Playerzero (talk | contribs) No edit summary |
m (Minor spelling/wording fixes) |
||
(38 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
{{Infobox chip | {{Infobox chip | ||
|name= | |gamenumber=6 | ||
|description= | |internalid=64 | ||
|sortorder=36 | |||
|name=CornSht1 | |||
|fullname=Corn Shot 1 | |||
|series=Corn Shot | |||
|description=Damages enemies w/corn. | |||
|class=Standard | |class=Standard | ||
|number= | |librarysection=Standard | ||
|number=36 | |||
|element=Wood | |element=Wood | ||
|damage= | |damage=50 | ||
|mb= | |mb=14 | ||
| | |codes=J,K,L | ||
|delay=0 | |delay=0 | ||
|name_ja=コーンショット1 | |||
|name_ja= | |description_ja=ヒットしたとき、おくにてきがいるとゆうばくしていく! | ||
|description_ja= | |||
}} | }} | ||
{{Infobox chip | {{Infobox chip | ||
|name= | |gamenumber=6 | ||
|description= | |internalid=65 | ||
|sortorder=37 | |||
|name=CornSht2 | |||
|fullname=Corn Shot 2 | |||
|series=Corn Shot | |||
|description=Damages enemies w/corn. | |||
|class=Standard | |class=Standard | ||
|number= | |librarysection=Standard | ||
|number=37 | |||
|element=Wood | |element=Wood | ||
|damage= | |damage=60 | ||
|mb= | |mb=26 | ||
| | |codes=C,D,E | ||
|delay=0 | |delay=0 | ||
|name_ja=コーンショット2 | |||
|name_ja= | |description_ja=ヒットしたとき、おくにてきがいるとゆうばくしていく! | ||
|description_ja= | |||
}} | }} | ||
{{Infobox chip | {{Infobox chip | ||
|name= | |gamenumber=6 | ||
|description= | |internalid=66 | ||
|sortorder=38 | |||
|name=CornSht3 | |||
|fullname=Corn Shot 3 | |||
|series=Corn Shot | |||
|description=Damages enemies w/corn. | |||
|class=Standard | |class=Standard | ||
|number= | |librarysection=Standard | ||
|number=38 | |||
|element=Wood | |element=Wood | ||
|damage= | |damage=70 | ||
|mb= | |mb=38 | ||
| | |codes=P,Q,R | ||
|delay=0 | |delay=0 | ||
|name_ja=コーンショット3 | |||
|name_ja= | |description_ja=ヒットしたとき、おくにてきがいるとゆうばくしていく! | ||
|description_ja= | |||
}} | }} | ||
The '''Corn Shot chip series''' are Real Time chips that fires corn explosions on an enemy in front of MegaMan, dealing up to two hits of {{Element|6|Wood}} element [[Statuses_(BN6)#Flinching|Flinching]] damage. Corn Shot creates [[Grass Panels]] on [[Object_(BN6)|objects]] and enemies it hits, which happens before damage is dealt. | |||
{{Navplate chips}} | * {{Chip|6|Corn Shot 1}} deals 50 damage per hit. | ||
* {{Chip|6|Corn Shot 2}} deals 60 damage per hit. | |||
* {{Chip|6|Corn Shot 3}} deals 70 damage per hit. | |||
When used in [[Beast Out]]: | |||
* When the user is directly in front of the enemy, the user Beast jumps but remains in place. | |||
* When the user is on the enemy's row, the user Beast Jumps one panel forward unless there is an object in front of the user, in which case the user stays in place but still spends Beast Jump frames. | |||
* 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 directly in front of the enemy. | |||
* This targeting logic is unaffected by whether the enemy is standing behind an object or not. | |||
===Notes=== | |||
* All versions of Corn Shot can form the PA {{Chip|6|Corn Fiesta}}. | |||
* If the enemy stays directly or diagonally behind an enemy-controlled, or neutral object, hitting the object with Corn Shot will spread the attack to the enemy. Hitting the enemy will not spread the attack to objects. | |||
*[[Defense_Priority|Invisible + Barrier interaction]] | |||
==Frame Data== | |||
All versions of Corn Shot share the following frame data: | |||
* Have a 10 frame startup (14 in [[Beast Out]]), recovery ends on frame 36. | |||
* An invisible hitbox spawns on top of the user on frame 11. Then, it travels down the row at a rate of 1 frame per panel. If the hitbox collides with an enemy, the first hit is dealt on the frame immediately after. The second hit is dealt 13 frames after the first, meaning an enemy can step away from their panel during these 13 frames to avoid being caught by the second hit. | |||
