Playerzero (talk | contribs) |
|||
(28 intermediate revisions by 3 users not shown) | |||
Line 40: | Line 40: | ||
The '''Variable Sword chip series''' is a series of chips which, when holding <code>A</code>, may execute different attacks depending on the subsequent input. | The '''Variable Sword chip series''' is a series of chips which, when holding <code>A</code>, may execute different attacks depending on the subsequent input. | ||
If the player stops holding <code>A</code>, or keeps holding <code>A</code> while unable to enter a valid command code, a normal Sword attack will activate that deals its version's damage and causes [[Statuses (BN6)#Flinching|Flinching]], [[Statuses (BN6)#Flashing|Flashing]]. | |||
The attack name shows up for the opponent as soon as the initial <code>A</code> button is pressed, rather than after the command code is entered. | |||
===VariableSword=== | ===VariableSword=== | ||
Line 60: | Line 64: | ||
|} | |} | ||
* WideSword, LongSword and LifeSword has similar range to their chip and PA counterparts. | * '''WideSword''', '''LongSword''' and '''LifeSword''' has similar range to their chip and PA counterparts. | ||
* | * '''FighterSword''' attacks in a 1 wide 3 long range. | ||
* | * '''SonicBoom''' fires a forward-moving 3 wide 1 long projectile that stops when it hits an enemy or an enemy player-controlled/neutral object. | ||
All VariableSword attacks | All VariableSword attacks deal 160 {{Element|6|Sword}} element [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|Flashing]] damage. | ||
===NeoVariableSword=== | ===NeoVariableSword=== | ||
Line 78: | Line 82: | ||
|} | |} | ||
* CrossSword attacks the panel ahead with an X-shaped slash. Deals 220 [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|Flashing]] damage. Damage is doubled at the X's center for 440 damage that counts as one hit. | * '''CrossSword''' attacks the panel ahead with an X-shaped slash. Deals 220 {{Element|6|Sword}} element [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|Flashing]] damage. Damage is doubled at the X's center for 440 damage that counts as one hit. | ||
* SuperSonicBoom fires an unstoppable forward-moving 3 wide projectile that | * '''SuperSonicBoom''' fires an unstoppable forward-moving 3 wide 1 long projectile that goes through everything. Deals 220 {{Element|6|Sword}} element [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|non-Flashing]] damage. | ||
* DoubleLifeSword fires two LifeSwords in quick succession. Deals 220 [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|non-Flashing]] damage per hit ( | * '''DoubleLifeSword''' fires two LifeSwords in quick succession. Deals 220 {{Element|6|Sword}} element [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|non-Flashing]] damage per hit (the second hit after being Chip Charged by [[Slash Cross]] does cause [[Statuses (BN6)#Flashing|Flashing]]). | ||
When used in [[Beast Out]]: | |||
* Sword, CrossSword, and both versions' LifeSwords cause the user to Beast Jump to the panel directly in front of the enemy. | |||
* | * WideSword causes the user to Beast Jump to the middle panel on the column in front of the enemy. | ||
* LongSword and FighterSword cause the user to Beast Jump 2 panels and 3 panels respectively in front of the enemy (to attempt to hit from the farthest range possible) | |||
* Both versions' SonicBooms cause the user to stay in place and not spend Beast Jump frames regardless of both players' positioning. | |||
When used in [[Beast Over]], the AI will select one of the attacks randomly, including the normal Sword attack. | |||
* The game starts reading inputs from the frame after the player presses and starts holding <code>A</code>. As a result, holding the first input for a command code then pressing and holding <code>A</code> will almost always include that input in the final command. This is most notable with CrossSword where you can hold <code>↓</code> then hold <code>A</code> for the input followed by <code>→</code> and <code>↑</code> to activate it. However, this also means that on the frame directly after the one | ===Notes=== | ||
