Difference between revisions of "Portal:New Genesis/Twin Machine Guns Photon Arts and Actions"

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|}
 
|}
 
=Overview=
 
=Overview=
The [[Portal:New Genesis/Gunner|Gunner's]] Twin Machine Guns revolves around the class's Chain Trigger, focusing on dealing multiple, fast attacks, then performing a combo during Chain Finish's 3 seconds duration to deal increased damage in bursts. Its Weapon Action, Stylish Roll, is overall safe and can also be used to deal damage and build chain, with Gunner's skill tree providing skills that expands its utility. Despite being a ranged weapon, the weapon's ideal range to deal increased damage is close to medium range.
+
The [[Portal:New Genesis/Gunner|Gunner's]] Twin Machine Guns revolves around the class's skill [[Portal:New_Genesis/Gunner#ct|'''Chain Trigger''']] and utilizing Chain Finish's 3 second duration to deal increased damage in bursts. Its Weapon Action, Stylish Roll, is overall safe and can also be used to deal damage and build chain. Despite being a ranged weapon, the weapon's ideal range to deal increased damage is close to medium range (1.2x and 1.1x damage respectively, signified by an orange reticle in target at close range).
  
 
Twin Machine Guns deal low damage overall until a sufficient amount of Chain is built up for Chain Finish, making the weapon effective only for Gunner. Performing combos during Chain Finish can be mechanically demanding due to its short duration.
 
Twin Machine Guns deal low damage overall until a sufficient amount of Chain is built up for Chain Finish, making the weapon effective only for Gunner. Performing combos during Chain Finish can be mechanically demanding due to its short duration.
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|- style="text-align:center"
 
|- style="text-align:center"
 
| rowspan="2" | [[File:NGSUINormalAttackTwinMachineGuns.png|link=]]
 
| rowspan="2" | [[File:NGSUINormalAttackTwinMachineGuns.png|link=]]
| Power || 26 x 4 || 26 x 4 || 27 x 6
+
| Potency || 26 x 4 || 26 x 4 || 27 x 6
 
|- style="text-align:center"
 
|- style="text-align:center"
 
| PP Recovery || 2 x 4 || 2 x 4 || 3 x 6
 
| PP Recovery || 2 x 4 || 2 x 4 || 3 x 6
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'''Normal Attacks'''
 
'''Normal Attacks'''
* NA1 and NA2 can be canceled with Step or Weapon Action.
+
* NA1 and NA2 can be canceled with Sidestep or Weapon Action.
  
 
=== Weapon Action ===
 
=== Weapon Action ===
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|- style="text-align:center"
 
|- style="text-align:center"
 
| rowspan="2" | [[File:NGSUIWeaponActionTwinMachineGuns.png|link=]]
 
| rowspan="2" | [[File:NGSUIWeaponActionTwinMachineGuns.png|link=]]
| Power,<br>(Chain Boost) || 20 x 4 (15 x 6) || 25 x 4 (26 x 4) || 135 || 4.5 x 4
+
| Potency;<br>(Chain Boost) || 20 x 4 (15 x 6) || 25 x 4 (26 x 4) || 135 || 4.5 x 4
 
|- style="text-align:center"
 
|- style="text-align:center"
| PP Recovery, (Chain Boost) || 2 x 4 (1.5 x 6) || -10 || -10 || 0  
+
| PP Recovery; (Chain Boost) || 2 x 4 (1.5 x 6) || -10 || -10 || 0  
 
|}
 
|}
 
</div>
 
</div>
Perform a roll on the ground or in the air to evade attacks. You can roll forwards, backwards, left, or right using the respective movement input. Pressing NA input during a roll will fire a burst of rounds. '''Chain Boost''' slightly increases the speed and damage of roll attacks. Skills in the Gunner tree provide additional attacks and utilities to Stylish Roll.
+
Perform a roll on the ground or in the air to evade attacks. You can roll forwards, backwards, left, or right using the respective movement input. Pressing NA input during a roll will fire a burst of rounds.
  
'''Stylish Roll'''
+
'''Weapon Action'''
 
* Can be performed consecutively. Successfully dodging an attack will extend invincibility to the end of the roll.
 
* Can be performed consecutively. Successfully dodging an attack will extend invincibility to the end of the roll.
  
