Air Hockey (BN6): Difference between revisions

Chip series (BN6)
m (Text replacement - "|properties=.+\n" to "")
No edit summary
Tag: Manual revert
 
(31 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Infobox chip
{{Infobox chip
|gamenumber=6
|internalid=50
|sortorder=51
|name=AirHocky
|name=AirHocky
|fullname=Air Hockey
|series=Air Hockey
|description=Bounce  the puck off walls
|description=Bounce  the puck off walls
|class=Standard
|class=Standard
|librarysection=Standard
|number=51
|number=51
|element=Break
|element=Break
|damage=60
|damage=60
|mb=19
|mb=19
|code1=L
|codes=L,M,N
|code2=M
|code3=N
|delay=50
|delay=50
||name_ja=エアホッケー
|name_ja=エアホッケー
|description_ja=かべにはんしゃするエアホッケーをななめ右になげる!
|description_ja=かべにはんしゃするエアホッケーをななめ右になげる!
}}
}}


Hits a total of 11 times. If the puck doesn’t have enough columns to bounce around, it will just disappear. Will stop on holes. Has 50f chip lockout. Lockout timer starts when Megaman returns to idle. Chip delay after use is considerably shorter in Beast Out & multiple AirHockeys can be quickly chained together as a result.
'''Air Hockey''' is a Real Time chip that fires a zigzagging hockey puck across the battlefield. It deals 60 {{Element|6|Break}} element [[Flinching]] damage per hit. It travels a maximum of 11 panels. It disappears after colliding with a broken/hole panel or by having no traversable panels.


When used in [[Beast Out]], the user jumps to directly in front of the enemy and fires Air Hockey point-blank. If the enemy is standing behind an object, the user jumps to the panel above or below that object instead; if those panels are also unavailable, the user jumps to the front of the object the enemy is hiding behind.
==Notes==
* Forms the PA {{Chip|6|Pit Hockey}} by using 3 differently-coded {{Chip|6|Air Hockey}}s.
* Has a 50 Frame [[Chip Lockout]]
===Hitbox movement rules===
* When Air Hockey is used from the top or middle row, it travels diagonally downward first. When Air Hockey is used from the bottom row, it travels diagonally upward first.


{{Navplate chips}}
* Air Hockey cannot re-enter player panels, except for during its first movement path.
 
* Air Hockey's upward/downward movement must be maintained until it reaches the '''horizontal''' edge.
<gallery mode="slideshow">
File:AirHockeyCorner.gif||When Air Hockey collides with a field's corner, it is reflected.
File:AirHockeyEdge.gif|When Air Hockey collides with a field's horizontal edge, it moves to a diagonically adjacent enemy panel in the opposite vertical direction, prioritizing maintaining horizontal direction. When Air Hockey collides with a field's vertical edge, it must move to the diagonally adjacent enemy panel in the same vertical direction.
File:AirHockeyPCollide.gif|When Air Hockey collides with the player's panel corner, it must move to a diagonically adjacent enemy panel in the same vertical direction.
File:AirHockeyPoof.gif|If there is no diagonally adjacent enemy panel in the appropriate vertical direction, Air Hockey disappears.
</gallery>
 
==Frame data==
Has 3 startup frames. Air Hockey hits the panel in front of the user on frames 4-5, then hits the next panels it travels to for 6 frames, then hits the last traversable panel for 4 frames.
 
Has 50 chip lockout frames.
<div style=display:inline-table>
{| class="wikitable" 
|+ {{Chip|6|Air Hockey}}
|-
! Startup!! Active!! Recovery !! Total !! Counter Frames
|-
|3||4-63||5-32||60||
|}
</div>
==Competitive Overview==
Air Hockey's damage potential heavily relies on three factors: its trajectory, the enemy's positioning, and whether the enemy can be flinched.
 
* Generally, Air Hockey will connect more times if the enemy is in the middle row. For reference, if an Air Hockey bouncing between two corners at neutral area catches the enemy in the very middle, it will deal 5 hits for 300 damage total. However, if the enemy is caught on the bottom or top row instead, it will deal 3 hits for 180 damage total. Maintaining good area control is vital for landing the largest number of hits.
 
* Keeping the enemy in place and/or landing {{Chip|6|Uninstall}} to remove the {{NaviCust part|6| Super Armor}} Navi Cust part is crucial to attempt to connect Air Hockey more than once. At neutral area, getting hit and flinched by Air Hockey confirms the remaining hits.
 
* [[Ground Cross]] boosts Air Hockey's damage by 10 per hit. This can add up for massive damage if used with multiple Air Hockeys
 
* The PA {{Chip|6|Pit Hockey}} is considered weaker than using the individual Air Hockeys on their own.
 
Air Hockey while in [[Beast Out]] offers some benefits:
 
* The user can bypass chip lockout by using Air Hockey as part of a [[Beast Rush]] combo. As a result, multiple Air Hockeys can be used in quick succession in [[Beast Out]], meaning massive damage potential given the conditions outlined above.
 
* As the user jumps to attempt to land Air Hockey point-blank, they can use it to fish for a counter hit.
 