* The game starts reading inputs from the frame after the player presses and starts holding <code>A</code>. As a result, holding the first input for a command code then pressing and holding <code>A</code> will almost always include that input in the final command. This is most notable with CrossSword where you can hold <code>↓</code> then hold <code>A</code> for the input followed by <code>→</code> and <code>↑</code> to activate it. However, this also means that on the frame directly after the one when <code>A</code> is pressed, if the first input is released, it will be left out. In the aforementioned CrossSword example, this would mean the player has only inputted <code>→ ↑</code>. | |||
* While the player is holding <code>A</code>, if a screen dimming attack is used, the game will not read any inputs and <code>A</code> will not need to be held until after the screen dimming ends, in which case inputs can be entered normally and from where the player left off before the screen dimming. | * While the player is holding <code>A</code>, if a screen dimming attack is used, the game will not read any inputs and <code>A</code> will not need to be held until after the screen dimming ends, in which case inputs can be entered normally and from where the player left off before the screen dimming. | ||
* The game allows including "incorrect" or "unfinished" inputs without impacting the final result. This allows the player to change their input freely, as long as they finish inputting | * The game allows including "incorrect" or "unfinished" inputs without impacting the final result. This allows the player to change their input freely, as long as they finish inputting a complete command code. For example, pressing <code>↓ → ← ↑</code>, or pressing <code>← → ←</code> (an unfinished SuperSonicBoom input) followed by <code>↓ → ↑</code> will result in CrossSword activating. | ||
* The | * The player can control the timing of the attack by delaying the input. For example, after pressing <code>← → ←</code>, the player can wait to press <code>B</code> and launch SuperSonicBoom. | ||
* The command codes can be inputted with [[Slash Cross]] by holding <code>A</code> after releasing the Chip Charge, transforming the attacks into forward-moving projectiles that stops after hitting something. For example, a Chip Charged FighterSword from {{Chip|6|Variable Sword}} will fire a 1 wide 3 long projectile. | |||
** If the player stops holding <code>A</code> at any point after releasing the Chip Charge, the projectile will be of a normal Sword attack. | |||
* The command codes can be inputted with [[Slash Cross]] by holding <code>A</code> after releasing the Chip Charge, transforming the attacks into forward-moving projectiles that stops after hitting something. If the player stops holding <code>A</code> at any point after releasing the Chip Charge, the projectile will be of a normal Sword attack. | ** CrossSword will only stop if the X's center hits something, meaning the 4 corners can hit multiple enemies and objects. | ||
** Both versions' SonicBooms are unmodified by this Chip Charge. | |||
==Frame Data== | ==Frame Data== | ||
Line 110: | Line 113: | ||
* The number of startup frames depends entirely on how fast the player is able to execute the command codes. | * The number of startup frames depends entirely on how fast the player is able to execute the command codes. | ||
