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1) SS or S bullet (with least OP without a NG) i'm using the SS - bullet - short range version [no additional command]

2 OP, OK 2) M - ball - short live period long stay period [when option 1 hits the enemy] 2OP, OK 3) S - laser - very short range laser [ 0.2s after option 2 happens] 2OP, NG, vertical up 5 4) S - laser - very short range laser [ 0.2s after option 2 happens] 2OP, NG, vertical down 5 5) S - laser - very short range laser [ 0.5s after option 2 happens] 2OP, NG, vertical up 5 6) S - laser - very short range laser [ 0.5s after option 2 happens] 2OP, NG, vertical down 5 7) S - laser - very short range laser [ after option 2 extingushes] 2OP, NG, vertical up 5 8) S - laser - very short range laser [ after option 2 extingushes] 2OP, NG, vertical down 5 S - Bullet : Very short range - 45 UP , 4 OP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ See Note 1 L - M - Control : Track enemy short time - 45 DOWN , 5 OP [Fires after parent disappeared naturally] L - ? - Bullet / Laser (See Note 2) - [Fires 0.2s after parent fired] L - ? - Bullet / Laser (See Note 2) - [Fires 0.5s after parent fired] L - S - Bullet : Very short range - 90 UP , 4 OP [Fires after parent disappeared naturally] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L - - M - Control : Track enemy short time - 90 DOWN , 5 OP [Fires after parent disappeared naturally] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L - ? - Bullet / Laser (See Note 2) - [Fires 0.2s after parent fired] L - ? - Bullet / Laser (See Note 2) - [Fires 0.5s after parent fired] Note 1: The ~~~~~ means you press right (chaining bullet effects) Without the ~~~ it means it is chained to the same parent, example M is chained to the starting S-Bullet while, ? , ? , S are chained to the first M bullet.. Then the next M, is chained to the second S-Bullet: Very Short Ranged, and the next ?, ? are chained to the second M.. Note 2: The unknown , represented as ? bullet, means that the player gets to choose whatever shot he wants to put here, example, bullets or lasers.. (Example, you use lasers if you use sniper..)

Hint: This ammo is for fun only , unless you have trigger happy.. Normal OP Cost is 60 above, you shouldn't use Homing bullets since the control sphere adds a semi-homing ability anyway.. Also , delaying the bullets / extending the life of the control sphere can make things lot more interesting..

1) SS - Bullet: Short range bullet [ no additional command] OP2, OK, Vert +90 2) M - Control: Short timed version [ after 1 extinguish] OP1, OK, Vert -120 3) S - Bullet: All direction homing bullet (the bullet you crafted) [ same timing as 2] OP8, OK, Vert -45 4) M - Ball: Short live long stay [ after 3 hits the target] 5) SS - Laser: Shot diffusion (the shot gun laser) [ 0.2s after 4 hits] OP8, NG 6) S - Laser: Short range [ 0.5s after 4 hits] OP2, OK 7) S - Laser: Short range [after 4 extinguish] OP4, OK SS just means Small Shot and my bad, Not the same time as 1 but When 1 disappears. Also the --- and ------ mean that they are connected ahead of the previous module. I forgot that crucial info, sorry. Blaze Missles 1. S: Deco short range, Hor-30*RIGHT Ver-60*up 2. ---M: Control, short duration, faces enemy, Ver-120*down(When 1 disappears) 3. ------L: Shot, short range bullet (When 2 disappears) 4. S: Deco short range, Hor-30*LEFT Ver-60*up 5. ---M: Control, short duration, faces enemy, Ver-120*down(When 4 disappears) 6. ------L: Shot, short range bullet (When 5 disappears)

1.) S > Deco-Laser: short-range bullet 90 up | 2.)----- M > Control: Short duration, faces enemy 120 down, fires 0.2 sec after 1 | 3.) ------- S>Shot, fires 0.5 seconds after 2

1. freeze L short range 2.---freeze S (track): rotate right, tight hor. 0* ver.5* down (same time as 1) 3.------freeze S short range bullet hor.*60 right ver.5*up (same time as 2) 4.---freeze S (track): rotate left, tight hor. 0* ver.5* up (same time as 1)

