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Found in RPGs and Action-Adventure games, this requires players to execute a command, such as a button press or joystick rotation, within a certain window of time. Mostly used during combat situations, proper execution will reward a player, often with a bonus to attack or defense or with recovery items. Implementation usually differs between the two genres.

Not to be confused with Combos. Action Commands have a limited-time period to be activated, and they're usually no more than a few button presses and/or joystick rotations, as opposed to a longer string (though a game can require several Action Commands to be performed in a row). Also can be different from the Context-Sensitive Button, depending on the game: in some cases, the Action Command's essential function never differs, and it's primarily used in combat situations. In other cases, there are many possible actions in many various situations, but only so many buttons on the controller, of course. This is especially noticeable if one particular sequence of actions is not executed with the same sequence of button presses every time.

In RPGs, executing Action Commands while striking the enemy may result in greater damage than usual, or successfully triggering an action command when the enemy strikes may trigger a defensive maneuver that reduces the damage received (or evades the attack altogether). It also serves as a way to keep players more engaged in the game: Rather than just clicking through the menu commands repetitively, players can receive a bonus for paying attention to the actual gameplay that results.

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

Action Commands that occur during otherwise non-interactive Cutscenes, as a means of subverting or averting Cutscene Power to the Max and/or Cutscene Incompetence, are known as Press X to Not Die (also known as Quick Time Events).

The Ur-Example is the arcade game Dragon's Lair, where players controlled Dirk the Daring in his quest solely by performing well-timed Action Commands guided by on-screen cues.

Not to be confused with Squad Controls.


Examples:

    open/close all folders 

    Action Game 
  • After the War uses action commands when you have to finish off bosses or just weaken them.
  • Done often in Asura's Wrath and allow the player to perform feats like punching out a deity THE SIZE OF THE PLANET EARTH! And that's still in the first act of the game. The game has so many QTEs that the True Final Boss has his own QTEs visible on screen, and as you beat him up more and more, he starts failing them.
  • Bayonetta:
  • Parrying in Code Vein is implemented this way: you press the Parry button, and if you receive a non-overhead hit within a time window, Cutscene Power to the Max kicks in and your character will brutally maim the enemy that hit you with an extremely powerful attack capable of one-shotting or at least almost killing a standard enemy. It will also grant you two extra units of Ichor, and will increase your maximum Ichor capacity by 2 units.
  • Devil May Cry 4 has a variant, in that although the Devil Bringer is used normally against most Mooks, against bosses it is necessary to find specific moments of vulnerability before it can be used. Also, there are some "hidden" Devil Bringer attacks that work in this way by requiring a precisely-timed input, like catching Credo's spear and throwing it back at him.
  • In The Force Unleashed, after damaging an AT-ST or Rancor enough, Galen can perform a flashy and elaborate multi-step fatality to finish them off. Said action commands are required during boss fights after draining the boss's health to zero.
  • Lollipop Chainsaw features a number of action command events. Getting them wrong will cost you a bit of health or even kill you, while getting them right earns you bonus points and Zombie Medals you can use to get upgrades.
  • DSS Actions in the Macross Plus game. If timed right, pushing a button can result in such actions as instantly dodging a large swarm of missiles, getting into an ideal position to shoot your opponent's giant mecha, or even solidly kicking it in the face for massive damage.
  • Manhunt 2 used these to perform 'executions' — although thanks to meddling from censorship groups, these segments became essentially unplayable, as the player could rarely see what was going on.
  • The Matrix: Path of Neo uses action commands to suggest more effective combos against enemies.
  • Ninja Gaiden 3 uses these to mortally wound enemies after they are weakened enough (in replacement for the dismemberments of 2): when Ryu sticks his sword into the enemy, you have to press Square to, well, get the sword out the brutal way.
  • Ōkami: Using the right brush command does massive damage, and, if used as the finishing blow in regular encounters, guarantees an otherwise rare demon fang drop.
  • Spider-Man 3, during action cinematics, flashed the necessary buttons to press moments before in order for Spidey to win the battle.

