Fire Burner chip series (BN6): Difference between revisions

Chip series (BN6)
(Add internal ID and sort order)
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|sortorder=19
|sortorder=19
|name=FireBrn1
|name=FireBrn1
|fullname=Fire Burner 1
|series=Fire Burner
|description=Crcks 3 sqrs ahd with fire
|description=Crcks 3 sqrs ahd with fire
|class=Standard
|class=Standard
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|sortorder=20
|sortorder=20
|name=FireBrn2
|name=FireBrn2
|fullname=Fire Burner 2
|series=Fire Burner
|description=Crcks 3 sqrs ahd with fire
|description=Crcks 3 sqrs ahd with fire
|class=Standard
|class=Standard
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|sortorder=21
|sortorder=21
|name=FireBrn3
|name=FireBrn3
|fullname=Fire Burner 3
|series=Fire Burner
|description=Crcks 3 sqrs ahd with fire
|description=Crcks 3 sqrs ahd with fire
|class=Standard
|class=Standard
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}}
}}


Hits in a 3x1 in front of MegaMan and cracks the panels. They change the panel after dealing damage.
The '''Fire Burner''' series are Real Time chips that hit in a 3 ahead 1 wide in front of MegaMan, cracking the panels and dealing {{Element|6|Fire}}, [[Statuses_(BN6)#Flinching|Flinching]] and [[Statuses_(BN6)#Flashing|Flashing]] damage.
 
Fire Burn will remove Wood Panel on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage. They cause Panel Changes after dealing damage.
 
When used in [[Beast Out]], the user will always Beast Jump to the second panel ahead of the enemy, or the panel directly in front of the enemy if there is not enough distance.
 
===Notes===
* PA Forms {{Chip|6|Wide Burner 1}}, {{Chip|6|Wide Burner 2}} and {{Chip|6|Wide Burner 3}}.
* If a panel of Fire Burn hits the enemy or an [[Object_(BN6)|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 {{Chip|6|Anti Damage}} and deal damage if the opponent walks into another panel.
*[[Defense_Priority|Invisible + Barrier interaction]] causes all Fire Burn chips to instantly destroy a barrier 200.
 
==Frame Data==
 
* Has a 1 frame startup. The first, second, and third fires appear on frames 2, 6, and 10 respectively. On frames 32, 33, and 34, all fires dissapear in succession.
 
<div style=display:inline-table>
{| class="wikitable" 
|+ {{Chip|6|Fire Burner 1}}, {{Chip|6|Fire Burner 2}} and {{Chip|6|Fire Burner 3}}
! Startup!! Active!! Recovery !! Counter Frames
|-
| 1 || 2-34 || 35-37 ||  ?
|}
{{Frame data diagram
|      |    |        |        |        |
|    start  |2-32  | 6-33 | 10-34  | |
|      |    |        |        |        |
}}
 
 
</div>
 
==Competitive Overview==
 
{{Chip|6|Fire Burner 1}} does not see frequent use in PvP. It is in * code which gives it good versatility when looking for a real time Fire chip option. Cracking panels can also be used to limit the opponent's movement.
 
{{Chip|6|Fire Burner 2}} sees almost no competitive play as it deals low damage and is not worth the chip space.
 
{{Chip|6|Fire Burner 3}} sees play in Beast Rush E code folders, as it has very little startup and recovery. It is sometimes paired with {{Chip|6|Corn Shot 2}} on the same code for double damage on the grass it creates, or used with {{Chip|6|Elec Pulse 2}} as a way to confirm it landing.
 
{{Chip|6|Fire Burner 3}} can be used with [[Heat Cross]] or more rarely [[Charge Cross]] to break {{Chip|6|Life Aura}}.
 
Pairing {{Chip|6|Fire Burner 3}} with {{Chip|6|Element Man}} grass can allow for 300 damage from the boost on grass panels.
 
The panel Cracking effect can be used to limit the enemy's movement, and to confirm other attacks such as Charge Shots.
 
Using Fire Burn in Beast Out can make it easier to land.
 
