The only real mechanic in
Code Lyoko: Fall of X.A.N.A. is its fighting system. When you encounter a group of enemies, the game puts you and your opponents on the top screen with each of your characters displayed at the bottom. In (what I'm told) is a
Final Fantasy 4 fashion, the fight itself is in real time. Meaning, you don't have to wait for your opponent to attack in order to decide what you want to do. Simply use the stylus to select an action for a character, and then select an opponent. As soon as you are done with that, you can queue up the next attack from another character. While the attacks themselves will only happen one at a time, it is possible for you to put in three or four character attacks before the opponent can even land a blow (and vice versa).
In order to add a little bit of balance to this system, the developers put in a waiting period after each character's attack. Basically, once you have told the game what your action is, and it performs the action, a progress bar appears for that character. Once it is done, you can send it another command. As I mentioned in the Difficulty section, this means you can send all your attacks and sit back. You will not only have to wait for each action to occur, but then wait some more for your characters to recharge.
It might be said that this should lead to more strategic fighting, you know, holding off with some characters so you can use them while others are recharging, but that really just keeps you from getting bored since the time you are waiting to use a character could easily be the amount of time it takes for your opponents to become available again and attack you. I don't know if this system just needs refinement (maybe shorter wait periods) or what, but it definitely isn't perfect. In fact, it feels more like the DS equivalent to button-mashing since I always found myself tapping a random option in order to get my attacks in as quickly as possible.
When playing multi-player with Cyn, she commented that it was like the worst of both worlds (those worlds being real-time and turn-based combat). You don't have the time to plan out and strategize your moves, but simply hacking away isn't the best approach either.
Unfortunately, I have a hard time recommending this game to even hardcore Code Lyoko fans. The game feels like little more than a tech demo of the fighting system with a license attached to it, and I just don't see very many people enjoying it all that much.