Elec Pulse chip series (BN6): Difference between revisions

Chip series (BN6)
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==Counter Play==
==Counter Play==
Since the Elec Pulse series have a rather short attack range, they can be easily dodged by camping the back column on neutral area if the user isn't in [[Beast Out]]. Beast rush combos utilizing Elec Pulse 2 can deal heavy damage very quickly and are difficult to react to, so it’s valuable to save non-invis defense for when you expect the opponent to Beast Rush, especially when the opponent goes into [[Beast Out]] or [[Tengu_Cross|Tengu Cross]] at the start of a turn. [[Reflector_chip_series_(BN6)|Reflector Series]] and [[Shield_NaviCust_part_series_(BN6)|Shield/Reflect]] have the unique feature of being able to block multiple attacks in the time it is active making it possible to potenitally block the full combo or interrupting it by a [[Counter Hit]]. Having [[Bugs_(BN6)#Movement_Bug|Movement Bug]] might help dodging the attack by moving unpredictably making it also possible to dodge a [[Beast Jump]] attack. With the right timing it is possible to step forward during the opponent's Beast Jump with Elec Pulse 2, which results in both players receiving collision damage and flashing making it possible to avoid following damage. Unfortunately once the attack connects, it is very unlikely to avoid the following damage, due to the Drag applied by Elec Pulse 2 in combination with its lack of endlag making it next to impossible to react against the followup damage.
Since the Elec Pulse series have a rather short attack range, they can be easily dodged by camping the back column on neutral area if the user isn't in [[Beast Out]]. Beast rush combos utilizing Elec Pulse 2 can deal heavy damage very quickly and are difficult to react to, so it’s valuable to save non-invis defense for when you expect the opponent to Beast Rush, especially when the opponent goes into [[Beast Out]] or [[Tengu_Cross|Tengu Cross]] at the start of a turn. [[Reflector_chip_series_(BN6)|Reflector Series]] and [[Shield_NaviCust_part_series_(BN6)|Shield/Reflect]] have the unique feature of being able to block multiple attacks in the time it is active making it possible to potenitally block the full combo or interrupting it by a [[Counter Hit]]. Having [[Bugs_(BN6)#Movement_Bug|Movement Bug]] might help dodging the attack by moving unpredictably making it also possible to dodge a [[Beast Jump]] attack. With the right timing it is possible to step forward during the opponent's Beast Jump with Elec Pulse 2, which results in both players receiving collision damage and flashing making it possible to avoid following damage.  
 


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

Revision as of 15:14, 25 June 2024

Chip 6 Standard 033.png
Chip Icon 6 Standard 033.png ElcPuls1
DescriptionSprd elec puls that paralyzes
Full nameElec Pulse 1
ClassStandard
Library #33
ElementElec Elec
Attack power100
CodesJ L S
MB32 (max 3 copies)
Part of program advancesDestPuls
Chip 6 Standard 034.png
Chip Icon 6 Standard 034.png ElcPuls2
DescriptionSprd elec pulse.Pul enemy in.
Full nameElec Pulse 2
ClassStandard
Library #34
ElementElec Elec
Attack power120
CodesA E J
MB36 (max 3 copies)
Part of program advancesDestPuls
Chip 6 Standard 035.png
Chip Icon 6 Standard 035.png ElcPuls3
DescriptionSprd elec puls. Hit w/HP bug.
Full nameElec Pulse 3
ClassStandard
Library #35
ElementElec Elec
Attack power140
CodesA J S
MB40 (max 2 copies)
Part of program advancesDestPuls, MstrCros

The Elec Pulse series is a real time Element 6 Elec.png Elec chip that deals Flinching damage to the two columns in front of MegaMan in a cone shape and is Invis-Piercing. Elec Pulse only damages once meaning enemies cannot be damaged again when entering another panel. If an object is hit, the enemy can walk through the pulse without consequence. If an object and enemy are hit at the same time, they both take damage. When used in Beast Out the AI will attempt hit the opponent by jumping to the max range. Together they form the Chip Icon 6 Program advance 015.png DestPuls Program Advance. Depending on what chip of the series, they also apply an additional effect:

  • Elec Pulse 1 deals 100 damage and paralyzes the enemy for 90 frames.
  • Elec Pulse 2 deals 120 damage and applies a small pull, pulling the opponent towards the user by one panel.
  • Elec Pulse 3 deals 140 damage, flashes the opponnent for 120 frames and applies a single Battle HP Bug.

Notes

  • Elec Pulse 3 is also a part of the Chip Icon 6 Program advance 027.png MstrCros Program Advance.
  • Unlike Elec Pulse 1 and 3, in the GBA version Elec Pulse 2 has no endlag allowing it to be chained into other chips.
  • If Elec Pulse 2 is hitting the opponent while they are flashing, the applied drag will extend the flashing state and the flashing will also end after the drag finishes. This can result in chips with short windups like Chip Icon 6 Standard 076.png AquaSwrd to miss, if chained directly after the Elec Pulse 2.
  • The drag's delay of applying status effects can cause a Mini Collision Glitch, in which the enemy can receive more than the usual 10 damage from player collision.
  • In the Battle Network Legacy Collection, Elec Pulse 2 has been changed such that the user must remain in place for the duration of its hitbox akin to Elec Pulse 1 and Elec Pulse 3.

