Tactical Arts
Every character's Arts - the direction-input combos they chain together in battle. Load your own disc image and watch each one performed by the character's real battle model, animated in your browser.
Watch the arts
Loading arts.json - re-run python3 site/_gen.py if this persists.
Reading the inputs
Regular arts light only the trigger input yellow; Hyper, Super and Miracle arts light every input. Noa is left-handed, so her Arms input mirrors Vahn and Gala - same animation, mirrored direction.
About this data — the four kinds, shouts & fanfares, the .glb export
The four kinds
Four kinds: Regular (learned by use), Hyper (longer combos), Super (story-unlocked), and one Miracle Art apiece.
How the playback works
With a disc loaded, every art card becomes clickable: the canvas plays that art on the character's battle model, posed from the on-disc keyframes, with the voice shout riding 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 every fire, and 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 at all in retail - instead 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. Those are the cues this page plays on a Hyper, Super or Miracle card - every per-art channel capture-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 of the model; tick the box to switch it on. The .glb button bakes the selected character's assembled battle model with its entire battle-animation set as named glTF animations - the full 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. The chip row under the model plays each action clip directly, the same way an art card does. (Retail has no separate run clip - Walk / Approach is the battle locomotion, and a live capture confirmed the field engine likewise never leaves its walk record.) Nothing is uploaded; the disc never leaves your machine.