===Counterplay===
* The less area the user has, the more room Air Hockey has to travel, reducing the number of times it will comeback to certain panels. This also means the enemy can react to Air Hockey's movement more easily. Ironically, if the user has maximum area advantage by using 2 {{Chip|6|Area Grab}}s, Air Hockey can only hit once and disappear.
 
* The enemy can stay on the top or bottom row to reduce the possible number of Air Hockey hits.
 
* The massive chip lockout duration of 50 frames can enable the enemy to go through all of their attacks while the user is unable to use chips.
 
* The enemy can use panel-breaking attacks like {{Chip|6|Magnum}}, {{Chip|6|ElementMan}} and {{Chip|6|Geddon}} to cut Air Hockey short.
 
* Even if the enemy can be flinched, it is possible for them to buffer movement to any direction to move out of Air Hockey's trajectory, avoiding the remaining hits.
 
* Crossing into [[Ground Cross]] or [[Gregar]] allows the user to have an unremovable {{NaviCust part|6| Super Armor}} which denies the multi hitting ability of Air Hockey
 
 
Examples of Air Hockey being used
[[File:AirHockeyStrong.gif|left|frame|Chaining multiple Air Hockeys]] [[File:AirHockeyWeak.gif|left|frame|An unoptimal Air Hockey]]  [[File:AirHockeyMoveBuffer.gif|left|frame|Buffering movement to escape Air Hockey]]
{{Navplate chips (BN6)}}

Latest revision as of 16:07, 30 June 2024

Chip 6 Standard 051.png
Chip Icon 6 Standard 051.png AirHocky
DescriptionBounce the puck off walls
Full nameAir Hockey
ClassStandard
Library #51
ElementBreak Break
Attack power60
CodesL M N
MB19 (max 5 copies)
Chip lockout50 frames
Part of program advancesPitHocky

Air Hockey is a Real Time chip that fires a zigzagging hockey puck across the battlefield. It deals 60 Element 6 Break.png Break element Flinching damage per hit. It travels a maximum of 11 panels. It disappears after colliding with a broken/hole panel or by having no traversable panels.

When used in Beast Out, the user jumps to directly in front of the enemy and fires Air Hockey point-blank. If the enemy is standing behind an object, the user jumps to the panel above or below that object instead; if those panels are also unavailable, the user jumps to the front of the object the enemy is hiding behind.

Notes

Hitbox movement rules

  • When Air Hockey is used from the top or middle row, it travels diagonally downward first. When Air Hockey is used from the bottom row, it travels diagonally upward first.
  • Air Hockey cannot re-enter player panels, except for during its first movement path.
  • Air Hockey's upward/downward movement must be maintained until it reaches the horizontal edge.

Frame data

Has 3 startup frames. Air Hockey hits the panel in front of the user on frames 4-5, then hits the next panels it travels to for 6 frames, then hits the last traversable panel for 4 frames.

Has 50 chip lockout frames.

Chip Icon 6 Standard 051.png AirHocky
Startup Active Recovery Total Counter Frames
3 4-63 5-32 60

Competitive Overview

Air Hockey's damage potential heavily relies on three factors: its trajectory, the enemy's positioning, and whether the enemy can be flinched.

  • Generally, Air Hockey will connect more times if the enemy is in the middle row. For reference, if an Air Hockey bouncing between two corners at neutral area catches the enemy in the very middle, it will deal 5 hits for 300 damage total. However, if the enemy is caught on the bottom or top row instead, it will deal 3 hits for 180 damage total. Maintaining good area control is vital for landing the largest number of hits.
  • Keeping the enemy in place and/or landing Chip Icon 6 Standard 193.png Uninstll to remove the SuprArmr Navi Cust part is crucial to attempt to connect Air Hockey more than once. At neutral area, getting hit and flinched by Air Hockey confirms the remaining hits.
  • Ground Cross boosts Air Hockey's damage by 10 per hit. This can add up for massive damage if used with multiple Air Hockeys
  • The PA Chip Icon 6 Program advance 022.png PitHocky is considered weaker than using the individual Air Hockeys on their own.

Air Hockey while in Beast Out offers some benefits:

  • The user can bypass chip lockout by using Air Hockey as part of a Beast Rush combo. As a result, multiple Air Hockeys can be used in quick succession in Beast Out, meaning massive damage potential given the conditions outlined above.
  • As the user jumps to attempt to land Air Hockey point-blank, they can use it to fish for a counter hit.

Counterplay

  • The less area the user has, the more room Air Hockey has to travel, reducing the number of times it will comeback to certain panels. This also means the enemy can react to Air Hockey's movement more easily. Ironically, if the user has maximum area advantage by using 2 Chip Icon 6 Standard 165.png AreaGrabs, Air Hockey can only hit once and disappear.
  • The enemy can stay on the top or bottom row to reduce the possible number of Air Hockey hits.
  • The massive chip lockout duration of 50 frames can enable the enemy to go through all of their attacks while the user is unable to use chips.
  • Even if the enemy can be flinched, it is possible for them to buffer movement to any direction to move out of Air Hockey's trajectory, avoiding the remaining hits.
  • Crossing into Ground Cross or Gregar allows the user to have an unremovable SuprArmr which denies the multi hitting ability of Air Hockey


Examples of Air Hockey being used

Chaining multiple Air Hockeys
An unoptimal Air Hockey
Buffering movement to escape Air Hockey