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The Regular Attack (通常攻撃 Tsuujou Kougeki?), also known as the Normal Attack, is a battle action that enables any character, regardless of focus on spellcasting abilities or fighting style, to make a single, physical strike for full, unmodified damage. This ability does not consume TP, and in many games, it actually recovers TP with each hit. These attack functions are typically not considered to be artes, and they are usually unnamed actions that precede the use of artes in standard combo chains.

Appearances in Original Titles[]

Tales of Phantasia and Tales of Destiny[]

The regular attack exists in some form in all games throughout the series, beginning with the original Super Famicom version of Tales of Phantasia. In both this version of the game and the original PlayStation version of Tales of Destiny, characters are able to use only one regular attack in a given combo chain, though it may be followed up immediately with any arte. Any attempt to use two regular attacks consecutively will cause the combo meters of both games to reset.

Tales of Destiny laid the foundation for regular attacks in future games, where using the Attack button while a specific direction is held down on the controller's direction pad will alter the animation of the strike itself. Furthermore, if a regular attack is used from a distance, the character will automatically jump into the air and attempt to hit the enemy on his or her way to the ground. The PlayStation remake of Tales of Phantasia, along with all other future versions of the game, enables Cress Albane and Suzu Fujibayashi to use two regular attacks in a row before linking to an arte to continue the combo chain.

Tales of Phantasia: Narikiri Dungeon[]

In the original Tales of Phantasia: Narikiri Dungeon, the regular attack is a feature that is defined by each costume, providing different damage percentages and even elemental properties based on the costume itself. Because the battle system of this game is turn-based, each regular attack, arte, and spell can be activated in a single action without spellcasting delay, so all types of attack are balanced with each other to make all options viable during battle after considering TP cost effectiveness. While regular attacks are not considered to be artes, they are given names which are displayed in menus and on the arte banner at the top of the screen during battle. Regular attacks are defaulted to each costume, enabling them to be used when a basic costume is first crafted with no available artes. Some costumes, such as the initial three costumes of the Thief family, have no other offensive options and must rely on basic attacks to deal damage.

Tales of Eternia[]

This count is extended further in Tales of Eternia, where Reid Hershel, Farah Oersted, and Ras are capable of a maximum of three regular attacks. However, each set of three attacks can only have two of a given attack type, so that Reid can only create a chain of three regular attacks by performing two slashes and one thrust, or two thrusts and one slash, in any order. The same applies to all other characters. This is possible by changing the direction that is held down on the direction pad while pressing the Attack button, so that one or more of the regular attacks is given a different direction input. If the player fails to change the directional input, the controlled character will perform only two regular attacks, which can affect some arte extensions that use the regular attack count in the calculation for remaining enemy HP before enabling activation.

Tales of Destiny 2 and Tales of Rebirth[]

Tales of Destiny 2 streamlines the process by allowing three regular attacks without changing the directional input. However, a Grade bonus is granted in each battle for creating three regular attacks with different directional inputs for each attack, known as a Triangle bonus. Unlike in Tales of Eternia, which allows two attacks to share a single input, all three attacks must have different inputs to obtain this bonus in this game. Tales of Rebirth continues to use the same system with no modifications.

Tales of Symphonia[]

In Tales of Symphonia, characters are now individualized so that some characters can begin their combos with three regular attacks by default, while others can manage only two. Most characters can equip the EX Skill Add Combo, which adds one regular attack to their default maximums. Instead of this skill, Kratos Aurion and Zelos Wilder have the Slasher skill which can increase their regular attack count to six strikes.

Lloyd Irving has an additional set of skills that enable him to perform regular attacks while he is in midair, with a total of three attacks while airborne, plus a final attack upon landing, using the Sky Combo, Sky Attack, and Jump Combo skills. Lloyd also has a unique regular attack option that enables him to perform up to two hits as a single attack while swinging around in a circle to hit any enemies around him, by leaving the directional pad in the neutral position during any attack after the first. Tales of Symphonia also marks the first time that regular attacks contribute to TP recovery, in which each hit adds one TP to the attacking character's current TP total without exceeding the maximum limit.

Tales of Legendia[]

Similar to Tales of Symphonia, the regular attack limit varies based on the character in Tales of Legendia. Most characters are capable of three attacks per combo, while others are limited to just one. No passive skills exist in the game, so there is no way to increase this attack count for any character. Norma Beatty can perform three hits with her single strike during a jump attack.

