ElecMan chip series (BN6): Difference between revisions

Chip series (BN6)
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* {{Chip|6|ElecMan SP}} deals 160-210 damage, depending on the player’s ElecMan SP fight busting record.
* {{Chip|6|ElecMan SP}} deals 160-210 damage, depending on the player’s ElecMan SP fight busting record.


Second strike [[Statuses_(BN6)#Paralyzed|paralyzes]] the enemy for 120 frames. If the enemy is hit by both strikes, they will both be Paralyzed and [[Statuses_(BN6)#Flashing|Flashing]] when screen dimming ends.
ElecMan can be used on broken/hole panels.


ElecMan can be used on broken/hole panels.
Second strike [[Statuses_(BN6)#Paralyzed|paralyzes]] the enemy for 150 frames. If the enemy is hit by both strikes, they will both be Paralyzed and [[Statuses_(BN6)#Flashing|Flashing]] when screen dimming ends.


==Frame Data==
==Frame Data==
Within 2 panels of the user:  
Within 2 panel radius of the user:  
* First strike hits only enemies.  
* First strike hits only enemies.  
* Second strike hits hittable objects AND enemies within 1 panel of struck objects. A list of hittable objects can be found [[Object_(BN6)|here]].
* Second strike hits objects that can be damaged by both players. A list of such objects can be found [[Object_(BN6)|here]] (under 'Hittable' column)
First strike's hitbox is noted by 1. Second strike's hitbox is noted by 2 and higher.  
 
Second strike will also hit enemies within 1 panel radius of struck objects. Second strike can hit the enemy multiple times in the same frame, if they are within 1 panel radius of multiple struck objects.
 
First strike's hitbox is noted by 1. Second strike's hitbox is noted by 2 and higher. Hit count per panel is the number of indices in each panel, given how objects are set up.


[[File:ElecMan.gif]]
[[File:ElecMan.gif]]
==Unique Interactions==
Second strike can hit the enemy multiple times in the same frame, if the enemy is within 1 panel of multiple struck objects. This makes it possible for ElecMan versions with lower than 200 damage to break {{Chip|6|Life Aura}}.


==Competitive Overview==
==Competitive Overview==
The '''ElecMan chip series''''s short range and low damage often makes using them sub-optimal without any setup. As a result, they tend to be used with objects to deal the most damage possible with the second strike.
The '''ElecMan chip series''''s short range and low damage often makes using them sub-optimal without any setup. As a result, they tend to be used with objects to deal the most damage possible with the second strike.
{{Chip|6|ElecMan SP}}'s first strike can remove {{Chip|6|Barrier 200}} or {{Chip|6|Life Aura}} to allow the second strike to connect and paralyze the enemy.
Getting hit multiple times by the second strike makes it possible for ElecMan versions with less than 200 damage to break {{Chip|6|Life Aura}}. {{Chip|6|ElecMan SP}} at 200 or more damage can break {{Chip|6|Life Aura}} on [[Panels_(BN6)#Holy Panel|Holy Panel]] if the enemy is caught near 2 hittable objects.
===Synergies===
===Synergies===
Common objects seen used with ElecMan:
* ElecMan can add damage to the [[Little_Boiler_chip_series_(BN6)|Little Boiler chip series]]. Conveniently, the steam explosion's radius is also 1 panel. If the enemy is paralyzed by being near the Little Boiler, the user may need to take the enemy out of flashing for the steam explosion to connect (e.g. with {{Chip|6|White Capsule}} on ElecMan or the [[Gun_del_Sol_chip_series_(BN6)|Gun del Sol chip series]]).
* {{Chip|6|Voodoo Doll}} deals Invis-piercing damage right after it has been struck by ElecMan.
* Players may also take advantage of objects that spawn on the starting field.
Moves that pull the enemy closer (e.g. [[Tengu_Cross|Tengu Cross]]'s B+Left ability, {{Chip|6|Fan}}) can help set up ElecMan.
===Counterplay===
===Counterplay===
If the enemy suspects ElecMan, the enemy can stay as far away from the user as possible, or star away from hittable objects to avoid the paralysis.
[[Dust_Cross|Dust Cross]]'s B+Left ability can make setting up objects for ElecMan difficult. However, there is a short cooldown between each use of this ability.
The paralysis from the second strike is long enough to give [[Statuses_(BN6)#Anger|Anger]] if the opponent does not mash to reduce the paralysis duration.
{{Navplate chips (BN6)}}
{{Navplate chips (BN6)}}