The mini collision glitch in action. The enemy is taking roughly 100 damage through that.


Frame Data

All versions of ElecPuls share the following frame data:

  • Have a 2 frame startup
  • The attack lasts for 60 frames
  • Using ElecPulse while in Beast Out adds a delay of 4 frames to the attack.

Differences:

  • MegaMan can act again at frame 15 for Chip Icon 6 Standard 034.png ElcPuls2 in the GBA version due to it having no end lag. This is not the case for Chip Icon 6 Standard 033.png ElcPuls1 and Chip Icon 6 Standard 035.png ElcPuls3, where MegaMan must stay still for the entire duration of the attack.


3-62
start 3-62 3-62
3-62


Chip Icon 6 Standard 033.png ElcPuls1
Startup Active Recovery Total Counter Frames
2 3-62 63-64 64 ???
Chip Icon 6 Standard 034.png ElcPuls2 (GBA)
Startup Active Recovery Total Counter Frames
2 3-62 15 64 ???
Chip Icon 6 Standard 034.png ElcPuls2 (LC)
Startup Active Recovery Total Counter Frames
2 3-62 63-64 64 ???
Chip Icon 6 Standard 035.png ElcPuls3
Startup Active Recovery Total Counter Frames
2 3-62 63-64 64 ???


Competitve Overview

Elec Pulse 1 and 3 often only see play in folders in order to form Chip Icon 6 Program advance 015.png DestPuls, a very strong Program Advance that is valued for its strong effects such as paralyzing and blinding the enemy for a long time and applying Battle HP Bug and Custom HP Bug level 2, all while dealing decent 400 damage. Being in J-Code alongside other strong chips such as Chip Icon 6 Giga 004 Falzar.png HubBatc, Chip Icon 6 Standard 163.png Recov300 and Chip Icon 6 Standard 130.png JustcOne makes it worth to consider. Outside of the Program Advance however these chips are rarely played. Elec Pulse 1, like Elec Pulse 2, can remove Flashing, however it doesn't deal as much damage and the endlag makes it hard to take advantage of the paralyzing effect it provides. Elec Pulse 3 has the highest damage out of the 3, but puts the enemy into the Flashing state making it not that valuable in a chain attack. Nevertheless, both chips can be used to extend the invulnerable frames of Chip Icon 6 Standard 189.png AntiDmg when getting the trap triggered due to their long attack animation and endlag.


Elec Pulse 2 sees the most competetive play, due to having virtually no endlag. It is often seen in fast paced folders with Chip Icon 6 Standard 175.png FstGauge, in which Elec Pulse 2 acts as the attack opener piercing and removing Flashing and applying Drag and is often followed with Chip Icon 6 Standard 079.png WindRack and other damaging chips. The short turns in combination with Beast Out allows the player to play very offensive with little to no defense, since once the attack connects, the opponent is unlikely able to use a defensive chips to avoid the damage. The Drag it applies can also increase the Battle HP Bug of the opponent if they also have Damage HP Bug. Using Chip Icon 6 Standard 179.png Invisibl at the end of the chain can protect the user for almost 2 turns making it a very solid strategy. In A-Code Elec Pulse 2 can be chained into Chip Icon 6 Standard 076.png AquaSwrd or Chip Icon 6 Standard 124.png ElecDrgn and in E-Code a chain can be Chip Icon 6 Standard 077.png ElecSwrd, Chip Icon 6 Standard 037.png CornSht2 and Chip Icon 6 Standard 021.png FireBrn3 for example instead. Especially E-Code has potential in Gregar, since Chip Icon 6 Standard 021.png FireBrn3 can reaceive +50 damage boost by Heat Cross which can potentially result in 400 damage on Grass. It also becomes a viable tool to break Chip Icon 6 Standard 184.png LifeAur if needed.

The chip series is also fairly strong when it's used together with Elec Cross which grants non-dimming Element 6 Elec.png Elec chips +50 damage. In combination with Bubble Star series that allows 2x the normal damage with the Bubbled state, the damage can add up very fast.

Counter Play

Since the Elec Pulse series have a rather short attack range, they can be easily dodged by camping the back column on neutral area if the user isn't in Beast Out. Beast rush combos utilizing Elec Pulse 2 can deal heavy damage very quickly and are difficult to react to, so it’s valuable to save non-invis defense for when you expect the opponent to Beast Rush, especially when the opponent goes into Beast Out or Tengu Cross at the start of a turn. Reflector Series and Shield/Reflect have the unique feature of being able to block multiple attacks in the time it is active making it possible to potenitally block the full combo or interrupting it by a Counter Hit. Having Movement Bug might help dodging the attack by moving unpredictably making it also possible to dodge a Beast Jump attack. With the right timing it is possible to step forward during the opponent's Beast Jump with Elec Pulse 2, which results in both players receiving collision damage and flashing making it possible to avoid following damage.