===Counterplay===
The lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks.
 
Fire Burn travels 3 panels ahead which allows the opponent to completely avoid it by using {{Chip|6|Area Grab}} and stepping back.
 


{{Navplate chips (BN6)}}
{{Navplate chips (BN6)}}

Latest revision as of 04:42, 14 July 2023

Chip 6 Standard 019.png
Chip Icon 6 Standard 019.png FireBrn1
DescriptionCrcks 3 sqrs ahd with fire
Full nameFire Burner 1
ClassStandard
Library #19
ElementFire Fire
Attack power70
CodesF G H *
MB8 (max 5 copies)
Part of program advancesWideBrn1
Chip 6 Standard 020.png
Chip Icon 6 Standard 020.png FireBrn2
DescriptionCrcks 3 sqrs ahd with fire
Full nameFire Burner 2
ClassStandard
Library #20
ElementFire Fire
Attack power110
CodesS T U
MB21 (max 4 copies)
Part of program advancesWideBrn2
Chip 6 Standard 021.png
Chip Icon 6 Standard 021.png FireBrn3
DescriptionCrcks 3 sqrs ahd with fire
Full nameFire Burner 3
ClassStandard
Library #21
ElementFire Fire
Attack power150
CodesC D E
MB34 (max 3 copies)
Part of program advancesWideBrn3

The Fire Burner series are Real Time chips that hit in a 3 ahead 1 wide in front of MegaMan, cracking the panels and dealing Element 6 Fire.png Fire, Flinching and Flashing damage.

Fire Burn will remove Wood Panel on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage. They cause Panel Changes after dealing damage.

When used in Beast Out, the user will always Beast Jump to the second panel ahead of the enemy, or the panel directly in front of the enemy if there is not enough distance.

Notes

  • PA Forms Chip Icon 6 Program advance 004.png WideBrn1, Chip Icon 6 Program advance 005.png WideBrn2 and Chip Icon 6 Program advance 006.png WideBrn3.
  • If a panel of Fire Burn 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 Chip Icon 6 Standard 189.png AntiDmg and deal damage if the opponent walks into another panel.
  • Invisible + Barrier interaction causes all Fire Burn chips to instantly destroy a barrier 200.

Frame Data

  • Has a 1 frame startup. The first, second, and third fires appear on frames 2, 6, and 10 respectively. On frames 32, 33, and 34, all fires dissapear in succession.
Chip Icon 6 Standard 019.png FireBrn1, Chip Icon 6 Standard 020.png FireBrn2 and Chip Icon 6 Standard 021.png FireBrn3
Startup Active Recovery Counter Frames
1 2-34 35-37 ?
start 2-32 6-33 10-34


Competitive Overview

Chip Icon 6 Standard 019.png FireBrn1 does not see frequent use in PvP. It is in * code which gives it good versatility when looking for a real time Fire chip option. Cracking panels can also be used to limit the opponent's movement.

Chip Icon 6 Standard 020.png FireBrn2 sees almost no competitive play as it deals low damage and is not worth the chip space.

Chip Icon 6 Standard 021.png FireBrn3 sees play in Beast Rush E code folders, as it has very little startup and recovery. It is sometimes paired with Chip Icon 6 Standard 037.png CornSht2 on the same code for double damage on the grass it creates, or used with Chip Icon 6 Standard 034.png ElcPuls2 as a way to confirm it landing.

Chip Icon 6 Standard 021.png FireBrn3 can be used with Heat Cross or more rarely Charge Cross to break Chip Icon 6 Standard 184.png LifeAur.

Pairing Chip Icon 6 Standard 021.png FireBrn3 with grass can allow for 300 damage from the boost on grass panels.

The panel Cracking effect can be used to limit the enemy's movement, and to confirm other attacks such as Charge Shots.

Using Fire Burn in Beast Out can make it easier to land.

Counterplay

The lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks.

Fire Burn travels 3 panels ahead which allows the opponent to completely avoid it by using Chip Icon 6 Standard 165.png AreaGrab and stepping back.