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=Elec Cross= | =Elec Cross= | ||
'''Elec Cross''' is the second Cross linked in [[Gregar]] using the power of [[ElecMan]]. As a | '''Elec Cross''' is the second Cross linked in [[Gregar]] using the power of [[ElecMan]]. As a {{Element|6|Elec}} element Cross, Elec Cross can deal long reaching damage using Thunderbolt. | ||
While in Elec Cross: | While in Elec Cross: | ||
* MegaMan is equipped with ElecBody which is weak to | * MegaMan is equipped with ElecBody which is weak to {{Element|6|Wood}} attacks. | ||
* Non-screen dimming | * Non-screen dimming {{Element|6|Elec}} chips gain +50 damage. | ||
* Charging Non-screen dimming | * Charging Non-screen dimming {{Element|6|None}} chips adds a [[Statuses (BN6)#Paralyzed|paralysis]] effect on them. The charge takes 60 frames and adds a paralysis effect that lasts for 90 frames. | ||
* [[Buster|Charge Shot]] turns into Thunderbolt. | * [[Buster|Charge Shot]] turns into Thunderbolt. | ||
Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 14 frames, dealing Elec element, [[Statuses_(BN6)#Flashing|Flashing]] and [[Statuses_(BN6)#Flinching|Flinching]] damage. | Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 14 frames, dealing {{Element|6|Elec}} element, [[Statuses_(BN6)#Flashing|Flashing]] and [[Statuses_(BN6)#Flinching|Flinching]] damage. | ||
<div> | <div> | ||
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* The Charge Shot lasts for 32 frames in total. It is active from frame 12 and it disappears from the field on frame 26. | * The Charge Shot lasts for 32 frames in total. It is active from frame 12 and it disappears from the field on frame 26. | ||
<div style=display:inline-table> | <div style=display:inline-table> | ||
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{{Frame data diagram | {{Frame data diagram | ||
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Thunderbolt is a strong all rounder Charge Shot with a fast charging time and great range. | Thunderbolt is a strong all rounder Charge Shot with a fast charging time and great range. | ||
If a panel of Thunderbolt 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|6|Anti Damage}} and deal damage if the opponent walks into another panel. | If a panel of Thunderbolt 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. | ||
Thunderbolt has a short active Charge Shot time which allows MegaMan to get out of potential attacks more easily. | Thunderbolt has a short active Charge Shot time which allows MegaMan to get out of potential attacks more easily. | ||
The {{Chip|6|Bubble Star 1}} series is a very strong combo enabler for Elec Cross. It applies the [[Statuses (BN6)#Bubbled|Bubbled]] status which allows | The {{Chip|6|Bubble Star 1}} series is a very strong combo enabler for Elec Cross. It applies the [[Statuses (BN6)#Bubbled|Bubbled]] status which allows {{Element|6|Elec}} attacks to deal [[Damage multipliers|x2]] damage. {{chip|6|Elec Dragon}} and {{chip|6|Doll Thunder 1}} series are very common combos as they share codes with Bubble Star. The +50 increase to damage can allow chips such as {{chip|6|Elec Dragon}} to remove {{Chip|6|Life Aura}}. | ||
The Bubbled status lasts long enough to allow you to fully charge and land a Charge Shot. The main exception is using the {{Chip|6|Bubble Star1}} series Directly in front of the enemy. | The Bubbled status lasts long enough to allow you to fully charge and land a Charge Shot. The main exception is using the {{Chip|6|Bubble Star1}} series Directly in front of the enemy. | ||
It is key to identify what [[Code]] your opponent is using to allow you to effectively avoid any potential | It is key to identify what [[Code]] your opponent is using to allow you to effectively avoid any potential {{Element|6|Wood}} attacks. For example chips such as the {{Chip|6|Boomerang}} series can be avoided by staying in the middle row. | ||
===Counter Play=== | ===Counter Play=== | ||
{{Element|6|Wood}} attacks such as {{chip|6|Wood Dragon}} are very difficult to avoid without any form of [[Defense]] such as {{chip|6|Anti Damage}}. | |||
Going into Elec Cross without a way of clearing {{Chip|6|Life Aura}} can be risky as Elec Beast is unable to break it either. This could mean having to change into a different Cross and then going into Beast Out. | Going into Elec Cross without a way of clearing {{Chip|6|Life Aura}} can be risky as Elec Beast is unable to break it either. This could mean having to change into a different Cross and then going into Beast Out. | ||