 
'''Stylish Roll Arts'''
 
'''Stylish Roll Arts'''
* Pressing a PA input during a roll will fire a higher damaging burst of rounds that targets other enemies in a close proximity that consumes 10 PP.
+
* Pressing a PA during a roll will fire a higher damaging burst of rounds that targets other enemies in a close proximity that consumes 10 PP.
  
 
'''Stylish Onslaught'''
 
'''Stylish Onslaught'''
* Pressing the Weapon Action input without movement performs an elbow strike that moves you forward, and consumes 10 PP.
+
* Pressing the Weapon Action without movement performs an elbow strike that moves you forward, and consumes 10 PP.
 
* Moves you forward if you are targeting an enemy. If you are close to the enemy, you will not move forward.
 
* Moves you forward if you are targeting an enemy. If you are close to the enemy, you will not move forward.
* Provides super armor and autoguards from the front during the forward movement.
+
* Provides super armor and auto-guards from the front during the forward movement.
  
 
'''Stylish Roll Counter Bullet'''
 
'''Stylish Roll Counter Bullet'''
* Fires 4 low damage bullets automatically on a successful dodge against an attack; merely provides +4 chain.
+
* Fires 4 low damage bullets automatically on a successful dodge against an attack; merely provides +4 chain count.
 +
 
 +
'''Related Skills'''<br>
 +
* [[Portal:New_Genesis/Gunner#sra|'''Stylish Roll Arts''']]<br>
 +
* [[Portal:New_Genesis/Gunner#so|'''Stylish Onslaught''']]<br>
 +
* [[Portal:New_Genesis/Gunner#srcb|'''Stylish Roll Counter Bullet''']]<br>
 +
* [[Portal:New_Genesis/Gunner#srsb|'''Stylish Roll Strike Back''']]: Successfully dodging an attack with Weapon Action increases the damage, but also PP consumption, of the next PA.<br>
 +
* [[Portal:New_Genesis/Gunner#srsba|'''Stylish Roll Strike Back Advanced''']]: The PA with Strike Back's effect will have invincibility until the end of its animation. ''Main Class only.''<br>
 +
* [[Portal:New_Genesis/Gunner#cb|'''Chain Boost''']]: Slightly increases the speed and damage of Weapon Action attacks. ''Main Class only.''<br>
 +
* [[Portal:New_Genesis/Gunner#cba|'''Chain Boost Advanced''']]: During Chain Boost, increase invincibility time during Weapon Action. Dodging with Weapon Action increases Chain Boost time. ''Main Class only.''<br>
 +
* [[Portal:New_Genesis/Gunner#rd|'''Rising Drive''']]: After a Weapon Action, press Normal Attack when your character reveals a purple glow to rise while attacking. ''Main Class only.''<br>
 +
* [[Portal:New_Genesis/Gunner#dpg|'''Dodge PP Gain''']]: Recover PP by dodging an attack with Sidestep or Weapon Action.<br>
 +
 
 
=== Universal Actions ===
 
=== Universal Actions ===
 
<div class="mx-auto table-responsive-md">
 
<div class="mx-auto table-responsive-md">
 
{| class="prettytable"
 
{| class="prettytable"
! style="width: 100px;| Action !! style="width: 80px;| Power !! style="width: 100px;| PP Recovery
+
! style="width: 100px;| Action !! style="width: 80px;| Potency !! style="width: 100px;| PP Recovery
 
|- style="text-align:center"
 
|- style="text-align:center"
| Step Attack || 39 x 4 || 3 x 4
+
| Sidestep Attack || 39 x 4 || 3 x 4
 
|- style="text-align:center"
 
|- style="text-align:center"
| Step Counter || 78 x 4 || 5 x 4
+
| Sidestep Counter || 78 x 4 || 5 x 4
 
|- style="text-align:center"
 
|- style="text-align:center"
 
| Dash Attack || 250 || 18
 
| Dash Attack || 250 || 18
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|}
 
|}
 
</div>  
 
</div>  
* '''Step Attack/Counter:''' After a Step, press Normal Attack to fire a 4-round burst. If you dodge an enemy's attack with Step, the damage and PP recovery is increased.
+
* '''Sidestep Attack/Counter:''' After a Sidestep, press Normal Attack to fire a 4-round burst. If you dodge an enemy's attack with Sidestep, the damage and PP recovery is increased.
** Step Counters during a Chain Finish can deal massive damage.
+
** [[Portal:New_Genesis/Gunner#dpg|'''Dodge PP Gain''']] restores additional PP if you successfully dodge an attack.
 +
** Sidestep Counters during a Chain Finish can deal massive damage.
 
