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Player Tic

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The curious tendency of video game players to do completely unnecessary actions over and over and over again—regardless of their actual effect on gameplay.
In Platformers, some people will jump and Double Jump even when they're not crossing platforms—they simply bound across the landscape. In an Action-Adventure game, they might turn an Unnecessary Combat Roll into an Unnecessary Anything Roll, somersaulting everywhere they go. A First-Person Shooter player with unlimited ammo might just unload rounds into the environment. An RPG player waiting for an Overly Long Fighting Animation to finish might mash their buttons in time with the music.
Reason? There generally is none. Gameplay advantage? Minimal. It's mostly just gamers pressing buttons to, well, press buttons—and maybe break up the monotony of long stretches of gameplay where there's not much else to do, like traveling over the Hub Level before getting the Warp Whistle, or to fill the time in RPG battles without Action Commands. Depending on your theological color, they may even be attempts to appease the mighty and fickle Random Number God, especially when attempting a Tool-Assisted Speedrun.
Common tics include:
Jumping (and double-jumping) incessantly while traveling.
That goes double if jumping at the end of the level or when the screen freezes. (e.g. Flip-Screen Scrolling)
Doing much the same as the above, only executing any sort of attack with forward momentum (such as a roll or spin).
If there's a delay between pushing a button and it making something happen (such as with an elevator), repeatedly pressing the button while waiting.
While waiting, attacking randomly.
Firing at walls and air, especially if ammo is not an issue.
Tapping buttons in the rhythm of the music.
Jumping through boss doors, if applicable.
Destroying everything destroyable onscreen even when there's no need to.
Adjusting the camera when there's no need to.
Finishing off Big Damn Enemies with hilariously weak attacks... or doing just the opposite, even if they only have a sliver of health left.
Singing loudly the victory fanfare when it's played after a successful battle or a level.
Tilting the controller while turning in a racing game.
Moving one's head in a first person game when looking around corners, especially first person shooters.
Making sure the character faces the "right" way while on a moving platform or otherwise standing still.
Holding down the attack button in a game that doesn't let you run faster by holding down the attack button.
If these tics become widespread enough in a fanbase, they may even inspire an Urban Legend of Zelda about their effectiveness. See also Video Game Cruelty Potential, Video Game Caring Potential, Die, Chair, Die!, and Kleptomaniac Hero for especially common forms of this.
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Humming along with the "item got" theme tune is pretty popular. Nintendo even added a character in Twilight Princess that did this.
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 The Legend of Zelda: Twilight Princess (Video Game)
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Shooting a door repeatedly Metroid Prime games even though you only need one shot to load the next room.
This is because sometimes the first release of the first game, if none of the others, doesn't register the single shot and you actually did have to fire repeatedly, a very annoying factor when you were just trying to avoid killing your thousandth Chozo Ghost or mook Pirate. Eventually, most players just got into the habit of spamming shots so they didn't have to worry whether the first one would work.
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Destiny and its sequel have a lot of these, and they frequently get lampshaded and mocked in the lore. Some of the more notable:
Spamming dance emotes in inappropriate situations, up to and including in the middle of combat or while driving vehicles.
Using the selfie emote to take photos with fellow players, NPCs, and even bosses.
Goofing around in the Hub City in general. Rare is it for you to not see Guardians playing with the bouncy ball, dancing, climbing things they shouldn't (and then falling to their deaths), and pestering vendors.
Using the point emote to dramatically/threateningly point at bosses. At least one of them, Crota, will point back!
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The PS3 version of Ni no Kuni has a jump button as one of its possible sidequest rewards. The game itself acknowledges that the ability is pointless and that it exists primarily to give the player something to do with their fingers.
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Jagged Alliance 2 players are known for hoarding equipment from all over the map into one sector, using teams of mules and/or the helicopter to speed the process up. This might actually be useful with ammo, explosives and attachments, but players tend to hoard everything, including useless items and obsolete guns and ammo. After clearing the majority of the map, a hoard sector can easily contain thousands of items. The amount of effort required to properly hoard everything on the map is considerable, and could take several days if done all at once.
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Back dash canceling also counts. An attack animation, especially a long one, can be cancelled by dashing backwards. People who stopped back dashing as their main method of transportation may find themselves canceling out of even really quick attacks where the time between attacks is negligible (and might even cause it to take longer to attack again if the weapon has short reach) or even if it only takes one attack to kill an enemy. With Harmony of Despair, it was discovered, or made popular, that the Back Dash itself can be cancelled by crouching, and so everyone started attacking, back dashing and then crouching and then standing again to attack again for infinite back dash cancelling... but then they started doing it on the main, non-multiplayer games where it only helps speedrunners.
