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While in Elec Cross: | While in Elec Cross: | ||
* MegaMan is equipped with ElecBody which is weak to [[File:Element 6 Wood.png|link=]] Wood attacks. | * MegaMan is equipped with ElecBody which is weak to [[File:Element 6 Wood.png|link=]] [[Element|Wood]] attacks. | ||
* Non-screen dimming [[File:Element 6 Elec.png|link=]] Elec chips gain +50 damage. | * Non-screen dimming [[File:Element 6 Elec.png|link=]] Elec chips gain +50 damage. |
Revision as of 12:34, 8 February 2023
File:ElecCross art.png | |
Elec Cross | |
---|---|
Description | Elec Chip Attk+50! Chrg Elm-ntless: Parlyz |
Element | Elec |
Weakness | Wood |
Charge shot | |
Elec Cross
Elec Cross is the second Cross linked in Gregar using the power of ElecMan. As a Elec element Cross, Elec Cross can deal long reaching damage using Thunderbolt.
While in Elec Cross:
- MegaMan is equipped with ElecBody which is weak to Wood attacks.
- Non-screen dimming Elec chips gain +50 damage.
- Charging Non-screen dimming File:Element 6 Null.png Null chips to add a paralysis effect on them. The charge takes 60 frames and adds a paralysis effect that lasts for 90 frames.
- Charge Shot turns into Thunderbolt.
Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 32 frames, dealing Elec element, Flashing and Flinching damage.
! scope="col" colspan=6 | Attack Formula (20 × Attack level + 40) |- !Attack Level | 1 | 2 | 3 | 4 | 5
|- !Damage | 60 | 80 | 100 | 120 | 140
|}
Notes
- It is not possible to infinitely chain the paralysis effect if the opponent Mashes out of paralysis.
Frame Data
- The Charge Shot has a 12 frame windup before activating.
- The Charge Shot lasts for 14 frames in total and it disappears from the field on frame 26 from the charge finishing.
Counter hit window?
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 90 | 80 | 70 | 65 | 60 |
First Panel | ||
---|---|---|
Startup | Active | Recovery |
12 | 12-26 | 6 |
Competitive Overview
Thunderbolt is a strong all rounder Charge Shot with a fast charging time and great range.
If a panel of Thunderbolt 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, this means that you can remove Defense such as AntiDmg and deal damage if the opponent walks into another panel.
The series is a very strong combo enabler for Elec Cross. It applies the Bubbled status which allows Elec attacks to deal x2 damage. ElecDrgn and series are very common combos as they share a code with Bubble Star. The +50 increase to damage can allow chips such as ElecDrgn to remove LifeAur.
The Bubbled status lasts long enough to allow you to fully charge and land a Charge Shot. The main exception is using Directly in front of the enemy.
It is key to identify what Code your opponent is using to allow you to effectively avoid any potential Wood attacks. For example chips such as the series can be avoided by staying in the middle row.
Counter Play
Unfortunately a large number of Aqua element attacks can land easily on a stationary user, so the lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks. The Charge Shot travelling 3 panels ahead can allow the opponent to completely avoid it by using AreaGrab and stepping back.
In neutral area the opponent can attempt to confirm ElmntMan Ice by stepping back and waiting for the user's Charge Shot to be released, and then stepping forward to be in range.
File:ElecBeast art.png | |
Elec Beast | |
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Element | Elec |
Weakness | Wood |
Chip charge | |
Now you simply must try ElecCross yourself!
— Ann Zap