    Action-Adventure 
  • Assassin's Creed:
    • In the first game, a similar non-gameplay system occurs during scripted sequences; Hitting a button when the Animus's screen does a variety of camera shifts, and lets targets give their final soliloquy as if undamaged. The result is surreal, but expressive, as the mark's speeches are long and emotive, losing effect when given by a reclining figure unable to support his own head. (Plus their unnaturally clear vocal acuity considering the hole in their necks.)
    • Assassin's Creed II: Action commands allow you to subtly alter cutscenes. For example, in one, your character is offered coffee. If you press the action button, he accepts it and comments on it; if you don't, he refuses it. Another has you accept or decline a hug from Leonardo da Vinci. These choices don't affect gameplay, notably.
  • The Batman: Arkham Series has these in combat, as whenever enemies are about to attack (except for Hard mode, which disables this), an icon appears over the head indicating that you can press a button to Counter-Attack, and if the enemy is down, the icon is there to indicate a floor KO is possible. There are also those for automatic stealth takedowns, whether by approaching an unaware enemy from behind (some games even allow a multiple one if there's two side by side) or if the enemy is nearby Batman's hiding position (atop a gargoyle, hanging from a ledge, inside a floor grate).
  • In Bully, the Chemistry Class and Auto Shop Class required a series of inputs to successfully complete the minigame. Succeed, and get a new item or bike. Fail, and... well, you don't get it.
  • God of War:
    • In God of War, Kratos can use action commands to perform a "fatality" move on an enemy, resulting in recovery items for his life and/or magic meters — and a brutal, visceral, and deeply-satisfying end to the foe in question. While for Mooks the finishing move is optional, they are required on bosses, which allows the game to turn each boss's demise into a Video Game Setpiece. In short, the game uses Action Commands well, and arguably re-popularized the entire concept.
    • God of War III put a nifty, helpful spin on the standard formula: the on-screen prompt for each button appears relative to its position on the controller. For example, the prompt for the Triangle button is near the top edge of the screen.
  • The Legend of Spyro: Dawn of the Dragon:
    • During the battle against the golem, when climbing up its arms to strike its head, the player is shown various button commands. Completing them in time lets Spyro and Cynder avoid its attempts to strike them and shake them off.
    • Commands appear again during the battle against Malefor, where rapidly pressing the button flashing on the screen allows Spyro and Cynder to evade the Dark Master's counterattacks.
  • The Legend of Zelda:
    • The Legend of Zelda: The Wind Waker: Action Commands are available in battle, usually right before the enemy strikes. Though called "parry attacks", they actually involve Link dodging by rolling around the enemy, then leaping up to slash his foe in the back of the head. Especially effective against Darknuts.
    • The Legend of Zelda: Twilight Princess: A similar system of Action Commands is employed for the finishing blow and helm splitter.
  • Metroid: Other M turns your standard movement with the D-Pad into a flashy dodge roll, instant beam charge, and near-perfect aim at an enemy if you move 'just' before their attack strikes you. In at least one case, it becomes a quick-time event, allowing Samus to dodge an enemy in a fashion most would not expect to be interactive. Part of what makes them so intuitive is that the action itself provides the input on what button needs to be pressed, without needing to show the button on-screen (as in the page image).
  • Sonic Spinball has one if you fall onto the platform located under the drain of the first "table" of the first level. First the display will tell you to jump to get back on the flippers before a robot chomps you. If that fails, Sonic will struggle to keep the robot's mouth open and the display will just say "the buttons!" - mash them enough and you'll escape.
  • All but averted in Uncharted 2: Among Thieves. While they do appear (mostly as finishing moves), more often than not the player is in complete control of Drake as craziness unfolds all around him. The team at Naughty Dog stated that one of their major goals with the game was to move past this trope and give the player more control over situations that are normally handled by cutscenes. This makes the already amazing experience that much better.
  • Yakuza uses this to a small extent to enhance certain special attacks. Yakuza 2 uses it to a greater extent, occasionally pausing a battle to force you to dodge several scripted attacks or dish out a string of your own. In both games, the window of opportunity is frustratingly short and has to be learned through repetition that usually involves you being stabbed repeatedly in an unavoidable manner.

    Action RPG 
  • Dante's Inferno has random button prompts and you must push them at exactly the right time, and yes, it's hard. Then again, the game is unashamedly ripping off God of War with The Divine Comedy's skin, so what else would you expect?
  • Kingdom Hearts likes these.
    • Kingdom Hearts II uses the Reaction Command, where a triangle appears in place of the normal attack command on the menu at certain points. These moves can be used to defeat enemies quicker, perform defensive maneuvers, and trigger some truly awesome moments during boss battles (like cutting skyscrapers in half). Sora's One-Man Army battle against 1,000 Heartless is a clear example since both of the enemy types used in it have Reaction Commands well-suited for wiping out large amounts of enemies, with one enemy's Reaction Command involves hijacking and sweeping its own laser beam across the field to mow down Mooks by dozens at a time, while the other involves Sora making rapid sweeping dive slashes.
    • Updated Rereleases of Kingdom Hearts and Kingdom Hearts: Chain of Memories added Reaction Commands. In the former, it is now possible to activate Limits by pressing Triangle when the prompt appears instead of scrolling to the bottom of your Command Menu. In the latter, pressing Triangle with proper timing in certain Sleights adds extra attacks.
    • Kingdom Hearts: Birth by Sleep introduced pseudo-Reaction Commands where you can power up specific Commands or Shotlocks by performing a certain action with the correct timing when the prompt appears, typically pressing a certain button or rotating the analog stick. There's even Gameplay Grading that determines the strength or potency of the boosted attack.
    • Kingdom Hearts 0.2: Birth by Sleep -A fragmentary passage- introduces Situation Commands, which combines elements of the Reaction Command system with the Command Gauge from Birth by Sleep. By performing certain actions in battle, the player can generate Situation Markers that become Situation Commands. The Commands generated depend on how the player gained the Situation Markers; for example, casting a lot of Thundaga generates a Thundaja Situation Command, while using several physical attacks generates a Spellweaver Command Style. By varying your gameplay, it is possible to generate multiple Situation Commands at once and use them all in succession to rain hell on your foes. Kingdom Hearts III, in addition to an expanded Situation Command selection, also adds some regular Reaction Commands to be used in specific boss battles.
  • LunarLux: Some skills, such as Gun Saber, have button prompts that allow for follow-up attacks and bonus damage if timed correctly.
  • Mass Effect 2 allows you to pull either the right or left triggers during dialogue to pull off interrupts, which generally allow you to cut someone off violently or to give them assistance. These events can net you bonus Paragon or Renegade points, or get you other bonuses like weakening an enemy gunship before it attacks you.
    • In some cases, you have so much time that it comes off feeling like a But Thou Must! — one Renegade interrupt has the prompt hanging there flashing for a good minute while a krogan goes on and on about the horrible things he's going to do.
    • Generally speaking, Paragon Interrupts are heroic; they include breaking a would-be merc's gun to keep him from being used as Cannon Fodder or hugging a squad member who's suffered a devastating personal loss. Renegade Interrupts are... not evil, but leaning hard towards anti-heroism; they include weakening that gunship by electrocuting its mechanic or punching a reporter who's falsely blaming you for the deaths of hundreds.
    • In Mass Effect 3, Husks and other similar enemies will sometimes leap onto the player and begin pummeling them. The player has to mash (logically enough) the basic melee button to throw them off.
  • Mega Man X: Command Mission calls these Action Triggers. Each character has at least one; in exchange for all of the character's subweapon energy, the Trigger starts up a simple minigame which can unleash some of the game's most impressive attacks.

