m (Text replacement - "CounterPlay" to "Counter Play") |
m (charge shot damage formula incorrectly written as the same formula used for the falling rock's damage, 20 x buster power +30 , the chargeshot itself is 10 + 10 x buster power) |
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! scope="col" colspan=6 | Attack Formula ( | ! scope="col" colspan=6 | Attack Formula (10 × Attack level + 10) | ||
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!Attack Level | !Attack Level |
Latest revision as of 12:37, 23 December 2024
File:GroundCross art.png | |
Ground Cross | |
---|---|
Description | BrkChip Atk+10 Chrg Brk:FallRck!SuprArmrOn |
Element | Break |
Weakness | Cursor |
Charge shot | |
Damage | 20, 30, 40, 50, 60 |
Charge time (frames) | 100, 90, 80, 75, 70 |
Drill to the center of power with GroundCross!!
— Moliarty
Ground Cross
Ground Cross is the fourth Cross linked in Falzar using the power of GroundMan. As a Break element Cross, Ground Cross utilizes the power of Ground Drill to avoid attacks or deal massive damage!
While in Ground Cross:
- MegaMan is weak to Cursor attacks.
- Non-screen dimming Break chips gain +10 damage.
- MegaMan's gains the SuprArmr Navi Cust part.
- Charging Non-screen dimming Break chips causes 3 random rocks to fall on the enemy area. This takes 60 frames to complete. The rocks deal Break damage and do not apply Flashing. Their damage is calculated as (20 × Attack level + 30) for a maximum of 130 with 5 Attack.
- Charge Shot turns into Ground Drill.
Ground Drill: MegaMan goes underground and appears in front of the enemy for up to 3 hits in a 1 Wide 2 Deep configuration. Landing the hits apples Small Push and Break element damage.
Ground Drill allows MegaMan to leave thefield temporarily which makes him untargettable.
Attack Formula (10 × Attack level + 10) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 20 | 30 | 40 | 50 | 60 |
Total Damage | 60 | 90 | 120 | 150 | 180 |
Notes
- MegaMan will appear on the last claimed panel on the row when used.
- Each hit applies Small Push which can push the opponent out of range thus causing some hits to miss.
- It is possible for Ground Drill to hit 4 times if it lands at +1 area and pushes the opponent back.
Frame Data
- The Charge Shot has a 40 frame windup and takes 86 frames in total.
- The timing of the hits is different depending on if the previous hits land or not.
- If the first hit lands, the second appears on frame 43. If the first hit misses the second appears on frame 51.
- If the first and second hits land the third appears on frame 54. If neither the first or the second hits land the 3rd will appear on frame 63.
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 100 | 90 | 80 | 75 | 70 |
Startup | Active | Recovery | Counter frames |
---|---|---|---|
40 | 41-63 | 64-86 | 41-56 |
Competitive Overview
Ground Cross has a unique role through being the only Falzar cross that provides SuprArmr. This is commonly used to prevent Flinching for BgDthThd builds after being uninstalled.
When used at the right time, Ground Cross can also be used to avoid the opponent's BgDthThd by forcing it to move outside of the field. This is done by releasing the Charge Shot while Bug Death Thunder is in the backmost column.
Ground Cross can also be used to deal massive damage if the opponent is unable to move out of range. It is surprisengly easy for an unprepared opponent to accidently walk into a Charge Shot.
Counter Play
Drill Drive has a long starting up time which makes it very predictable. This leaves the user vulnerable to a Counter Hit or getting decrossed. It also means that without a way to confirm the attack landing, it can be very difficult to do consistent damage.
Unfortunetly Ground Cross shares a weakness with Dust Cross. This means that many of the threats often used to Decross Dust Cross can be used to remove Ground Cross as well. This makes Ground Cross a risky play without the appropriate defense.
Cursor element chips are very popular and are difficult to avoid. Cursor chips are able to destroy Traps because of their element. This limits the defense options and makes it more difficult to avoid getting decrossed.
EraseMan is a very common threat to Ground Cross. It has a great range and is only blocked by barriers or an AntiNavi as it pierces Invisibl.
MachGun1 series is another very common threat to Ground Cross. It starts at the bottom row, making it very difficult to avoid for a player standing there.
Ground Beast
File:GroundBeast art.png | |
Ground Beast | |
---|---|
Element | Break |
Weakness | Cursor |
Chip charge | |
Using the power of Falzar, Ground Cross is able to Transform into Ground Beast.
Ground Beast gains:
- FlotShoe, AirShoes, and the Falzar Beast Buster
- +30 Attack to Non-screen dimming File:Element 6 Null.png Null chips.
- MegaMan will attempt to line up Non-screen dimming chips with a Beast Jump.
Ground Beast is weak to Cursor attacks.
While in Ground Beast:
- Non-screen dimming Break chips gain +10 damage.
- MegaMan's gains the Template:Navicust part Navi Cust part.
- Charging Non-screen dimming Break chips causes 3 random rocks to fall on the enemy area. This takes 60 frames to complete. The rocks deal Break damage and do not apply Flashing. Their damage is calculated as (20 × Attack level + 30) for a maximum of 130 with 5 Attack.
- File:Element 6 Null.png Null chips can be Beast Charged to execute Drill Dive dealing Break damage, and providing the Invulnerable Status.
Drill Drive sends MegaMan flying forward in a charge with a drill ahead of him, hitting each enemy in the row 2 times. Both hits deal Flinching Damage. In PvP there is a 3rd hit which deals 0 damage and causes Flashing
Notes
- The flashing caused by Drill Drive is caused by the player's normal body hitbox. This means that if it lands while the ground player is flashing it does not cause flashing to the opponent.
- If Drill Drive breaks a barrier with the second hit, it will still have an opportunity to inflict flashing with the third hit, despite not dealing any damage in this scenario.
- It's possible for Drill Drive to hit more than 2 times.
Attack Formula (20 × Attack level + 90) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 110 | 130 | 150 | 170 | 190 |
Total Damage | 220 | 260 | 300 | 340 | 380 |
Frame Data
- Drill Drive has a ? frame startup and lasts for 45 frames.
- MegaMan spends 7, 9, 16, 20 and 28 frames to travel the five panels.
Counter Hit window?
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
? | ?? |
Competitive Overview
Ground Beast can be a very strong offensive as well as a defensive option. Drill Drive has high damage potential if both hits land but can also be used to avoid attacks from the opponent. It has a fast Charge time and a low Start up time which could make it an unexpected attack by the opponent.
Ground Beast is also used to gain SuprArmr as well as AirShoes and FlotShoe. Similar to Ground Cross, this can be used for BgDthThd and to allow the player to navigate around broken panels.
Because of the special property of Drill Drive occasionally not applying flashing, it can be used to land multiple hits very quickly on an area locked opponent and dealing them a lot of damage.
Counter Play
Most of the damage from Drill Drive can be avoided if the enemy is expecting it and moves out on time. Missing an attack could leave the player vulnerable as the opponent can expect where they will return to after the attack ending.
Ground Beast shares the same threats as Ground Cross, and can be decrossed easily by Cursor element chips.