• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:35
CEST 05:35
KST 12:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 296Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
BSL Season 22 Full Overview & Conclusion7BSL Season 22 Full Overview & Conclusion7Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon445.0.16 Hotfix (June 30) - Balance + Bug Fixes40
StarCraft 2
General
Serral wins HomeStory Cup 29 Serral wins Maestros of the Game 2 Reynor: GSL Loss Wasn't About Preparation Format 5.0.16 patch for SC2 goes live (8 worker start) What is your PC setup in 2026 for SCBW/SC2 ?
Tourneys
GSL CK #5 Race War WardiTV Summer Cup 2026 RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) BSL Season 22 Full Overview & Conclusion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL22 General Discussion
Tourneys
[ASL22] Wildcard Qualifier IPSL Spring 2026 Top 4! [Megathread] Daily Proleagues CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Path of Exile Summer Games Done Quick 2026! Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3744 users

FF7 Remake combat analysed

Blogs > FFGenerations
Post a Reply
FFGenerations
Profile Blog Joined April 2011
7088 Posts
Last Edited: 2017-02-19 19:36:23
February 19 2017 03:04 GMT
#1
UPDATE: comments continue at https://www.reddit.com/r/FFVIIRemake/comments/5uwe46/i_have_drawn_several_fascinating_connections_from/



Tldr: In the new system, I believe the ATB gauge is able to stack up to 3 times. This is because a lot of the FF7 Remake gameplay will be about actively re-positioning your characters during battle to avoid enemy attacks. A stacking ATB gauge removes the necessity for a Wait mode whilst allowing the player to deal with the mechanical demand of controlling 3 characters. The limit break gauge will also charge three bars, allowing us to utilise a greater variety of limits in battle than we have been able to in the past.



Skip video of me talking and read text if you prefer.









[image loading]

[image loading]



I have been able to make several interesting connections based on the two screenshots released today. Skip to Section 4 if you want the biggest one.


Section 1.

Enemy attack indications appear on the ground in some cases, and you are able to switch between characters and move them to dodge attacks. This is streamlined obviously to work well with console controls.


Section 2.

Your own attacks are auto-target as per usual in FF games. However, the ability to reposition characters might mean there is the possibility of positional/area-based user-controlled spells. E.g. to AOE heal, you would need to move close to your party members. Personally I think this would be unnecessary to make good gameplay and would have been discarded as an idea, making all user-controlled actions completely auto-target.


Section 3.

The limit break gauge charges up and you can release it at one of 3 charges. Why implement this? Well, in FF7 you were always locked to using 1 or 2 of your current-level limits. There was next to no variation or choice. You always used your latest limit learned, or you remained locked into the one before that if it was effectively more powerful (e.g. AOE vs single target vs multi-strike).

Having a 3-bar charge gives us the choice between our three most recently learnt limits, but there is still doubt on how interesting this is as a gameplay mechanic, when our 'choice' is actually just a choice on whether or not we want to wait an extra 2 minutes or not in order to charge the next bar, for the result of ending the current battle sooner, just so that the next battle takes longer.

To get a good idea of how they might implement this, take a look at Cyan's attack gauge from FF6. When it was your time to attack, you click Attack and then wait a stacking ~5 seconds to attain a bonus in your attack, up until something like 25 seconds.

Attack variations for Cyan's gauge include: 1 charge - an attack with bonus damage, 3 charges - half the HP of an opponent, 4 charges - perform 4 physical attacks at once.

How often did I actually care whether I waited to charge it up for 5 seconds or 20 seconds? Never. The system gave the developers a huge amount of freedom to implement variety in attacks, but as a gameplay mechanic it fell flat on its face. 'Do nothing to do more,' for me, was a counter-intuitive and non-interactive mechanic which consequently felt like it benefited me in no meaningful way.


Section 4.

This is the big one and is most indicative of how the game will play. The ATP gauge has 3 charges. The charges start at 0, so they charge up during battle. You gain one when your main ATP gauge fills and can expend each one to perform a menu action.

My first thought was that they may be used to allow us to dodge/parry attacks with a button prompt. In FF15 we can observe this dodge/parry mechanic, but I do not think this will be in FF7. This is because it will be too difficult for players to have to respond to arbitrary dodge/parry prompts for all three of their characters, whilst also moving their characters and performing regular actions. I think there will be no active user dodge/parry mechanic in this game.

Instead, you will have the ability to store up to three ATP bars worth of regular menu actions and then utilise them all at once, or one by one when you get around to it. This is because it ties into the fact that a large part of the game will be about the re-positioning your characters in order to dodge enemy attack indications, as described in Section 1. Refer now to the screenshot that shows this, if you haven't already.

The necessity to re-position your characters means you will be busy a lot of the time. Instead of forcing you to constantly pause/freeze the game (aka our well-known 'wait' mode), instead your ATP charges will simply stack up a bit until you have time to utilise them and perform your regular actions for each of your three characters.

There will be no 'wait' or freeze mode in FF7 because of this ATB bar stacking. This lends to a more fluid gameplay experience whilst, crucially, enabling the developers to fit in more complex mechanics such as the re-positioning and menu action coordination of three separate heroes.

