemies wielding polearms).



* This trope was the entire selling-point of ''VideoGame/SpiderManWebOfShadows''. Spidey could switch between the black symbiote suit which infects him throughout the game or the classic red-blue outfit at any time with the press of a button, the use of each deciding his path down the KarmaMeter. The black suit favored combat, brutality and [[CombatTentacles black tendrils]] while the classic suit preferred webbing, combo-slinging and [[CombatParkour acrobatics]].

to:

* This trope was the entire selling-point of ''VideoGame/SpiderManWebOfShadows''. Spidey could switch ''VideoGame/NoMoreHeroes'' allows you to change between 'High' and 'Low' stances depending on how you hold the black symbiote suit which infects him throughout the game or the classic red-blue outfit at any time with the press of a button, the use of each deciding his path down the KarmaMeter. The black suit favored combat, brutality and [[CombatTentacles black tendrils]] while the classic suit preferred webbing, combo-slinging and [[CombatParkour acrobatics]].Wiimote.



* In ''VideoGame/GhostOfTsushima'' the player can unlock various sword stances, each meant to directly counter a specific category of enemies (Water Stance works against shielded enemies while Wind Stance is meant for enemies wielding polearms).



* This trope was the entire selling-point of ''VideoGame/SpiderManWebOfShadows''. Spidey could switch between the black symbiote suit which infects him throughout the game or the classic red-blue outfit at any time with the press of a button, the use of each deciding his path down the KarmaMeter. The black suit favored combat, brutality and [[CombatTentacles black tendrils]] while the classic suit preferred webbing, combo-slinging and [[CombatParkour acrobatics]].



* In ''VideoGame/{{Judgment}}'' (a spinoff series of the Yakuza franchise), the protagonist Yagami fights by switching between two styles: Crane, which emphasizes crowd-control via spin-kicks and Tiger, which emphasizes focused hard-hitting attacks.
** The sequel ''VideoGame/LostJudgment'' adds in Snake, which focuses on counters and grapples as well as the self-explanatory "Boxer" style with DLC while the Kaito Files DLC gives Kaito "Bruiser" and "Tank", which are basically just Kiryu's Brawler and Beast style respectively with some additional moves.



* In ''VideoGame/{{Judgment}}'' (a spinoff series of the Yakuza franchise), the protagonist Yagami fights by switching between two styles: Crane, which emphasizes crowd-control via spin-kicks and Tiger, which emphasizes focused hard-hitting attacks.
** The sequel ''VideoGame/LostJudgment'' adds in Snake, which focuses on counters and grapples as well as the self-explanatory "Boxer" style with DLC while the Kaito Files DLC gives Kaito "Bruiser" and "Tank", which are basically just Kiryu's Brawler and Beast style respectively with some additional moves.

to:

* In ''VideoGame/{{Judgment}}'' (a spinoff series of the Yakuza franchise), the protagonist Yagami fights by switching between two styles: Crane, which emphasizes crowd-control via spin-kicks and Tiger, which emphasizes focused hard-hitting attacks.
** The sequel ''VideoGame/LostJudgment'' adds in Snake, which focuses on counters and grapples as well as the self-explanatory "Boxer" style with DLC while the Kaito Files DLC gives Kaito "Bruiser" and "Tank", which are basically just Kiryu's Brawler and Beast style respectively with some additional moves.



