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

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* Performs 7 slashes over a wide area.
 
* Performs 7 slashes over a wide area.
 
* You can only move in any direction upon using the PA, and during the 6th slash of the PA. Distance is based on how long the movement input is held.  
 
* You can only move in any direction upon using the PA, and during the 6th slash of the PA. Distance is based on how long the movement input is held.  
** Same for canceling with a Weapon Action or Step. The end of the 7th slash has noticeable endlag, making you vulnerable.
+
* You can cancel with Step any time before the final slash, and with Weapon Action after the 5th slash.
* The final slash's hitbox appears earlier than its visual; you can "cancel" the slash while still doing damage via a Weapon Action.
+
** The final slash's hitbox appears earlier than its visual; you can "cancel" the slash while still doing damage via a Weapon Action.
* '''Power Notation: The first 6 slashes deal 11% of noted power, while the final slash deals 34%.'''
+
* '''Power Notation: The first 6 slashes each deal 11% of noted power, while the final slash deals 34%.'''
 
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==Vane Mixture==
 
==Vane Mixture==
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* Performs 2 wide spin attacks that hit multiple times, then a slash.
 
* Performs 2 wide spin attacks that hit multiple times, then a slash.
* You can move in any direction while spinning.  
+
* You can move in any direction while spinning. The final slash will lock you in place, though you can adjust which direction you attack in during the wind-up.
** The final slash will lock you in place, though you can adjust which direction you attack in.
+
** You can cancel between spins and before the slash with Step or Weapon Action.
 
* Ideal to use within groups of enemies.
 
* Ideal to use within groups of enemies.
* '''Power Notation: The first spin deals 10% of noted power over 3 hits, the second spin deals 6% over 4 hits, and the final slash deals 46%.'''
+
* '''Power Notation: The first spin deals 10% x 3 hits of noted power, the second spin deals 6% x 4 hits, and the final slash deals 46%.'''
 
<br>
 
<br>
 
==Turbulent Train==
 
==Turbulent Train==
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* On the first two slashes and with lock-on, you can ascend or descend using the forwards or backwards inputs respectively when activating the PA.
 
* On the first two slashes and with lock-on, you can ascend or descend using the forwards or backwards inputs respectively when activating the PA.
 
** The PA will also stop you from ascending when you are somewhat above the target.  
 
** The PA will also stop you from ascending when you are somewhat above the target.  
* You can cancel the first slash with Step only, and with Weapon Action and Step after the second slash.
+
* You can cancel the first slash with Step only, and at any time after the second slash with Step or Weapon Action.
* '''Power Notation: The first slash deals 34% of noted power, while the other 3 slashes deal 22%.'''
+
* '''Power Notation: The first slash deals 34% of noted power, while the other 3 slashes deal 22% each.'''
 
<br>
 
<br>
 
==Hellish Fall==
 
==Hellish Fall==
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</div>
* Performs a grab and slam uncharged and a powerful, retaliating attack when charged that follows the enemy.
+
* Performs a grab and a slam uncharged and a powerful, retaliating attack when charged that follows the enemy.
 
** Unlike other Wired Lance PAs and Actions, '''Hellish Fall does not require ideal range'''.
 
** Unlike other Wired Lance PAs and Actions, '''Hellish Fall does not require ideal range'''.
 
* Uncharged has short reach and requires an enemy to fully perform the PA, which can launch small enemies into the air.
 
* Uncharged has short reach and requires an enemy to fully perform the PA, which can launch small enemies into the air.
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* Charged requires 5 seconds or getting hit twice to skip the charge. The first hit you take reduces damage by 50% and provides super armor, and the second hit will negate damage and automatically track and attack the enemy.
 
* Charged requires 5 seconds or getting hit twice to skip the charge. The first hit you take reduces damage by 50% and provides super armor, and the second hit will negate damage and automatically track and attack the enemy.
 
** '''Will trigger Avenger-related skills automatically''' upon taking a second hit if they are unlocked.  
 
** '''Will trigger Avenger-related skills automatically''' upon taking a second hit if they are unlocked.  
** Highly recommended to use against low damage, multi-hit attacks to deal a massive amount of damage to the enemy. Such examples include Kelkundo's rapid kicks or Doldoris's bullet barrage.
+
** Highly recommended to use against low damage, multi-hit attacks to deal a massive amount of damage to the enemy. Such examples include Kelkundo's rapid kicks or Doldoris's bullet barrage.
 +
**'''Hunter Physique Extra Shield''' can provide further protection against harder hitting attacks.
 
