Elec Pulse chip series (BN6): Difference between revisions

Chip series (BN6)
mNo edit summary
No edit summary
 
(2 intermediate revisions by one other user not shown)
Line 58: Line 58:
|description_ja=ほうしゃじょうにひろがるでんぱ攻撃HPバグをあたえる
|description_ja=ほうしゃじょうにひろがるでんぱ攻撃HPバグをあたえる
}}
}}
The Elec Pulse series is a real time {{Element|6|Elec}} chip that deals [[Statuses (BN6)#Flinching|Flinching]] damage to the two columns in front of MegaMan in a cone shape and is [[Invis-Piercing]]. Elec Pulse only damages once meaning enemies cannot be damaged again when entering another panel. If an object is hit, the enemy can walk through the pulse without consequence. If an object and enemy are hit at the same time, they both take damage. When used in [[Beast Out]] the AI will attempt hit the opponent by jumping to the max range. Together they form the {{Chip|6|Destroy Pulse}} Program Advance.
The '''Elec Pulse chip series''' are real time {{Element|6|Elec}} chips that create a lingering hitbox with a range of one panel in front of the user, followed by 3 wide 1 long area. They all deal [[Statuses (BN6)#Flinching|Flinching]], and [[Invis-Piercing]] damage. Each version adds an additional effect when they land.
Depending on what chip of the series, they also apply an additional effect:


* Elec Pulse 1 deals 100 damage and [[Statuses (BN6)#Paralyzed|paralyzes]] the enemy for 90 frames.
* Elec Pulse 1 deals 100 damage and [[Statuses (BN6)#Paralyzed|Paralyzes]] the enemy for 90 frames.
* Elec Pulse 2 deals 120 damage and applies a [[Statuses (BN6)#Drag|small pull]], pulling the opponent towards the user by one panel.
* Elec Pulse 2 deals 120 damage and applies a [[Statuses (BN6)#Drag|Small Pull]], pulling the opponent towards the user by one panel.
* Elec Pulse 3 deals 140 damage, [[Statuses (BN6)#Flashing|flashes]] the opponnent for 120 frames and applies a single [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]].
* Elec Pulse 3 deals 140 damage, applies a single [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]] and applies [[Statuses (BN6)#Flashing|Flashing]]  
 
'''Elec Pulse''' can only deal damage once meaning enemies cannot be damaged again by the attack when entering another panel. Hitting an [[Object_(BN6)|Object]] removes the hitbox, allowing the opponent to step into it without taking damage. If an Object and enemy are hit at the same time, they both take damage.
 
 
When used in [[Beast Out]]:
* '''Elec Pulse''' will always attempt to hit in the middle of the 3 wide 1 long attack range.  


===Notes===
===Notes===
* Together they form the {{Chip|6|Destroy Pulse}} Program Advance.
* Elec Pulse 3 is also a part of the {{Chip|6|Master Cross}} Program Advance.
* Elec Pulse 3 is also a part of the {{Chip|6|Master Cross}} Program Advance.
* Elec Pulse 3 removes any pre-exisiting [[Statuses (BN6)#Flashing|Flashing]], and refreshes it when it lands.
* Unlike Elec Pulse 1 and 3, in the GBA version Elec Pulse 2 has no endlag allowing it to be chained into other chips.  
* Unlike Elec Pulse 1 and 3, in the GBA version Elec Pulse 2 has no endlag allowing it to be chained into other chips.  
* If Elec Pulse 2 is hitting the opponent while they are flashing, the applied drag will extend the flashing state and the flashing will also end after the drag finishes. This can result in chips with short windups like {{Chip|6|Aqua Sword}} to miss, if chained directly after the Elec Pulse 2.
* As with all [[Statuses (BN6)#Drag|Drag]] applying attacks, if Elec Pulse 2 hits the opponent while they are [[Statuses (BN6)#Flashing|Invisible]], the applied Drag will extend the Invisible state until after the Drag ends. This can result in chips with short StartUp frames like {{Chip|6|Aqua Sword}} to miss if chained directly after Elec Pulse 2.
* The drag's delay of applying status effects can cause a Mini Collision Glitch, in which the enemy can receive more than the usual 10 damage from player collision.   
* The drag's delay of applying status effects can cause a [[Collision Glitch|Mini Collision Glitch]], in which the enemy can receive more than the usual 10 damage from player collision.   
* In the Battle Network Legacy Collection, Elec Pulse 2 has been changed such that the user must remain in place for the duration of its hitbox akin to Elec Pulse 1 and Elec Pulse 3.
* In Battle Network Legacy Collection, Elec Pulse 2 has been changed to extend the Recovery frames for the duration of the attack, akin to Elec Pulse 1 and Elec Pulse 3.


