Tags: Replaced Undo |
(Finished Machine Gun first draft) |
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{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |gamenumber=6 | ||
|internalid=43 | |||
|sortorder=55 | |||
|name=MachGun1 | |name=MachGun1 | ||
|fullname=Machine Gun 1 | |||
|series=Machine Gun | |||
|description=Fire 9sts at row w/ clst enmy | |description=Fire 9sts at row w/ clst enmy | ||
|class=Standard | |class=Standard | ||
|librarysection=Standard | |||
|number=55 | |number=55 | ||
|element=Cursor | |element=Cursor | ||
Line 16: | Line 21: | ||
{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |gamenumber=6 | ||
|internalid=44 | |||
|sortorder=56 | |||
|name=MachGun2 | |name=MachGun2 | ||
|fullname=Machine Gun 2 | |||
|series=Machine Gun | |||
|description=Fire 9sts at row w/ clst enmy | |description=Fire 9sts at row w/ clst enmy | ||
|class=Standard | |class=Standard | ||
|librarysection=Standard | |||
|number=56 | |number=56 | ||
|element=Cursor | |element=Cursor | ||
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{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |gamenumber=6 | ||
|internalid=45 | |||
|sortorder=57 | |||
|name=MachGun3 | |name=MachGun3 | ||
|fullname=Machine Gun 3 | |||
|series=Machine Gun | |||
|description=Fire 9sts at row w/ clst enmy | |description=Fire 9sts at row w/ clst enmy | ||
|class=Standard | |class=Standard | ||
|librarysection=Standard | |||
|number=57 | |number=57 | ||
|element=Cursor | |element=Cursor | ||
Line 44: | Line 59: | ||
}} | }} | ||
The '''Machine Gun series ''' are Real Time chips that fires a volley of 9 shots that can track the enemy's movement. It deals {{Element|6|Cursor}} element, [[Statuses_(BN6)#Flinching|Flinching]] damage. | |||
When used in Beast Out, the user stays in place. | |||
{{Navplate chips | * {{Chip|6|Machine Gun 1}} deals 30 damage per shot. | ||
* {{Chip|6|Machine Gun 2}} deals 50 damage per shot. | |||
* {{Chip|6|Machine Gun 3}} deals 70 damage per shot. | |||
==Notes== | |||
* (Invis + Barrier interaction) | |||
===Hitbox movement rules=== | |||
[[File:MachGunN.gif|frameless]][[File:MachGunDeReTrack.gif|frameless]] | |||
* Machine Gun starts upwards from the bottom row, on the enemy's column. The hitbox alternates between moving upwards and downwards after reaching the bottom and top row, respectively, until 9 shots run out. | |||
* If the enemy changes columns, Machine Gun will also change columns, but only one at a time and only after reaching the bottom or top row. | |||
* Machine Gun cannot track to the user's column and further behind. If the enemy is already out of firing range when Machine Gun is used, it will start on the last column. Otherwise: If the enemy moves out of firing range, Machine Gun will default to changing columns from left to right. If the enemy moves into firing range, Machine Gun will begin tracking again. | |||
==Frame Data== | |||
All versions of Machine Gun share the following frame data: | |||
* Have a 8 frame startup. | |||
* The crosshair appears on frame 3. It moving to the next panel takes 9 frames. | |||
* First shot hits on frame 9. Every shot after takes another 9 frames. Frames on which each shot hits: 9/18/27/36/45/54/63/72/81. These are also the frames on which the crosshair disappears. | |||
* After a shot hits the bottom or top row, Machine Gun takes 1 frame to determine whether the enemy has changed columns. On the frame after that, the crosshair reappears, signaling which column Machine Gun will continue firing on. | |||
** For example: On frame 27, the 3rd shot hits the top panel. On frame 29, the crosshair reappears, either on the middle panel of the same column (if the enemy has not changed columns) or the top panel on the next column closer to the enemy (if the enemy has changed column). On frame 36, the 4th shot hits the panel determined by the crosshair. | |||
* Recovers on frame 82. | |||
* Counterable on ( ) | |||
