m (Move page script moved page HeatMan series to HeatMan chip series without leaving a redirect) |
(→Frame Data: Added HeatMan hit AOE gif) |
||
(20 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |||
|internalid=227 | |||
|sortorder=227 | |||
|name=HeatMan | |name=HeatMan | ||
|fullname=HeatMan | |||
|series=HeatMan | |||
|description=Burn with a radial fire attk | |description=Burn with a radial fire attk | ||
|class=Mega | |class=Mega | ||
| | |librarysection=Mega | ||
|gamevariant=Gregar | |||
|number=7 | |number=7 | ||
|element=Fire | |element=Fire | ||
Line 15: | Line 21: | ||
{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |||
|internalid=228 | |||
|sortorder=228 | |||
|name=HeatManEX | |name=HeatManEX | ||
|fullname=HeatMan EX | |||
|series=HeatMan | |||
|description=Burn with a radial fire attk | |description=Burn with a radial fire attk | ||
|class=Mega | |class=Mega | ||
| | |librarysection=Mega | ||
|gamevariant=Gregar | |||
|number=8 | |number=8 | ||
|element=Fire | |element=Fire | ||
Line 30: | Line 42: | ||
{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |||
|internalid=229 | |||
|sortorder=229 | |||
|name=HeatManSP | |name=HeatManSP | ||
|fullname=HeatMan SP | |||
|series=HeatMan | |||
|description=Burn with a radial fire attk | |description=Burn with a radial fire attk | ||
|class=Mega | |class=Mega | ||
| | |librarysection=Mega | ||
|gamevariant=Gregar | |||
|number=9 | |number=9 | ||
|element=Fire | |element=Fire | ||
|damage= | |damage=260 | ||
|mb=70 | |mb=70 | ||
|codes=H | |codes=H | ||
Line 44: | Line 62: | ||
}} | }} | ||
Fire | The '''HeatMan chip series''' are Screen-dimming Mega chips that summon HeatMan to attack enemies in a triangular area in front with fire columns, dealing {{Element|6|Fire}} element [[Statuses_(BN6)#Flinching|Flinching]] damage. | ||
{{Navplate chips}} | * {{Chip|6|HeatMan}} deals 100 damage. | ||
* {{Chip|6|HeatMan EX}} deals 130 damage. | |||
* {{Chip|6|HeatMan SP}} deals 160-260 damage, depending on the player’s HeatMan SP fight busting record. | |||
HeatMan cannot be used on broken/hole panels, and fire columns cannot spawn on broken/hole panels. | |||
==Frame Data== | |||
The area of attack depends on the row the user is on. Panels are independent of one another when considering whether they can be hit or not (due to broken/hole panels). | |||
[[File:HeatMan.gif]] | |||
==Competitive Overview== | |||
The '''HeatMan chip series''' is a niche pick for players needing {{Element|6|Fire}} element damage, since there are other more reliable Fire element Mega chips, namely the [[ElementMan chip series_(BN6)|ElementMan chip series]] and [[BlastMan chip series_(BN6)|BlastMan chip series]]. This also means {{Chip|6|HeatMan SP}} is often only seen used on [[List_of_chips_by_code_(BN6)#H|H code]]. | |||
===Synergies=== | |||
As with other {{Element|6|Fire}} element attacks, HeatMan can deal double damage if the enemy is caught on a [[Panels_(BN6)#Grass Panel|grass panel]]. | |||
H code has {{Chip|6|Flash Bomb 3}}, which can scare the enemy into starting a time freeze with a defensive chip, to which the user can respond with {{Chip|6|HeatMan SP}} for high chance of connecting. Then {{Chip|6|Flash Bomb 3}} will take care of the defense afterwards if the enemy has no way to destroy it. | |||
H code is primarily known for taking advantage of [[Statuses_(BN6)#Frozen|freeze breaking]] (e.g. {{Chip|6|Aqua Dragon}} + {{Chip|6|Golem Hit 3}} or {{Chip|6|Big Hook}}) to deal large chunks of damage. The aforementioned {{Chip|6|Flash Bomb 3}} causes long [[Statuses_(BN6)#Paralyzed|Paralyzed]] and [[Statuses_(BN6)#Blind|Blind]] statuses. All of these strategies are unreliable against an enemy with [[Status Guard]], most commonly given by [[Tomahawk Cross]]. Because of this, {{Chip|6|HeatMan SP}} along with other Fire element attacks are often saved to check Tomahawk Cross when Falzar version is involved. | |||
===Counterplay=== | |||
If the enemy expects HeatMan, they can | |||
* avoid grass panels to take only the base damage, or stand on broken/hole panels to avoid the damage entirely | |||
* keep moving up and down on the column directly in front of the user to cause lining up HeatMan harder | |||
* stand as far back as more than 3 columns away if they have area advantage with {{Chip|6|Area Grab}}. | |||
{{Navplate chips (BN6)}} |
Latest revision as of 08:41, 13 July 2024
HeatMan | |
---|---|
Description | Burn with a radial fire attk |
Full name | HeatMan |
Class | Mega |
Library # | 7G |
Element | Fire |
Attack power | 100 |
Codes | H * |
MB | 32 (max 3 copies) |
HeatManEX | |
---|---|
Description | Burn with a radial fire attk |
Full name | HeatMan EX |
Class | Mega |
Library # | 8G |
Element | Fire |
Attack power | 130 |
Codes | H |
MB | 55 (max 1 copy) |
HeatManSP | |
---|---|
Description | Burn with a radial fire attk |
Full name | HeatMan SP |
Class | Mega |
Library # | 9G |
Element | Fire |
Attack power | 260 |
Codes | H |
MB | 70 (max 1 copy) |
The HeatMan chip series are Screen-dimming Mega chips that summon HeatMan to attack enemies in a triangular area in front with fire columns, dealing Fire element Flinching damage.
- HeatMan deals 100 damage.
- HeatManEX deals 130 damage.
- HeatManSP deals 160-260 damage, depending on the player’s HeatMan SP fight busting record.
HeatMan cannot be used on broken/hole panels, and fire columns cannot spawn on broken/hole panels.
Frame Data
The area of attack depends on the row the user is on. Panels are independent of one another when considering whether they can be hit or not (due to broken/hole panels).
Competitive Overview
The HeatMan chip series is a niche pick for players needing Fire element damage, since there are other more reliable Fire element Mega chips, namely the ElementMan chip series and BlastMan chip series. This also means HeatManSP is often only seen used on H code.
Synergies
As with other Fire element attacks, HeatMan can deal double damage if the enemy is caught on a grass panel.
H code has FlshBom3, which can scare the enemy into starting a time freeze with a defensive chip, to which the user can respond with HeatManSP for high chance of connecting. Then FlshBom3 will take care of the defense afterwards if the enemy has no way to destroy it.
H code is primarily known for taking advantage of freeze breaking (e.g. AquaDrgn + GolmHit3 or BigHook) to deal large chunks of damage. The aforementioned FlshBom3 causes long Paralyzed and Blind statuses. All of these strategies are unreliable against an enemy with Status Guard, most commonly given by Tomahawk Cross. Because of this, HeatManSP along with other Fire element attacks are often saved to check Tomahawk Cross when Falzar version is involved.
Counterplay
If the enemy expects HeatMan, they can
- avoid grass panels to take only the base damage, or stand on broken/hole panels to avoid the damage entirely
- keep moving up and down on the column directly in front of the user to cause lining up HeatMan harder
- stand as far back as more than 3 columns away if they have area advantage with AreaGrab.