How to solve the problem of combat operation method guide in "Final Fantasy 16"? Players often encounter such problems in the game and don’t know how to solve them. As a popular game, Final Fantasy 16 has many players around the world. In order to make the game more enjoyable for our friends, the editor has compiled some information about "Final Fantasy" for everyone. 16》The latest solutions to combat operation methods. If you are interested, come and take a look.
?: Normal attack, can be connected, long press can be charged.
✖️: Jump, you can also perform basic attacks in the air, and you can perform combos. ?✖️Pressing together is a thrust attack, and in the air it is a downward stroke.
?: Long-range magic attacks vary according to the attributes of the summoned beast. Long press to accumulate power.
?: The summoned beast’s permanent skill, its effect depends on the summoned beast. For example, Phoenix's is a flash dash that can receive basic attacks, and Titan's is a shield.
L1: Switch target lock.
L2: Switch summoned beasts.
R1: Dodge. Accurate dodge can counterattack.
R2: Press and hold to enter the summoned beast skill mode. At this time, the skills of the ? and ? buttons will become summoned beast skills.
So a simple calculation, at least (in the combat demo) there are:
Normal attack + charged attack + jumping attack + thrust + dodge +
(Ranged attack + Charged long-range attack + Summoned beast resident skills + Summoned beast mode skills* 2) * 3 (kinds of summoned beasts)
There are at least 20 operations in total. This does not include counterattacks with precise dodges, changes in long-range attacks after combos of normal attacks, changes in attacks after Ifrit flashes forward, switching summoned beasts, locking on targets, etc.
But it's really not too confusing to play. The operation logic is obviously carefully designed and it is very easy to get started and master. In addition, precise dodge, Titan defense, the connection between various skills, and the coordination of floating/combos can make this system very difficult to master and very in-depth. Oh, by the way, the Demo directly gave a bunch of accessories to the weak, which can further reduce the difficulty, but I have neither used nor tested this, so I won’t go into details.
The impact of the operation is also very good (don’t be fooled by the wooden sword in the tutorial). It’s hard to describe. It’s basically a combination of meat jamming + sound effects + handle vibration + visual effects. You can clearly feel the feedback, and it’s really awesome in actual combat. So cool.
The above is just the experience of fighting minions. When it comes to the boss battle, it can only be said to be a kind of enjoyment. The special attack scenes inserted into the exciting fights allow you to rest your fingers properly and enjoy the explosive performance without losing the sense of participation. I'm still not finished, I really want to fight more bosses, I'm so anxious.
Oh, by the way, I forgot to mention the composition of damage: there are two health bars, which are basically the concepts of blood volume and posture. Normally, the health bar will be dropped together with the posture, but the blood will drop slowly. If the posture is empty and you enter the downed mode, there will be a damage bonus and the blood will drop quickly. In addition, the damage of skills to posture and health bar is different. It may be necessary to evaluate which skills to save for knockdown mode under high difficulty conditions. This is also a design to increase the upper limit of gameplay.