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 Castlevania: Harmony of Despair (Video Game)
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In the Donkey Kong Country games, the second and third games respectively. Players will typically stick Diddy Kong/Kiddy Kong in the lead to use as a meat shield for Dixie Kong, who has the more useful helicopter spin glide ability, unless she is absolutely necessary.
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Naked cartwheels in Metal Gear Solid 2: Sons of Liberty. Why? Oh, no reason.
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 Metal Gear Solid 2: Sons of Liberty (Video Game)
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The Marvel vs. Capcom series allows you to beat up your opponent for a few seconds after the match is over, and some of its games give you bonus points if your character is in a particularly amusing frame when it stops.
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Mega Man (Classic) games:
Jumping while going through boss doors or any other screen transitions in.
If the tunnel to the boss room contains icy floor, building up speed by walking forward, then turning around and moonwalking through the boss doors.
The Flash-based Mega Man-inspired Platform Hell game Jinsei Owata No Daibouken actually takes advantage of this tic by placing Spikes of Doom on the upper half of the door's other side, killing you instantly if you jump through rather than walking.
In the 8-bit games and Mega Man 7, slightly tapping the directional pad/button in the direction Mega Man is facing will cause his leg to twitch forward. He could also move a tiny bit if held down for a split second, but not long enough that he flat-out starts running. Doing it rapidly from left to right makes it look like he's dancing. Likewise, performing it in the same direction rapidly makes him look like he's being very cautious. This leg twitch animation that seems so minor was even featured for Mega Man's appearances in the Super Smash Bros. series.
Dashing through the doors in the Mega Man X series is common. Clinging to a wall so that your character would enter a door backwards is also something some people liked to do. Sliding through the doors is something people like to do in the classic series as well. It's impossible to jump or dash through the doors in the Mega Man Zero and Mega Man ZX series, though; In those games, your character does their walking animation regardless of what they were doing as they go through a door.
Although in ZX Advent, if you slide into a door they will move to the next room in mid-jump pose, which some players do just for that.
In games that let you charge the buster, and if you're playing as X in the X series, you'll always be charging a shot until you get to an enemy. Then you'll stop when you get to the boss, and then start again during the boss intro, maybe even stopping and starting again to see how many times to can reach a full charge during particularly lengthy intros.
Speaking of the Mega Man X games, nobody ever walks in them, only dashing everywhere. Mega Man X had dashing as an upgrade and so you were forced to, but once you got it all bets were off. Some people, not liking having to constantly press the dash button, dash and then jump, usually at the end of the dash to prolong the speedboost. Also, during bosses, most of your time WILL be on the walls, only jumping down to attack, or to go to the other wall. As the series went on, bosses either had to use attacks that hit the air, remove the walls from the arena entirely or have different attack patterns depending on if you're on the wall or ground.
In the Mega Man Star Force series, people will often use the lock on technique to attack enemies even when not necessary. Lampshaded by Omega-Xis who says it's not necessary but can make battles easier or cooler, as it's accompanied by dramatic camera angles (which can be turned off, but who'd do that?) Also present for some people is waiting for the main melody of the battle theme to begin before picking Battle cards in the first round.
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Players who keep switching between weapons in Counter-Strike, for no reason at all. There is a small benefit to doing so: if you reload a weapon then switch it, it skips the reloading animation while still topping your weapon off to full. It was discovered that reloading and switching back-and-forth was faster than merely allowing the reloading animation to play through.
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Triple-jumping, long jumping, backflipping or flying into the power stars/shines in the 3D Super Mario games.
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Final Fantasy XIV has a few:
Jumping everywhere. Jumping has no use in most places, but players will jump all over out of sheer habit. Likewise, jumping while trying to avoid an AOE attack, despite the fact that jumping doesn't affect your momentum.
Using dancing emotes when waiting for a player or the party to ready up before a duty begins.
Players using an overly elaborate or funny message when they activate a skill via macros. This is acknowledged by the developers in one fight where the boss will be shouting their ultimate skill name in the same way most players would do when they use their limit breaks.
Using dancing emotes when going idle.
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Jumping in World of Warcraft: Doesn't help that the elven races and the worgen have a 50/50 chance of doing a midair flip/spin.
People in battlegrounds waiting for the battle to begin have much the same problem as above Team Fortress 2 players. They also get infinite mana and have big shiny buffs. Especially Paladins, Druids, and Monks fighting to see which of them get to place the 5% stat buff.
When riding towards the enemy in Alterac Valley many players tend to use the /train emote, which makes their character make train noises.
When riding on the underground tram or a ship, it's not unusual for the players to start dancing to pass the time. If there's more than one player, then they'll start dancing in groups. Shaman players will even place down their totems to add to the ambience.
