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Hits in a 2x1 range. Hits 3 times. Each hit | Hits in a 2x1 range. Hits 3 times. Each hit knocking the opponent back 1 panel. It does non-flashing {{Element|6|Break}} damage. | ||
the knockback applied by the attack will knock the opponent out of the attack's range after hit if the opponent is at the attacks tip or two if the opponent is directly in front of the user, neutralizing the knock back either by blocking the space behind the opponent via holes or objects or by using a {{Chip|6|White Capsule}} will make all 3 hits land | |||
if the opponent is directly in front of the user the first hit will occur and knock back twice, meaning if the opponent is directly in front of the user, and there is only 1 space behind the opponent to be knocked back to, they will receive 4 hits, the first one twice, and the second and third once each | |||
==Beas Jump Logic== | |||
the user jumps to the space directly in front of the opponent, if that space is occupied the user jumps into the closest space prioritizing being in the closest vertical vertical column over being in the closest horizontal row | |||
==Frame Data== | |||
the 3 hits begin at the following frames: | |||
•first hit at frame 11 | |||
•second hit at frame 22 | |||
•the third at frame 34 | |||
if the first hit occurs twice, then it occurs the second time exactly 3 frames after the first, which is the time needed for megaman to be fully knocked back | |||
<div style=display:inline-table> | |||
{| class="wikitable" | |||
|+ {{Chip|6|Drill Arm}} | |||
|- | |||
! Startup!! Active!! Recovery!! Total !! Counter Frames | |||
|- | |||
|10||11-34||11-54||54|| | |||
|} | |||
</div> | |||
{{Frame data diagram | |||
| | | | | | | |||
| start | 11-34 | 11-34 | | | | |||
| | | | | | | |||
}} | |||
==Unique Interactions== | |||
after the opponent is knocked back by {{Chip|6|Drill Arm}}, if they happen to land on a {{Chip|6|Coming Road}} the panel will take more time than usual to move the opponent on it | |||
==Competitive Overview== | |||
{{Chip|6|Drill Arm}} is a very rarely used chip | |||
it is a melee attack that can do deadly damage if set up correctly, even being able to start chains of attacks due to it not flinching the opponent | |||
===Synergies=== | |||
using {{Chip|6|Drill Arm}} while being in ground cross will increase the damage quite a bit, even giving you the option of chip charging if setting up the attack is too difficult | |||
tengu cross can make setting up this attack quite a bit easier with it's wing gust pulling opponents into range the same applies to {{Chip|6|Fan}} | |||
adding {{Chip|6|White Capsule}} can help ensure all 3 hits landing even though it insures that the attack would never hit four times | |||
beast out jumping directly in front of the opponent makes any setup unnecessary | |||
{{Chip|6|Area Grab}} can help the user land their attack not allowing the opponent to avoid the attack by staying in the back row, also helping in confirming 3 or 4 hits | |||
===Counterplay=== | |||
sitting at the back row should be enough to avoid this attack, if the user is in tengu cross or in beast out, making sure there is an obstacle in front of you should do the trick | |||
{{Chip|6|Wind}} can push the user out of their own attacks range, so can tengu cross's charge shot | |||
it's also crucial to make sure not to have anything behind you to give the opponent their full 3 hits, unless the opponent has +1 area, in which case you want to be in the back row to make sure that you never get hit 4 times | |||
{{Navplate chips (BN6)}} | {{Navplate chips (BN6)}} |
Revision as of 16:30, 23 September 2024
DrilArm | |
---|---|
Description | Knocks enmy 2sq away |
Full name | Drill Arm |
Class | Standard |
Library # | 52 |
Element | Break |
Attack power | 70 |
Codes | G M W |
MB | 32 (max 3 copies) |
Hits in a 2x1 range. Hits 3 times. Each hit knocking the opponent back 1 panel. It does non-flashing Break damage.
the knockback applied by the attack will knock the opponent out of the attack's range after hit if the opponent is at the attacks tip or two if the opponent is directly in front of the user, neutralizing the knock back either by blocking the space behind the opponent via holes or objects or by using a WhiCapsl will make all 3 hits land
if the opponent is directly in front of the user the first hit will occur and knock back twice, meaning if the opponent is directly in front of the user, and there is only 1 space behind the opponent to be knocked back to, they will receive 4 hits, the first one twice, and the second and third once each
Beas Jump Logic
the user jumps to the space directly in front of the opponent, if that space is occupied the user jumps into the closest space prioritizing being in the closest vertical vertical column over being in the closest horizontal row
Frame Data
the 3 hits begin at the following frames:
•first hit at frame 11
•second hit at frame 22
•the third at frame 34
if the first hit occurs twice, then it occurs the second time exactly 3 frames after the first, which is the time needed for megaman to be fully knocked back
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
10 | 11-34 | 11-54 | 54 |
start | 11-34 | 11-34 | |||
Unique Interactions
after the opponent is knocked back by DrilArm, if they happen to land on a ComingRd the panel will take more time than usual to move the opponent on it
Competitive Overview
DrilArm is a very rarely used chip
it is a melee attack that can do deadly damage if set up correctly, even being able to start chains of attacks due to it not flinching the opponent
Synergies
using DrilArm while being in ground cross will increase the damage quite a bit, even giving you the option of chip charging if setting up the attack is too difficult
tengu cross can make setting up this attack quite a bit easier with it's wing gust pulling opponents into range the same applies to Fan
adding WhiCapsl can help ensure all 3 hits landing even though it insures that the attack would never hit four times beast out jumping directly in front of the opponent makes any setup unnecessary
AreaGrab can help the user land their attack not allowing the opponent to avoid the attack by staying in the back row, also helping in confirming 3 or 4 hits
Counterplay
sitting at the back row should be enough to avoid this attack, if the user is in tengu cross or in beast out, making sure there is an obstacle in front of you should do the trick
Wind can push the user out of their own attacks range, so can tengu cross's charge shot
it's also crucial to make sure not to have anything behind you to give the opponent their full 3 hits, unless the opponent has +1 area, in which case you want to be in the back row to make sure that you never get hit 4 times