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Difference between revisions of "Gunslash Photon Arts"

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(Added page outlining gunslash PAs)
 
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==Overview==
 
==Overview==
* Gunslash Arts Specialise in close to mid-range attacks, with rapid hits and relatively high PP consumption.  
+
* Gunslash Arts specialize in close to mid-range attacks, with rapid hits and relatively high PP consumption.  
 
* Has many PAs that hit beyond melee range or hit multiple targets, allowing for effective use against large groups of enemies.
 
* Has many PAs that hit beyond melee range or hit multiple targets, allowing for effective use against large groups of enemies.
* Comparitively lower maximum damage output compared to other weapons in many situations.
+
* Comparatively lower maximum damage output compared to other weapons in many situations.
 
* Consumes PP very quickly, though this is balanced somewhat by Gunslash's access to a ranged normal attack, and high per-hit PP regeneration from normal attacks.  
 
* Consumes PP very quickly, though this is balanced somewhat by Gunslash's access to a ranged normal attack, and high per-hit PP regeneration from normal attacks.  
* Little to no damage mitigation ability, heavily reliant on step advance from class skill trees for avoiding damage.
+
* Little to no damage mitigation ability, heavily reliant on Step Advance from class skill trees for avoiding damage.
  
 
==Tri-Impact==
 
==Tri-Impact==
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|}
 
|}
  
* Advances forward, doing two slashes then a stab, all striking damage
+
* Advances forward, doing two slashes then a stab, all striking damage.
 
** First two slashes are of the same lower power, final stab does increased damage.
 
** First two slashes are of the same lower power, final stab does increased damage.
 
* Allows minor adjustment of direction while moving, but not very much.
 
* Allows minor adjustment of direction while moving, but not very much.
* All three hits of the PA have relatively short range, and the movement is not a great distance - as such, should not be used beyond close range if one wants all three hits to connect
+
* All three hits of the PA have relatively short range, and the movement is not a great distance - as such, should not be used beyond close range if one wants all three hits to connect.
  
 
===Tri-Impact Type-0===
 
===Tri-Impact Type-0===
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* Movements are similar to the basic Tri-Impact, but adds a projectile to each slash.
 
* Movements are similar to the basic Tri-Impact, but adds a projectile to each slash.
* Projectiles travel a short distance, but are reasonably wide and pierce, allowing each to hit multiple enemies
+
* Projectiles travel a short distance, but are reasonably wide and pierce, allowing each to hit multiple enemies.
 
* Projectiles are an additional hit on top of the melee strikes - at close range, this can increase the number of hits from 3 to 6.
 
* Projectiles are an additional hit on top of the melee strikes - at close range, this can increase the number of hits from 3 to 6.
  
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|-
 
|-
 
| rowspan="5" | [[File:RageDance.png|link=]]<br>Rage Dance<br>レイジダンス
 
| rowspan="5" | [[File:RageDance.png|link=]]<br>Rage Dance<br>レイジダンス
| colspan="19" | Gunslash Photon Art. Quick repeated thrusts follwed by gunfire. High single-target damage.
+
| colspan="19" | Gunslash Photon Art. Quick repeated thrusts followed by gunfire. High single-target damage.
 
|-
 
|-
 
! width="190px"| Drop Info
 
! width="190px"| Drop Info
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* Does a frontal hitting uppercut slash, followed by shot. Hits twice.
 
* Does a frontal hitting uppercut slash, followed by shot. Hits twice.
 
** First hit deals striking damage. Second hit deals shooting damage. Both hits deal 50% of the total damage of the PA each.
 
** First hit deals striking damage. Second hit deals shooting damage. Both hits deal 50% of the total damage of the PA each.
** Shot can get the headshot damage bonus
+
** Shot can get the headshot damage bonus.
* Enemies hit by the PA will be launched
+
* Enemies hit by the PA will be launched.
 
* Uppercut slash has relatively short range. The shot however has a moderate amount of range - about the distance of a Tri-Impact Type-0 projectile, and can hit even if the first hit misses.
 
