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Difference between revisions of "Jet Boots Photon Arts"

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==Overview==
 
==Overview==
 
+
* Possessing absolute mastery of aerial mobility, Jet Boots Arts are attuned to staying in the air to fight. Powerful aerial chase properties enable them to hunt down any target within their immediate line of sight.
 +
* Hosts valuable support potential via the use of its Weapon Action, Branched Action, which allows Jet Boots to almost indefinitely sustain buff and Zanverse upkeep at no additional cost.
 +
* Possesses the smallest move pool of all weapons with only four Arts; this severely limits options.
 +
* Rather lackluster damage without Gear and Stance support.
  
 
==Strike Gust==
 
==Strike Gust==
  
{|class="wikitable" style="text-align: center;
+
{|class="wikitable table-bordered" style="text-align: center;
 
! width="150px"| Name
 
! width="150px"| Name
 
! colspan="19" |Description
 
! colspan="19" |Description
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! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
 
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
 
|-
 
|-
| rowspan="5"| Common Drop<br>[[Mechs#sparzyle|Sparzyle]]<br>[[Darkers#krabahda|Krabahda]]<br>[[Natives#snowbanther|Snow Banther]]<br>[[Darkers#falzarm|Falz Arm]]
+
| rowspan="5"| Common Drop<br>[[Sparzyle]]<br>[[Krabahda]]<br>[[Snow Banther]]<br>[[Falz Arm]]
 
! Req. T-ATK
 
! Req. T-ATK
 
| 80 || 90 || 120 || 160 || 200 || 235 || 270 || 290 || 320 || 350 || 360 || 370 || 380 || 390 || 400 || 410 || 420
 
| 80 || 90 || 120 || 160 || 200 || 235 || 270 || 290 || 320 || 350 || 360 || 370 || 380 || 390 || 400 || 410 || 420
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| {{pots|Revolving Collision}}
 
| {{pots|Revolving Collision}}
 
! Weapons with PA
 
! Weapons with PA
| colspan="17" align="left" | {{rarity|9}} [[Gasshourin]], {{rarity|11}} [[Selc Flotz]], {{rarity|13}} [[Placis Arion]]
+
| colspan="17" align="left" | {{rarity|9}} [[Gasshourin]], {{rarity|11}} [[Selc Flotz]], {{rarity|13}} [[Placis Arion]], {{rarity|13}} [[Raete Placis]]
 
|}
 
|}
  
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===Strike Gust Type-0===
 
===Strike Gust Type-0===
  
{|class="wikitable" style="text-align: center;
+
{|class="wikitable table-bordered" style="text-align: center;
 
! width="150px"| Name
 
! width="150px"| Name
 
! colspan="19" |Description
 
! colspan="19" |Description
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==Gran Wave==
 
==Gran Wave==
  
{|class="wikitable" style="text-align: center;
+
{|class="wikitable table-bordered" style="text-align: center;
 
! width="150px"| Name
 
! width="150px"| Name
 
! colspan="19" |Description
 
! colspan="19" |Description
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! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
 
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
 
|-
 
|-
| rowspan="5" | Common Drop<br>[[Natives#zaoodan|Za Oodan]]<br>[[Natives#snowbanshee|Snow Banshee]]<br>[[Mechs#bigvardha|Big Vardha]]
+
| rowspan="5" | Common Drop<br>[[Za Oodan]]<br>[[Snow Banshee]]<br>[[Big Vardha]]
 
! Req. T-ATK
 
! Req. T-ATK
 
| 80 || 90 || 120 || 160 || 200 || 235 || 270 || 290 || 320 || 350 || 360 || 370 || 380 || 390 || 400 || 410 || 420
 
| 80 || 90 || 120 || 160 || 200 || 235 || 270 || 290 || 320 || 350 || 360 || 370 || 380 || 390 || 400 || 410 || 420
 
|-
 
|-
 
! Power (%)
 
! Power (%)
| 1687 || 1706 || 1726 || 1745 || 1765 || 1784 || 1804 || 1823 || 1843 || 1863 || 1882 || 1902 || 1921 || 1941 || 1960 || 1980 || 2179
+
| 1940 || 1962 || 1985 || 2007 || 2030 || 2052 || 2075 || 2096 || 2119 || 2142 || 2164 || 2187 || 2209 || 2232 || 2254 || 2277 || 2506
 
|-
 
|-
 
! PP Cost
 
! PP Cost
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** The first series of 3 kicks cannot be cancelled by Step.
 
