Project X Zone 2/Battles

Battles are initiated when attacking an enemy unit on the map. The top screen will transition to a side view where button commands are inputted. The timing of the commands plays a key role in determining the number of hits in a combo and the damage dealt. Battles end after 3 normal attacks are performed and the enemy falls to the ground, HP reaches 0, or by pressing.

Types
There are three types of battles.
 * Normal
 * An ally unit attacks a single enemy unit.


 * Multi-Attack
 * An ally unit attacks 2 - 4 enemy units. Consumes 100 XP. Press to toggle between multi-attack and normal.


 * Counter
 * An ally unit responds to an enemy unit attack with a counterattack. Consumes 50 SP. Counter is similar to normal except the enemy unit's block gauge is 0.

Attacks
There are a variety of attacks that launch enemies into the air and deal damage. They can be used in any order or at the same time.
 * Normal
 * Pair units can perform up to 3 normal attacks during a battle. They can learn up to 5 different normal attacks that correspond to or a direction on the  or  and.


 * Special
 * Special attacks are stronger attacks that consume 100 XP and have an animated cutscene. Press to perform. Press  to skip the animation.


 * Solo
 * If a solo unit is assigned to a pair unit, press to perform a solo attack. They can only be performed once per battle.


 * Support
 * If another pair unit is nearby, press to perform a support attack. They can only be performed once per battle.

Some enemies have a block gauge that nullifies normal, solo, and support attacks, but each hit depletes it. The hit that breaks the gauge is known as a block crush and deals extra damage. Further hits will replenish the block gauge. After recovering enough, if the enemy lands on the ground, they will start blocking again.

When an attack hits a launched enemy just before they fall to the ground, it will result in a critical hit. Each hit deals extra damage and is shown in yellow.

If an attack from a pair unit and solo unit hits the enemy at the same time, it will trigger a cross hit. The enemy is frozen in place and each hit will recover more XP. The cross hit will fade over time and can end early with a powerful attack. That hit is known as a cross break and deals extra damage.

Unused normal attacks receive a charge bonus after the battle. In the next battle, they will deal more damage, recover more XP, and increase the damage rate for critical hits.

If you have at least 100 XP, you can perform a mirage cancel during a normal attack by pressing. A mirage cancel will cancel the current normal attack and restore the attack gauge for one more normal attack. The pair unit is brought back to the initial position and the enemy unit moves slowly. If the mirage cancel is timed right, 50 XP is recovered. Mirage cancels are ideally used for when the third normal attack is not enough to defeat an enemy.

Results
Several different rewards are earned at the end of battle.
 * EXP
 * Pair units earn EXP even if the enemy was not defeated.


 * CP (Customize Points)
 * Pair units and solo units earn a percentage based off the EXP gained.


 * Gold
 * Earned by defeating enemies.


 * Items
 * Earned by defeating enemies.