* Uppercut slash has relatively short range. The shot however has a moderate amount of range - about the distance of a Tri-Impact Type-0 projectile, and can hit even if the first hit misses.
  
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* Movements are the same as the original Ein Raketen, but behaviour is changed.
 
* Movements are the same as the original Ein Raketen, but behaviour is changed.
* No longer launches enemies
+
* No longer launches enemies.
 
* PA can now be cancelled after the uppercut by inputting a dash, another attack/PA, or switching gunslash mode.
 
* PA can now be cancelled after the uppercut by inputting a dash, another attack/PA, or switching gunslash mode.
*Uppercut now produces a floating slash projectile, the behavior of which differs depending on if you let the PA animation complete or cancel it
+
*Uppercut now produces a floating slash projectile, the behavior of which differs depending on if you let the PA animation complete or cancel it.
** If cancelled, the projectile will persist, moving very slowly forwards. The projectile persist for a few seconds, and remain if touched by enemies.
+
** If cancelled, the projectile will persist, moving very slowly forwards. The projectile remains for a few seconds, and remains if touched by enemies.
 
*** Projectile will hit up to five times in one second intervals before dissapearing.
 
*** Projectile will hit up to five times in one second intervals before dissapearing.
 
*** The PA can be repeatedly performed this way to generate up to 3 projectiles - any further projectiles will overwrite the oldest one and despawn it.
 
*** The PA can be repeatedly performed this way to generate up to 3 projectiles - any further projectiles will overwrite the oldest one and despawn it.
 
** If not cancelled, the projectile will be fired forward at high speed, behaving similarly to the original Ein Raketen's shot, only with an additional piercing property.
 
** If not cancelled, the projectile will be fired forward at high speed, behaving similarly to the original Ein Raketen's shot, only with an additional piercing property.
***This projectile is stll able to headshot
+
***This projectile is still able to headshot.
 
*** Only travels horizontally - will not travel vertically, even if aimed up/down in aiming mode or locked on.
 
*** Only travels horizontally - will not travel vertically, even if aimed up/down in aiming mode or locked on.
 
*** Damage of this projectile is approximately the same as the combined 5 hits of the cancelled version projectile.
 
*** Damage of this projectile is approximately the same as the combined 5 hits of the cancelled version projectile.
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* Shot is perfectly straight-accurate, even at long ranges - good for aiming precisely at specific small parts.
 
* Shot is perfectly straight-accurate, even at long ranges - good for aiming precisely at specific small parts.
 
* If fired before fully charged, has 30% of the listed power.
 
* If fired before fully charged, has 30% of the listed power.
* Deals 100% shooting damage
+
* Deals 100% shooting damage.
  
 
==Thrillsplosion==
 
==Thrillsplosion==
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* Performs a backwards leap and throws a magazine, then shoots the magazine causing an explosion, repeatedly hiting and damaging enemies within.
 
* Performs a backwards leap and throws a magazine, then shoots the magazine causing an explosion, repeatedly hiting and damaging enemies within.
* There is a short period of invincibility during the backwards leap
+
* There is a short period of invincibility during the backwards leap.
 
* Explosion hits 6 times rapidly, and applies all hits and damage to the first part of an enemy that comes into contact with the blast. Enemies that enter the blast radius mid-explosion will be hit by any hits the blast has remaining.
 
* Explosion hits 6 times rapidly, and applies all hits and damage to the first part of an enemy that comes into contact with the blast. Enemies that enter the blast radius mid-explosion will be hit by any hits the blast has remaining.
* Slow to perform and difficult to maneuver while executing
+
* Slow to perform and difficult to maneuver while executing.
* Deals only shooting damage
+
* Deals only shooting damage.
  
 
==Slash Rave==
 
==Slash Rave==
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* Direction can be slightly adjusted during the intial slash, but once the follow up begins, position is locked.
 
* Direction can be slightly adjusted during the intial slash, but once the follow up begins, position is locked.
 
* Damage is dealt across seven hits.
 
