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|sortorder=30 | |sortorder=30 | ||
|name=DolThdr1 | |name=DolThdr1 | ||
|fullname=Doll Thunder 1 | |||
|series=Doll Thunder | |||
|description=A piercng thunder attack! | |description=A piercng thunder attack! | ||
|class=Standard | |class=Standard | ||
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|sortorder=31 | |sortorder=31 | ||
|name=DolThdr2 | |name=DolThdr2 | ||
|fullname=Doll Thunder 2 | |||
|series=Doll Thunder | |||
|description=A piercng thunder attack! | |description=A piercng thunder attack! | ||
|class=Standard | |class=Standard | ||
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|sortorder=32 | |sortorder=32 | ||
|name=DolThdr3 | |name=DolThdr3 | ||
|fullname=Doll Thunder 3 | |||
|series=Doll Thunder | |||
|description=A piercng thunder attack! | |description=A piercng thunder attack! | ||
|class=Standard | |class=Standard | ||
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}} | }} | ||
The '''Doll Thunder series ''' is a Real Time chip that fires a thunderbolt in a straight line. It deals {{Element|6|Elec}} element, [[Statuses_(BN6)#Flinching|Flinching]] and [[Statuses_(BN6)#Flashing|Flashing]] damage. Doll Thunder pirces objects and hits behind them. It behaves similarly to [[Elec_Cross|Elec Cross's]] Charge Shot. | |||
* {{Chip|6|Doll Thunder 1}} deals 120 damage. | |||
* {{Chip|6|Doll Thunder 2}} deals 150 damage. | |||
* {{Chip|6|Doll Thunder 3}} deals 180 damage. | |||
* Using Doll Thunder in [[Beast Out]] can cause for unexpected targeting behavior: | |||
** When the user is directly in front of the enemy, the user stays in place. | |||
** When the user is on the enemy's row, the user Beast Jumps one panel forward. | |||
** When the user is not on the enemy's row, the user Beast Jumps to the panel connecting the user's column and the enemy's row. | |||
** When the user is behind the enemy, the user Beast Jumps to the panel in front of the enemy. | |||
===Notes=== | |||
* The [[Defense_Priority|Invisible + Barrier interaction]] means that Doll Thunder can destroy a {{Chip|6|Barrier 200}} in one hit. | |||
==Frame Data== | |||
All versions of Doll Thunder share the following frame data: | |||
* Have a 12 frame startup. Using Doll Thunder in Beast Out causes the user to spend 4 frames to Beast Jump (regardless of positioning), resulting in a 16 frame startup. | |||
* From frames 13 to 27 (17 to 31 in Beast Out), the thunderbolt hits all panels in front of the user. | |||
<div style=display:inline-table> | |||
{| class="wikitable" | |||
|- | |||
! Startup!! Active!! Recovery !! Total !! Counter Frames | |||
|- | |||
|12||13-27||14-33||33|| | |||
|} | |||
</div> | |||
{{Frame data diagram | |||
| | | | | | | |||
| start | 13-27 | 13-27 | 13-27 | 13-27 | 13-27 | |||
| | | | | | | |||
}} | |||
==Competitive Overview== | |||
{{Chip|6|Doll Thunder 1}} and {{Chip|6|Doll Thunder 2}} are rarely used in competitve play. They share most codes with more powerful Elec Chips such as {{Chip|6|Elec Dragon}}. | |||
{{Chip|6|Doll Thunder 3}} is very commonly used in codes that share a Bubble Star with it to take advantage of the [[Statuses_(BN6)#Bubbled|Bubbled]] status doubling {{Element|6|Elec}} element damage, most notably in [[List_of_chips_by_code_(BN6)#R|R Code]]: {{Chip|6|Bubble Star 3}} when followed up with {{Chip|6|Doll Thunder 3}} deals 460 damage, an excellent amount of damage for just two chips. | |||
[[Elec Cross]]'s +50 damage boost to {{Element|6|Elec}} element chips enables {{Chip|6|Doll Thunder 2}} and {{Chip|6|Doll Thunder 3}} to break {{Chip|6|Life Aura}}. | |||
===Counterplay=== | |||