** The first series of 3 kicks cannot be cancelled by Step.
 
** The last kick will knock down the targets.
 
** The last kick will knock down the targets.
** Dash can track both vertically and horizontally.
+
** If a target is locked-on, the dash will track the target both vertically and horizontally. If no target is nearby, the dash direction can be altered by the directional keys/analog stick.
*** However, it traces a line between you and the target without actually homing, meaning if the target moves, you won't follow it.
+
*** If the target is so high above that the total travel distance would not reach it (aiming at [[Magatsu]]'s belly when you're on the ground, for example) will cause you to not move vertically at all, just going straight forwards in the direction of the target.
*** If the target is so high above that the total travel distance would not reach it (aiming at [[Titans#magatsu|Magatsu]]'s belly when you're on the ground, for example) will cause you to not move vertically at all, just going straight forwards in the direction of the target.
 
 
** Dash will stop at the first valid target, regardless of it being the intended (locked on) target or not. Targetable environment objects, such as trees, snow piles, lanterns, magnetic poles, etc. are considered valid targets and will stop the dash.
 
** Dash will stop at the first valid target, regardless of it being the intended (locked on) target or not. Targetable environment objects, such as trees, snow piles, lanterns, magnetic poles, etc. are considered valid targets and will stop the dash.
* Weapon Action causes a small circle aoe hit (including behind you) followed by series of slow motion backflips all the way back to the maximum range of the regular PA.
+
* Weapon Action causes a small circle aoe hit (including behind you) followed by series of slow motion backflips all the way back to half the maximum range of the regular PA.
 
** It also casts the current learned level of [[Ice Techniques#Deband|Deband]], fully charged, with no pp cost or charge time. This cast also carries any customization Deband may have, making Multi Deband very attractive, as the extra PP cost is irrelevant.
 
** It also casts the current learned level of [[Ice Techniques#Deband|Deband]], fully charged, with no pp cost or charge time. This cast also carries any customization Deband may have, making Multi Deband very attractive, as the extra PP cost is irrelevant.
 
** Since this causes a backwards movement, you will fly away from the effect of Deband. This can be avoided by performing basically any other action to cancel the backflips and stay inside the aoe of Deband, such as attacking, using Step, charging a tech, or performing another weapon action.
 
** Since this causes a backwards movement, you will fly away from the effect of Deband. This can be avoided by performing basically any other action to cancel the backflips and stay inside the aoe of Deband, such as attacking, using Step, charging a tech, or performing another weapon action.
** The backflips have invincibility frames and a JA ring throughout all of its duration, making it ideal to evade some hard to dodge attacks, such as [[Darkers#darkfalzloser|Dark Falz Loser]]'s time stop, and [[Esca Falz Mother]]'s cubes explosion.
+
** The backflips have invincibility frames and a JA ring throughout all of its duration, making it ideal to evade some hard to dodge attacks, such as [[Dark Falz Loser]]'s time stop, and [[ESC-A Falz Mother]]'s cubes explosion.
 
*** It can be followed up by another weapon action to extend the iframe duration if needed. Doing this will cause you to lose the current element, however.
 
*** It can be followed up by another weapon action to extend the iframe duration if needed. Doing this will cause you to lose the current element, however.
 
* Immunity to flinch throughout the entire animation.
 
