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= | =Charge Beast= | ||
{{Infobox cross | {{Infobox cross | ||
|name=Charge | |name=Charge |
Revision as of 14:11, 11 February 2023
File:ChargeCross art.png | |
Charge Cross | |
---|---|
Description | Chrg FireChip Atk Up!In turn slct more chip |
Element | Fire |
Weakness | Aqua |
Charge shot | |
Damage | 50, 70, 90, 110, 130 |
Charge time (frames) | 90, 80, 70, 65, 60 |
ChargeCross! Explode with strength! Use it to its fullest!!
— Al Ferry
Charge Cross is the fifth Cross linked in Gregar using the power of ChargeMan. As a Fire element Cross, Charge Cross can deal and avoid damage with Charge Tackle. Charge Cross gains access to an additional chip on the Custom Screen with each passing turn.
While in Charge Cross:
- MegaMan is equipped with FireBody which is weak to Aqua element attacks.
- Non-screen dimming Fire chips can be charged to deal up to +100 damage. The charge takes (guh) frames to start, adds +1 every (phhhghgh) frames, and takes 510 frames in total to reach +100.
- Gain an additional custom slot every turn up to 3 turns for a maximum of 8.
- Charge Shot turns into Charge Tackle.
Charge Tackle: MegaMan charges forward until he either travels 3 panels or hits a target. This deals Fire element, Pseudo-Breaking, Flashing and Flinching damage.
During Charge Tackle MegaMan gains the Invulnerable status and cannot be damaged.
Attack Formula (20 × Attack level + 30) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Notes
- Charge Tackle will not hit enemies standing on a Hole Panel without the use of AirShoes.
- During the tackle, any Barriers, inclusing 6|Life Aura will take damage. As such, using Charge Tackle to hit a 6|Rock Cube will casue the 6|Life Aura to be destroyed. Tackling the enemy will cause Barriers to take 20 damage.
- The Custom increase can cancel out Custom Bug until the 3 turns are up.
Frame Data
- Charge Tackle has a ?? frame windup before the Invulnerable status starts.
- MegaMan spends 12, 15 and 19 frames to travel the 3 panels.
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 90 | 80 | 70 | 65 | 60 |
Startup | Active | Recovery |
---|---|---|
?? | ? | ? |
Competitive Overview
CounterPlay
Charge Beast
File:ChargeBeast art.png | |
Charge Beast | |
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Element | Fire |
Weakness | Aqua |
Chip charge | |
Damage | 100, 130, 160, 190, 220 |
Charge time (frames) | 20 |
Using the power of Gregar, Charge Cross is able to Transform into Charge Beast.
Charge Beast gains:
- Super Armor and the Gregar Beast Buster
- +30 Attack to Non-screen dimming File:Element 6 Null.png Null chips.
- MegaMan will attempt to line up Non-screen dimming chips with a Beast Jump.
Charge Beast is equipped with FireBody which is weak to Aqua attacks.
While in Charge Beast:
- Non-screen dimming Fire chips can be charged to deal up to +100 damage. The charge takes (guh) frames to start, adds +1 every (phhhghgh) frames, and takes 510 frames in total to reach +100.
- Gain an additional custom slot every turn up to 3 turns for a maximum of 8.
- Null chips can be Beast Charged to execute Charge Bite.
Charge Bite applies the immobilize condition to the enemy and fires a projectile down the row, dealing Fire, Flashing, and Flinching damage.
Attack Formula (30 × Attack level + 70) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 100 | 130 | 160 | 190 | 220 |
Notes
- It is possible to step into Charge Bite after the immobilize ends.
- Charge Bite is one of the longest lasting Gregar Chip Charges.
Frame Data
- Charge Bite takes 20 frames to fully charge and is not impacted by Charge value.
- Charge Bite has a ? frame windup and hits the 5 panels ahead on frames 32, 35, 39, 42 and 45. In total it lasts for ? frames.
Counter Hit window?
Number of panels | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
Frames (f) | 32 | 35 | 39 | 42 | 46 |
Startup | Active | Recovery |
---|---|---|
? | ? | ? |