Spreader chip series (BN6): Difference between revisions

Chip series (BN6)
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{{Infobox chip
|gamenumber=6
|internalid=10
|sortorder=10
|name=Spreadr2
|fullname=Spreader 2
|series=Spreader
|description=Spreads damg to adj panls
|class=Standard
|librarysection=Standard
|number=10
|element=Null
|damage=60
|mb=18
|codes=A,B,C,*
|delay=0
|name_ja=スプレッドガン2
|description_ja=ヒットするとまわりの1マスにゆうばく!
}}


{{Infobox chip
|gamenumber=6
|internalid=11
|sortorder=11
|name=Spreadr3
|fullname=Spreader 3
|series=Spreader
|description=Spreads damg to adj panls
|class=Standard
|librarysection=Standard
|number=11
|element=Null
|damage=90
|mb=26
|codes=Q,R,S,*
|delay=0
|name_ja=スプレッドガン3
|description_ja=ヒットするとまわりの1マスにゆうばく!
}}


On impact it damages the surrounding panels. It does non-flashing damage.
=Spreader 1=
The '''Spreader series''' consists of Real Time chip that fire an invisible projectiles ahead in a straight line. They deal [[File:Element 6 Null.png|link=]] [[Null]] element damage. They deals [[Flinching]] damage. On impact, they damage surrounding panels.
The '''Spreader series''' consists of Real Time chip that fire an invisible projectiles ahead in a straight line. They deal [[File:Element 6 Null.png|link=]] [[Null]] element damage. They deals [[Flinching]] damage. On impact, they damage surrounding panels.


=Spreader 1=
===Notes===
===Notes===
* The [[Defense_Priority|Invisible + Barrier interaction]] causes the projectiles to go through the opponent and miss.
* The [[Defense_Priority|Invisible + Barrier interaction]] causes the projectiles to go through the opponent and miss.
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===Counterplay===
===Counterplay===


=Spreader 2=
=Spreader 2=


{{Infobox chip
|gamenumber=6
|internalid=10
|sortorder=10
|name=Spreadr2
|fullname=Spreader 2
|series=Spreader
|description=Spreads damg to adj panls
|class=Standard
|librarysection=Standard
|number=10
|element=Null
|damage=60
|mb=18
|codes=A,B,C,*
|delay=0
|name_ja=スプレッドガン2
|description_ja=ヒットするとまわりの1マスにゆうばく!
}}
===Notes===
===Notes===
* The [[Defense_Priority|Invisible + Barrier interaction]] causes the projectiles to go through the opponent and miss.
* The [[Defense_Priority|Invisible + Barrier interaction]] causes the projectiles to go through the opponent and miss.
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=Spreader 3=
=Spreader 3=
{{Infobox chip
|gamenumber=6
|internalid=11
|sortorder=11
|name=Spreadr3
|fullname=Spreader 3
|series=Spreader
|description=Spreads damg to adj panls
|class=Standard
|librarysection=Standard
|number=11
|element=Null
|damage=90
|mb=26
|codes=Q,R,S,*
|delay=0
|name_ja=スプレッドガン3
|description_ja=ヒットするとまわりの1マスにゆうばく!
}}
===Notes===
===Notes===
* The [[Defense_Priority|Invisible + Barrier interaction]] causes the projectiles to go through the opponent and miss.
* The [[Defense_Priority|Invisible + Barrier interaction]] causes the projectiles to go through the opponent and miss.

Revision as of 21:38, 14 February 2023

Chip 6 Standard 009.png
Chip Icon 6 Standard 009.png Spreadr1
DescriptionSpreads damg to adj panls
Full nameSpreader 1
ClassStandard
Library #9
ElementNull Null
Attack power30
CodesL M N *
MB10 (max 5 copies)
Part of program advancesH-Burst


The Spreader series consists of Real Time chip that fire an invisible projectiles ahead in a straight line. They deal File:Element 6 Null.png Null element damage. They deals Flinching damage. On impact, they damage surrounding panels.

Spreader 1

Notes

Frame Data

  • Counter frames
Startup Active Recovery
-


Competitive Overview

Counterplay

Spreader 2

Chip 6 Standard 010.png
Chip Icon 6 Standard 010.png Spreadr2
DescriptionSpreads damg to adj panls
Full nameSpreader 2
ClassStandard
Library #10
ElementNull Null
Attack power60
CodesA B C *
MB18 (max 5 copies)
Part of program advancesH-Burst

Notes

Frame Data

  • Counter frames
Startup Active Recovery
-


Competitive Overview

Counterplay

Spreader 3

Chip 6 Standard 011.png
Chip Icon 6 Standard 011.png Spreadr3
DescriptionSpreads damg to adj panls
Full nameSpreader 3
ClassStandard
Library #11
ElementNull Null
Attack power90
CodesQ R S *
MB26 (max 4 copies)
Part of program advancesH-Burst

Notes

Frame Data

  • Counter frames
Startup Active Recovery
-


Competitive Overview

Counterplay