File:TomahawkCross art.png | |
Tomahawk Cross | |
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Description | Chrg WoodChip: Atk x2! Status Guard:NoAbnorm |
Element | Wood |
Weakness | Fire |
Charge shot | |
Damage | 60, 80, 100, 120, 140 |
Charge time (frames) | 120, 110, 100, 95, 90 |
Power from the land. Try TomahawkCross for yourself!
— Dingo
Tomahawk Cross is the second Cross linked in Falzar using the power of TomahawkMan. Tomahawk Cross is a Wood element Cross with the power to double the damage of Wood chips, as well as immunity from all Status effects.
While in Tomahawk Cross:
- MegaMan is equipped with WoodBody, which enables HP recovery while standing on a Grass Panels. Recovers 1 HP per 20 frames while above 10 HP, and 1 HP per 180 frames while below 10 HP.
- MegaMan is weak to Fire attacks.
- Non-screen dimming Wood chips can be charged to deal double damage, which takes 40 frames.
- MegaMan gains Status Guard, granting immunity to Status Effects.
- Charge Shot turns into Tomahawk Swing.
Tomahawk Swing: Swings an axe in an 3 wide 2 deep area ahead of MegaMan, dealing Wood, Flinching, and Sword Element damage.
Attack Formula (20 × Attack level + 40) | |||||
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Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- Changing into Tomahawk Cross will cure Status Effects including those inflicted by bugs and DestroyPulse.
- DestPuls is the only attack that applies statuses through Status Guard.
Frame Data
Tomahawk Swing has a 26 frame windup, lasts for ?? frames and takes 46 frames in total. Counterable on frames 1-16. Due to Status Guard, a counter hit does not interrupt the attack.
Charge Speeds (f) | |||||
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Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 120 | 110 | 100 | 95 | 90 |
Startup | Active | Recovery |
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26 | ?? | ?? |
Competitive Overview
Dealing double damage with Wood chips is an excellent offensive ability. For example, all versions of Boomer and WoodDrgn can deal over 200 damage, and a well-timed Risky Honey can prove lethal to an unsuspecting opponent.
Using AreaGrab allows Tomahawk Swing to be a reliable source of non-Flashing damage, allowing the user can follow-up with other chips after the attack finishes.
If the player predicts that the opponent will bring attacks that apply freezing or paralyzing statuses, it might be a good idea to go into Tomahawk Cross to prevent these status effects. As such, Tomahawk Cross's Status Guard is a great combo breaker. For example, during the time period the opponent's ColForce is in play, the user will not be paralyzed, and will be able to use any defensive option such as Invisibl and LifeAur.
If the player knows/suspects that the opponent has Rush, they can safely trigger it while in Tomahawk Cross and not incur paralysis.
If the player manages to keep moving between Grass Panels for 3 seconds after their HP has fallen to 1 by UnderSht, they will recover 1 HP and UnderSht will be active again.
Counterplay
Tomahawk Swing can be easily avoided by stepping back if the area is neutral or disadvantaged towards Tomahawk Cross. It cannot be used to trade with some faster Charge Shots such as Slash Cross's Wide Slash. The long animation leaves the user open to the opponent's attacks.
ElmntMan and BlastMan are 2 popular sources of Fire damage. Catching Tomahawk Cross standing on Grass Panels with these Navi chips can deal an enormous amount of damage as well as decrossing Tomahawk Cross.
HeatDrgn has a high chance of taking out Tomahawk Cross if they are standing on the top row.
File:TomahawkBeast art.png | |
Tomahawk Beast | |
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Element | Wood |
Weakness | Fire |
Chip charge | |
Damage | 1-2x (70, 90, 110, 130, 150) |
Charge time (frames) | 40 |