Tales of the Abyss[]

Tales of the Abyss returns to the passive skill-based attack count increase, enabling all characters to reach a maximum of seven regular attacks after obtaining all four of the Add Combo AD Skills. However, the damage from each consecutive regular attack decreases by a set percentage, which is mitigated only for Anise Tatlin through her Mighty Charge.

Luke fon Fabre can perform two hits during every second regular attack while holding DOWN on the direction pad during those attacks, providing a total of ten hits before linking into artes to continue the combo. This is animated by Luke adding a kick to every second slash with his sword, and the damage of a single regular attack is split between the sword slash and kick so that both hits total the same amount of damage as a slash using any other directional input. Asch cannot perform this same action, providing one of the few differences in their otherwise identical fighting styles.

Tales of Eternia Online[]

Tales of Eternia Online features a unique system designed for computer keyboard inputs, where the regular attack functions are split into two keys separated by slash and thrust, or punch and kick for Fighter class characters. These keys are placed as shortcuts alongside typical artes, and like in Tales of Eternia, they must be linked together so that a set of three attacks can have only two of a given attack type.

Tales of the Tempest[]

While the three-line battle system of Tales of the Tempest is similar to that of Tales of Rebirth, it enables characters to face adjacent lines and attack enemies on those lines. This feature allows characters to perform regular attacks and artes against an enemy while staying in relative safety on another line, something that was only indirectly possible in Tales of Rebirth if the character uses specific artes that can damage multiple lines or enable transfer onto another line. The game also features a charge function for regular attacks, through which the Attack button could be held down for a short time and then released, causing increased damage to enemies in range while knocking them far away. This function cannot be linked into any other regular attacks or artes.

Tales of Destiny (PlayStation 2)[]

The PlayStation 2 remake of Tales of Destiny introduces the Chain Capacity system, which enables all characters to make regular attacks for as long as they have CC remaining. Each regular attack consumes 1 CC, and it can be mixed in with artes in any order during a combo. This can lead to a chain of 20 or more regular attacks by the endgame. However, damage is effectively limited compared to most artes that are earned from the middle of the game and onward, with their higher damage output to CC cost ratios and other potential effects. Since artes are linked in any order or repeated freely in this game, the usefulness of regular attacks decreases as the game progresses.

Regular attacks are slow to decrease enemy penetration, but they can be used to hold an enemy in place after it has been staggered while decreasing the CC gauge slowly, enabling allies to recover their own CC gauges before resuming their combos. Regular attacks are also slow to increase the enemy's blast gauge and induce its Damage Break, which can be beneficial. Additionally, regular attacks can be used while a character is under the effect of the Seal status ailment, which causes him or her to stagger when attempting artes; regular attacks circumvent this limitation to allow the character to continue to contribute slow but steady damage while waiting for the effect to be dispelled. Regular attacks are activated automatically if a character attempts to use an arte without having the required amount of CC, unless no CC remains at all.

Tales of Innocence[]

In Tales of Innocence, the Combo Plus skills return, providing up to four additional attacks to be added to each character's regular attack count. A fifth additional attack can be added by the Combo Plus skill, which is added to some weapons as a special effect. The use of these skills fills skill slots that would otherwise be used to increase damage or defensive statistics or provide faster movement in battle, among other useful effects, requiring players to evaluate the benefits of higher combos over other options.

The hit count for each character differs significantly; while all characters have a default of three and a maximum of eight regular attack strikes, each character performs his or her combos differently. Both Ruca Milda and Ricardo Soldato deal single hits with each attack, while Illia Animi and Ange Serena deal two hits per attack. Spada Belforma can perform two hits for each of the two attacks that are used to launch enemies into the air, which is available if the Down direction is held during those attacks, but this can only be done on the first two attacks; all other attacks will deal only one hit, and the use of this function forces an aerial combo. The aerial combo can be avoided by performing only one Down attack in the chain, leaving Spada and his enemy grounded. Hermana Larmo can perform two hits per attack for the first two attacks of her own combo, regardless of if she is in the air or on the ground, and all following attacks deal single hits.

Tales of Symphonia: Dawn of the New World[]

Tales of Symphonia: Dawn of the New World follows a skill-based progression in which passive skills such as Add Combo and Sky Combo are learned through leveling up. The available skill choices for characters from Tales of Symphonia is somewhat abridged, but many characters retain the ability to add to their regular attack count.

