Ground Cross: Difference between revisions

Cross (BN6)
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|gamevariant=Falzar
|gamevariant=Falzar
|element=Break
|element=Break
|cs_damage=
|cs_damage=20, 30, 40, 50, 60
|cs_chargetime=
|cs_chargetime=100, 90, 80, 75, 70
}}
}}


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* MegaMan is weak to [[File:Element 6 Cursor.png|link=]] Cursor attacks.
* MegaMan is weak to [[File:Element 6 Cursor.png|link=]] Cursor attacks.


* Non-screen dimming [[File:Element 6 Break.png|link=]] Fire chips gain +10 damage.  
* Non-screen dimming [[File:Element 6 Break.png|link=]] Break chips gain +10 damage.  


* MegaMan's gains the {{Navi Cust|6|Super Armor}}.
* MegaMan's gains the {{Navi Cust|6|Super Armor}}.
* Charging Non-screen dimming [[File:Element 6 Break.png|link=]] Break chips causes 3 random rocks to fall on the enemy area. This takes 60 frames to complete. The rocks deal [[File:Element 6 Break.png|link=]] Break damage and do not apply [[Flashing]]. Their damage is calculated as (20 × Attack level + 30) for a maximum of 130 with 5 [[Attack]].


* [[Buster|Charge Shot]] turns into Ground Drill.
* [[Buster|Charge Shot]] turns into Ground Drill.


Ground Drill: MegaMan goes underground  
Ground Drill: MegaMan goes underground and appears in front of the enemy for up to 3 hits in a 1 Wide 2 Deep configuration. Landing the hits apples [[Small Push]] and [[File:Element 6 Break.png|link=]] Break element damage.


Fire Arm will remove [[File:Element 6 Wood.png|link=]] [[Wood Panel]] on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.  
Ground Drill allows MegaMan to leave thefield temporarily which makes him untargettable.


{| class="wikitable"  
{| class="wikitable"  
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| 4
| 4
| 5
| 5
|-
|-
!Damage
!Damage
| 20
| 30
| 40
| 50
| 50
| 70
| 60
|-
!Total Damage
| 60
| 90
| 90
| 110
| 120
| 130
| 150
 
| 180
|}
|}
</div>  
</div>  


=== Notes ===
=== Notes ===
* The Attack Stat increase gained by Heat Cross does not apply to his Charge Shot past level 5.  
* MegaMan will appear on the last claimed panel on the row when used.
* However, this can increase MegaMan's Buster Shot past level 5.  
* Each hit applies Small Push which can push the opponent out of range thus causing some hits to miss.
* This increase does not apply to [[Buster Bug]]
* It is possible for Ground Drill to hit 4 times if it lands at +1 area and pushes the opponent back.
 


==Frame Data==
==Frame Data==


* The Charge Shot has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.  
* The Charge Shot has a 40 frame windup and takes 86 frames in total.
 
* The timing of the hits is different depending on if the previous hits land or not.
* The Charge Shot lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frame 62 for the second, and frame 63 for the third.
* If the first hit lands, the second appears on frame 43. If the first hit misses the second appears on frame 51.
* If the first and second hits land the third appears on frame 54. If neither the first or the second hits land the 3rd will appear on frame 63.


Counter hit window?
Counter hit window?
Line 76: Line 82:
|-
|-
!Charge Speed
!Charge Speed
| 100
| 90
| 80
| 80
| 75
| 70
| 70
| 60
| 55
| 50
|}
<div style=display:inline-table>
{| class="wikitable" 
! First Panel
|-
! Startup!! Active!! Recovery
|-
| 1 || 1-61 || 6
|}
|}
</div>


<div style=display:inline-table>
<div style=display:inline-table>
{| class="wikitable"   
{| class="wikitable"   
! Second Panel
|-
! Startup!! Active!! Recovery
! Startup!! Active!! Recovery
|-
|-
| 5 || 5-62 || 5
| 40 || 41-63 || 23
|}
|}
</div>
</div>


