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* [[Buster|Charge Shot]] turns into Tomahawk Swing. | * [[Buster|Charge Shot]] turns into Tomahawk Swing. | ||
Tomahawk Swing: Swings an axe in an 3 wide 2 deep area ahead of MegaMan, dealing {{Element|6|Wood}}, [[Flinching]], and [[Elements (BN6)#Sword]] Element damage. | Tomahawk Swing: Swings an axe in an 3 wide 2 deep area ahead of MegaMan, dealing {{Element|6|Wood}}, [[Flinching]], and [[Elements (BN6)#Sword|Sword]] Element damage. | ||
{| class="wikitable" | {| class="wikitable" |
Revision as of 03:15, 3 March 2023
File:TomahawkCross art.png | |
Tomahawk Cross | |
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Description | Chrg WoodChip: Atk x2! Status Guard:NoAbnorm |
Element | Wood |
Weakness | Fire |
Charge shot | |
Damage | 60, 80, 100, 120, 140 |
Charge time (frames) | 120, 110, 100, 95, 90 |
Power from the land. Try TomahawkCross for yourself!
— Dingo
Tomahawk Cross is the second Cross linked in Falzar using the power of TomahawkMan. Tomahawk Cross is a 6 element Cross with the power to double the damage of Wood chips, as well as immunity from all Status effects.
While in Tomahawk Cross:
- MegaMan is equipped with Wood Body, which enables HP recovery while standing on a Grass Panels. Recovers 1 HP per 20 frames while above 10 HP, and 1 HP per 180 frames while below 10 HP.
- MegaMan is weak to Fire attacks.
- Non-screen dimming Wood chips can be charged to deal double damage, which takes 40 frames.
- MegaMan gains Status Guard, granting immunity to Status Effects.
- Charge Shot turns into Tomahawk Swing.
Tomahawk Swing: Swings an axe in an 3 wide 2 deep area ahead of MegaMan, dealing Wood, Flinching, and Sword Element damage.
Attack Formula (20 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- Changing into Tomahawk Cross will cure Status Effects including those inflicted by bugs and DestroyPulse.
- DestPuls is the only attack that applies statuses through Status Guard.
- Crossing into Tomahawk Cross in the first turn of the battle will not prevent Confusion and Blind statuses caused by Color Bug in your NaviCustomizer.
Frame Data
Tomahawk Swing has a 26 frame windup, lasts for ?? frames and takes 46 frames in total. Counterable on frames 1-16. Due to Status Guard, a counter hit does not interrupt the attack.
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 120 | 110 | 100 | 95 | 90 |
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
26 | ?? | ?? | 1-16 |
Competitive Overview
Dealing double damage with Wood chips is an excellent offensive ability. For example, all versions of Boomer and WoodDrgn can deal over 200 damage, and a well-timed Risky Honey can prove lethal to an unsuspecting opponent.
Using AreaGrab allows Tomahawk Swing to be a reliable source of non-Flashing damage, allowing the user can follow-up with other chips after the attack finishes.
If the player predicts that the opponent will bring attacks that apply freezing or paralyzing statuses, it might be a good idea to go into Tomahawk Cross to prevent these status effects. As such, Tomahawk Cross's Status Guard is a great combo breaker. For example, during the time period the opponent's ColForce is in play, the user will not be paralyzed, and will be able to use any defensive option such as Invisibl and LifeAur.
If the player knows/suspects that the opponent has Rush, they can safely trigger it while in Tomahawk Cross and not incur paralysis.
If the player manages to keep moving between Grass Panels for 3 seconds after their HP has fallen to 1 by UnderSht, they will recover 1 HP and UnderSht will be active again.
Counterplay
Tomahawk Swing can be easily avoided by stepping back if the area is neutral or disadvantaged towards Tomahawk Cross. It cannot be used to trade with some faster Charge Shots such as Slash Cross's Wide Slash. The long animation leaves the user open to the opponent's attacks.
ElmntMan and BlastMan are 2 popular sources of Fire damage. Catching Tomahawk Cross standing on Grass Panels with these Navi chips can deal an enormous amount of damage as well as decrossing Tomahawk Cross.
HeatDrgn has a high chance of taking out Tomahawk Cross if they are standing on the top row.
File:TomahawkBeast art.png | |
Tomahawk Beast | |
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Element | Wood |
Weakness | Fire |
Chip charge | |
Damage | 1-2x (70, 90, 110, 130, 150) |
Charge time (frames) | 40 |
Tomahawk Beast
Using the power of Falzar, Tomahawk Beast gains:
- +30 Attack to Non-screen dimming File:Element 6 Null.png Null chips.
- MegaMan will to attempt to line up Non-screen dimming chips with a Beast Jump.
While in Tomahawk Beast:
- MegaMan is equipped with WoodBody, which enables HP recovery while standing on a Grass Panels. Recovers 1 HP per 20 frames while above 10 HP, and 1 HP per 180 frames while below 10 HP.
- MegaMan is weak to Fire attacks.
- Non-screen dimming Wood chips can be charged to deal double damage, which takes 20 frames.
- MegaMan gains Status Guard, granting immunity to Status Effects except for those caused by bugs and DestroyPulse.
- File:Element 6 Null.png Null chips can be Beast Charged to perform Wing Boomerang.
Wing Boomerang: Sends 2 boomerangs, one from the top left corner and one from the bottom left corner (from the user's perspective), to circle the edges of the field, applying Flinching as well as dealing up to 2 hits of Wood damage.
Attack Formula (20 × Attack level + 50) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 70 | 90 | 110 | 130 | 150 |
Notes
- Changing into Tomahawk Beast will cure Status Effects including those inflicted by bugs and DestPuls.
- The upper boomerang spawns slightly earlier, resulting in an enemy potentially getting struck by both boomerangs at once if they are on the bottom right corner (from the user's perspective). This counts as one instance of damage for the purpose of breaking LifeAur.
Frame Data
- Wing Boomerang takes 40 frames to fully charge and is not impacted by Charge value.
- Has a 14 frame windup before the attack starts. The upper boomerang hits the top left corner on frame 14. The lower boomerang hits the bottom left corner on frame 24. Boomerangs take 2 frames to travel to the second panel, then take 5 frames to travel to each panel onwards for 13 panels.
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
14 | 15-85 | 86-107 |
Competitive Overview
Tomahawk Beast grants a combination of AirShoes, FlotShoe and Status Guard. This allows MegaMan to navigate around hole panels and relative freedom to Beast Jump without fear of being interrupted.
Thanks to most Wood chips dealing non-Flashing damage and the now even shorter chip charge time of 20 frames, Tomahawk Beast can deal damage in quick succession more easily.
If the opponent does not have access to their middle row, Wing Boomerang is guaranteed to deal 2 hits. Wing Boomerang also has an extremely long animation time of 2 seconds, which can be utilized to buffer and extend your AntiDmg.
The player can change Tomahawk Cross into Tomahawk Beast if they were affected by DestPuls previously to cure its statuses.
Counterplay
Changing into Tomahawk Beast is often a large investment, as the user loses Status Guard after Beast Out is over. Thus, the enemy can choose to hold their resources until Tomahawk Beast is gone.
Wing Boomerang can be avoided entirely by staying away from the edges of the field. Wing Boomerang's long animation time also leaves the user open to attacks.
Tomahawk Beast shares the same threats as Tomahawk Cross, and can be decrossed easily by Fire chips.