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* The panel step can land over a hole even if MegaMan does not have {{NaviCust part|6|Air Shoes}}. | * The panel step can land over a hole even if MegaMan does not have {{NaviCust part|6|Air Shoes}}. | ||
* MegaMan cannot move forward if the panel two ahead of the user is occupied by an enemy or object. | * MegaMan cannot move forward if the panel two ahead of the user is occupied by an enemy or object. | ||
* When used in Beast Out, the user will move to the panel | * When used in Beast Out, the user will move to the panel three ahead of the enemy and then perform Step Sword. If there is no such panel because the enemy is on the user's original area by using {{Chip|6|Area Grab}}, the user will perform Step Sword as normal while still spending Beast Jump frames. | ||
==Frame Data== | ==Frame Data== |
Revision as of 09:38, 12 June 2023
This article is about the standard chip. For ProtoMan's special chip, see Step Sword (special chip) (BN6).
StepSwrd | |
---|---|
Description | Use WideSwrd 2sq ahead |
Full name | Step Sword |
Class | Standard |
Library # | 80 |
Element | Sword |
Attack power | 160 |
Codes | B L P |
MB | 28 (max 4 copies) |
StepSwrd is a Real Time chip that teleports MegaMan two panels ahead and performs a Wide Sword attack. It deals 160 Sword element Flinching and Flashing damage.
Notes
- The panel step can land over a hole even if MegaMan does not have AirShoes.
- MegaMan cannot move forward if the panel two ahead of the user is occupied by an enemy or object.
- When used in Beast Out, the user will move to the panel three ahead of the enemy and then perform Step Sword. If there is no such panel because the enemy is on the user's original area by using AreaGrab, the user will perform Step Sword as normal while still spending Beast Jump frames.
Frame Data
- Step Sword has a 12 frame startup. The wide sword attack hits on frame 13 only.
- MegaMan's hitbox moves to the panel 2 ahead on frame 2, then returns on frame 26.
- Recovery ends on frame 32.
Using Step Sword in Beast Out adds 4 frames to all the above timings.
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
12 | 13 | 14-32 | 32 | TBA |
13 | |||||
start | 13 | ||||
13 |
Competitive Overview
TBA
Counterplay
TBA