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The '''Aura Head''' is a real time chip that fires a 1 space wide stone head , it normally travels 3 spaces ahead, dealing {{Element|6|Break}} damage and pierces guards and objects | |||
unless it comes in contact with an enemy/object, then it then travels one space behind that enemy/object and then stops, regardless of how much space would be left for it to move had it not come in contact with that object, | |||
Aura Head has a post-collision mechanic, where it normally travels 3 spaces ahead, unless it comes in contact with an enemy/object, then it then travels one space behind that enemy/object and then stops, regardless of how much space would be left for it to move had it not come in contact with that object, | |||
having a barrier or an aura up adds 50+ damage to the aura head | having a barrier or an aura up adds 50+ damage to the aura head | ||
Has no counter frames. | Has no counter frames. | ||
== | ==Beast Jump Logic== | ||
*The user jumps to the same lane as the target three spaces away from it | *The user jumps to the same lane as the target three spaces away from it | ||
*if the user is already there, the user stays in place | |||
*if there is an object in the space the user is supposed to jump to, then they jump two spaces away from the target instead | *if there is an object in the space the user is supposed to jump to, then they jump two spaces away from the target instead | ||
*if there are two objects in the spaces the user is supposed to jump to, then they jump one space spaces away from the target instead | *if there are two objects in the spaces the user is supposed to jump to, then they jump one space spaces away from the target instead | ||
*if there are three objects in the spaces the user is supposed to jump to, the user will jump into the correct horizontal distance but move one space up or down; | *if there are three objects in the spaces the user is supposed to jump to, the user will jump into the correct horizontal distance but move one space up or down; | ||
*if there is a hole in the place the user is supposed to jump to, a user with {{NaviCust part|6|Air Shoes}} will ignore the hole and jump normally, while a player without Air Shoes will treat it as an object | *if there is a hole in the place the user is supposed to jump to, a user with {{NaviCust part|6|Air Shoes}} will ignore the hole and jump normally, while a player without Air Shoes will treat it as an object | ||
*the user | *if the user is behind the target, they jump as mentioned previously | ||
==Frame Data== | |||
All Aura Head chips have identical frame data | |||
<div style=display:inline-table> | |||
{| class="wikitable" | |||
|+ {{Chip|6|Aura Head 1}}, {{Chip|6|Aura Head 2}} And {{Chip|6|Aura Head 3}} | |||
|- | |||
! Startup!! Active!! Recovery !! Total !! Counter Frames | |||
|- | |||
|2||3-44||3-34||44|| | |||
|} | |||
</div> | |||
{{Frame data diagram | |||
| | | | | | | |||
| start | 3-4 | 5-8 | 9-11 | 12-44| | |||
| | | | | | | |||
}} | |||
due to aura head post-collision mechanics; the tile on which Aura Head stops at varies, the Aura Head might stop at at the second or third tile, in which case the aura head will last on said tile an additional 30 frames | |||
==Competitive Overview== | |||
Aura Head isn't a very common chip in pvp | |||
they are quite the quick and damaging chips, even useful in breaking objects and damaging players ate the same time, a player that doesn't know the post collision mechanics won't be able to protect themself with a cube, or protect a fanfare with themself, yet they are not easy to hit, due to them lasting at the absolute most three quarters of a second | |||
it's advisable to wait for the enemy to stop moving or stopping them yourself before striking | |||
===Synergies=== | |||
using an {{chip|6|Aqua Dragon}} or any freezing chip before your Aura head is quite useful, freezing the opponent guarantees the hit AND doubles it's damage | |||
The damage is additive and not multiplicative meaning an opponent who is either Bubbled or has [[Aqua Body]] will take double damage from {{Element|6|Elec}} element attacks, while an opponent who is both Bubbled and has Aqua Body will take triple damage instead. | |||
the player could chip charge the chip with ground cross, but the chip charge would do 130 damage at max Attack, which means that all chips in the series will do more damage when used normally than when chip charged by ground cross, so it's preferable to use them normally when possible | |||
the player could alternatively use the chip normally under ground cross, adding +10 damage, which with a +10 damage chip can break life aura, though using that space in the folder for a {{Element|6|Wind}} chip would be much better | |||
having a barrier up adds +50 which enables {{Chip|6|Aura Head 2}} and {{Chip|6|Aura Head 3}} to break life aura, and with a freeze the barrier can add +100 damage, but it's better to be careful, because such an attack would cause a rage state no matter what chip of the series you use | |||
