About: Super Robot Wars OG Saga: Endless Frontier EXCEED   Sponge Permalink

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Similar to its prequel, Super Robot Wars franchise, Endless Frontier, Super Robot Wars OG Saga: Endless Frontier EXCEED retains its turn-based, console-style role-playing game with random encounters, boss battles, and exploration gameplay. The objective remains the same, using your characters' fighting skills to juggle the enemy in the air as long as possible. Successive juggling increases the chances of scoring critical hits, but if the enemy touches the ground during a combo animation, they may enact a "Forced Evasion," which will cause the reminding hits to miss and do no damage at all and end that character's phase of the turn while they have a chance to counter-attack the character. Combos can be strung together with a character's fighting skills, calling in the next character in line

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  • Super Robot Wars OG Saga: Endless Frontier EXCEED
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  • Similar to its prequel, Super Robot Wars franchise, Endless Frontier, Super Robot Wars OG Saga: Endless Frontier EXCEED retains its turn-based, console-style role-playing game with random encounters, boss battles, and exploration gameplay. The objective remains the same, using your characters' fighting skills to juggle the enemy in the air as long as possible. Successive juggling increases the chances of scoring critical hits, but if the enemy touches the ground during a combo animation, they may enact a "Forced Evasion," which will cause the reminding hits to miss and do no damage at all and end that character's phase of the turn while they have a chance to counter-attack the character. Combos can be strung together with a character's fighting skills, calling in the next character in line
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abstract
  • Similar to its prequel, Super Robot Wars franchise, Endless Frontier, Super Robot Wars OG Saga: Endless Frontier EXCEED retains its turn-based, console-style role-playing game with random encounters, boss battles, and exploration gameplay. The objective remains the same, using your characters' fighting skills to juggle the enemy in the air as long as possible. Successive juggling increases the chances of scoring critical hits, but if the enemy touches the ground during a combo animation, they may enact a "Forced Evasion," which will cause the reminding hits to miss and do no damage at all and end that character's phase of the turn while they have a chance to counter-attack the character. Combos can be strung together with a character's fighting skills, calling in the next character in line of that turn for Chain Attacks, and/or calling in a party in reserve for Support Attacks (which costs that character's SP), or the play can end the active character's phase into the next. And characters can use seishins before attacking their enemy. However, new things have been added to the gameplay, now players can call for 2 types of Support Attacks, one that still cost the character's SP and the other which will not cost anything at all but the bonus they give is different now at the end of each battle. The former will increase your F.Gauge and the latter will give money bonus. Frontier gauge now will retains its amount unlike its prequel and players can start with full F.Gauge at the start of the battle. Another addition is that party members can now be switch during battles but will start with 0% F.Gauge. The original casts returns with new techniques and new lists of seishins and each of them have one new strongest attack which basically hits all enemies rather than one. Lastly, the addition of E.Gauge prevents the enemies to abuse ' Forced Evasion ' and they only enact it once the gauge is full and now players can also enact ' Forced Evasion' at the cost of 50% F.Gauge.
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