Battle mechanics / GUIDE 09
Does Burst fire the moment you press it?
Burst does not fire the instant the gauge fills, and some effects do not land the instant Burst is used. Here is that “waiting time,” in frames.
One step of the game clock is 0.033 seconds
NIKKE battles advance one step every 0.033 seconds (about 30 steps per second). So “a few frames late” means “a few steps late.” The F on the lab’s Burst timeline splits one second into 60 for easier reading, so one game step is about 2F on screen.
The Burst chain has waiting time too
After the gauge reaches 100%, it takes about 0.43 seconds (13 steps) before Burst I fires. Between Burst I and II, and between II and III, there is another wait of about 0.56 seconds (17 steps) each. The “0.56 seconds late” in article 08 is exactly this time for one more Burst stage to follow (about 17 steps). After Burst III, Full Burst starts about 0.1 seconds later.
So if the Burst chain runs once in order, it takes at least about 1.65 seconds (50 steps) from a full gauge to Full Burst.
Cutscenes make it look longer
With Burst cutscenes on, the game clock stops while they play. On screen a stage gap looks like about 1.8 seconds, but about 1.2 seconds of that is paused time; inside the game it is still 0.56 seconds. When timing a recording, turning cutscenes off is more accurate.
“Used” and “landed” are not the same
Most Burst damage lands on the very next step after it is used. For example, Scarlet’s Burst III damage landed on the step right after the cast in all four recorded matches.
But some effects carry their own delay. Liberalio’s Burst III damage lands about 1 second after it is used. Of the 184 Nikkes in the lab, five have Burst effects with this kind of delay.
Delays can miss or meet invulnerability
If the time the opponent turns on invulnerability or a barrier and the time your Burst effect lands differ by just a few steps, the result can change a lot. In one recording, Scarlet’s Burst III damage landed inside the opponent’s invulnerability and showed “IMMUNE.” On the other hand, damage that lands 1 second late can hit after the opponent’s invulnerability ends.
How to read it in the lab
On the team screen’s Burst timeline, each effect shows “Cast ○F + delay ○F → apply at ○F (estimated).” Cast is when Burst is used, and apply is when the effect actually lands. The “delay” in between is the whole wait, so besides the effect’s own delay it can include time after a hit or an application wait. To see only the effect’s own delay, check the “Effect delay” line below it. Effects whose delay data we could not confirm show “Application timing unknown.”
These times are estimates that assume the Nikke is alive and not stunned. In a real battle, enemy attacks, stuns and Burst cooldowns can make them later.
Where do these numbers come from?
The delay values in this article were compiled from as much Korean and international material as we could gather. They are not numbers officially published by the game, so they may differ slightly from the real game. We will update them if more accurate data appears.