In the Darkmoon Faire, using the /cheer emote during the Elite Tauren Chieftains concert to get the "Pumped Up!" buff. Yes, it raises all of your stats but lasts a measly 5 minutes which is not enough time to do anything really important. Still, it makes you feel, well, pumped up.
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Marathon, the precursor to the Halo series, was full of these. The most famous examples would be punching switches to activate them (instead of just tapping TAB) just because one could, and mercilessly slaughtering each and every BOB (unarmed friendlies) in a level, just for cruelty's sake.
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This also applies to Julius Mode in Dawn of Sorrow where, once you have all three teammates, you'll get a constant stream of "Yoko!" "Arikado!" "Yuriusu!"
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Using the rearview mirror during the starting countdown in Mario Kart 8, even in Time Trials where there's no opponents to look at.
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In Tomb Raider: Legend players can make Lara perform continuous acrobatics by pressing OOXXOOXXOOXX... on the PS2 version. (From tombraiderforums.com.)
One commenter said , "I finished Peru by doing this to no end (except for when it wasn't possible :-)"
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In 4X games like Civilization, giving the AI insultingly high or low deals, such as demanding a tribute of 1 gold to keep the peace, or offering peace in exchange for all their stuff (especially as a counter-offer when the AI demands all of yours).
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In the original Castlevania, pressing the A and B buttons after you grabbed the red orb caused Simon to start jumping and whipping at the air, so, a lot of players did it while waiting for the start of the next level. This is so iconic that one of Simon's victory screens in Super Smash Bros. Ultimate has him recreating this scene!
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In Disgaea 3: Absence of Justice (at least the Vita version), you actually get a Trophy for excessive pointless jumping.
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Players of older Mario Kart games often tilted their controllers to emulate a steering wheel, even though it didn't do anything without motion controls. Mario Kart Wii introduced "tilt controls" to the series as a control option to capitalize on this, wherein you can use the controller's gyro sensor to steer the car. Wii in particular even came bundled with a plastic steering wheel you could put your Wiimote in. That said, people still do this even if they choose not to use tilt controls.
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Jumping after defeating a Koopaling in Super Mario Bros. 3 so you could catch the wand mid-air. Believe it or not, this is actually slower than catching it when it lands; Mario takes longer to fall from the top of the screen, so speedruns always avoid doing it.
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In Wii Sports, there are a couple of times (like after winning/losing a tennis match) that your Mii is just standing there, either moping or arms raised, when you can make them swing the racquet spasmodically to no effect. It's hard to resist, since the alternative is just standing there.
Doubly so in Wii Sports Resort. Especially with the Swordplay event where the position of your sword maps directly to that of the Remote.
Boxing in the original game was prone to this; you could raise your hands or even give a taunting shrug before and after the match.
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Tomb Raider
In the original series, pulling levers would often show cut scenes of whatever door or platform said lever opened or moved, but you could still move Lara off-camera. Most players would at some point attempt to get as far away from the lever as possible before the camera cut back to Lara.
In the Croft Manor from the first game, if you went into the pool and then went out, Lara would remark that she needs to take off her wet clothes, and the level would end right there, leading you back to the title screen. Inevitably, many players would get out of the pool and then jump right back into it before Lara got a chance to deliver her line and effectively end the level.
In Tomb Raider: Legend players can make Lara perform continuous acrobatics by pressing OOXXOOXXOOXX... on the PS2 version. (From tombraiderforums.com.)
One commenter said , "I finished Peru by doing this to no end (except for when it wasn't possible :-)"
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In Overwatch's skirmishes and before matches, jumping up and down and spamming the "Hello" emote is extremely common, and it's considered impolite not to reply, and even ruder to attack an enemy in Skirmish who is spamming "Hello" and harmlessly bouncing around.
If you're playing as Reinhardt, it's practically required that you use his "Catchphrase!" voice line at some point during the match. Spamming Doomfist's "and they say chivalry's dead" voice line so it sounds like some annoying Jingle ("AN DEY SAY AN DEY SAY AN DEY SAY"), or Genji's "I NEED HEALING" if you suffer any kind of damage whatsoever, are both pretty popular as well. Needless to say, Support players really hate the latter one.
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In both Super Smash Bros. 64 and Super Smash Bros. Melee, you get extra points for taunting in 1-Player mode after you beat your opponent, as well as finishing levels at certain times too. So, complete a side-scrolling stage at 0:56 and you'll get nothing, 0:59 however...
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Penny Arcade Adventures gives extra points for overkills.
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The Legend of Zelda games:
Destroying every pot/sign you encounter, even when it's not needed. Also, obsessive rolling, but that's a attempt to reach your destination faster.
Zigzagging in the top-down games.
In Link to the Past, try and see how many people are constantly dashing with the Pegasus Boots, whether or not it's a good idea. See obsessive rolling above.