Tales of Vesperia[]

Tales of Vesperia reduces the regular attack counts by giving characters access to only one Combo Plus skill, apart from Yuri Lowell, who can obtain three Combo Plus skills. Furthermore, a new attack option can be used while Free Run is active, enabling characters to make a single regular attack without being locked onto an enemy. This attack automatically cancels Free Run and switches target to the enemy that was attacked, allowing the characters to continue into a typical chain of attacks and artes.

Tales of Hearts[]

Like in the PlayStation 2 remake of Tales of Destiny, Tales of Hearts features the Emotional Gauge, which decreases with each regular attack or arte. Regular attacks can be added at any time within a combo and used without limitation, but their effectiveness decreases upon obtaining artes with a better damage or hit to EG cost ratio.

Tales of Graces[]

Tales of Graces introduces a new system in which each character has access to only one regular attack, the first arte of the Assault Artes style. Similar to Tales of Destiny, this attack deals one hit for the cost of 1 CC, but it can never be repeated consecutively. The regular attack is considered to be an arte in this game, but its name will not be displayed on the arte banner during battle, and the characters do not voice its name.

The regular attack is required to activate other artes within the Assault Artes style without the use of altered arte functions, and it cannot be used while the Assault Artes style is active without first switching to the Burst Artes style or starting a new combo chain. However, it can be linked after any Burst Artes style attack without breaking the combo. Asbel Lhant has an additional attack option that enables him to make a unique regular attack when switching between Assault Artes style and Burst Artes style, and this attack can be used at any time during a combo chain. Like the regular attack of the Assault Artes style, this attack also costs 1 CC.

Tales of Phantasia: Narikiri Dungeon X[]

In Tales of Phantasia: Narikiri Dungeon X, regular attacks are given names based on their attack movements, preceded by the term "tsuu" (?), which translates to "normal". Like in most games, these names are not displayed during battle. These attacks are given a significantly reduced damage modifier, but they do not consume any EBG, and they can be linked in any order among themselves before linking into an arte.

The number of attacks that can be linked together depends on the character and costume, where physical attackers can link up to three attacks, while spellcasters can attack only once or twice. The regular attack selection is also more limited for spellcasters. Attack counts can be increased through the Attack Plus skills, which are associated with various costumes, but their effects are exclusive to those costumes because those skills cannot be carried over to other costumes as master skills. At some point in the game, an option is provided to change which regular attack is associated with a given directional input. Alternatively, the regular attacks can be replaced with artes, enabling artes to be provided with a shortcut to both the Attack and Artes buttons. However, regular attacks can only be set to the shortcuts available with the Attack button.

Tales of Xillia and Tales of Xillia 2[]

Unlike previous games of the series, Tales of Xillia and its sequel enable regular attacks to restore more than 1 TP per hit, as TP recovery is now tied to percentages of max TP. This percentage can be increased if regular attacks are used to attack enemies that are suffering from a status ailment if the Assault Condition skill is equipped. Additionally, the TP cost for artes can be reduced based on the number of regular attacks that are used by a linked partner through the Combo TP Support skill. It is possible to have different outcomes when using regular attacks simply by tilting the left analog stick and the Attack button, similarly to how artes are performed.

Tales of Arise[]

Normal attacks can be performed both on the ground and in the air. There is a default limit of three normal attacks per combo, but this limit can be increased via skills.

Appearances in Crossover Titles[]

Tales of the World: Narikiri Dungeon 2 and 3[]

The regular attacks of Tales of the World: Narikiri Dungeon 2 and Tales of the World: Narikiri Dungeon 3 are identical to the system used for Cress Albane and Suzu Fujibayashi in Tales of Phantasia, but it is applied to all costumes. Every costume and character is capable of dealing two regular attacks without dealing with directional inputs, regardless of the character's abilities in their original game.

Tales of the World: Radiant Mythology[]

In all three of the Radiant Mythology games, the regular attack count is defined by the character, so that the more physically-inclined jobs and characters have more attacks, while spellcasters are more limited. Both the first game and its direct sequel use this method of strictly defining the regular attack count for each character, following the established animations that the characters have in their original games. Radiant Mythology 3 features a modified system that gives many characters the same regular attack abilities that they have in their original games.


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