* '''Dash Attack:''' Fire a piercing shot. Not affected by ideal range.
 
* '''Dash Attack:''' Fire a piercing shot. Not affected by ideal range.
 
* '''Dive Attack:''' Nearly the same across all weapons. Dive deals damage to nearby enemies and restores no PP, and is mainly used to reach the ground faster. Not affected by ideal range.
 
* '''Dive Attack:''' Nearly the same across all weapons. Dive deals damage to nearby enemies and restores no PP, and is mainly used to reach the ground faster. Not affected by ideal range.
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* Builds chain, but is not affected by ideal range, Chain Boost, or Chain Finish.
 
* Builds chain, but is not affected by ideal range, Chain Boost, or Chain Finish.
 
* Can be difficult to land on specific parts of the enemy; being at a lower elevation than the part and being somewhere near the edge of ideal range can help target specific parts.  
 
* Can be difficult to land on specific parts of the enemy; being at a lower elevation than the part and being somewhere near the edge of ideal range can help target specific parts.  
* Like all Photon Blasts, you are invincible during its animation.
+
* Like all Photon Blasts, you are invincible until the end of its animation.
* '''Power Notation: Measured in Power, deals 120 x 22 hits (ricochet) + 1200 (explosion).
+
* '''Potency Notation: Deals 120% x 22 hits (ricochet) + 1200% (explosion).
 
=Photon Arts=
 
=Photon Arts=
 
==Bullet Rave==
 
==Bullet Rave==
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{| class="center prettytable" style="width: 100%;"
+
{| class="center prettytable"
 
! style="width: 80px;"| Icon
 
! style="width: 80px;"| Icon
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Stat
 
! style="width: 160px;"| Stat
! | Lv.1
+
! style="width: 160px;" | Lv.1
 +
! style="text-align:center;" | Description
 
|-
 
|-
 
| rowspan="2" | [[File:UINGSPhotonArtBulletRave.png|link=]]
 
| rowspan="2" | [[File:UINGSPhotonArtBulletRave.png|link=]]
 
| rowspan="2" | Bullet Rave
 
| rowspan="2" | Bullet Rave
| Power
+
| Potency
 
| 670
 
| 670
 +
| rowspan="2" | Twin Machine Guns Photon Art.<br>Launch a powerful focus shot after loosing fire intermittently.<br>Charging increases the potency.
 
|-
 
|-
 
| PP || 22
 
| PP || 22
|-
 
! style="text-align:center;" colspan="4"| Description
 
|-
 
| colspan="4" | Twin Machine Guns Photon Art.<br>Launch a powerful focus shot after loosing fire intermittently.<br>Charging increases the potency.
 
 
|}
 
|}
 
</div>
 
</div>
 
* Fire three long-range bursts of bullets, then finish with a powerful shot. Can be charged for 0.7 seconds to increase damage.
 
* Fire three long-range bursts of bullets, then finish with a powerful shot. Can be charged for 0.7 seconds to increase damage.
 
** Bursts in PA order: 4 + 4 + 8 hits (total of 16 hits), then 5 hits for the finishing shot (grand total of 21 hits).
 
** Bursts in PA order: 4 + 4 + 8 hits (total of 16 hits), then 5 hits for the finishing shot (grand total of 21 hits).
* You can move in any direction during each burst by roughly a Step's distance.
+
* You can move in any direction during each burst by roughly a Sidestep.
 
* Go-to PA for building chain against single targets, especially if canceled before the finishing shot.
 