Humming along with the "item got" theme tune is pretty popular. Nintendo even added a character in Twilight Princess that did this.
In the side-scrolling parts of Zelda II: The Adventure of Link, jumping wherever you go. If you jump again at the instant you land, you only lose a little momentum or none at all, even if you're not touching the d-pad. Stabbing down may get added to the mix once it's unlocked.
I'll save Zelda the only way I know how... SIDEJUMPING!
Some people like running away as far as possible after throwing a boomerang to see how long they can keep it from reaching the player.
Or throwing the boomerang and leaving the room/area before it comes back to you.
In A Link to the Past, throwing the boomerang before collecting the pendant or crystal after a boss battle will cause it to spin in place.
In the original Wind Waker, you can throw the Boomerang behind the King of Red Lions and sail away from it, then set the camera in a nice position and watch as it flies back to you, gliding across the ocean water. This was removed in the HD rerelease, however, as you can't open the sail while the Boomerang is in flight.
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1.0
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Player Tic / int_74f7210c
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Player Tic
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Lastly, in Portrait of Ruin, some people like constantly switching/calling in partners while walking, which caused the Mantra of "Charlotte! Jonathan!" to become a small meme.
This also applies to Julius Mode in Dawn of Sorrow where, once you have all three teammates, you'll get a constant stream of "Yoko!" "Arikado!" "Yuriusu!"
 Player Tic / int_76c6804a
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1.0
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1.0
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Player Tic / int_76c6804a
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Player Tic
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Phantasy Star Online:
After players get used to the wonky camera, expect any who are armed with a melee weapon to run over and start slashing at the dragon's corpse after it dies, even though it has absolutely zero in-game effect.
Virtually every player pulls up the menu while moving between rooms (or, in extreme cases, at any time while not in combat). This is because when anything classified as a threat is targeted within melee range the player character will slow down to a walk as part of a defensive stance even if the target isn't a living being. While the menu is active characters are unable to target anything and thus will not be slowed down. Most players develop it as a habit pretty quickly, but players will even do it when traversing already-cleared rooms or rooms they know there are no traps in.
 Player Tic / int_782a1f0
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1.0
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1.0
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Player Tic / int_782a1f0
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Player Tic
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In the Mega Man Star Force series, people will often use the lock on technique to attack enemies even when not necessary. Lampshaded by Omega-Xis who says it's not necessary but can make battles easier or cooler, as it's accompanied by dramatic camera angles (which can be turned off, but who'd do that?) Also present for some people is waiting for the main melody of the battle theme to begin before picking Battle cards in the first round.
 Player Tic / int_78d4f24
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1.0
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1.0
 Mega Man Star Force (Video Game)
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Player Tic / int_78d4f24
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Player Tic
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On a related note, whispering "Bayonetta" softly when the game loads up.
 Player Tic / int_7b2ca7a2
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1.0
 Player Tic / int_7b2ca7a2
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1.0
 Bayonetta (Video Game)
hasFeature
Player Tic / int_7b2ca7a2
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Player Tic
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Many players in Enslaved: Odyssey to the West press the distract button simply because it's funny to see Monkey shout "HEY!" at the top of his lungs (and occasionally right in Trip's face or at a wall) for absolutely no reason.
 Player Tic / int_809ea5d6
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1.0
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Player Tic / int_809ea5d6
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Player Tic
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The creators of the Super Mario Bros. series know the jumping tic well, where how well you jump at the end of the level in the 2D entries (and some 3D entries) determines how many points you get. Starting in Super Mario World, getting the maximum height on the flagpole or goalpost rewards you with a 1-Up; while Super Mario Bros. 3 can reward you with several if you to properly time the jump to get the same icon three levels in a row.
 Player Tic / int_8258e260
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1.0
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Player Tic / int_8258e260
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Player Tic
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In the side-scrolling parts of Zelda II: The Adventure of Link, jumping wherever you go. If you jump again at the instant you land, you only lose a little momentum or none at all, even if you're not touching the d-pad. Stabbing down may get added to the mix once it's unlocked.
 Player Tic / int_83f8495b
featureApplicability
1.0
 Player Tic / int_83f8495b
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1.0
 Zelda II: The Adventure of Link (Video Game)
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Player Tic / int_83f8495b
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Player Tic
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Runescape:
Moving the camera around, often by holding down the left or right button, which spins the camera like an Orbital Shot.
When players are idle, they often use the Rest function (which plays a "restful" animation, with the default simply being sitting down). Technically it allows you to recover run energy faster, but that is usually full in under 30 seconds, and is more often used to lounge.