* One of the earliest examples in video games is Gen from ''Franchise/StreetFighter'', who can change between Crane and Mantis-style Kung Fu on the fly.
* Several characters from ''VideoGame/VirtuaFighter'' have different sets of attacks depending on their stance, most notably Lei-Fei and Vanessa Lewis.
* Almost a constant for jugglers and chaotic type fighters in ''VideoGame/{{Tekken}}'', from small time-window activation (Flicker Stance, Kenpo Step) to constant switches (Lei's five animal kung fu, [[BadassBack back-turning]], Hwoarang's left and right stances). ''VideoGame/Tekken7'' Season 4 newcomer Lidia even has stances ''within'' stances.
* All of the ''VideoGame/SoulCalibur'' games. The iconic example is Maxi, who has different stances depending on what side of his body his nunchaku end an attack on. This has become more prominent in later entries in the series, as the movelist has expanded.
** There's also Tira, who switches between her 'Gloomy' and 'Jolly' personas, with different movesets as a result. Certain actions can be taken to manually switch her between these modes, and it'll also happen with certain damage calculations.
** [[ConfusionFu Voldo]] deserves special mention: his stances include [[BadassBack turning his back to his opponent]], attacking from a prone position, ''doing the worm'', and ''crab-walking'' in both head-first and feet-first configurations.
** [[MsFanservice Ivy]] can use her WhipSword in either whip or sword mode (or in IV onward, a third mode that resembles a chakram). Most games add additional stances, such as swinging it above her head or to one side.
** Nightmare (up to SCII) / Siegfried's (SCIII and beyond) stances involve holding his {{BFS}} in both hands, dragging it along the ground with one hand (which limits mobility), or holding it behind his back. In III and onward, Siegfried also has a fourth stance where he crouches down behind his sword. He can't move at all in this stance but he will automatically Guard Impact anything that hits the sword.
** [[{{Samurai}} Mitsurugi]] typically has a few stances, including one in which he holds his sword above his head and pointed toward his opponent and another in which he sheathes it in preparation for a few different variations of SheathStrike or [[IaijutsuPractitioner Iaijutsu]].
* ''VideoGame/SuperSmashBros''
** Both ''[[VideoGame/SuperSmashBrosMelee Melee]]'' and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' have characters that can completely change their moveset via "transformations": Zelda can transform into Sheik, Pokémon Trainer changes between his 3 Pokémon, and Samus' PowerArmor can break and reveal Zero Suit Samus. Due to the huge difference between each "stance", both the community and development team considers each of them separate characters.
** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' gets rid of transformations, instead giving most of the involved characters their own character slots. However, it also gives a more straight use of the stance system in the form of Shulk: Shulk has a set of 5 Monado Arts that can boost one of his attributes [[MultiformBalance at the cost of weakening others]] for a few seconds; so he can, for example, increase his speed at the cost of his attack and jump height, or [[StoneWall greatly increase his defense at the cost of his movement abilities and attack power]].
** [[VideoGame/XenobladeChronicles2 Pyra]] in ''VideoGame/SuperSmashBrosUltimate'' can [[TagTeam switch out]] with Mythra and vise versa. Compared to the other transformation characters, their differences are downplayed, as they share the same moveset besides special moves and move properties.
* The ''Franchise/MortalKombat'' series seems to have had different stances added in recent years in order to make things more interesting.
** ''VideoGame/MortalKombat4'' has Kai, who can change to a handstand position and use an array of kicks.
** ''VideoGame/MortalKombatDeadlyAlliance'' and onward. Actually ''called'' it Stance shifting, and was one of the earliest examples to use literal switches of fighting stances and weapon use to expand the move-list without compromising user-friendliness.
** In ''Videogame/MortalKombatX'', each character has three variations that they can choose from at the beginning that gives them differing movesets. Liu Kang and Tremor also have two different modes in one variation, and Triborg has a fourth variation: [[spoiler:Cyber Sub-Zero]]
** By ''VideoGame/MortalKombat11'', an interesting variation of this was implemented through the use of customizable gear and variations.
* Hotaru Futaba from ''VideoGame/TheKingOfFighters'' has moves that change her stance which in turn give access to different attacks. Note that she debuted in ''[[VideoGame/FatalFury Garou: Mark of The Wolves]]'' and didn't have a StanceSystem. Only after her inclusion in ''VideoGame/NeoGeoBattleColiseum'' did she get that.
** May Lee Jinju from the same series also has a 'Hero Mode' which offers her different and more powerful attacks. Jhun Hoon also has a mode in which he stands on one leg and his attacks differ.
** Shion, the sub-boss of ''[=KoF=] XI'' can switch between using a spear or martial arts.
** OldMaster Chin Gentsai may as well be the first one to use this in the series proper, being able to attack (and dodge attacks) in a drunken stance or from a lying position. In ''XIII'' onwards, he has a new set of stances entirely, with him standing on one foot or in a ducking position.
* In ''VideoGame/MagicalBattleArena'', [[Franchise/LyricalNanoha Fate Testarossa's]] block special lets her switch between Lightning and Sonic form. Lightning Form is her default and gives her a Mid-Range fighting style (5-hit melee combos and 3-hit long-range attacks), while Sonic Form turns her into a more FragileSpeedster with a Short-Range fighting style (7-hit melee combos and 1-hit long-range attacks).
* Mito from ''The Rumble Fish'' has 2 stances, one which she swings her wooden sword in wide arcs and another where she uses mainly thrusts.

to:

* One of the earliest examples in video games is Gen from ''Franchise/StreetFighter'', who In ''VideoGame/BlazBlue'', Litchi Faye-Ling usually starts out carrying her staff, but can change between Crane and Mantis-style Kung Fu on the fly.
* Several characters from ''VideoGame/VirtuaFighter'' have
switch into a different sets of attacks depending on their stance, most notably Lei-Fei and Vanessa Lewis.
* Almost a constant for jugglers and chaotic type fighters in ''VideoGame/{{Tekken}}'', from small time-window activation (Flicker Stance, Kenpo Step) to constant switches (Lei's five animal kung fu, [[BadassBack back-turning]], Hwoarang's left and right stances). ''VideoGame/Tekken7'' Season 4 newcomer Lidia even has stances ''within'' stances.
* All of
stance by planting the ''VideoGame/SoulCalibur'' games. The iconic example is Maxi, who has different stances depending staff on what side of his body his nunchaku end an attack on. This has become more prominent in later entries in the series, as the movelist has expanded.
** There's also Tira, who switches between her 'Gloomy' and 'Jolly' personas, with different movesets as a result. Certain actions can be taken to manually switch her between these modes, and it'll also happen with certain damage calculations.
** [[ConfusionFu Voldo]] deserves special mention: his stances include [[BadassBack turning his back to his opponent]], attacking from a prone position, ''doing the worm'', and ''crab-walking'' in both head-first and feet-first configurations.
** [[MsFanservice Ivy]] can use her WhipSword in either whip or sword mode (or in IV onward, a third mode that resembles a chakram). Most games add additional stances, such as swinging it above her head or to one side.
** Nightmare (up to SCII) / Siegfried's (SCIII and beyond) stances involve holding his {{BFS}} in both hands, dragging it along
the ground and fights more on chi control and martial arts. Though she can still command her staff with telekinesis.
** In ''Chronophantasma'', Nu-13 has this system where
one hand (which limits mobility), or holding it behind his back. In III and onward, Siegfried form she's her usual self, in another form, she took on Lambda-11's style. Newcomer Kagura Mutsuki also has a fourth stance where he crouches down behind his sword. He can't move at all in this stance but he will automatically Guard Impact anything that hits the sword.
** [[{{Samurai}} Mitsurugi]] typically has a few stances, including one in
of sorts, which he holds his sword above his head and pointed toward his opponent and another in which he sheathes it in preparation for a few different variations of SheathStrike or [[IaijutsuPractitioner Iaijutsu]].
* ''VideoGame/SuperSmashBros''
** Both ''[[VideoGame/SuperSmashBrosMelee Melee]]'' and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' have characters that can completely
would change their moveset via "transformations": Zelda can transform into Sheik, Pokémon Trainer changes between what kind of normal attacks he has, the only thing that's constant in him would be just his 3 Pokémon, and Samus' PowerArmor can break and reveal Zero Suit Samus. Due to the huge difference between each "stance", both the community and development team considers each of them separate characters.
** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' gets rid of transformations, instead giving most of the involved characters their own character slots. However, it also gives a more straight use of the
[[Franchise/StreetFighter Sonic Boom/Flash Kick-esque charged attacks]].
* ''VideoGame/BushidoBlade'' - The
stance system in was the form foundation of Shulk: Shulk has a set of 5 Monado Arts that can boost one of his attributes [[MultiformBalance at the cost game as, with the exception of weakening others]] for projectiles and a few seconds; so he can, for example, increase his speed at the cost of his attack and jump height, or [[StoneWall greatly increase his defense at the cost of his movement abilities and attack power]].
** [[VideoGame/XenobladeChronicles2 Pyra]] in ''VideoGame/SuperSmashBrosUltimate'' can [[TagTeam switch out]] with Mythra and vise versa. Compared to the other transformation characters, their differences are downplayed, as they share
speciality moves, all characters had the same moveset besides special moves and move properties.
* The ''Franchise/MortalKombat'' series seems to have had
with the same weapons in each of the three stances, just different stances added in recent years in order to make things more interesting.
** ''VideoGame/MortalKombat4'' has Kai, who can change to a handstand position
speed and use an array of kicks.
** ''VideoGame/MortalKombatDeadlyAlliance'' and onward. Actually ''called'' it Stance shifting, and was one of the earliest examples to use literal switches of fighting stances and weapon use to expand the move-list without compromising user-friendliness.
** In ''Videogame/MortalKombatX'', each character has three variations that they can choose from at the beginning that gives them differing movesets. Liu Kang and Tremor also have two different modes in one variation, and Triborg has a fourth variation: [[spoiler:Cyber Sub-Zero]]
** By ''VideoGame/MortalKombat11'', an interesting variation of this was implemented through the use of customizable gear and variations.
* Hotaru Futaba from ''VideoGame/TheKingOfFighters'' has moves that change her stance which in turn give access to different attacks. Note that she debuted in ''[[VideoGame/FatalFury Garou: Mark of
power. The Wolves]]'' and didn't have a StanceSystem. Only after her inclusion in ''VideoGame/NeoGeoBattleColiseum'' did she get that.
** May Lee Jinju
sequel moved from the same series also has a 'Hero Mode' which offers her different ability to shift up and more powerful attacks. Jhun Hoon also has a mode down to only being able to shift up in which he stands on one leg and his attacks differ.
** Shion, the sub-boss
a circular manner. The spiritual sequel, ''Kengo: Master of ''[=KoF=] XI'' can Bushido'', changed this to allowing up to four combo-sets to switch between using a spear or martial arts.
** OldMaster Chin Gentsai may as well be
that were earned by defeated the first one to use this in the series proper, being able to attack (and dodge attacks) in a drunken stance or from a lying position. In ''XIII'' onwards, he has a new set practitioners of stances entirely, with him standing on one foot or in a ducking position.
* In ''VideoGame/MagicalBattleArena'', [[Franchise/LyricalNanoha Fate Testarossa's]] block special lets her switch between Lightning and Sonic form. Lightning Form is her default and gives her a Mid-Range fighting style (5-hit melee combos and 3-hit long-range attacks), while Sonic Form turns her into a more FragileSpeedster with a Short-Range fighting style (7-hit melee combos and 1-hit long-range attacks).
* Mito from ''The Rumble Fish'' has 2 stances, one which she swings her wooden sword in wide arcs and another where she uses mainly thrusts.
various styles.



