Mobile Shelling: Difference between revisions

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*Whereas '''Siege Shelling''''s range increase is based on the range of missiles fired from commands, '''Mobile Shelling''''s range increase is based on the resulting range of '''Siege Shelling''' itself, allowing it to reach even further.
*Whereas '''Siege Shelling''''s range increase is based on the range of missiles fired from commands, '''Mobile Shelling''''s range increase is based on the resulting range of '''Siege Shelling''' itself, allowing it to reach even further.
*Just like '''Siege Shelling''', the missiles can deal splash damage, and due to piercing one additional time, are less limited in the potential damage benefit by comparison.
*Just like '''Siege Shelling''', the missiles can deal splash damage, and due to piercing one additional time, are less limited in the potential damage benefit by comparison.
**As always, the missiles also explode at the end of their range, though the increased range makes it harder to land this on a single enemy.
**While the missiles explode at the end of their range as usual, they can also simply hit a single wider enemy multiple times as they pass through them. These additional hits do count towards its pierce count however, so they can still only hit 3 times.
*Firing missiles while in '''Mobile Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Firing missiles while in '''Mobile Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
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