* Damage is dealt across seven hits.
** First slash, and the four slashes that follow deal striking damage, and make up 45% of the damage of the PA
+
** First slash, and the four slashes that follow deal striking damage, and make up 45% of the damage of the PA.
 
** Last two hits are from the finishing gunshot. The first hit of the gunshot deals 9% of the total damage of the PA, while the final second hit deals the remaining 45%.
 
** Last two hits are from the finishing gunshot. The first hit of the gunshot deals 9% of the total damage of the PA, while the final second hit deals the remaining 45%.
 
* Cannot be cancelled, though the user may be knocked out of the PA by attacks that launch.
 
* Cannot be cancelled, though the user may be knocked out of the PA by attacks that launch.
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* Does a single kick that launches targets horizontally, followed up by 3 rapid gunshots.
 
* Does a single kick that launches targets horizontally, followed up by 3 rapid gunshots.
 
* Kick has deceptively larger range than it would appear.
 
* Kick has deceptively larger range than it would appear.
* Shots will always be horizontal - they cannot be aimed with lockon or aiming mode
+
* Shots will always be horizontal - they cannot be aimed with lockon or aiming mode.
 
** Area of effect of the shots appears to be conal in front of the user - any enemies within the cone will all simultaneously take damage.
 
** Area of effect of the shots appears to be conal in front of the user - any enemies within the cone will all simultaneously take damage.
 
* Kick accounts for 25% of the damage, and deals striking damage. Each shot deals another 25% of the remaining total each, and deal shooting damage.
 
* Kick accounts for 25% of the damage, and deals striking damage. Each shot deals another 25% of the remaining total each, and deal shooting damage.
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* If used on the ground, user will slowly move forward over the course of the PA. In the air however, position is locked.
 
* If used on the ground, user will slowly move forward over the course of the PA. In the air however, position is locked.
 
* Each of the hits the PA deals are in a different direction.
 
* Each of the hits the PA deals are in a different direction.
** The user can influence the direction they are facing at all times duringt the PA. With practice, all hits can be landed on a single enemy by correctly rotaing as the PA proceeds, though this may prove challenging in practice.
+
** The user can influence the direction they are facing at all times during the PA. With practice, all hits can be landed on a single enemy by correctly rotaing as the PA proceeds, though this may prove challenging in execution.
 
* 4th and 5th hits will launch targets if applicable.
 
* 4th and 5th hits will launch targets if applicable.
* Relatively long to peform
+
* Relatively long to peform.
 
* Cannot be cancelled mid-execution.  
 
* Cannot be cancelled mid-execution.  
  
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|}
 
|}
  
* Rockets forward at high speed. If it collides with an enemy/environmental object, kicks back off of it, and shoots the thign that was kicked 3 times.
+
* Rockets forward at high speed. If it collides with an enemy/environmental object, kicks back off of it, and shoots the thing that was kicked 3 times.
 
* Highly useful as a movement PA. Goes a great distance with a reasonably short wind up, and the direction of travel can be greatly influenced - almost to the point that one can spin in place with it.
 
* Highly useful as a movement PA. Goes a great distance with a reasonably short wind up, and the direction of travel can be greatly influenced - almost to the point that one can spin in place with it.
 
* If locked on, or an enemy is highlighted, will charge towards that enemy. If locked on, trajectory of movement cannot be altered.
 
* If locked on, or an enemy is highlighted, will charge towards that enemy. If locked on, trajectory of movement cannot be altered.
 
* Shots are executed in much the same way as Additional Bullet.
 
* Shots are executed in much the same way as Additional Bullet.
* Has two JA circles - one after colliding with an enemy, and another after the shots have been fired
+
* Has two JA circles - one after colliding with an enemy, and another after the shots have been fired.
 
* Dash part of the PA cannot be cancelled. The shooting part can be cancelled, however.
 
* Dash part of the PA cannot be cancelled. The shooting part can be cancelled, however.
 
* Deals approximately 55% striking damage, and 45% shooting damage.
 
