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The ''' | The '''Variable Sword chip series''' is a series of chips which, when holding <code>A</code>, may execute different attacks depending on the subsequent input. | ||
===VariableSword=== | |||
==VariableSword== | |||
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Fighter Sword attacks 3 | * WideSword, LongSword and LifeSword has similar range to their chip and PA counterparts. | ||
* Fighter Sword attacks in a 1 wide 3 long range. | |||
* Sonic Boom fires a forward-moving 3 wide 1 long projectile that stops when it hits an enemy or an enemy player-controlled/neutral object. | |||
All VariableSword attacks deals 160 [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|Flashing]] damage. | |||
==NeoVariableSword== | ===NeoVariableSword=== | ||
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* CrossSword attacks the panel ahead with an X-shaped slash. Deals 220 [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|Flashing]] damage. Damage is doubled at the X's center for 440 damage that counts as one hit. | |||
* SuperSonicBoom fires an unstoppable forward-moving 3 wide projectile that travels through everything. Deals 220 [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|non-Flashing]] damage. | |||
* DoubleLifeSword fires two LifeSwords in quick succession. Deals 220 [[Statuses (BN6)#Flinching|Flinching]] and [[Statuses (BN6)#Flashing|non-Flashing]] damage per hit (except for the second hit after being Chip Charged by [[Slash Cross]]). | |||
===Notes=== | |||
These apply to both versions of Variable Sword: | |||
* If the player stops holding <code>A</code>, or keeps holding <code>A</code> while unable to enter a valid command code, a normal Sword attack will activate that deals its version's damage and causes [[Statuses (BN6)#Flinching|Flinching]], [[Statuses (BN6)#Flashing|Flashing]]. | |||
* When in Beast Over, the AI will select one of the attacks randomly, including the normal Sword attack. | |||
* The game starts reading inputs from the frame after the player presses and starts holding <code>A</code>. As a result, holding the first input for a command code then pressing and holding <code>A</code> will almost always include that input in the final command. This is most notable with CrossSword where you can hold <code>↓</code> then hold <code>A</code> for the input followed by <code>→</code> and <code>↑</code> to activate it. However, this also means that on the frame directly after the one where they press and start to hold <code>A</code>, if the player releases the first input and presses the next input, that first input will be left out. In the aforementioned CrossSword example, this would mean the player has only inputted <code>→ ↑</code>. | |||
* While the player is holding <code>A</code>, if a screen dimming attack is used, the game will not read any inputs and <code>A</code> will not need to be held until after the screen dimming ends, in which case inputs can be entered normally and from where the player left off before the screen dimming. | |||
* The game allows including "incorrect" or "unfinished" inputs without impacting the final result. This allows the player to change their input freely, as long as they finish inputting an actual command code. For example, pressing <code>↓ → ← ↑</code>, or pressing <code>← → ←</code> (an unfinished SuperSonicBoom input) followed by <code>↓ → ↑</code> will result in CrossSword activating. | |||
* The game does NOT count two or more keys in the same frame towards the command code. For example, pressing <code>↑ B ↓ (↑B) ↑ B</code> will NOT activate DoubleLifeSword. | |||
* The player can control the timimg of the attack by delaying the input. For example, after pressing <code>← → ←</code>, the player can wait to press <code>B</code> and launch SuperSonicBoom. | |||
* The command codes can be inputted with [[Slash Cross]] by holding <code>A</code> after releasing the Chip Charge, transforming the attacks into forward-moving projectiles that stops after hitting something. If the player stops holding <code>A</code> at any point after releasing the Chip Charge, the projectile will be of a normal Sword attack. CrossSlash will only stop if the X's center hits something, meaning the 4 corners can hit multiple enemies and objects. Both versions' SonicBooms are unmodified by this Chip Charge. | |||
* When used in [[Beast Out]]: | |||
** Sword, WideSword, CrossSlash, both versions' LifeSwords cause the user to Beast Jump to the panel directly in front of the enemy. | |||
** LongSword and FighterSword cause the user to Beast Jump 2 panels and 3 panels respectively in front of the enemy. | |||
** Both versions' SonicBooms cause the user to stay in place and not spend Beast Jump frames regardless of both players' positioning. | |||
==Frame Data== | |||
Both versions of Variable Sword share the following frame data: | |||
* The command code input duration lasts 46 frames, counting from the input delay frame after the one where <code>A</code> is pressed. This is also the frame directly before the frame when the chip starts up and disappears on top of MegaMan. <code>A</code> needs to be held all the way until the player finishes inputting a valid command code. | |||
* The number of startup frames depends entirely on how fast the player is able to execute the command codes. | |||
