Tank Cannon chip series (BN6): Difference between revisions

Chip series (BN6)
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|mb=17
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The Tank Cannon series are Real Time chips that fire an invisible projectile down the player's row. Directly landing the attack applies Drag#Big Push and [[flashing]] and [[flinching]] damage, and if it doesn't hit anything, it creates an explosion that cracks panels and deals [[flashing]] and [[flinching]] damage to a 1x3 area in the opponent's back column, centered on the row it was fired.
The '''Tank Cannon series''' are Real Time chips that fire an invisible projectile down the player's row. Directly landing the attack applies [[Drag#Big Push]] and [[Flashing]] and [[Flinching]] damage. If it doesn't hit anything, it creates an explosion that cracks panels and deals Flashing and Flinching damage to a 1x3 area in the opponent's back column, centered on the row it was fired.


===Notes===
===Notes===
* A missed shot will crack panels before damaging the 1x3 area.
* A missed shot will crack panels before damaging the 1x3 area.
* The projectile will not damage Type 2 objects, even if it would deal enough damage to destroy them.
* The projectile will not damage [[Type 2 Objects]], even if it would deal enough damage to destroy them.


==Frame Data==  
==Frame Data==  
* Tank Cannon 1, 2, and 3 have a 23 frame startup and travels to the first panel on frame 24, and then travels one panel every 2 frames. If the shot would travel past the final column, it will immediately crack and damage the panel it is currently on and the panels directly above and below it. The full attack animation takes 37 frames.
* Tank Cannon 1, 2, and 3 have a 23 frame startup and travel to the first panel on frame 24. Afterwards the projectile travels one panel every 2 frames. If the shot would travel past the final column, it will immediately crack and damage the panel it is currently on and the panels directly above and below it. The full attack animation takes 37 frames.


* The Tank Cannon series has 16 counter frames.
* The Tank Cannon series has 16 counter frames.
{{Frame data diagram
|      |    |        |        |        | 33
| start | 24 | 25-26 | 27-28 | 29-30 | 31-32/33
|      |    |        |        |        | 33
}}


<div style=display:inline-table>
<div style=display:inline-table>
{| class="wikitable"   
{| class="wikitable"   
! Startup!! Active!! Recovery
|+ {{Chip|6|Tank Cannon 1}}, {{Chip|6|Tank Cannon 2}} and {{Chip|6|Tank Cannon 3}}
! Startup!! Active!! Recovery !! Counter Frames
|-
|-
| 1-23 || 24 || 25-37
| 1-23 || 24 || 25-37 ||  16
|}
|}
</div>
</div>
{{Frame data diagram
| | | | | | 33f
| [[File:Schip001Icon.png| 40px |caption]] | 24f | 25-26f | 27-28f | 29-30f | 31-32f/33f
| | | | | | 33f
}}


==Competitive Overview==
==Competitive Overview==
The Tank Cannon series sees limited competitive play due to its slow startup and linear range.
{{Chip|6|Tank Cannon 1}} and {{Chip|6|Tank Cannon 2}} see limited competitive play due to its slow startup and linear range.
{{Chip|6|Tank Cannon 3}} is often seen in M code folders, but it is a strong option in any of the codes. 


Tank Cannon is easier to land if its player restricted the opponent's movement with broken panels or possesses a strong area advantage. With +2 area, it is impossible to avoid.
Tank Cannon is easier to land if its player restricted the opponent's movement with broken panels or possesses a strong area advantage. With +2 area, it is impossible to avoid.
Opponents who might not be expecting Tank Cannon can be caught off guard and might not avoid the attack on time.


Stunning an opponent with {{Chip|6|White Capsule}} makes it easier to land Tank Cannon.
Stunning an opponent with {{Chip|6|White Capsule}} makes it easier to land Tank Cannon.


Tank Cannon 3 deals enough damage to remove {{Chip|6|Life Aura}}.
{{Chip|6|Tank Cannon 3}} deals enough damage to remove {{Chip|6|Life Aura}}.