** | ** One input is registered per frame, meaning it is theoretically possible to complete the command code for CrossSword <code>↓ → ↑</code> in just 3 frames. | ||
** After the final input of a valid command code is entered, it takes 2 frames to begin the standard | ** After the final input of a valid command code is entered, it takes 2 frames to begin the standard Sword attack animation's frame data: Sword attacks have 12 frame startup, hit on frame 13, recovery ends on frame 31. Exceptions: | ||
*** The 2 SonicBooms have 11 frame startup, spawn and hit the 3 wide 1 long area in front of MegaMan on frame 12, recovery ends on frame 30. | *** The 2 SonicBooms have 11 frame startup, spawn and hit the 3 wide 1 long area in front of MegaMan on frame 12, recovery ends on frame 30. | ||
*** DoubleLifeSword's second slash hits on frame 35, recovery ends on frame 53. The second slash can be interrupted on frames 14-34. | *** DoubleLifeSword's second slash hits on frame 35, recovery ends on frame 53. The second slash can be interrupted on frames 14-34. | ||
** The maximum startup is 60 frames, either if the player holds A all the way without entering a valid command code to allow Sword to activate, or if the player manages to enter the last input (for an attack other than the 2 SonicBooms, in which case the startup will be 59 frames) at the last possible frame (frame 45, not counting the input delay frame that adds up to the 46-frame input duration). | ** The maximum startup is 60 frames, either if the player holds A all the way without entering a valid command code to allow Sword to activate, or if the player manages to enter the last input (for an attack other than the 2 SonicBooms, in which case the startup will be 59 frames) at the last possible frame (frame 45, not counting the input delay frame that adds up to the 46-frame input duration). | ||
** [[Slash Cross]] Chip Charge does not change the startup for any attack. | ** [[Slash Cross]] Chip Charge does not change the startup nor the recovery for any attack. | ||
* Both versions' SonicBooms and [[Slash Cross]] Chip Charged projectiles spawn and hit the panel directly in front of MegaMan (including any panels in their usual hit area) for 2 frames, then they hit every subsequent column for 5 frames | * Both versions' SonicBooms and [[Slash Cross]] Chip Charged projectiles spawn and hit the panel directly in front of MegaMan (including any panels in their usual hit area) for 2 frames, then they hit every subsequent column for 5 frames. | ||
* Beast Jumping adds 4 startup frames to all attacks, except the 2 SonicBooms which do not trigger Beast Jump. | * Beast Jumping adds 4 startup frames to all attacks, except the 2 SonicBooms which do not trigger Beast Jump. | ||
* Counterable on [TBA] | |||
==Competitive Overview== | ==Competitive Overview== | ||
Variable | Variable Sword Chips are often considered difficult to use due to the command codes. However, once the player becomes comfortable with the inputs, Variable Swords can be extremely reliable sources of {{Element|6|Sword}} element damage in PvP. Along with {{Chip|6|Muramasa Blade}}, {{Chip|6|Neo Variable Sword}} is one of the most commonly used and off-code splashed {{Element|6|Sword}} chips. | ||
For {{Chip|6|Variable Sword}}, the '''WideSword''', '''LongSword''' and '''FighterSword''' options do not find use due to the limited range making them difficult to land. LifeSword and SonicBoom are usually better options because of the range advantage. | |||
'''LifeSwords''' can be confirmed if the user has +1 area advantage with {{Chip|6|Area Grab}}. While {{Chip|6|Variable Sword}} deals only 160 damage, {{Chip|6|Neo Variable Sword}}'s DoubleLifeSword deals 440 damage, which is excellent just for one Standard chip slot. | |||
''' | '''SonicBooms''' are much easier to land since they can cover the entire field. They do have a travel time so using them closer to the enemy is more effective in ensuring they land. SuperSonicBoom can hit the enemy multiple times if they are stepping back at the right time. | ||
''' | Hitting an enemy in the 4 corners of '''CrossSword''' is often sub-optimal, and hitting in the X's center is fairly difficult since it is essentially a normal Sword's range. To deal the 440 damage, CrossSword is often used during [[Beast Out]] as follow-up to a source of disable such as [[Statuses_(BN6)#Paralyzed|paralysis]] from {{Chip|6|EraseMan}} or {{Chip|6|JudgeMan}}. Using the corner hit of CrossSword can be a powerful, and unexpected attack. | ||