* After the frame when an object takes damage, it takes 12 frames for an enemy standing directly or diagonally behind it to get hit by the spreaded attack. The second hit of this spreaded attack is also dealt 13 frames after the first. | |||
* Counterable on [TBA] | |||
<div style=display:inline-table> | |||
{| class="wikitable" | |||
|+ {{Chip|6|Corn Shot 1}}, {{Chip|6|Corn Shot 2}} and {{Chip|6|Corn Shot 3}} | |||
! Startup!! Active!! Recovery !! Counter Frames | |||
|- | |||
| 10 || 11- || 12-36 || ? | |||
|} | |||
</div> | |||
==Competitive Overview== | |||
{{Chip|6|Corn Shot 1}} and {{Chip|6|Corn Shot 2}} are useful if the player wants to use the {{Chip|6|Corn Fiesta}} PA. Using either of these weaker versions is more preferrable to using {{Chip|6|Corn Shot 3}}, due to all versions of Corn Shot forming the same PA, and thanks to their MB, the player can [[NetBattling_101_(BN6)#Regular Chips|reg]] one component and/or [[NetBattling_101_(BN6)#Tag Chips|tag]] the other two to form the PA more quickly. | |||
{{Chip|6|Corn Shot 2}} can be used to set up [[Grass Panel|Grass Panels]] for {{Chip|6|Fire Burner 3}}, as both have the same codes [[List_of_chips_by_code_(BN6)#C|C]] [[List_of_chips_by_code_(BN6)#D|D]] [[List_of_chips_by_code_(BN6)#E|E]]. {{Chip|6|Elec Pulse 2}} in E code is often used as a way to confirm Corn Shot landing. | |||
{{Chip|6|Corn Shot 1}} and {{Chip|6|Corn Shot 3}} find use in the colloquially named '''Cornado''' combo. It begins with a Corn Shot combined with means of guaranteeing the enemy stays in place. Chips such as ({{Chip|6|White Capsule}}, {{Chip|6|Geddon}}, and {{Chip|6|Uninstall}} to remove {{NaviCust part|6|Super Armor}}) are common options. Follwoing it up with an attack-boosted {{Chip|6|Tornado}} completes the combo for massive damage. {{Chip|6|Corn Shot 1}} and {{Chip|6|Corn Shot 3}} share {{Chip|6|Tornado}}'s [[List_of_chips_by_code_(BN6)#L|L]] and [[List_of_chips_by_code_(BN6)#R|R]] codes, respectively. {{Chip|6|Tornado}} will deal double damage on the [[Grass Panels]] created by Corn Shot, resulting in massive deletion potential. | |||
===Counterplay=== | |||
Identifying the code used with Corn Shot is a crucial part in effectively dodging it. | |||
Continued movement to the left and right allows the user to dodge the attack completely or, the second hit. | |||
If an opponent is running {{Chip|6|Elec Pulse 2}} with {{Chip|6|Corn Shot 2}}, then the most important part is avoiding the setting up. | |||
For an opponent running the Cornado combo, the most important part is the grass field and the potential [[Statuses_(BN6)#Paralyzed|Paralyses]] attached on the Corn Shot. Standing on broken/hole panels can stop the grass from forming which reduces the damage potential by a lot. | |||
If the player is able to predict the Cornado turn, then that allows for a huge offensive swing, because Cornado uses up all chip slots for the opponent which leaves them without any defense for any attacks the player might have. | |||
{{Navplate chips (BN6)}} |
Latest revision as of 04:39, 6 August 2023
CornSht1 | |
---|---|
Description | Damages enemies w/corn. |
Full name | Corn Shot 1 |
Class | Standard |
Library # | 36 |
Element | Wood |
Attack power | 50 |
Codes | J K L |
MB | 14 (max 5 copies) |
Part of program advances | CornFsta |
CornSht2 | |
---|---|
Description | Damages enemies w/corn. |
Full name | Corn Shot 2 |
Class | Standard |
Library # | 37 |
Element | Wood |
Attack power | 60 |
Codes | C D E |
MB | 26 (max 4 copies) |
Part of program advances | CornFsta |
CornSht3 | |
---|---|
Description | Damages enemies w/corn. |
Full name | Corn Shot 3 |
Class | Standard |
Library # | 38 |
Element | Wood |
Attack power | 70 |
Codes | P Q R |
MB | 38 (max 3 copies) |
Part of program advances | CornFsta |
The Corn Shot chip series are Real Time chips that fires corn explosions on an enemy in front of MegaMan, dealing up to two hits of Wood element Flinching damage. Corn Shot creates Grass Panels on objects and enemies it hits, which happens before damage is dealt.
