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When used in [[Beast Out]] the AI will attempt to maximize damage by jumping to the max range. Due to not dealing [[Statuses_(BN6)#Flashing|Flashing]] damage, it is possible to deal multiple instances of damage with the same attack. | When used in [[Beast Out]] the AI will attempt to maximize damage by jumping to the max range. Due to not dealing [[Statuses_(BN6)#Flashing|Flashing]] damage, it is possible to deal multiple instances of damage with the same attack. | ||
===Notes=== | |||
* Due to the [[Invis + Barrier interaction]] Yo-Yo is able to destroy {{Chip|6|Barrier 200}} in one hit. | * Due to the [[Invis + Barrier interaction]] Yo-Yo is able to destroy {{Chip|6|Barrier 200}} in one hit. | ||
* [[Slash_Cross]] doesn't grant the +50 damage to Yo-Yo and it can not be chip charged to add a | * [[Slash_Cross]] doesn't grant the +50 damage to Yo-Yo and it can not be chip charged to add a sonic boom effect. | ||
==Frame Data== | ==Frame Data== |
Revision as of 14:32, 10 May 2023
YoYo | |
---|---|
Description | YoYo atk reaches 3sq ahead |
Full name | Yo-Yo |
Class | Standard |
Library # | 18 |
Element | None |
Attack power | 50 |
Codes | L M N * |
MB | 32 (max 3 copies) |
Part of program advances | GreatYo |
Yo-Yo is a None element non-dimming chip. It flies forward in a 3 deep 1 wide area, damaging everything on the way forward, then lingers to do 3 hits hits at the end, and damages on the way back to MegaMan. It deals Flinching, and Secondry Sword Element. Yo-Yo chips can form the GreatYo Program Advance.
When used in Beast Out the AI will attempt to maximize damage by jumping to the max range. Due to not dealing Flashing damage, it is possible to deal multiple instances of damage with the same attack.
Notes
- Due to the Invis + Barrier interaction Yo-Yo is able to destroy Barr200 in one hit.
- Slash_Cross doesn't grant the +50 damage to Yo-Yo and it can not be chip charged to add a sonic boom effect.
Frame Data
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
1 | 2-53 | 54-61 | 61 | ??? |
start | 2-6 50-53 | 7-14 42-49 | 15-41 | ||
Competitive Overview
Yo-Yo rarely sees play in competitve due to the attack being reliant on postioning and limited range. For maximum value, Yo-Yo is often used with WhiCapsl or used against a target without SuprArmr. Yo-Yo can be a good decrossing option for Tengu Cross, or a decent damaging option when used in Beast Out for the +30 boost.
Using Yo-Yo in Beast Out can backfire as well. Beast AI will attempt to maximize the number of hits by beast jumping, but this can cause the attack to completely miss. It is often best to use it as a surprise attack for a decross.
As a non-dimming None chip, it can be Beast Charged for more damage if using the chip itself is not beneficial.
Counter Play
Yo-Yo can completely miss if the opponent is camping the backrow while the user is at an areal disadvantage through AreaGrab or PanlGrab. It can be difficult to confirm the full number of hits without other methods such as WhiCapsl, which is often not a wise use of the chip. If Yo-Yo misses it can leave the user open to a retalitation from the enemy as it lasts for some time because the user is able to act again.