A {{Chip|6|Variable Sword}} boosted by Slash Cross can break {{Chip|6|Life Aura}}. {{Chip|6|Neo Variable Sword}}'s SuperSonicBoom can guarantee breaking {{Chip|6|Life Aura}} on its own. DoubleLifeSword can break {{Chip|6|Life Aura}} on the first hit and deal damage on the second hit (or remove {{Chip|6|Anti Damage}}, essentially trading 1 attack chip for 2 defensive chips). A CrossSword in the center can break {{Chip|6|Life Aura}} through the Aura and {{Chip|6|Holy Panel}} combination. | |||
{{Chip|6|Variable Sword}} can be paired with the '''Summon Black chip series''' ({{Chip|6|Summon Black 2}} in [[List_of_chips_by_code_(BN6)#V|V code]], and {{Chip|6|Summon Black 3}} in [[List_of_chips_by_code_(BN6)#W|W code]]). This provides both a Real Time, and a Screen Dimming sources of {{Element|6|Sword}} damage. | |||
{{Chip|6|Neo Variable Sword}}'s SuperSonicBoom on its own is a tremendous threat to [[Tengu Cross]]. It can be paired with {{Chip|6|Meteor Knuckle}} to increase the Giga chip's chance of landing by forcing out defense before the SuperSonicBoom connects. | |||
===Counterplay=== | ===Counterplay=== | ||
Line 139: | Line 148: | ||
If the user commits to using SonicBooms on the top or bottom row, an enemy can avoid it by standing one row apart from the user. If the user has [[Bugs_(BN6)#Movement_Bug|Movement Bug]], they cannot reliably land SonicBooms unless they regain access to the middle row. | If the user commits to using SonicBooms on the top or bottom row, an enemy can avoid it by standing one row apart from the user. If the user has [[Bugs_(BN6)#Movement_Bug|Movement Bug]], they cannot reliably land SonicBooms unless they regain access to the middle row. | ||
LifeSwords cannot be confirmed if the user has neutral area or area disadvantage. | LifeSwords cannot be confirmed if the user has neutral area or area disadvantage caused by an enemy using {{Chip|6|Area Grab}} and stepping back. | ||
If an enemy sees the text for {{Chip|6|Neo Variable Sword}} activating when the user is in [[Beast Out]], they can step forward expecting to avoid | If an enemy sees the text for {{Chip|6|Neo Variable Sword}} activating when the user is in [[Beast Out]], they can step forward expecting to avoid CrossSword and DoubleLifeSword. | ||
{{Chip|6|Anti Sword}} can protect an enemy from otherwise confirmed Variable Sword hits. | {{Chip|6|Anti Sword}} can protect an enemy from otherwise confirmed Variable Sword hits. {{Chip|6|Anti Sword}} is especially problematic for the user if they have no {{Element|6|Cursor}} element attacks and have only Variable Sword as the only {{Element|6|Sword}} element damage source. | ||
{{Navplate chips (BN6)}} | {{Navplate chips (BN6)}} |
Latest revision as of 12:13, 30 June 2024
VarSwrd | |
---|---|
Description | A magical shifting sword. |
Full name | Variable Sword |
Class | Standard |
Library # | 81 |
Element | Sword |
Attack power | 160 |
Codes | K V W |
MB | 28 (max 4 copies) |
NeoVari | |
---|---|
Description | A magical shifting sword. |
Full name | Neo Variable Sword |
Class | Standard |
Library # | 82 |
Element | Sword |
Attack power | 220 |
Codes | N |
MB | 52 (max 1 copy) |
The Variable Sword chip series is a series of chips which, when holding A
, may execute different attacks depending on the subsequent input.
If the player stops holding A
, or keeps holding A
while unable to enter a valid command code, a normal Sword attack will activate that deals its version's damage and causes Flinching, Flashing.
The attack name shows up for the opponent as soon as the initial A
button is pressed, rather than after the command code is entered.
VariableSword
LongSword | ↓ ↘ →
|
---|---|
WideSword | ↑ → ↓
|
FighterSword | ← ↙ ↓ ↘ →
|
LifeSword | ↓ ← ↑ → ↓
|
SonicBoom | ← B → B
|
- WideSword, LongSword and LifeSword has similar range to their chip and PA counterparts.
- FighterSword attacks in a 1 wide 3 long range.
- SonicBoom fires a forward-moving 3 wide 1 long projectile that stops when it hits an enemy or an enemy player-controlled/neutral object.
All VariableSword attacks deal 160 Sword element Flinching and Flashing damage.
