Tactical Arts
Arts are the direction-input combos Vahn, Noa and Gala throw in battle: each turn you get a bar of inputs, and the right sequence turns a string of punches into a named move. This page lists every art with its inputs and AP cost, and - with your own disc image loaded - plays each one on the character's real battle model, in your browser.
Watch the arts
Pick a character below, then click any art card to watch it here, in a real battle: the character's model, the enemy, the stage, the camera, and the voice, run by the game engine on your disc. The battle opens on the character's turn with the art already starting: the battle intro and the enemy names run behind the scenes, so there is nothing to wait through. The toggle flips to the bare model, where you can orbit it and play the character's other battle clips - idle, walk, flinches, knockdown, block and the four weapon swings. An art plays once, then the character drops back to the battle idle.
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
- 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
| Kind | How you get it | What it is |
|---|---|---|
| Regular | Learned by trying inputs in battle | Short combos; the AP cost grows with the number of inputs |
| Hyper | Taught by the Fire / Wind / Thunder Books; the string does nothing until the book is read | Longer pre-set combos, entered as one chain; they play a fanfare instead of a voice shout |
| Super | No unlock of its own: it is there once every art in its chain is learned | Fires automatically when the right chain of arts is entered in one bar; the chain pays the AP |
| Miracle | One per character, from the Ra-Seru | The 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 in a real battle, run by the game engine, with the character, the enemy, the stage, the camera and the voice. The Model only view shows the same art on the bare battle model, posed from the on-disc keyframes at the game's own pace: an art commits with the battle's clock slowed to half (regular arts) or a quarter (Hyper, Super and Miracle), which is what lines the swing up with its shout. 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.