* ''VideoGame/BushidoBlade'' - The stance system was the foundation of the game as, with the exception of projectiles and a few speciality moves, all characters had the same moves with the same weapons in each of the three stances, just different speed and power. The sequel moved from the ability to shift up and down to only being able to shift up in a circular manner. The spiritual sequel, ''Kengo: Master of Bushido'', changed this to allowing up to four combo-sets to switch between that were earned by defeated the practitioners of various styles.
* In ''VideoGame/XMenNextDimension'', three characters (Beast, Gambit and Toad) have different stances listed. Forge can also play to a different style depending on what type of ammo he's loaded in his variable gun.
* In ''VideoGame/BlazBlue'', Litchi Faye-Ling usually starts out carrying her staff, but can switch into a different stance by planting the staff on the ground and fights more on chi control and martial arts. Though she can still command her staff with telekinesis.
** In ''Chronophantasma'', Nu-13 has this system where one form she's her usual self, in another form, she took on Lambda-11's style. Newcomer Kagura Mutsuki also has this of sorts, which would change what kind of normal attacks he has, the only thing that's constant in him would be just his [[Franchise/StreetFighter Sonic Boom/Flash Kick-esque charged attacks]].
* ''VideoGame/MarvelVsCapcom3'':
** This is [[Franchise/AceAttorney Phoenix Wright's]] niche in ''Ultimate'' (along with ConfusionFu), whose three modes make him DifficultButAwesome. He starts fights in Investigation mode, where his attacks leave a lot to be desired damage-wise, but keep his opponents away long enough for him to search for good pieces of evidence. In Trial mode, his moves change and each good piece of evidence turns into a decent, spammable projectile. With three good pieces of evidence, connecting with an "Objection!" attack makes him enter Turnabout mode, a SuperMode that makes him a lot stronger and faster, with awesome attacks and one of the most damaging Level 3 Hyper Combos in the game.
** Other characters in the game that use stances are [[VideoGame/{{Okami}} Amaterasu]] (though that kind of borders between this and RealTimeWeaponChange) and [[Franchise/ResidentEvil Jill]].

to:

* ''VideoGame/BushidoBlade'' - The stance system was the foundation of the game as, with the exception of projectiles and a few speciality moves, all characters had the same moves with the same weapons in each of the three stances, just ''VideoGame/DiveKick'' has Uncle Sensei, who alternates between two different speed and power. The sequel moved from the ability to shift up and down to only being able to shift up in a circular manner. The spiritual sequel, ''Kengo: Master angles of Bushido'', changed this to allowing up to four combo-sets to switch between that were earned by defeated the practitioners of various styles.
* In ''VideoGame/XMenNextDimension'', three characters (Beast, Gambit and Toad) have different stances listed. Forge can also play to a different style
DivingKick depending on what type of ammo whether he's loaded in standing on his variable gun.
* In ''VideoGame/BlazBlue'', Litchi Faye-Ling usually starts out carrying her staff, but can
feet or his hands. His air special lets him switch into a different stance by planting the staff on the ground and fights more on chi control and martial arts. Though she can still command her staff with telekinesis.
** In ''Chronophantasma'', Nu-13
stances (and angles) mid-kick.
* ''VideoGame/DualBlades''
has a version of this system where one form she's her usual self, in another form, she took on Lambda-11's style. Newcomer Kagura Mutsuki also has this of sorts, called the "power combining system" that is similar to the ''VideoGame/SamuraiShodown'' series' Slash/Bust system, which would change what kind of normal attacks he has, the only thing that's constant in him would be just his [[Franchise/StreetFighter Sonic Boom/Flash Kick-esque charged attacks]].
* ''VideoGame/MarvelVsCapcom3'':
** This
is [[Franchise/AceAttorney Phoenix Wright's]] niche in ''Ultimate'' (along with ConfusionFu), whose three modes make him DifficultButAwesome. He starts fights in Investigation mode, where his attacks leave a lot to be desired damage-wise, but keep his opponents away long enough for him to search for good pieces of evidence. In Trial mode, his moves change and each good piece of evidence turns into a decent, spammable projectile. With three good pieces of evidence, connecting with an "Objection!" attack makes him enter Turnabout mode, a SuperMode rather fitting given that makes him a lot stronger series is one inspiration for this game and faster, with awesome attacks and one of the most damaging Level 3 Hyper Combos in the game.its sequel, ''Slasher: The Power Battle''.
** Other characters in * In ''VideoGame/ForHonor'', the game that [[BraveScot Highlander]] switches between a Defensive Stance (by default) and an Offensive Stance (by holding the heavy attack button down). In Defensive stance his options for attacks are limited, but he can parry and block, as well as use light attack combos and Celtic Curse (a mix-up capable rush attack). In Offensive Stance, his attacks become unblockable (meaning they can only be avoided by dodges or parries) and he has access to new combos and mix-up options, as well as a powerful kick and grab, all at the expense of being unable to block and parry, meaning he has to rely on dodges and aggression to survive. Switching between these stances are [[VideoGame/{{Okami}} Amaterasu]] (though that kind of borders between this and RealTimeWeaponChange) and [[Franchise/ResidentEvil Jill]].is key to winning with the Highlander.



