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|name=Erase | |name=Erase | ||
|type=Cross | |type=Cross | ||
|description=If 4 digit HP Elemntless:Dth | |description=If 4 digit HP Elemntless:Dth Curs ChipAtk+30 | ||
|gamevariant=Gregar | |gamevariant=Gregar | ||
|element=Cursor | |element=Cursor | ||
|cs_damage= | |cs_damage= 60, 80, 100, 120, 140 | ||
|cs_chargetime= | |cs_chargetime= 110, 100 90, 85, 80. | ||
}} | }} | ||
<blockquote class="noexcerpt"> | |||
EraseCross... King of destruction... Use it wisely.<br/> | |||
— Dark Scythe | |||
</blockquote> | |||
=Erase Cross= | |||
'''Erase Cross''' is the fourth Cross linked in [[Gregar]] using the power of [[EraseMan]]. As a [[File:Element 6 Cursor.png|link=]] [[Element|Cursor element]] Cross, Erase Cross can perform an Invis-Piercing attack with Erase's Delete Beam. | |||
While in Erase Cross: | |||
* MegaMan is weak to [[File:Element 6 Wind.png|link=]] [[Element|Wind]] attacks. | |||
* All [[File:Element 6 Cursor.png|link=]] Cursor chips gain +30 damage. | |||
* Hitting a navi that has a 4 in it's current HP with a [[File:Element 6 Cursor.png|link=]] [[Element|Null]] chip inflicts a single HP bug. | |||
* [[Buster|Charge Shot]] turns into Delete Beam. | |||
Delete Beam is an attack that deals Null element, [[Flashing]] and [[Invis-Piercing]] Damage and hits everything in the same row in front of MegaMan. | |||
<div> | |||
{| class="wikitable" | |||
! scope="col" colspan=6 | Attack Formula (20 × Attack level + 40) | |||
|- | |||
!Attack Level | |||
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
|- | |||
!Damage | |||
| 60 | |||
| 80 | |||
| 100 | |||
| 120 | |||
| 140 | |||
|} | |||
</div> | |||
=== Notes === | |||
* Charged Shot deals [[File:Element 6 Null.png|link=]] [[Element|Null]] and thus is the not able to decross the opponent out of [[Dust Cross]] and [[Ground Cross]] and can not destroy traps as a normal [[File:Element 6 Null.png|link=]] cursor element chip would. | |||
==Frame Data== | |||
* The Charge Shot has a short windup, which locks MegaMan in place for a short duration, before activating. | |||
* The Charge Shot lasts for 72 frames in total. It is active starting at frame 7 and disappears at frame 70 from the field. | |||
Counter hit window? | |||
<div style=display:inline-table> | |||
{| class="wikitable" | |||
! scope="col" colspan=6 | Charge Speeds (f) | |||
|- | |||
!Charge Level | |||
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
|- | |||
!Charge Speed | |||
| 110 | |||
| 100 | |||
| 90 | |||
| 85 | |||
| 80 | |||
|} | |||
{| class="wikitable" | |||
! Startup!! Active!! Recovery | |||
|- | |||
| 7 || 7-70 || ??? | |||
|} | |||
==Competitive Overview== | |||
Delete Beam is the only Charge Shot that has [[Invis-Piercing]] damage out of all the Gregar crosses and has great range, which makes it hard for the opponent to take advantage of their [[Flashing]] state after receiving damage or using their {{chip|6|Invisible}} chip. | |||
If a panel of Delete Beam hits the enemy or an [[Object]], that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack making it possible to remove [[Defense]] such as {{Chip|6|Anti Damage}} and deal damage if the opponent walks into another panel. Since the Delete Beam is [[Invis-Piercing]], it allows the player to land multiple hits with same attack even if the opponent is [[Flashing]], which makes it especially useful if the opponent stands on [[Ice Panels]] without [[Float Shoes]] in which the opponent has to be careful with its movement. | |||
Erase Cross provides a good [[Beast Out]] option next turn if there is a need to remove defenses such as {{Chip|6|LifeAura}} or {{Chip|6|AntiDamage}}. Erase Beast also gives the opportunity to deal [[File:Element 6 Cursor.png|link=]] [[Element|Cursor]] damage in order to decross [[Dust Cross]] and [[Ground Cross]]. | |||
===Counter Play=== | |||
The Charge Shit takes a total time of 72 frames, in which MegaMan is not able to move, leaving the player vulnerable to [[File:Element 6 Wind.png|link=]] [[Element|Wind]] element attacks like {{Chip|6|WindRack}} or {{Chip|6|Static}}. | |||
