Difference between revisions of "User:Corbis"

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=Overview=
 
=Overview=
The [[Portal:New Genesis/Fighter|Fighter's]] Double Saber focuses on dealing damage through the use of its Whirlwind mechanic, which is built up using any Double Saber attacks barring Dash, Dive, or special attacks that consume Whirlwind. Though the Double Saber deals a considerable amount of damage to enemies in an area with a fully-built Whirlwind, it tends to be weakened during gaps between combat as you may lose your built-up Whirlwind. Without Whirlwind, its PAs also lack in power in comparison to other melee weapons.
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The [[Portal:New Genesis/Fighter|Fighter's]] Knuckles focuses on dealing massive damage through its Sway Weapon Action, possessing one of the strongest counterattacks amongst all weapons.
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As one may assume, Knuckles have the shortest range of all weapons.
  
 
Fighter's weapon PAs are split into two halves, and learning '''Fighter Skip Arts''' allows you to use the first half by inputting a directional key, or to instead skip to the second half by not inputting.<br>
 
Fighter's weapon PAs are split into two halves, and learning '''Fighter Skip Arts''' allows you to use the first half by inputting a directional key, or to instead skip to the second half by not inputting.<br>
For Double Saber PAs, the first half provides various utilities (Julien's gap-closing, Unchained's generous autoguard and mobbing), while the second half focuses on damage or whirlwind building. It is recommended to understand when to use each half according to your combat situation.
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For Knuckles PAs, halves tend to vary in their use, but its second halves deal more damage than the first halves overall.
 
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==Features of Knuckles==
==Features of Double Saber==
 
=== Whirlwind ===
 
<div class="mx-auto table-responsive-md">
 
{| class="prettytable"
 
! style="width: 100px;| Whirlwind Stage !! style="width: 80px;| Power
 
|- style="text-align:center"
 
| WW1 || 32
 
|- style="text-align:center"
 
| WW2 || 80
 
|- style="text-align:center"
 
| WW3 || 144
 
|}
 
Double Saber's built-in mechanic to deal damage to nearby enemies every second. By default, it can be built up to 2 stages; the 1st stage creates blue slashes around you, and the 2nd stage increases its damage and adds purple slashes. If '''Saber Wind Extra''' is learned, the 3rd stage is unlocked, further increasing the damage and slightly increasing the range of your Whirlwind. The Whirlwind will also appear as a purple circle surrounding you.<br>The skills '''Deadly Archer''' and '''Spiral Drive''' can be used as attacks in exchange for Whirlwind.<br>The skill '''Saber Glaze PP Gain''' allows Stage 2 and 3 of Whirlwind to generate 2 PP per hit, providing additional sustain.
 
 
 
Whirlwind will disappear in 15 seconds if no Whirlwind-building attack is made. In certain combat situations, it may be smart to consume Whirlwind with the aforementioned skills if you don't expect to hit an enemy in that time span. However, keep in mind before using them that the Double Saber relies on its Whirlwind to deal competitive damage to other melee weapons.
 
 
 
When using the Double Saber in a multiweapon setup, Whirlwind will deal a 1/4th of its damage while using the other weapon. Though it is still a damage increase, it is recommended to use other melee weapons so you can stay in range to deal damage with Double Saber.
 
 
=== Normal Attacks ===
 
=== Normal Attacks ===
 
<div class="mx-auto table-responsive-md">
 
<div class="mx-auto table-responsive-md">
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! style="width: 90px;text-align:center"| NA3
 
! style="width: 90px;text-align:center"| NA3
 
! style="width: 90px;text-align:center"| NA4
 
! style="width: 90px;text-align:center"| NA4
! style="width: 90px;text-align:center"| Spiral Drive
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! style="width: 90px;text-align:center"| NA5
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! style="width: 90px;text-align:center"| Alt.
 