* Go-to PA for building chain against single targets, especially if canceled before the finishing shot.
* Can be canceled with Step or Weapon Action after each burst. Can be canceled with a PA before the finishing shot.
+
* Can be canceled with Sidestep or Weapon Action after each burst. Can be canceled with a PA before the finishing shot.
** Step can be used to cancel bursts slightly earlier than Weapon Action.
+
** Sidestep can be used to cancel bursts slightly earlier than Weapon Action.
* '''Power Notation: If uncharged, deal 3.6% for 2 x 4 hits for the first and second bursts of noted power, 2.5% x 8 hits for the third burst, 27% for the finishing shot, and 2% x 4 for the additional hits soon after the finishing shot. If charged, instead deal 5.5% for 2 x 4 hits, 2.5% x 8 hits, 28%, and 4% x 4 hits, respectively.'''
+
* '''Potency Notation: If uncharged, deal 3.6% for 2 x 4 hits for the first and second bursts of noted potency, 2.5% x 8 hits for the third burst, 27% for the finishing shot, and 2% x 4 for the additional hits soon after the finishing shot. If charged, instead deal 5.5% for 2 x 4 hits, 2.5% x 8 hits, 28%, and 4% x 4 hits, respectively.'''
 
<br>
 
<br>
 
==Aimless Rain==
 
==Aimless Rain==
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{| class="center prettytable" style="width: 100%;"
+
{| class="center prettytable"
 
! style="width: 80px;"| Icon
 
! style="width: 80px;"| Icon
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Stat
 
! style="width: 160px;"| Stat
! | Lv.1
+
! style="width: 160px;" | Lv.1
 +
! style="text-align:center;" | Description
 
|-
 
|-
 
| rowspan="2" | [[File:UINGSPhotonArtAimlessRain.png|link=]]
 
| rowspan="2" | [[File:UINGSPhotonArtAimlessRain.png|link=]]
 
| rowspan="2" | Aimless Rain
 
| rowspan="2" | Aimless Rain
| Power
+
| Potency
 
| 660
 
| 660
 +
| rowspan="2" | Twin Machine Guns Photon Art.<br>Pelt the surrounding enemies with a hail of bullets as you spin round and round.<br>Charging increases the potency.
 
|-
 
|-
 
| PP || 25
 
| PP || 25
|-
 
! style="text-align:center;" colspan="4"| Description
 
|-
 
| colspan="4" | Twin Machine Guns Photon Art.<br>Pelt the surrounding enemies with a hail of bullets as you spin round and round.<br>Charging increases the potency.
 
 
|}
 
|}
 
</div>
 
</div>
 
* Move as you shoot before locking yourself in place to shoot and place bullets around you, then finish by firing them all off at once. Can be charged for 0.7 seconds to increase damage.
 
* Move as you shoot before locking yourself in place to shoot and place bullets around you, then finish by firing them all off at once. Can be charged for 0.7 seconds to increase damage.
 
** You will stay still once you start placing bullets around you.
 
** You will stay still once you start placing bullets around you.
* Can be canceled after moving, and until the finish with Step, Weapon Action, or PA.
+
* Can be canceled after moving, and until the finish with Sidestep, Weapon Action, or PA.
* Effective for building chain or for Chain Finisher against groups of enemies.
+
* Effective for building chain or for Chain Finish against groups of enemies.
* '''Power Notation: When uncharged, the moving shot deals 5% x 4 + 10% of noted power, placing the bullets deals 8% x 3, and the finishing shot deals 27%. If charged, instead deal 8% x 4 + 15%, 8% x 3, and 29%, respectively.'''
+
* '''Potency Notation: When uncharged, the moving shot deals 5% x 4 + 10% of noted potency, placing the bullets deals 8% x 3, and the finishing shot deals 27%. If charged, instead deal 8% x 4 + 15%, 8% x 3, and 29%, respectively.'''
 
<br>
 
<br>
 
==Point Blank==
 
==Point Blank==
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{| class="center prettytable" style="width: 100%;"
+
{| class="center prettytable"
 
! style="width: 80px;"| Icon
 
! style="width: 80px;"| Icon
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Stat
 
! style="width: 160px;"| Stat
! | Lv.1
+
! style="width: 160px;" | Lv.1
 +
! style="text-align:center;" | Description
 
|-
 
|-
 
| rowspan="2" | [[File:UINGSPhotonArtPointBlank.png|link=]]
 
| rowspan="2" | [[File:UINGSPhotonArtPointBlank.png|link=]]
 
| rowspan="2" | Point Blank
 
| rowspan="2" | Point Blank
| Power
+
| Potency
 
| 360
 
| 360
 +
| rowspan="2" | Twin Machine Guns Photon Art.<br>Quickly close in on enemies and hit them with a powerful blast.<br>Charging increases the potency.
 