* Deals approximately 55% striking damage, and 45% shooting damage.
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* Uniquely, behaves differently depending on which mode the gunslash is is at time of execution:
 
* Uniquely, behaves differently depending on which mode the gunslash is is at time of execution:
** Slash Mode
+
** Slash Mode:
 
*** Peform an upswing with the gunslash. Has a reasonably long horizontal range, but vertical range is limited.
 
*** Peform an upswing with the gunslash. Has a reasonably long horizontal range, but vertical range is limited.
 
*** If the upswing hits an enemy, rushes towards the enemy, then performs a slashing combo when it reaches them.  
 
*** If the upswing hits an enemy, rushes towards the enemy, then performs a slashing combo when it reaches them.  
**** Slightly raises the player when the target is reached
+
**** Slightly raises the player when the target is reached.
 
**** If the enemy that was hit by the initial upswing dies before the user has reached it with the rush, another target can be locked onto to adjust trajectory.
 
**** If the enemy that was hit by the initial upswing dies before the user has reached it with the rush, another target can be locked onto to adjust trajectory.
*** Deals entirely striking damage
+
*** Deals entirely striking damage.
**** Upswing deals 15%
+
**** Upswing deals 15%.
**** First three hits of the slashing combo deal 20% each
+
**** First three hits of the slashing combo deal 20% each.
**** Final hit deals 25 %
+
**** Final hit deals 25 %.
** Gun Mode
+
** Gun Mode:
 
*** Performs a rapid 360 spin hitting all enemies within close-to-mid range.
 
*** Performs a rapid 360 spin hitting all enemies within close-to-mid range.
 
*** Low power, but is extremely fast.
 
*** Low power, but is extremely fast.
 
*** Knocks down any enemies that are susceptible to being knocked down.
 
*** Knocks down any enemies that are susceptible to being knocked down.
 
**** Can be used in rapid succession to stunlock enemies with knockdown.
 
**** Can be used in rapid succession to stunlock enemies with knockdown.
*** Deals entirely shooting damage, at 30% of the listed power of the PA
+
*** Deals entirely shooting damage, at 30% of the listed power of the PA.
  
 
* If the weapon action is used to switch modes during the PA, immediately executes the opposite mode's PA (so if the gunslash is in slash mode, the gun mode version of Strezwei will activate) at a reduced cost of 5PP.
 
* If the weapon action is used to switch modes during the PA, immediately executes the opposite mode's PA (so if the gunslash is in slash mode, the gun mode version of Strezwei will activate) at a reduced cost of 5PP.

Revision as of 19:28, 4 March 2018

Overview

  • Gunslash Arts specialize in close to mid-range attacks, with rapid hits and relatively high PP consumption.
  • Has many PAs that hit beyond melee range or hit multiple targets, allowing for effective use against large groups of enemies.
  • Comparatively lower maximum damage output compared to other weapons in many situations.
  • Consumes PP very quickly, though this is balanced somewhat by Gunslash's access to a ranged normal attack, and high per-hit PP regeneration from normal attacks.
  • Little to no damage mitigation ability, heavily reliant on Step Advance from class skill trees for avoiding damage.

Tri-Impact

Name Description
TriImpact.png
Tri-Impact
トライインパクト
Gunslash Photon Art. Use the blade for agile forward slashes. Wide range, but short reach.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 930 941 952 963 974 985 996 1007 1018 1029 1040 1051 1062 1073 1084 1095 1106
PP Cost 20
Video DEX Multiplier 100%
Charge -
Boosting Potential - Weapons with PA -
  • Advances forward, doing two slashes then a stab, all striking damage.
    • First two slashes are of the same lower power, final stab does increased damage.
  • Allows minor adjustment of direction while moving, but not very much.
  • All three hits of the PA have relatively short range, and the movement is not a great distance - as such, should not be used beyond close range if one wants all three hits to connect.

