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Going into Heat Cross can provide for a good [[Beast out]] option next turn if you find yourself without a way to remove {{Chip|6|Life Aura}}. The +50 increase to damage can allow chips such as {{chip|6|Fire Hit 3}} to remove {{Chip|6|Life Aura}}. | Going into Heat Cross can provide for a good [[Beast out]] option next turn if you find yourself without a way to remove {{Chip|6|Life Aura}}. The +50 increase to damage can allow chips such as {{chip|6|Fire Hit 3}} to remove {{Chip|6|Life Aura}}. | ||
=== | ===Counter Play=== | ||
Unfortunately a large number of {{Element|6|Aqua}} element attacks can land easily on a stationary user, so the lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks. The Charge Shot traveling 3 panels ahead can allow the opponent to completely avoid it by using {{Chip|6|Area Grab}} and stepping back. | Unfortunately a large number of {{Element|6|Aqua}} element attacks can land easily on a stationary user, so the lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks. The Charge Shot traveling 3 panels ahead can allow the opponent to completely avoid it by using {{Chip|6|Area Grab}} and stepping back. | ||
Revision as of 07:09, 11 May 2023
File:HeatCross art.png | |
Heat Cross | |
---|---|
Description | Fire Chip Attk+50! Buster Attk +1! |
Element | Fire |
Weakness | Aqua |
Charge shot | |
Damage | 50, 70, 90, 110, 130 |
Charge time (frames) | 70, 60, 50, 45, 40 |
Get goin' and use the awesome power of HeatCross!
— Mr. Match
Heat Cross
Heat Cross is the first Cross linked in Gregar using the power of HeatMan. As a Fire element Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time Fire chip without the need to charge them.
While in Heat Cross:
- MegaMan is equipped with FireBody which is weak to Aqua attacks.
- Non-screen dimming Fire chips gain +50 damage.
- MegaMan's Attack value increases by 1
- Charge Shot turns into Fire Arm.
Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing Fire element, Flashing and Flinching damage.
Fire Arm will remove Grass Panel on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.
Attack Formula (20 × Attack level + 30) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Notes
- The Attack Stat increase gained by Heat Cross does not apply to his Charge Shot past level 5.
- However, this can increase MegaMan's Buster Shot past level 5.
- This increase does not apply to Buster Bug
Frame Data
- The Charge Shot has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.
- The Charge Shot lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frame 62 for the second, and frame 63 for the third.
- Counterable on frames 1-16.
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 70 | 60 | 50 | 45 | 40 |
start | 1-61 | 5-62 | 9-63 | ||
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
9 | 9-63 | 64-68 | 1-16 |
Competitive Overview
The fast charging allows for a threatening Charge Shot especially on grass. For Gregar builds without AirShoes, Heat Cross can provide an effective way of dealing consistent fire damage to an enemy standing behind broken panels. The very fast Charge Shot startup time and long attack lingering time mean that it can be very easy for the enemy to get hit by it.
If a panel of Heat Arm 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, this means that you can remove Defense such as AntiDmg and deal damage if the opponent walks into another panel.
Going into Heat Cross can provide for a good Beast out option next turn if you find yourself without a way to remove LifeAur. The +50 increase to damage can allow chips such as FireHit3 to remove LifeAur.
Counter Play
Unfortunately a large number of Aqua element attacks can land easily on a stationary user, so the lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks. The Charge Shot traveling 3 panels ahead can allow the opponent to completely avoid it by using AreaGrab and stepping back.
In neutral area the opponent can attempt to confirm ElmntMan Ice by stepping back and waiting for the user's Charge Shot to be released, and then stepping forward to be in range.
Heat Beast
File:HeatBeast art.png | |
Heat Beast | |
---|---|
Element | Fire |
Weakness | Aqua |
Chip charge | |
Damage | 80, 110, 140, 170, 200 |
Charge time (frames) | 90 |
Using the power of Gregar, Heat Cross is able to Transform into Heat Beast.
Heat Beast gains:
- SuprArmr, and the Gregar Beast Buster
- +30 Attack to Non-screen dimming None chips.
- MegaMan will attempt to line up Non-screen dimming chips with a Beast Jump.
Heat Beast is equipped with FireBody, and is weak to Aqua attacks.
While in Heat Beast:
- Non-screen dimming Fire chips gain +50 to damage.
- MegaMan's Attack value increases by 1 until a maximum of 5.
- None chips can be Beast Charged to execute Great Fire.
Great Fire generates a Fire breath one panel ahead followed by a 2x3 area, dealing Fire , Flashing, and Flinching damage.
Great Fire will remove Grass Panel on the first frame the attack hits that panel. An enemy stepping into the attack afterwards will take normal damage.
Frame Data
- The Beast Charge takes 90 frames to fully charge and is not impacted by Charge value.
- Great Fire has a 10 frame windup and lasts on the field for 90 frames.
Attack Formula (30 × Attack level + 50) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 80 | 110 | 140 | 170 | 200 |
11-101 | 11-101 | ||||
start | 11-101 | 11-101 | 11-101 | ||
11-101 | 11-101 |
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
10 | 11-101 | 102-104 | ??? |
Competitive Overview
Heat Beast can provide for a very effective threat to Tomahawk Cross to allow the paralysis effect of ColForce to land. Great Fire covers a large area which makes it a reliable way for removing LifeAur. If a panel of Great Fire 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, this means that the user can remove Defense such as AntiDmg and deal damage if the enemy walks into another panel. The +1 Attack stat gained by heat beast can allow builds with 4 Attack to reach the 200 damage threshhold to break LifeAur.
Counter Play
Unfortunately similar to Heat Cross, the lingering Beast Charge also leaves MegaMan open to Aqua element attacks. The Beast Charge can also be completely avoided if the enemy uses an AreaGrab and steps back.
In neutral area attempting to cover the maximum attack area will leave MegaMan at risk of being hit by ElmntMan Ice and getting decrossed.
If Great Fire is interrupted after the start up animation starts, the player will lose the chip used to chip charge it without the attack activating.