Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It has to finish the entire chain.
If you don't believe us, go into a battle and start mashing a button to attack and watch your SG.
Edit: The blue diamond means you have one per. So if only 2 are blue, then you can only do 2 artes in that chain.
Also, any extra SG you get can add to the total combo, and with break soul making your combo effectively limitless. arte 1, 2, 3, 4, 1, break soul, arte 1, 2, 3, 4 (enemy killed or status applied +1 break soul), break soul again, arte 1, 2, 3, 4, rinse and repeat.
I've done that during dangerous encounters agains hordes of weaker enemies until my hp almost instantly goes down to 1 making it very difficult to maintain, even though each break soul restores a bit of health.
Does that make more sense?
I think it would have been better to give us a slightly different system My idea is basically that Martial artes be assigned to A (down for kb/m) and Hidden artes to X (left for kb/m) and let us set up switchable combos. I hate having to switch my artes around for every set of enemies on a map and for every boss fight. I would rather just set (and name) my own combos for weaknesses and switch on the fly. But with every Tales game we get a slightly different battle system. It's one of the things I love about the series.