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Spirit Commands - Wikipedia, the free encyclopedia

Spirit Commands

From Wikipedia, the free encyclopedia

Spirit Commands, also called Seishin (精神), are special commands from the Super Robot Wars series of video games that resemble magic spells in traditional computer role-playing games. The primary difference is that unlike the spells exhibited in games like Final Fantasy, Spirit Commands are not typically outwards manifestations of power; for the most part, they are inward manifestiations, used to enhance one's own abilities in battle. Within the context of the Super Robot Wars series, Spirit Commands can be thought of as feats of willpower used by exceptionally strong-willed people; hence, they are typically only used by the player's characters and by major boss enemy. Spirit Commands are used by expending Spirit Points (SP), which function much like Magic points in traditional role-playing games and can only be recovered through the use of certain other Spirit Commands.

The list of Spirit Commands available in each Super Robot Wars game varies, usually based on that game's mechanics. For example, Super Robot Wars Alpha 3, which features Macross 7, has a Spirit Command devoted to Song Energy, an important plot element of that show.

Additionally, the Spirit Point cost of some Commands can be variable. While some games in the series feature fixed point costs, others have variable costs based off of factors such as personality traits.

NOTE: Names are taken from the American release of Super Robot Wars Original Generation. Spirit Commands that do not appear in this game have unofficial translations, marked with an asterisk (*).

Contents

[edit] Offensive Spirit Commands

Battle Cry* (士気, shiki): Causes the user's next attack to be a guaranteed Critical Hit; does not stack with the effects of Hot Blood and Soul. Duration: One attack.

Fierce Fight* (激闘, Gekitou): Causes all allies' attacks to deal 150% damage. Duration: One turn.

Sacrifice* (犠牲, Gisei): Causes the user's next attack to deal 300% damage and makes it a guaranteed Critical Hit; however, the user cannot dodge any attacks for the rest of the turn (except if the user had previously used Alert). Duration: One attack (increased damage)/one turn (lowered defense).

Soul* (魂, Tamashii): Causes the user's next attack to deal 250% normal damage. Duration: One attack.

  • In older games, this spirit command increase damage to 300%.

Valor (熱血, Nekketsu, lit. "hot blood"): Causes the user's next attack to deal 200% damage. Hot blood is an important element of Super Robot anime, representing the characters' passion to win and succeed no matter what. Despite this, Valor is given to a fair number of characters both Super and Real. Duration: One attack.

[edit] Defensive Spirit Commands

Guard (鉄壁, Teppeki, lit. "iron wall"): All damage taken by the user is reduced by 75%. In Super Robot Wars Impact and all earlier games, this command instead doubled the user's Armor rating. Usually given to Super Robot pilots. Duration: One turn.

Invincible* (不屈, Fukutsu): The next successful attack against the user will do no more than 10 damage. Typically given to Super Robot pilots. Duration: Next succeeful enemy attack against user.

Invisible* (隠れ身 Kakuremi): The user cannot be attacked or counter-attacked. Duration: One turn.

Substitute* (置換 Chikan): The user targets one ally with this command; if any enemies attack the ally, all damage is diverted to the caster instead. This damage cannot be avoided in any way, including the use of other commands like Alert. Duration: One turn.

[edit] Accuracy/Evasion Spirit Commands

Alert (ひらめき, Hirameki, lit. "flash"): The next enemy attack that would normally hit the user is automatically avoided. Typically given to Real Robot pilots, Alert's animation cue is the visual and auditory effect used for Newtype sensations in the Gundam franchise. Duration: Next succeeful enemy attack against user.

Attune (感応, Kannou, lit. "inspiration"): Gives one ally the effects of the Strike Command. Duration: Instantanious.

Disturbance* (かく乱, Kakuran): Lowers the accuracy of all enemy units by 50%. However, the Strike Command negates this Spirit Command. Duration: One turn.