3.------freeze S short range bullet hor.*60 left ver.5*down(same time as 4) phoenix claw chips 44 op 24 1. blaze S spinning bullet 2.---blaze S (track): rotate right, tight hor.60* left ver.10* up 3.------blaze S (track): rotate left, tight hor.60* left ver.10* up 4.---------blaze S (track): rotate right, tight hor.120* left ver.10* up 5.------------blaze S (track): rotate left, tight hor.45* right ver.10* up **all same time as previous shot** Ultma v1 49 chips 40 op (spelling was on purpose) 1. spark L short range bullet 2.--- blaze S (track): rotate right, tight hor. 60* left ver.*15 down (same time as 1) 3.------blaze S bomb (on impact of 2) 4.---freeze S (track): rotate left, tight hor.60* right ver.15* up (same time as 1) 5.------freeze S bomb (impact of 4) 6.--- spark S (track): rotate right, tight hor.60* right ver.10* up 7.--- spark S (track): rotate left, tight hor.60* left ver.10* down **i have gotten a lot of one shot knockdowns when i have hit weak spots with this shot, only bad side is 3 shots with with a assault rifle 2 with other 2 barrels **

phoenix claw chips 44 op 24 1. blaze S spinning bullet 2.---blaze S (track): rotate right, tight hor.60* left ver.10* up 3.------blaze S (track): rotate left, tight hor.60* left ver.10* up 4.---------blaze S (track): rotate right, tight hor.120* left ver.10* up 5.------------blaze S (track): rotate left, tight hor.45* right ver.10* up **all same time as previous shot** "ice spear v1 31 chips 26 op (thinking about changing it to ice trident) 1. freeze L short range 2.---freeze S (track): rotate right, tight hor. 0* ver.5* down (same time as 1) 3.------freeze S short range bullet hor.*60 right ver.5*up (same time as 2) 4.---freeze S (track): rotate left, tight hor. 0* ver.5* up (same time as 1) 3.------freeze S short range bullet hor.*60 left ver.5*down(same time as 4)"

**example, my air fire and ice shot uses the rotating bullet as a core 1. spark S spinning bullet 2.--- freeze S shot (track) rotate right, tight hor.120*left ver.120*down 3.---blaze S shot (track) rotate left, tight hor.120*left ver.120*up 4.---blaze S shot (track) rotate right, tight hor.120*right ver.120*down 5.---freeze S shot (track) rotate left, tight hor.120*left ver.120*up blaze L short range ---blaze XS delayed burst fire (on impact of 1) ---blaze XS delayed burst fire (0.2 sec after 1) ---blaze S bomb Gun: Basic Blaster (Type 20 Gat) Crush Modifier: 1.5 Pierce Modifier: 1.0 Elemental Modifier : 1.0 Type 1 -----------------Damage : 390 (2301) OP : 44 (22) DPO: 8.86 (104.59) 1. L : Deco Bullet : Very short ranged, Up 120, at button pressed. 2. S : Deco Laser : High-Efficient horizontal homing, Down 120, when (1) dissipates 3. L : Emission (Tracking), Down 30, simultaneous with (2) 4. S : Deco Laser : High-Efficient horizontal homing, at button pressed 5. L : Emission (Tracking), Up 30, simultaneous with (4) 6. M : Control : Short Duration, at button pressed. 7. S : Deco Laser : High-Efficient horizontal homing, 0.5 sec after (6) 8. L : Emission (Tracking), Up 30, simultaneous with (7) Remarks: Hits multiple aragamis in a row with the same damage. Minimal aim required. High Crush value.

Type 2 -----------------Damage : 648 (3834) OP : 73 (36) DPO: 8.87 (106.5) 1. M : Control : Short Duration 2. L : Emission : Simultaneous with (1) 3. L : Emission : Simultaneous with (1) 4. L : Emission : 0.2 sec after (1) 5. L : Emission : 0.2 sec after (1) 6. L : Emission : 0.5 sec after (1) 7. L : Emission : 0.5 sec after (1) Remarks: Heavy instant damage. Close-ranged (almost point blank), hits multiple aragamis. Good for people who uses blades more often than guns. Shows error in test mode but actual damage will still pass through. 1-2 hits are enough to reel most aragamis.