[[File:Mini Collision.gif.gif|frameless|The mini collision glitch in action. The enemy is taking roughly 100 damage through that.]]
[[File:Mini Collision.gif.gif|frameless|The mini collision glitch in action. The enemy is taking roughly 100 damage through that.]]
Line 134: Line 141:


==Competitve Overview==
==Competitve Overview==
Elec Pulse 1 and 3 often only see play in folders in order to form {{Chip|6|Destroy Pulse}}, a very strong Program Advance that is valued for its strong effects such as [[Statuses_(BN6)#Paralyze|paralyzing]] and [[Statuses_(BN6)#Blinded|blinding]] the enemy for a long time and applying [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]] and [[Bugs_(BN6)#Custom_HP_Bug|Custom HP Bug]] level 2, all while dealing decent 400 damage. Being in J-Code alongside other strong chips such as {{Chip|6|Hub Batch}}, {{Chip|6|Recovery 300}} and {{Chip|6|Justice One}} makes it worth to consider. Outside of the Program Advance however these chips are rarely played. Elec Pulse 1, like Elec Pulse 2, can remove [[Statuses_(BN6)#Flashing|Flashing]], however it doesn't deal as much damage and the endlag makes it hard to take advantage of the paralyzing effect it provides. Elec Pulse 3 has the highest damage out of the 3, but puts the enemy into the [[Statuses_(BN6)#Flashing|Flashing]] state making it not that valuable in a chain attack. Nevertheless, both chips can be used to extend the invulnerable frames of {{Chip|6|Anti Damage}} when getting the trap triggered due to their long attack animation and endlag.
Elec Pulse chips are often used with [[Beast Out]]. This allows them to take full advantage of the auto targetting ability. All Elec Pulse chips share the same low Start Up time, which allows them to be used to land a [[CounterHit]] to disrupt the opponent's plans. The chip series is also fairly strong when used in [[Elec_Cross|Elec Cross]], which grants non-dimming {{Element|6|Elec}} chips +50 damage. When used in combination with the [[Bubble_Star_chip_series_(BN6)|Bubble Star chip series]], this allows doubling of the damage because of the [[Statuses_(BN6)#Bubbled|Bubbled]] status.


Elec Pulse 1 and 3 often only see play to form {{Chip|6|Destroy Pulse}} Program Advance. Elec Pulse 1, like Elec Pulse 2, can remove [[Statuses_(BN6)#Flashing|Flashing]], however it doesn't deal as much damage and the extended Recovery frames makes it more difficult to take advantage of the paralyzing effect it provides. Elec Pulse 3 has the highest damage out of the three, but puts the enemy into the [[Statuses_(BN6)#Flashing|Flashing]] state making it more difficult for chaining attacks. Elec Pulse 1 and Elec Pulse 3 can be used to extend the duration of {{Chip|6|Anti Damage}} due to their long attack animation and Recovery frames.