Tri-Impact Type-0

Name Description
TriImpact.png
Tri-Impact Type-0
トライインパクト零式
Gunslash Photon Art. Use the blade to perform agile forward slashes which also fire off ranged slash projectiles. Wide range, but short reach.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Crafted Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1117 1127
PP Cost 30
Video DEX Multiplier 100%
Charge -
Craft type Merit Demerit Special
Type 0 Power +0~112% PP -0~-10
  • Movements are similar to the basic Tri-Impact, but adds a projectile to each slash.
  • Projectiles travel a short distance, but are reasonably wide and pierce, allowing each to hit multiple enemies.
  • Projectiles are an additional hit on top of the melee strikes - at close range, this can increase the number of hits from 3 to 6.

Rage Dance

Name Description
RageDance.png
Rage Dance
レイジダンス
Gunslash Photon Art. Quick repeated thrusts followed by gunfire. High single-target damage.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1429
PP Cost 30 20
Video DEX Multiplier 100%
Charge -
Boosting Potential Potential.png Dancing Ensemble Weapons with PA -
  • Performs five rapid jabs, then a final shot.
    • The five jabs deal striking damage, the final shot deals ranged damage.
    • The first five hits do 13% of the listed damage, and the final hit deals the remaining 35%.
    • The final shot can get the bonus damage from headshots. The jabs however, cannot.
  • PA keeps you stationary during execution, with minor recoil from the final shot.

Ein Raketen

Name Description
EinRaketen.png
Ein Raketen
エインラケーテン
Gunslash Photon Art. Launch the target into the air, then follow up by shooting them.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop
Starting Photon Art (All Classes)
96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1027 1039 1051 1063 1075 1087 1099 1111 1123 1135 1147 1159 1171 1183 1195 1207 1219
PP Cost 20
Video DEX Multiplier 100%
Charge -
Boosting Potential - Weapons with PA -
  • Does a frontal hitting uppercut slash, followed by shot. Hits twice.
    • First hit deals striking damage. Second hit deals shooting damage. Both hits deal 50% of the total damage of the PA each.
    • Shot can get the headshot damage bonus.
  • Enemies hit by the PA will be launched.
  • Uppercut slash has relatively short range. The shot however has a moderate amount of range - about the distance of a Tri-Impact Type-0 projectile, and can hit even if the first hit misses.

Ein Raketen Type-0

Name Description
EinRaketen.png
Ein Raketen Type-0
エインラケーテン零式
Slash to create a low-speed Photon Blade. Follow through with a gunshot to accelerate the blade at high speed.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Crafted Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1130
PP Cost 20
Video DEX Multiplier 100%
Charge -
Craft type Merit Demerit Special
Type 0 Power +0~113% PP +0~+10
  • Movements are the same as the original Ein Raketen, but behaviour is changed.
  • No longer launches enemies.
  • PA can now be cancelled after the uppercut by inputting a dash, another attack/PA, or switching gunslash mode.
  • Uppercut now produces a floating slash projectile, the behavior of which differs depending on if you let the PA animation complete or cancel it.
    • If cancelled, the projectile will persist, moving very slowly forwards. The projectile remains for a few seconds, and remains if touched by enemies.
      • Projectile will hit up to five times in one second intervals before dissapearing.
      • The PA can be repeatedly performed this way to generate up to 3 projectiles - any further projectiles will overwrite the oldest one and despawn it.
    • If not cancelled, the projectile will be fired forward at high speed, behaving similarly to the original Ein Raketen's shot, only with an additional piercing property.
      • This projectile is still able to headshot.
      • Only travels horizontally - will not travel vertically, even if aimed up/down in aiming mode or locked on.
      • Damage of this projectile is approximately the same as the combined 5 hits of the cancelled version projectile.

Serpent Air

Name Description
SerpentAir.png
Serpent Air
サーペントエア
Gunslash Photon Art. Deliver a rising slash while spinning. Slays the target with serpentine attacks.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1018 1030 1042 1054 1066 1078 1090 1102 1114 1126 1138 1150 1162 1174 1186 1198 1210
PP Cost 20
Video DEX Multiplier 100%
Charge -
Boosting Potential - Weapons with PA -
  • Performs a series of rising slashes in front of the user at close range. Deals entirely striking damage.
  • Hits 6 times across the duration of the PA.
    • First 5 hits make up 16% of the damage each, final hit makes up the remaining 20%.
  • Moves the user upwards slightly over the duration of the PA - this can be used to gain large amounts of height if used repeatedly.
  • Fairly fast execution, effective against enemies that move quickly or often.