** It is theoretically possible to enter 1 input per frame. | |||
** After the final input of a valid command code is entered, it takes 2 frames to begin the standard sword attack frame data: Sword attacks have 12 frame startup, hit on frame 13, recovery ends on frame 31. Exceptions: | |||
*** The 2 SonicBooms have 11 frame startup, spawn and hit the 3 wide 1 long area in front of MegaMan on frame 12, recovery ends on frame 30. | |||
*** DoubleLifeSword's second slash hits on frame 35, recovery ends on frame 53. The second slash can be interrupted on frames 14-34. | |||
** The maximum startup is 60 frames, either if the player holds A all the way without entering a valid command code to allow Sword to activate, or if the player manages to enter the last input (for an attack other than the 2 SonicBooms, in which case the startup will be 59 frames) at the last possible frame (frame 45, not counting the input delay frame that adds up to the 46-frame input duration). | |||
** [[Slash Cross]] Chip Charge does not change the startup for any attack. | |||
* Both versions' SonicBooms and [[Slash Cross]] Chip Charged projectiles spawn and hit the panel directly in front of MegaMan (including any panels in their usual hit area) for 2 frames, then they hit every subsequent column for 5 frames. For example, a Chip Charged FighterSword from {{Chip|6|Variable Sword}} will fire a 1 wide 3 long projectile. | |||
* Beast Jumping adds 4 startup frames to all attacks, except the 2 SonicBooms which do not trigger Beast Jump. | |||
==Competitive Overview== | |||
Variable Swords are often considered difficult to use due to the command codes. However, once the player becomes comfortable with the inputs, Variable Swords can be extremely reliable sources of {{Element|6|Sword}} element damage in PvP. Along with {{Chip|6|Muramasa Blade}}, {{Chip|6|Neo Variable Sword}} is one of the most commonly used and off-code splashed {{Element|6|Sword}} chips. | |||
'''WideSword''', '''LongSword''' and '''FighterSword''' options do not find use due to the long startup plus the input time, giving the enemy ample time to react, plus LifeSword and SonicBoom are usually better options. While the player can theoretically not hold <code>A</code> to activate Sword immediately, it does not help this option seem more favorable. | |||
'''LifeSwords''' can be confirmed if the player has +1 area advantage. While {{Chip|6|Variable Sword}} deals only 160 damage, {{Chip|6|Neo Variable Sword}}'s DoubleLifeSword deals 440 damage (660 damage if a hit decrosses [[Tengu Cross]]), which is excellent just for one Standard chip slot. | |||
'''SonicBooms''' are almost always guaranteed to hit since they can cover the entire field. {{Chip|6|Variable Sword}}'s SonicBoom can be paired with the '''Summon Black chip series''' ({{Chip|6|Summon Black 2}} in [[List_of_chips_by_code_(BN6)#V|V code]] and {{Chip|6|Summon Black 3}} in [[List_of_chips_by_code_(BN6)#W|W code]]) to guarantee decrossing [[Tengu Cross]] in case they queue no more than one defensive chip in a row. {{Chip|6|Neo Variable Sword}}'s SuperSonicBoom on its own is a tremendous threat to [[Tengu Cross]] since it can pass through everything. It can be paired with {{Chip|6|Meteor Knuckle}} to guarantee the Giga chip will land by forcing out defense before the SuperSonicBoom connects. | |||
Hitting an enemy in the 4 corners of '''CrossSlash''' is quite tricky and sub-optimal, and hitting in the X's center is fairly difficult since it is essentially a normal Sword's range. To deal the 440 damage (880 damage on [[Tengu Cross]]), it is often used during [[Beast Out]] as follow-up to a source of disable (such as [[Statuses_(BN6)#Paralyzed|paralysis]] from {{Chip|6|EraseMan}}. | |||
A {{Chip|6|Variable Sword}} boosted by Slash Cross can break {{Chip|6|Life Aura}}. {{Chip|6|Neo Variable Sword}}'s SuperSonicBoom can guarantee breaking {{Chip|6|Life Aura}} on its own. DoubleLifeSword can break {{Chip|6|Life Aura}} on the first hit and deal damage (or remove {{Chip|6|Anti Damage}} on the second hit, essentially trading 1 attack chip for 2 defensive chips. A CrossSlash in the center can break {{Chip|6|Life Aura}} through the Aura and {{Chip|6|Holy Panel}} combination. | |||
===Counterplay=== | |||
{{Chip|6|Variable Sword}}'s SonicBoom is stopped by objects, so an enemy can hide behind one to prevent getting hit by the SonicBoom. | |||
If the user commits to using SonicBooms on the top or bottom row, an enemy can avoid it by standing one row apart from the user. If the user has [[Bugs_(BN6)#Movement_Bug|Movement Bug]], they cannot reliably land SonicBooms unless they regain access to the middle row. | |||
LifeSwords cannot be confirmed if the user has neutral area or area disadvantage. | |||
If an enemy sees the text for {{Chip|6|Neo Variable Sword}} activating when the user is in [[Beast Out]], they can step forward expecting to avoid CrossSlash and DoubleLifeSword. | |||
{{Chip|6|Anti Sword}} can protect an enemy from otherwise confirmed Variable Sword hits. | |||
{{Navplate chips (BN6)}} | {{Navplate chips (BN6)}} |
Revision as of 11:54, 28 May 2023
VarSwrd | |
---|---|
Description | A magical shifting sword. |
Full name | Variable Sword |
Class | Standard |
Library # | 81 |
Element | Sword |
Attack power | 160 |
Codes | K V W |
MB | 28 (max 4 copies) |
NeoVari | |
---|---|
Description | A magical shifting sword. |
Full name | Neo Variable Sword |
Class | Standard |
Library # | 82 |
Element | Sword |
Attack power | 220 |
Codes | N |
MB | 52 (max 1 copy) |
The Variable Sword chip series is a series of chips which, when holding A
, may execute different attacks depending on the subsequent input.