    Adventure Game 
  • A Space for the Unbound: this is how you defend yourself in fighting minigame.
  • Any games that is made by Quantic Dream is this:
    • Taken to such extremes in Fahrenheit aka Indigo Prophecy that buttons in the same visual style as 'Simon Says' appeared before action was to be taken, which then flashed in the order necessary to succeed. Any action in the game was based around immersion-jarring button-punching sequences that overlaid what might have either been enjoyable cutscenes or character interaction.
      • However, the designers put action commands of that nature in specifically to increase immersion, so, for example, instead of just pressing O to jump a fence, you'd raise both sticks up to simulate pulling yourself over. Other interactions were made the same way, intending to make the player feel like they're performing the action naturally. How successful this was is apparently a point of contention among fans.
      • One action command is a trap - while Lucas is being interviewed by police, he begins to hallucinate invisible bugs. If you hit the action commands, he'll react to them - which makes the cops suspicious. Ignoring the commands gives you a better result by allowing him to ignore the hallucination.
    • The team reuses this type of mechanic in their subsequent games as well (Heavy Rain, Beyond: Two Souls, and Detroit: Become Human). They subvert Press X to Not Die a bit though, as missing commands isn't always immediately fatal.

    Beat Em Up 

    Eastern/Western RPG 
  • Atelier Escha & Logy: Combat is mostly turn based, but after picking an action for the party, you have a few seconds to decide which, if any, of the other party members should make a support attack. After seeing which party member will be targeted by the enemy, you get a few seconds to decide if another party member will defend them. Support attacks and support defends cost against the same pool of points.
  • Action Commands make an appearance in Barkley, Shut Up and Jam: Gaiden, a fan-made parody of console Role Playing Games.
  • There are several story events in Blue Dragon that consist of trying to spam a button to fill up a charge meter to get out of the way of an attack, fight back, etc., etc...
  • Breath of Fire III and Breath of Fire IV have the Super Combo skill, where the user inputs action commands within a certain time, and attacks the target as many times as buttons were pressed.
  • Bug Fables, being an homage to the Paper Mario games, lets you increase damage done to enemies and reduce damage taken from enemies with various button and control stick actions. Even the Enemy Scan ability requires it.
  • Deltarune: When a party member attacks, the game switches to a timing minigame, where the player has to time an input in order to deal the most damage. When multiple party members attack, multiple inputs are required. Meanwhile, the enemies' attacks are simulated in a Bullet Hell minigame, where the player has to dodge until the turn ends.
  • Dubloon features battle items, which are short-timed minigames where you score points for massive damage. Also, every boss has at least one attack which can be completely blocked with your mouse.
  • This is how you defend yourself in Eternal Sonata. As an attacker is about to attack, the word "Chance!" appears, usually (always, before a certain point) with a little shield, indicating that you can press a button to reduce the amount of damage that attack does, or thwart it entirely. At first, you can only block, but later, you gain the ability to counter with a regular attack, and still later, you can use Special Attacks in this capacity. Speaking of Special Attacks, at some point, you gain the ability to use "Harmony Chains", which allow you to follow one Special Attack of the appropriate light level with the other one (provided any targets are in range) if you press the Special Attack button in the little window of time while the first Special Attack animation is going on when the words "Harmony Chain!" appear. Later, you can add a nearby party member's Special Attack if you press the button in the same window while the second link in the chain is activated. And still later, the potential length of a Harmony Chain doubles.
  • Sabin's Blitz ability in Final Fantasy VI worked this way; the sequence you entered determined what attack was performed, while an invalid sequence would result in a wasted turn. However, the sequences still had to be unlocked for them to be considered a valid entry, probably to prevent experienced players from using advanced Blitz moves to one-shot everything for the first half of the game.
    • Final Fantasy VIII, where Squall (the main character) and Seifer (the rival, during the brief time he's playable) could deal increased damage if the player pressed R1 during regular attacks.
      • For Limit Breaks there are several different versions for different characters; Squall has a string of timed hits, Zell has input commands for special moves and finishers, and Irvine has button mashing to rapidly fire his gun at the enemy.
      • There is also the Guardian Force summonings, with a certain skill, that allows the player to press select and mash the square button at certain points to power up the attack.
    • Final Fantasy IX, while not having any examples to speak of in battle, had a staged sword-fight that required Action Commands to put on a performance for an audience.
    • Final Fantasy X did a similar sequence-of-buttons (or rotation-of-stick, or timed press) thing for its Overdrives.
    • Final Fantasy XII allowed players to recharge their Mana Meters during a Limit Break by pushing certain buttons.
    • Final Fantasy XIII-2 had two types of Action Commands:
      • Cinematic Actions are quick time events during certain boss battles, where inputting them successfully will help you in a battle, ranging from stat boosts to dealing damage and getting bonus items after the battle if you do them perfectly.
      • Feral Links are special abilities by monsters that require Action Commands. The faster you push the buttons, the more likely the enemy will join your party after the battle if the special attack kills them.
  • Forever Home requires the player to quickly input several keys or buttons when performing a Limit Break. Failure to do so will result in the skill being canceled, though to mitigate this, only 25 TP is consumed instead of 100.
  • Jack Move: When you use titular Jack Moves, you'll be shown a short sequence of directional buttons. Hitting them in time will power up the move, with each Jack Move having its own unique sequence. In-universe, it's explained that Noa activates them in Cyberspace with motion controls, instead of simply executing the program, like with other skills. It gives Jack Moves the advantage of not consuming RAM blocks, and thus not being counted towards Limited Move Arsenal.
  • The Last Remnant has "Critical Triggers" that randomly appear when attacking or defending. If you successfully hit one while attacking, then the next squad member will bypass enemy turns and move immediately, also getting a guaranteed Critical Chance in the process. If you get three in a row, then the last character to act will get a guaranteed Critical Hit and automatically perform their strongest attack, even if they previously decided to use a weaker attack. If you get a Critical Trigger while defending, you'll either Shield Bash your enemy, stunning them, or Counter-Attack for big damage.
  • In The Legend of Dragoon, your normal attacks were combo attacks. To keep the attack going, at each hit you had to press X in time with an on-screen indicator. As characters leveled up, they got more advanced combos, usually with more difficult timing. Occasionally, an enemy would try to Counter-Attack you, so you'd have to press Circle instead to avoid taking damage yourself. An early boss also punished you if you didn't complete the sequence.
  • Lost Odyssey has an Action Command for every melee attack launched, due to the game using a system of rings that confer various attack bonuses(almost all of which can be made by the player with the right materials collected from the right monsters...), and requires the player to pull the right trigger while the character attacking approaches the enemy, with how much a large contracting ring overlaps with a smaller, stationary ring determining how well the bonus is applied. A word appears on the screen to signify how well the player timed it: 'Bad' means none of the bonus is applied, 'Good' means a moderate bonus is applied, and 'Perfect' means all of the bonus is applied.
  • In Magical Starsign, you can tap the casting character with the stylus at the right moment to perform a critical hit. Similarly, you can tap a character about to be hit in order to guard.
  • Mario & Luigi, a similar series on the handhelds starting with Superstar Saga, takes this to extremes, where the success of attacks is solely determined by your ability to use action commands (rather than them just being a way to power up the attack) and every enemy attack in the game can be dodged/blocked/countered with a properly timed action command.
