New Genesis: Jet Boots Photon Arts and Actions

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New Genesis: Jet Boots Photon Arts
UINGSPhotonArtSpinningGust.png Spinning Gust UINGSPhotonArtViolentGale.png Violent Gale UINGSPhotonArtFierceWave.png Fierce Wave UINGSPhotonArtSurgingImpulse.png Surging Impulse

Overview

The Bouncer's Jet Boots focuses on utilizing Techniques and PAs to deal elemental damage and inflict one of Bouncer's skills, Elemental Decline, to make enemies more vulnerable to Elemental Downs. By learning Jet Boots Elemental Set, Bouncers can also infuse their Jet Boots with the element they last used, further increasing their contribution to Elemental Downs. Similar to Force and Techter, Jet Boots Bouncers can also utilize element-based skills (Foie Brand, Barta Blot, etc.).

Despite their focus on Elemental Downs, Jet Boots alone do not significantly increase Elemental Downs, relying on other Forces or Techters to assist. Technique casting on Jet Boots can also be unsafe as you cannot defend yourself briefly after casting.

Features of Jet Boots

Photon Arts

Spinning Gust

Icon Name Lv.1 Description
UINGSPhotonArtSpinningGust.png Spinning Gust Potency 315 Jet Boots Photon Art.
Kick the enemy as you spin vertically.
Pressing and holding the PA button will change the attack in exchange for consuming additional PP.
PP 15 (10)
  • Performs two rising kicks in the first half, and an additional kick in the second half. If held, consume 10 PP to alter the second half to instead perform a delayed but stronger kick.
    • The first half can juggle smaller enemies. The altered kick can launch and knock down smaller enemies.
    • You will move roughly a Sidestep in the first half. With lock-on, you will move roughly 2 Sidesteps.
  • Provides super armor in the second half, and auto-guards from the front in the unaltered second half, and during the transition to the altered second half until you kick.
  • Can be canceled in the first half and unaltered second half at any time with Weapon Action.
  • Potency Notation: The first half deals 11% x 2 hits of noted potency, and the unaltered second half deals 46%. The altered second half instead deals 78%.


Violent Gale

Icon Name Lv.1 Description
UINGSPhotonArtViolentGale.png Violent Gale Potency 380 Jet Boots Photon Art.
Kick the enemy as you spin horizontally.
Pressing and holding the PA button will change the attack in exchange for consuming additional PP.
PP 18 (10)
  • Performs two kicks in front of you in the first half, and additional two kicks in the second half. If held, consume 10 PP to alter the second half to instead perform a retreating kick.
    • You can move in any direction horizontally in the first half.
  • The altered second half retreats you to the proper distance for Fierce Wave.
  • Provides super armor in the second half, auto-Guards from the front at the beginning of the altered second half (before the retreat).
  • Can be canceled in the first half and unaltered second half with Weapon Action.
  • Potency Notation: The first half deals 13% x 2 hits of noted potency, and the unaltered second half deals 30% x 2 hits. The altered second half instead deals 30% + 44%.


Fierce Wave

Icon Name Stat Lv.1 Description
UINGSPhotonArtFierceWave.png Fierce Wave Potency 520 Jet Boots Photon Art.
Unleashes a shockwave in front of you as you spin vertically.
Pressing and holding the PA button will change the attack in exchange for consuming additional PP.
PP 12 (10)
  • Send out a shockwave in the first half and then a single lingering shockwave in the second half. If held, consume 10 PP to alter the second half to instead send out a stronger lingering shockwave.
    • The shockwaves both stop at a set distance. Using Violent Gale's altered second half can launch you to the appropriate distance.
    • You can slowly move horizontally in any direction in the altered second half.
  • Performing the altered second half again will replace the previous shockwave.
  • Can build up Jetsweep Jolt and Technique skills like Barta Blot and Megid Sphere quickly, especially if hitting multiple enemies.
  • Provides super armor in the altered second half.
  • Auto-guards from the front during the transition to the altered second half (sending out the 2nd lingering shockwave).
  • Potency Notation: The unaltered PA deals 6.5% x 4 hits of noted potency, and with the altered second half, deals 18.5% x 4 hits.


Surging Impulse

Icon Name Stat Lv.1 Description
UINGSPhotonArtSurgingImpulse.png Surging Impulse Potency 320 Jet Boots Photon Art.
Rapidly close in on your target and deliver a powerful kick attack.
Pressing and holding the PA button will deploy several photon blades that deal damage at the cost of additional PP.
PP 20 (10)
  • Rise off the ground in the first half, then perform a gap-closing kick. If held, consume 10 PP to alter the second half to create an aura around you that will attack surrounding enemies before exploding. Aura can build up Technique Skills.
    • The gap-closing kick will change based on your input. Without input or a backward input, you will move to a position where you can use Fierce Wave effectively. With a forward input, you will remain in front of your enemy. With a left or right input, you will move in their respective direction after kicking the enemy.
    • Altered second half aura lasts for 90 seconds, and explodes after it hits enemies 10 times. Hit interval on a single enemy is 0.9 seconds.
    • The altered second half's aura will still remain active if the Jet Boots are multi-weaponed. However, the aura's damage and Bouncer's Elemental Set bonus damage will be significantly reduced with the other weapon active. Technique Skills will also not build up this way.
  • Performing the altered second half again will replace the current aura.
  • Effective to maintain the aura for additional damage, maintaining Elemental Decline, and faster Jetsweep Jolt build-up.
    • In addition, using the PA within a group of enemies will cause the explosion faster.
  • Auto-guards from the front while approaching the enemy with the gap-closing kick. Auto-guards from all directions while transitioning to the second half until you summon the aura.
  • Can be canceled in the first half (the brief rise) with Sidestep, Weapon Action, or Jump.
  • Potency Notation: The unaltered second half deals 36% x 2 hits of noted potency, and the altered second half deals 1.5% x 10 hits + 85% (explosion).