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=== Counter Play === | === Counter Play === | ||
The long Chip Charge gives a careful opponent time to prepare a countertattack, making the player vulnerable to being hit by a [[Status]] applying attack and losing the charge or a [[File:Element 6 Wind.png|link=]] [[Element|Wind]] | The long Chip Charge gives a careful opponent time to prepare a countertattack, making the player vulnerable to being hit by a [[Status]] applying attack and losing the charge or getting hit by a [[File:Element 6 Wind.png|link=]] [[Element|Wind]] chip. | ||
{{Navplate crosses}} | {{Navplate crosses}} |
Revision as of 01:35, 11 February 2023
File:EraseCross art.png | |
Erase Cross | |
---|---|
Description | If 4 digit HP Elemntless:Dth Curs ChipAtk+30 |
Element | Cursor |
Weakness | Wind |
Charge shot | |
Damage | 60, 80, 100, 120, 140 |
Charge time (frames) | 110, 100 90, 85, 80. |
EraseCross... King of destruction... Use it wisely.
— Dark Scythe
Erase Cross
Erase Cross is the fourth Cross linked in Gregar using the power of EraseMan. As a Cursor element Cross, Erase Cross can perform an Invis-Piercing attack with Erase's Delete Beam.
While in Erase Cross:
- MegaMan is weak to Wind attacks.
- All Cursor chips gain +30 damage.
- Hitting a navi that has a 4 in it's current HP with a Null chip inflicts a single HP bug.
- Charge Shot turns into Delete Beam.
Delete Beam is an attack that deals Null element, Flashing and Invis-Piercing damage and hits everything in the same row in front of MegaMan.
Attack Formula (20 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- Charged Shot deals File:Element 6 Null.png Null and thus is the not able to decross the opponent out of Dust Cross and Ground Cross and can not destroy traps as a normal Cursor element chip would.
Frame Data
- The Charge Shot has a short windup, which locks MegaMan in place for a short duration, before activating.
- The Charge Shot lasts for 72 frames in total. It is active starting at frame 7 and disappears at frame 70 from the field.
Counter hit window?
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 110 | 100 | 90 | 85 | 80 |
Startup | Active | Recovery |
---|---|---|
7 | 7-70 | ??? |
Competitive Overview
Delete Beam is the only Charge Shot that has Invis-Piercing damage out of all the Gregar crosses and has great range, which makes it hard for the opponent to take advantage of their Flashing state after receiving damage or using their Invisibl chip.
If a panel of Delete Beam hits the enemy or an Object, that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack making it possible to remove Defense such as AntiDmg and deal damage if the opponent walks into another panel. Since the Delete Beam is Invis-Piercing, it allows the player to land multiple hits with same attack even if the opponent is Flashing, which makes it especially useful if the opponent stands on Ice Panels without Float Shoes in which the opponent has to be careful with its movement.
Erase Cross provides a good Beast Out option next turn if there is a need to remove defenses such as LifeAur or AntiDmg. Erase Beast also gives the opportunity to deal Cursor damage in order to decross Dust Cross and Ground Cross.
Counter Play
The Charge Shot takes a total time of 72 frames, in which MegaMan is not able to move, leaving the player vulnerable to Wind element attacks like or Static.
Tengu Cross can create Fan gusts that pulls the player to the front row, which the opponent then can use to hit the player with a Wind element attack or with a Status applying attack followed by it's Charged Shot Tengu Rack afterwards.
Erase Beast
File:EraseBeast art.png | |
Erase Beast | |
---|---|
Element | Cursor |
Weakness | Wind |
Chip charge | |
Damage | 100, 130, 160, 190, 220 |
Charge time (frames) | 120 |
Using the power of Gregar, Erase Cross is able to Transform into Erase Beast.
Erase Beast gains:
- Super Armor and the Gregar Beast Buster
- +30 Attack to Non-screen dimming File:Element 6 Null.png Null chips.
- MegaMan will attempt to line up Non-screen dimming chips with a Beast Jump.
Erase Beast is weak to Wind attacks.
While in Erase Beast:
- All Cursor chips gain +30 to damage.
- Hitting a navi that has a 4 in it's current HP with a File:Element 6 Null.png Null inflicts a single HP bug.
- File:Element 6 Null.png Null chips can be Beast Charged to execute Erase Tail Arrow dealing Flashing and Flinching Cursor Element damage.
Erase Tail Arrow launches a very fast Invis-Piercing projectile on the enemy position, that also inflicts a single HP bug on targets struck.
Notes
- Erase Tail Arrow deals Cursor Element damage, meaning it can destroy any Traps the opponent currently and still deal the full damage.
- Although hard, it is possible to dodge the projectile with the right timing. The attack locks on the enemy the very moment MegaMan's animation changes.
Frame Data
- The Beast Charge takes 120 frames to fully charge and is not impacted by Charge value.
- Erase Tail Arrow has a 15 frame windup.
Counter Hit window?
Attack Formula (30 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 80 | 110 | 140 | 170 | 200 |
Startup | Active | Recovery |
---|---|---|
15 | ? | ? |
Competitive Overview
Erase Beast allows for powerful Chip Charge that destroys the defense the opponent has. Due to the long charge time it is often combinatined with SloGauge to use as many Erase Tail Arrows as possible for a large amount of the damage.
Since Erase Tail Arrow is able to remove LifeAur and destroy Traps such as AntiDmg it is a common option to punish Dust Cross and Ground Cross for the x2 or to prepare strong attacks such as ColForce
Counter Play
The long Chip Charge gives a careful opponent time to prepare a countertattack, making the player vulnerable to being hit by a Status applying attack and losing the charge or getting hit by a Wind chip.