|- style="text-align:center"
 
|- style="text-align:center"
| rowspan="2" | [[File:UINGSNormalAttackTwinDaggers.png|link=]]
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| rowspan="2" | [[File:UINGSNormalAttackKnuckles.png|link=]]
| Power || 45 x 2 || 46 x 2 || 55 x 3 || 255 || 350 x 2
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| Power || 55 x 2 || 95 || 95 || 100 || 70 x 3 + 100 || 175
 
|- style="text-align:center"
 
|- style="text-align:center"
| PP Recovery || 3 x 2 || 3 x 2 || 3 x 3 || 14 || 15 x 2
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| PP Recovery || 2 x 2 || 4 || 4 || 12 || 1 x 3 + 3 || 3
 
|}
 
|}
 
</div>
 
</div>
Swing each side of the Double Saber multiple times across 3 Normal Attacks to hit enemies in front of you. '''Saber Attack Extra''' adds the 4th NA. '''Same Arts Skip Attack - Fighter''' and '''Another Arts Skip - Fighter''' allows you to skip to the 3rd and 4th NAs after using a PA twice or two different PAs, respectively. '''Spiral Drive''' allows you to perform a quick, damaging attack that restores 30 PP by holding down the NA input, at the cost of Whirlwind.
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Punch the enemy with Knuckles using 3 Normal Attacks. '''Knuckle Attack Extra''' adds the 4th and 5th NA. '''Knuckle Attack Alternation''' provides an alternative 5th NA that is faster than the original, sacrificing total damage and PP. '''Same Arts Skip Attack - Fighter''' and '''Another Arts Skip - Fighter''' allows you to skip to the 4th and 5th NAs after using a PA twice or two different PAs, respectively.
 
 
 
'''Normal Attacks'''
 
'''Normal Attacks'''
* NA4 moves you forward and has a wide reach, allowing it to hit multiple enemies in front of you. It is also better in terms of damage and PP recovery compared to other NAs, making it effective to utilize Another Arts Skip for good and sustainable damage.
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* All NAs move you forward, but gradually increase in distance
* NA4 autoguards from all directions from the beginning to the middle of the swing.
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'''Alternation'''
* NAs (barring NA4) can be canceled at any time with Weapon Action.
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* A faster version of NA5 that can be performed by not pressing an input during NA5.
'''Spiral Drive'''
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* Sacrifices some damage and PP compared to NA5, but is most effective when you're expecting an enemy to move away from you, or to fit in an extra counter that the normal NA5 might've blocked from its autoguard.
* Performs a gap-closing attack then a retreat.
 
* Using Spiral Drive during WW3 will revert it to WW2, and using it with WW2 will consume it completely.
 
* Can be effectively combo'd if used before a Photon Blast as it will return you to WW3 during the attack.
 
* You are invincible during the animation.
 
 
 
 
=== Weapon Action ===
 
=== Weapon Action ===
 
<div class="mx-auto table-responsive-md">
 
<div class="mx-auto table-responsive-md">

Revision as of 23:53, 26 February 2023

Hello, simple user page for now. I often use this wiki and see missing information every so often, so I decided to step in to help out during my free time. Please let me know if you have any concerns about my editing; I've edited on Fandom/Wikia before so I will not be surprised or offended by any edits you may make to my own.

Played a little PSO2 JP in 2018 and stopped until Global came out in 2020, and I've continuing playing ever since. I've played and maxed all of the classes in PSO2 and NGS, but I mostly know what I'm doing for all of NGS's classes, so I have some reasonable knowledge about them. I'm on Global's Ship 2, as catetaro. On Discord, you can find me on the Fleet and Official servers as cate#4502.

Thanks for reading!

Priority List

At the moment, I'm adding details to the PA pages. Even though I take details from the Swiki, I make sure to verify things in-game, as I've already encountered some lost-in-translation specifics using DeepL. Thank you very much for your time Engouku and Frozen Yellow Containers.

