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Redpack007

RPGs or JRPGs with fighting game mechanics

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I was playing Final Fantasy VI, and i just LOVE Sabin's Blitz mechanic, and i was wondering if there are more Jrpgs with similar mechanics out there.

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Sabin's Blitz command definitely lives on in Zell's limit break in Final Fantasy 8. Where the player is presented with two command inputs, and can keep inputting one or the other until the timer runs out to keep piling on damage. Most of Final Fantasy 10's limit breaks present you with a sort of QTE you need to clear, but nothing I would really akin to fighting game inputs. It is also worth nothing that most modern Square RPGs have gradually morphed closer to character action games. The attack inputs never get as complex as a fighting game, but the real time combat means the player has to consider spacing, and has to regularly find the balance between attacking and defending that will keep them alive and make the best use of their resources.

I'm not an expert on this series but the Tales of games definitely take cues from beat em ups. I do remember being able to tailor your basic attack string, and then canceling into a special move. Locking enemies in hitstun or blockstun, maybe even juggling them in the air, it's definitely accessing the fighting game mentality of your brain. Another game that I have not played but have heard a lot about is Legend of Legaia. You select the direction from which you'd like to strike as part of a string. But if you select a particular combination of directions, it can result in a flashier special move. The game has a list of these combinations that expands as you discover them, so it encourages experimentation, and you can delay your turn with the "defend" command to allow yourself a longer string on the next turn. That means you can chain several special moves into one round. Almost by the same logic that you chain a special into a super in a capcom fighter, every direction you input for that round is considered as part of a sequence

Personally I'm a fan of Action Commands (also called timed hits) in Mario RPGs. It's never as mechanically complex as lobbing a hadoken, but I like that the player has a unique input to make for every attack and every block or dodge. It keeps you engaged through the hours of random battles in a way that most menu-based battle systems simply can't. 

Edited by Zapp Branniglenn

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But vague about what you're looking for, but I'd definitely say Super Mario RPG (and its spiritual successors) is the closest thing I can think of to an rpg that uses fighting game mechanics.

Edited by Jotari

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Tales of games or Star Ocean games mostly. 

Fighting game commands hidden in car combat games like Twisted Metal / Vigilante 8 is more mindblowing than hiding them in RPGs

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I've never played a FF game, so I don't know exactly what qualifies as a JRPG vs. Beat-'em-up, but I can massively recommend the Yakuza/Judgement series. Aside from maybe Like a Dragon; it's a really good game, but it's a lot more of a JRPG than a fighting game, whereas the prior games and Judgements are all fighing-game forwards.

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4 hours ago, Reality said:

Fighting game commands hidden in car combat games like Twisted Metal / Vigilante 8 is more mindblowing than hiding them in RPGs

According to David Jaffe, Mortal Kombat was a premier inspiration for Twisted Metal. Or at least the sort of game he could point to when investors tried to understand his car combat game. I personally view car combat games as a sub genre of fighting games. Unless the car combat is secondary to the primary objective that is winning the race. In which case you're probably talking about a kart racer at that point.

It was seriously surprising moving from Twisted Metal 1 to 2 and discovering hidden special inputs. I know now that it was in the game's manual, but we always got our game disc from a video rental store, so manuals were a rare luxury.

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The rather obscure and none too long PS1 RPG Legend of Legaia comes to mind:

HOWEVER! There might be a game-stopping freeze over 2/3rds of the way into the game during a mandatory event when emulating. Not sure if it's ever been addressed.

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