It is for these reasons that I am now excited about the combat system in FF7 and an advancement in complexity from the system we saw in FF15.

Comments continue below or on Reddit at https://www.reddit.com/r/FFVIIRemake/comments/5uwe46/i_have_drawn_several_fascinating_connections_from/

*
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-19 12:47:13
February 19 2017 12:46 GMT
#2
Read section 4, didnt understand everything but it sounds very interesting. Really hope they go through with the sort-of turn-based battle because i feel that is the way to really add tactgics and strategy if done right.
FFGenerations
Profile Blog Joined April 2011
7088 Posts
Last Edited: 2017-02-19 16:10:08
February 19 2017 16:09 GMT
#3
the reason i am hopeful for my interpretation of the mechanics is because the 'stacking' of up to 3 action bars of actions is exactly what will enables the devs to fit in a bunch of extra mechanics and challenges for the player without having to slow down or pause the action in the way that we usually see in more complex games
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
NonY
Profile Blog Joined June 2007
8751 Posts
February 19 2017 21:41 GMT
#4
seems like this system has the potential for big improvement for multiplayer over what i remember in my childhood "you control cecil, i control kain". it's kinda silly for one household to have multiple saves going. and if you have one save, then you have to take turns playing. it'd be a really cool feature for me if you could assign additional players to characters to control in battle so they can be controlled simultaneously. this battle system seems like that could actually be somewhat engaging instead of just splitting duties in a system obviously designed for only one player
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 21 2017 21:41 GMT
#5
Clicked your link at top just now. Read some comments, hell i am not sure i will like this combat.. I want turn based ffs. Not some shit where the a.i controls two chars i have so fucking bad/boring experience with that already in games such as dragon age inquisiiton, pillars of eternity
FFGenerations
Profile Blog Joined April 2011
7088 Posts
Last Edited: 2017-02-21 22:21:46
February 21 2017 22:18 GMT
#6
On February 22 2017 06:41 Foxxan wrote:
Clicked your link at top just now. Read some comments, hell i am not sure i will like this combat.. I want turn based ffs. Not some shit where the a.i controls two chars i have so fucking bad/boring experience with that already in games such as dragon age inquisiiton, pillars of eternity


i don't think the AI will control 2 chars. that's the point. the ATB bar stacking is what allows a single player to have time to control all 3 characters at once in a complex way.

nony's comment on multiplayer is really interesting, i mean it's not something i've ever thought about but i see how it'd work if it was 2-3 friends or siblings who lived together, and it was just a 'plug in and play' mechanic for combat. i played a lot of the original FF7 with my brother just sitting afk watching me.

i don't think multiplayer is implemented in Kingdom Hearts, but it is apparently in the works for FF15 for some non-core DLC campaigns in the distant future. given this, i don't see any reason for co-op battle mode to be excluded from core FF7 so long as they've planned ahead that far.

in fact, i would say it is something that the ATB bar charge system enables, because when a second player joins in, the developers can reduce the ATB max charges down to 2 or 1 or whatever to balance out the reduced gameplay difficulty.
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 22 2017 10:33 GMT
#7
I cant care about the MP when i dont know how the SP will be. If they design it well, MP could indeed be very fun as well.
I would be more interest in 1v1 MP though(controlling a whole party yourself). But yeah i guess in a complex way will do for now.
lestye
Profile Blog Joined August 2010
United States4209 Posts
February 23 2017 07:39 GMT
#8
Awesome analysis. I'm hoping everyone on this forum will have some sick nasty micro when the game comes out if you can control multiple party members.

I hope they are open minded with combat feedback like the FFXV devs were throughout the initial demos.

On February 22 2017 06:41 Foxxan wrote:
Clicked your link at top just now. Read some comments, hell i am not sure i will like this combat.. I want turn based ffs. Not some shit where the a.i controls two chars i have so fucking bad/boring experience with that already in games such as dragon age inquisiiton, pillars of eternity


I thought Dragon Age: Origins did it fine, as did FXII.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
GSL CK #5 - Day 2
CranKy Ducklings147
EnkiAlexander 70
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft657
NeuroSwarm 201
RuFF_SC2 160
oGsTOP 117
FoxeR 59
StarCraft: Brood War
Rain 7485
GuemChi 2793
Bale 14
Terrorterran 8
Dota 2
canceldota234
Counter-Strike
summit1g9805
tarik_tv1977
taco 426
Super Smash Bros
hungrybox635
Other Games
JimRising 569
C9.Mang0462
Maynarde151
Nina98
Organizations
Other Games
gamesdonequick2656
BasetradeTV242
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• davetesta24
• practicex 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki32
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush627
• Stunt235
Upcoming Events
WardiTV Weekly
7h 25m
The PondCast
1d 6h
Replay Cast
2 days
CrankTV Team League
2 days
Replay Cast
3 days
CrankTV Team League
3 days
Replay Cast
3 days
RSL Revival
4 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
4 days
IPSL
4 days
Dragon vs Hawk
[ Show More ]
RSL Revival
5 days
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
5 days
IPSL
5 days
Bonyth vs Ret
WardiTV Weekly
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.