  1. (Done) Creating Photon Art pages for each weapon.
  2. (Done) Rename PA pages to fit NGS page name schemes and for accuracy (New Genesis Swords Photon Arts -> Portal:New Genesis/Sword Photon Arts and Actions)
  3. (Done) Including additional information to each weapon's PA (guard, inv. frames, PA cancel opportunities, any extra quirks)
  4. (Done) Updating NGSEquipment template to properly link respective weapons' PA pages.
  5. (WIP) Weapon Action, Normal Attacks, and Photon Blast info on PA pages
  6. Creating Technique pages for each type of technique.
  7. Additional information for techniques.
  8. Dark Falz Aegis/Battle of Halphia Lake strategy and attack patterns.

Test stuff


Overview

The Fighter's Knuckles focuses on dealing massive damage through its Sway Weapon Action, possessing one of the strongest counterattacks amongst all weapons.

As one may assume, Knuckles have the shortest range of all weapons.

Fighter's weapon PAs are split into two halves, and learning Fighter Skip Arts allows you to use the first half by inputting a directional key, or to instead skip to the second half by not inputting.
For Knuckles PAs, halves tend to vary in their use, but its second halves deal more damage than the first halves overall.

Features of Knuckles

Normal Attacks

Icon Stat NA1 NA2 NA3 NA4 NA5 Alt.
NGSUINormalAttackKnuckles.png Power 55 x 2 95 95 100 70 x 3 + 100 175
PP Recovery 2 x 2 4 4 12 1 x 3 + 3 3

Punch the enemy with Knuckles using 3 Normal Attacks. Knuckle Attack Extra adds the 4th and 5th NA. Knuckle Attack Alternation provides an alternative 5th NA that is faster than the original, sacrificing total damage and PP. Same Arts Skip Attack - Fighter and Another Arts Skip - Fighter allows you to skip to the 4th and 5th NAs after using a PA twice or two different PAs, respectively. Normal Attacks

  • All NAs move you forward, but gradually increase in distance

Alternation

  • A faster version of NA5 that can be performed by not pressing an input during NA5.
  • Sacrifices some damage and PP compared to NA5, but is most effective when you're expecting an enemy to move away from you, or to fit in an extra counter that the normal NA5 might've blocked from its autoguard.

Weapon Action

Icon Stat Parry Counter Another Counter Deadly Archer
NGSUIWeaponActionTwinDaggers.png Power 125 x 3 500 140 x 9 + 168 x 2
PP Recovery 4 x 3 7 0

Spin to guard yourself from all directions. Skills in the Fighter tree provides 2 different counters to use after guarding an attack, as well as access to a special attack, Deadly Archer.

Parry Counter

  • Allows you to counter with an NA input after a successful guard.
  • You can move roughly 2 Steps in any direction using the respective movement input as you counter.
  • Versus Another Counter, it provides better PP recovery and Whirlwind build-up value, but deals less damage, shorter gap-close, and less invincibility time; less invincibility however makes it better for multiple attacks.

Another Counter

  • Allows you to use an alternate counter with a Weapon Action input after a successful guard.
  • Versus Parry Counter, it provides higher damage, a further gap-close, and longer invincibility time, but has worse PP recovery and very poor Whirlwind build-up value.

Deadly Archer

  • Hold down the Weapon Action input to consume all Whirlwind to enhance your Double Saber, then toss it, where it spins rapidly to attack the enemy.
  • Has a relatively long startup time, and you will remain in place while performing the attack.
  • If you plan to fully consume your Whirlwind with WW3, consider using Spiral Drive first before using Deadly Archer.
  • You are invincible during its animation.


Universal Actions

Action Power PP Recovery
Step Attack 80 + 80 4 + 4
Step Counter 190 + 190 9 + 9
Dash Attack 280 15
Dive Attack 200 0
  • Step Attack/Counter: After a Step, press Normal Attack to spin the Double Saber and hit the enemy twice. If you dodge an enemy's attack with Step, the damage is increased and you instead perform a diagonal slash that hits the enemy twice.
  • Dash Attack: Swing the Double Saber in front of you.
  • 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.

