Playerzero (talk | contribs) No edit summary |
Playerzero (talk | contribs) No edit summary |
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! Startup!! Active!! Recovery !! Counter Frames | ! Startup!! Active!! Recovery !! Counter Frames | ||
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| 1-23 || 24 || 25-37 || | | 1-23 || 24 || 25-37 || 16 | ||
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</div> | </div> |
Revision as of 14:42, 26 February 2023
TankCan1 | |
---|---|
Description | 3sqr blst if hits end row |
Full name | Tank Cannon 1 |
Class | Standard |
Library # | 12 |
Element | Null Null |
Attack power | 120 |
Codes | A G R |
MB | 17 (max 5 copies) |
TankCan2 | |
---|---|
Description | 3sqr blst if hits end row |
Full name | Tank Cannon 2 |
Class | Standard |
Library # | 13 |
Element | Null Null |
Attack power | 160 |
Codes | L S V |
MB | 28 (max 4 copies) |
TankCan3 | |
---|---|
Description | 3sqr blst if hits end row |
Full name | Tank Cannon 3 |
Class | Standard |
Library # | 14 |
Element | Null Null |
Attack power | 200 |
Codes | B M P |
MB | 39 (max 3 copies) |
The Tank Cannon series are Real Time chips that fire an invisible projectile down the player's row. Directly landing the attack applies Drag#Big Push and Flashing and Flinching damage. If it doesn't hit anything, it creates an explosion that cracks panels and deals Flashing and Flinching damage to a 1x3 area in the opponent's back column, centered on the row it was fired.
Notes
- A missed shot will crack panels before damaging the 1x3 area.
- The projectile will not damage Type 2 Objects, even if it would deal enough damage to destroy them.
Frame Data
- Tank Cannon 1, 2, and 3 have a 23 frame startup and travel to the first panel on frame 24. Afterwards the projectile travels one panel every 2 frames. If the shot would travel past the final column, it will immediately crack and damage the panel it is currently on and the panels directly above and below it. The full attack animation takes 37 frames.
- The Tank Cannon series has 16 counter frames.
33 | |||||
start | 24 | 25-26 | 27-28 | 29-30 | 31-32/33 |
33 |
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
1-23 | 24 | 25-37 | 16 |
Competitive Overview
TankCan1 and TankCan2 see limited competitive play due to its slow startup and linear range. TankCan3 is often seen in M code folders, but it is a strong option in any of the codes.
Tank Cannon is easier to land if its player restricted the opponent's movement with broken panels or possesses a strong area advantage. With +2 area, it is impossible to avoid.
Opponents who might not be expecting Tank Cannon can be caught off guard and might not avoid the attack on time.
Stunning an opponent with WhiCapsl makes it easier to land Tank Cannon.
TankCan3 deals enough damage to remove LifeAur.
Beast Out increases Tank Cannon's damage by 30 and can help aim the Tank Cannon. While risky, using Beast Over doubles Tank Cannon's damage which can provide for a 400 damage attack.
Counterplay
A player can avoid standing in their back column to dodge Tank Cannon's follow up explosion.
Because of Tank Cannon's long startup time, a player can potentially dodge or Shield it on reaction.
An enemy moving up and down can make it difficult to land Tank Cannon.