[[Tengu Cross]] can create a Fan gust that pulls the player to the front row, which the opponent then can use to hit the player with a [[File:Element 6 Wind.png|link=]] [[Element|Wind]] element attack or with a [[Status]] applying attack followed by it's [[Charged Shot]] Tengu Rack afterwards. | |||
=Erase Beast= | |||
{{Infobox cross | {{Infobox cross | ||
|name=Erase | |name=Erase | ||
Line 14: | Line 113: | ||
|gamevariant=Gregar | |gamevariant=Gregar | ||
|element=Cursor | |element=Cursor | ||
|cs_damage= | |cs_damage= 100, 130, 160, 190, 220 | ||
|cs_chargetime= | |cs_chargetime= 120 | ||
}} | }} | ||
Using the power of [[Beast_Out#Gregar|Gregar]], Erase Cross is able to Transform into Erase Beast. | |||
</ | Erase Beast gains: | ||
* [[Navi_Customizer|Super Armor]] and the Gregar [[Beast_Out#Buster|Beast Buster]] | |||
* +30 Attack to Non-screen dimming [[File:Element 6 Null.png|link=]] [[Element|Null]] chips. | |||
* MegaMan will attempt to line up Non-screen dimming chips with a [[Beast_Jump|Beast Jump]]. | |||
Erase Beast is weak to [[File:Element 6 Wind.png|link=]] Wind attacks. | |||
While in Erase Beast: | |||
* All [[File:Element 6 Cursor.png|link=]] Cursor chips gain +30 to damage. | |||
* Hitting a navi that has a 4 in it's current HP with a [[File:Element 6 Null.png|link=]] [[Element|Null]] inflicts a single HP bug. | |||
* [[File:Element 6 Null.png|link=]] Null chips can be Beast Charged to execute Erase Tail Arrow dealing [[Flashing]] and [[Flinching]] [[File:Element 6 Cursor.png|link=]] Cursor Element damage. | |||
Erase Tail Arrow launches a very fast [[Invis-Piercing]] projectile on the enemy position, that also inflicts a single HP bug on targets struck. | |||
=== Notes === | |||
* Erase Tail Arrow deals [[File:Element 6 Cursor.png|link=]] Cursor Element damage, meaning it can destroy any [[Traps]] the opponent currently and still deal the full damage. | |||
* Although hard, it is possible to dodge the projectile with the right timing. The attack locks on the enemy the very moment MegaMan's animation changes. | |||
==Frame Data== | |||
* The Beast Charge takes 120 frames to fully charge and is not impacted by [[Charge]] value. | |||
* Erase Tail Arrow has a 15 frame windup. | |||
Counter Hit window? | |||
{| class="wikitable" | |||
! scope="col" colspan=6 | Attack Formula (30 × Attack level + 40) | |||
|- | |||
!Attack Level | |||
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
|- | |||
!Damage | |||
| 80 | |||
| 110 | |||
| 140 | |||
| 170 | |||
| 200 | |||
|} | |||
<div style=display:inline-table> | |||
{| class="wikitable" | |||
! Startup!! Active!! Recovery | |||
|- | |||
| 15 || ? || ? | |||
|} | |||
</div> | |||
==Competitive Overview== | |||
Erase Beast allows for powerful Chip Charge that destroys the defense the opponent has. Due to the long charge time it is often used in combination with {{Chip|6|Slow Gauge}} to use as many Erase Tail Arrows as possible for a large amount of the damage. | |||
Since Erase Tail Arrow is able to remove {{Chip|6|Life Aura}} and destroy Traps such as {{Chip|6|Anti Damage}} it is a common option to punish [[Dust Cross]] and [[Ground Cross]] for the x2 or to prepare strong attacks such as {{Chip|6|Colonel Force}} | |||
=== Counter Play === | |||
The long Chip Charge gives a careful opponent time to prepare a countertattack, making the player vulnerable to being hit by a [[Status]] applying attack and losing the charge or a [[File:Element 6 Wind.png|link=]] [[Element|Wind]] | |||
{{Navplate crosses}} | {{Navplate crosses}} |
Revision as of 17:27, 9 February 2023
File:EraseCross art.png | |
Erase Cross | |
---|---|
Description | If 4 digit HP Elemntless:Dth Curs ChipAtk+30 |
Element | Cursor |
Weakness | Wind |
Charge shot | |
Damage | 60, 80, 100, 120, 140 |
Charge time (frames) | 110, 100 90, 85, 80. |
EraseCross... King of destruction... Use it wisely.
