Difference between revisions of "Portal:New Genesis/Launcher Photon Arts and Actions"

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** 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.
 
** 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.
 
* 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 collide with "hard" objects (like walls). The final shell is slightly slower than the rest of the shells, so it may miss faster enemies.
 +
* Provides invincibility when firing the final shell, and auto-Guards from the front afterwards until the end of the PA.
 
* Can be canceled after firing the first shell and before the final shell with Step.
 
* 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%.'''
 
* '''Power Notation: Shells deal 8% x 8 hits of noted power, and the final shell deals 36%.'''
 
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* 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.
 
* 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.
 
** Can launch smaller enemies into the air.
* The charged grenade can be blocked by "hard" objects (like walls).
+
* The charged grenade can collide with "hard" objects (like walls).
 
* Most effective against groups of enemies when charged.  
 
* Most effective against groups of enemies when charged.  
 +
* Auto-Guards from the front when releasing the attack either uncharged or charged.
 
* Can be canceled while charging with Step.
 
* 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%.'''
 
* '''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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{{NGS Navbox}}
 
{{NGS Navbox}}

Revision as of 21:10, 14 January 2023

New Genesis: Launcher Photon Arts
UINGSPhotonArtFallenImpact.png Fallen Impact UINGSPhotonArtFearEraser.png Fear Eraser UINGSPhotonArtMultiLaunch.png Multi-launch UINGSPhotonArtDivineImpact.png Divine Impact

Overview

Features of Launcher

Photon Arts

Fallen Impact

Icon Name Stat Lv.1
UINGSPhotonArtFallenImpact.png 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 with Step.
  • Power Notation: Deals 12.5% x 8 hits of noted power.


Fear Eraser

Icon Name Stat Lv.1
UINGSPhotonArtFearEraser.png 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
UINGSPhotonArtMultiLaunch.png 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 collide with "hard" objects (like walls). The final shell is slightly slower than the rest of the shells, so it may miss faster enemies.
  • Provides invincibility when firing the final shell, and auto-Guards from the front afterwards until the end of the PA.
  • Can be canceled after firing the first shell and before the final shell with Step.
  • Power Notation: Shells deal 8% x 8 hits of noted power, and the final shell deals 36%.


Divine Impact

Icon Name Stat Lv.1
UINGSPhotonArtDivineImpact.png 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 collide with "hard" objects (like walls).
  • Most effective against groups of enemies when charged.
  • Auto-Guards from the front when releasing the attack either uncharged or charged.
  • Can be canceled while charging with Step.
  • Power Notation: When uncharged, the blast and shockwave deals 50% and 45% of noted power respectively, and when charged, the explosion deals 100%.