Gun: Basic Sniper (Falcon) Crush Modifier: 1.0 Pierce Modifier: 1.0 Elemental Modifier : 1.0 Type 3 -----------------Damage : 180 x 1~4 (906 x 1~4) OP : 41 (21) DPO: 4.36~17.45 (43.14~172.57) 1. SS : Deco Laser : Very short-ranged, up 120, when button pressed 2. M: Control : Short duration, faces enemy : down 120, simultaneous with (1) 3. M : Laser : Short ranged, High Efficiency Piercing Shot, 0.2 sec after (2) 4. M : Laser : Short ranged, High Efficiency Piercing Shot, 0.5 sec after (2) Remarks: The true power of this bullet cannot be see from test mode. The real effect is in the multiple-hit property of the the HEPS. Most effective on Ouroboros and Quadraga type aragamis from direct front. The angle of the shot also makes it easier to hit awkward parts such as the Shoulders of Priviti or Horns of Ouroboros. Hits multiple aragamis as well.

Meteor Damage: 419 OP: 43 1.S \ Deco-Laser: short-range bullet \ Up 90 2.- -M \ Same time as 1\ Control (track): short duration 3.- - -M \ Same time as 2 \ Control: bullet that faces enemy \ Down 120 4.- - - -L \ 0.5 sec after 3 \ Shot: short-range bullet 5.- - - - -M \ On impact of 4 \ Shot: short-range bullet 6.- - - -L \ 1 sec after 3 \ Shot: short-range bullet 7.- - - - -M \ On impact of 6 \ Shot: short-range bullet Bullet that shoots 5 shots all at once in a V shape: 1.M \ Shot: short-range bullet 2.S \ Shot: very short-range bullet \ Left 5 \ Up 10 3.- -M \ Same time as 2 \ Shot: short-range bullet \ Right 5 \ Down 10 4.- -M \ When 2 disappears \ Shot: short-range bullet \ Right 5 \ Down 10 5.S \ Shot: very short-range bullet \ Right 5 \ Up 10 6.- -M \ Same time as 5 \ Shot: short-range bullet \ Left 5 \ Down 10 7.- -M \ When 5 disappears \ Shot: short-range bullet \ Left 5 \ Down 10 1, 3, 4, 6, and 7 can be changed into L shots in exchange for more OP. S - Bullet : Very short range - 45 UP , 4 OP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ See Note 1 L - M - Control : Track enemy short time - 45 DOWN , 5 OP [Fires after parent disappeared naturally] L - ? - Bullet / Laser (See Note 2) - [Fires 0.2s after parent fired] L - ? - Bullet / Laser (See Note 2) - [Fires 0.5s after parent fired] L - S - Bullet : Very short range - 90 UP , 4 OP [Fires after parent disappeared naturally] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L - - M - Control : Track enemy short time - 90 DOWN , 5 OP [Fires after parent disappeared naturally] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L - ? - Bullet / Laser (See Note 2) - [Fires 0.2s after parent fired] L - ? - Bullet / Laser (See Note 2) - [Fires 0.5s after parent fired]

Splinter (downgraded version) Total 16 OP Rank 3

1) SS or S bullet (with least OP without a NG) i'm using the SS - bullet - short range version [no additional command] 2 OP, OK 2) M - ball - short live period long stay period [when option 1 hits the enemy] 2OP, OK 3) S - laser - very short range laser [ 0.2s after option 2 happens] 2OP, NG, vertical up 5 4) S - laser - very short range laser [ 0.2s after option 2 happens] 2OP, NG, vertical down 5 5) S - laser - very short range laser [ 0.5s after option 2 happens] 2OP, NG, vertical up 5 6) S - laser - very short range laser [ 0.5s after option 2 happens] 2OP, NG, vertical down 5 7) S - laser - very short range laser [ after option 2 extingushes] 2OP, NG, vertical up 5 S - laser - very short range laser [ after option 2 extingushes] 2OP, NG, vertical down 5

H.D.H Kai OP 25 Rank 4 1) SS - Bullet: Short range bullet [ no additional command] OP2, OK, Vert +90 2) M - Control: Short timed version [ after 1 extinguish] OP1, OK, Vert -120 3) S - Bullet: All direction homing bullet (the bullet you crafted) [ same timing as 2] OP8, OK, Vert -45 4) M - Ball: Short live long stay [ after 3 hits the target] 5) SS - Laser: Shot diffusion (the shot gun laser) [ 0.2s after 4 hits] OP8, NG 6) S - Laser: Short range [ 0.5s after 4 hits] OP2, OK 7) S - Laser: Short range [after 4 extinguish] OP4, OK

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