* '''Beware that the freeze status effect can occur on the first hit''' if enemies are capable of doing so, most notably from Kvaris enemies.
 
* '''Beware that the freeze status effect can occur on the first hit''' if enemies are capable of doing so, most notably from Kvaris enemies.
 
* '''Power Notation: If uncharged, the grab deals 5% of noted power, and 55% for the slam. If charged, 100%.'''  
 
* '''Power Notation: If uncharged, the grab deals 5% of noted power, and 55% for the slam. If charged, 100%.'''  
 
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{{NGS Navbox}}
 
{{NGS Navbox}}

Revision as of 21:09, 10 January 2023

New Genesis: Wired Lance Photon Arts
UINGSPhotonArtCuttingLayer.png Cutting Layer UINGSPhotonArtVaneMixture.png Vane Mixture UINGSPhotonArtTurbulentTrain.png Turbulent Train UINGSPhotonArtHellishFall.png Hellish Fall

Overview

Features of Wired Lance

Photon Arts

Cutting Layer

Icon Name Stat Lv.1
UINGSPhotonArtCuttingLayer.png Cutting Layer Power 715
PP 25
Description
Wired Lance Photon Art.
Launch a wide attack in front of you repeatedly.
  • Performs 7 slashes over a wide area.
  • You can only move in any direction upon using the PA, and during the 6th slash of the PA. Distance is based on how long the movement input is held.
  • You can cancel with Step any time before the final slash, and with Weapon Action after the 5th slash.
    • The final slash's hitbox appears earlier than its visual; you can "cancel" the slash while still doing damage via a Weapon Action.
  • Power Notation: The first 6 slashes each deal 11% of noted power, while the final slash deals 34%.


Vane Mixture

Icon Name Stat Lv.1
UINGSPhotonArtVaneMixture.png Vane Mixture Power 740
PP 28
Description
Wired Lance Photon Art.
Spin and cleave through enemies before unleashing a powerful final blow.
Can be used while moving.
  • Performs 2 wide spin attacks that hit multiple times, then a slash.
  • You can move in any direction while spinning. The final slash will lock you in place, though you can adjust which direction you attack in during the wind-up.
    • You can cancel between spins and before the slash with Step or Weapon Action.
  • Ideal to use within groups of enemies.
  • Power Notation: The first spin deals 10% x 3 hits of noted power, the second spin deals 6% x 4 hits, and the final slash deals 46%.


Turbulent Train

Icon Name Stat Lv.1
UINGSPhotonArtTurbulentTrain.png Turbulent Train Power 510
PP 20
Description
Wired Lance Photon Art.
Launch a vertical slash while spinning aggressively.
  • Performs 4 vertical slashes.
    • Can launch small enemies into the air.
  • On the first two slashes and with lock-on, you can ascend or descend using the forwards or backwards inputs respectively when activating the PA.
    • The PA will also stop you from ascending when you are somewhat above the target.
  • You can cancel the first slash with Step only, and at any time after the second slash with Step or Weapon Action.
  • Power Notation: The first slash deals 34% of noted power, while the other 3 slashes deal 22% each.


Hellish Fall

Icon Name Stat Lv.1
UINGSPhotonArtHellishFall.png Hellish Fall Power 1010
PP 30
Description
Wired Lance Photon Art.
When you strike an enemy, you leap into the air and follow up with a powerful overhead attack.
Charge for 5 seconds to launch an alternate attack.
While charging, you take less damage and cannot be knocked back or launched. However, being hit twice will interrupt your charge and release the attack.
  • Performs a grab and a slam uncharged and a powerful, retaliating attack when charged that follows the enemy.
    • Unlike other Wired Lance PAs and Actions, Hellish Fall does not require ideal range.
  • Uncharged has short reach and requires an enemy to fully perform the PA, which can launch small enemies into the air.
    • The slam attack will auto-Guard from all directions.
  • Charged requires 5 seconds or getting hit twice to skip the charge. The first hit you take reduces damage by 50% and provides super armor, and the second hit will negate damage and automatically track and attack the enemy.
    • Will trigger Avenger-related skills automatically upon taking a second hit if they are unlocked.
    • Highly recommended to use against low damage, multi-hit attacks to deal a massive amount of damage to the enemy. Such examples include Kelkundo's rapid kicks or Doldoris's bullet barrage.
    • Hunter Physique Extra Shield can provide further protection against harder hitting attacks.
  • Beware that the freeze status effect can occur on the first hit if enemies are capable of doing so, most notably from Kvaris enemies.
  • Power Notation: If uncharged, the grab deals 5% of noted power, and 55% for the slam. If charged, 100%.