Elec Pulse 2 sees the most competetive play, due to having virtually no endlag. It is often seen in fast paced folders with {{Chip|6|Fast Gauge}}, in which Elec Pulse 2 acts as the attack opener piercing and removing [[Statuses_(BN6)#Flashing|Flashing]] and applying [[Statuses (BN6)#Drag|Drag]] and is often followed with {{Chip|6|Wind Racket}} and other damaging chips. The short turns in combination with [[Beast Out]] allows the player to play very offensive with little to no defense, since once the attack connects, the opponent is unlikely able to use a defensive chips to avoid the damage. The [[Statuses (BN6)#Drag|Drag]] it applies can also increase the [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]] of the opponent if they also have [[Bugs_(BN6)#Damage_HP_Bug|Damage HP Bug]]. Using {{Chip|6|Invisible}} at the end of the chain can protect the user for almost 2 turns making it a very solid strategy. In [[List_of_chips_by_code_(BN6)#A|A-Code]] Elec Pulse 2 can be chained into {{Chip|6|Aqua Sword}} or {{Chip|6|Elec Dragon}} and in [[List_of_chips_by_code_(BN6)#E|E-Code]] a chain can be {{Chip|6|Elec Sword}}, {{Chip|6|Corn Shot 2}} and {{Chip|6|Fire Burner 3}} for example instead. Especially [[List_of_chips_by_code_(BN6)#E|E-Code]] has potential in [[Gregar|Gregar]], since {{Chip|6|Fire Burner 3}} can reaceive +50 damage boost by [[Heat_Cross|Heat Cross]] which can potentially result in 400 damage on [[Panels_(BN6)#Grass_Panels|Grass]]. It also becomes a viable tool to break {{Chip|6|Life Aura}} if needed.
Elec Pulse 2 sees the most competetive play, due to having very short Recovery frames. It is often seen in fast paced folders with {{Chip|6|Fast Gauge}}, in which Elec Pulse 2 acts as the attack opener piercing and removing [[Statuses_(BN6)#Flashing|Flashing]] and applying [[Statuses (BN6)#Drag|Drag]]. This makes it a good confirm option for chips such as {{Chip|6|Wind Racket}} and other damaging chips. The short {{Chip|6|Fast Gauge}} turns, in combination with [[Beast Out]] allows the player to have a difficult to avoid damage burst. If done correctly, once the first hit connects, the Status effects applied prevent the opponent from using defensive chips. The [[Statuses (BN6)#Drag|Drag]] it applies can also increase the [[Bugs_(BN6)#Battle_HP_Bug|Battle HP Bug]] of the opponent if they also have [[Bugs_(BN6)#Damage_HP_Bug|Damage HP Bug]]. The ability to remove the Flashing state is also more valuable in {{Chip|6|Fast Gauge}} turns, as it lasts a larger proportion of the battle.  


The chip series is also fairly strong when it's used together with [[Elec_Cross|Elec Cross]] which grants non-dimming {{Element|6|Elec}} chips +50 damage. In combination with [[Bubble_Star_chip_series_(BN6)|Bubble Star series]] that allows 2x the normal damage with the [[Statuses_(BN6)#Bubbled|Bubbled]] state, the damage can add up very fast.
The Program Advance {{Chip|6|Destroy Pulse}} is often used in [[List_of_chips_by_code_(BN6)#J|J-Code]] Elec Pulse themed folders. Elec Pulse 2 and {{Chip|6|Wind Racket}} can often be used to help confirm the landing of {{Chip|6|Destroy Pulse}}. Being in J-Code alongside other strong chips such as {{Chip|6|Hub Batch}}, {{Chip|6|Recovery 300}} and {{Chip|6|Justice One}} makes it worth considering.
 
If the opponent has an {{Chip|6|Anti Damage}} active, it is possible to use Elec Pulse 2, followed immedietly by {{Chip|6|Destroy Pulse}}. This allows the Elec Pulse 2 to activate the {{Chip|6|Anti Damage}}, and creates a lingering hitbox for {{Chip|6|Destroy Pulse}}, for which the opponent will be forced to land into after the {{Chip|6|Anti Damage}} animation ends. This can act as a reliable method to confirm {{Chip|6|Destroy Pulse}}.
 
In [[List_of_chips_by_code_(BN6)#A|A-Code]] Elec Pulse 2 can be chained into {{Chip|6|Aqua Sword}} or {{Chip|6|Elec Dragon}}. In [[List_of_chips_by_code_(BN6)#E|E-Code]] it can be used with {{Chip|6|Elec Sword}}, {{Chip|6|Corn Shot 2}} and {{Chip|6|Fire Burner 3}}. [[List_of_chips_by_code_(BN6)#E|E-Code]] has extra damage potential in [[Gregar|Gregar version]], as {{Chip|6|Fire Burner 3}} can reaceive +50 damage boost by [[Heat_Cross|Heat Cross]] which can potentially result in 400 damage on [[Panels_(BN6)#Grass_Panels|Grass]]. It also becomes a viable tool to break {{Chip|6|Life Aura}} if needed.


