Train Arrow chip series (BN6): Difference between revisions

Chip series (BN6)
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The '''Train Arrow series ''' is a Real Time chip that fires water arrows in a straight line. Number of arrows is the number of unoccupied panels in front of the user up until the next hittable enemy/object in the same row, plus one extra arrow. It deals [[File:Element 6 Aqua.png|link=]] [[Aqua]] element, [[Flinching]] damage.


* {{Chip|6|Train Arrow 1}} deals 30 damage per arrow.
* {{Chip|6|Train Arrow 2}} deals 40 damage per arrow.
* {{Chip|6|Train Arrow 3}} deals 50 damage per arrow.


Number of arrows is equal to the amount of panels between Megaman and the next hittable obstacle/enemy in the same row, plus 1 extra arrow.
==Frame Data==
If there is no object/enemy in the row and the user is standing on the very back of the area, can spawn up to 6 arrows. The extra 1 arrow will not fire if MegaMan becomes paralyzed, bubbled, frozen or flinches after taking out the bow.
All versions of Train Arrow share the following frame data:


* Have a 1 frame startup, after which arrows will spawn.
* The maximum number of arrows that can spawn immediately after startup is 5, if the user is on their leftmost column and there are no hittable enemy/object in the same row. Henceforth, the arrow that spawns on the panel in front of the user will be called 'the 1st arrow', the one that spawns four panels away will be called 'the 5th arrow', and so on. Each arrow has their own frame data, meaning they do not begin moving earlier if fewer arrows spawn.
* The 5th arrow hits its panel on frames 2-4.
* The 4th arrow hits its panel on frames 2-8, then the next panel on frames 9-14.
* The 3rd arrow hits its panel on frames 2-12, then the next panels on frames 13-18 / 19-25.
* The 2nd arrow hits its panel on frames 2-16, then the next panels on frames 17-22 / 23-29 / 30-36.
* The 1st arrow hits its panel on frames 2-20, then the next panels on frames 20-26 / 27-33 / 34-40 / 41-46.
* The extra arrow spawns and hits the user's panel on frames 25-27, then the next panels on frames 28-33 / 34-40 / 41-47 / 48-53 / 54-60.
* Counterable on


{{Navplate chips (BN6)}}
{{Navplate chips (BN6)}}

Revision as of 10:35, 28 February 2023

Chip 6 Standard 023.png
Chip Icon 6 Standard 023.png TrnArrw1
DescriptionHits enmy w/arrow. Use dstnc
Full nameTrain Arrow 1
ClassStandard
Library #23
ElementAqua Aqua
Attack power30
CodesA F K
MB30 (max 3 copies)
Chip 6 Standard 024.png
Chip Icon 6 Standard 024.png TrnArrw2
DescriptionHits enmy w/arrow. Use dstnc
Full nameTrain Arrow 2
ClassStandard
Library #24
ElementAqua Aqua
Attack power40
CodesG M Z
MB36 (max 3 copies)
Chip 6 Standard 025.png
Chip Icon 6 Standard 025.png TrnArrw3
DescriptionHits enmy w/arrow. Use dstnc
Full nameTrain Arrow 3
ClassStandard
Library #25
ElementAqua Aqua
Attack power50
CodesM S Y
MB42 (max 2 copies)

The Train Arrow series is a Real Time chip that fires water arrows in a straight line. Number of arrows is the number of unoccupied panels in front of the user up until the next hittable enemy/object in the same row, plus one extra arrow. It deals Element 6 Aqua.png Aqua element, Flinching damage.

Frame Data

All versions of Train Arrow share the following frame data:

  • Have a 1 frame startup, after which arrows will spawn.
  • The maximum number of arrows that can spawn immediately after startup is 5, if the user is on their leftmost column and there are no hittable enemy/object in the same row. Henceforth, the arrow that spawns on the panel in front of the user will be called 'the 1st arrow', the one that spawns four panels away will be called 'the 5th arrow', and so on. Each arrow has their own frame data, meaning they do not begin moving earlier if fewer arrows spawn.
  • The 5th arrow hits its panel on frames 2-4.
  • The 4th arrow hits its panel on frames 2-8, then the next panel on frames 9-14.
  • The 3rd arrow hits its panel on frames 2-12, then the next panels on frames 13-18 / 19-25.
  • The 2nd arrow hits its panel on frames 2-16, then the next panels on frames 17-22 / 23-29 / 30-36.
  • The 1st arrow hits its panel on frames 2-20, then the next panels on frames 20-26 / 27-33 / 34-40 / 41-46.
  • The extra arrow spawns and hits the user's panel on frames 25-27, then the next panels on frames 28-33 / 34-40 / 41-47 / 48-53 / 54-60.
  • Counterable on