* Immunity to flinch throughout the entire animation.
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==Moment Gale==
 
==Moment Gale==
  
{|class="wikitable" style="text-align: center;
+
{|class="wikitable table-bordered" style="text-align: center;
 
! width="150px"| Name
 
! width="150px"| Name
 
! colspan="19" |Description
 
! colspan="19" |Description
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! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
 
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
 
|-
 
|-
| rowspan="5" | Common Drop<br>[[Natives#oodan|Oodan]]<br>[[Darkers#elahda|El Ahda]]<br>[[Darkers#dahgash|Dahgash]]<br>[[Dragonkin#caterdransa|Caterdra'nsa]]<br>[[Dragonkin#goronzoran|Goronzoran]]
+
| rowspan="5" | Common Drop<br>[[Oodan]]<br>[[El Ahda]]<br>[[Dahgash]]<br>[[Caterdra'nsa]]<br>[[Goronzoran]]
 
|  
 
|  
 
| 80 || 90 || 120 || 160 || 200 || 235 || 270 || 290 || 320 || 350 || 360 || 370 || 380 || 390 || 400 || 410 || 420
 
| 80 || 90 || 120 || 160 || 200 || 235 || 270 || 290 || 320 || 350 || 360 || 370 || 380 || 390 || 400 || 410 || 420
 
|-
 
|-
 
! Power (%)
 
! Power (%)
| 2555 || 2584 || 2613 || 2642 || 2671 || 2700 || 2729 || 2758 || 2787 || 2816 || 2845 || 2874 || 2903 || 2932 || 2961 || 2990 || 3140
+
| || || || || || || || || || || || || || || || || 5338
 
|-
 
|-
 
! PP Cost
 
! PP Cost
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| {{pots|Swift Outrage}}
 
| {{pots|Swift Outrage}}
 
! Weapons with PA
 
! Weapons with PA
| colspan="17" align="left" | {{rarity|7}} [[Rose Flotz / Licht]], {{rarity|11}} [[Hyper Rainbow]], {{rarity|13}} [[El Ario Ver2]], [[Hyper Sunlight]], [[Eggscarpe]]
+
| colspan="17" align="left" | {{rarity|7}} [[Rose Flotz Licht]], {{rarity|11}} [[Hyper Rainbow]], {{rarity|13}} [[El Ario Ver2]], [[Hyper Sunlight]], [[Eggscarpe]]
 
|}
 
|}
  
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** The spinning animation can only be cancelled after a small delay.
 
** The spinning animation can only be cancelled after a small delay.
 
*** Even if cancelled, the Zanverse and pulling effects will stay in the field for their entire duration.
 
*** Even if cancelled, the Zanverse and pulling effects will stay in the field for their entire duration.
** It is important to note that Bouncers often do not have any boosts to Wind techniques, meaning that this Zanverse will often be weaker than one used by a dedicated Techer, and Zanverse cannot overwrite itself, even when cast by a different player. As such, '''do not use this weapon action when a dedicated Techer is ready nearby, as this will potentially lower the dps of the entire MPA'''. Check the [[Wind Techniques#Zanverse|Zanverse]] page for more info.
 
 
* Immunity to flinch throughout the entire animation.
 
* Immunity to flinch throughout the entire animation.
 
* Does 5 hits of 12% each, for a total of 60% of the noted power. The weapon action does 8 hits of 5% each in the entire aoe, for a total of 40% of the noted power.
 
* Does 5 hits of 12% each, for a total of 60% of the noted power. The weapon action does 8 hits of 5% each in the entire aoe, for a total of 40% of the noted power.
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==Vinto Gigue==
 
==Vinto Gigue==
  
{|class="wikitable" style="text-align: center;
+
{|class="wikitable table-bordered" style="text-align: center;
 
! width="150px"| Name
 
! width="150px"| Name
 
! colspan="19" |Description
 
! colspan="19" |Description
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** This is not an actual charged attack, and won't benefit from charge related skills and weapon potentials. It looks like it's charging, but it's actually just a delayed attack.
 
** This is not an actual charged attack, and won't benefit from charge related skills and weapon potentials. It looks like it's charging, but it's actually just a delayed attack.
 
** If used in the air, altitude is preserved while "charging".
 
** If used in the air, altitude is preserved while "charging".
** If used on top of a platform and the platform moves (e.g.: [[Titans#magatsu|Magatsu]]'s broken face platforms as he walks), you will stay on the platform unless it's a very fast movement (e.g.: when Magatsu quickly moves an arm for a punch) or the platform disappears (e.g.: when [[Oceanids#biolmeduna|Biol Meduna]] leaves the ground), in which case you'll be considered as being in the air and will preserve altitude based on where you are at the moment you slip off the platform.
+
** If used on top of a platform and the platform moves (e.g.: [[Magatsu]]'s broken face platforms as he walks), you will stay on the platform unless it's a very fast movement (e.g.: when Magatsu quickly moves an arm for a punch) or the platform disappears (e.g.: when [[Biol Meduna]] leaves the ground), in which case you'll be considered as being in the air and will preserve altitude based on where you are at the moment you slip off the platform.
 