    • Partners in Time, the sequel to the above, actually has the final 'boss' be beaten purely via action commands, since 'Shrowser' doesn't give the bros any chances to attack.
    • Bowser's Inside Story continues the trend, with even Bowser's giant form battles utilizing action commands to attack and defend, and both these and his special attacks using the DS touch screen as the button stand in.
    • Mario & Luigi: Dream Team continues this trend, with more complex giant battles that need to be countered with more complex commands (and stricter timing) and attacks which go from being fairly simple to practically entire mini games on their own.
    • Mario & Luigi: Paper Jam has three characters in control during battle: Mario, Luigi, and Paper Mario. Paper Mario can perform Trio Attacks, which require you to use three-button combinations (A for Mario, B for Luigi and Y for Paper Mario) in quick succession.
  • The Mega Man Battle Network series uses these for a number of chips, most notably the Variable Sword, which is just an ordinary sword normally, but can change its hit radius depending on what fighting game style button command you input before you swing it (And in earlier games, increase the number of hits to turn it into a Game-Breaker). The game only tells you of a few of the commands for it, however, and never even mentions the commands for the other chips.
  • Mother 3 lets you get extra hits for your attack by tapping A in time to the music's beats.
  • Trope Namer Paper Mario 64 and most of the later Paper Mario sequels (The Thousand-Year Door and Sticker Star, but not Super Paper Mario), which borrowed heavily from Super Mario RPG in the idea of action commands, and then ran with it.
  • The Penny Arcade Adventures game uses timed blocks and a variety of minigames for the main characters' special attacks.
  • In Riviera: The Promised Land, Action Commands are apparently the entire basis of dungeon crawling. They're used for everything from dodging arrows to untrapping treasure chests to throwing rocks.
  • Sands of Destruction requires you to press a sequence of five buttons in order to execute a Limit Break. The faster you press the buttons, the stronger your attack will be. Normally, the sequence will be of different buttons, but if you equip an accessory with the Guidance trait, you'll only have to press X repeatedly. This would be more useful if the game penalized you for pressing the wrong button, but you can just mash all four DS buttons at once and the game will only register the correct ones.
  • Shadow Hearts series uses it heavily in all three games, with so-called "Judgment Ring". In combat, almost every attack, spell, and item summons the Ring with several colored areas on it and a rotating bar. To perform the action you need to press the button while the bar is inside "Hit" or "Strike" areas, with the effect becoming more powerful in the latter case. However, if you miss any of the colored areas completely, you just waste a turn (although the item or MP are not wasted). Naturally, stronger attacks and items have Rings with narrower Hit/Strike areas.
    • The Ring is also used discounts at stores, with areas becoming narrower as the discount grows. The first game also uses it for several mini-games, while Covenant introduces a "Combo Ring" (press shown button in time) for Combination Attacks.
    • Covenant also introduces several more types of the Ring for battles, namely "Practice" (missing an area doesn't waste a turn, but no Strikes), "Technical" (narrower areas, more damage), "Gamble" (one narrow Hit/Strike area, but hitting it has the same effect as hitting all on a normal Ring), and "Auto" (only one Hit area, but the game hits it for you). From the New World inherits this system.
  • Sonic Chronicles features a variation with Elite Beat Agents-style stylus tapping minigames for every special move, both to use and avoid them. More powerful moves generally have more difficult sequences. However, there is a Chao that can be equipped that makes these moves automatically succeed — extra useful for Cream and Tails, whose moves will fail unless executed perfectly (attack moves simply do less damage for each mistake).
  • South Park: The Stick of Truth used timed hits similar to Paper Mario (which has been cited by the developers as a major influence) to execute attacks as well as to defend. Action commands also show up in the sequel South Park: The Fractured but Whole.
  • Similarly, in the Summoner series, there were special one-button attacks (up to four of them could be assigned to individual buttons) that had to be activated exactly when a symbol appeared onscreen; these chain attacks had various unusual effects and became harder to chain with each additional attack.
  • Super Mario RPG, where players could use "Timed Hits" to increase attack or defense power. But then again, you probably already knew that. The Switch remake renames them to "Action Commands".
  • A slight variation exists in the Tales Series, where magical characters, when controlled by a human player, can use a special skill called Rhythm; repeatedly pressing the Attack button while spell casting would shorten the time the spell takes to cast.
    • A few early games had an equippable item called the Combo Command. Equipped to a non-mage character, it would replace the standard four-command tech equipping with a fighting-game-esque button command system.
    • Tales of Vesperia includes Fatal Strikes which, if executed correctly, provide bonuses and instant-kill (non-boss) targets.
    • Tales of Xillia's Rowen has a skill which allows him to use commands to increase damage, control direction of attacks, or other bonuses.
  • Tomato Adventure has the playable characters use weapons known as "Gimmicks" as their main attacks in combat. Each of them require an action command to carry out. The Gimmicks are even categorized by the type of action commands (such as timing, rhythm or Button Mashing)!
  • Trails of Cold Steel: If your attack "unbalances" the enemy, your character's battle partner will perform a follow-up attack if you press a button. This earns a Bravery Point. If you accumulate three Bravery Points, pushing a second button will allow you and your partner to perform a follow-up. If you accumulate five BP, then all four members of the active party will perform two attacks. Because it's this trope, you will miss your chance if you spend too long thinking about it, so it's best to think about how to spend your BP before attacking.
  • Undertale has your basic attacks require you to tap a button as markers move towards the center of a gauge, if you're not close enough your attack will miss or do less damage. When monsters attack you, the game switches to Bullet Hell style dodging to avoid their attacks. Several of the Mercy options also require you to do certain things while dodging.
  • All the combat in Vagrant Story had this, and made a very important mechanic of it. Ashley Riot, the main character and professional stomper of colons, would gradually recover special abilities as he regained his lost memories. The player assigns specific attacks to individual buttons, and then uses those attacks by pushing the associated buttons at the proper time, according to the type of weapon used. Chaining the attacks would eventually yield impressive damage output, though overuse of them would overtax Ashley, decreasing accuracy and (eventually) killing him. It also applied to defensive skills as well.
  • Valkyrie Profile had the ability Counter, where you had to hit X after dodging an attack to deliver an unblockable counterattack. Poor timing would result in either not dodging at all (too early), or not activating at all (too late).
  • In The Witcher, regular attacks caused Geralt to do a combo, and continuing the combo required the press of the attack key or mouse when his sword glowed. The Witcher also used the reverse with charge-ups, by holding down a button and releasing it on time for successful attacks and magic.
  • Xenoblade Chronicles 1 makes use of these in the form of burst affinity. Occasionally in battle the player gets the opportunity to press a button to increase the team's tension and affinity, without major consequences besides the possible tension loss should the player fail. The same mechanic is also used to extend chain attacks, Dunban's "Blossom Dance" attack, and for triggering the visions in the final battle against Zanza.
  • Yakuza: Like a Dragon:
    • Most special attacks will do more damage if you press one button repeatedly, or press a different button at the right moment. There is a screen prompt to tell you which button to use.
    • Enemy attacks will do less damage if you press yet another button at the right moment. There is no prompt for this.
  • In YIIK: A Post-Modern RPG, when any normal attacks are used an object related to a party member's weapon will appear and if the button inputs are done correctly, attacks will do more damage and have a combo added in.