Noted on the diagram is frame data if Machine Gun changes columns twice from left to right: | |||
{{Frame data diagram | |||
|start| | |27|36|81 | |||
| | | |18|45|72 | |||
| | | |9|54|63 | |||
}} | |||
{| class="wikitable" | |||
! Startup !! Active !! Recovery !! Total !! Counter Frames | |||
|- | |||
| 8 || 9-81 || 82 || 82|| | |||
|} | |||
==Competitive Overview== | |||
Machine Gun is an incredibly versatile chip series and finds home in many folders. | |||
* Thanks to its tracking ability, almost fieldwide range and {{Element|6|Cursor}} element, it can reliably remove traps such as {{Chip|6|Anti Navi}} and {{Chip|6|Anti Sword}}. It is also a popular choice to attach {{Chip|6|Uninstall}} and {{Chip|6|White Capsule}} since {{Chip|6|Machine Gun 1}} comes in [[List_of_chips_by_code_(BN6)#*|* code]]. | |||
** Combining with using a {{Element|6|Wind}} element attack to remove barriers (i.e. {{Chip|6|Wind Racket}}, [[Tengu Cross]]) beforehand increases the chance of Machine Gun connecting. | |||
** The {{NaviCust part|6|Rush}} NPC can prevent the enemy from using {{Chip|6|Invisible}} to dodge Machine Gun. | |||
[[File:MachGunAntiDmgBuffer.gif|left|frame|Using Machine Guns in Beast Rush to stop Colonel Force's damage (will not work if Machine Gun is the first attack in Beast Rush)]] | |||
* Machine Gun is a notorious [[Dust Cross]] and [[Ground Cross]] check, causing players to think very carefully whether to use these forms. | |||
* {{Chip|6|Machine Gun 1}} in [[List_of_chips_by_code_(BN6)#*|* code]] offers the user to move through their folder more fluidly and be more aggressive with their other attacks. {{Chip|6|Machine Gun 2}} and {{Chip|6|Machine Gun 3}} is used over {{Chip|6|Machine Gun 1}} if the user does not wish to use Machine Gun with {{Chip|6|Uninstall}}, and/or simply requires more damage output. | |||
* [[Erase Cross]] increases Machine Gun's damage by 30 per shot. Multiple shots connecting will deal hundreds of damage in a few seconds. | |||
* An enemy with no {{NaviCust part|6|Super Armor}} caught in the middle row will take the remaining shots to that row. | |||
* The long firing animation of up to 80 frames can be used to delay triggering the user's {{Chip|6|Anti Damage}} for longer than most attacks. | |||
===Counterplay=== | |||
* While Machine Gun can be difficult to dodge and cause momentary panic, it always follows set movement rules as outlined above. Studying these and staying calm can go a long way towards dodging Machine Gun. | |||
* A well-timed barrier-type chip such as {{Chip|6|Barrier 200}} and {{Chip|6|Life Aura}} can help the enemy avoid Machine Gun. | |||
* To avoid being caught by surprise by Machine Gun, the enemy can camp the top row. Moreover, generally the top row will take the least shots. | |||
* The enemy can also use {{Chip|6|Area Grab}} and {{Chip|6|Panel Grab}} to move to or behind the user's column, completely dodging Machine Gun. | |||
* An enemy using the [[Risky_Honey_chip_series_(BN6)|Risky Honey series]] can utilize Machine Gun to fire many bee swarms, quickly reversing the situation. | |||
{{Navplate chips (BN6)}} |
Latest revision as of 14:04, 28 October 2023
MachGun1 | |
---|---|
Description | Fire 9sts at row w/ clst enmy |
Full name | Machine Gun 1 |
Class | Standard |
Library # | 55 |
Element | Cursor |
Attack power | 30 |
Codes | A R T * |
MB | 12 (max 5 copies) |
MachGun2 | |
---|---|
Description | Fire 9sts at row w/ clst enmy |
Full name | Machine Gun 2 |
Class | Standard |
Library # | 56 |
Element | Cursor |
Attack power | 50 |
Codes | E G S |
MB | 24 (max 4 copies) |
MachGun3 | |
---|---|
Description | Fire 9sts at row w/ clst enmy |
Full name | Machine Gun 3 |
Class | Standard |
Library # | 57 |
Element | Cursor |
Attack power | 70 |
Codes | B F M |
MB | 36 (max 3 copies) |
The Machine Gun series are Real Time chips that fires a volley of 9 shots that can track the enemy's movement. It deals Cursor element, Flinching damage.
