Drill Arm (BN6): Difference between revisions

Chip series (BN6)
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Hits in a 2x1 range. Hits 3 times. Each hit knocking the opponent back 1 panel. It does non-flashing {{Element|6|Break}} damage.
Hits in a 2x1 range. Hits 3 times. Each hit small pushing the opponent. It does non-flashing {{Element|6|Break}} damage.


The knockback applied by the attack will knock the opponent out of the attack's range after hit if the opponent is at the attacks tip or two if the opponent is directly in front of the user, neutralizing the knock back either by blocking the space behind the opponent via holes or objects or by using a {{Chip|6|White Capsule}} will make all 3 hits land
The small push applied by the attack will knock the opponent out of the attack's range after a hit if the opponent is at the attacks tip or two if the opponent is directly in front of the user, neutralizing the knock back either by blocking the space behind the opponent via holes or objects or by using a {{Chip|6|White Capsule}} will make all 3 hits land


If the opponent is directly in front of the user the first hit will occur and knock back twice, meaning if the opponent is directly in front of the user, and there is only 1 space behind the opponent to be knocked back to, they will receive 4 hits, the first one twice, and the second and third once each
If the opponent is directly in front of the user the first hit will occur and small push twice, meaning if the opponent is directly in front of the user, and there is only 1 space behind the opponent to be small pushed to, they will receive 4 hits, the first one twice, and the second and third once each


==Beast Jump Logic==
==Beast Jump Logic==
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•The third at frame 34
•The third at frame 34


If the first hit occurs twice, then it occurs the second time exactly 3 frames after the first, which is the time needed for the opponent to be fully knocked back
If the first hit occurs twice, then it occurs the second time exactly 3 frames after the first, which is the time needed for the opponent to be fully small pushed


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==Unique Interactions==
==Unique Interactions==


After the opponent is knocked back by {{Chip|6|Drill Arm}}, if they happen to land on a {{Chip|6|Coming Road}} the panel will take more time than usual to move the opponent on it
After the opponent is small pushed by {{Chip|6|Drill Arm}}, if they happen to land on a {{Chip|6|Coming Road}} the panel will take more time than usual to move the opponent on it


==Competitive Overview==
==Competitive Overview==
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Using {{Chip|6|Drill Arm}} while being in ground cross will increase the damage quite a bit, even giving you the option of chip charging if setting up the attack is too difficult
Using {{Chip|6|Drill Arm}} while being in ground cross will increase the damage quite a bit, even giving you the option of chip charging if setting up the attack is too difficult


Tengu cross can make setting up this attack quite a bit easier with it's wing gust pulling opponents into range the same applies to {{Chip|6|Fan}}
Tengu cross can make setting up this attack quite a bit easier with it's wing gust big pulling opponents into range the same applies to {{Chip|6|Fan}}


Adding {{Chip|6|White Capsule}} can help ensure all 3 hits landing even though it insures that the attack would never hit four times
Adding {{Chip|6|White Capsule}} can help ensure all 3 hits landing even though it insures that the attack would never hit four times
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Sitting at the back row should be enough to avoid this attack, if the user is in tengu cross or in beast out, making sure there is an obstacle in front of you should do the trick
Sitting at the back row should be enough to avoid this attack, if the user is in tengu cross or in beast out, making sure there is an obstacle in front of you should do the trick


{{Chip|6|Wind}} can push the user out of their own attacks range, so can tengu cross's charge shot
{{Chip|6|Wind}} can big push the user out of their own attacks range, so can tengu cross's charge shot


It's also crucial to make sure not to have anything behind you to give the opponent their full 3 hits, unless the opponent has +1 area, in which case you want to be in the back row to make sure that you never get hit 4 times
It's also crucial to make sure not to have anything behind you to give the opponent their full 3 hits, unless the opponent has +1 area, in which case you want to be in the back row to make sure that you never get hit 4 times


{{Navplate chips (BN6)}}
{{Navplate chips (BN6)}}

Revision as of 16:54, 23 September 2024

Chip 6 Standard 052.png
Chip Icon 6 Standard 052.png DrilArm
DescriptionKnocks enmy 2sq away
Full nameDrill Arm
ClassStandard
Library #52
ElementBreak Break
Attack power70
CodesG M W
MB32 (max 3 copies)

Hits in a 2x1 range. Hits 3 times. Each hit small pushing the opponent. It does non-flashing Element 6 Break.png Break damage.

The small push applied by the attack will knock the opponent out of the attack's range after a hit if the opponent is at the attacks tip or two if the opponent is directly in front of the user, neutralizing the knock back either by blocking the space behind the opponent via holes or objects or by using a Chip Icon 6 Standard 192.png WhiCapsl will make all 3 hits land

If the opponent is directly in front of the user the first hit will occur and small push twice, meaning if the opponent is directly in front of the user, and there is only 1 space behind the opponent to be small pushed to, they will receive 4 hits, the first one twice, and the second and third once each

Beast Jump Logic

The user jumps to the space directly in front of the opponent, if that space is occupied the user jumps into the closest space prioritizing being in the closest vertical vertical column over being in the closest horizontal row

Frame Data

The 3 hits begin at the following frames: •First hit at frame 11

•Second hit at frame 22

•The third at frame 34

If the first hit occurs twice, then it occurs the second time exactly 3 frames after the first, which is the time needed for the opponent to be fully small pushed

Chip Icon 6 Standard 052.png DrilArm
Startup Active Recovery Total Counter Frames
10 11-34 11-54 54
start 11-34 11-34


Unique Interactions

After the opponent is small pushed by Chip Icon 6 Standard 052.png DrilArm, if they happen to land on a Chip Icon 6 Standard 172.png ComingRd the panel will take more time than usual to move the opponent on it

Competitive Overview

Chip Icon 6 Standard 052.png DrilArm is a very rarely used chip

It is a melee attack that can do deadly damage if set up correctly, even being able to start chains of attacks due to it not flinching the opponent

Synergies

Using Chip Icon 6 Standard 052.png DrilArm while being in ground cross will increase the damage quite a bit, even giving you the option of chip charging if setting up the attack is too difficult

Tengu cross can make setting up this attack quite a bit easier with it's wing gust big pulling opponents into range the same applies to Chip Icon 6 Standard 135.png Fan

Adding Chip Icon 6 Standard 192.png WhiCapsl can help ensure all 3 hits landing even though it insures that the attack would never hit four times beast out jumping directly in front of the opponent makes any setup unnecessary

Chip Icon 6 Standard 165.png AreaGrab can help the user land their attack not allowing the opponent to avoid the attack by staying in the back row, also helping in confirming 3 or 4 hits

Counterplay

Sitting at the back row should be enough to avoid this attack, if the user is in tengu cross or in beast out, making sure there is an obstacle in front of you should do the trick

Chip Icon 6 Standard 134.png Wind can big push the user out of their own attacks range, so can tengu cross's charge shot

It's also crucial to make sure not to have anything behind you to give the opponent their full 3 hits, unless the opponent has +1 area, in which case you want to be in the back row to make sure that you never get hit 4 times