    Fighting Game 
  • Used in the Dragon Ball Z: Budokai Tenkaichi games. Whenever a character does one of their Blast 2 or Ultimate Blast moves, the player can input an action command (varies depending on character and move) for extra damage.
    • They've been doing this as early as Dragon Ball Z: Budokai 2, with moves requiring the player to: spin the joystick, hit buttons in order, spin the joystick faster than the opponent, hit a different button than the opponent, etc. to make "ultimate" moves do more damage or not blow up in the user's face.
  • Dissidia Final Fantasy has Action Commands for all twenty-two of the game's EX-Bursts, each one unique though sometimes heroes and villains from the same game will have similarly styled ones. (Squall and Ultimecia, for example, both utilize the Trigger command described above, only difference being that Ultimecia uses the O button instead of R.) There are also miniature Action Command sequences integrated into some of the aerial battle segments. Doing this well can result in kicking your opponent from one side of the battlefield to the other and possibly back again.
  • Super Smash Bros.:
    • The first two installments in the series had an unusual form officially known as "Smooth Landing", but universally referred to by the fanbase as "L-cancelling". By pressing the shield button in the middle of an aerial normal attack right before hitting the ground, the landing lag would be reduced (to a constant 4 frames in Smash 64 or halved in Melee). Among other things, it was removed from Brawl onwards due to the creator's belief that it made the gap between skilled and casual players too high.
    • Donkey Kong's Final Smash in Brawl, Konga Beat, gives a high damage/range bonus for pressing "A" with the beat. This is made much easier in the 3DS and Wii U installments with a rhythm bar appearing over DK.
  • In Tekken, these moves are referred to as "Just Frames". For these, you have to hit a button at the precise moment when a move connects (during its active frames) to get special enhanced moves, usually signified by blue sparks. In online movelists, these are denoted by a colon, e.g. Paul Phoenix's f,f+2:1 (the 1 is pressed just as the 2 connects).
  • In SmackDown vs. Raw 2010 and 2011, during the Royal Rumble match, if you throw an opponent into the turnbuckle, then grapple, it's a minigame like this. And if you get thrown into the turnbuckle, then get grappled, it becomes Press X to Not be Eliminated.

