ProtoMan | |
---|---|
Description | Move in and slice the enemy |
Full name | ProtoMan |
Class | Mega |
Library # | 4 |
Element | Sword |
Attack power | 150 |
Codes | B * |
MB | 41 (max 2 copies) |
Part of program advances | TwinLdrs |
ProtoMnEX | |
---|---|
Description | Move in and slice the enemy |
Full name | ProtoMan EX |
Class | Mega |
Library # | 5 |
Element | Sword |
Attack power | 170 |
Codes | B |
MB | 53 (max 1 copy) |
ProtoMnSP | |
---|---|
Description | Move in and slice the enemy |
Full name | ProtoMan SP |
Class | Mega |
Library # | 6 |
Element | Sword |
Attack power | 290 |
Codes | B |
MB | 68 (max 1 copy) |
Part of program advances | DblHero, TwinLdrs |
The ProtoMan chip series are Screen-dimming Mega chips that summon ProtoMan to teleport directly in front of the enemy and deal one Wide Sword range hit of Sword element Flinching damage.
- ProtoMan deals 150 damage.
- ProtoMnEX deals 170 damage.
- ProtoMnSP deals 190-290 damage, depending on the player’s ProtoMan SP fight busting record.
ProtoMan cannot be used on broken/hole panels.
ProtoMan cannot teleport and attack the enemy if they are on/behind the user's column, or they are standing directly behind an object or a broken/hole panel.
ProtoMan in * code forms the PA TwinLdrs. ProtoMnSP forms the PAs TwinLdrs and DblHero.
Competitive Overview
The ProtoMan chip series is a fairly reliable source of Sword element damage. As such, ProtoMan in * code and ProtoMnSP (both on or off of B code) are always worth considering when players need Sword element damage in their build.
The 290 capped damage of ProtoMnSP is valuable on its own without any damage boosts, considering 290 is just enough to avoid the 300 damage threshold that would give away the Anger status.
Synergies
ProtoMan along with the BlastMan chip series, the other B code Navi, deals good damage and provides coverage versus Tengu Cross and Tomahawk Cross, two crosses available to Falzar version players.
Furthermore, these Navis can be used in a combo following GrabBnsh. If the enemy was not already Flashing, after Grab Banish connects and begins knocking back the enemy all the way, ProtoMnSP and BlastMnSP can be used immediately after the other during the knockback. This will NOT give the enemy flashing until the knockback is over and they gain flashing due to Grab Banish.
Counterplay
If the enemy expects the user's ProtoMan, they simply need to hide behind a broken/hole panel or an object. As a result, if the enemy expects their ProtoMan to be stolen by AntiNavi, they can do the same and safely remove the trap.
In response to the user's ProtoMan, the enemy can cut in with
- chips that break panels directly in front of them (e.g. Magnum, Geddon) to disable ProtoMan's attack
- AntiSwrd to not only negate the damage, but also potentially deal back 300 Sword element damage of their own
A Tengu Cross user with full area lock and Fanfare can completely protect themselves from ProtoMan by placing Fanfare in the user's backmost row and only stepping out of Fanfare's cover when they have invulnerability.