>>39505575There are similarities in the battle system (auto-attacks and Arts with cooldowns with similar stats), but it functions based on player actions this time rather than actual time. Every time you hit with an auto-attack, your Arts all charge up a bit. While your auto-attacks usually go in cycles (normal hit > stronger hit > strongest hit), players quickly realized that you can tap the analog stick ever so slightly to reset to your first attack animation over and over, a technique dubbed stuttering. It was faster to repeatedly hit with the first strike over and over than it was to segue into each subsequent hit. This charged Arts much faster. In addition, you can level up your Arts to reduce the number of auto-attack hits required to use them again. Certain Blades reduce Art cooldown with their abilities, and some even instantly recharge Arts upon landing a critical hit and have naturally high crit rates. And not only that, you can use pouch items to recharge your Arts over time, or upgrade your Driver Affinity Charts to have each Art ready to use at the start of battle, upgrade them to chain Arts into one another without waiting for animations to end, and can also attach an accessory that lets you quickly switch between Blades and back to fully recharge Arts.
In short, it's simple to get to the point where you have no cooldown and can attack frequently without waiting for your Arts to become ready. But Arts are just regular attacks that allow you to charge up your special moves. Special moves of certain elements and succeeding levels can be chained together into a super move called a Blade Combo Finisher. And you can go even further beyond by combining them with Driver Combos (Break/Topple/Launch/Smash) to create Fusion Combos.
And then it culminates in Chain Attacks where you destroy the elemental orbs placed around your enemy from each of your super moves, and if you break enough quickly, you enter Full Burst and the entire party goes full Doomguy.