It finally happened. Infinite Fire lives again o_O
How Infinite Fire Type-0 Works
Infinite Fire Type-0 works very differently from its original counterpart. The crafted version added today is essentially two Photon Arts (PAs) in one. Has a base Power notation of 2400 or so before merit/demerit. PP Consumption goes as low as 35.
Uncharged, you fire a bunch of weak, pointless bullets and kick at the end.
If you hold the PA button, i.e. you “charge” it, you fire a gigantic shot at the end after the tiny shots and kick. Huge AoE, huge damage… it’s pretty good.
The kick itself stuns, but otherwise does pathetic damage, so most of the power is concentrated into the final shot. Strangely, the kick itself is Ranged, unlike the kicks in Reverse Tap and Dead Approach which are Striking.
Now here’s where it gets interesting: The tiny shots are considered the charge animation for this PA. If you have TMG Arts S Charge, you can do a different PA before Infinite Fire Type-0 and get the S Charge bonus. So you can skip right past the weak tiny shots and go straight to the kick and hard hitter.
On the downside, the PA moves you back. No Standing Snipe after 🙁 Also the range is pretty short. It’s more like a huge Satellite Aim.
According to Sony Movie Studio, the S Charge version is about 80F, and Power seems to be approximately 1250. Chain Finish with Dead Approach ► Satellite Aim ► Infinite Fire Type-0 ► Dead Approach should be possible, just trying to get the timing down.
Initial Thoughts
At first blush, the new PA covers two big gaps in Gunner gameplay.
First one, TMGs now have a hard hitter other than Satellite Aim. In fact, it hits so hard that with the S Charge bonus, it might have better DPS.
Second, this is pretty a decent area of effect attack. No need to depend on Shift Period as much.
Infinite Fire Type-0 seems to be geared towards Gu/Fi. Doesn’t benefit from Standing Snipe but benefits a lot from Tech Arts JA. Huge PP consumption to push into PP Slayer, although the PP efficiency is still comparable to Satellite Aim. The kick at the start stuns for Chase to apply on the big hit.
What with TMG Arts S Charge last update, the feeling I get is that they’re pushing a certain class combo pretty hard. Not that I mind, beats the same old Gu/Ra and Gu/Hu.
I’ll be testing Gu/Fi out with this a bit more, but initial results are promising. Next up, though, I need to look at Kestrel Rampage Type-0.