* This PA actually has 2 variations, which are chosen when a golden JA ring appears after the "charging" is done:
 
* This PA actually has 2 variations, which are chosen when a golden JA ring appears after the "charging" is done:
 
** If no button is pressed, it causes a shockwave in a circle around the user. This behaves similarly to [[Bouncer#eleburst|Elemental Burst]], dealing one hit, and having high odds of causing status effects based on the weapon's current element (Fire = Burn, Ice = Freeze, etc).
 
** If no button is pressed, it causes a shockwave in a circle around the user. This behaves similarly to [[Bouncer#eleburst|Elemental Burst]], dealing one hit, and having high odds of causing status effects based on the weapon's current element (Fire = Burn, Ice = Freeze, etc).
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* Immunity to flinch throughout the entire animation, regardless of variation used.
 
* Immunity to flinch throughout the entire animation, regardless of variation used.
 
* '''Cannot be cancelled in any way at all regardless of variation used.'''
 
* '''Cannot be cancelled in any way at all regardless of variation used.'''
** Since this is an almost 2 seconds long PA, be very careful when using it, as you're exposed for that entire time.
+
* '''Empties the [[Bouncer#jbgear|Gear Gauge]] upon use.''' Damage scales with the Gear Gauge level upon usage.
* '''Spends all [[Bouncer#jbgear|Gear]] and releases the current element, regardless of variation used.'''
 
** The more gear spent, the more damage it does.
 
 
* Explosion does 1 hit with 50% of noted power.
 
* Explosion does 1 hit with 50% of noted power.
 
** Increases to 200% of noted power at maximum gear.
 
** Increases to 200% of noted power at maximum gear.

Latest revision as of 05:44, 14 October 2018

Overview

  • Possessing absolute mastery of aerial mobility, Jet Boots Arts are attuned to staying in the air to fight. Powerful aerial chase properties enable them to hunt down any target within their immediate line of sight.
  • Hosts valuable support potential via the use of its Weapon Action, Branched Action, which allows Jet Boots to almost indefinitely sustain buff and Zanverse upkeep at no additional cost.
  • Possesses the smallest move pool of all weapons with only four Arts; this severely limits options.
  • Rather lackluster damage without Gear and Stance support.

Strike Gust

Name Description
StrikeGust.png
Strike Gust
ストライクガスト
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop
Sparzyle
Krabahda
Snow Banther
Falz Arm
Req. T-ATK 80 90 120 160 200 235 270 290 320 350 360 370 380 390 400 410 420
Power (%) 1460 1476 1492 1508 1524 1541 1557 1573 1589 1605 1621 1637 1653 1669 1685 1702 1872
PP Cost 25
Video DEX Multiplier 100%
Charge 0.25/0.5 Sec
Boosting Potential Potential.png Revolving Collision Weapons with PA 9 Gasshourin, 11 Selc Flotz, 13 Placis Arion, 13 Raete Placis
  • Charges and then performs a series of vertical spinning kicks, knocking targeted enemies into the air.
    • If used in the ground, will slowly move upwards. If used in the air, will spin in place, keeping the same altitude.
  • 2 Charge steps. Charging increases damage and duration.
    • Rapid Boost halves charge times.
  • Weapon Action causes an immediate falling attack into the ground that does a single hit that stuns nearby enemies, then performs a spinning kick that does an extra 3 hits.
    • When reaching the floor with the downwards strike, it casts the current learned level of Shifta, fully charged, with no pp cost or charge time. This cast also carries any customization Shifta may have, making Multi Shifta very attractive, as the extra PP cost is irrelevant.
      • For this reason, All Class weapons that possess this PA are very useful, as they allow any class to cast Shifta without the need of being a tech enabled class.
  • Immunity to flinch while performing the spins and the weapon action, but not while charging.
  • If the target is locked on, will move towards them as regular attacks with Jet Boots normally do.
  • Damage distribution:
    • Uncharged: 2 hits of 2.5%, and a final hit of 5.5%, for a total of 12.5% of the noted power.
    • Charge step 1: 3 hits of 10%, and a final hit of 15%, for a total of 45% of the noted power.
    • Fully Charged: 4 hits of 15%, and a final hit of 27.5%, for a total of 87.5% of the noted power.
    • The weapon action does 4 hits of 12.5% each, regardless of charge conditions, for a total of 50% of the noted power.