NeoVariableSword
CrossSword | ↓ → ↑
|
---|---|
SuperSonicBoom | ← → ← B
|
DoubleLifeSword | ↑ B ↓ B ↑ B
|
- CrossSword attacks the panel ahead with an X-shaped slash. Deals 220 Sword element Flinching and Flashing damage. Damage is doubled at the X's center for 440 damage that counts as one hit.
- SuperSonicBoom fires an unstoppable forward-moving 3 wide 1 long projectile that goes through everything. Deals 220 Sword element Flinching and non-Flashing damage.
- DoubleLifeSword fires two LifeSwords in quick succession. Deals 220 Sword element Flinching and non-Flashing damage per hit (the second hit after being Chip Charged by Slash Cross does cause Flashing).
When used in Beast Out:
- Sword, CrossSword, and both versions' LifeSwords cause the user to Beast Jump to the panel directly in front of the enemy.
- WideSword causes the user to Beast Jump to the middle panel on the column in front of the enemy.
- LongSword and FighterSword cause the user to Beast Jump 2 panels and 3 panels respectively in front of the enemy (to attempt to hit from the farthest range possible)
- Both versions' SonicBooms cause the user to stay in place and not spend Beast Jump frames regardless of both players' positioning.
When used in Beast Over, the AI will select one of the attacks randomly, including the normal Sword attack.
Notes
- The game starts reading inputs from the frame after the player presses and starts holding
A
. As a result, holding the first input for a command code then pressing and holdingA
will almost always include that input in the final command. This is most notable with CrossSword where you can hold↓
then holdA
for the input followed by→
and↑
to activate it. However, this also means that on the frame directly after the one whenA
is pressed, if the first input is released, it will be left out. In the aforementioned CrossSword example, this would mean the player has only inputted→ ↑
.
- While the player is holding
A
, if a screen dimming attack is used, the game will not read any inputs andA
will not need to be held until after the screen dimming ends, in which case inputs can be entered normally and from where the player left off before the screen dimming.
- The game allows including "incorrect" or "unfinished" inputs without impacting the final result. This allows the player to change their input freely, as long as they finish inputting a complete command code. For example, pressing
↓ → ← ↑
, or pressing← → ←
(an unfinished SuperSonicBoom input) followed by↓ → ↑
will result in CrossSword activating.
- The player can control the timing of the attack by delaying the input. For example, after pressing
← → ←
, the player can wait to pressB
and launch SuperSonicBoom.
- The command codes can be inputted with Slash Cross by holding
A
after releasing the Chip Charge, transforming the attacks into forward-moving projectiles that stops after hitting something. For example, a Chip Charged FighterSword from VarSwrd will fire a 1 wide 3 long projectile.- If the player stops holding
A
at any point after releasing the Chip Charge, the projectile will be of a normal Sword attack. - CrossSword will only stop if the X's center hits something, meaning the 4 corners can hit multiple enemies and objects.
- Both versions' SonicBooms are unmodified by this Chip Charge.
- If the player stops holding
Frame Data
Both versions of Variable Sword share the following frame data:
- The command code input duration lasts 46 frames, counting from the input delay frame after the one where
A
is pressed. This is also the frame directly before the frame when the chip starts up and disappears on top of MegaMan.A
needs to be held all the way until the player finishes inputting a valid command code.
- The number of startup frames depends entirely on how fast the player is able to execute the command codes.
- One input is registered per frame, meaning it is theoretically possible to complete the command code for CrossSword
↓ → ↑
in just 3 frames. - After the final input of a valid command code is entered, it takes 2 frames to begin the standard Sword attack animation's frame data: Sword attacks have 12 frame startup, hit on frame 13, recovery ends on frame 31. Exceptions:
- The 2 SonicBooms have 11 frame startup, spawn and hit the 3 wide 1 long area in front of MegaMan on frame 12, recovery ends on frame 30.