* Toro Inoue, the Sony Cat in ''VideoGame/PlayStationAllStarsBattleRoyale'' fights like this (during the reveal, the UsefulNotes/PlayStation blog referred to Toro as having "a unique stance-based fighting style"). Justice Toro is a martial arts master who specializes in close combat, Torobi is a {{Ninja}} that uses long-ranged tactics and Oni Toro is a {{Youkai}} that prefers a wide-area assault.
** [[VideoGame/{{Starhawk}} Emmett Graves]] does something like this with his build-and-battle system.
* Several characters in ''VideoGame/InjusticeGodsAmongUs'' have multiple fighting styles. Wonder Woman switches between using her whip and a Sword and shield, while Nightwing uses escrima sticks which can combine into a staff.
* [[VideoGame/Persona3 Aigis]] in ''VideoGame/Persona4Arena'' has one in form of Orgia Mode. In the original game, it's just a temporary boost in strength for several turns. Here, while her old moves are still available, the way she moves changes drastically that their play styles tends to get very different.
* ''VideoGame/{{Skullgirls}}''
** Squigly has a rather unique twist on this concept. All of her ground specials are based off of one of two stances, the [[OurDragonsAreDifferent dragon]] stance, and the [[WhipItGood whip]] stance. Holding the button while performing the special, however, allows Squigly to stay in the stance. Doing so alters her movement, charges up her moves, and after a while makes the next move used from that stance a Level 2 variant, giving it more unique and powerful properties as well as more combo opportunities. In addition, she can actually end her stances extremely quickly if another button is tapped while she's in the stance, allowing her to continue her combos via LagCancel. Having a Level 2 stance allows her to end the stances even quicker to offer even more unique combos.
** A more traditional version is Eliza. While she acts as a pretty standard air-dashing character normally, using any of her quarter-circle back and punch moves will cause her parasite Sekhmet to [[BodyHorror come out of her body]] and act as a different character. Sekhmet is completely ImmuneToFlinching, has hard-hitting normals, and travels very fast, but her only reliable mixups are high/low and cross-ups, and any time Sekhmet is active she will cause the super meter to drain. Proper Eliza play involves knowing how to utilize both forms effectively.
** To a lesser extent, there is also Ms. Fortune and Beowulf, whose moves differ depending on whether the former's head is still attached to her shoulders, and whether the latter is brandishing his folding chair.
* In ''VideoGame/TouhouShinkirouHopelessMasquerade'', characters select a religious faction at the start of each match which affects the properties of most of their attacks, corresponding to the Japanese equivalent of the FourTemperamentEnsemble. There's Buddhism (Anger) which greatly prefers [[AllMonksKnowKungFu short-range and melee attacks]], Taoism (Joy) which prefers low-spread, fast-moving projectiles, Shinto (Melancholy) which prefers high-spread and homing projectiles, and Atheism (Calm) which is somewhere in the middle. [[FinalBoss Hata no Kokoro]], being an [[MoodSwinger unstable]] living collection of theatre masks who attacks with {{Emotion Bomb}}s, is capable of changing the "religious stance" of both herself and her opponent mid-match.



* In ''VideoGame/KillerInstinct'' Season 3, The two-headed Eyedol has a moveset for each of his heads. The first head is the Warrior Head, which is played like a rushdown character, while the other head, the Mage Head, is more of a zoner. Unlike most examples, the player has no direct control over what stance they're in; It switches randomly as Eyedol uses special moves, and can be forced by [[CastFromHitPoints punching the other head awake]].

to:

* In ''VideoGame/KillerInstinct'' Season 3, The two-headed Eyedol has a moveset for each of his heads. The first head is the Warrior Head, which is played like a rushdown character, while the other head, the Mage Head, is more of a zoner. Unlike most examples, the player has no direct control over what stance they're in; It Several characters in ''VideoGame/InjusticeGodsAmongUs'' have multiple fighting styles. Wonder Woman switches randomly as Eyedol between using her whip and a Sword and shield, while Nightwing uses special moves, and escrima sticks which can be forced by [[CastFromHitPoints punching the other head awake]].combine into a staff.



