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Wow, now there's a name that's a real mouthful...and unlike Arturo Plateado, he seems to have no trouble whatsoever pronouncing it. Realistically, I suppose that whichever poor sap found themselves on the opposite end of Ryujin Jakka should probably be burned away almost immediately...but that wouldn't make for very interesting gameplay, now would it? The old timer's still a pretty tough customer, mostly because his attacks are rather more effective than average. Anyway, I promised that I would explain more as we moved along, and I'm sure you've noticed that occasionally the action will pause and the characters will get into a furious sword clash sequence. These result when two Critical attacks come into contact with one another, and thus begins a small minigame sequence. The object is to slash, chop, or thrust during the brief window indicated with the green section along the bar. As stated in the first video, these three attack types adhere to a basic rock-paper-scissors scheme: chop beats slash, slash beats thrust, and thrust beats chop. If you miss the mark, any attack made by your opponent will count as a "win" on that exchange for them. The minigame will go for five "rounds" and the player who wins the most will launch an attack. It's worth noting that any perceived damage along the way doesn't actually take down the life bar of the victim...only the final attack counts, so it's an all-or-nothing sort of gamble. The amount of damage done in the end is dependent on the number of times you win the rock-paper-scissors matchups. If there's a tie, nobody gets hurt and the fight continues like nothing had happened. Another thing I want to point out is that most finishing moves, and a lot of special attacks have the capacity for interaction by the player during their effects. Pretty much all cutscene attacks can be extended to three times their natural duration by shaking the remote. For whatever reason, the computer doesn't seem to be willing or able to take advantage of this.