— Dark Scythe
Erase Cross
Erase Cross is the fourth Cross linked in Gregar using the power of EraseMan. As a Cursor element Cross, Erase Cross can perform an Invis-Piercing attack with Erase's Delete Beam.
While in Erase Cross:
- MegaMan is weak to Wind attacks.
- All Cursor chips gain +30 damage.
- Hitting a navi that has a 4 in it's current HP with a Null chip inflicts a single HP bug.
- Charge Shot turns into Delete Beam.
Delete Beam is an attack that deals Null element, Flashing and Invis-Piercing Damage and hits everything in the same row in front of MegaMan.
Attack Formula (20 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- Charged Shot deals File:Element 6 Null.png Null and thus is the not able to decross the opponent out of Dust Cross and Ground Cross and can not destroy traps as a normal File:Element 6 Null.png cursor element chip would.
Frame Data
- The Charge Shot has a short windup, which locks MegaMan in place for a short duration, before activating.
- The Charge Shot lasts for 72 frames in total. It is active starting at frame 7 and disappears at frame 70 from the field.
Counter hit window?
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 110 | 100 | 90 | 85 | 80 |
Startup | Active | Recovery |
---|---|---|
7 | 7-70 | ??? |
Competitive Overview
Delete Beam is the only Charge Shot that has Invis-Piercing damage out of all the Gregar crosses and has great range, which makes it hard for the opponent to take advantage of their Flashing state after receiving damage or using their Invisibl chip.
If a panel of Delete Beam hits the enemy or an Object, that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack making it possible to remove Defense such as AntiDmg and deal damage if the opponent walks into another panel. Since the Delete Beam is Invis-Piercing, it allows the player to land multiple hits with same attack even if the opponent is Flashing, which makes it especially useful if the opponent stands on Ice Panels without Float Shoes in which the opponent has to be careful with its movement.
Erase Cross provides a good Beast Out option next turn if there is a need to remove defenses such as or . Erase Beast also gives the opportunity to deal Cursor damage in order to decross Dust Cross and Ground Cross.
Counter Play
The Charge Shit takes a total time of 72 frames, in which MegaMan is not able to move, leaving the player vulnerable to Wind element attacks like or Static.
Tengu Cross can create a Fan gust that pulls the player to the front row, which the opponent then can use to hit the player with a Wind element attack or with a Status applying attack followed by it's Charged Shot Tengu Rack afterwards.
Erase Beast
File:EraseBeast art.png | |
Erase Beast | |
---|---|
Element | Cursor |
Weakness | Wind |
Chip charge | |
Damage | 100, 130, 160, 190, 220 |
Charge time (frames) | 120 |
Using the power of Gregar, Erase Cross is able to Transform into Erase Beast.
Erase Beast gains:
- Super Armor and the Gregar Beast Buster
- +30 Attack to Non-screen dimming File:Element 6 Null.png Null chips.
- MegaMan will attempt to line up Non-screen dimming chips with a Beast Jump.
Erase Beast is weak to Wind attacks.
While in Erase Beast:
- All Cursor chips gain +30 to damage.
- Hitting a navi that has a 4 in it's current HP with a File:Element 6 Null.png Null inflicts a single HP bug.
- File:Element 6 Null.png Null chips can be Beast Charged to execute Erase Tail Arrow dealing Flashing and Flinching Cursor Element damage.
Erase Tail Arrow launches a very fast Invis-Piercing projectile on the enemy position, that also inflicts a single HP bug on targets struck.
Notes
- Erase Tail Arrow deals Cursor Element damage, meaning it can destroy any Traps the opponent currently and still deal the full damage.
- Although hard, it is possible to dodge the projectile with the right timing. The attack locks on the enemy the very moment MegaMan's animation changes.
Frame Data
- The Beast Charge takes 120 frames to fully charge and is not impacted by Charge value.
- Erase Tail Arrow has a 15 frame windup.
Counter Hit window?
Attack Formula (30 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 80 | 110 | 140 | 170 | 200 |
Startup | Active | Recovery |
---|---|---|
15 | ? | ? |
Competitive Overview
Erase Beast allows for powerful Chip Charge that destroys the defense the opponent has. Due to the long charge time it is often used in combination with SloGauge to use as many Erase Tail Arrows as possible for a large amount of the damage.
Since Erase Tail Arrow is able to remove LifeAur and destroy Traps such as AntiDmg it is a common option to punish Dust Cross and Ground Cross for the x2 or to prepare strong attacks such as ColForce
Counter Play
The long Chip Charge gives a careful opponent time to prepare a countertattack, making the player vulnerable to being hit by a Status applying attack and losing the charge or a Wind