File:TenguCross art.png | |
Tengu Cross | |
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Description | WindChip Atk+10!AirShsOn! [B]+Left:SuckIn |
Element | Wind |
Weakness | Sword |
Charge shot | |
TenguCross. Master of Wind. Deadly. Beautiful.
— Master Feng-Tian
Tengu Cross
Tengu Cross is the third Cross linked in Falzar using the power of TenguMan. As a Wind element Cross, Tengu Cross can traverse over broken panels and drag its opponents across the field with its charge shot and B+Left ability.
While in Tengu Cross:
- MegaMan is weak to Sword attacks.
- Non-screen dimming Wind chips gain +10 damage.
- MegaMan is equipped with AirShoes
- Megaman gains a B+Left ability to produce Fan gusts in each row simultaneously from the opponent's back column
- Charge Shot turns into Tengu Racket.
Tengu Racket: A 3 panel wide 1 panel deep attack that drags(Big Push) the enemy or object it hits away, dealing Wind element, Flinching damage.
Tengu Racket also produces invisible Wind gusts in each row, starting from the column in front of the player.
Attack Formula (20 × Attack level + 40) | |||||
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Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- The AirShoes provided by Tengu Cross cannot be removed by uninstall
- Tengu racket does not cause Flashing, unlike most charge shots.
- Since Tengu Racket applies Big Pull drag if it hits, it is the only charge shot that disrupts an opponent's buster or chip charge (TODO: Confirm if chip charge is disrupted)
- Tengu Cross is equipped with AirShoes, but not FlotShoe, meaning that while Tengu Cross can step over hole and broken panels, it will still slide on ice panels, lose HP from poison panels, be pushed by conveyor panels, and turn cracked panels into broken panels by stepping off them
Frame Data
- The charge shot is active on frame 10 and lasts for a total of 28 frames.
- TODO What is the frame data of the wind produced by the fan (not the drag caused by the attack)
Charge Speeds (f) | |||||
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Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 100 | 90 | 80 | 75 | 70 |
Startup | Active | Recovery |
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1-9 | 10 | 11-28 |
Competitive Overview
Tengu Cross provides valuable utility in its ability to remove LifeAur or other barrier chips through its B+Left ability and Tengu Racket. Because of this, Falzar players can often afford to run fewer Wind chips than players running Gregar.
Access to AirShoes allows Tengu Cross to avoid being trapped or obstructed by broken panels or hole panels and lets Tengu Cross take advantage of chips such as Geddon. Falzar also provides AirShoes, but Tengu Cross can be used even if the player already used all their Beast Out turns, or if the player intends to save their Beast Out for later.
Tengu Racket has the shortest range of all charge shots, but because it does not cause Flashing, it can achieve the highest damage per second of any charge shot. The drag it applies to an opponent it hits also disrupts their charge, limiting the opponent's ability to retaliate.
Setting up a scenario to take advantage of Tengu Racket's high damage potential requires either establishing strong area control through AreaGrab or PanlGrab, or by trapping an opponent in their front column through chips that create broken panels, such as Geddon or Magnum.
The +10 increase to the player's Wind chips provides a large damage boost multihit wind chips such as Tornado and Static.
AntiSwrd specifically protects against Sword attacks, which prevents Tengu Cross from being decrossed.
Both Tengu Racket and Tengu Cross's B+Left ability cause drag, which can increase the HP Bug of opponents with a Damage HP Bug.
Tengu Racket can push objects on the field to the opponent's back column.
CounterPlay
Both Tomahawk Cross and Slash Cross possess Sword element charge shots that outrange Tengu Racket and are difficult to avoid if the Tengu Cross player has an area disadvantage.
AntiDmg is a very common chip that deals sword damage, but it can be avoided if Tengu isn't stuck in place by status or an attack's recovery frames. AntiSwrd is another relatively common defensive chip that deals sword damage and can be easily triggered by being hit by an opponent's Anti Damage.
Tengu Cross takes x2 damage from Sword chips, including high damage chips such as Muramasa, NeoVari, , and DeltaRay. However, a player using Tengu Cross can avoid taking damage by positioning out of the chips' range or by putting up AntiSwrd.
Tengu Racket has a very short range. Preventing Tengu Cross from holding an area advantage or trapping its opponent with broken panels is key in denying Tengu Racket. Chips such as AreaGrab, GrabBnsh, and GrabRvng can prevent area loss, while PnlRetrn and Snctuary restore broken panels.
An opponent can avoid the wind from Tengu Cross' B+Left ability by standing in front of an object and can avoid the wind produced by Tengu Racket by standing behind an object.
Tengu Beast
File:TenguBeast art.png | |
Tengu Beast | |
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Element | Wind |
Weakness | Sword |
Chip charge | |
Using the power of Falzar, Tengu Cross is able to Transform into Tengu Beast.
Tengu Beast gains:
- AirShoes, FlotShoe, 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.
Tengu Beast is weak to Sword attacks.
While in Tengu Beast:
- Non-screen dimming Wind chips gain +10 damage.
- Megaman gains a B+Left ability to produce Fan gusts in each row simultaneously from the opponent's back column
- File:Element 6 Null.png Null chips can be Beast Charged to execute Tengu Storm dealing Flinching Wind Element damage.
Tengu Storm unleashes a Wind breath attack that hits once one panel ahead, twice two panels ahead, and three times in a 1x3 area three panels ahead.
Notes
- Because Beast Out replaces the Mega Buster with the Falzar Beast Buster, the timing to perform Tengu Cross's B+Left ability is stricter. For the input to register, the player must input both B and Left on the same frame.
Frame Data
- The Beast Charge takes 60 frames to fully charge and is not impacted by Charge value.
- Tengu Storm has a X? frame windup. (TODO Determine frame data)
Attack Formula (20 × Attack level + 30) | |||||
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Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Startup | Active | Recovery |
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? | ? | ? |
Competitive Overview
Tengu Storm has decent range and can hit the opponent's back column assuming the opponent does not have an area advantage. It is a reasonably safe method of decrossing Erase Cross
Tengu Storm is Falzar's highest damaging beast chip charge, but only if the opponent is hit the maximum three times. It can be made easier to land by establishing area control with chips such as AreaGrab or trapping the opponent with broken panels with chips like Geddon.
Similar to Tengu Cross, Tengu Beast's B+Left ability can remove an opponent's aura.
Falzar's Beast Jump makes it easier to land multihit wind chips such as Tornado and Static that benefit from Tengu Beast's +10 damage boost to Wind attacks.
Counter Play
An opponent can completely dodge Tengu Storm by establishing area advantage with AreaGrab and staying in their back column.
Tengu Storm doesn't cover the exact same range as similar beast breath attacks, such as Great Fire or Big Thunder, and an opponent can potentially dodge it even with slight area disadvantage. Even if an opponent is hit by Tengu Storm, they can still move to avoid taking further hits.
Tengu Storm has a long cooldown, and leaves Tengu Beast open to being decrossed by AntiDmg.