This part of the guide explains all the different types of attacks available to you. Wired Lance has moves ranging from "terrific" to "complete ass" and with this info you can make proper decisions on what to use or what not to use.
Restores 4+4 PP
⚠️Needs mid-range⚠️
A quick double swipe that doesn’t do a lot of damage. But it's fast and safe so sometimes it's the only thing you have time to do. Kind of sucks.
Restores 4+4 PP
⚠️Needs mid-range⚠️
Same as normal 1 except with lower damage. Yikes.
Restores 6 PP
⚠️Needs mid-range⚠️
Single X-shaped swipe. Doesn’t restore a lot of PP but it does decent damage and is low risk. Hunter abilities allow us to skip normal 1 and 2 and get straight to this after casting 2 of the same skills in a row.
Restores 18 PP
⚠️Needs mid-range⚠️
A narrow slam starting from the top. It is lacking in range and speed, but it is the most effective for PP recovery. Normal 4 counts as a guard in every direction for the entire move.
Sounds cool but in reality it's a slow and uncomfortable option. Used only when your PP is too low to cast anything else. Maybe after it gets buffed for the fifth time it'll be good.
Costs 25 PP
⚠️Needs mid-range⚠️
It’s 6 consecutive hits with a strong finisher for hit 7. You are able to move in any direction at the start of the attack and again before the final hit. I say that it needs mid-range but most of the time it shouldn't because you're using it for avenger only.
Cutting Layer used to be pretty versatile until Sega decided we can't have nice things on Halpha and added a year of end lag to the move. So now it's incredibly slow and unsafe without parrying something first. You are free to dodge after the first hit completes and you’re free to do anything after the fifth hit completes. But when hit 7 starts you will be stuck in recoil and lag until the entire animation is finished.
With the recent buffs and nerfs there is little reason to bother using this at all anymore. Balance patch waiting room zzzz
Costs 20 PP
⚠️Needs mid-range⚠️
One cast gets you 4 consecutive vertical attacks. The first hit does more damage than the next 3. You’re free to dodge after the first hit completes and you’re free to do ANYTHING after the second hit completes.
Locking on to an enemy will allow you to combine TT with forwards or backwards inputs to travel upwards or downwards. The game automatically stops you from going higher if you’re a good distance above the enemy.
TT gives much more freedom to act than Cutting Layer and will often be used while waiting for enemies to attack. If you're using Wired Lance as your main weapon, this is your first choice for dealing damage. For players using Wired Lance as a sub weapon, it's usually not worth slotting on your palette.
The best DPS is achieved by repeating it after the 3rd hit. I’ll call this TT3 and it will be an important part of the next section. You cannot buffer this to be perfect since the game will accept inputs for anything after the second hit completes. That means you need to pay attention and repeat with good timing (or use macros) when you see the 3rd hit complete.
This comes with a couple of customization options that you can access at the class counter...
👎Type 1: Increases attack speed by 25% and lowers the damage by 20%.
Lowers your DPS and makes it harder to hit your repeat timing so your DPS gets lowered even more. Also wastes your PP faster since you need to cast it more. At least it's fun to play with...? Never recommended.
👍Type 2: Increases the attack range and makes TT always hit at critical distance.
In practice this is free extra damage. You will largely eliminate the need to reposition yourself which will allow you to keep attacking for more damage. TT is Wired Lance's filler DPS and you would be casting this when there is nothing from the enemy to parry. Excellent choice, though it does not do much for people that only use Wired Lance as a sub-weapon.
🤔Type 3: Increases the damage when used with avenger by 10%.
A perplexing choice that may or may not be good. Taking this would give up the benefits of type 2 TT which means you need to position and worry about optimal spacing again. Also you would be casting this PA for every single scenario which may incur some PP problems. It is higher damage, but at a great cost. I'm not too sure yet and I'm continuing to experiment with it.
Costs 28 PP
⚠️Needs mid-range⚠️
It’s two spins and a big claw swipe. This is the standard play to go for when activating avenger. In other words, this is what you will usually do to parry an enemy attack. It's also your crowd steamroller. Flying around while vane spinning sums up mobbing with Wired Lance.