Beast Out increases Tank Cannon's damage by 30 and can help aim the Tank Cannon.
[[Beast Out]] increases Tank Cannon's damage by 30 and can help aim the Tank Cannon. While risky, using [[Beast Over]] doubles Tank Cannon's damage which can provide for a 400 damage attack.


===Counterplay===
===Counterplay===
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Because of Tank Cannon's long startup time, a player can potentially dodge or {{NaviCust_part|6|Shield}} it on reaction.
Because of Tank Cannon's long startup time, a player can potentially dodge or {{NaviCust_part|6|Shield}} it on reaction.
An enemy moving up and down can make it difficult to land Tank Cannon.


{{Navplate chips (BN6)}}
{{Navplate chips (BN6)}}

Latest revision as of 15:06, 27 October 2023

Chip 6 Standard 012.png
Chip Icon 6 Standard 012.png TankCan1
Description3sqr blst if hits end row
Full nameTank Cannon 1
ClassStandard
Library #12
ElementNone None
Attack power120
CodesA G R
MB17 (max 5 copies)
Chip 6 Standard 013.png
Chip Icon 6 Standard 013.png TankCan2
Description3sqr blst if hits end row
Full nameTank Cannon 2
ClassStandard
Library #13
ElementNone None
Attack power160
CodesL S V
MB28 (max 4 copies)
Chip 6 Standard 014.png
Chip Icon 6 Standard 014.png TankCan3
Description3sqr blst if hits end row
Full nameTank Cannon 3
ClassStandard
Library #14
ElementNone None
Attack power200
CodesB M P
MB39 (max 3 copies)

The Tank Cannon series are Real Time chips that fire an invisible projectile down the player's row. Directly landing the attack applies Drag#Big Push and Flashing and Flinching damage. If it doesn't hit anything, it creates an explosion that cracks panels and deals Flashing and Flinching damage to a 1x3 area in the opponent's back column, centered on the row it was fired.

Notes

  • A missed shot will crack panels before damaging the 1x3 area.
  • The projectile will not damage Type 2 Objects, even if it would deal enough damage to destroy them.

Frame Data

  • Tank Cannon 1, 2, and 3 have a 23 frame startup and travel to the first panel on frame 24. Afterwards the projectile travels one panel every 2 frames. If the shot would travel past the final column, it will immediately crack and damage the panel it is currently on and the panels directly above and below it. The full attack animation takes 37 frames.
  • The Tank Cannon series has 16 counter frames.


33
start 24 25-26 27-28 29-30 31-32/33
33


Chip Icon 6 Standard 012.png TankCan1, Chip Icon 6 Standard 013.png TankCan2 and Chip Icon 6 Standard 014.png TankCan3
Startup Active Recovery Counter Frames
1-23 24 25-37 16

Competitive Overview

Chip Icon 6 Standard 012.png TankCan1 and Chip Icon 6 Standard 013.png TankCan2 see limited competitive play due to its slow startup and linear range. Chip Icon 6 Standard 014.png TankCan3 is often seen in M code folders, but it is a strong option in any of the codes.

Tank Cannon is easier to land if its player restricted the opponent's movement with broken panels or possesses a strong area advantage. With +2 area, it is impossible to avoid.

Opponents who might not be expecting Tank Cannon can be caught off guard and might not avoid the attack on time.

Stunning an opponent with Chip Icon 6 Standard 192.png WhiCapsl makes it easier to land Tank Cannon.

Chip Icon 6 Standard 014.png TankCan3 deals enough damage to remove Chip Icon 6 Standard 184.png LifeAur.

Beast Out increases Tank Cannon's damage by 30 and can help aim the Tank Cannon. While risky, using Beast Over doubles Tank Cannon's damage which can provide for a 400 damage attack.

Counterplay

A player can avoid standing in their back column to dodge Tank Cannon's follow up explosion.

Because of Tank Cannon's long startup time, a player can potentially dodge or Shield it on reaction.

An enemy moving up and down can make it difficult to land Tank Cannon.