
The first Super Art you gain, the Energy Beam, does quite a bit of damage and serves as a wonderful introduction to these new powers.
Getting through Pacifist runs in Run and Gun levels. Super Meter doesn’t fill up while it’s in use.
Doesn’t allow damage from projectiles or falling. While not the most useful of Super Arts, Invincibility does have its perks, not to mention that being invulnerable, even if it is for a short while, is a useful power for getting past a particularly difficult stage and learning attack patterns. Second is that the Super Meter doesn’t fill up while Invincibility is still active so time you put in hitting the boss won’t build up any energy, which is important since this is the only Super Art that specializes in defense rather than offense. According to the game description, this Super Art allows you to “Cross the astral plane to become invulnerable for a short time,” which sounds great on paper but in practice it has a few conditions that make it less practical.įirst and foremost is that the invincibility you gain doesn’t last long, so it is better for specific areas where you struggle rather than gaining an advantage over the boss. Out of all three Super Arts, Invincibility is the least useful overall with quite a few drawbacks when compared to the other two.