Focus (集中, Shuuchuu): The user gains a 30% bonus to Accuracy and Evasion for the next turn. This Command is considered a staple of Real Robot pilots. Duration: One turn.

Sense (直感, Chokkan, lit. "intuition"): The user gains the effects of both the Lock-On and Flash Commands. Duration: Next succeeful enemy attack against user (Flash component)/one attack (Lock-On component).

Strike (必中, Hichuu, lit. "direct hit"): The user's next attack has a 100% chance of hitting the enemy, ignoring Evasion and abilities like After-Image but NOT ignoring Flash (and the Dummy special ability in Super Robot Wars 64). Duration: One turn.

[edit] Will Spirit Commands

Daunt (脱力, Datsuryoku, lit. "exhaust"): Gives one enemy -10 to his/her Will. In Super Robot Wars Alpha 2 and Alpha 3, this Command affects all the enemy units in a single squad. Duration: Instantanious.

Drive (気迫, Kihaku, lit. "vigor"): Gives the user +30 to his/her Will. Duration: Instantanious.

Great Rouse* (大激励, Daigekirei): Gives all allies +10 to their Will. Duration: Instantanious.

Inspiration (感興, Kankyou): Gives all allies +5 to their Will. Duration: Instantanious.

Rouse (激励, Gekirei, lit. "encourage"): Gives one ally, or all allies adjacent to the character, +10 to his/her Will, depending on the game. In Super Robot Wars Alpha 2 and Alpha 3, this Command instead gives +5 Will to all the characters in the user's squad. Duration: Instantanious.

Shudder* (戦慄, Senritsu): In Super Robot Wars Alpha for PlayStation, it gives all enemies -10 Will. In the Dreamcast adaptation of that game, and in Super Robot Wars Alpha Gaiden, this was lowered to -5 because it was easy to abuse in the previous game. Duration: Instantanious.

Spirit (気合, Kiai, lit. "yell"): Gives the user +10 to his/her Will. Duration: Instantanious.

[edit] Healing Spirit Commands

Bonds* (絆, Kizuna): Restores all allies' HP by 50%. Duration: Instantanious.

Devotion (献身, Kenshin, also called Sacrifice): Restorts 10 Spirit Points to all pilots of a single ally unit. Duration: Instantanious.

Faith (友情, Yuujou, lit. "friendship"): Completely restores one ally's HP. In Super Robot Wars Alpha and Alpha Gaiden, this Command had the same effect as Bonds. In Super Robot Wars Alpha 2 and Alpha 3, this Command affects all the ally units in a single squad. Duration: Instantanious.

Guts (ド根性, Dokonjou, lit. "great nature"): Completely restores the user's HP. Duration: Instantanious.

Hope (期待, Kitai, lit. "anticipation"): Restores 50 Spirit Points to one ally. Duration: Instantanious.

Passion* (情熱, Jounetsu): Gives the user +10000 Song Energy. Duration: Instantanious.

Renew (補給, Hokyuu, lit. "resupply"): Completely restores one ally's Energy and ammunition. In some games, this Command reduces the ally's Will. Duration: Instantanious.

Revival* (復活, Fukkatsu): One ally unit that has been destroyed is placed in a square adjacent to the user. It is treated as if it had just been deployed, ie. has full HP, Energy, ammunition and Spirit Points.

Trust (信頼, Shinrai): Restores 2000 HP to one ally. Duration: Instantanious.

  • In older games, this spirit command restores 30% of maximum HP to one ally.

Vigor (根性, Konjou, lit. "nature"): Restores the user's HP by 30% of its maximum. Duration: Instantanious.

[edit] Miscellanious Spirit Commands

Accelerate (shortened to "Accel" due to space limitations) (加速, Kasoku): Increases the user's movement range by 3. In Super Robot Wars Alpha 2 and Alpha 3, this Command affects all the units in the user's squad. Duration: One move.

  • In older games, this spirit command increases the movement range by 5.