    First Person Shooter 
  • Call of Duty 4: Modern Warfare features guard dogs that will happily run up to you and knock you down. If one gets hold of you, you have one chance to execute a strangely timed button press to snap the doggie's neck before he tears your throat out.
    • Later games in the series featured this as well. In World at War, attack dogs just damage you and give no opportunity for a button press. Instead, action commands are given when Japanese soldiers knock you down and attempt to stab you with their bayonets. Here, you have one chance to knock their gun to the side and then stab them in the throat.
    • In Modern Warfare 2, not only do dogs and their associated action commands return (with more forgiving timing this time), but several other new ones pop up as well. The first major one is pulling triggers to simulate climbing a glacier with ice axes. Others then pop up when being stealthy to perform silent takedowns. And in the finale against Shepard, there are a ridiculous level of commands ranging from crawling after a gun to pulling a combat knife out of your own chest.
    • Call of Duty 3 was the first Call of Duty game which has action commands. In the game, you end up fighting Germans in hand-to-hand combat at several occasions and they have rifles or knives to attack you with, and you must repeatedly press the R1 and L1 buttons in order to take their rifles from them and bash them to death with it. One time, you have to use the action command in order to pull out the pin of a grenade a German soldier had and push him inside a building before it explodes, which the later Call of Duty: Black Ops (also made by Treyarch) homages in its first Vietnam level.
  • Clive Barker's Jericho did this similar to the Indigo Prophecy and Spider-Man 3 examples.
  • The Glory Kill system in Doom (2016) works a lot like this. Upon getting an enemy to low enough health, it staggers and glows blue (or orange in melee range), and hitting the melee button will trigger a brutal and badass melee kill upon the enemy in question. Aside from giving you much-needed health, it is also the only way to finish bosses.
  • Killzone 3 has the "brutal melee" system where the player presses the melee button when prompted to trigger an animation of the Player Character killing the enemy with some random move like breaking their neck or stabbing them in the eye.
  • In the final level of Metro 2033, the player must press certain keys to avoid falling to their death as the tower they are climbing on is falling apart.
    • If the player is pinned by a nosalis, a quick-time action command pops up on the screen to start cleaving at its head with your machete.
  • In Resistance: Fall of Man, the player must shake the controller to escape from any nasty monsters that happen to latch on to the protagonist.

    Flight Sim 
  • The arcade flight game Ace Combat 5: The Unsung War had this as a gimmick that was not continued into the franchise. The otherwise silent protagonist, Blaze, would be asked questions and have a short opportunity to respond with a yes or no using the D-pad. This was also used as a gameplay mechanic, as "coin" questions (whether you prefer the face or back of a coin) would be used to determine the outcome of a coin flip and thus, which of two missions will be next.

    Interactive Fiction 

    MMORPG 
  • One of the more traditional examples in MMOs comes from Final Fantasy XIV and its Active Time Maneuvers. First introduced in Heavensward and then given more prominence in Stormblood (as part of two separate story battles), ATMs require you to rapidly mash buttons in order to survive a certain mechanic. The most notable occurs during the Susano fight, where the tank must struggle to parry a sword the size of a building while the rest of the party struggles to keep them alive.
  • In Ragnarok Online, the Taekwon class can use 5 "Stance" skills, which enable the use of 5 "Kick" skills. However, the Stances trigger randomly when attacking (except one, which triggers when recieving an long-range attack). Using more Stances enables more Kicks and increase the chance overall of using a skill, but that also makes fighting an enemy harder, since you can't do anything when the Stance triggers except using the correct Kick.
  • Used throughout World of Warcraft by a number of classes. For example, the Hunter ability Counterattack, which roots an enemy in place allowing the Hunter to escape to range, only becomes available for 5 seconds after parrying an attack; the Warrior attack Overpower only becomes available for a few seconds after the enemy dodges one of your attacks; Rogues specializing in Combat have the Riposte attack which becomes active after parrying; and so on.
    • The Overpower is just that in PvP case against a rogue. Overpower cannot be dodged, parried or blocked and is activated by a dodge. Rogue relies on dodges, especially one of their talent tree skills which makes them dodge all attacks. That is the butter for warrior's bread called Overpower, especially if you have an additional talent that makes Overpower always do critical hits. A thoughtless rogue is toast against a warrior. It becomes like the button smashing variation of Action Commands.

    Pinball 
  • In Kirby's Pinball Land, if Kirby drains through the bottom of a table, he will land on a springboard. Pressing the "A" button at the right moment will make Kirby bounce back onto the table without losing a life.
  • Mr. & Mrs. Pac-Man Pinball plays with this. In the first maze, the Ghost only moves when Pac-Man does. In subsequent mazes, however, the player has only a short amount of time to move before the Ghost advances.
  • FunHouse: Rudy's Nightmare: During "Haunted Roller Coaster," the flipper buttons correlate to different directions (the left button turns left, the right button turns right, and both at once make your ride vehicle jump). When one of three arrows correlating to these directions appears on the display, the player must hit the correct button(s) in increasingly short order to progress and earn more points.

