Charge Cross: Difference between revisions

Cross (BN6)
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No edit summary
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While in Charge Cross:
While in Charge Cross:


* MegaMan is equipped with FireBody which is weak to [[File:Element 6 Aqua.png|link=]] Aqua attacks.
* MegaMan is equipped with FireBody which is weak to [[File:Element 6 Aqua.png|link=]] [[Element|Aqua element]] 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.
* 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 510 frames in total to reach +100.


* Gain an additional custom slot every turn up to 3 turns.
* Gain an additional custom slot every turn up to 3 turns for a maximum of 8.


* [[Buster|Charge Shot]] turns into Charge Tackle.
* [[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.
Charge Tackle: MegaMan charges forward until he either travels 3 panels or hits a target. This deals [[File:Element 6 Fire.png|link=]] Fire element, [[Pseudo-Breaking]], [[Flashing]] and [[Flinching]] damage.
 
During Charge Tackle MegaMan gains the [[Invulnerable]] status and cannot be damaged.


{| class="wikitable"  
{| class="wikitable"  
Line 46: Line 48:
| 110
| 110
| 130
| 130
|}
|}


=== Notes ===
=== Notes ===
* Charge Tackle can travel over holes if Megaman has AirShoes.
* Charge Tackle will not hit enemies standing on a [[Hole Panel]] without the use of {{NaviCust part|6|Air Shoes}}.
* Charge Tackle interacts with defenses as if Megaman were in the Invincible state(?), protecting Anti Damage but leaving Life Aura vulnerable.
* During the tackle, any [[Barriers]], inclusing [[chip|6|Life Aura]] will take damage. As such, using Charge Tackle to hit a [[chip|6|Rock Cube]] will casue the [[chip|6|Life Aura]] to be destroyed. Tackling the enemy will cause Barriers to take 20 damage.
* The Custom increase can cancel out Custom Bug until the 3 turns are up.
* The Custom increase can cancel out Custom Bug until the 3 turns are up.  


==Frame Data==
==Frame Data==
frame data is yes
* Charge Tackle has a ?? frame windup before the Invulnerable status starts.
* MegaMan spends 12, 15 and 19 frames to travel the 3 panels.
 
<div style=display:inline-table>
{| class="wikitable"
! scope="col" colspan=6 | Charge Speeds (f)
|-
!Charge Level
| 1
| 2
| 3
| 4
| 5
 
|-
!Charge Speed
| 90
| 80
| 70
| 65
| 60
|}
<div style=display:inline-table>
{| class="wikitable" 
! Startup!! Active!! Recovery
|-
| ?? || ? || ?
|}
</div>


==Competitive Overview==




===CounterPlay===
=Heat Beast=
{{Infobox cross
{{Infobox cross
|name=Charge
|name=Charge
Line 79: Line 114:
While in Charge Beast:
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.
* 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 510 frames in total to reach +100.


* Gain an additional custom slot every turn up to 3 turns.
* Gain an additional custom slot every turn up to 3 turns for a maximum of 8.


* [[Element|Null]] chips can be [[Chip_Charge|Beast Charged]] to execute Charge Bite.
* [[Element|Null]] chips can be [[Chip_Charge|Beast Charged]] to execute Charge Bite.
Charge Bite applies the [[immobilize]] condition to the enemy and fires a projectile down the row, dealing [[File:Element 6 Fire.png|link=]] Fire, Flashing, and Flinching damage.
{| class="wikitable"
! scope="col" colspan=6 | Attack Formula (30 × Attack level + 70)
|-
!Attack Level
| 1
| 2
| 3
| 4
| 5
|-
!Damage
| 100
| 130
| 160
| 190
| 220
|}
=== Notes ===
==Frame Data==
* Charge Bite takes 20 frames to fully charge and is not impacted by [[Charge]] value.
* Charge Bite has a ? frame windup and hits the 5 panels ahead on frames 32, 35, 39, 42 and 45. In total it lasts for ? frames.
</div>
<div style=display:inline-table>
{| class="wikitable"
|-
!Number of panels
| 1
| 2
| 3
| 4
| 5
|-
!Frames (f)
| 32
| 35
| 39
| 42
| 46
|}
</div>
Counter Hit window?
<div style=display:inline-table>
{| class="wikitable" 
! Startup!! Active!! Recovery
|-
| 10 || 90 || ?
|}
</div>
==Competitive Overview==
=== Counter Play ===






{{Navplate crosses}}
{{Navplate crosses}}

Revision as of 13:55, 11 February 2023

File:ChargeCross art.png
ChargeCross Portrait.png ChargeCross Emotion.png Charge Cross
DescriptionChrg FireChip Atk Up!In turn slct more chip
ElementElement 6 Fire.png Fire
WeaknessElement 6 Aqua.png Aqua
Charge shot
Damage50, 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 Element 6 Fire.png 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 Element 6 Aqua.png Aqua element attacks.
  • Non-screen dimming Element 6 Fire.png 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 510 frames in total to reach +100.
  • Gain an additional custom slot every turn up to 3 turns for a maximum of 8.

Charge Tackle: MegaMan charges forward until he either travels 3 panels or hits a target. This deals Element 6 Fire.png Fire element, Pseudo-Breaking, Flashing and Flinching damage.

During Charge Tackle MegaMan gains the Invulnerable status and cannot be damaged.

Attack Formula (20 × Attack level + 30)
Attack Level 1 2 3 4 5
Damage 50 70 90 110 130

Notes

  • Charge Tackle will not hit enemies standing on a Hole Panel without the use of AirShoes.
  • During the tackle, any Barriers, inclusing 6|Life Aura will take damage. As such, using Charge Tackle to hit a 6|Rock Cube will casue the 6|Life Aura to be destroyed. Tackling the enemy will cause Barriers to take 20 damage.
  • The Custom increase can cancel out Custom Bug until the 3 turns are up.

Frame Data

  • Charge Tackle has a ?? frame windup before the Invulnerable status starts.
  • MegaMan spends 12, 15 and 19 frames to travel the 3 panels.
Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 90 80 70 65 60
Startup Active Recovery
?? ? ?

Competitive Overview

CounterPlay

Heat Beast

File:ChargeBeast art.png
ChargeCross Portrait.png ChargeBeast Emotion.png Charge Beast
ElementElement 6 Fire.png Fire
WeaknessElement 6 Aqua.png Aqua
Chip charge
Damage100, 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:

Charge Beast is equipped with FireBody which is weak to Element 6 Aqua.png Aqua attacks.

While in Charge Beast:

  • Non-screen dimming Element 6 Fire.png 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 510 frames in total to reach +100.
  • Gain an additional custom slot every turn up to 3 turns for a maximum of 8.

Charge Bite applies the immobilize condition to the enemy and fires a projectile down the row, dealing Element 6 Fire.png Fire, Flashing, and Flinching damage.

Attack Formula (30 × Attack level + 70)
Attack Level 1 2 3 4 5
Damage 100 130 160 190 220

Notes

Frame Data

  • Charge Bite takes 20 frames to fully charge and is not impacted by Charge value.
  • Charge Bite has a ? frame windup and hits the 5 panels ahead on frames 32, 35, 39, 42 and 45. In total it lasts for ? frames.
Number of panels 1 2 3 4 5
Frames (f) 32 35 39 42 46

Counter Hit window?


Startup Active Recovery
10 90 ?

Competitive Overview

Counter Play