Eternal sonata what is harmony chain




















Different parts of the battlefield are in light and others in shadow, and these areas can sometimes change throughout the battle. At the beginning of a player's turn, the Tactical Time the time on the upper left of the screen starts to run down if limited , as long as no action is taken. This, as the name implies, gives time for the player to develop the proper tactic for the character to employ for that turn.

If the players takes any action, or if the Tactical Time expires, the Action Gauge starts to run down the gauge along the left side of the screen , and the player's character is expected to move, act, and fight in this time. Player actions are limited by this gauge, and while scoring normal attacks on enemies does provide a small amount of additional time, the gauge will eventually expire, at which point the character's turn ends. Enemy actions are also limited by this gauge.

A Next indicator and arrow is shown on the battlefield, showing whose turn is next when the current character's Action Gauge expires. If the indicator is yellow, the enemy pointed by the arrow will be next to act. If the indicator is blue, the ally pointed by the arrow will be next to act, and a similar indicator will appear above that character's portrait at the top of the screen. Varying aspects of the area traveled, certain accessories available to characters, and certain attacks inflicted by characters can inflict different effects upon a character.

Status effects are indicated by visual cues overlaid upon a character as well as icons below the character's information at the top of the screen. Many of these effects are cumulative. Fleeing battle is useful when you are in a tough situation where you risk a Game Over, however in some cases can be dangerous. Fleeing can be done at any time during your character's turn, but will only be successful if it is performed just when the Action Gauge begins to deplete itself.

Be aware that if you did not begin to flee early enough you will not flee, your turn will end, and it will be given to the next person. Fleeing will always be successful assuming that the condition is met. It is useful to hold the buttons slightly before it is the character's turn so that when it is their turn, they immediately begin to flee. After a successfully fleeing a battle, the character on the field will begin to blink and is unable to enter battle. Enemies will ignore the player and not chase you.

Hint: During the invulnerability period after fleeing, you are free to heal in the menu. Also, as the enemy ignores the player while invulnerable, you can run behind the enemy and initiate a Surprise Attack when the invulnerability period ends. Unanswered How do i heal my character's? Unanswered Is it just me or is the Pocket Watch not working for Beat? Unanswered I have enough data but my game won't let me save help please!!!!?

Ask A Question. Keep me logged in on this device. Forgot your username or password? How do I beat Annaihilator using Harmony Chains? As such, if conditions of Light and Darkness shift during the battle, it may be possible for a particular character to use three of their Special Attacks within a Harmony Chain sequence, or in rare cases even all four.

This is most likely to occur in areas that have rapidly shifting areas of light and darkness like the Hanon Hills in Eternal Sonata 's PlayStation 3 release, and the Pirate Ship Dolce , or if a character begins a chain standing directly on the edge of the boundary of light and darkness, as characters tend to move around a bit during their Special Attacks. When using Harmony Chains, in most cases the game will allow the chain to continue to build even if the enemy has already taken enough damage from past attacks to technically be KOed.

This is likely a benefit granted to allow for greater building of Echoes. Certain Special Attacks, however, seem to be "finishers" and will cause the chain to break if an enemy takes enough game to be KOed when the move is used.

When using Harmony Chains, it will not be possible to initiate a sequence if the character is unable to use the first Special Attack, e. If, however, the first Special Attack is successful, then a move that can't actually be pulled off can be used to initiate the Harmony Chain. One case would be if Beat uses a Rapid Shooter ; he can then follow it up with a Sledgehammer even if there is no target for him to hit at melee range, and then other characters can continue the chain.

Knockdown and knockdown effects are never used within a Harmony Chain, only at the end of it, as these moves might end up breaking the chain. Eternal Sonata Wiki Explore.

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