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==Counter Play== | ==Counter Play== | ||
Since the Elec Pulse series | Since the Elec Pulse series have a rather short attack range, they can be easily dodged by camping the back column on neutral area if the user isn't in [[Beast Out]]. Beast rush combos utilizing Elec Pulse 2 can deal heavy damage very quickly and are difficult to react to, so it’s valuable to save non-invis defense for when you expect the opponent to Beast Rush, especially when the opponent goes into [[Beast Out]] or [[Tengu_Cross|Tengu Cross]] at the start of a turn. [[Reflector_chip_series_(BN6)|Reflector Series]] and [[Shield_NaviCust_part_series_(BN6)|Shield/Reflect]] have the unique feature of being able to block multiple attacks in the time it is active making it possible to potenitally block the full combo or interrupting it by a [[Counter Hit]]. Having [[Bugs_(BN6)#Movement_Bug|Movement Bug]] might help dodging the attack by moving unpredictably making it also possible to dodge a [[Beast Jump]] attack. With the right timing it is possible to step forward during the opponent's Beast Jump with Elec Pulse 2, which results in both players receiving collision damage and flashing making it possible to avoid following damage. Unfortunately once the attack connects, it is very unlikely to avoid the following damage, due to the Drag applied by Elec Pulse 2 in combination with its lack of endlag making it next to impossible to react against the followup damage. | ||
{{Navplate chips (BN6)}} | {{Navplate chips (BN6)}} |
Revision as of 15:14, 25 June 2024
ElcPuls1 | |
---|---|
Description | Sprd elec puls that paralyzes |
Full name | Elec Pulse 1 |
Class | Standard |
Library # | 33 |
Element | Elec |
Attack power | 100 |
Codes | J L S |
MB | 32 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls2 | |
---|---|
Description | Sprd elec pulse.Pul enemy in. |
Full name | Elec Pulse 2 |
Class | Standard |
Library # | 34 |
Element | Elec |
Attack power | 120 |
Codes | A E J |
MB | 36 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls3 | |
---|---|
Description | Sprd elec puls. Hit w/HP bug. |
Full name | Elec Pulse 3 |
Class | Standard |
Library # | 35 |
Element | Elec |
Attack power | 140 |
Codes | A J S |
MB | 40 (max 2 copies) |
Part of program advances | DestPuls, MstrCros |
The Elec Pulse series is a real time Elec chip that deals Flinching damage to the two columns in front of MegaMan in a cone shape and is Invis-Piercing. Elec Pulse only damages once meaning enemies cannot be damaged again when entering another panel. If an object is hit, the enemy can walk through the pulse without consequence. If an object and enemy are hit at the same time, they both take damage. When used in Beast Out the AI will attempt hit the opponent by jumping to the max range. Together they form the DestPuls Program Advance. Depending on what chip of the series, they also apply an additional effect:
- Elec Pulse 1 deals 100 damage and paralyzes the enemy for 90 frames.
- Elec Pulse 2 deals 120 damage and applies a small pull, pulling the opponent towards the user by one panel.
- Elec Pulse 3 deals 140 damage, flashes the opponnent for 120 frames and applies a single Battle HP Bug.
Notes
- Elec Pulse 3 is also a part of the MstrCros Program Advance.
- Unlike Elec Pulse 1 and 3, in the GBA version Elec Pulse 2 has no endlag allowing it to be chained into other chips.
- If Elec Pulse 2 is hitting the opponent while they are flashing, the applied drag will extend the flashing state and the flashing will also end after the drag finishes. This can result in chips with short windups like AquaSwrd to miss, if chained directly after the Elec Pulse 2.
- The drag's delay of applying status effects can cause a Mini Collision Glitch, in which the enemy can receive more than the usual 10 damage from player collision.
- In the Battle Network Legacy Collection, Elec Pulse 2 has been changed such that the user must remain in place for the duration of its hitbox akin to Elec Pulse 1 and Elec Pulse 3.
Frame Data
All versions of ElecPuls share the following frame data:
- Have a 2 frame startup
- The attack lasts for 60 frames
- Using ElecPulse while in Beast Out adds a delay of 4 frames to the attack.
Differences:
- MegaMan can act again at frame 15 for ElcPuls2 in the GBA version due to it having no end lag. This is not the case for ElcPuls1 and ElcPuls3, where MegaMan must stay still for the entire duration of the attack.
3-62 | |||||
start | 3-62 | 3-62 | |||
3-62 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 15 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Competitve Overview
Elec Pulse 1 and 3 often only see play in folders in order to form DestPuls, a very strong Program Advance that is valued for its strong effects such as paralyzing and blinding the enemy for a long time and applying Battle HP Bug and Custom HP Bug level 2, all while dealing decent 400 damage. Being in J-Code alongside other strong chips such as HubBatc, Recov300 and JustcOne makes it worth to consider. Outside of the Program Advance however these chips are rarely played. Elec Pulse 1, like Elec Pulse 2, can remove Flashing, however it doesn't deal as much damage and the endlag makes it hard to take advantage of the paralyzing effect it provides. Elec Pulse 3 has the highest damage out of the 3, but puts the enemy into the Flashing state making it not that valuable in a chain attack. Nevertheless, both chips can be used to extend the invulnerable frames of AntiDmg when getting the trap triggered due to their long attack animation and endlag.
Elec Pulse 2 sees the most competetive play, due to having virtually no endlag. It is often seen in fast paced folders with FstGauge, in which Elec Pulse 2 acts as the attack opener piercing and removing Flashing and applying Drag and is often followed with WindRack and other damaging chips. The short turns in combination with Beast Out allows the player to play very offensive with little to no defense, since once the attack connects, the opponent is unlikely able to use a defensive chips to avoid the damage. The Drag it applies can also increase the Battle HP Bug of the opponent if they also have Damage HP Bug. Using Invisibl at the end of the chain can protect the user for almost 2 turns making it a very solid strategy. In A-Code Elec Pulse 2 can be chained into AquaSwrd or ElecDrgn and in E-Code a chain can be ElecSwrd, CornSht2 and FireBrn3 for example instead. Especially E-Code has potential in Gregar, since FireBrn3 can reaceive +50 damage boost by Heat Cross which can potentially result in 400 damage on Grass. It also becomes a viable tool to break LifeAur if needed.
The chip series is also fairly strong when it's used together with Elec Cross which grants non-dimming Elec chips +50 damage. In combination with Bubble Star series that allows 2x the normal damage with the Bubbled state, the damage can add up very fast.
Counter Play
Since the Elec Pulse series have a rather short attack range, they can be easily dodged by camping the back column on neutral area if the user isn't in Beast Out. Beast rush combos utilizing Elec Pulse 2 can deal heavy damage very quickly and are difficult to react to, so it’s valuable to save non-invis defense for when you expect the opponent to Beast Rush, especially when the opponent goes into Beast Out or Tengu Cross at the start of a turn. Reflector Series and Shield/Reflect have the unique feature of being able to block multiple attacks in the time it is active making it possible to potenitally block the full combo or interrupting it by a Counter Hit. Having Movement Bug might help dodging the attack by moving unpredictably making it also possible to dodge a Beast Jump attack. With the right timing it is possible to step forward during the opponent's Beast Jump with Elec Pulse 2, which results in both players receiving collision damage and flashing making it possible to avoid following damage. Unfortunately once the attack connects, it is very unlikely to avoid the following damage, due to the Drag applied by Elec Pulse 2 in combination with its lack of endlag making it next to impossible to react against the followup damage.