Playerzero (talk | contribs) No edit summary |
Playerzero (talk | contribs) No edit summary |
||
Line 62: | Line 62: | ||
* The charge shot is active on frame 10 and lasts for a total of 28 frames. | * The charge shot is active on frame 10 and lasts for a total of 28 frames. | ||
* The Wind Gust lasts 1 frame on the first column then the gust stays on each panel for 4 frames before moving to the next one. | * The Wind Gust lasts 1 frame on the first column then the gust stays on each panel for 4 frames before moving to the next one. | ||
<div style=display:inline-table> | <div style=display:inline-table> | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 120: | Line 118: | ||
The enemy can avoid the wind from Tengu Cross' B+Left ability by standing in front of an object and can avoid the wind produced by Tengu Racket by standing behind an object. | The enemy can avoid the wind from Tengu Cross' B+Left ability by standing in front of an object and can avoid the wind produced by Tengu Racket by standing behind an object. | ||
Revision as of 20:43, 11 February 2023
File:TenguCross art.png | |
Tengu Cross | |
---|---|
Description | WindChip Atk+10!AirShsOn! [B]+Left:SuckIn |
Element | Wind |
Weakness | Sword |
Charge shot | |
TenguCross. Master of Wind. Deadly. Beautiful.
— Master Feng-Tian
Tengu Cross
Tengu Cross is the third Cross linked in Falzar using the power of TenguMan. As a Wind element Cross, Tengu Cross can traverse over broken panels and drag its opponents across the field with its charge shot and B+Left ability.
While in Tengu Cross:
- MegaMan is weak to Sword attacks.
- Non-screen dimming Wind chips gain +10 damage.
- MegaMan is equipped with AirShoes.
- Megaman gains a B+Left ability to produce Wind gusts in each row simultaneously from the opponent's back column.
- Charge Shot turns into Tengu Racket.
Tengu Racket: A 3 panel wide 1 panel deep attack that applies Big Push to the enemy the target, dealing Wind element, Flinching damage.
Tengu Racket also produces invisible Wind gusts in each row, starting from the column in front of the player.
Attack Formula (20 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- The AirShoes provided by Tengu Cross cannot be removed by uninstall
- Unlike most charge shots, Tengu Racket does not cause Flashing.
- Tengu Racket applies Big Push if it lands, making it the only charge shot that disrupts the enemy's action.
- The effects from the Big Push and the invisible Wind particles are different and behave differently.
- It is often easier to press the B button then followed by Left for the B+Left inputs.
Frame Data
- The charge shot is active on frame 10 and lasts for a total of 28 frames.
- The Wind Gust lasts 1 frame on the first column then the gust stays on each panel for 4 frames before moving to the next one.
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 100 | 90 | 80 | 75 | 70 |
Startup | Active | Recovery |
---|---|---|
1-9 | 10-20 | 21-28 |
Competitive Overview
Tengu Cross provides valuable utility in through the ability to remove LifeAur or other barrier chips with the B+ Left ability. Because of this, Falzar players can often afford to run fewer Wind chips than players running Gregar.
Access to AirShoes allows Tengu Cross to avoid being trapped or obstructed by broken panels or hole panels and lets Tengu Cross take advantage of chips such as Geddon. Falzar also provides AirShoes, but Tengu Cross can be used even if the player already used all their Beast Out turns, or if the player intends to save their Beast Out for later.
Tengu Racket has the shortest range of all Charge Shots, but because it does not cause Flashing, it can deal massive damage very quickly. The Big Push applied also interrupts actions done by the enemy which can make it difficult to retaliate against.
Setting up a scenario to take advantage of Tengu Racket's high damage potential requires either establishing strong area control through AreaGrab or PanlGrab, or by trapping an opponent in their front column through chips that create broken panels, such as Geddon or Magnum.
The +10 increase to the player's Wind chips provides a large damage boost multihit wind chips such as Tornado and Static.
AntiSwrd specifically protects against Sword attacks, which prevents Tengu Cross from being decrossed.