[[Tomahawk Cross]] can Chip Charge | [[Tomahawk Cross]] can Chip Charge {{Element|6|Wood}} attacks casuing them to deal x2 damage. An opponent in Tomahawk Cross that is not using any attacks or buster shots might be Chip Charging a {{Element|6|Wood}} chip. However, it is important to note that a careful opponent will not make this obvious and might use a chip in an unexpected timing. | ||
=Elec Beast= | =Elec Beast= | ||
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Elec Beast gains: | Elec Beast gains: | ||
* {{NaviCust part|6|Super Armor}} and the Gregar [[Beast_Out#Buster|Beast Buster]] | * {{NaviCust part|6|Super Armor}} and the Gregar [[Beast_Out#Buster|Beast Buster]] | ||
* +30 Attack to Non-screen dimming | * +30 Attack to Non-screen dimming {{Element|6|None}} element chips. | ||
* MegaMan will attempt to line up Non-screen dimming chips with a [[Beast_Jump|Beast Jump]]. | * MegaMan will attempt to line up Non-screen dimming chips with a [[Beast_Jump|Beast Jump]]. | ||
MegaMan is equipped with ElecBody, and is weak to | MegaMan is equipped with ElecBody, and is weak to {{Element|6|Wood}} attacks. | ||
While in Elec Beast: | While in Elec Beast: | ||
* Non-screen dimming | * Non-screen dimming {{Element|6|Elec}} chips gain +50 to damage. | ||
* | * {{Element|6|None}} chips can be Beast Charged to execute Big Thunder dealing paralyzing {{Element|6|Elec}} damage as well as cracking hit panels. | ||
Big Thunder generates an Elec breath one panel ahead followed by a 2x3 area. it [[Cracked Panels|cracks panels]] on the first frame the attack hits that panel. | Big Thunder generates an Elec breath one panel ahead followed by a 2x3 area. it [[Cracked Panels|cracks panels]] on the first frame the attack hits that panel. | ||
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* Big Thunder cracks panels [[Panel Changing attacks|before dealing damage]]. This means that an opponent standing on a {{chip|6|Holy Panel}} will take full damage. | * Big Thunder cracks panels [[Panel Changing attacks|before dealing damage]]. This means that an opponent standing on a {{chip|6|Holy Panel}} will take full damage. | ||
*Elec Beast loses the abilitiy to Chip Charge | *Elec Beast loses the abilitiy to Chip Charge {{Element|6|None}} chips to apply paralysis to them except with the use of the [[Elec Pill|Elec Pill glitch]] | ||
* Big Thunder is the only Gregar Beast Chip Charge that cannot break {{chip|6|Life Aura}} at Attack 5. | * Big Thunder is the only Gregar Beast Chip Charge that cannot break {{chip|6|Life Aura}} at Attack 5. | ||
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==Competitive Overview== | ==Competitive Overview== | ||
Elec Beast can be a very powerful tool in locking down opponents without {{NaviCust part|6|Air Shoes}}. If a panel of Big Thunder 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 {{Chip|6|Anti Damage}} and deal damage if the enemy walks into another panel. | Elec Beast can be a very powerful tool in locking down opponents without {{NaviCust part|6|Air Shoes}}. If a panel of Big Thunder 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 the user can remove [[Defense]] such as {{Chip|6|Anti Damage}} and deal damage if the enemy walks into another panel. | ||
Big Thunder can be used to apply paralysis and then followed up with {{Chip|6|Colonel Force}} while the opponent is paralyzed. | Big Thunder can be used to apply paralysis and then followed up with {{Chip|6|Colonel Force}} while the opponent is paralyzed. | ||
=== Counter Play === | === Counter Play === | ||
The lingering Beast Charge also leaves MegaMan open to | The lingering Beast Charge also leaves MegaMan open to {{Element|6|Wood}} element attacks. The Beast Charge can also be completely avoided if the enemy uses an {{Chip|6|Area Grab}} and steps back. | ||
Attempting to cover the maximum attack range in [[Area|neutral area]] will leave MegaMan at risk of being hit by the {{Chip|6|Risky Honey1}} series without a chance to avoid it. | Attempting to cover the maximum attack range in [[Area|neutral area]] will leave MegaMan at risk of being hit by the {{Chip|6|Risky Honey1}} series without a chance to avoid it. |
Latest revision as of 04:57, 14 July 2023
File:ElecCross art.png | |
Elec Cross | |
---|---|
Description | Elec Chip Attk+50! Chrg Elm-ntless: Parlyz |
Element | Elec |
Weakness | Wood |
Charge shot | |
Damage | 60, 80, 100, 120, 140 |
Charge time (frames) | 90, 80, 70, 65, 60 |
Now you simply must try ElecCross yourself!
— Ann Zap
Elec Cross
Elec Cross is the second Cross linked in Gregar using the power of ElecMan. As a Elec element Cross, Elec Cross can deal long reaching damage using Thunderbolt.
While in Elec Cross:
- MegaMan is equipped with ElecBody which is weak to Wood attacks.
