Heat Cross: Difference between revisions

Cross (BN6)
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'''Heat Cross''' is the first Cross linked in [[Gregar]] using the power of [[HeatMan]]. As a [[File:Element 6 Fire.png|link=]] [[Element|Fire element]] Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time [[Element|Fire chip]] without the need to charge them. The Charge shot lasts 67 frames with the fire traveling the first 3 panels on 1f, 5f, and 9f and disappearing from the field on 61f, 62f, and 63f.  
'''Heat Cross''' is the first Cross linked in [[Gregar]] using the power of [[HeatMan]]. As a [[File:Element 6 Fire.png|link=]] [[Element|Fire element]] Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time [[Element|Fire chip]] without the need to charge them.  




In competitive play, the fast charging allows for threatning chargeshots especially on grass. For Gregar builds without {{NaviCust part|6|Air Shoes}}, Heat Cross can provide an effective way of dealing consistent fire damage without the need to worry about broken panels. The very fast [[Buster|Charge Shot]] startup time and long attack lingering time mean that it can be very easy to get hit by it. Going into Heat Cross can provide for a good [[Beast out]] option next turn if you find yourself without a way to remove {{Chip|6|Life Aura}}
In competitive play, the fast charging allows for a threatning [[Buster|Charge Shot]] especially on grass. For Gregar builds without {{NaviCust part|6|Air Shoes}}, Heat Cross can provide an effective way of dealing consistent fire damage without the need to worry about broken panels. The very fast [[Buster|Charge Shot]] startup time and long attack lingering time mean that it can be very easy to get hit by it. Going into Heat Cross can provide for a good [[Beast out]] option next turn if you find yourself without a way to remove {{Chip|6|Life Aura}}.
 
Unfortunately a large number of [[File:Element 6 Aqua.png|link=]] [[Element|Aqua element]] attacks can land easily on a stationary opponent, so the lingering [[Buster|Charge Shot]] time can leave you vulnerable to the opponent's attacks. The [[Buster|Charge Shot]] travelling 3 panels ahead can allow the opponent to completely avoid it by using {{Chip|6|Area Grab}} and stepping back.
 
In [[Area|neutral area]] your opponent can attempt to confirm {{Chip|6|ElementMan}} Ice by stepping back and waiting for your [[Buster|Charge Shot]] to be released, and then stepping forward to be in range.


While in Heat Cross:
While in Heat Cross:
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Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing [[Element|Fire]] element, [[Flashing|Flashing]] and [[Flinching]] damage.
Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing [[Element|Fire]] element, [[Flashing|Flashing]] and [[Flinching]] damage.


{| class="wikitable"  
{| class="wikitable"  
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|}
|}
</div>
==Frame Data==
* The [[Buster|Charge Shot]] has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.
* The [[Buster|Charge Shot]] lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frmae 62 for the second, and frame 63 for the third.
<div style=display:inline-table>
{| class="wikitable"
! scope="col" colspan=6 | Charge Speeds (f)
|-
!Charge Level
| 1
| 2
| 3
| 4
| 5
|-
!Charge Speed
| 70
| 60
| 50
| 45
| 40
|}
<div style=display:inline-table>
{| class="wikitable" 
! First Panel
|-
! Startup!! Active!! Recovery
|-
| 1 || 1-61 || 6
|-
! Second Panel
|-
! Startup!! Active!! Recovery
|-
| 5 || 5-62 || 5
|-
! Third Panel
|-
! Startup!! Active!! Recovery
|-
| 9 || 9-63 || 4
|}
</div>


=== Notes ===
=== Notes ===

Revision as of 19:14, 7 February 2023

File:HeatCross art.png
HeatCross Portrait.png HeatCross Emotion.png Heat Cross
DescriptionFire Chip Attk+50! Buster Attk +1!
ElementElement 6 Fire.png Fire
WeaknessElement 6 Aqua.png Aqua
Charge shot
Damage50, 70, 90, 110, 130
Charge time (frames)70, 60, 50, 45, 40

Get goin' and use the awesome power of HeatCross!
— Mr. Match


Heat Cross is the first Cross linked in Gregar using the power of HeatMan. As a Element 6 Fire.png Fire element Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time Fire chip without the need to charge them.


In competitive play, the fast charging allows for a threatning Charge Shot especially on grass. For Gregar builds without AirShoes, Heat Cross can provide an effective way of dealing consistent fire damage without the need to worry about broken panels. The very fast Charge Shot startup time and long attack lingering time mean that it can be very easy to get hit by it. Going into Heat Cross can provide for a good Beast out option next turn if you find yourself without a way to remove Chip Icon 6 Standard 184.png LifeAur.

Unfortunately a large number of Element 6 Aqua.png Aqua element attacks can land easily on a stationary opponent, so the lingering Charge Shot time can leave you vulnerable to the opponent's attacks. The Charge Shot travelling 3 panels ahead can allow the opponent to completely avoid it by using Chip Icon 6 Standard 165.png AreaGrab and stepping back.

In neutral area your opponent can attempt to confirm Chip Icon 6 Mega 034.png ElmntMan Ice by stepping back and waiting for your Charge Shot to be released, and then stepping forward to be in range.

While in Heat Cross:

  • You are equipped with FireBody which is weak to Aqua attacks.
  • Non-screen dimming Fire chips gain +50 damage.
  • Your Attack value increases by 1

Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing Fire element, Flashing and Flinching damage.


Attack Formula (20 × Attack level + 30)
Attack Level 1 2 3 4 5
Damage 50 70 90 110 130

Frame Data

  • The Charge Shot has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.
  • The Charge Shot lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frmae 62 for the second, and frame 63 for the third.


Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 70 60 50 45 40
First Panel
Startup Active Recovery
1 1-61 6
Second Panel
Startup Active Recovery
5 5-62 5
Third Panel
Startup Active Recovery
9 9-63 4


Notes

File:HeatBeast art.png
HeatCross Portrait.png HeatBeast Emotion.png Heat Beast
ElementElement 6 Fire.png Fire
WeaknessElement 6 Aqua.png Aqua
Chip charge
Damage80, 110, 140, 170, 200
Charge time (frames)90