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==Competitve Overview== | ==Competitve Overview== | ||
Elec Pulse 1 and 3 often only see play in folders in order to form {{Chip|6|Destroy Pulse}}, a very strong Program Advance that is valued for its strong effects such as [[Statuses_(BN6)#Paralyze|paralyzing]] and [[Statuses_(BN6)#Blinded|blinding]] the enemy for a long time and applying [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]] and [[Bugs_(BN6)#Custom_HP_Bug|Custom HP Bug]] level 2, all while dealing decent 400 damage. Being in J-Code alongside other strong chips such as {{Chip|6|Hub Batch}} and {{Chip|6|Recovery 300}} makes it worth to consider. Outside of the Programm Advance however these chips are rarely played. Elec Pulse 1, like Elec Pulse 2, can remove Flashing, however it doesn't deal much damage and the endlag makes it hard to take advantage of the paralyzing effect it provides. Elec Pulse 3 has the highest damage out of the 3, but puts the enemy into the [[Statuses_(BN6)#Flashing|Flashing]] state making it not that valuable to play. Nevertheless, both chips can be used to extend the invulnerable frames of {{Chip|6|Anti Damage}} when getting the trap triggered due to their long attack animation and endlag. | |||
Elec Pulse | |||
Elec Pulse 2 sees the most competetive play, due to having virtually no endlag. It is often seen in fast paced folders with {{Chip|6|Fast Gauge}}, in which Elec Pulse 2 acts as the attack opener piercing and removing [[Statuses_(BN6)#Flashing|Flashing]] and applying [[Statuses (BN6)#Drag|Drag]] and is often followed with {{Chip|6|Wind Racket}} and other damaging chips. The short turns in combination with [[Beast Out]] allows the player to play very offensive with little to no defense, since once the attack connects, the opponent is unlikely able to use a defensive chips to avoid the damage. The [[Statuses (BN6)#Drag|Drag]] it applies can also increase the [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]] of the opponent if they also have [[Bugs_(BN6)#Damage_HP_Bug|Damage HP Bug]]. Using {{Chip|6|Invisible}} at the end of the chain can protect the user for almost 2 turns making it a very solid strategy. | |||
==Counter Play== | ==Counter Play== |
Revision as of 21:30, 22 May 2023
ElcPuls1 | |
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Description | Sprd elec puls that paralyzes |
Full name | Elec Pulse 1 |
Class | Standard |
Library # | 33 |
Element | Elec |
Attack power | 100 |
Codes | J L S |
MB | 32 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls2 | |
---|---|
Description | Sprd elec pulse.Pul enemy in. |
Full name | Elec Pulse 2 |
Class | Standard |
Library # | 34 |
Element | Elec |
Attack power | 120 |
Codes | A E J |
MB | 36 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls3 | |
---|---|
Description | Sprd elec puls. Hit w/HP bug. |
Full name | Elec Pulse 3 |
Class | Standard |
Library # | 35 |
Element | Elec |
Attack power | 140 |
Codes | A J S |
MB | 40 (max 2 copies) |
Part of program advances | DestPuls, MstrCros |
The Elec Pulse series is a real time Elec chip that deals Flinching damage to the two columns in front of MegaMan in a cone shape that is Invis-Piercing. Elec Pulse only damages once meaning they cannot be damaged again when entering another panel. If an object is hit, the enemy can walk through the pulse without consequence. If an object and enemy are hit at the same time, they both take damage. When usen in Beast Out the AI will attempt hit the opponent by jumping to the max range. Together they form the DestPuls Programm Advance. Depending on what chip of the series, they also apply additional effect:
- Elec Pulse 1 paralyzes the enemy for 90 frames.
- Elec Pulse 2 applies a small pull, pulling the opponent towards the user by one panel.
- Elec Pulse 3 flashes the opponnent for 120 frames and applies a single Battle HP Bug.
Notes
- Elec Pulse 3 is also a part of the MstrCros Programm Advance.
- Unlike Elec Pulse 1 and 3, in the GBA version Elec Pulse 2 has no endlag allowing it to be chained into other chips.
- If Elec Pulse 2 is hitting the opponent while they are flashing, the applied drag will extend the flashing state and the flashing will also end after the drag finishes. This can result in chips with short windups like AquaSwrd to miss, if chained directly after the Elec Pulse 2.
- The drag's delay of applying status effects can cause a Mini Collision Glitch, in which the enemy can receive more than the usual 10 damage from player collision.
- In the Battle Network Legacy Collection, Elec Pulse 2 has been changed such that the user must remain in place for the duration of its hitbox akin to Elec Pulse 1 and Elec Pulse 3.
Frame Data
All versions of ElecPuls share the following frame data:
- Have a 2 frame startup
- The attack is attack for 60 frames
- Using ElecPulse while in Beast Out adds a delay of 4 frames to the attack.
Differences:
- Due to having no endlag, MegaMan can act already at again frame 15 for ElecPuls 2 in the GBA version.
3-62 | |||||
start | 3-62 | 3-62 | |||
3-62 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 15 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Competitve Overview
Elec Pulse 1 and 3 often only see play in folders in order to form DestPuls, a very strong Program Advance that is valued for its strong effects such as paralyzing and blinding the enemy for a long time and applying Battle HP Bug and Custom HP Bug level 2, all while dealing decent 400 damage. Being in J-Code alongside other strong chips such as HubBatc and Recov300 makes it worth to consider. Outside of the Programm Advance however these chips are rarely played. Elec Pulse 1, like Elec Pulse 2, can remove Flashing, however it doesn't deal much damage and the endlag makes it hard to take advantage of the paralyzing effect it provides. Elec Pulse 3 has the highest damage out of the 3, but puts the enemy into the Flashing state making it not that valuable to play. Nevertheless, both chips can be used to extend the invulnerable frames of AntiDmg when getting the trap triggered due to their long attack animation and endlag.
Elec Pulse 2 sees the most competetive play, due to having virtually no endlag. It is often seen in fast paced folders with FstGauge, in which Elec Pulse 2 acts as the attack opener piercing and removing Flashing and applying Drag and is often followed with WindRack and other damaging chips. The short turns in combination with Beast Out allows the player to play very offensive with little to no defense, since once the attack connects, the opponent is unlikely able to use a defensive chips to avoid the damage. The Drag it applies can also increase the Battle HP Bug of the opponent if they also have Damage HP Bug. Using Invisibl at the end of the chain can protect the user for almost 2 turns making it a very solid strategy.
Counter Play
Since the Elec Pulse series having a rather short attack range, they can be easily dodged by camping the back column on neutral area. The most effective way to avoid its damage is to know when the opponent is intending to use it. Going into Tengu Cross or Beast Out at the start of a turn might be an indicator of an incomming attack and defenses such as AntiDmg or Barr200 can be used to protect oneself against it. Having Movement Bug might help dodging the attack by moving unpredictably making it also possible to dodge the attack with Beast Jump. Unfortunately once the attack connects, it is very unlikely to avoid the following damage, due to the Drag applied by Elec Pulse 2 in combination with its lack of endlag makes it almost impossible to react against the followup damage.