Every time a skill is used it starts or continues a Skill Chain.
A Skill Chain will be broken if no damage is dealt to enemies for a while, but the damage dealt does not necessarily need to come from skills: Normal attacks will also prevent the skill chain from ending.
As a result, getting hit between skills will almost ensure the Skill Chain ending, so it is vital that you keep dodging and attacking in tandem to keep a Skill Chain going.
Certain skills benefit from keeping a skill chain going (or starting one with them) after reaching a specific Skill Cube.
|Sky Slash||0||Chase Damage increased|
|Pulverizing Blade||0||Cooldown reduced by 5 seconds|
|Sharp Shooting||3 or higher||Damage increased by 25%|
|Heat Shot||2 or higher||Cooldown reduced by 3 seconds|
|Reversal||3 or higher||Chase Damage increased|
|Rush||0||Guaranteed critical hit|
|Psychic Explosion||0||Cooldown reduced by 4 seconds|
|Full Magazine Launch||3 or higher||Cooldown reduced by 2 seconds|
|Rolling Vulcan!||5 or higher||Aerial Damage increased|
|Yuri Spiral||3 or higher||Cooldown reduced by 3 seconds|
|Anion Punch||0||Guaranteed critical hit|
|Jade Magnetism||3 or higher||Cooldown reduced by 3 seconds|
|Chiropractic||4 or higher||Cooldown reduced by 5 seconds|
|Headache Acupressure Method||0||Guaranteed critical hit on Back Attack|
|Lance Charging||0||Cooldown reduced by 4 seconds|
|Magicspear Muspelheim||5 or higher||Cooldown reduced by 4 seconds|
|Mjölnir||4 or higher||Cooldown reduced by 3 seconds|
|Lasso||0||Cooldown reduced by 2 seconds|
|Tail Whip||3 or higher||Cooldown reduced by 4 seconds|
|Sonic Boom||0||Cooldown reduced by 2 seconds|
|Zephyr Combination||3 or higher|| Physical Defense Penetration|
increased by 50%
|Cool your head||3 or higher|| Cooldown reduced by 3 seconds|
Damage increased by 20%
- All Rapid/Finishing Move Rapid Option Cubes activate at Skill Chain 3 or higher.
- All Hyper Rapid Option Cubes activate at Skill Chain 6 or higher.