- Non-screen dimming Elec chips gain +50 damage.
- Charging Non-screen dimming None chips adds a paralysis effect on them. The charge takes 60 frames and adds a paralysis effect that lasts for 90 frames.
- Charge Shot turns into Thunderbolt.
Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 14 frames, dealing Elec element, Flashing and Flinching damage.
Attack Formula (20 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- It is not possible to infinitely chain the paralysis effect if the opponent Mashes out of paralysis.
Frame Data
- The Charge Shot has a 12 frame windup before activating.
- The Charge Shot lasts for 32 frames in total. It is active from frame 12 and it disappears from the field on frame 26.
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 90 | 80 | 70 | 65 | 60 |
start | 12-26 | 13-26 | 13-26 | 13-26 | 13-26 |
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
12 | 12-26 | 27-33 | 1-16 |
Competitive Overview
Thunderbolt is a strong all rounder Charge Shot with a fast charging time and great range.
If a panel of Thunderbolt 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.
Thunderbolt has a short active Charge Shot time which allows MegaMan to get out of potential attacks more easily.
The BblStar1 series is a very strong combo enabler for Elec Cross. It applies the Bubbled status which allows Elec attacks to deal x2 damage. ElecDrgn and DolThdr1 series are very common combos as they share codes with Bubble Star. The +50 increase to damage can allow chips such as ElecDrgn to remove LifeAur.
The Bubbled status lasts long enough to allow you to fully charge and land a Charge Shot. The main exception is using the series Directly in front of the enemy.
It is key to identify what Code your opponent is using to allow you to effectively avoid any potential Wood attacks. For example chips such as the Boomer series can be avoided by staying in the middle row.
Counter Play
Wood attacks such as WoodDrgn are very difficult to avoid without any form of Defense such as AntiDmg.
Going into Elec Cross without a way of clearing LifeAur can be risky as Elec Beast is unable to break it either. This could mean having to change into a different Cross and then going into Beast Out.
Tomahawk Cross can Chip Charge Wood attacks casuing them to deal x2 damage. An opponent in Tomahawk Cross that is not using any attacks or buster shots might be Chip Charging a Wood chip. However, it is important to note that a careful opponent will not make this obvious and might use a chip in an unexpected timing.
Elec Beast
File:ElecBeast art.png | |
Elec Beast | |
---|---|
Element | Elec |
Weakness | Wood |
Chip charge | |
Damage | 70, 100, 130, 160, 190 |
Charge time (frames) | 110 |
Using the power of Gregar, Elec Cross is able to Transform into Elec Beast.
Elec Beast gains:
- SuprArmr and the Gregar Beast Buster
- +30 Attack to Non-screen dimming None element chips.
- MegaMan will attempt to line up Non-screen dimming chips with a Beast Jump.
MegaMan is equipped with ElecBody, and is weak to Wood attacks.
While in Elec Beast:
- Non-screen dimming Elec chips gain +50 to damage.
- None chips can be Beast Charged to execute Big Thunder dealing paralyzing Elec damage as well as cracking hit panels.
Big Thunder generates an Elec breath one panel ahead followed by a 2x3 area. it cracks panels on the first frame the attack hits that panel.
Big Thunder applies a 120 frame paralysis effect on hit.
Notes
- Big Thunder cracks panels before dealing damage. This means that an opponent standing on a HolyPanl will take full damage.
- Elec Beast loses the abilitiy to Chip Charge None chips to apply paralysis to them except with the use of the Elec Pill glitch
- Big Thunder is the only Gregar Beast Chip Charge that cannot break LifeAur at Attack 5.
- Cracked panels will break if hit by Big Thunder.
Attack Formula (30 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 70 | 100 | 130 | 160 | 190 |
Frame Data
- The Beast Charge takes 110 frames to fully charge and is not impacted by Charge value.
- Big Thunder has a 10 frame windup and lasts on the field for 90 frames.
11-101 | 11-101 | ||||
start | 11-101 | 11-101 | 11-101 | ||
11-101 | 11-101 |
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
10 | 11-101 | 101-103 | ??? |
Competitive Overview
Elec Beast can be a very powerful tool in locking down opponents without AirShoes. If a panel of Big Thunder 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.
Big Thunder can be used to apply paralysis and then followed up with ColForce while the opponent is paralyzed.
Counter Play
The lingering Beast Charge also leaves MegaMan open to Wood element attacks. The Beast Charge can also be completely avoided if the enemy uses an AreaGrab and steps back.
Attempting to cover the maximum attack range in neutral area will leave MegaMan at risk of being hit by the series without a chance to avoid it.
If Big Thunder is interrupted after the start up animation starts, the player will lose the chip used to chip charge it without the attack activating.