Aiming Shot

Name Description
AimingShot.png
Aiming Shot
エイミングショット
Gunslash Photon Art. Fire a carefully-aimed bullet. Can be charged one level.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 881 1033
PP Cost 20
Video DEX Multiplier 100%
Charge 0.5 seconds, 1 stage
Boosting Potential - Weapons with PA -
  • Fires a single shot that can be charged.
  • Movement is slowed while charging, but can move around while holding the charge.
  • Long range, longer than normal attacks.
  • Shot is perfectly straight-accurate, even at long ranges - good for aiming precisely at specific small parts.
  • If fired before fully charged, has 30% of the listed power.
  • Deals 100% shooting damage.

Thrillsplosion

Name Description
Thrillsplosion.png
Thrillsplosion
スリラープロード
Gunslash Photon Art. Detonate a thrown magazine, damaging anything nearby.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 930 1091
PP Cost 20
Video DEX Multiplier 100%
Charge -
Boosting Potential Potential.png Explosive Ensemble Weapons with PA -
  • Performs a backwards leap and throws a magazine, then shoots the magazine causing an explosion, repeatedly hiting and damaging enemies within.
  • There is a short period of invincibility during the backwards leap.
  • Explosion hits 6 times rapidly, and applies all hits and damage to the first part of an enemy that comes into contact with the blast. Enemies that enter the blast radius mid-explosion will be hit by any hits the blast has remaining.
  • Slow to perform and difficult to maneuver while executing.
  • Deals only shooting damage.

Slash Rave

Name Description
SlashRave.png
Slash Rave
スラッシュレイヴ
Gunslash Photon Art. Slash the target to launch them with repeated attacks, finishing with a gunshot.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Lv1-10: Fang Banther
Lv11+: Bantha Ong
Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 2407 2436 2465 2494 2523 2552 2581 2610 2639 2668 2697 2796 2755 2784 2813 2842 2870
PP Cost 30
Video DEX Multiplier 100%
Charge -
Boosting Potential Potential.png Guillotine Ensemble Weapons with PA -
  • Does a single horizontal slash from left to right in front of the user. If this slash hits an enemy/environmental object, follows up with several more strikes and ends in a frontal shot. If the initial slash misses, the follow up attack does not occur.
  • Any enemy caught up in the slashes will be juggled.
  • If used in the air, follow up slashes will raise the player up slightly over the course of the PA, leading to a slight overall height gain.
    • Enemies will also be juggled upwards accordingly, if the enemy can be launched/juggled.
  • Direction can be slightly adjusted during the intial slash, but once the follow up begins, position is locked.
  • Damage is dealt across seven hits.
    • First slash, and the four slashes that follow deal striking damage, and make up 45% of the damage of the PA.
    • Last two hits are from the finishing gunshot. The first hit of the gunshot deals 9% of the total damage of the PA, while the final second hit deals the remaining 45%.
  • Cannot be cancelled, though the user may be knocked out of the PA by attacks that launch.


Additional Bullet

Name Description
AdditionalBullet.png
Additional Bullet
アディションバレット
Gunslash Photon Art. Kicks the target away, then follows up with 3 gunshots.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Lv1-10: Fang Banshee
Lv11+: Bantha Donna
Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1068
PP Cost 20
Video DEX Multiplier 100%
Charge -
Boosting Potential Potential.png Kicking Ensemble Weapons with PA -----
  • Does a single kick that launches targets horizontally, followed up by 3 rapid gunshots.
  • Kick has deceptively larger range than it would appear.
  • Shots will always be horizontal - they cannot be aimed with lockon or aiming mode.
    • Area of effect of the shots appears to be conal in front of the user - any enemies within the cone will all simultaneously take damage.
  • Kick accounts for 25% of the damage, and deals striking damage. Each shot deals another 25% of the remaining total each, and deal shooting damage.