<div style=display:inline-table>
{| class="wikitable" 
! Third Panel
|-
! Startup!! Active!! Recovery
|-
| 9 || 9-63 || 4
|}
</div>


==Competitive Overview==
==Competitive Overview==
The fast charging allows for a threatning Charge Shot especially on grass. For Gregar builds without {{NaviCust part|6|Air Shoes}}, Heat Cross can provide an effective way of dealing consistent fire damage to an enemy standing behind broken panels. The very fast Charge Shot startup time and long attack lingering time mean that it can be very easy for the enemy to get hit by it.
If a panel of Heat Arm 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 {{Chip|6|Anti Damage}} and deal damage if the opponent walks into another panel.


Going into Heat Cross can provide for a good [[Beast out]] option next turn if you find yourself without a way to remove {{Chip|6|Life Aura}}. The +50 increase to damage can allow chips such as {{chip|6|Fire Hit 3}} to remove {{Chip|6|Life Aura}}.


===CounterPlay===
===CounterPlay===
Unfortunately a large number of [[File:Element 6 Aqua.png|link=]] 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 {{Chip|6|Area Grab}} and stepping back.


In [[Area|neutral area]] the opponent can attempt to confirm {{Chip|6|ElementMan}} Ice by stepping back and waiting for the user's Charge Shot to be released, and then stepping forward to be in range.





Revision as of 12:54, 13 February 2023

File:GroundCross art.png
GroundCross Portrait.png GroundCross Emotion.png Ground Cross
DescriptionBrkChip Atk+10 Chrg Brk:FallRck!SuprArmrOn
ElementElement 6 Break.png Break
WeaknessElement 6 Cursor.png Cursor
Charge shot
Damage20, 30, 40, 50, 60
Charge time (frames)100, 90, 80, 75, 70

Ground Cross

Ground Cross is the fourth Cross linked in Falzar using the power of GroundMan. As a Element 6 Break.png Break element Cross, Ground Cross utilizes the power of Ground Drill to avoid attacks or deal massive damage!

While in Ground Cross:

  • MegaMan is weak to Element 6 Cursor.png Cursor attacks.
  • Non-screen dimming Element 6 Break.png Break chips gain +10 damage.
  • Charging Non-screen dimming Element 6 Break.png Break chips causes 3 random rocks to fall on the enemy area. This takes 60 frames to complete. The rocks deal Element 6 Break.png Break damage and do not apply Flashing. Their damage is calculated as (20 × Attack level + 30) for a maximum of 130 with 5 Attack.

Ground Drill: MegaMan goes underground and appears in front of the enemy for up to 3 hits in a 1 Wide 2 Deep configuration. Landing the hits apples Small Push and Element 6 Break.png Break element damage.

Ground Drill allows MegaMan to leave thefield temporarily which makes him untargettable.

Attack Formula (20 × Attack level + 30)
Attack Level 1 2 3 4 5
Damage 20 30 40 50 60
Total Damage 60 90 120 150 180

Notes

  • MegaMan will appear on the last claimed panel on the row when used.
  • Each hit applies Small Push which can push the opponent out of range thus causing some hits to miss.
  • It is possible for Ground Drill to hit 4 times if it lands at +1 area and pushes the opponent back.

Frame Data

  • The Charge Shot has a 40 frame windup and takes 86 frames in total.
  • The timing of the hits is different depending on if the previous hits land or not.
  • If the first hit lands, the second appears on frame 43. If the first hit misses the second appears on frame 51.
  • If the first and second hits land the third appears on frame 54. If neither the first or the second hits land the 3rd will appear on frame 63.

Counter hit window?

Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 100 90 80 75 70
Startup Active Recovery
40 41-63 23


Competitive Overview

CounterPlay

File:GroundBeast art.png
GroundCross Portrait.png GroundBeast Emotion.png Ground Beast
ElementElement 6 Break.png Break
WeaknessElement 6 Cursor.png Cursor
Chip charge

Drill to the center of power with GroundCross!!
— Moliarty