==Counter Play==
==Counter Play==
Since the Elec Pulse series having a rather short attack range, they can be easily dodged by camping the back column on neutral area. The most effective way to avoid its damage is to know when the opponent is intending to use it. Going into [[Tengu Cross]] or [[Beast Out]] at the start of a turn might be an indicator of an incomming attack and defenses such as {{Chip|6|Anti Damage}} or {{Chip|6|Barrier 200}} can be used to protect oneself against it. Using {{Chip|6|Sanctuary}} in a Beast Rush turn is also an option. It puts the opponent in an awkward situatiom in which they need to remove the [[Panels_(BN6)#Holy_Panels|Holy Panels]] before proceeding to attack or take the trade of having their total damage halved instead. Having [[Bugs_(BN6)#Movement_Bug|Movement Bug]] might help dodging the attack by moving unpredictably making it also possible to dodge the attack with [[Beast Jump]]. With the right timing it is possible to step forward during the opponent's Beast Jump with Elec Pulse 2, which results in both players receiving collision damage and flashing. With that it might be possible to avoid following damage, however an aware opponent might notice that and wait for the flashing to end before continuing attacking. Unfortunately once the attack connects, it is very unlikely to avoid the following damage, due to the Drag applied by Elec Pulse 2 in combination with its lack of endlag makes it almost impossible to react against the followup damage.  
Since the Elec Pulse series have a rather short attack range, if the user isn't in [[Beast Out]], they can be easily dodged by staying in the back column on neutral area.  
 
An opponent going into Beast Out in an Elec Pulse focused folder, often means they are prepared to take use these chips during Beast Out turns. This can also be used as a signal to expect when these attacks are going to be used. While difficult, it is possible to dodge Elec Pulse attacks by stepping backwards at the right time. This causes Beast Out's auto targetting ability to target the panel the player was on previously, thus causing it to miss. [[Bugs_(BN6)#Movement_Bug|Movement Bug]] can be used in the same method, but it provides for more reliable dodging, as it makes it less likely for the player to be hit by an Elec Pulse attack. While stepping forwards means Elec Pulse is likely to land, it can allow the player to collide with the opponent, and gain the Flashing status. This allows the player to avoid follow-up attacks that do not pierce Invisible.
 
Because of the Invisible piercing nature of Elec Pulse chips, holding non-Invisible defenses for after the Elec Pulse chips have been used.
[[Reflector_chip_series_(BN6)|Reflector Series]] and [[Shield_NaviCust_part_series_(BN6)|Shield/Reflect]] Navi Cust part have the unique feature of being able to block multiple successive attacks. This allows them to potenitally block the full combo or interrupting it by a [[Counter Hit]].
 
It can be useful to use multiple layers of Defenses for folders that use {{Chip|6|Destroy Pulse}}. This allows the first layer to block the confirming Elec Pulse, and the second to block {{Chip|6|Destroy Pulse}}. Examples of this are [[Barrier_chip_series_(BN6)|Barriers]] and {{Chip|6|Anti Damage}}.
 


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

Latest revision as of 13:35, 30 June 2024

Chip 6 Standard 033.png
Chip Icon 6 Standard 033.png ElcPuls1
DescriptionSprd elec puls that paralyzes
Full nameElec Pulse 1
ClassStandard
Library #33
ElementElec Elec
Attack power100
CodesJ L S
MB32 (max 3 copies)
Part of program advancesDestPuls
Chip 6 Standard 034.png
Chip Icon 6 Standard 034.png ElcPuls2
DescriptionSprd elec pulse.Pul enemy in.
Full nameElec Pulse 2
ClassStandard
Library #34
ElementElec Elec
Attack power120
CodesA E J
MB36 (max 3 copies)
Part of program advancesDestPuls
Chip 6 Standard 035.png
Chip Icon 6 Standard 035.png ElcPuls3
DescriptionSprd elec puls. Hit w/HP bug.
Full nameElec Pulse 3
ClassStandard
Library #35
ElementElec Elec
Attack power140
CodesA J S
MB40 (max 2 copies)
Part of program advancesDestPuls, MstrCros

The Elec Pulse chip series are real time Element 6 Elec.png Elec chips that create a lingering hitbox with a range of one panel in front of the user, followed by 3 wide 1 long area. They all deal Flinching, and Invis-Piercing damage. Each version adds an additional effect when they land.