Tengu Racket causes Big Push, which can increase the HP Bug of opponents with a Damage HP Bug.
Tengu Racket can push objects on the field to the enemy's back column.
CounterPlay
Both Tomahawk Cross and Slash Cross possess Sword element charge shots that outrange Tengu Racket and are difficult to avoid if the Tengu Cross player has an area disadvantage.
AntiDmg is a very common chip that deals sword damage, but it can be avoided if Tengu isn't stuck in place by status or an attack's recovery frames. It is important to note that a Tengu Racket that activates AntiDmg will be confirmed to land on Tengu Cross. The main exception to this is a Tengu Racket that gets activated on a Buffered Anti Damage.
Some common high damaing Sword chips include Muramasa, NeoVari, , and DeltaRay. However, a player using Tengu Cross can avoid taking damage by positioning out of the chips' range or by putting up AntiSwrd.
Tengu Racket has a very short range. Preventing Tengu Cross from holding an area advantage or trapping the enemy with broken panels is key in denying Tengu Racket. Chips such as , GrabBnsh, and GrabRvng can prevent area loss, while PnlRetrn and Snctuary restore broken panels.
The enemy can avoid the wind from Tengu Cross' B+Left ability by standing in front of an object and can avoid the wind produced by Tengu Racket by standing behind an object.
Tengu Beast
File:TenguBeast art.png | |
Tengu Beast | |
---|---|
Element | Wind |
Weakness | Sword |
Chip charge | |
Using the power of Falzar, Tengu Cross is able to Transform into Tengu Beast.
Tengu Beast gains:
- AirShoes, FlotShoe, and the Falzar 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.
Tengu Beast is weak to Sword attacks.
While in Tengu Beast:
- Non-screen dimming Wind chips gain +10 damage.
- Megaman gains a B+Left ability to produce Wind gusts in each row simultaneously from the enemy's back column.
- File:Element 6 Null.png Null chips can be Beast Charged to execute Tengu Storm dealing Flinching, Wind Element damage.
Tengu Storm unleashes a Wind breath attack that hits once one panel ahead, twice two panels ahead, and three times in a 1x3 area three panels ahead.
Notes
- Because Beast Out replaces the Mega Buster with the Falzar Beast Buster, the timing to perform Tengu Cross's B+Left ability is stricter. For the input to register, the player must input both B and Left on the same frame.
- It is possible to hit more than 3 times if the enemy walks into another panel with an active attack.
Frame Data
- The Beast Charge takes 60 frames to fully charge and is not impacted by Charge value.
- Tengu Storm has a 9 frame windup before the attack starts. The first hit happens on frame 9, the second on frame 24 and the 3rd on frame 39.
Attack Formula (20 × Attack level + 30) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Startup | Active | Recovery |
---|---|---|
9 | 39 | ? |
Competitive Overview
Tengu Storm has decent range and can hit the opponent's back column assuming the opponent does not have an area advantage. It is a reasonably safe method of decrossing Erase Cross
Tengu Storm is Falzar's highest damaging beast chip charge, but only if the opponent is hit the maximum three times. It can be made easier to land by establishing area control with chips such as AreaGrab or trapping the opponent with broken panels with chips like Geddon.
Similar to Tengu Cross, Tengu Beast's B+Left ability can remove an opponent's aura.
Falzar's Beast Jump makes it easier to land multihit wind chips such as Tornado that benefit from Tengu Beast's +10 damage boost to Wind attacks.
Counter Play
An opponent can completely dodge Tengu Storm by establishing area advantage with AreaGrab and staying in their back column.
Tengu Storm doesn't cover the exact same range as similar beast breath attacks, such as Great Fire or Big Thunder, and an opponent can potentially dodge it even with slight area disadvantage. Even if an opponent is hit by Tengu Storm, they can still move to avoid taking further hits.
Tengu Storm has a long cooldown, and leaves Tengu Beast open to being decrossed by AntiDmg.