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Air Dash



Air Dash
Air Dash
Class Reflexes Perk
Attribute Reflexes
Tier Phenom (15)
Levels 3
Requires Dash

Air Dash takes V's dash off the ground. The first two levels make dashing cheaper and faster, and the third allows one in midair, which turns a jump into a second move. It is the top of the movement branch of the Reflexes tree. Rooftops, balconies and stairwells become a route rather than scenery.

Effect


The stamina cut and the speed increase both stack with the gains lower in the branch, so by this point a dash costs very little and covers a long way.

The third level is the one that changes the shape of a fight. A dash can be used while already in the air, which means a jump can be redirected, a gap can be crossed that has no floor, and a drop can be aimed. Movement stops being limited to the ground V is standing on.

Level Effect
1 -20% Dash Stamina cost.
2 +20% Dash speed.
3 Unlocks the ability to Dash in mid-air.

How to Unlock Air Dash


It sits behind the Phenom gate of the Reflexes tree, which takes a long run of points. Dash must be bought first, and all three levels are needed before the midair dash appears.

Perk Tree


Air Dash is bought from Dash in the Reflexes tree.

Name Image Tier Effect
Dash Dash Pro (9) -20% Stamina cost for dodging and dashing.

Buying Air Dash opens the perks below.

Name Image Tier Effect
Aerial Acrobat Aerial Acrobat Phenom (15) Improves midair maneuverability.
Aerodynamic Aerodynamic Phenom (15) +30% Mitigation Strength while in midair.
Tailwind Tailwind Legend (20) +25 Stamina from performing Air Dashes and Double Jumps.

Character Builds


The build is a Reflexes build that fights above the floor, which is the most mobile shape in the game. Any of the tree's weapons work, though a submachine gun is easiest to use while airborne.

Buy all three levels at the Phenom gate, then Aerial Acrobat and Aerodynamic, then Tailwind at the Legend gate. A build that stops at the first two levels has a cheaper, faster dash and none of the airborne movement the branch above it reads.

Notes


Aerial Acrobat makes the midair control sharper, Aerodynamic cuts the damage taken up there, and Tailwind pays stamina back for each air dash.

Night City is built vertically, so a build with this perk can take approaches nothing else can reach.

All Reflexes Perks



Every reflexes perk in the game is listed below.

Name Image Tier Requires Effect
Multitasker Multitasker Rookie (4) Slippery Allows you to shoot while sprinting, sliding and vaulting.
Muscle Memory Muscle Memory Rookie (4) Slippery Allows you to reload weapons while sprinting, sliding and vaulting.
Parkour! Parkour! Rookie (4) Slippery Increased vaulting and climbing speed.
Power Slide Power Slide Rookie (4) Slippery Increased slide distance.
Slippery Slippery Rookie (4) - The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting.
Stuntjock Stuntjock Rookie (4) - Unlocks preem new ways to exit vehicles: Jump out. Slide out. You can also draw and fire weapons during these stunts. While driving: No bullet spread penalty from movement. -50% bullet spread overall
Bullet Deflect Bullet Deflect Pro (9) Lead And Steel When your Stamina is above 33%, blocking projectiles will Deflect them to wherever your reticle is aimed. Well-timed blocking just before being hit increases the damage you deal with deflected bullets.
Bullet Time Bullet Time Pro (9) Bullet Deflect Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage.
Can't Touch This Can't Touch This Pro (9) Dash +100% Mitigation Chance when performing a Dash. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%).
Dash Dash Pro (9) Slippery -20% Stamina cost for dodging and dashing.
Flash And Thunderclap Flash And Thunderclap Pro (9) Mad Dash, Seeing Double When performing Strong Attacks, you now automatically leap to enemies within range. These Leap Attacks can be also performed from midair and deal additional damage that scales with the distance of the leap (max +50%).
Lead And Steel Lead And Steel Pro (9) Slippery -15% Stamina cost attacks with Blades.
Mad Dash Mad Dash Pro (9) Dash +100% Dash range toward enemies.
Mean Streak Mean Streak Pro (9) Dash +40% Stamina after neutralizing an enemy while Dashing.
Mind Over Matter Mind Over Matter Pro (9) Ready, Rested, Reloaded -25% Recoil when aiming.
Ready, Rested, Reloaded Ready, Rested, Reloaded Pro (9) - -10% Stamina cost for shooting AR and SMGs.
Seeing Double Seeing Double Pro (9) Lead And Steel Increased damage and Stun chance with counterattacks.
Spice Of Life Spice Of Life Pro (9) Ready, Rested, Reloaded +15% weapon swap speed,. -30% bullet spread briefly after swapping weapons.
Steady Grip Steady Grip Pro (9) Dash Allows you to shoot while Dashing.
Tunnel Vision Tunnel Vision Pro (9) Ready, Rested, Reloaded +20% Effective range and accuracy.
Aerial Acrobat Aerial Acrobat Phenom (15) Air Dash Improves midair maneuverability.
Aerodynamic Aerodynamic Phenom (15) Air Dash +30% Mitigation Strength while in midair.
Air Dash Air Dash Phenom (15) Dash -20% Dash Stamina cost.
Air Kerenzikov Air Kerenzikov Phenom (15) - Activating Kerenzikov in mid-air keeps you suspended in the air and extends its duration.
Finisher: Bladerunner Finisher: Bladerunner Phenom (15) Lead And Steel -15% Stamina cost attacks with Blades.
Flash Of Steel Flash Of Steel Phenom (15) Finisher: Bladerunner +25% Movement Speed and Attack Speed for 6 sec. after performing a Finisher.
Going The Distance Going The Distance Phenom (15) Finisher: Bladerunner +100% Finisher range.
Gundancer Gundancer Phenom (15) Sharpshooter Aiming no longer slows movement. Allows you to shoot while vaulting.
Opportunist Opportunist Phenom (15) Finisher: Bladerunner Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers.
Practice Makes Perfect Practice Makes Perfect Phenom (15) - +7% Crit Chance and Crit Damage per stack of Sharpshooter.
Sharpshooter Sharpshooter Phenom (15) Ready, Rested, Reloaded +15% aim speed.
Shoot To Chill Shoot To Chill Phenom (15) Sharpshooter +4% Armor Penetration for automatic weapons per stack of Sharpshooter.
Spray And Pray Spray And Pray Phenom (15) Sharpshooter -10% Stamina cost for hip-firing.
Salt In The Wound Salt In The Wound Legend (20) Sharpshooter Shooting the same target 7 consecutive times deals bonus damage equal to 100% of the total damage from those shots.
Slaughterhouse Slaughterhouse Legend (20) Finisher: Bladerunner All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance. Bleeding cannot kill enemies, but does make them more susceptible to Finishers. +25 Stamina from dismembering.
Submachine Fun Submachine Fun Legend (20) Sharpshooter Swapping Submachine Guns is faster and automatically reloads them, +22% fire rate after swapping to an SMG. Normal reloading ends the effect.
Tailwind Tailwind Legend (20) Air Dash +25 Stamina from performing Air Dashes and Double Jumps.