    Platform Game 
  • Prince of Persia: The Two Thrones had a variant of this. The "Speed Kills" had to be executed by positioning the Prince in a specific location and were used to initiate, or pre-empt by killing off, combat instead of being used as Finishing Moves. More conventional examples show up against the bosses, which almost invariably need Speed Kills to be defeated.
  • Sonic Unleashed uses a mostly optional (but extremely fickle) version of this in the Werehog stages. While you can always beat things to death with your regular attacks, once you've gotten an enemy's health low enough you can press the grab button when near that enemy to attempt a Critical Attack, which involves timing button prompts to finish off the enemy in a spectacular fashion, and gain more experience than killing it normally. However, if you screw up a Critical Attack, you take damage and the enemy regains health. It's possible to use Critical Attacks against bosses and minibosses, but these always require more than two button prompts whereas regular enemies usually only require two, and if you get more of them right before making a mistake, you take even more damage. In addition to this, many bosses and minibosses have at least one attack which knocks you down, requiring you to mash the indicated button to get back on your feet. The button prompts aren't limited to these levels either- at least once in the game, you have to man the turret gun on Tails' airplane, shooting down enemies and their projectiles. Every single thing to shoot displays a button prompt, and if you press an incorrect button, you can't fire again for a split second.
    • You also get these in the day stages during big jumps or tricky landings. Usually failing these doesn't kill you (but does put you on a slower path), unless you're playing the Hard Mode side missions.
  • Super Mario 64 has a variant with the Ground Pound, which resets Mario's vertical velocity to 0. Timing a Ground Pound just before landing from a high fall will negate any Falling Damage that would otherwise be taken.

    Shoot Em Up 
  • In Ace Combat: Assault Horizon, Dog Fight Mode has the player get into and out of on rails one-on-one engagements with the shoulder buttons, dodging missiles and sending back your own between somersaults and other evasive maneuvers. The distressing part is that all the planes have this feature against any other plane, which leads to situations where the dinky starter fighters do this against Raptors. Unfortunately, as demonstrated here, the game is also a case study in how this trope can be abused to create the illusion of interactivity and player agency where neither exists, and where many of the other quick-time events — almost all of them, in fact — do nothing at all.
  • Star Wars: Rogue Squadron III, for the most part an arcadey shooter, had a particularly frustrating round of this in one level. Here, you must use the Force to raise Luke's X-Wing out of the swamp. Many controllers were hurled.

    Sports Game 
  • In Arc Style: Baseball!! 3D, when you're fielding, the A button will often appear on screen, prompting you to press it so you catch the ball. Doing so can make your fielder do impressive, highly beneficial dives — while failing to do so means that the ball will go past your fielder, which will cost you a couple of bases given up to the runner(s). The Normal character type has an easier time catching the ball because the A button will appear sooner, giving you more reaction time. This is most useful for fielders who have to consistently deal with lots of quick line drives, such as second baseman and shortstop.
  • Jet Set Radio uses these in its graffiti sections. Dropped for the sequel.
  • Mario Super Sluggers has these when the ball and a runner approaching 3rd base or home are close. If the runner presses the button first, they're safe. If the catcher presses first, the runner is tagged out. The button to press is random.

    Stealth Based Game 
  • Endling - Extinction is Forever uses this for certain actions, like climbing or digging. At the start of the game, your first action command is to give birth to your cubs.
  • Attempted justification in Metal Gear Solid 4: Guns of the Patriots, during the battle between Rex and RAY. The designer of your vehicle wanted to program it to perform close-range combat, but couldn't get it past military regulations. Being an Ascended Fanboy, he decided to install the program anyway, but since the program was still incomplete it was too context-sensitive to be very flexible. This means that the action command pops up on the screen whenever the vehicle is in an appropriate situation for melee.

    Survival Horror 
  • Condemned 2: Bloodshot uses these in Chain Combos (not to be confused with the game's Combos, which are series of a regular attacks) that range from doing massive damage, to broken arms, to instant kills.
  • Deadly Creatures uses a combo system of attack button and Wii-mote waggles. More closely to the trope, the Scorpion has a unique "Finishing Move" for each type of enemy in the game which is pulled off by a creature-specific action command. This results in everything from a double-pincer pound to the jaw, followed by prying the jaws open to stab the stinger down the throat (lizards), to rolling an enemy over and stabbing them in the underbelly (wolf spiders).
  • Dead Space has these when an enemy grabs you. The command can either be a single press of the action button to squish a bug, or the frenzied hammering of said key to rip off a Personal Space Invader and bludgeon it around the head. Then stomp on it. Repeatedly.
  • Resident Evil:
    • Resident Evil 4 has prompts for knocking down stunned Mooks or attacking a boss's weak point. Sometimes it is dangerous to use one, such as using a roundhouse kick on a Ganado only for the One-Hit Kill Plaga to pop out.
    • Resident Evil 5: Whenever you are physically attacked by any creature (even some of the bosses) a prompt pops us, executing it allows your character or your ally to perform a physical attack (such as a kick, punch, or a stab). During boss battles, it's used to dodge certain attacks, many that can result in a game over including in the second to last battle where failing to dodge the attack causes the boss to rip out your heart.
    • Resident Evil: The Umbrella Chronicles and Darkside Chronicles have prompts when you are grabbed by creatures. If you shake the Wii-mote, you can counter-attack for a one-hit kill. Each character has their own counter-attack animation/style.
    • Resident Evil 6 ups the ante with Counter Attacks that are more often than not a One-Hit Kill or amazingly damaging on mooks.
    • Resident Evil 3 (Remake): If Jill or Carlos are grabbed by an enemy, a button mash prompt will appear. The quicker the meter is filled, the less damage the character takes. An upgrade can be acquired that allows the characters to automatically break away from a hold, avoiding the QTE.
    • The Resident Evil 4 (Remake) keeps the melee prompts present in the original game, with a few new ones such as Button Mashing to escape and enemy's hold or Ada being able to grapple enemy shields away from them.