Strike Gust Type-0

Name Description
StrikeGust.png
Strike Gust Type-0
ストライクガスト零式
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Crafted Req. T-ATK 80 90 120 160 200 235 270 290 320 350 360 370 380 390 400 410 420
Power (%) 783
PP Cost 15
Video DEX Multiplier 100%
Charge -
Craft type Merit Demerit Special
Type 0 Power +0~78% PP +0~+10
  • No longer requires charging.
    • As such, it has immunity to flinch for the entire duration of the PA.
  • Holding the PA button will cause you to continue kicking upwards, consuming 10 PP per second while in use.
    • Rising speed is much slower than the regular version of this PA.
    • Unlike the regular version, using this version while in the air will still cause an upwards movement.
    • It is possible to move and change directions while performing the PA.
    • Vertical and horizontal aoe are deceptively large.
    • Does not launch enemies upwards.
  • The JA ring after the rising animation (after you let go of the PA button or run out of PP) is slower than that of the regular version of this PA.
  • Will still move towards the target if the target is locked on.
  • After 7 hits, increases in power, noted by the "blade" animation becoming brighter (similar to the full charge of the regular version).
    • The power of the weapon action is also increased when this increased power state is reached.
  • When using the weapon action, there's now a Just Attack ring for the whole downards strike animation. Using this JA ring before touching the ground will prevent it from casting Shifta, however.

Gran Wave

Name Description
GranWave.png
Gran Wave
グランウェイヴ
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop
Za Oodan
Snow Banshee
Big Vardha
Req. T-ATK 80 90 120 160 200 235 270 290 320 350 360 370 380 390 400 410 420
Power (%) 1940 1962 1985 2007 2030 2052 2075 2096 2119 2142 2164 2187 2209 2232 2254 2277 2506
PP Cost 30
Video DEX Multiplier 100%
Charge -
Boosting Potential Potential.png Gleaming Riot Weapons with PA 11 Richter Ferris, 12 Snow Sleigh, Glow Scrapper
  • Does a backflip, then dashes towards the target, performs 2 series of 3 kicks, and finishes with a powerful kick.
    • The first series of 3 kicks cannot be cancelled by Step.
    • The last kick will knock down the targets.
    • If a target is locked-on, the dash will track the target both vertically and horizontally. If no target is nearby, the dash direction can be altered by the directional keys/analog stick.
      • If the target is so high above that the total travel distance would not reach it (aiming at Magatsu's belly when you're on the ground, for example) will cause you to not move vertically at all, just going straight forwards in the direction of the target.
    • Dash will stop at the first valid target, regardless of it being the intended (locked on) target or not. Targetable environment objects, such as trees, snow piles, lanterns, magnetic poles, etc. are considered valid targets and will stop the dash.
  • Weapon Action causes a small circle aoe hit (including behind you) followed by series of slow motion backflips all the way back to half the maximum range of the regular PA.
    • It also casts the current learned level of Deband, fully charged, with no pp cost or charge time. This cast also carries any customization Deband may have, making Multi Deband very attractive, as the extra PP cost is irrelevant.
    • Since this causes a backwards movement, you will fly away from the effect of Deband. This can be avoided by performing basically any other action to cancel the backflips and stay inside the aoe of Deband, such as attacking, using Step, charging a tech, or performing another weapon action.
    • The backflips have invincibility frames and a JA ring throughout all of its duration, making it ideal to evade some hard to dodge attacks, such as Dark Falz Loser's time stop, and ESC-A Falz Mother's cubes explosion.
      • It can be followed up by another weapon action to extend the iframe duration if needed. Doing this will cause you to lose the current element, however.
  • Immunity to flinch throughout the entire animation.
  • When the dash connects or reaches its maximum range, it deals 3 kicks that have 10% of the power notation each, followed by another 3 kicks of 10% each, then a last kick of 15%, for a total of 85% of the power notation. Weapon Action deals 15% of the power notation.

