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* The "spell queue": the game can only render two mid- or higher-level spells at a time, one for the player party and one for the enemies. As a result, trying to cast two at once will cause one of them to be delayed until the first is completely finished. This was accepted as a technical limitation in the original [[Platform/NintendoGameCube GameCube]] release, but the fact that it's never been changed in any of the {{Updated Rerelease}}s on more powerful systems has been frequently cited as a point against them.

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* The "spell queue": the game can only render two mid- or higher-level spells at a time, one for the player party and one for the enemies. [[note]]Except during a Unison Attack, which uses both slots for player spells, since the enemy can't act at this time.[[/note]] As a result, trying to cast two at once will cause one of them to be delayed until the first is completely finished. This was accepted as a technical limitation in the original [[Platform/NintendoGameCube GameCube]] release, but the fact that it's never been changed in any of the {{Updated Rerelease}}s on more powerful systems has been frequently cited as a point against them.
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* The "spell queue": the game can only render two mid- or higher-level spells at a time, one for the player party and one for the enemies. As a result, trying to cast two at once will cause one of them to be delayed until the first is completely finished. This was accepted as a technical limitation in the original [[UsefulNotes/NintendoGameCube GameCube]] release, but the fact that it's never been changed in any of the {{Updated Rerelease}}s on more powerful systems has been frequently cited as a point against them.

to:

* The "spell queue": the game can only render two mid- or higher-level spells at a time, one for the player party and one for the enemies. As a result, trying to cast two at once will cause one of them to be delayed until the first is completely finished. This was accepted as a technical limitation in the original [[UsefulNotes/NintendoGameCube [[Platform/NintendoGameCube GameCube]] release, but the fact that it's never been changed in any of the {{Updated Rerelease}}s on more powerful systems has been frequently cited as a point against them.
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* Kisara's Boost Arte is awkward to use. While all the others automatically down a certain type of enemy on use, hers is meant to [[BullfightBoss block charging enemies and stop them in their tracks]]. This means means hers is the only one that needs to be timed to an enemy's attacks (Rinwell's just needs to be used while an enemy's casting meter is visible), will be wasted if your timing is off, and if it's not ready when an enemy charges you're out of luck. Charging enemies also tend to charge ''frequently'', so burning her entire meter to cancel one charge isn't likely to make much of a difference to a fight. The first few bosses after she joins are ''designed around this mechanic'', which is even more frustrating, with the rest of the game basically never really having attacks that make using it helpful.

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* Kisara's Boost Arte is awkward to use. While all the others automatically down a certain type of enemy on use, hers is meant to [[BullfightBoss block charging enemies and stop them in their tracks]]. This means means hers is the only one that needs to be timed to an enemy's attacks (Rinwell's just needs to be used while an enemy's casting meter is visible), will be wasted if your timing is off, and if it's not ready when an enemy charges you're out of luck. Charging enemies also tend to charge ''frequently'', so burning her entire meter to cancel one charge isn't likely to make much of a difference to a fight. The first few bosses after she joins are ''designed around this mechanic'', which is even more frustrating, with the rest of the game basically never really having attacks that make using it helpful.
helpful. Tellingly, it often sees more use as a method of extending a combo given the AG recharge it confers, or as a means to quickly reset Kisara's position when she's the playable character to arte-cancel, get some breathing room, and parry an attack that would otherwise strike her due to being locked into a combo. Outside of being used to activate some battle cinematics, it's often advised to simply rely on Kisara's parry maneuver if the player ''wants'' to indulge in the counter-focused gameplay the Boost Arte is supposed to inspire, since it doesn't have an awkward charging time and can be chained against enemies that hit multiple times in quick succession.

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