Siege Shelling: Difference between revisions
→Tips and Details
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*The initial physical hit reloads 1 cannonball and does the same damage as the physical strike from cancelling the skill by pressing Z. | *The initial physical hit reloads 1 cannonball and does the same damage as the physical strike from cancelling the skill by pressing Z. | ||
*[[Siege Shelling]]'s skill levels affect [[Shelling Guardian]]'s and [[Tactical Trooper]]'s commands that use the stance. If no points are invested in this skill, those commands use the level 1 values. | *[[Siege Shelling]]'s skill levels affect [[Shelling Guardian]]'s and [[Tactical Trooper]]'s commands that use the stance. If no points are invested in this skill, those commands use the level 1 values. | ||
* | *By having enough Movement Speed, it is possible to catch after the seventh shot by cancelling with a dash. | ||
*Either by spacing out the shots or with the help of [[Intense Showtime]], [[Siege Shelling]] can easily be looped on itself indefinitely in [[Freiturnier#Berserk_Mode|Berserk mode]]. | *Either by spacing out the shots or with the help of [[Intense Showtime]], [[Siege Shelling]] can easily be looped on itself indefinitely in [[Freiturnier#Berserk_Mode|Berserk mode]]. | ||
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