- DoubleLifeSword's second slash hits on frame 35, recovery ends on frame 53. The second slash can be interrupted on frames 14-34.
- The maximum startup is 60 frames, either if the player holds A all the way without entering a valid command code to allow Sword to activate, or if the player manages to enter the last input (for an attack other than the 2 SonicBooms, in which case the startup will be 59 frames) at the last possible frame (frame 45, not counting the input delay frame that adds up to the 46-frame input duration).
- Slash Cross Chip Charge does not change the startup nor the recovery for any attack.
- One input is registered per frame, meaning it is theoretically possible to complete the command code for CrossSword
- Both versions' SonicBooms and Slash Cross Chip Charged projectiles spawn and hit the panel directly in front of MegaMan (including any panels in their usual hit area) for 2 frames, then they hit every subsequent column for 5 frames.
- Beast Jumping adds 4 startup frames to all attacks, except the 2 SonicBooms which do not trigger Beast Jump.
- Counterable on [TBA]
Competitive Overview
Variable Sword Chips are often considered difficult to use due to the command codes. However, once the player becomes comfortable with the inputs, Variable Swords can be extremely reliable sources of Sword element damage in PvP. Along with Muramasa, NeoVari is one of the most commonly used and off-code splashed Sword chips.
For VarSwrd, the WideSword, LongSword and FighterSword options do not find use due to the limited range making them difficult to land. LifeSword and SonicBoom are usually better options because of the range advantage.
LifeSwords can be confirmed if the user has +1 area advantage with AreaGrab. While VarSwrd deals only 160 damage, NeoVari's DoubleLifeSword deals 440 damage, which is excellent just for one Standard chip slot.
SonicBooms are much easier to land since they can cover the entire field. They do have a travel time so using them closer to the enemy is more effective in ensuring they land. SuperSonicBoom can hit the enemy multiple times if they are stepping back at the right time.
Hitting an enemy in the 4 corners of CrossSword is often sub-optimal, and hitting in the X's center is fairly difficult since it is essentially a normal Sword's range. To deal the 440 damage, CrossSword is often used during Beast Out as follow-up to a source of disable such as paralysis from EraseMan or JudgeMan. Using the corner hit of CrossSword can be a powerful, and unexpected attack.
A VarSwrd boosted by Slash Cross can break LifeAur. NeoVari's SuperSonicBoom can guarantee breaking LifeAur on its own. DoubleLifeSword can break LifeAur on the first hit and deal damage on the second hit (or remove AntiDmg, essentially trading 1 attack chip for 2 defensive chips). A CrossSword in the center can break LifeAur through the Aura and HolyPanl combination.
VarSwrd can be paired with the Summon Black chip series ( SumnBlk2 in V code, and SumnBlk3 in W code). This provides both a Real Time, and a Screen Dimming sources of Sword damage.
NeoVari's SuperSonicBoom on its own is a tremendous threat to Tengu Cross. It can be paired with MetrKnuk to increase the Giga chip's chance of landing by forcing out defense before the SuperSonicBoom connects.
Counterplay
VarSwrd's SonicBoom is stopped by objects, so an enemy can hide behind one to prevent getting hit by the SonicBoom.
If the user commits to using SonicBooms on the top or bottom row, an enemy can avoid it by standing one row apart from the user. If the user has Movement Bug, they cannot reliably land SonicBooms unless they regain access to the middle row.
LifeSwords cannot be confirmed if the user has neutral area or area disadvantage caused by an enemy using AreaGrab and stepping back.
If an enemy sees the text for NeoVari activating when the user is in Beast Out, they can step forward expecting to avoid CrossSword and DoubleLifeSword.
AntiSwrd can protect an enemy from otherwise confirmed Variable Sword hits. AntiSwrd is especially problematic for the user if they have no Cursor element attacks and have only Variable Sword as the only Sword element damage source.