|-
 
|-
 
| PP || 20
 
| PP || 20
|-
 
! style="text-align:center;" colspan="4"| Description
 
|-
 
| colspan="4" | Twin Machine Guns Photon Art.<br>Quickly close in on enemies and hit them with a powerful blast.<br>Charging increases the potency.
 
|-
 
 
|}
 
|}
 
</div>
 
</div>
 
* Move a short distance to blast enemies with two concentrated shots. Can be charged for 0.7 seconds to increase damage.
 
* Move a short distance to blast enemies with two concentrated shots. Can be charged for 0.7 seconds to increase damage.
 
** The movement at the beginning of the PA cannot move you vertically.
 
** The movement at the beginning of the PA cannot move you vertically.
* Can be canceled before the second shot with Step or Weapon Action.
+
* Can be canceled before the second shot with Sidestep or Weapon Action.
** Due to the short duration, power, and relatively easy cancels of this PA, the PA can be used as filler for Step Counters for Chain Finisher.
+
** Due to the short duration, power, and relatively easy cancels of this PA, the PA can be used as filler for Step Counters for Chain Finish.
* '''Power Notation: If uncharged, the first shot deals 25% of noted power, and the second shot deals 38%. If charged, instead deal 60% and 40%, respectively.'''
+
* '''Potency Notation: If uncharged, the first shot deals 25% of noted potency, and the second shot deals 38%. If charged, instead deal 60% and 40%, respectively.'''
 
<br>
 
<br>
 
==Infinite Ricochet==
 
==Infinite Ricochet==
 
<div class="mx-auto table-responsive">
 
<div class="mx-auto table-responsive">
{| class="center prettytable" style="width: 100%;"
+
{| class="center prettytable"
 
! style="width: 80px;"| Icon
 
! style="width: 80px;"| Icon
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Name
 
! style="width: 160px;"| Stat
 
! style="width: 160px;"| Stat
! | Lv.1
+
! style="width: 160px;" | Lv.1
 +
! style="text-align:center;" | Description
 
|-
 
|-
 
| rowspan="2" | [[File:UINGSPhotonArtInfiniteRicochet.png|link=]]
 
| rowspan="2" | [[File:UINGSPhotonArtInfiniteRicochet.png|link=]]
 
| rowspan="2" | Infinite Ricochet
 
| rowspan="2" | Infinite Ricochet
| Power
+
| Potency
 
| 360
 
| 360
 +
| rowspan="2" | Twin Machine Guns Photon Art.<br>Fire ricocheting bullets to your front as you dance gracefully.<br>Charging increases the potency.
 
|-
 
|-
 
| PP || 21
 
| PP || 21
|-
 
! style="text-align:center;" colspan="4"| Description
 
|-
 
| colspan="4" | Twin Machine Guns Photon Art.<br>Fire ricocheting bullets to your front as you dance gracefully.<br>Charging increases the potency.
 
 
|}
 
|}
 
</div>
 
</div>
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* You can slightly adjust your aim horizontally, but not vertically.
 
* You can slightly adjust your aim horizontally, but not vertically.
 
* Can hit multiple enemies; most effective for building chain against enemies that are lined up in front of you.
 
* Can hit multiple enemies; most effective for building chain against enemies that are lined up in front of you.
* Can be canceled until near the end of the PA with Step or Weapon Action.
+
* Can be canceled until near the end of the PA with Sidestep or Weapon Action.
* '''Power Notation: If uncharged, deals 70% of noted power. If charged, deals 100%.'''
+
* '''Potency Notation: If uncharged, deals 70% of noted potency. If charged, deals 100%.'''
 