 Player Tic / int_865b5c19
featureApplicability
1.0
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 RuneScape (Video Game)
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Player Tic / int_865b5c19
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Player Tic
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Game show Press Your Luck has contestants yell "STOP!" whenever they hit the buzzer during board play, despite the fact that all you need to do is simply hit the button to stop the board. Likewise, every contestant will shout "No Whammies!" several times before yelling "STOP!" to hit the buzzer. Very likely encouraged by the producers to make the show more exciting for the contestants and the audience.
 Player Tic / int_8ae87a20
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1.0
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Player Tic / int_8ae87a20
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Player Tic
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Infinity Blade gives you bonus experience for attacking your opponent more after they run out of health.
 Player Tic / int_8df559d
featureApplicability
1.0
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1.0
 Infinity Blade (Video Game)
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Player Tic / int_8df559d
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Player Tic
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In Pac-Land, you can get extra bonus points when jumping at right times when completing the level.
 Player Tic / int_8fcc822a
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1.0
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1.0
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Player Tic / int_8fcc822a
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Player Tic
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Recess referenced this once: Randall is talking about his day and says he "decided to play the slots" — cue flashback-Randall pulling the coin return lever and sticking his fingers into the coin return slot of the lobby payphone and coming up empty. "Lady Luck wasn't with me."
 Player Tic / int_90ab7fe1
featureApplicability
1.0
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1.0
 Recess
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Player Tic / int_90ab7fe1
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Player Tic
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On the 75m stage, it's an unwritten rule that players have to pick up Pauline's items whenever they appear to get the completely meaningless bonus points. Similarly, on the Duck Hunt stage, it's a common goal to defeat every duck that flies by, regardless of if chasing it down interrupts the current fight (though if items are turned on, defeated ducks have a chance to drop one, so this tic isn't entirely useless).
 Player Tic / int_961eeacc
featureApplicability
1.0
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1.0
 Donkey Kong (Video Game)
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Player Tic / int_961eeacc
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Player Tic
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Doubly so in Wii Sports Resort. Especially with the Swordplay event where the position of your sword maps directly to that of the Remote.
 Player Tic / int_98d627b4
featureApplicability
1.0
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Player Tic / int_98d627b4
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Player Tic
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The Elder Scrolls
Following the series' jump to 3D, changing the camera angle while saving so the "save game" screenshot is a portrait of your character has become extremely common. 99% of the time, you'll just save over it without ever giving it a second look, but it doesn't stop players from doing it. One practical purpose it may serve is helping to "label" your save file if you're playing multiple characters at once, but naming the file after the character and checking the date/timestamp are usually more than enough to cover this.
In Morrowind and Oblivion, jumping everywhere as you run seems to be common among players. At low levels, it takes so long by this method that it is much more of a tic than a real practice. However, doing so increases your Acrobatics skill, and once that is sufficiently high, it becomes the fastest way to travel on foot. (Serious powerlevelers jump off high things to level this skill, instead).
 Player Tic / int_9d34190a
featureApplicability
1.0
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1.0
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Player Tic / int_9d34190a
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Player Tic
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Pokémon: Holding various combinations of buttons after throwing a ball. Everyone seems to have a variant on the ritual, one of the common ones being "Down + B". Pressing buttons has no effect on the the Random Number Generator, contrary to the many myths.
Similarly, when executing a move that attacks a random number of times (such as Fury Swipes or Double Slap), frantically tapping the A button in the belief that the maximum number of attacks will occur.
Ever since the "Running Shoes" functionality was added in Generation 3, the B button is always held down, even in buildings (where the Running Shoes don't work) and on the Bicycle. This still went on in Pokemon Heart Gold and Soul Silver, even though the games gave you a button to tap to keep the Running Shoes activated permanently.
 Player Tic / int_9f89a5f0
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1.0
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Player Tic / int_9f89a5f0
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Player Tic
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In Splatoon 2, enemy Octolings in the main single-player campaign, as well as Agent 3 and Inner Agent 3 in the Octo Expansion campaign, will ocasionally squidbag after they manage to splat the player.
 Player Tic / int_a2add1d3
featureApplicability
1.0
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1.0
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Player Tic / int_a2add1d3
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Player Tic
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Jumping instead of walking in Iji will actually slow you down: Iji is immobile during one frame.
Not just jumping, but jumping into the ceiling lights, causing them to shatter. Do it enough, and the game comments on it.
 Player Tic / int_a4514a75
featureApplicability
1.0
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1.0
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Player Tic / int_a4514a75
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Player Tic
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In SSX, jumping and doing flip tricks across the finish line. Even if you don't intend to land the trick and the camera simply zooms in on you faceplanting, you already finished the event, so it doesn't matter if you bail.
 Player Tic / int_a4516d25
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1.0
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Player Tic / int_a4516d25
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Player Tic
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Fans of the God of War franchise tend to use roll-canceling to move faster, i.e. using Square to cancel the lag time between rolls performed with the right stick.