Assail (突撃, Totsugeki, lit. "charge attack"): The user can use any attack, with exception of MAP weapons, after moving, even if it would not normally be able to do so. Duration: One turn.

Bless (祝福, Shukufuku): Doubles the money received by one ally for the next attack. Duration: One attack.

Cheer (応援, Ouen): Doubles the experience points received by one ally for the next attack. In Super Robot Wars Alpha 2 and Alpha 3, this Command affects all the units in the affected character's squad. Duration: One attack.

Coercion* (威圧, Iatsu): Prevents one enemy from using any Support Attacks or Support Defense. Duration: One turn.

Explosion* (誘爆, Yuubaku): If the user is destroyed while this Command is active, damage equal to half its maximum HP is dealt to all units surrounding it. Duration: One turn.

Fury (直撃, Chokugeki, lit. "direct attack"): The user's next attack ignores all special defenses (such as After-Image), as well as Support Defense. Duration: One attack.

Gain (努力, Doriyoku, lit. "effort" or "perseverance"): Doubles the experience points received for the user's next attack. In Super Robot Wars Alpha 2 and Alpha 3, this Command affects all the units in the user's squad. Duration: One attack.

Luck (幸運, Kouun): Doubles the money received for the user's next attack. Duration: One attack.

Mercy (てかげん, Tekagen): If the user's next attack would normally kill the enemy it hits, and the user's Skill is higher than the enemy's, that enemy is instead reduced to 10 HP. This Spirit Command is primarily used for special events where the player is not allowed to destroy an enemy outright (for example, the enemy might possess nuclear warheads and their destruction would set the warheads off), though it can also be used to ensure that a certain character scores the deathblow. Duration: One attack.

Move Again* (再動, Saidou): Gives one ally an extra turn. Duration: Instantanious.

Scan (偵察, Teisatsu, lit. "reconnaisance"): Allows the player to examine one enemy's abilities and attacks. If you have already attacked an enemy (or it has attacked you), you can see its abilities anyway. In Super Robot Wars J, this Command also lowers the affected enemy's Evasion by 10% for the next turn. Duration: Instantanious.

Self Destruct* (自爆, Jibaku): The user is instantly destroyed, and however many HP s/he had is dealt in damage to all the units immediately surrounding it. In Super Robot Wars J, this Command is removed and some units (notably Boss Borot and Justice Gundam) have a very strong Self Destruct attack instead. Duration: Instantanious.

Snipe (狙撃, Sogeki): All of the user's attacks have their range increased by 2, except for MAP Weapons and attacks with a range of 1. Duration: One round.

Taunt* (挑発, Chouhatsu): Forces one enemy to target the user specifically for attack. Duration: One turn.

Zeal (覚醒, Kakusei, lit. "awakening"): The user gets an extra turn immediately after the current one ends. In Super Robot Wars Alpha 2 and Alpha 3, this Command affects all the units in the user's squad. Duration: Instantanious.

[edit] Special Spirit Commands

Courage* (勇気, Yuuki): The user gains the effects of the Accelerate, Strike, Invincible, Valor, Spirit, and Fury Commands. Duration: Instantanious.

Dream* (夢, Yume): Allows the user to replicate any Spirit Command possessed by any ally, but at double the normal SP cost (Dream itself costs nothing). Duration: Instantanious.

Love (愛, Ai): The user gains the effects of the Accelerate, Strike, Alert, Valor, Spirit, Effort, and Lucky Commands. Duration: Instantanious.

  • In older games, this spirit command would fully retore all allies' HP.

Miracle* (奇跡, Kiseki): The user gains +30 Will and the effects of Guts, Accelerate, Strike, Lucky, Alert, and Vigor Commands. Duration: Instantanious.

Raid* (奇襲, Kishuu): The user gains the effects of the Accelerate, Strike, Alert, and Valor Commands. Duration: Instantanious.

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