* In ''VideoGame/ForHonor'', the [[BraveScot Highlander]] switches between a Defensive Stance (by default) and an Offensive Stance (by holding the heavy attack button down). In Defensive stance his options for attacks are limited, but he can parry and block, as well as use light attack combos and Celtic Curse (a mix-up capable rush attack). In Offensive Stance, his attacks become unblockable (meaning they can only be avoided by dodges or parries) and he has access to new combos and mix-up options, as well as a powerful kick and grab, all at the expense of being unable to block and parry, meaning he has to rely on dodges and aggression to survive. Switching between these stances is key to winning with the Highlander.
* ''VideoGame/DualBlades'' has a version of this called the "power combining system" that is similar to the ''VideoGame/SamuraiShodown'' series' Slash/Bust system, which is rather fitting given that series is one inspiration for this game and its sequel, ''Slasher: The Power Battle''.
* ''VideoGame/SamuraiShodown'', starting with the third game, gives the player access to a Slash or Bust version of each character, Slash being closest to their original moveset, and Bust being a brand new one. From ''V'' onward, certain Bust versions [[DivergentCharacterEvolution became their own characters]], usually the EvilCounterpart to the original character. Throughout the series, characters can also have their weapons knocked out of their hands, giving them a different, more limited hand-to-hand moveset until they can recover their weapon.
* ''VideoGame/SuperCosplayWarUltra'' has EX versions of certain characters, changing the properties of their special attacks. Most notably, it turns their normal specials into EX Supers, and vice versa.
* ''VideoGame/DiveKick'' has Uncle Sensei, who alternates between two different angles of DivingKick depending on whether he's standing on his feet or his hands. His air special lets him switch stances (and angles) mid-kick.


Added DiffLines:

* In ''VideoGame/KillerInstinct'' Season 3, The two-headed Eyedol has a moveset for each of his heads. The first head is the Warrior Head, which is played like a rushdown character, while the other head, the Mage Head, is more of a zoner. Unlike most examples, the player has no direct control over what stance they're in; It switches randomly as Eyedol uses special moves, and can be forced by [[CastFromHitPoints punching the other head awake]].
* Hotaru Futaba from ''VideoGame/TheKingOfFighters'' has moves that change her stance which in turn give access to different attacks. Note that she debuted in ''[[VideoGame/FatalFury Garou: Mark of The Wolves]]'' and didn't have a StanceSystem. Only after her inclusion in ''VideoGame/NeoGeoBattleColiseum'' did she get that.
** May Lee Jinju from the same series also has a 'Hero Mode' which offers her different and more powerful attacks. Jhun Hoon also has a mode in which he stands on one leg and his attacks differ.
** Shion, the sub-boss of ''[=KoF=] XI'' can switch between using a spear or martial arts.
** OldMaster Chin Gentsai may as well be the first one to use this in the series proper, being able to attack (and dodge attacks) in a drunken stance or from a lying position. In ''XIII'' onwards, he has a new set of stances entirely, with him standing on one foot or in a ducking position.
* In ''VideoGame/MagicalBattleArena'', [[Franchise/LyricalNanoha Fate Testarossa's]] block special lets her switch between Lightning and Sonic form. Lightning Form is her default and gives her a Mid-Range fighting style (5-hit melee combos and 3-hit long-range attacks), while Sonic Form turns her into a more FragileSpeedster with a Short-Range fighting style (7-hit melee combos and 1-hit long-range attacks).
* ''VideoGame/MarvelVsCapcom3'':
** This is [[Franchise/AceAttorney Phoenix Wright's]] niche in ''Ultimate'' (along with ConfusionFu), whose three modes make him DifficultButAwesome. He starts fights in Investigation mode, where his attacks leave a lot to be desired damage-wise, but keep his opponents away long enough for him to search for good pieces of evidence. In Trial mode, his moves change and each good piece of evidence turns into a decent, spammable projectile. With three good pieces of evidence, connecting with an "Objection!" attack makes him enter Turnabout mode, a SuperMode that makes him a lot stronger and faster, with awesome attacks and one of the most damaging Level 3 Hyper Combos in the game.
** Other characters in the game that use stances are [[VideoGame/{{Okami}} Amaterasu]] (though that kind of borders between this and RealTimeWeaponChange) and [[Franchise/ResidentEvil Jill]].
* The ''Franchise/MortalKombat'' series seems to have had different stances added in recent years in order to make things more interesting.
** ''VideoGame/MortalKombat4'' has Kai, who can change to a handstand position and use an array of kicks.
** ''VideoGame/MortalKombatDeadlyAlliance'' and onward. Actually ''called'' it Stance shifting, and was one of the earliest examples to use literal switches of fighting stances and weapon use to expand the move-list without compromising user-friendliness.
** In ''Videogame/MortalKombatX'', each character has three variations that they can choose from at the beginning that gives them differing movesets. Liu Kang and Tremor also have two different modes in one variation, and Triborg has a fourth variation: [[spoiler:Cyber Sub-Zero]]
** By ''VideoGame/MortalKombat11'', an interesting variation of this was implemented through the use of customizable gear and variations.
* [[VideoGame/Persona3 Aigis]] in ''VideoGame/Persona4Arena'' has one in form of Orgia Mode. In the original game, it's just a temporary boost in strength for several turns. Here, while her old moves are still available, the way she moves changes drastically that their play styles tends to get very different.
* Toro Inoue, the Sony Cat in ''VideoGame/PlayStationAllStarsBattleRoyale'' fights like this (during the reveal, the UsefulNotes/PlayStation blog referred to Toro as having "a unique stance-based fighting style"). Justice Toro is a martial arts master who specializes in close combat, Torobi is a {{Ninja}} that uses long-ranged tactics and Oni Toro is a {{Youkai}} that prefers a wide-area assault.
* Mito from ''The Rumble Fish'' has 2 stances, one which she swings her wooden sword in wide arcs and another where she uses mainly thrusts.
* ''VideoGame/SamuraiShodown'', starting with the third game, gives the player access to a Slash or Bust version of each character, Slash being closest to their original moveset, and Bust being a brand new one. From ''V'' onward, certain Bust versions [[DivergentCharacterEvolution became their own characters]], usually the EvilCounterpart to the original character. Throughout the series, characters can also have their weapons knocked out of their hands, giving them a different, more limited hand-to-hand moveset until they can recover their weapon.
* ''VideoGame/{{Skullgirls}}''
** Squigly has a rather unique twist on this concept. All of her ground specials are based off of one of two stances, the [[OurDragonsAreDifferent dragon]] stance, and the [[WhipItGood whip]] stance. Holding the button while performing the special, however, allows Squigly to stay in the stance. Doing so alters her movement, charges up her moves, and after a while makes the next move used from that stance a Level 2 variant, giving it more unique and powerful properties as well as more combo opportunities. In addition, she can actually end her stances extremely quickly if another button is tapped while she's in the stance, allowing her to continue her combos via LagCancel. Having a Level 2 stance allows her to end the stances even quicker to offer even more unique combos.
** A more traditional version is Eliza. While she acts as a pretty standard air-dashing character normally, using any of her quarter-circle back and punch moves will cause her parasite Sekhmet to [[BodyHorror come out of her body]] and act as a different character. Sekhmet is completely ImmuneToFlinching, has hard-hitting normals, and travels very fast, but her only reliable mixups are high/low and cross-ups, and any time Sekhmet is active she will cause the super meter to drain. Proper Eliza play involves knowing how to utilize both forms effectively.
** To a lesser extent, there is also Ms. Fortune and Beowulf, whose moves differ depending on whether the former's head is still attached to her shoulders, and whether the latter is brandishing his folding chair.