 Player Tic / int_a9517b88
featureApplicability
1.0
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1.0
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Player Tic / int_a9517b88
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Player Tic
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Shooting the dog in Duck Hunt. And with very good reason.
 Player Tic / int_aedbe0ff
featureApplicability
1.0
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Player Tic / int_aedbe0ff
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Player Tic
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Splitting up your Locorocos in LocoRoco all the time, just to hear them all singing along to the music like a children's choir.
 Player Tic / int_b0bcb64b
featureApplicability
1.0
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1.0
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Player Tic / int_b0bcb64b
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Player Tic
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Pressing up on the D-pad rapidly in the 16-bit Sonic the Hedgehog games after defeating Dr. Robotnik to give the sprite the appearance that it's laughing (this works best with Sonic 3 & Knuckles, as either Sonic or Knuckles).
Pressing the spin dash motion multiple times. (You are fully charged after six presses, but it's fun to hear the revving noise...)
Pressing down while running at a signpost to roll past it. Though there's a game breaking glitch if you do that in Labyrinth Zone in Sonic the Hedgehog (1991). As if you didn't have enough reasons to hate it.
Exclusive to Sonic 3 and S3&K, doing Sonic's insta-shield every time you jump.
 Player Tic / int_b4967d43
featureApplicability
1.0
 Player Tic / int_b4967d43
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1.0
 Sonic the Hedgehog (Franchise)
hasFeature
Player Tic / int_b4967d43
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Player Tic
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In Morrowind and Oblivion, jumping everywhere as you run seems to be common among players. At low levels, it takes so long by this method that it is much more of a tic than a real practice. However, doing so increases your Acrobatics skill, and once that is sufficiently high, it becomes the fastest way to travel on foot. (Serious powerlevelers jump off high things to level this skill, instead).
 Player Tic / int_b5a2b326
featureApplicability
1.0
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featureConfidence
1.0
 The Elder Scrolls III: Morrowind (Video Game)
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Player Tic / int_b5a2b326
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Player Tic
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Deep Rock Galactic players have a habit of pinging certain items with their laser pointers to have their dwarves say funny voice lines. Two of the most famous tics involve repeatedly pinging a lump of compressed gold to have the dwarves chant "WE'RE RICH" (the "richual") or say "Mushroom!" in fascination when confronted with a particular example of xenofungus. The devs noticed, and as of Season Three, there's a chance for Mission Control to chime in after players ping those objects too often. Even the Rivals' Nemesis killbot might repeat those lines while trying to lure dwarves into range of its Combat Tentacles.
 Player Tic / int_b63ff53e
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1.0
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1.0
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Player Tic / int_b63ff53e
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Player Tic
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Symphony of the Night also introduced flying kicks, which always come with the Double Jump upgrade. Eventually, some people use it as a main method of damage dealing, and so they awarded bonus damage for doing it from high up in the Sorrow games (which made it a game breaker when combined with the Medusa Head soul that freezes you in the air), and later added equipment that increased damage the more you used it without touching the ground.
 Player Tic / int_b7c72249
featureApplicability
1.0
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1.0
 Castlevania: Symphony of the Night (Video Game)
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Player Tic / int_b7c72249
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Player Tic
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In Call of Duty: Ghosts, Care Packages are awarded for completing Field Orders which can drop after killing an enemy. One of the orders is to "humiliate your next kill", which is done by teabagging them.
 Player Tic / int_bc5c7b02
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1.0
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 Call of Duty: Ghosts (Video Game)
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Player Tic / int_bc5c7b02
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Player Tic
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Splatoon has squidbagging, which is essentially a more kid-friendly version of teabagging; you rapidly shift back-and-forth between kid and squid form after you splat an opposing player so they'll see it on their killcam views. Allied players doing it all together in a group as a form of celebration, most frequently after beating all the waves in Salmon Run, is known as having a squid party. Once Octolings became playable avatars in the second game's Octo Expansion DLC, the terms "seabagging" and "sea party" started arising as race-neutral alternatives.
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1.0
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Player Tic / int_bfb483af
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Player Tic
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People in battlegrounds waiting for the battle to begin have much the same problem as above Team Fortress 2 players. They also get infinite mana and have big shiny buffs. Especially Paladins, Druids, and Monks fighting to see which of them get to place the 5% stat buff.
 Player Tic / int_c0d295c4
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1.0
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Player Tic / int_c0d295c4
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Player Tic
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Rolling everywhere and dive-jumping to cross any gap in Super Mario Odyssey, even if it's entirely unnecessary.
 Player Tic / int_c35ec21c
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1.0
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Player Tic / int_c35ec21c
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Player Tic
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The makers of Tony Hawk's Pro Skater decided to never fix the aforementioned ability to continue comboing after the timer runs out, due to fans doing this so much.
