Aqua Cross: Difference between revisions

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Aqua Spiral hits a 2x1 area ahead of MegaMan dealing 5 flinching hits in quick succession.  
Aqua Spiral hits a 2x1 area ahead of MegaMan dealing 5 flinching hits in quick succession.  


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Revision as of 08:17, 5 July 2022


caption
caption Spout Cross
In Game Portrait: caption
Element: File:ElementAqua.png Aqua
Charge Shot Range:
Attack Formula: (10 × Attack level + 20)
Damage: 30, 40, 50, 60, 70
Charge Time: 60, 50, 40, 30, 20f
ChargeShot Startup: 3f
ChargeShot Active Frames: f
ChargeShot End Lag: f
ChargeShot Travel Speed: 2f per panel
ChargeShot Properties: Flashing, Flinching
Aqua Element


Spout Cross

Spout Cross is equipped with AquaBody, preventing slipping on Ice Panels, and is weak to Electric attacks. Charge shot hits the target in the same row and the panel behind it.

Attack Formula (10 × Attack level + 20)
Attack Level 1 2 3 4 5
Damage 30 40 50 60 70
  • While in Spout Cross, when MegaMan uses a non-screen dimming Aqua chip, he heals 5% of his base HP which ignores HP acquired by NaviCust (50 healing at 1000 base HP).
  • Non-screen dimming Aqua chips can be charged to deal double damage, which takes 40f. This charge is twice as fast in Spout Beast.


Notes

Frame Data

Cannon.gif
CHARGE SHOT GIF


The CS has a 3f windup and spends one frame traveling each panel

Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 60 50 40 30 20


Startup Active Recovery
3


Frame Data.
CannonFrame2.png
2. Lasts for 4 Frames (4)
CannonFrame3.png
3. Lasts for 3 Frames (7)
CannonFrame4.png
4. Lasts for 6 Frames (13)
CannonFrame5.png
5. Lasts for 1 Frames (14)
CannonFrame6.png
6. Damage box spawns, lasts for 1 Frames (15)
CannonFrame7.png
7. Damage box moves one panel, Lasts for 2 Frames (17)
CannonFrame8.png
8. Damage box travels one panel per 2 frames, lasts for 2 Frames (19)
CannonFrame9.png
9. Lasts for 2 Frames (21)
CannonFrame10.png
10. Lasts for 7 Frames (28)
CannonFrame11.png
11. Lasts for 3 Frames (31)
CannonFrame12.png
12. Lasts for 1 Frames and ends the animation (32)


Spout Beast

caption
caption Spout Beast
In Game Portrait: caption
Element: File:ElementAqua.png Aqua
Beast Charge Shot Range: 2x1
Attack Formula: 5x (10 × Attack level + 10)
Damage: 5x (30, 40, 50, 60, 70)
Charge Time: 20f
Beast Charge Startup: f
Beast Charge Active Frames: f
Beast Charge End Lag: f
Beast Charge Travel Speed:
Beast Charge Properties: Flinching
Aqua Element


  • Using the power of Falzar, Spout Beast gains AirShoes and FloatShoes, allowing free movement over Hole panels and ignoring Panel effects.
  • Using the power of Falzar, Spout Beast gains +30 Attack to Non-screen dimming Null chips.
  • Using the power of Falzar, Spout Beast will perform a Beast Jump to attempt to line up Non-screen dimming chips.

Spout Beast is equipped with AquaBody, preventing slipping on Ice Panels, and is weak to Electric attacks.


Aqua Spiral hits a 2x1 area ahead of MegaMan dealing 5 flinching hits in quick succession.

Attack Formula (10 × Attack level + 10) x 5
Attack Level 1 2 3 4 5
Damage per hit 20 30 40 50 60
Total damage 100 150 200 250 300
  • While in Spout Beast, when MegaMan uses a non-screen dimming Aqua chip, he heals 5% of his base HP which ignores HP acquired by NaviCust (50 healing at 1000 base HP).
  • non-screen dimming Aqua chips can be charged to deal double damage, which is now halved to 20f.



Notes

Aqua Spiral is a known death flag in the community. Time and time again an attempted and missed Aqua Spiral rapidly leads to loss regardless of how well the player is doing beforehand. USE WITH CAUTION!![citation needed]

Frame Data

Cannon.gif
BEAST CHARGE GIF

Charge time is 20f, and it has a f windup and lasts for f

  • find out about the time it takes for each hit
Startup Active Recovery
Frame Data.
CannonFrame2.png
2. Lasts for 4 Frames (4)
CannonFrame3.png
3. Lasts for 3 Frames (7)
CannonFrame4.png
4. Lasts for 6 Frames (13)
CannonFrame5.png
5. Lasts for 1 Frames (14)
CannonFrame6.png
6. Damage box spawns, lasts for 1 Frames (15)
CannonFrame7.png
7. Damage box moves one panel, Lasts for 2 Frames (17)
CannonFrame8.png
8. Damage box travels one panel per 2 frames, lasts for 2 Frames (19)
CannonFrame9.png
9. Lasts for 2 Frames (21)
CannonFrame10.png
10. Lasts for 7 Frames (28)
CannonFrame11.png
11. Lasts for 3 Frames (31)
CannonFrame12.png
12. Lasts for 1 Frames and ends the animation (32)

See Also

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