New Genesis: Launcher Photon Arts and Actions
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New Genesis: Photon Arts and Actions | |||
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Hunter | Sword | Wired Lance | Partisan |
Fighter | Twin Daggers | Double Saber | Knuckles |
Ranger | Assault Rifle | Launcher | |
Gunner | Twin Machine Guns | ||
Force | Rod | Talis | |
Techter | Wand | ||
Braver | Katana | Bow | |
Bouncer | Soaring Blades | Jet Boots | |
Waker | Harmonizer | ||
Slayer | Gunblade |
New Genesis: Launcher Photon Arts | |||
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Fallen Impact | Fear Eraser | Multi-launch | Divine Impact |
Overview
Features of Launcher
Photon Arts
Fallen Impact
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Fallen Impact | Power | 500 | |
PP | 25 | ||
Description | |||
Launcher Photon Art. Drop down an explosive shell in front of you. |
- Fire a shell into the air that drops onto the marked area moments after.
- Functions even with an object above you.
- Can hit unintended parts of a larger enemy if targeting a lower part; if you aim for a Daityl's foot, you may hit its arm instead.
- Effective against enemies that do not move much.
- Can be canceled before firing the shell.
- Power Notation: Deals 12.5% x 8 hits of noted power.
Fear Eraser
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Fear Eraser | Power | 1600 | |
PP | 35 | ||
Description | |||
Launcher Photon Art. Fire a high-powered photon laser. By pressing and holding down the PA button, it will continue to fire until PP is depleted. A follow-up attack will be added when used continuously for a certain amount of time. |
- Fire a laser as long as you are holding the PA button and have PP. When you let go/run out of PP after dealing 7 hits, you will fire a finishing blast.
- Hit interval is once every 0.5 seconds.
- You will also see your character flash and make a confirming "click" sound when you can fire the finishing blast.
- The laser can only hit an enemy once every interval, but can pierce through to hit other enemies with no damage decrease.
- Has good horizontal range, but cannot hit enemies above or below you. You can slowly turn while firing to adjust your range.
- Highly recommended to use when the enemy is downed.
- Provides super armor, and auto-Guards from the front when firing the finishing blast.
- Can be canceled before firing the laser with Step.
- Power Notation: The laser deals 12.5% per hit of noted power, and the finishing blast deals 25%.
Multi-launch
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Multi-launch | Power | 1150 | |
PP | 30 | ||
Description | |||
Launcher Photon Art. Fires a continuous volley of explosive shells ending in a devastating blast. Can be fired while moving or stationary. |
- Fire accurate explosive shells and finish off with a stronger shell.
- You can move during this PA until the final shell. If fired in the air, you will also stay in the air until the end of the PA.
- Effective for hitting specific parts of the enemy or a moving enemy; the shells will track to hit them.
- Can be blocked by "hard" objects (like walls). The final shell is slightly slower than the rest of the shells, so it may miss faster enemies.
- Can be canceled after firing the first shell and before the final shell with Step.
- Provides invincibility when firing the final shell, and auto-Guards from the front afterwards until the end of the PA.
- Power Notation: Shells deal 8% x 8 hits of noted power, and the final shell deals 36%.
Divine Impact
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Divine Impact | Power | 570 | |
PP | 28 | ||
Description | |||
Launcher Photon Art. Fires a blast in front of you. The recoil causes you to move back. Charging it will launch a powerful grenade instead. |
- When uncharged, fire a blast in front of you, with a shockwave that moves you back. When charged for 1 second, fire a grenade that explodes in a large radius.
- Can launch smaller enemies into the air.
- The charged grenade can be blocked by "hard" objects (like walls).
- Most effective against groups of enemies when charged.
- Can be canceled while charging with Step.
- Auto-Guards from the front when releasing the attack either uncharged or charged.
- Power Notation: When uncharged, the blast and shockwave deals 50% and 45% of noted power respectively, and when charged, the explosion deals 100%.
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