 Player Tic / int_c4df4e18
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1.0
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 Tony Hawk's Pro Skater (Video Game)
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Player Tic / int_c4df4e18
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Player Tic
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BlazBlue: Calamity Trigger allows you to continue hitting an opponent after the time runs out. It even awards an achievement for completing a 20-hit combo after the end of a battle. This was eliminated in Continuum Shift because Bang players would waste their opponents' time by going into Fu-rin-ka-zan after the end of a match.
 Player Tic / int_c56964f4
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1.0
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Player Tic / int_c56964f4
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Player Tic
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In nearly all platformers that allow it, using advanced jumps that overcompensate for the obstacle you're jumping over, such as a double-jump to clear a gap the player character could step over. You know, just to make sure! Examples include adding a spin in Super Mario Galaxy and a rolling long jump in Jak and Daxter.
 Player Tic / int_c6e9c6cc
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1.0
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1.0
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Player Tic / int_c6e9c6cc
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Player Tic
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Constantly using glide in Spyro the Dragon instead of walking, or constantly jumping and holding the square button.
For that matter continuing to play the skateboard minigame in Year Of The Dragon after you have gotten everything in the level.
When you've managed to get somewhere high up that you're not supposed to (say, the giant gem at the top of Glimmer) it's very common to jump and headbash repeatedly, with a little flaming thrown in for good measure.
 Player Tic / int_c834792e
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1.0
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Player Tic / int_c834792e
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Player Tic
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EVE Online has this in the form of Station Spinning when the player docked up and is idling for any reason. You spin your camera around your ship, making the whole hangar 'spin' at high speeds. Acknowledged by the the game devs: They implemented a counter for how many times you've spun a complete circle as a joke. When a patch went live and the 'ship spinning' counter was removed, the player base nearly revolted, mandating its return.
 Player Tic / int_cbf0ee94
featureApplicability
1.0
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1.0
 EVE Online (Video Game)
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Player Tic / int_cbf0ee94
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Player Tic
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Soul Series is another fighting series that allows you to continue laying on damage after the timer runs out. Though if the winner was determined by ring out, expect that player to join the loser.
 Player Tic / int_d2bb929d
featureApplicability
1.0
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1.0
 Soul Series (Video Game)
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Player Tic / int_d2bb929d
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Player Tic
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League of Legends players tend to click excessively while moving, especially when it doesn't affect their character's pathing. Lampshaded by Mordekaiser's quote "You only need to click once, fool!"
If playing in free-camera mode, it's a common tic to constantly tap the "focus on me" button (usually spacebar) even if the last re-focus was moments ago. The alternative is just switching to locked-camera mode during important teamfights, though most prefer to keep it free-camera so they can spot something outside their field of view.
 Player Tic / int_d616724d
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1.0
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1.0
 League of Legends (Video Game)
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Player Tic / int_d616724d
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Player Tic
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The Back to the Future NES game gives you extra bonus points if you jump at right time when completing the level.
 Player Tic / int_d8abbd28
featureApplicability
1.0
 Player Tic / int_d8abbd28
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1.0
 Back to the Future (1989) (Video Game)
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Player Tic / int_d8abbd28
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Player Tic
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In the 8-bit games and Mega Man 7, slightly tapping the directional pad/button in the direction Mega Man is facing will cause his leg to twitch forward. He could also move a tiny bit if held down for a split second, but not long enough that he flat-out starts running. Doing it rapidly from left to right makes it look like he's dancing. Likewise, performing it in the same direction rapidly makes him look like he's being very cautious. This leg twitch animation that seems so minor was even featured for Mega Man's appearances in the Super Smash Bros. series.
 Player Tic / int_dab32c2
featureApplicability
1.0
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1.0
 Mega Man 7 (Video Game)
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Player Tic / int_dab32c2
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Player Tic
 Player Tic / int_dab32e3
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Speaking of the Mega Man X games, nobody ever walks in them, only dashing everywhere. Mega Man X had dashing as an upgrade and so you were forced to, but once you got it all bets were off. Some people, not liking having to constantly press the dash button, dash and then jump, usually at the end of the dash to prolong the speedboost. Also, during bosses, most of your time WILL be on the walls, only jumping down to attack, or to go to the other wall. As the series went on, bosses either had to use attacks that hit the air, remove the walls from the arena entirely or have different attack patterns depending on if you're on the wall or ground.
 Player Tic / int_dab32e3
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1.0
 Player Tic / int_dab32e3
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1.0
 Mega Man X (Video Game)
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Player Tic / int_dab32e3
 Player Tic / int_deae6de5
type
Player Tic
 Player Tic / int_deae6de5
comment
In the Ghosts 'n Goblins series, it's common to hold the up button when getting the key after beating a boss to get the "Nice catch!" message.
