No disc loaded - the cards below stay a static reference until you provide a .bin Mode2/2352 image (or a raw PROT.DAT).

Watch the arts

Pick a character below, then click any art card to play it here. The chip row under the model plays the character's other battle clips - idle, walk, flinches, knockdown, block and the four weapon swings. Drag to orbit.

The model here wears the default gear. To watch the same clips on a character you have dressed - weapon in hand, every action and art in one strip - use the characters page.

Loading arts.json - re-run python3 site/_gen.py if this persists.

How to read the cards

Yellow = trigger input (the finisher that lands the art)
Purple = setup input (queued combo step)
  • Arrows are the inputs, left to right. Up and Down are the high and low attacks, Left and Right are the two arm attacks. Regular arts light only the trigger yellow; Hyper, Super and Miracle arts light every input, the way the game's own arts list does.
  • AP is what the art costs from the arts gauge. A Super Art has no cost of its own - the number shown is what the chain of arts that triggers it pays. The Miracle Art is always 99.
  • Noa is left-handed, so her arm inputs mirror Vahn's and Gala's: same move, mirrored direction.
  • Arts can overlap inside one input bar: the game matches the longest art whose inputs fit, then keeps going from its trigger - so a long bar can land two or three arts in a row.

The four kinds of art

KindHow you get itWhat it is
RegularLearned by trying inputs in battleShort combos; the AP cost grows with the number of inputs
HyperUnlocked as the character levels upLonger pre-set combos, entered as one chain; they play a fanfare instead of a voice shout
SuperStory unlock (Vahn: Cyclone Trigger, Noa: Music Box Trigger, Gala: Wind Cave and the Mystery Tree)Fires automatically when the right chain of arts is entered in one bar; the chain pays the AP
MiracleOne per character, from the Ra-SeruThe most powerful unique animation, at a fixed 99 AP
About this data — where the animations and voices come from, the .glb export

Playback

With a disc loaded, every art card plays that art on the character's battle model, posed from the on-disc keyframes. The voice shout rides along as in retail: each shout is a CD-XA channel from the character's own voice bank (Vahn XA2.XA, Noa XA4.XA, Gala XA6.XA). Retail rolls a random channel from the art's candidate pool each time; this page plays the channel a live instrumented battle was captured firing for that art where one is pinned, else a fixed member of the same pool.

Hyper Arts play no shout in retail - each fires a stereo fanfare from the character's fanfare bank (Vahn XA1.XA, Noa XA3.XA, Gala XA5.XA), coin-flipped between the art's own pair of channels; Super and Miracle Arts open with the same bank's generic fanfare. Every per-art channel was verified against a live instrumented battle.

Retail also draws a tinted after-image trail behind the character (Vahn red, Noa green, Gala blue). It starts off here for a clean view; tick the box to switch it on.

The .glb export

The .glb button bakes the selected character's assembled battle model with its entire battle-animation set as named glTF animations - the action bank (Idle, Walk / Approach, the flinches, Knockdown, Get Up, Ready / Recover / Defeat, Block), the four direction-command weapon swings, and every art - ready for Blender or three.js. Retail has no separate run clip: Walk / Approach is the battle locomotion. Nothing is uploaded; the disc never leaves your machine.