>>35459914>TimerYou select an attack, and are forced to wait for the attack to cool down to do it again.
examples: NNK1, White Knight Chronicles, or any RPG with an ATB system
>RealtimeYou can attack freely of any cooldown. Attacks with long resting animations are usually combo finishers or a super strong attack.
examples: Bayonetta, Pokken, or Pokemon Rumble
I don't know of any funny Youtube e-celebs who could explain the two battle systems for you in a way that you could understand. So if you still don't understand the difference between real-time combat and timer-based combat, then I don't know what to tell you. Play a game that doesn't have "Pokemon" in the title and maybe it'll click into place for you.