- CornSht1 deals 50 damage per hit.
- CornSht2 deals 60 damage per hit.
- CornSht3 deals 70 damage per hit.
When used in Beast Out:
- When the user is directly in front of the enemy, the user Beast jumps but remains in place.
- When the user is on the enemy's row, the user Beast Jumps one panel forward unless there is an object in front of the user, in which case the user stays in place but still spends Beast Jump frames.
- 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 directly in front of the enemy.
- This targeting logic is unaffected by whether the enemy is standing behind an object or not.
Notes
- All versions of Corn Shot can form the PA CornFsta.
- If the enemy stays directly or diagonally behind an enemy-controlled, or neutral object, hitting the object with Corn Shot will spread the attack to the enemy. Hitting the enemy will not spread the attack to objects.
- Invisible + Barrier interaction
Frame Data
All versions of Corn Shot share the following frame data:
- Have a 10 frame startup (14 in Beast Out), recovery ends on frame 36.
- An invisible hitbox spawns on top of the user on frame 11. Then, it travels down the row at a rate of 1 frame per panel. If the hitbox collides with an enemy, the first hit is dealt on the frame immediately after. The second hit is dealt 13 frames after the first, meaning an enemy can step away from their panel during these 13 frames to avoid being caught by the second hit.
- After the frame when an object takes damage, it takes 12 frames for an enemy standing directly or diagonally behind it to get hit by the spreaded attack. The second hit of this spreaded attack is also dealt 13 frames after the first.
- Counterable on [TBA]
Competitive Overview
CornSht1 and CornSht2 are useful if the player wants to use the CornFsta PA. Using either of these weaker versions is more preferrable to using CornSht3, due to all versions of Corn Shot forming the same PA, and thanks to their MB, the player can reg one component and/or tag the other two to form the PA more quickly.
CornSht2 can be used to set up Grass Panels for FireBrn3, as both have the same codes C D E. ElcPuls2 in E code is often used as a way to confirm Corn Shot landing.
CornSht1 and CornSht3 find use in the colloquially named Cornado combo. It begins with a Corn Shot combined with means of guaranteeing the enemy stays in place. Chips such as ( WhiCapsl, Geddon, and Uninstll to remove SuprArmr) are common options. Follwoing it up with an attack-boosted Tornado completes the combo for massive damage. CornSht1 and CornSht3 share Tornado's L and R codes, respectively. Tornado will deal double damage on the Grass Panels created by Corn Shot, resulting in massive deletion potential.
Counterplay
Identifying the code used with Corn Shot is a crucial part in effectively dodging it.
Continued movement to the left and right allows the user to dodge the attack completely or, the second hit.
If an opponent is running ElcPuls2 with CornSht2, then the most important part is avoiding the setting up.
For an opponent running the Cornado combo, the most important part is the grass field and the potential Paralyses attached on the Corn Shot. Standing on broken/hole panels can stop the grass from forming which reduces the damage potential by a lot.
If the player is able to predict the Cornado turn, then that allows for a huge offensive swing, because Cornado uses up all chip slots for the opponent which leaves them without any defense for any attacks the player might have.