  • Elec Pulse 1 deals 100 damage and Paralyzes the enemy for 90 frames.
  • Elec Pulse 2 deals 120 damage and applies a Small Pull, pulling the opponent towards the user by one panel.
  • Elec Pulse 3 deals 140 damage, applies a single Battle HP Bug and applies Flashing

Elec Pulse can only deal damage once meaning enemies cannot be damaged again by the attack when entering another panel. Hitting an Object removes the hitbox, allowing the opponent to step into it without taking damage. If an Object and enemy are hit at the same time, they both take damage.


When used in Beast Out:

  • Elec Pulse will always attempt to hit in the middle of the 3 wide 1 long attack range.

Notes

  • Together they form the Chip Icon 6 Program advance 015.png DestPuls Program Advance.
  • Elec Pulse 3 is also a part of the Chip Icon 6 Program advance 027.png MstrCros Program Advance.
  • Elec Pulse 3 removes any pre-exisiting Flashing, and refreshes it when it lands.
  • Unlike Elec Pulse 1 and 3, in the GBA version Elec Pulse 2 has no endlag allowing it to be chained into other chips.
  • As with all Drag applying attacks, if Elec Pulse 2 hits the opponent while they are Invisible, the applied Drag will extend the Invisible state until after the Drag ends. This can result in chips with short StartUp frames like Chip Icon 6 Standard 076.png AquaSwrd to miss if chained directly after Elec Pulse 2.
  • The drag's delay of applying status effects can cause a Mini Collision Glitch, in which the enemy can receive more than the usual 10 damage from player collision.
  • In Battle Network Legacy Collection, Elec Pulse 2 has been changed to extend the Recovery frames for the duration of the attack, akin to Elec Pulse 1 and Elec Pulse 3.

The mini collision glitch in action. The enemy is taking roughly 100 damage through that.


Frame Data

All versions of ElecPuls share the following frame data:

  • Have a 2 frame startup
  • The attack lasts for 60 frames
  • Using ElecPulse while in Beast Out adds a delay of 4 frames to the attack.

Differences:

  • MegaMan can act again at frame 15 for Chip Icon 6 Standard 034.png ElcPuls2 in the GBA version due to it having no end lag. This is not the case for Chip Icon 6 Standard 033.png ElcPuls1 and Chip Icon 6 Standard 035.png ElcPuls3, where MegaMan must stay still for the entire duration of the attack.


3-62
start 3-62 3-62
3-62


Chip Icon 6 Standard 033.png ElcPuls1
Startup Active Recovery Total Counter Frames
2 3-62 63-64 64 ???
Chip Icon 6 Standard 034.png ElcPuls2 (GBA)
Startup Active Recovery Total Counter Frames
2 3-62 15 64 ???
Chip Icon 6 Standard 034.png ElcPuls2 (LC)
Startup Active Recovery Total Counter Frames
2 3-62 63-64 64 ???
Chip Icon 6 Standard 035.png ElcPuls3
Startup Active Recovery Total Counter Frames
2 3-62 63-64 64 ???


Competitve Overview

Elec Pulse chips are often used with Beast Out. This allows them to take full advantage of the auto targetting ability. All Elec Pulse chips share the same low Start Up time, which allows them to be used to land a CounterHit to disrupt the opponent's plans. The chip series is also fairly strong when used in Elec Cross, which grants non-dimming Element 6 Elec.png Elec chips +50 damage. When used in combination with the Bubble Star chip series, this allows doubling of the damage because of the Bubbled status.

Elec Pulse 1 and 3 often only see play to form Chip Icon 6 Program advance 015.png DestPuls Program Advance. Elec Pulse 1, like Elec Pulse 2, can remove Flashing, however it doesn't deal as much damage and the extended Recovery frames makes it more difficult to take advantage of the paralyzing effect it provides. Elec Pulse 3 has the highest damage out of the three, but puts the enemy into the Flashing state making it more difficult for chaining attacks. Elec Pulse 1 and Elec Pulse 3 can be used to extend the duration of Chip Icon 6 Standard 189.png AntiDmg due to their long attack animation and Recovery frames.