Moment Gale

Name Description
MomentGale.png
Moment Gale
モーメントゲイル
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop
Oodan
El Ahda
Dahgash
Caterdra'nsa
Goronzoran
80 90 120 160 200 235 270 290 320 350 360 370 380 390 400 410 420
Power (%) 5338
PP Cost 30
Video DEX Multiplier 100%
Charge -
Boosting Potential Potential.png Swift Outrage Weapons with PA 7 Rose Flotz / Licht, 11 Hyper Rainbow, 13 El Ario Ver2, Hyper Sunlight, Eggscarpe
  • Does a series of kicks while quickly dashing left and right, then finishes with a frontal kick.
  • Weapon Action causes a long spinning attack with a wide aoe that slowly pulls enemies nearby (pulling force is weaker than uncharged Zondeel, and similar to Reverse Tap, but with a wider aoe).
    • It also casts Zanverse, fully charged, with no pp cost or charge time. While this cast carries any customization Zanverse may have, none of the possible craft types benefit its use in this way.
    • The spinning animation can only be cancelled after a small delay.
      • Even if cancelled, the Zanverse and pulling effects will stay in the field for their entire duration.
  • Immunity to flinch throughout the entire animation.
  • Does 5 hits of 12% each, for a total of 60% of the noted power. The weapon action does 8 hits of 5% each in the entire aoe, for a total of 40% of the noted power.
    • Since it casts Zanverse automatically, the damage of the weapon action is actually higher.
  • Unlike regular casts of Techniques, if you change weapons while the weapon action's Zanverse is still in the field, it will not disappear instantly, and will run its duration normally.

Vinto Gigue

Name Description
VintoGigue.png
Vinto Gigue
ヴィントジーカー
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Area drop in Corruption Survey: Naberius Req. T-ATK 80 90 120 160 200 235 270 290 320 350 360 370 380 390 400 410 420
Power (%) 890 900 911 921 931 942 952 962 972 983 993 1003 1013 1024 1034 1044 1054
PP Cost 35
Video DEX Multiplier 100%
Charge -
Boosting Potential - Weapons with PA 13 Jet Washer
  • Concentrates energy, then releases it in one of two ways.
    • This is not an actual charged attack, and won't benefit from charge related skills and weapon potentials. It looks like it's charging, but it's actually just a delayed attack.
    • If used in the air, altitude is preserved while "charging".
    • If used on top of a platform and the platform moves (e.g.: Magatsu's broken face platforms as he walks), you will stay on the platform unless it's a very fast movement (e.g.: when Magatsu quickly moves an arm for a punch) or the platform disappears (e.g.: when Biol Meduna leaves the ground), in which case you'll be considered as being in the air and will preserve altitude based on where you are at the moment you slip off the platform.
  • This PA actually has 2 variations, which are chosen when a golden JA ring appears after the "charging" is done:
    • If no button is pressed, it causes a shockwave in a circle around the user. This behaves similarly to Elemental Burst, dealing one hit, and having high odds of causing status effects based on the weapon's current element (Fire = Burn, Ice = Freeze, etc).
    • If the Weapon Action is pressed during the golden JA ring, it turns the energy into an extremely powerful frontal kick instead.
      • You can change directions while "charging" so that you can hit a moving target properly.
      • The range isn't very long, so it's hard to hit fast targets.
  • Immunity to flinch throughout the entire animation, regardless of variation used.
  • Cannot be cancelled in any way at all regardless of variation used.
  • Empties the Gear Gauge upon use. Damage scales with the Gear Gauge level upon usage.
  • Explosion does 1 hit with 50% of noted power.
    • Increases to 200% of noted power at maximum gear.
  • Kick does 1 hit with 100% of noted power.
    • Increases to 250% at 2/3 gear, and 420% of noted power at maximum gear.