Photon Blast

Focus photons into your Double Saber to perform multiple slashes, following up with rising spin slashes, then finishing off with an explosive slam that summons a tornado.

  • A relatively long Photon Blast that deals an average amount of damage for a Photon Blast alone, but has its damage greatly increased with Whirlwind active.
    • From no Whirlwind build-up, the Photon Blast will generate enough Whirlwind for WW2. With WW2, it will generate enough for WW3.
  • You can move relatively quickly in any direction until you perform the slam. The Photon Blast moves you upward, but returns you to your original position with the slam.
    • Consider activating the Photon Blast somewhat lower than the part you intend to hit.
  • Like all Photon Blasts, you are invincible during its animation.
  • Power Notation: Measured in Power, deals 180 x 3 hits (slashes), 120 x 9 hits (rising spin slashes), 1560 (explosive slam), then 144 x 5 hits (tornado).


Crawford: Okay, everyone. We've detected Dark Falz in the immediate vicinity of Halphia Lake.
We'll commence our assault once it materializes.
We need you to keep it tied up while we get Central Cannon online and ready.
Support units will be deployed to the rear.
Give this everything you've got.

Aina: Can you hear me? I guess we'll be fighting separately this time...
Manon: We'll be here providing support.
Aina: We'll provide the best support anyone's ever seen. Good luck.
Ran: High energy signal! Incoming!

Ran: Dark Falz sighted!
Crawford: Now, commence the assault!
Ran: It's surrounded numerous other enemies!
Please engage them while keeping sight of the target.

Ran: High energy reading from Dark Falz detected!
Aim for all targets deployed in the area!

Ran: Special equipment now available!
Summon what you need from the teleporter!

Ran: Central Cannon final launch sequence commencing.
Crawford: Just a little bit longer, everyone!

Ran: Central Cannon launch sequence complete!
Ilma: It's ready, Crawford!
Crawford: Roger! Prepare to fire!
Ran: Direct hit! Dark Falz is incapacitated.
Crawford: Prepare to fire!
Ilma: Huh...? The output is unstable. Hold on. I'll make some adjustments.
Crawford: Hurry! All ARKS defenders, do not let up!

Ran: Dark Falz has recovered!
High energy reading from Dark Falz detected! Powerful attack incoming! Take cover now!

Ran: Special equipment unavailable! I'm working on it...
Crawford: All rear guard units, I need you to support as soon as possible.

Glen: I'm moving to support.
Hit it once for us, too.


Nadareh: Time for me to make my appearance.

Ilma: I'm moving out!
We've never tested it, but it should be okay...

Aina: This is Aina. Moving to support!
Manon: You got it worked out just in time.

Features of Sword

  • Normal Attacks:
Icon Step NA1 NA2 NA3 NA4 NA5 Alt.
NGSUINormalAttackSword.png Potency 135 145 135 160 500 480
PP Recovery 7 7 8 15 3 15

Photon Arts

Spiral Edge

Icon Name Stat Lv.1
UINGSPhotonArtSpiralEdge.png Spiral Edge Power 800
PP 25
Description
Sword Photon Art. Rise in a vertical slashing, spiral ascent.
Charging increases the potency.
  • Performs two vertical slashes while moving upwards that can hit enemies above you and somewhat below you. Can be charged for 0.7 seconds to increase damage and amount of hits, causing a hitstop effect and "grinding" sound effect on initial hit.
  • Provides super armor.
  • Can be canceled with Weapon Action at any time.
    • If charged and hitting an enemy, you cannot Guard for a moment the "grinding" effect occurs.
  • Power Notation: If uncharged, the first slash deals 22%, second 28% of noted power. If charged, the first slash deals 6% over 12 hits, and 28% for the second slash.