    Third-Person Shooter 
  • Gears of War features the Active Reload system. When you reload your weapon, a timing bar appears with a target whose location along the bar differs depending on the weapon. Hitting the grey portion of the target will finish your reload quickly, while hitting the white portion is considered a 'Perfect Reload' and will give you a temporary extra benefit in addition to the quick reload (usually increased damage, but some weapons also offer a faster rate-of-fire or increased range). Missing the target altogether will lengthen the reload, and also prevents you from switching weapons until its done.
    • The multiplayer of Gears of War 4 places Perfect Reloads on a cooldown, making it impossible to chain them together in quick succession without waiting for the equivalent of firing your whole magazine. Gears 5 applies the cooldown system to the Campaign too, and makes a further adjustment to this system. Previously, the temporary effects of a Perfect Reload only improves the ammo that your refilled, so firing one bullet then performing a Perfect Reload means that only the first bullet gets the extra damage. Gears 5 now always confers the Perfect Reload effects to the entire magazine, and goes a step further by allowing you to reload at any time, including with full magazines.
  • The Wii version of Ghostbusters: The Video Game combines this with a "Simon Says" Mini-Game when you have a ghost in your Capture Stream. To wit: At certain points, an arrow will flash in one of four directions, and you have to swing the Wiimote in that direction to "wrangle slam" the offending beastie.
  • Just Cause 2 uses a similar system, with action commands popping up for attempting to hijack military vehicles or using keypads to overload pipelines and bio fuel shafts.
  • In Mercenaries and its sequel, action commands pop up when you try to hijack most military vehicles (jeeps and civilian vehicles can be taken without a fight).
  • While there's plenty of them in Transformers: War for Cybertron and Transformers: Fall of Cybertron, there's a highly gratifying one in the latter. A captured Optimus is brought before the Decepticons and a gloating, ranting Megatron. Moments before he is to be executed, Metroplex, an Autobot the size of a city, appears from behind them to tear the roof off the Decepticon base. No one noticed he was there until he attacked. At that point, most of the sensible Decepticons have retreated. Megatron attacks, and the player receives a command... PRESS BUTTON TO COMMAND METROPLEX, followed not long after by PRESS BUTTON TO DESTROY MEGATRON. Metroplex drops a fist the size of a two story building on Megatron. Four times.

    Turn Based Strategy 
  • In the critically loved but poor selling Gladius by LucasArts, almost every attack your characters make is an action command, with a timing bar across the bottom of the screen. Different types of maneuvers had different timing bars ranging from as simple as "press the X button in the green part" (primarily for status inducing attacks) to combo attacks that required each button in a string to be pressed at certain intervals along the bar, to complex strings of button presses (up to 12 buttons, with more successful button presses causing more damage), to alternately pressing X and Y or A and B as quickly as possible. On damaging attacks, completing the attack in the red section of the timing bar resulted in a critical hit. This system is optional and you can simply allow the game to handle attacks automatically; however, with a little practice, you can guarantee a critical hit almost every time, breaking the "heavy" classes (whose primary weakness is low accuracy against lightweights.

    Turn Based Tactics 
  • Valkyria Chronicles 4: When a character reaches zero HP, the player occasionally gets a few seconds to choose between "Inspire" and "Stand Up." Inspire buffs nearby comrades. Stand Up makes the character invulnerable for one movement and one action before dropping dead.

    Wide Open Sandbox 
  • No More Heroes uses this to the point where you're not sure where it begins and where it ends. The most common one is the Finishing Move, which shows an arrow in a direction you must swing the Wii remote in to kill an enemy, with multiple inputs widening the radius of the swing (allowing you to catch multiple enemies with it) but taking out more of your beam katana's battery charge. There's also the various wrestling moves, which also use onscreen prompts, a Super Mode that causes a One-Hit Kill when the right button is pressed, and a "Weapon clash" that happens when you and an enemy attack at the same time, which requires you to spin the controller around to get out of it. Also blends into Press X to Not Die in certain boss fights, where you need to shake the Wiimote, nunchuk, or rapidly press the A button to get out of various traps.
    • The same system is implemented in MadWorld, but taken even further. Finishing someone off by grabbing his ankle, and swinging the Wiimote back and forth over your head to slam him into the ground until he explodes is scored as routine violence.
  • [PROTOTYPE] also uses it. Mostly to throw stuff at helicopters, steal tanks, and keep Super Soldiers from smashing your head into the pavement for the umpteenth time. You also get to use Action Commands to take on the final boss, by jumping on it while it's stunned and pounding its skull in. Very fun.


 
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Alternative Title(s): Reaction Command, Timed Hits, Action Command

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RULES OF NATURE

Raiden's finishing blow on the Metal Gear Ray boss features a Quick Time Event.

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4.96 (23 votes)

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