SHOTGUN
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// OPERATIONAL FOOTAGE
THE CLOSE-RANGE ANNIHILATOR
The Shotgun is a beast up close. You can rip it from the hands of Swordsmachine in 0-3: Double Down. It uses heat expansion to fire superheated flak pellets, making it devastating at point-blank range. You can also pump the handle for extra power, or eject the core to use it as a custom grenade!
// VARIANT MODULES
PRIMARY FIRE: Extremely heavy pellet blast. Ideal for shredding anything in your face.
ALTERNATE FIRE: Alternate fire launches the shotgun's thermal core as a bouncing grenade. You can shoot the grenade mid-air with other weapons to trigger massive explosions!
PUMP SHOT: Pump the handle to pack more pellets into your next blast! Be careful: pumping three times overcharges the chambers and causes a massive explosion right in your face. If you time it with a dash, you can use the blast to rocket-jump safely!
SAWED-ON: Launches a spinning chainsaw blade that tears through enemies and bounces off walls. Punch it with your Feedbacker to keep it spinning and bouncing!
JACKHAMMER: A secret, mechanical piston that swaps your projectile spread for an insane close-range kinetic ram. Perfect for high-speed hit-and-runs.
// COMBAT SYNERGIES
| TECHNIQUE | INPUT | EFFECT |
|---|---|---|
| PROJECTILE BOOST | Punch immediately after firing Shotgun | Punch the pellets immediately after firing to ignite them into an explosive long-range rocket projectile! Essential for crowd clearing. |
| CORE SNIPE | Shoot ejected core with Revolver or Railcannon | Shoot your ejected core grenade mid-air with a Revolver or Railcannon to set off a giant red explosion! |
| OVERCHARGE DASH | Dash right as Pump Charge reaches 3rd pump and fires | Dash right as the Pump Charge overcharges to exploit invincibility frames and avoid self-damage! |
// FIELD DEPLOYMENT