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{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |gamenumber=6 | ||
|internalid=230 | |||
|sortorder=230 | |||
|name=ElecMan | |name=ElecMan | ||
|fullname=ElecMan | |||
|series=ElecMan | |||
|description=Attk your surrndngs with thdr | |description=Attk your surrndngs with thdr | ||
|class=Mega | |class=Mega | ||
| | |librarysection=Mega | ||
|gamevariant=Gregar | |||
|number=10 | |number=10 | ||
|element=Elec | |element=Elec | ||
Line 17: | Line 22: | ||
{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |gamenumber=6 | ||
|internalid=231 | |||
|sortorder=231 | |||
|name=ElecManEX | |name=ElecManEX | ||
|fullname=ElecMan EX | |||
|series=ElecMan | |||
|description=Attk your surrndngs with thdr | |description=Attk your surrndngs with thdr | ||
|class=Mega | |class=Mega | ||
| | |librarysection=Mega | ||
|gamevariant=Gregar | |||
|number=11 | |number=11 | ||
|element=Elec | |element=Elec | ||
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{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |gamenumber=6 | ||
|internalid=232 | |||
|sortorder=232 | |||
|name=ElecManSP | |name=ElecManSP | ||
|fullname=ElecMan SP | |||
|series=ElecMan | |||
|description=Attk your surrndngs with thdr | |description=Attk your surrndngs with thdr | ||
|class=Mega | |class=Mega | ||
| | |librarysection=Mega | ||
|gamevariant=Gregar | |||
|number=12 | |number=12 | ||
|element=Elec | |element=Elec | ||
|damage= | |damage=210 | ||
|mb=79 | |mb=79 | ||
|codes=E | |codes=E | ||
Line 47: | Line 62: | ||
}} | }} | ||
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}} element [[Statuses_(BN6)#Flinching|Flinching]] damage. | |||
{{Navplate chips | * {{Chip|6|ElecMan}} deals 120 damage. | ||
* {{Chip|6|ElecMan EX}} deals 140 damage. | |||
* {{Chip|6|ElecMan SP}} deals 160-210 damage, depending on the player’s ElecMan SP fight busting record. | |||
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== | |||
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 [[Object_(BN6)|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. | |||
[[File: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|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=== | |||
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=== | |||
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)}} |
Latest revision as of 10:03, 28 July 2024
ElecMan | |
---|---|
Description | Attk your surrndngs with thdr |
Full name | ElecMan |
Class | Mega |
Library # | 10G |
Element | Elec |
Attack power | 120 |
Codes | E * |
MB | 38 (max 3 copies) |
ElecManEX | |
---|---|
Description | Attk your surrndngs with thdr |
Full name | ElecMan EX |
Class | Mega |
Library # | 11G |
Element | Elec |
Attack power | 140 |
Codes | E |
MB | 52 (max 1 copy) |
ElecManSP | |
---|---|
Description | Attk your surrndngs with thdr |
Full name | ElecMan SP |
Class | Mega |
Library # | 12G |
Element | Elec |
Attack power | 210 |
Codes | E |
MB | 79 (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 Elec element Flinching damage.
- ElecMan deals 120 damage.
- ElecManEX deals 140 damage.
- 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.
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.
ElecManSP's first strike can remove Barr200 or 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 LifeAur. ElecManSP at 200 or more damage can break 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 WhiCapsl on ElecMan or the Gun del Sol chip series).
- 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, 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.