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=Heat Cross= | |||
'''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. | '''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. | ||
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. | ||
Fire Arm will remove [[Grass Panel]] on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage. | Fire Arm will remove [[File:Element 6 Grass.png|link=]] [[Grass Panel]] on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
</div> | </div> | ||
==Competitive Overview== | |||
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. | |||
If a panel of Heat Arm hits the opponent or an [[Object]], that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack, this means that you can remove [[Defense]] such as {{Chip|6|Anti Damage}} and deal damage if the opponent walks into another panel. | |||
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}}. The +50 to damage | |||
===Counter Play=== | |||
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. | |||
=Heat Beast= | =Heat Beast= | ||
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The +1 [[Attack]] gained by heat beast can allow builds with 4 [[Attack]] to reach the 200 damage threshhold to break {{Chip|6|Life Aura}}. | The +1 [[Attack]] gained by heat beast can allow builds with 4 [[Attack]] to reach the 200 damage threshhold to break {{Chip|6|Life Aura}}. | ||
Unfortunately similar to Heat Cross, the lingering [[Chip_Charge|Beast | Unfortunately similar to Heat Cross, the lingering [[Chip_Charge|Beast Charge]] also leaves you open to [[File:Element 6 Aqua.png|link=]] [[Element|Aqua element]] attacks. The [[Chip_Charge|Beast Charge]] can also be completely avoided if the opponent uses an {{Chip|6|Area Grab}} and stepping back. | ||
In [[Area|neutral area]] attempting to cover the maximum attack area will leave you at risk of being hit by {{Chip|6|ElementMan}} Ice and getting decrossed. | In [[Area|neutral area]] attempting to cover the maximum attack area will leave you at risk of being hit by {{Chip|6|ElementMan}} Ice and getting decrossed. | ||
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* [[Navi_Customizer|Super Armor]] and the [[Beast_Out#Gregar|Gregar]] [[Beast_Out#Buster|Beast Buster]] | * [[Navi_Customizer|Super Armor]] and the [[Beast_Out#Gregar|Gregar]] [[Beast_Out#Buster|Beast Buster]] | ||
* +30 Attack to Non-screen dimming [[Element|Null]] chips. | * +30 Attack to Non-screen dimming [[Element|Null]] chips. | ||
* MegaMan will | * MegaMan will attempt to line up Non-screen dimming chips with a [[Beast_Jump|Beast Jump]]. | ||
Heat Beast is equipped with [[Element|FireBody]], and is weak to [[File:Element 6 Aqua.png|link=]] [[Element|Aqua]] attacks. | Heat Beast is equipped with [[Element|FireBody]], and is weak to [[File:Element 6 Aqua.png|link=]] [[Element|Aqua]] attacks. | ||
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* Your [[Attack]] value increases by 1 until a maximum of 5. | * Your [[Attack]] value increases by 1 until a maximum of 5. | ||
* [[Element|Null]] chips can be [[Chip_Charge|Beast Charged]] to execute Great Fire. | * [[File:Element 6 Null.png|link=]] [[Element|Null]] chips can be [[Chip_Charge|Beast Charged]] to execute Great Fire. | ||
Great Fire generates a [[Element|Fire]] breath one panel ahead followed by a 2x3 area. | Great Fire generates a [[Element|Fire]] breath one panel ahead followed by a 2x3 area. | ||
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==Frame Data== | ==Frame Data== | ||
* The [[Chip_Charge|Beast Charge]] takes 90 frames to fully charge and is not impacted by [[Charge]] value. | |||
* Great Fire has a 10 frame windup and lasts on the field for 90 frames. | * Great Fire has a 10 frame windup and lasts on the field for 90 frames. | ||
Counter Hit window? | Counter Hit window? |
Revision as of 08:53, 8 February 2023
File:HeatCross art.png | |
Heat Cross | |
---|---|
Description | Fire Chip Attk+50! Buster Attk +1! |
Element | Fire |
Weakness | Aqua |
Charge shot | |
Damage | 50, 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
Heat Cross is the first Cross linked in Gregar using the power of HeatMan. As a 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.
While in Heat Cross:
- Non-screen dimming Fire chips gain +50 damage.
- Your Attack value increases by 1
- Charge Shot turns into Fire Arm.
Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing Fire element, Flashing and Flinching damage.
Fire Arm will remove File:Element 6 Grass.png Grass Panel on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.
Attack Formula (20 × Attack level + 30) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Notes
- The Attack increase gained by Heat Cross does not apply to his Charge Shot past level 5.
- However, this can increase your Buster Shot past level 5.
- This increase does not apply to Buster Bug
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, frame 62 for the second, and frame 63 for the third.
Counter hit window?
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 |
Competitive Overview
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. If a panel of Heat Arm hits the opponent or an Object, that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack, this means that you can remove Defense such as AntiDmg and deal damage if the opponent walks into another panel.
Going into Heat Cross can provide for a good Beast out option next turn if you find yourself without a way to remove LifeAur. The +50 to damage
Counter Play
Unfortunately a large number of 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 AreaGrab and stepping back.
In neutral area your opponent can attempt to confirm ElmntMan Ice by stepping back and waiting for your Charge Shot to be released, and then stepping forward to be in range.
Heat Beast
File:HeatBeast art.png | |
Heat Beast | |
---|---|
Element | Fire |
Weakness | Aqua |
Chip charge | |
Damage | 80, 110, 140, 170, 200 |
Charge time (frames) | 90 |
Using the power of Gregar, Heat Cross is able to Transform into Heat Beast.
In competitive play Heat Beast can provide for a very effective threat to Tomahawk Cross to allow the paralysis effect of ColForce to land. Heat Beast's Beast Charged, Great Fire covers a large area which makes it a reliable way for removing LifeAur. If a panel of Great Fire hits the opponent or an Object, that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack, this means that you can remove Defense such as AntiDmg and deal damage if the opponent walks into another panel.
The +1 Attack gained by heat beast can allow builds with 4 Attack to reach the 200 damage threshhold to break LifeAur.
Unfortunately similar to Heat Cross, the lingering Beast Charge also leaves you open to Aqua element attacks. The Beast Charge can also be completely avoided if the opponent uses an AreaGrab and stepping back.
In neutral area attempting to cover the maximum attack area will leave you at risk of being hit by ElmntMan Ice and getting decrossed.
If Great Fire is interrupted after the start up animation starts, you will lose the chip used to chip charge it without the attack activating.
Heat Beast gains:
- Super Armor and the Gregar Beast Buster
- +30 Attack to Non-screen dimming Null chips.
- MegaMan will attempt to line up Non-screen dimming chips with a Beast Jump.
Heat Beast is equipped with FireBody, and is weak to Aqua attacks.
While in Heat Beast:
- Non-screen dimming Fire chips gain +50 to damage.
- Your Attack value increases by 1 until a maximum of 5.
- File:Element 6 Null.png Null chips can be Beast Charged to execute Great Fire.
Great Fire generates a Fire breath one panel ahead followed by a 2x3 area.
Great Fire will remove Grass Panel on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.
Frame Data
- The Beast Charge takes 90 frames to fully charge and is not impacted by Charge value.
- Great Fire has a 10 frame windup and lasts on the field for 90 frames.
Counter Hit window?
Attack Formula (30 × Attack level + 50) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 80 | 110 | 140 | 170 | 200 |
Startup | Active | Recovery |
---|---|---|
10 | 90 | ? |