Playerzero (talk | contribs) No edit summary |
(correct misinfo about flinching) |
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|librarysection=Standard | |librarysection=Standard | ||
|number=9 | |number=9 | ||
|element= | |element=None | ||
|damage=30 | |damage=30 | ||
|mb=10 | |mb=10 | ||
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|librarysection=Standard | |librarysection=Standard | ||
|number=10 | |number=10 | ||
|element= | |element=None | ||
|damage=60 | |damage=60 | ||
|mb=18 | |mb=18 | ||
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|librarysection=Standard | |librarysection=Standard | ||
|number=11 | |number=11 | ||
|element= | |element=None | ||
|damage=90 | |damage=90 | ||
|mb=26 | |mb=26 | ||
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The '''Spreader series''' consists of Real Time chip that fire an invisible projectiles ahead in a straight line. They deal [[File:Element 6 Null.png|link=]] [[Null]] element damage. | The '''Spreader series''' consists of Real Time chip that fire an invisible projectiles ahead in a straight line. They deal [[File:Element 6 Null.png|link=]] [[Null]] element damage. Spreader does not cause flinching nor flashing. On impact, they damage surrounding panels. | ||
===Notes=== | ===Notes=== | ||
* The [[Defense_Priority|Invisible + Barrier interaction]] causes the projectiles to go through the opponent and miss. | * The [[Defense_Priority|Invisible + Barrier interaction]] causes the projectiles to go through the opponent and miss. | ||
==Frame Data== | ==Frame Data== | ||
Line 69: | Line 67: | ||
* Counter frames | * Counter frames | ||
<div style=display:inline-table> | <div style=display:inline-table> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ {{Chip|6|Spreader 1}} | |||
|- | |- | ||
! Startup!! Active!! Recovery | ! Startup!! Active!! Recovery !! Total !! Counter Frames | ||
|- | |- | ||
| | | || || || || | ||
|} | |} | ||
</div> | </div> | ||
<div style=display:inline-table> | <div style=display:inline-table> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ {{Chip|6|Spreader 2}} | |||
|- | |- | ||
! Startup!! Active!! Recovery | ! Startup!! Active!! Recovery !! Total !! Counter Frames | ||
|- | |- | ||
| | | || || || || | ||
|} | |} | ||
</div> | </div> | ||
<div style=display:inline-table> | <div style=display:inline-table> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ {{Chip|6|Spreader 3}} | |||
|- | |- | ||
! Startup!! Active!! Recovery | ! Startup!! Active!! Recovery !! Total !! Counter Frames | ||
|- | |- | ||
| | | || || || || | ||
|} | |} | ||
</div> | </div> | ||
Line 124: | Line 99: | ||
==Competitive Overview== | ==Competitive Overview== | ||
Spreader Chips see almost no competitive play. They are low on damage and do not have much use in terms of chip utility. | |||
Spreader 1, 2 and 3 can form the {{Chip|6|Hyper Burst}} PA. This could make it easier for some builds to use spreader 1 rather than 3 if the focus was using the PA. | |||
===Counterplay=== | ===Counterplay=== | ||
{{Navplate chips (BN6)}} | {{Navplate chips (BN6)}} |
Latest revision as of 20:45, 1 April 2023
Spreadr1 | |
---|---|
Description | Spreads damg to adj panls |
Full name | Spreader 1 |
Class | Standard |
Library # | 9 |
Element | None |
Attack power | 30 |
Codes | L M N * |
MB | 10 (max 5 copies) |
Part of program advances | H-Burst |
Spreadr2 | |
---|---|
Description | Spreads damg to adj panls |
Full name | Spreader 2 |
Class | Standard |
Library # | 10 |
Element | None |
Attack power | 60 |
Codes | A B C * |
MB | 18 (max 5 copies) |
Part of program advances | H-Burst |
Spreadr3 | |
---|---|
Description | Spreads damg to adj panls |
Full name | Spreader 3 |
Class | Standard |
Library # | 11 |
Element | None |
Attack power | 90 |
Codes | Q R S * |
MB | 26 (max 4 copies) |
Part of program advances | H-Burst |
The Spreader series consists of Real Time chip that fire an invisible projectiles ahead in a straight line. They deal File:Element 6 Null.png Null element damage. Spreader does not cause flinching nor flashing. On impact, they damage surrounding panels.
Notes
- The Invisible + Barrier interaction causes the projectiles to go through the opponent and miss.
Frame Data
- Counter frames
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
Competitive Overview
Spreader Chips see almost no competitive play. They are low on damage and do not have much use in terms of chip utility.
Spreader 1, 2 and 3 can form the H-Burst PA. This could make it easier for some builds to use spreader 1 rather than 3 if the focus was using the PA.