* All of the ''VideoGame/SoulCalibur'' games. The iconic example is Maxi, who has different stances depending on what side of his body his nunchaku end an attack on. This has become more prominent in later entries in the series, as the movelist has expanded.
** There's also Tira, who switches between her 'Gloomy' and 'Jolly' personas, with different movesets as a result. Certain actions can be taken to manually switch her between these modes, and it'll also happen with certain damage calculations.
** [[ConfusionFu Voldo]] deserves special mention: his stances include [[BadassBack turning his back to his opponent]], attacking from a prone position, ''doing the worm'', and ''crab-walking'' in both head-first and feet-first configurations.
** [[MsFanservice Ivy]] can use her WhipSword in either whip or sword mode (or in IV onward, a third mode that resembles a chakram). Most games add additional stances, such as swinging it above her head or to one side.
** Nightmare (up to SCII) / Siegfried's (SCIII and beyond) stances involve holding his {{BFS}} in both hands, dragging it along the ground with one hand (which limits mobility), or holding it behind his back. In III and onward, Siegfried also has a fourth stance where he crouches down behind his sword. He can't move at all in this stance but he will automatically Guard Impact anything that hits the sword.
** [[{{Samurai}} Mitsurugi]] typically has a few stances, including one in which he holds his sword above his head and pointed toward his opponent and another in which he sheathes it in preparation for a few different variations of SheathStrike or [[IaijutsuPractitioner Iaijutsu]].
* One of the earliest examples in video games is Gen from ''Franchise/StreetFighter'', who can change between Crane and Mantis-style Kung Fu on the fly.
* ''VideoGame/SuperCosplayWarUltra'' has EX versions of certain characters, changing the properties of their special attacks. Most notably, it turns their normal specials into EX Supers, and vice versa.
* ''VideoGame/SuperSmashBros''
** Both ''[[VideoGame/SuperSmashBrosMelee Melee]]'' and ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' have characters that can completely change their moveset via "transformations": Zelda can transform into Sheik, Pokémon Trainer changes between his 3 Pokémon, and Samus' PowerArmor can break and reveal Zero Suit Samus. Due to the huge difference between each "stance", both the community and development team considers each of them separate characters.
** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' gets rid of transformations, instead giving most of the involved characters their own character slots. However, it also gives a more straight use of the stance system in the form of Shulk: Shulk has a set of 5 Monado Arts that can boost one of his attributes [[MultiformBalance at the cost of weakening others]] for a few seconds; so he can, for example, increase his speed at the cost of his attack and jump height, or [[StoneWall greatly increase his defense at the cost of his movement abilities and attack power]].
** [[VideoGame/XenobladeChronicles2 Pyra]] in ''VideoGame/SuperSmashBrosUltimate'' can [[TagTeam switch out]] with Mythra and vise versa. Compared to the other transformation characters, their differences are downplayed, as they share the same moveset besides special moves and move properties.
* Almost a constant for jugglers and chaotic type fighters in ''VideoGame/{{Tekken}}'', from small time-window activation (Flicker Stance, Kenpo Step) to constant switches (Lei's five animal kung fu, [[BadassBack back-turning]], Hwoarang's left and right stances). ''VideoGame/Tekken7'' Season 4 newcomer Lidia even has stances ''within'' stances.
* In ''VideoGame/TouhouShinkirouHopelessMasquerade'', characters select a religious faction at the start of each match which affects the properties of most of their attacks, corresponding to the Japanese equivalent of the FourTemperamentEnsemble. There's Buddhism (Anger) which greatly prefers [[AllMonksKnowKungFu short-range and melee attacks]], Taoism (Joy) which prefers low-spread, fast-moving projectiles, Shinto (Melancholy) which prefers high-spread and homing projectiles, and Atheism (Calm) which is somewhere in the middle. [[FinalBoss Hata no Kokoro]], being an [[MoodSwinger unstable]] living collection of theatre masks who attacks with {{Emotion Bomb}}s, is capable of changing the "religious stance" of both herself and her opponent mid-match.
* Several characters from ''VideoGame/VirtuaFighter'' have different sets of attacks depending on their stance, most notably Lei-Fei and Vanessa Lewis.
* In ''VideoGame/XMenNextDimension'', three characters (Beast, Gambit and Toad) have different stances listed. Forge can also play to a different style depending on what type of ammo he's loaded in his variable gun.
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** Leo Whitefang, who made his debut in ''VideoGame/GuiltyGearXrd Sign'', is noted for his aggressive Brynhildir Stance, in which he faces backward. Leo gains quite a few new moves and specials but at the cost of limited mobility as he cannot jump, giving his already poor mobility. Furthermore, he cannot block. Using Brynhildir Stance allows Leo for some terrifying pressure and mixups.