 Player Tic / int_deae6de5
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1.0
 Player Tic / int_deae6de5
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1.0
 Ghosts 'n Goblins (Video Game)
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Player Tic / int_deae6de5
 Player Tic / int_e26905cd
type
Player Tic
 Player Tic / int_e26905cd
comment
Taking the moment after you've defeated the enemy in a round of Tekken to do something cool.
Or just beating them while they're down, also known as Corpse Beating and present in Soulcalibur and some other fighting games.
and another thing to be done is, while corpse beating, timing your attacks to make a "song" or spamming as fast as you can just so the death screams overlap. The latter is more common with enemies that frustrated you.
After winning a round of SoulCalibur, you have a second or two to Ring Out yourself (or Ring Out your opponent's corpse) without penalty.
 Player Tic / int_e26905cd
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1.0
 Player Tic / int_e26905cd
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1.0
 Tekken
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Player Tic / int_e26905cd
 Player Tic / int_e54c7622
type
Player Tic
 Player Tic / int_e54c7622
comment
In Spiral Knights, some players will wait until everyone else in their party boards the elevator then use certain charge attacks or the shield bash to rush clear across the elevator while still activating it.
Similarly, some players will get on the elevator holding up vials collected in the clockworks to simulate fireworks when the elevator starts up.
 Player Tic / int_e54c7622
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1.0
 Player Tic / int_e54c7622
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1.0
 Spiral Knights (Video Game)
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Player Tic / int_e54c7622
 Player Tic / int_e68decb8
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Player Tic
 Player Tic / int_e68decb8
comment
Star Control melee combat ends with a zoom-in on the victorious ship, and its race victory music playing. Players have the habit of having their ship do a "victory dance" by spinning the ship around itself. Experienced players tend to avoid doing this, knowing that it causes disorientation once the next battle starts.
 Player Tic / int_e68decb8
featureApplicability
1.0
 Player Tic / int_e68decb8
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1.0
 Star Control (Video Game)
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Player Tic / int_e68decb8
 Player Tic / int_e8017696
type
Player Tic
 Player Tic / int_e8017696
comment
Shooting at each other after successfully completing the stage in Battle City and Tank Force during multiplayer or shooting at the wall when playing alone.
 Player Tic / int_e8017696
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1.0
 Player Tic / int_e8017696
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1.0
 Battle City (Video Game)
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Player Tic / int_e8017696
 Player Tic / int_e9c7b01b
type
Player Tic
 Player Tic / int_e9c7b01b
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In Dissidia Final Fantasy, one of Kefka's victory quotes is humming the classic victory fanfare. Just like the players do, every single time.
 Player Tic / int_e9c7b01b
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1.0
 Player Tic / int_e9c7b01b
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1.0
 Dissidia Final Fantasy (Video Game)
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Player Tic / int_e9c7b01b
 Player Tic / int_fd49a48d
type
Player Tic
 Player Tic / int_fd49a48d
comment
The last portion of Level 3 (Westside) in the SNES port of Final Fight, just after the Andore family battle, uses the same music as the aforementioned cage match. Breaking the door with a jump-kick timed to coincide with the downbeat of measure five is completely unnecessary, but ohhh so satisfying!
 Player Tic / int_fd49a48d
featureApplicability
1.0
 Player Tic / int_fd49a48d
featureConfidence
1.0
 Final Fight (Video Game)
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Player Tic / int_fd49a48d
 Player Tic / int_fd8ef85e
type
Player Tic
 Player Tic / int_fd8ef85e
comment
Left 4 Dead — holding down CTRL as a Hunter after you've pounced, even if it's unnecessary, just to be sure you stay there.
Also attacking your teammates as the Infected during the time in between when you can control yourself and when the loading begins when a round ends.
 Player Tic / int_fd8ef85e
featureApplicability
1.0
 Player Tic / int_fd8ef85e
featureConfidence
1.0
 Left 4 Dead (Video Game)
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Player Tic / int_fd8ef85e
 Player Tic / int_fe85bfc8
type
Player Tic
 Player Tic / int_fe85bfc8
comment
Super Smash Bros.:
In both Super Smash Bros. 64 and Super Smash Bros. Melee, you get extra points for taunting in 1-Player mode after you beat your opponent, as well as finishing levels at certain times too. So, complete a side-scrolling stage at 0:56 and you'll get nothing, 0:59 however...
Computer-controlled opponents will occasionally taunt the same way human players do, usually after they manage to land a strong hit that sends you off-stage or KOs.
 Player Tic / int_fe85bfc8
featureApplicability
1.0
 Player Tic / int_fe85bfc8
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1.0
 Super Smash Bros. (Video Game)
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Player Tic / int_fe85bfc8

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