An enemy can avoid Doll Thunder by constantly moving up and down to stay away from the user's row. Avoiding the Bubble Star chip is often key in minimizing, or avoiding Doll Thunder damage. | |||
It is sometimes possible for the Bubble Star to hit the enemy twice, taking them out of the Bubbled status. This can lower the damage potential from the combo. | |||
Going to [[Beast Out]] can make it easier to land the Doll Thunder, but that also makes Bubble Star more difficult to land. This is one of the reasons why {{Chip|6|Elec Dragon}} is sometimes used when they share the same code. | |||
{{Navplate chips (BN6)}} | {{Navplate chips (BN6)}} |
Latest revision as of 15:09, 27 October 2023
DolThdr1 | |
---|---|
Description | A piercng thunder attack! |
Full name | Doll Thunder 1 |
Class | Standard |
Library # | 30 |
Element | Elec |
Attack power | 120 |
Codes | A E Q |
MB | 24 (max 4 copies) |
DolThdr2 | |
---|---|
Description | A piercng thunder attack! |
Full name | Doll Thunder 2 |
Class | Standard |
Library # | 31 |
Element | Elec |
Attack power | 150 |
Codes | C L P |
MB | 31 (max 3 copies) |
DolThdr3 | |
---|---|
Description | A piercng thunder attack! |
Full name | Doll Thunder 3 |
Class | Standard |
Library # | 32 |
Element | Elec |
Attack power | 180 |
Codes | B R V |
MB | 38 (max 3 copies) |
The Doll Thunder series is a Real Time chip that fires a thunderbolt in a straight line. It deals Elec element, Flinching and Flashing damage. Doll Thunder pirces objects and hits behind them. It behaves similarly to Elec Cross's Charge Shot.
- Using Doll Thunder in Beast Out can cause for unexpected targeting behavior:
- When the user is directly in front of the enemy, the user stays in place.
- When the user is on the enemy's row, the user Beast Jumps one panel forward.
- When the user is not on the enemy's row, the user Beast Jumps to the panel connecting the user's column and the enemy's row.
- When the user is behind the enemy, the user Beast Jumps to the panel in front of the enemy.
Notes
- The Invisible + Barrier interaction means that Doll Thunder can destroy a Barr200 in one hit.
Frame Data
All versions of Doll Thunder share the following frame data:
- Have a 12 frame startup. Using Doll Thunder in Beast Out causes the user to spend 4 frames to Beast Jump (regardless of positioning), resulting in a 16 frame startup.
- From frames 13 to 27 (17 to 31 in Beast Out), the thunderbolt hits all panels in front of the user.
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
12 | 13-27 | 14-33 | 33 |
start | 13-27 | 13-27 | 13-27 | 13-27 | 13-27 |
Competitive Overview
DolThdr1 and DolThdr2 are rarely used in competitve play. They share most codes with more powerful Elec Chips such as ElecDrgn.
DolThdr3 is very commonly used in codes that share a Bubble Star with it to take advantage of the Bubbled status doubling Elec element damage, most notably in R Code: BblStar3 when followed up with DolThdr3 deals 460 damage, an excellent amount of damage for just two chips.
Elec Cross's +50 damage boost to Elec element chips enables DolThdr2 and DolThdr3 to break LifeAur.
Counterplay
An enemy can avoid Doll Thunder by constantly moving up and down to stay away from the user's row. Avoiding the Bubble Star chip is often key in minimizing, or avoiding Doll Thunder damage.
It is sometimes possible for the Bubble Star to hit the enemy twice, taking them out of the Bubbled status. This can lower the damage potential from the combo.
Going to Beast Out can make it easier to land the Doll Thunder, but that also makes Bubble Star more difficult to land. This is one of the reasons why ElecDrgn is sometimes used when they share the same code.