=References=
 
=References=
 
[https://pso2ngs.swiki.jp/index.php?%E3%83%84%E3%82%A4%E3%83%B3%E3%83%9E%E3%82%B7%E3%83%B3%E3%82%AC%E3%83%B3%2F%E3%82%A2%E3%82%AF%E3%82%B7%E3%83%A7%E3%83%B3%E3%83%BBPA PSO2 NGS Japanese Swiki: Twin Machine Guns PAs and Actions]
 
[https://pso2ngs.swiki.jp/index.php?%E3%83%84%E3%82%A4%E3%83%B3%E3%83%9E%E3%82%B7%E3%83%B3%E3%82%AC%E3%83%B3%2F%E3%82%A2%E3%82%AF%E3%82%B7%E3%83%A7%E3%83%B3%E3%83%BBPA PSO2 NGS Japanese Swiki: Twin Machine Guns PAs and Actions]
 
<br>
 
<br>
 
{{NGS Navbox}}
 
{{NGS Navbox}}

Latest revision as of 18:56, 21 May 2023

New Genesis: Twin Machine Guns Photon Arts
UINGSPhotonArtBulletRave.png Bullet Rave UINGSPhotonArtAimlessRain.png Aimless Rain UINGSPhotonArtPointBlank.png Point Blank UINGSPhotonArtInfiniteRicochet.png Infinite Ricochet

Overview

The Gunner's Twin Machine Guns revolves around the class's skill Chain Trigger and utilizing Chain Finish's 3 second duration to deal increased damage in bursts. Its Weapon Action, Stylish Roll, is overall safe and can also be used to deal damage and build chain. Despite being a ranged weapon, the weapon's ideal range to deal increased damage is close to medium range (1.2x and 1.1x damage respectively, signified by an orange reticle in target at close range).

Twin Machine Guns deal low damage overall until a sufficient amount of Chain is built up for Chain Finish, making the weapon effective only for Gunner. Performing combos during Chain Finish can be mechanically demanding due to its short duration.

Features of Twin Machine Guns

Normal Attacks

Icon Stat NA1 NA2 NA3
NGSUINormalAttackTwinMachineGuns.png Potency 26 x 4 26 x 4 27 x 6
PP Recovery 2 x 4 2 x 4 3 x 6

Fire a burst of rounds with the Twin Machine Guns.

Normal Attacks

  • NA1 and NA2 can be canceled with Sidestep or Weapon Action.

Weapon Action

Icon Stat Stylish Roll Attack Stylish Roll Arts Stylish Onslaught Stylish Counter Bullet
NGSUIWeaponActionTwinMachineGuns.png Potency;
(Chain Boost)
20 x 4 (15 x 6) 25 x 4 (26 x 4) 135 4.5 x 4
PP Recovery; (Chain Boost) 2 x 4 (1.5 x 6) -10 -10 0

Perform a roll on the ground or in the air to evade attacks. You can roll forwards, backwards, left, or right using the respective movement input. Pressing NA input during a roll will fire a burst of rounds.

Weapon Action

  • Can be performed consecutively. Successfully dodging an attack will extend invincibility to the end of the roll.

Stylish Roll Arts

  • Pressing a PA during a roll will fire a higher damaging burst of rounds that targets other enemies in a close proximity that consumes 10 PP.

Stylish Onslaught

  • Pressing the Weapon Action without movement performs an elbow strike that moves you forward, and consumes 10 PP.
  • Moves you forward if you are targeting an enemy. If you are close to the enemy, you will not move forward.
  • Provides super armor and auto-guards from the front during the forward movement.

Stylish Roll Counter Bullet

  • Fires 4 low damage bullets automatically on a successful dodge against an attack; merely provides +4 chain count.

Related Skills

Universal Actions

Action Potency PP Recovery
Sidestep Attack 39 x 4 3 x 4
Sidestep Counter 78 x 4 5 x 4
Dash Attack 250 18
Dive Attack 200 0
  • Sidestep Attack/Counter: After a Sidestep, press Normal Attack to fire a 4-round burst. If you dodge an enemy's attack with Sidestep, the damage and PP recovery is increased.
    • Dodge PP Gain restores additional PP if you successfully dodge an attack.
    • Sidestep Counters during a Chain Finish can deal massive damage.
  • Dash Attack: Fire a piercing shot. Not affected by ideal range.
  • Dive Attack: Nearly the same across all weapons. Dive deals damage to nearby enemies and restores no PP, and is mainly used to reach the ground faster. Not affected by ideal range.

Photon Blast

Fire ricocheting bullets that hit enemies in a wide area in front of you that then explodes.