Elec Pulse 2 sees the most competetive play, due to having very short Recovery frames. It is often seen in fast paced folders with Chip Icon 6 Standard 175.png FstGauge, in which Elec Pulse 2 acts as the attack opener piercing and removing Flashing and applying Drag. This makes it a good confirm option for chips such as Chip Icon 6 Standard 079.png WindRack and other damaging chips. The short Chip Icon 6 Standard 175.png FstGauge turns, in combination with Beast Out allows the player to have a difficult to avoid damage burst. If done correctly, once the first hit connects, the Status effects applied prevent the opponent from using defensive chips. The Drag it applies can also increase the Battle HP Bug of the opponent if they also have Damage HP Bug. The ability to remove the Flashing state is also more valuable in Chip Icon 6 Standard 175.png FstGauge turns, as it lasts a larger proportion of the battle.

The Program Advance Chip Icon 6 Program advance 015.png DestPuls is often used in J-Code Elec Pulse themed folders. Elec Pulse 2 and Chip Icon 6 Standard 079.png WindRack can often be used to help confirm the landing of Chip Icon 6 Program advance 015.png DestPuls. Being in J-Code alongside other strong chips such as Chip Icon 6 Giga 004 Falzar.png HubBatc, Chip Icon 6 Standard 163.png Recov300 and Chip Icon 6 Standard 130.png JustcOne makes it worth considering.

If the opponent has an Chip Icon 6 Standard 189.png AntiDmg active, it is possible to use Elec Pulse 2, followed immedietly by Chip Icon 6 Program advance 015.png DestPuls. This allows the Elec Pulse 2 to activate the Chip Icon 6 Standard 189.png AntiDmg, and creates a lingering hitbox for Chip Icon 6 Program advance 015.png DestPuls, for which the opponent will be forced to land into after the Chip Icon 6 Standard 189.png AntiDmg animation ends. This can act as a reliable method to confirm Chip Icon 6 Program advance 015.png DestPuls.

In A-Code Elec Pulse 2 can be chained into Chip Icon 6 Standard 076.png AquaSwrd or Chip Icon 6 Standard 124.png ElecDrgn. In E-Code it can be used with Chip Icon 6 Standard 077.png ElecSwrd, Chip Icon 6 Standard 037.png CornSht2 and Chip Icon 6 Standard 021.png FireBrn3. E-Code has extra damage potential in Gregar version, as Chip Icon 6 Standard 021.png FireBrn3 can reaceive +50 damage boost by Heat Cross which can potentially result in 400 damage on Grass. It also becomes a viable tool to break Chip Icon 6 Standard 184.png LifeAur if needed.

Counter Play

Since the Elec Pulse series have a rather short attack range, if the user isn't in Beast Out, they can be easily dodged by staying in the back column on neutral area.

An opponent going into Beast Out in an Elec Pulse focused folder, often means they are prepared to take use these chips during Beast Out turns. This can also be used as a signal to expect when these attacks are going to be used. While difficult, it is possible to dodge Elec Pulse attacks by stepping backwards at the right time. This causes Beast Out's auto targetting ability to target the panel the player was on previously, thus causing it to miss. Movement Bug can be used in the same method, but it provides for more reliable dodging, as it makes it less likely for the player to be hit by an Elec Pulse attack. While stepping forwards means Elec Pulse is likely to land, it can allow the player to collide with the opponent, and gain the Flashing status. This allows the player to avoid follow-up attacks that do not pierce Invisible.

Because of the Invisible piercing nature of Elec Pulse chips, holding non-Invisible defenses for after the Elec Pulse chips have been used. Reflector Series and Shield/Reflect Navi Cust part have the unique feature of being able to block multiple successive attacks. This allows them to potenitally block the full combo or interrupting it by a Counter Hit.

It can be useful to use multiple layers of Defenses for folders that use Chip Icon 6 Program advance 015.png DestPuls. This allows the first layer to block the confirming Elec Pulse, and the second to block Chip Icon 6 Program advance 015.png DestPuls. Examples of this are Barriers and Chip Icon 6 Standard 189.png AntiDmg.