Aura Head chip series (BN6): Difference between revisions

Chip series (BN6)
(Fix internal ID and sort order)
Tag: Manual revert
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|sortorder=48
|sortorder=48
|name=AuraHed1
|name=AuraHed1
|fullname=Aura Head 1
|series=Aura Head
|description=A flying head with 2spc tail
|description=A flying head with 2spc tail
|class=Standard
|class=Standard
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|sortorder=49
|sortorder=49
|name=AuraHed2
|name=AuraHed2
|fullname=Aura Head 2
|series=Aura Head
|description=A flying head with 2spc tail
|description=A flying head with 2spc tail
|class=Standard
|class=Standard
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|sortorder=50
|sortorder=50
|name=AuraHed3
|name=AuraHed3
|fullname=Aura Head 3
|series=Aura Head
|description=A flying head with 2spc tail
|description=A flying head with 2spc tail
|class=Standard
|class=Standard
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Hits in a 1x3 range. If the user has a barrier then damage is increased by 50.
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
 
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.
 
==JUMP BEAST 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 {{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 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 10 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 him self with a cube, or protect a fanfare with himself, 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 which 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 damage,due to ground cross boosting breaking chips by +10 damage; the lowest damaging chip {{Chip|6|Aura Head 1}}, will do the same damage when chip charged or used normally
 
the player could alternatively use the chip normally under ground cross, adding +10 damage, which with a +10 damage chip can break life aura
 
having a barrier up adds +50 which enables {{Chip|6|Aura Head 1}} and {{Chip|6|Aura Head 2}} to break life aura, and with a freeze the barrier can add +100 damage, but it's prefered 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 replicatable, 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 21:25, 20 September 2024

Chip 6 Standard 048.png
Chip Icon 6 Standard 048.png AuraHed1
DescriptionA flying head with 2spc tail
Full nameAura Head 1
ClassStandard
Library #48
ElementBreak Break
Attack power130
CodesB C D
MB25 (max 4 copies)
Part of program advancesStreamHd
Chip 6 Standard 049.png
Chip Icon 6 Standard 049.png AuraHed2
DescriptionA flying head with 2spc tail
Full nameAura Head 2
ClassStandard
Library #49
ElementBreak Break
Attack power150
CodesD E F
MB33 (max 3 copies)
Part of program advancesStreamHd
Chip 6 Standard 050.png
Chip Icon 6 Standard 050.png AuraHed3
DescriptionA flying head with 2spc tail
Full nameAura Head 3
ClassStandard
Library #50
ElementBreak Break
Attack power170
CodesF G H
MB39 (max 3 copies)
Part of program advancesStreamHd

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.png 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.

JUMP BEAST 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

Chip Icon 6 Standard 048.png AuraHed1, Chip Icon 6 Standard 049.png AuraHed2 And Chip Icon 6 Standard 050.png AuraHed3
Startup Active Recovery Total Counter Frames
2 3-44 3-34 44
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 10 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 him self with a cube, or protect a fanfare with himself, 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 Icon 6 Standard 125.png AquaDrgn or any freezing chip before your Aura head is quite useful, freezing the opponent which 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.png 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 damage,due to ground cross boosting breaking chips by +10 damage; the lowest damaging chip Chip Icon 6 Standard 048.png AuraHed1, will do the same damage when chip charged or used normally

the player could alternatively use the chip normally under ground cross, adding +10 damage, which with a +10 damage chip can break life aura

having a barrier up adds +50 which enables Chip Icon 6 Standard 048.png AuraHed1 and Chip Icon 6 Standard 049.png AuraHed2 to break life aura, and with a freeze the barrier can add +100 damage, but it's prefered 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 replicatable, just moving randomly up and down would be enough if the evading player looks out not to walk into an already fired Aura Head