VariableSword
LongSword | ↓ ↘ →
|
---|---|
WideSword | ↑ → ↓
|
FighterSword | ← ↙ ↓ ↘ →
|
LifeSword | ↓ ← ↑ → ↓
|
SonicBoom | ← B → B
|
- WideSword, LongSword and LifeSword has similar range to their chip and PA counterparts.
- Fighter Sword attacks in a 1 wide 3 long range.
- Sonic Boom fires a forward-moving 3 wide 1 long projectile that stops when it hits an enemy or an enemy player-controlled/neutral object.
All VariableSword attacks deals 160 Flinching and Flashing damage.
NeoVariableSword
CrossSword | ↓ → ↑
|
---|---|
SuperSonicBoom | ← → ← B
|
DoubleLifeSword | ↑ B ↓ B ↑ B
|
- CrossSword attacks the panel ahead with an X-shaped slash. Deals 220 Flinching and Flashing damage. Damage is doubled at the X's center for 440 damage that counts as one hit.
- SuperSonicBoom fires an unstoppable forward-moving 3 wide projectile that travels through everything. Deals 220 Flinching and non-Flashing damage.
- DoubleLifeSword fires two LifeSwords in quick succession. Deals 220 Flinching and non-Flashing damage per hit (except for the second hit after being Chip Charged by Slash Cross).
Notes
These apply to both versions of Variable Sword:
- If the player stops holding
A
, or keeps holdingA
while unable to enter a valid command code, a normal Sword attack will activate that deals its version's damage and causes Flinching, Flashing.
- When in Beast Over, the AI will select one of the attacks randomly, including the normal Sword attack.
- The game starts reading inputs from the frame after the player presses and starts holding
A
. As a result, holding the first input for a command code then pressing and holdingA
will almost always include that input in the final command. This is most notable with CrossSword where you can hold↓
then holdA
for the input followed by→
and↑
to activate it. However, this also means that on the frame directly after the one where they press and start to holdA
, if the player releases the first input and presses the next input, that first input will be left out. In the aforementioned CrossSword example, this would mean the player has only inputted→ ↑
.
- While the player is holding
A
, if a screen dimming attack is used, the game will not read any inputs andA
will not need to be held until after the screen dimming ends, in which case inputs can be entered normally and from where the player left off before the screen dimming.
- The game allows including "incorrect" or "unfinished" inputs without impacting the final result. This allows the player to change their input freely, as long as they finish inputting an actual command code. For example, pressing
↓ → ← ↑
, or pressing← → ←
(an unfinished SuperSonicBoom input) followed by↓ → ↑
will result in CrossSword activating.
- The game does NOT count two or more keys in the same frame towards the command code. For example, pressing
↑ B ↓ (↑B) ↑ B
will NOT activate DoubleLifeSword.
- The player can control the timimg of the attack by delaying the input. For example, after pressing
← → ←
, the player can wait to pressB
and launch SuperSonicBoom.
- The command codes can be inputted with Slash Cross by holding
A
after releasing the Chip Charge, transforming the attacks into forward-moving projectiles that stops after hitting something. If the player stops holdingA
at any point after releasing the Chip Charge, the projectile will be of a normal Sword attack. CrossSlash will only stop if the X's center hits something, meaning the 4 corners can hit multiple enemies and objects. Both versions' SonicBooms are unmodified by this Chip Charge.
- When used in Beast Out:
- Sword, WideSword, CrossSlash, both versions' LifeSwords cause the user to Beast Jump to the panel directly in front of the enemy.
