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— Al Ferry | — Al Ferry | ||
</blockquote> | </blockquote> | ||
'''Charge Cross''' is the fifth Cross linked in [[Gregar]] using the power of [[ChargeMan]]. As a [[File:Element 6 Fire.png|link=]] [[Element|Fire element]] Cross, Charge Cross can deal and avoid damage with Charge Tackle. Charge Cross gains access to an additional chip on the Custom Screen with each passing turn. | |||
While in Charge Cross: | |||
* MegaMan is equipped with FireBody which is weak to [[File:Element 6 Aqua.png|link=]] Aqua attacks. | |||
* Non-screen dimming [[File:Element 6 Fire.png|link=]] Fire chips can be charged to deal up to +100 damage. The charge takes (guh) frames to start, adds +1 every (phhhghgh) frames, and takes (i dunno) total frames to reach +100. | |||
* Gain an additional custom slot every turn up to 3 turns. | |||
* [[Buster|Charge Shot]] turns into Charge Tackle. | |||
Charge Tackle: Megaman himself charges forward until he either travels 3 panels or hits a target, dealing Fire element, Pseudo-Breaking [[Flashing|Flashing]] and [[Flinching]] damage. | |||
{| class="wikitable" | |||
! scope="col" colspan=6 | Attack Formula (20 × Attack level + 30) | |||
|- | |||
!Attack Level | |||
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
|- | |||
!Damage | |||
| 50 | |||
| 70 | |||
| 90 | |||
| 110 | |||
| 130 | |||
|} | |||
=== Notes === | |||
* Charge Tackle can travel over holes if Megaman has AirShoes. | |||
* Charge Tackle interacts with defenses as if Megaman were in the Invincible state(?), protecting Anti Damage but leaving Life Aura vulnerable. | |||
* The Custom increase can cancel out Custom Bug until the 3 turns are up. | |||
==Frame Data== | |||
frame data is yes | |||
{{Infobox cross | {{Infobox cross | ||
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|cs_chargetime=20 | |cs_chargetime=20 | ||
}} | }} | ||
Using the power of [[Beast_Out#Gregar|Gregar]], Charge Cross is able to Transform into Charge Beast. | |||
Charge 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]]. | |||
Aqua Beast is equipped with [[Element|AquaBody]], preventing slipping on [[Battlefield#Panel_Types|Ice Panels]], and is weak to [[Element|Electric]] attacks. | |||
Charge Beast is equipped with FireBody which is weak to [[File:Element 6 Aqua.png|link=]] Aqua attacks. | |||
While in Charge Beast: | |||
* Non-screen dimming [[File:Element 6 Fire.png|link=]] Fire chips can be charged to deal up to +100 damage. The charge takes (guh) frames to start, adds +1 every (phhhghgh) frames, and takes (i dunno) total frames to reach +100. | |||
* Gain an additional custom slot every turn up to 3 turns. | |||
* [[Element|Null]] chips can be [[Chip_Charge|Beast Charged]] to execute Charge Bite. | |||
{{Navplate crosses}} | {{Navplate crosses}} |
Revision as of 07:05, 11 February 2023
File:ChargeCross art.png | |
Charge Cross | |
---|---|
Description | Chrg FireChip Atk Up!In turn slct more chip |
Element | Fire |
Weakness | Aqua |
Charge shot | |
Damage | 50, 70, 90, 110, 130 |
Charge time (frames) | 90, 80, 70, 65, 60 |
ChargeCross! Explode with strength! Use it to its fullest!!
— Al Ferry
Charge Cross is the fifth Cross linked in Gregar using the power of ChargeMan. As a Fire element Cross, Charge Cross can deal and avoid damage with Charge Tackle. Charge Cross gains access to an additional chip on the Custom Screen with each passing turn.
While in Charge Cross:
- MegaMan is equipped with FireBody which is weak to Aqua attacks.
- Non-screen dimming Fire chips can be charged to deal up to +100 damage. The charge takes (guh) frames to start, adds +1 every (phhhghgh) frames, and takes (i dunno) total frames to reach +100.
- Gain an additional custom slot every turn up to 3 turns.
- Charge Shot turns into Charge Tackle.
Charge Tackle: Megaman himself charges forward until he either travels 3 panels or hits a target, dealing Fire element, Pseudo-Breaking Flashing and Flinching damage.
Attack Formula (20 × Attack level + 30) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Notes
- Charge Tackle can travel over holes if Megaman has AirShoes.
- Charge Tackle interacts with defenses as if Megaman were in the Invincible state(?), protecting Anti Damage but leaving Life Aura vulnerable.
- The Custom increase can cancel out Custom Bug until the 3 turns are up.
Frame Data
frame data is yes
File:ChargeBeast art.png | |
Charge Beast | |
---|---|
Element | Fire |
Weakness | Aqua |
Chip charge | |
Damage | 100, 130, 160, 190, 220 |
Charge time (frames) | 20 |
Using the power of Gregar, Charge Cross is able to Transform into Charge Beast.
Charge 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.
Aqua Beast is equipped with AquaBody, preventing slipping on Ice Panels, and is weak to Electric attacks.
Charge Beast is equipped with FireBody which is weak to Aqua attacks.
While in Charge Beast:
- Non-screen dimming Fire chips can be charged to deal up to +100 damage. The charge takes (guh) frames to start, adds +1 every (phhhghgh) frames, and takes (i dunno) total frames to reach +100.
- Gain an additional custom slot every turn up to 3 turns.
- Null chips can be Beast Charged to execute Charge Bite.