===Counterplay=== | |||
there are 2 main states in which Aura head is outright impossible to hit | |||
being two spaces behind an object, or owning any extra area without any objects that enable the aura head to go 4 spaces | |||
even if such states aren't present or replicable, just moving randomly up and down would be enough if the evading player looks out not to walk into an already fired Aura Head | |||
{{Navplate chips (BN6)}} | {{Navplate chips (BN6)}} |
Latest revision as of 08:24, 22 September 2024
AuraHed1 | |
---|---|
Description | A flying head with 2spc tail |
Full name | Aura Head 1 |
Class | Standard |
Library # | 48 |
Element | Break |
Attack power | 130 |
Codes | B C D |
MB | 25 (max 4 copies) |
Part of program advances | StreamHd |
AuraHed2 | |
---|---|
Description | A flying head with 2spc tail |
Full name | Aura Head 2 |
Class | Standard |
Library # | 49 |
Element | Break |
Attack power | 150 |
Codes | D E F |
MB | 33 (max 3 copies) |
Part of program advances | StreamHd |
AuraHed3 | |
---|---|
Description | A flying head with 2spc tail |
Full name | Aura Head 3 |
Class | Standard |
Library # | 50 |
Element | Break |
Attack power | 170 |
Codes | F G H |
MB | 39 (max 3 copies) |
Part of program advances | StreamHd |
The Aura Head is a real time chip that fires a 1 space wide stone head , it normally travels 3 spaces ahead, dealing Break damage and pierces guards and objects
Aura Head has a post-collision mechanic, where it normally travels 3 spaces ahead, unless it comes in contact with an enemy/object, then it then travels one space behind that enemy/object and then stops, regardless of how much space would be left for it to move had it not come in contact with that object, having a barrier or an aura up adds 50+ damage to the aura head
Has no counter frames.
Beast Jump Logic
- The user jumps to the same lane as the target three spaces away from it
- if the user is already there, the user stays in place
- if there is an object in the space the user is supposed to jump to, then they jump two spaces away from the target instead
- if there are two objects in the spaces the user is supposed to jump to, then they jump one space spaces away from the target instead
- if there are three objects in the spaces the user is supposed to jump to, the user will jump into the correct horizontal distance but move one space up or down;
- if there is a hole in the place the user is supposed to jump to, a user with AirShoes will ignore the hole and jump normally, while a player without Air Shoes will treat it as an object
- if the user is behind the target, they jump as mentioned previously
Frame Data
All Aura Head chips have identical frame data
start | 3-4 | 5-8 | 9-11 | 12-44 | |
due to aura head post-collision mechanics; the tile on which Aura Head stops at varies, the Aura Head might stop at at the second or third tile, in which case the aura head will last on said tile an additional 30 frames
Competitive Overview
Aura Head isn't a very common chip in pvp
they are quite the quick and damaging chips, even useful in breaking objects and damaging players ate the same time, a player that doesn't know the post collision mechanics won't be able to protect themself with a cube, or protect a fanfare with themself, yet they are not easy to hit, due to them lasting at the absolute most three quarters of a second
it's advisable to wait for the enemy to stop moving or stopping them yourself before striking
Synergies
using an AquaDrgn or any freezing chip before your Aura head is quite useful, freezing the opponent guarantees the hit AND doubles it's damage
The damage is additive and not multiplicative meaning an opponent who is either Bubbled or has Aqua Body will take double damage from Elec element attacks, while an opponent who is both Bubbled and has Aqua Body will take triple damage instead.
the player could chip charge the chip with ground cross, but the chip charge would do 130 damage at max Attack, which means that all chips in the series will do more damage when used normally than when chip charged by ground cross, so it's preferable to use them normally when possible
the player could alternatively use the chip normally under ground cross, adding +10 damage, which with a +10 damage chip can break life aura, though using that space in the folder for a Wind chip would be much better
having a barrier up adds +50 which enables AuraHed2 and AuraHed3 to break life aura, and with a freeze the barrier can add +100 damage, but it's better to be careful, because such an attack would cause a rage state no matter what chip of the series you use
Counterplay
there are 2 main states in which Aura head is outright impossible to hit being two spaces behind an object, or owning any extra area without any objects that enable the aura head to go 4 spaces
even if such states aren't present or replicable, just moving randomly up and down would be enough if the evading player looks out not to walk into an already fired Aura Head