Elec Cross: Difference between revisions

Cross (BN6)
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* The Charge Shot lasts for 32 frames in total. It is active from frame 12 and it disappears from the field on frame 26.
* The Charge Shot lasts for 32 frames in total. It is active from frame 12 and it disappears from the field on frame 26.
* Counterable on frames 1-16.


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Revision as of 14:33, 8 May 2023

File:ElecCross art.png
ElecCross Portrait.png ElecCross Emotion.png Elec Cross
DescriptionElec Chip Attk+50! Chrg Elm-ntless: Parlyz
ElementElement 6 Elec.png Elec
WeaknessElement 6 Wood.png Wood
Charge shot
Damage60, 80, 100, 120, 140
Charge time (frames)90, 80, 70, 65, 60

Now you simply must try ElecCross yourself!
— Ann Zap

Elec Cross

Elec Cross is the second Cross linked in Gregar using the power of ElecMan. As a Element 6 Elec.png Elec element Cross, Elec Cross can deal long reaching damage using Thunderbolt.

While in Elec Cross:

  • MegaMan is equipped with ElecBody which is weak to Element 6 Wood.png Wood attacks.
  • Non-screen dimming Element 6 Elec.png Elec chips gain +50 damage.

Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 14 frames, dealing Elec element, Flashing and Flinching damage.

Attack Formula (20 × Attack level + 40)
Attack Level 1 2 3 4 5
Damage 60 80 100 120 140

Notes

  • It is not possible to infinitely chain the paralysis effect if the opponent Mashes out of paralysis.

Frame Data

  • The Charge Shot has a 12 frame windup before activating.
  • The Charge Shot lasts for 32 frames in total. It is active from frame 12 and it disappears from the field on frame 26.
Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 90 80 70 65 60


start 12-26 13-26 13-26 13-26 13-26


Startup Active Recovery Counter Frames
12 12-26 27-33 1-16

Competitive Overview

Thunderbolt is a strong all rounder Charge Shot with a fast charging time and great range.

If a panel of Thunderbolt 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 Icon 6 Standard 189.png AntiDmg and deal damage if the opponent walks into another panel.

Thunderbolt has a short active Charge Shot time which allows MegaMan to get out of potential attacks more easily.

The Chip Icon 6 Standard 026.png BblStar1 series is a very strong combo enabler for Elec Cross. It applies the Bubbled status which allows Element 6 Elec.png Elec attacks to deal x2 damage. Chip Icon 6 Standard 124.png ElecDrgn and Chip Icon 6 Standard 030.png DolThdr1 series are very common combos as they share codes with Bubble Star. The +50 increase to damage can allow chips such as Chip Icon 6 Standard 124.png ElecDrgn to remove Chip Icon 6 Standard 184.png LifeAur.

The Bubbled status lasts long enough to allow you to fully charge and land a Charge Shot. The main exception is using the series Directly in front of the enemy.

It is key to identify what Code your opponent is using to allow you to effectively avoid any potential Element 6 Wood.png Wood attacks. For example chips such as the Chip Icon 6 Standard 119.png Boomer series can be avoided by staying in the middle row.

Counter Play

Element 6 Wood.png Wood attacks such as Chip Icon 6 Standard 126.png WoodDrgn are very difficult to avoid without any form of Defense such as Chip Icon 6 Standard 189.png AntiDmg.

Going into Elec Cross without a way of clearing Chip Icon 6 Standard 184.png LifeAur can be risky as Elec Beast is unable to break it either. This could mean having to change into a different Cross and then going into Beast Out.

Tomahawk Cross can Chip Charge Element 6 Wood.png Wood attacks casuing them to deal x2 damage. An opponent in Tomahawk Cross that is not using any attacks or buster shots might be Chip Charging a Element 6 Wood.png Wood chip. However, it is important to note that a careful opponent will not make this obvious and might use a chip in an unexpected timing.

Elec Beast

File:ElecBeast art.png
ElecCross Portrait.png ElecBeast Emotion.png Elec Beast
ElementElement 6 Elec.png Elec
WeaknessElement 6 Wood.png Wood
Chip charge
Damage70, 100, 130, 160, 190
Charge time (frames)110

Using the power of Gregar, Elec Cross is able to Transform into Elec Beast.

Elec Beast gains:

MegaMan is equipped with ElecBody, and is weak to Element 6 Wood.png Wood attacks.

While in Elec Beast:

  • Non-screen dimming Element 6 Elec.png Elec chips gain +50 to damage.
  • File:Element 6 Null.png Null chips can be Beast Charged to execute Big Thunder dealing paralyzing Element 6 Elec.png Elec damage as well as cracking hit panels.

Big Thunder generates an Elec breath one panel ahead followed by a 2x3 area. it cracks panels on the first frame the attack hits that panel.

Big Thunder applies a 120 frame paralysis effect on hit.

Notes

  • Big Thunder is the only Gregar Beast Chip Charge that cannot break Chip Icon 6 Standard 184.png LifeAur at Attack 5.
  • Cracked panels will break if hit by Big Thunder.
Attack Formula (30 × Attack level + 40)
Attack Level 1 2 3 4 5
Damage 70 100 130 160 190

Frame Data

  • The Beast Charge takes 110 frames to fully charge and is not impacted by Charge value.
  • Big Thunder has a 10 frame windup and lasts on the field for 90 frames.


11-101 11-101
start 11-101 11-101 11-101
11-101 11-101


Startup Active Recovery Counter Frames
10 11-101 101-103 ???

Competitive Overview

Elec Beast can be a very powerful tool in locking down opponents without AirShoes. If a panel of Big Thunder 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 the user can remove Defense such as Chip Icon 6 Standard 189.png AntiDmg and deal damage if the enemy walks into another panel.

Big Thunder can be used to apply paralysis and then followed up with Chip Icon 6 Giga 004 Gregar.png ColForce while the opponent is paralyzed.

Counter Play

The lingering Beast Charge also leaves MegaMan open to Element 6 Wood.png Wood element attacks. The Beast Charge can also be completely avoided if the enemy uses an Chip Icon 6 Standard 165.png AreaGrab and steps back.

Attempting to cover the maximum attack range in neutral area will leave MegaMan at risk of being hit by the series without a chance to avoid it.

If Big Thunder is interrupted after the start up animation starts, the player will lose the chip used to chip charge it without the attack activating.