You’re free to do anything between the first and second spin, as well as before the end claw swipe hits but you’re locked while the attacks are in progress.
This comes with a couple of customization options that you can access at the class counter...
🤔 Type 1: Drastically increases the attack range and makes it always hit at critical distance.
This is only useful for mobbing but still worse than tech classes or spamming T3 calibur. Not recommended but you can take it if you want to PSE with wires for whatever reason.
👍 Type 2: Increases the power of weapon action when used immediately after Vane Mixture by 15%.
This stacks with the boosts in the Hunter skill tree and is what makes Vane our main parry ability. Also will allow you to do a certain combo involving side weapon action to increase DPS. More on that in the next section. HIGHLY recommended.
👎 Type 3: Increases the speed that Crossing Feather accumulates by 50% when using Vane Mixture.
Too bad there's still a 30 second cooldown on Crossing Feather so it doesn't matter if you get it any faster. Useless and bad. Never recommended.
Costs 30 PP
✔️Doesn't need mid-range✔️
Hellish fall is Wired Lance’s only charge-able ability. The attack changes depending on whether you release it uncharged or charged.
Tapping the button or releasing the button before a full charge gets you a grab and slam attack. You MUST grab a target for this to work.
Uncharged Hellish Fall gives you straight invincibility during the rise and fall part of the animation, but you'll never use it for that. After the slam you will be at a slightly higher position than before, making it possible to keep slowly gaining height in the air. Unlike TT, the game will not stop you from going higher.
Unfortunately, the height raising aspect is really annoying, it costs a lot of PP, and it's generally worse than Cutting Layer so there's no longer a point to using this anywhere. If I'm really reaching for any sort of purpose, I guess you can use it to back off from a downed enemy before starting your usual combo. Overall garbage move that you will almost never use intentionally.
Costs 30 PP
✔️Doesn't need mid-range✔️
Charging Hellish fall for 5 seconds will activate an alternate punch attack.
But more importantly, getting hit twice while charging will skip you straight to a full charge and automatically activate the punch attack.
While charging you will have 50% damage reduction from the first hit that makes contact and full damage immunity from the second hit. The second hit will trigger an avenger counter automatically with no timing required on your part. You can do all of this just by holding the button.
Countering with charged Hellish Fall serves up an almost unreasonable amount of damage and you will be looking to use this anytime an enemy is attacking twice in rapid succession or uses multi-hit attacks. However, since this forces you to tank a hit, it won’t be possible to use it with much freedom against harder hitting bosses or enemies that inflict some status effects (freeze, panic, potency down, etc,).
Make sure not to confuse multi-hit attacks with lingering attacks. Lingering attacks only hit once over a long period of time. Charged Hellish Fall won’t work!
Can stand in this for 5 whole seconds and only get hit once
Wired Anchor Advance is going to convert weapon action into 4 different types of attacks. You can change which attack gets used by holding (or not holding) a direction while pressing WA.
Actions are decided relative to the direction that your character is facing. I highly recommend that you lock-on to a target before using this to both center the camera and not accidentally face a different way to get the wrong move.
Restores 10 PP
✔️Doesn't need mid-range✔️
(No direction held)
Neutral WA happens when you do a weapon action without holding any movement direction. The wires will extend to the enemy and hit once, then retract.
It's used as a simple follow-up after an avenger to tack a bit more damage and restore some PP.
Restores 15 PP
✔️Doesn't need mid-range✔️
Forward WA tethers on to an enemy and then pulls you forward to attack with a strong kick. You get invincibility starting from when you begin traveling. Additionally, you can dodge out of the pull before the kick happens.
Sounds wicked but there’s some faults…
It’s not possible to phase through objects so if there’s a tree or some other enemy in the way the attack will end there. Since this brings you to the spot you latched onto, it tends to miss often when the target is moving. It's also usually slower than just running to the target normally.
So it’s awful as an attack and as a gap closer. Just treat it as an extra jump.