  • Builds chain, but is not affected by ideal range, Chain Boost, or Chain Finish.
  • Can be difficult to land on specific parts of the enemy; being at a lower elevation than the part and being somewhere near the edge of ideal range can help target specific parts.
  • Like all Photon Blasts, you are invincible until the end of its animation.
  • Potency Notation: Deals 120% x 22 hits (ricochet) + 1200% (explosion).

Photon Arts

Bullet Rave

Icon Name Stat Lv.1 Description
UINGSPhotonArtBulletRave.png Bullet Rave Potency 670 Twin Machine Guns Photon Art.
Launch a powerful focus shot after loosing fire intermittently.
Charging increases the potency.
PP 22
  • Fire three long-range bursts of bullets, then finish with a powerful shot. Can be charged for 0.7 seconds to increase damage.
    • Bursts in PA order: 4 + 4 + 8 hits (total of 16 hits), then 5 hits for the finishing shot (grand total of 21 hits).
  • You can move in any direction during each burst by roughly a Sidestep.
  • Go-to PA for building chain against single targets, especially if canceled before the finishing shot.
  • Can be canceled with Sidestep or Weapon Action after each burst. Can be canceled with a PA before the finishing shot.
    • Sidestep can be used to cancel bursts slightly earlier than Weapon Action.
  • Potency Notation: If uncharged, deal 3.6% for 2 x 4 hits for the first and second bursts of noted potency, 2.5% x 8 hits for the third burst, 27% for the finishing shot, and 2% x 4 for the additional hits soon after the finishing shot. If charged, instead deal 5.5% for 2 x 4 hits, 2.5% x 8 hits, 28%, and 4% x 4 hits, respectively.


Aimless Rain

Icon Name Stat Lv.1 Description
UINGSPhotonArtAimlessRain.png Aimless Rain Potency 660 Twin Machine Guns Photon Art.
Pelt the surrounding enemies with a hail of bullets as you spin round and round.
Charging increases the potency.
PP 25
  • Move as you shoot before locking yourself in place to shoot and place bullets around you, then finish by firing them all off at once. Can be charged for 0.7 seconds to increase damage.
    • You will stay still once you start placing bullets around you.
  • Can be canceled after moving, and until the finish with Sidestep, Weapon Action, or PA.
  • Effective for building chain or for Chain Finish against groups of enemies.
  • Potency Notation: When uncharged, the moving shot deals 5% x 4 + 10% of noted potency, placing the bullets deals 8% x 3, and the finishing shot deals 27%. If charged, instead deal 8% x 4 + 15%, 8% x 3, and 29%, respectively.


Point Blank

Icon Name Stat Lv.1 Description
UINGSPhotonArtPointBlank.png Point Blank Potency 360 Twin Machine Guns Photon Art.
Quickly close in on enemies and hit them with a powerful blast.
Charging increases the potency.
PP 20
  • Move a short distance to blast enemies with two concentrated shots. Can be charged for 0.7 seconds to increase damage.
    • The movement at the beginning of the PA cannot move you vertically.
  • Can be canceled before the second shot with Sidestep or Weapon Action.
    • Due to the short duration, power, and relatively easy cancels of this PA, the PA can be used as filler for Step Counters for Chain Finish.
  • Potency Notation: If uncharged, the first shot deals 25% of noted potency, and the second shot deals 38%. If charged, instead deal 60% and 40%, respectively.


Infinite Ricochet

Icon Name Stat Lv.1 Description
UINGSPhotonArtInfiniteRicochet.png Infinite Ricochet Potency 360 Twin Machine Guns Photon Art.
Fire ricocheting bullets to your front as you dance gracefully.
Charging increases the potency.
PP 21
  • Jump and dance in the air to fire bullets in front of you. Can be charged for 0.7 seconds to increase damage.
  • You can slightly adjust your aim horizontally, but not vertically.
  • Can hit multiple enemies; most effective for building chain against enemies that are lined up in front of you.
  • Can be canceled until near the end of the PA with Sidestep or Weapon Action.
  • Potency Notation: If uncharged, deals 70% of noted potency. If charged, deals 100%.

References

PSO2 NGS Japanese Swiki: Twin Machine Guns PAs and Actions