Kreisenschlag

Name Description
Kreisenschlag.png
Kreisenschlag
クライゼンシュラーク
Gunslash Photon Art. Using the unique traits of the gunslash, slash while shooting in a sure-kill attack.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Lv1-10: Goronzoran
Lv11+: Zoron Goraal
Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) Power (%) 2745
PP Cost 28
Video DEX Multiplier 100%
Charge -
Boosting Potential - Weapons with PA -
  • Performs spins and flips, slashing and shooting a total of 5 times as it goes.
  • If used on the ground, user will slowly move forward over the course of the PA. In the air however, position is locked.
  • Each of the hits the PA deals are in a different direction.
    • The user can influence the direction they are facing at all times during the PA. With practice, all hits can be landed on a single enemy by correctly rotaing as the PA proceeds, though this may prove challenging in execution.
  • 4th and 5th hits will launch targets if applicable.
  • Relatively long to peform.
  • Cannot be cancelled mid-execution.

Regenschlag

Name Description
Regenschlag.png
Regenschlag
レーゲンシュラーク
Gunslash Photon Art. Rush towards the target and fire on them from point-blank range.
Drop Info Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Area drop in Special Survey: V. Cave Super Hard difficulty. Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1180 1194 1208 1222 1236 1250 1264 1278 1292 1306 1320 1334 1348 1362 1376 1390 1404
PP Cost 15
Video DEX Multiplier 100%
Charge -
Boosting Potential - Weapons with PA -
  • Rockets forward at high speed. If it collides with an enemy/environmental object, kicks back off of it, and shoots the thing that was kicked 3 times.
  • Highly useful as a movement PA. Goes a great distance with a reasonably short wind up, and the direction of travel can be greatly influenced - almost to the point that one can spin in place with it.
  • If locked on, or an enemy is highlighted, will charge towards that enemy. If locked on, trajectory of movement cannot be altered.
  • Shots are executed in much the same way as Additional Bullet.
  • Has two JA circles - one after colliding with an enemy, and another after the shots have been fired.
  • Dash part of the PA cannot be cancelled. The shooting part can be cancelled, however.
  • Deals approximately 55% striking damage, and 45% shooting damage.

Strezwei

Name Description
Strezwei.png
Strezwei
シュトレツヴァイ
Gunslash Photon Art. One of two attacks, based on weapon form. Shift Action: The other form's attack. Uses PP.
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: Lilipa Req. S-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1428 1674
PP Cost 20 (5PP for Shift Action)
Video DEX Multiplier 100%
Charge -
Boosting Potential - Weapons with PA
  • Uniquely, behaves differently depending on which mode the gunslash is is at time of execution:
    • Slash Mode:
      • Peform an upswing with the gunslash. Has a reasonably long horizontal range, but vertical range is limited.
      • If the upswing hits an enemy, rushes towards the enemy, then performs a slashing combo when it reaches them.
        • Slightly raises the player when the target is reached.
        • If the enemy that was hit by the initial upswing dies before the user has reached it with the rush, another target can be locked onto to adjust trajectory.
      • Deals entirely striking damage.
        • Upswing deals 15%.
        • First three hits of the slashing combo deal 20% each.
        • Final hit deals 25 %.
    • Gun Mode:
      • Performs a rapid 360 spin hitting all enemies within close-to-mid range.
      • Low power, but is extremely fast.
      • Knocks down any enemies that are susceptible to being knocked down.
        • Can be used in rapid succession to stunlock enemies with knockdown.
      • Deals entirely shooting damage, at 30% of the listed power of the PA.
  • If the weapon action is used to switch modes during the PA, immediately executes the opposite mode's PA (so if the gunslash is in slash mode, the gun mode version of Strezwei will activate) at a reduced cost of 5PP.
    • Can only be done once per usage of the PA - you cannot keep using the weapon action to infinitely loop it.
    • Executing the PA this way will not recieve the bonuses from Tech Arts JA Bonus or Tech Arts JA PP Save, and will reset the combo.