When used in Beast Out, the user stays in place.
- MachGun1 deals 30 damage per shot.
- MachGun2 deals 50 damage per shot.
- MachGun3 deals 70 damage per shot.
Notes
- (Invis + Barrier interaction)
Hitbox movement rules
- Machine Gun starts upwards from the bottom row, on the enemy's column. The hitbox alternates between moving upwards and downwards after reaching the bottom and top row, respectively, until 9 shots run out.
- If the enemy changes columns, Machine Gun will also change columns, but only one at a time and only after reaching the bottom or top row.
- Machine Gun cannot track to the user's column and further behind. If the enemy is already out of firing range when Machine Gun is used, it will start on the last column. Otherwise: If the enemy moves out of firing range, Machine Gun will default to changing columns from left to right. If the enemy moves into firing range, Machine Gun will begin tracking again.
Frame Data
All versions of Machine Gun share the following frame data:
- Have a 8 frame startup.
- The crosshair appears on frame 3. It moving to the next panel takes 9 frames.
- First shot hits on frame 9. Every shot after takes another 9 frames. Frames on which each shot hits: 9/18/27/36/45/54/63/72/81. These are also the frames on which the crosshair disappears.
- After a shot hits the bottom or top row, Machine Gun takes 1 frame to determine whether the enemy has changed columns. On the frame after that, the crosshair reappears, signaling which column Machine Gun will continue firing on.
- For example: On frame 27, the 3rd shot hits the top panel. On frame 29, the crosshair reappears, either on the middle panel of the same column (if the enemy has not changed columns) or the top panel on the next column closer to the enemy (if the enemy has changed column). On frame 36, the 4th shot hits the panel determined by the crosshair.
- Recovers on frame 82.
- Counterable on ( )
Noted on the diagram is frame data if Machine Gun changes columns twice from left to right:
start | 27 | 36 | 81 | ||
18 | 45 | 72 | |||
9 | 54 | 63 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
8 | 9-81 | 82 | 82 |
Competitive Overview
Machine Gun is an incredibly versatile chip series and finds home in many folders.
- Thanks to its tracking ability, almost fieldwide range and Cursor element, it can reliably remove traps such as AntiNavi and AntiSwrd. It is also a popular choice to attach Uninstll and WhiCapsl since MachGun1 comes in * code.
- Combining with using a Wind element attack to remove barriers (i.e. WindRack, Tengu Cross) beforehand increases the chance of Machine Gun connecting.
- The Rush NPC can prevent the enemy from using Invisibl to dodge Machine Gun.
- Machine Gun is a notorious Dust Cross and Ground Cross check, causing players to think very carefully whether to use these forms.
- MachGun1 in * code offers the user to move through their folder more fluidly and be more aggressive with their other attacks. MachGun2 and MachGun3 is used over MachGun1 if the user does not wish to use Machine Gun with Uninstll, and/or simply requires more damage output.
- Erase Cross increases Machine Gun's damage by 30 per shot. Multiple shots connecting will deal hundreds of damage in a few seconds.
- An enemy with no SuprArmr caught in the middle row will take the remaining shots to that row.
- The long firing animation of up to 80 frames can be used to delay triggering the user's AntiDmg for longer than most attacks.
Counterplay
- While Machine Gun can be difficult to dodge and cause momentary panic, it always follows set movement rules as outlined above. Studying these and staying calm can go a long way towards dodging Machine Gun.
- To avoid being caught by surprise by Machine Gun, the enemy can camp the top row. Moreover, generally the top row will take the least shots.
- The enemy can also use AreaGrab and PanlGrab to move to or behind the user's column, completely dodging Machine Gun.
- An enemy using the Risky Honey series can utilize Machine Gun to fire many bee swarms, quickly reversing the situation.