Restores 137 PP in total
3 PP/hit for slow spin, 6 PP/hit for fast spin, 11PP for claw swipe
⚠️Needs mid-range⚠️
Whether you choose left or right doesn’t matter because it’s the same attack either way. Activating side WA normally gives you this useless finisher:
This move would be a million times better if Sega removed this part
You’ll want to keep holding WA and the attack will convert into a lasso spin with a ton of unique properties.
Yee-haw
Your attack begins as a slow spin for the first 8 hits then transitions to a fast spin from hit 9 onwards. Starting from the fast spin, releasing the WA button will cue up a strong claw swipe finisher (stronger than the one from Vane Mixture). You’re forced into the claw swipe after 25 hits if you don’t release the button. Dodging can be done anytime during the lasso but as soon as you commit to the finisher you’re locked in.
Jumping and double jumping is possible during this attack and you’ll have slow fall when descending. That means encore jumping with Bouncer's add-on can slightly increase your DPS (mind that you need to keep mid-range distance.) You’ll have slow fall even if you didn’t take Slow Landing Charge on the skill tree.
But hold your horses before going full cowboy. You want to make sure to never use this without a Wired Anchor Avenger boost. The DPS is pathetic and side WA needs the 1.5x damage boost to compete with other choices.
Restores 10 PP
✔️Doesn't need mid-range✔️
It’s similar to neutral except you move backwards as well. The animation is ever so slightly slower and the damage is ever so slightly higher. This one is fully invincible.
You can do this over neutral WA to marginally increase DPS but note what is happening to your position. You’re moving backwards and away which means you might have to move forward again to reach the target.
Restores 10+30 PP
✔️Doesn't need mid-range✔️
We went over Crossing Feather in the previous section but as a reminder: it's a very strong 2-hit attack with massive range. It restores a huge amount of PP and also zooms you straight towards an enemy when used at a distance. The move is entirely invincible as well.
To use Crossing Feather you first need to fill a gauge. The gauge goes up when attacking with Wired Lance moves ONLY. That means if you main Sword or Partisan and sub Wires you're not likely to cast this often.
The rate that it fills at is based on a hidden value known as enemy cost. Without going too deep into this, all you need to know is that it fills faster on boss/large enemies and slower on mobs/small enemies.
Comes with theatric camera effects!
Crossing Feather itself always hits at critical distance and does not need mid-range BUT it unfortunately moves your character slightly towards a target. This means that you will occasionally need to back up to correct your distance for your next attack.
Don't sleep on the PP restore! Crossing feather is fantastic during enemy downs because it will deal strong DPS and bring back your PP to cast more PA's. You can use it to keep your rotation going without resorting to normals.
Restores 15 PP
✔️Doesn't need mid-range✔️
Dash Attack hits in a circle area around you covering the front, both sides, and behind. It’s the go-to attack for breaking rocks and killing small helpless animals.
In actual combat it can act as a quick way to restore PP. (+15 for each enemy hit).
Restores 6+8 PP (normal) and 7+9 PP (counter)
⚠️Needs mid-range... partially⚠️
The attack you get when you dodge and press the normal attack button. It’s Step Attack normally and becomes Step Counter when you successfully dodge an enemy attack. They’re the same, but Step Counter hits harder and restores more PP. Both versions will drop you to the ground if used in the air.
The move plays out in 2 hits. Your spacing will matter for the first hit but not for the second.
During Step Counter you will have the opportunity to input a direction to move significantly. Dodging backwards then step countering forwards is a good way to maintain the spacing.
Restores 0 PP
✔️Doesn't need mid-range✔️
Same as every other Dive Attack in the game. Trash damage and only gets used to reach the ground quickly.
Now that's a rollercoaster
Restores 0 PP
✔️Doesn't need mid-range✔️
Photon Blast has massive range and is very usable on both bosses and for wiping crowds. If you’re targeting an enemy within a certain distance, this move will automatically fly you over to the target. However, you should ignore that feature and instead run straight up to the desired area before initiating to make sure you’re hitting where you want it to.
After finishing this you will be propelled backwards slightly. Very convenient!