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** Leo Whitefang, who made his debut in ''VideoGame/GuiltyGearXrd ''Guilty Gear Xrd Sign'', is noted for his aggressive Brynhildir Stance, in which he faces backward. Leo gains quite a few new moves and specials but at the cost of limited mobility as he cannot jump, giving his already poor mobility. Furthermore, he cannot block. Using Brynhildir Stance allows Leo for some terrifying pressure and mixups.
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* Leo Whitefang who made his debut in Guilty Gear Xrd Sign, is noted for his aggressive Brynhildir Stance, which he faces backward. Leo gains quite a few new moves and specials but at the cost of limited mobility as he cannot jump, giving his already poor mobility. Furthermore, he cannot block. Using Brynhildir Stance allows Leo for some terrifying pressure and mixups.

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* ** Leo Whitefang Whitefang, who made his debut in Guilty Gear Xrd Sign, ''VideoGame/GuiltyGearXrd Sign'', is noted for his aggressive Brynhildir Stance, in which he faces backward. Leo gains quite a few new moves and specials but at the cost of limited mobility as he cannot jump, giving his already poor mobility. Furthermore, he cannot block. Using Brynhildir Stance allows Leo for some terrifying pressure and mixups.
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* The Drive Forms from ''VideoGame/KingdomHeartsII''. Valor Form gives Sora [[DualWielding a second keyblade]] and enhances melee attacks but prevents casting of magic, Wisdom Form enhances magic, Master Form is focused on crowd-control and enhances both melee and magic, and Final Form increases ...well, [[GameBreaker everything]]. There's also Anti Form, which can't be chosen automatically and instead occurs randomly when Sora tries to enter one of the other forms besides Final. Anti Form is an extreme FragileSpeedster, having increased movement speed and rapid but weak attacks, but takes increased damage and can't replenish HP (among other downsides). The ''[[UpdatedReRelease Final Mix]]'' version adds Limit Form, which gives Sora access to his old abilities.

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* ''Franchise/KingdomHearts'':
**
The Drive Forms from ''VideoGame/KingdomHeartsII''. Valor Form gives Sora [[DualWielding a second keyblade]] and enhances melee attacks but prevents casting of magic, Wisdom Form enhances magic, Master Form is focused on crowd-control and enhances both melee and magic, and Final Form increases ...well, [[GameBreaker everything]]. There's also Anti Form, which can't be chosen automatically and instead occurs randomly when Sora tries to enter one of the other forms besides Final. Anti Form is an extreme FragileSpeedster, having increased movement speed and rapid but weak attacks, but takes increased damage and can't replenish HP (among other downsides). The ''[[UpdatedReRelease Final Mix]]'' version adds Limit Form, which gives Sora access to his old abilities.
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* ''VideoGame/SlayTheSpire'': This is the Watcher's whole gimmick. She can switch between Calm and Wrath, a defensive and aggressive stance respectively, at the start. Calm gives her two energy upon exiting it and Wrath doubles both her and her enemies' damage. Learning to play her well involves using cards with the energy boost from Calm that allow her to power up more and go ham in Wrath, while also being able to exit Wrath when needed so she doesn't get two-shot. In addition, there is also [[SuperMode Divinity]], which can be gained by [[GatheringSteam collecting 10 Mantra during a battle]], which grants three energy and ''triples'' her damage. Entering Divinity with a good hand almost always means an instant win. A certain card, "Blasphemy," exploits this by granting her Divinity instantly but killing her at the end of her turn.

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