Latest revision as of 10:03, 28 July 2024

Chip 6 Mega 010 Gregar.png
Chip Icon 6 Mega 010 Gregar.png ElecMan
DescriptionAttk your surrndngs with thdr
Full nameElecMan
ClassMega
Library #10G
ElementElec Elec
Attack power120
CodesE *
MB38 (max 3 copies)
Chip 6 Mega 011 Gregar.png
Chip Icon 6 Mega 011 Gregar.png ElecManEX
DescriptionAttk your surrndngs with thdr
Full nameElecMan EX
ClassMega
Library #11G
ElementElec Elec
Attack power140
CodesE
MB52 (max 1 copy)
Chip 6 Mega 012 Gregar.png
Chip Icon 6 Mega 012 Gregar.png ElecManSP
DescriptionAttk your surrndngs with thdr
Full nameElecMan SP
ClassMega
Library #12G
ElementElec Elec
Attack power210
CodesE
MB79 (max 1 copy)

The ElecMan chip series are Screen-dimming Mega chips that summon ElecMan to summon two thunder strikes hitting nearby enemies and objects, dealing Element 6 Elec.png Elec element Flinching damage.

  • Chip Icon 6 Mega 010 Gregar.png ElecMan deals 120 damage.
  • Chip Icon 6 Mega 011 Gregar.png ElecManEX deals 140 damage.
  • Chip Icon 6 Mega 012 Gregar.png ElecManSP deals 160-210 damage, depending on the player’s ElecMan SP fight busting record.

ElecMan can be used on broken/hole panels.

Second strike paralyzes the enemy for 150 frames. If the enemy is hit by both strikes, they will both be Paralyzed and Flashing when screen dimming ends.

Frame Data

Within 2 panel radius of the user:

  • First strike hits only enemies.
  • Second strike hits objects that can be damaged by both players. A list of such objects can be found here (under 'Hittable' column)

Second strike will also hit enemies within 1 panel radius of struck objects. Second strike can hit the enemy multiple times in the same frame, if they are within 1 panel radius of multiple struck objects.

First strike's hitbox is noted by 1. Second strike's hitbox is noted by 2 and higher. Hit count per panel is the number of indices in each panel, given how objects are set up.

ElecMan.gif

Competitive Overview

The ElecMan chip series's short range and low damage often makes using them sub-optimal without any setup. As a result, they tend to be used with objects to deal the most damage possible with the second strike.

Chip Icon 6 Mega 012 Gregar.png ElecManSP's first strike can remove Chip Icon 6 Standard 182.png Barr200 or Chip Icon 6 Standard 184.png LifeAur to allow the second strike to connect and paralyze the enemy.

Getting hit multiple times by the second strike makes it possible for ElecMan versions with less than 200 damage to break Chip Icon 6 Standard 184.png LifeAur. Chip Icon 6 Mega 012 Gregar.png ElecManSP at 200 or more damage can break Chip Icon 6 Standard 184.png LifeAur on Holy Panel if the enemy is caught near 2 hittable objects.

Synergies

Common objects seen used with ElecMan:

  • ElecMan can add damage to the Little Boiler chip series. Conveniently, the steam explosion's radius is also 1 panel. If the enemy is paralyzed by being near the Little Boiler, the user may need to take the enemy out of flashing for the steam explosion to connect (e.g. with Chip Icon 6 Standard 192.png WhiCapsl on ElecMan or the Gun del Sol chip series).
  • Chip Icon 6 Standard 153.png VDoll deals Invis-piercing damage right after it has been struck by ElecMan.
  • Players may also take advantage of objects that spawn on the starting field.

Moves that pull the enemy closer (e.g. Tengu Cross's B+Left ability, Chip Icon 6 Standard 135.png Fan) can help set up ElecMan.

Counterplay

If the enemy suspects ElecMan, the enemy can stay as far away from the user as possible, or star away from hittable objects to avoid the paralysis.

Dust Cross's B+Left ability can make setting up objects for ElecMan difficult. However, there is a short cooldown between each use of this ability.

The paralysis from the second strike is long enough to give Anger if the opponent does not mash to reduce the paralysis duration.