- LongSword and FighterSword cause the user to Beast Jump 2 panels and 3 panels respectively in front of the enemy.
- Both versions' SonicBooms cause the user to stay in place and not spend Beast Jump frames regardless of both players' positioning.
Frame Data
Both versions of Variable Sword share the following frame data:
- The command code input duration lasts 46 frames, counting from the input delay frame after the one where
A
is pressed. This is also the frame directly before the frame when the chip starts up and disappears on top of MegaMan.A
needs to be held all the way until the player finishes inputting a valid command code.
- The number of startup frames depends entirely on how fast the player is able to execute the command codes.
- It is theoretically possible to enter 1 input per frame.
- After the final input of a valid command code is entered, it takes 2 frames to begin the standard sword attack frame data: Sword attacks have 12 frame startup, hit on frame 13, recovery ends on frame 31. Exceptions:
- The 2 SonicBooms have 11 frame startup, spawn and hit the 3 wide 1 long area in front of MegaMan on frame 12, recovery ends on frame 30.
- DoubleLifeSword's second slash hits on frame 35, recovery ends on frame 53. The second slash can be interrupted on frames 14-34.
- The maximum startup is 60 frames, either if the player holds A all the way without entering a valid command code to allow Sword to activate, or if the player manages to enter the last input (for an attack other than the 2 SonicBooms, in which case the startup will be 59 frames) at the last possible frame (frame 45, not counting the input delay frame that adds up to the 46-frame input duration).
- Slash Cross Chip Charge does not change the startup for any attack.
- Both versions' SonicBooms and Slash Cross Chip Charged projectiles spawn and hit the panel directly in front of MegaMan (including any panels in their usual hit area) for 2 frames, then they hit every subsequent column for 5 frames. For example, a Chip Charged FighterSword from VarSwrd will fire a 1 wide 3 long projectile.
- Beast Jumping adds 4 startup frames to all attacks, except the 2 SonicBooms which do not trigger Beast Jump.
Competitive Overview
Variable Swords are often considered difficult to use due to the command codes. However, once the player becomes comfortable with the inputs, Variable Swords can be extremely reliable sources of Sword element damage in PvP. Along with Muramasa, NeoVari is one of the most commonly used and off-code splashed Sword chips.
WideSword, LongSword and FighterSword options do not find use due to the long startup plus the input time, giving the enemy ample time to react, plus LifeSword and SonicBoom are usually better options. While the player can theoretically not hold A
to activate Sword immediately, it does not help this option seem more favorable.
LifeSwords can be confirmed if the player has +1 area advantage. While VarSwrd deals only 160 damage, NeoVari's DoubleLifeSword deals 440 damage (660 damage if a hit decrosses Tengu Cross), which is excellent just for one Standard chip slot.
SonicBooms are almost always guaranteed to hit since they can cover the entire field. VarSwrd's SonicBoom can be paired with the Summon Black chip series ( SumnBlk2 in V code and SumnBlk3 in W code) to guarantee decrossing Tengu Cross in case they queue no more than one defensive chip in a row. NeoVari's SuperSonicBoom on its own is a tremendous threat to Tengu Cross since it can pass through everything. It can be paired with MetrKnuk to guarantee the Giga chip will land by forcing out defense before the SuperSonicBoom connects.
Hitting an enemy in the 4 corners of CrossSlash is quite tricky and sub-optimal, and hitting in the X's center is fairly difficult since it is essentially a normal Sword's range. To deal the 440 damage (880 damage on Tengu Cross), it is often used during Beast Out as follow-up to a source of disable (such as paralysis from EraseMan.
A VarSwrd boosted by Slash Cross can break LifeAur. NeoVari's SuperSonicBoom can guarantee breaking LifeAur on its own. DoubleLifeSword can break LifeAur on the first hit and deal damage (or remove AntiDmg on the second hit, essentially trading 1 attack chip for 2 defensive chips. A CrossSlash in the center can break LifeAur through the Aura and HolyPanl combination.
Counterplay
VarSwrd's SonicBoom is stopped by objects, so an enemy can hide behind one to prevent getting hit by the SonicBoom.
If the user commits to using SonicBooms on the top or bottom row, an enemy can avoid it by standing one row apart from the user. If the user has Movement Bug, they cannot reliably land SonicBooms unless they regain access to the middle row.
LifeSwords cannot be confirmed if the user has neutral area or area disadvantage.
If an enemy sees the text for NeoVari activating when the user is in Beast Out, they can step forward expecting to avoid CrossSlash and DoubleLifeSword.
AntiSwrd can protect an enemy from otherwise confirmed Variable Sword hits.