File:GroundCross art.png | |
Ground Cross | |
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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 Template:Navi Cust 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 (20 × Attack level + 30) | |||||
---|---|---|---|---|---|
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.
Counter hit window?
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 100 | 90 | 80 | 75 | 70 |
Startup | Active | Recovery |
---|---|---|
40 | 41-63 | 23 |
Competitive Overview
CounterPlay
Ground Beast
File:GroundBeast art.png | |
Ground Beast | |
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Element | Break |
Weakness | Cursor |
Chip charge | |
Using the power of Falzar, Ground Cross is able to Transform into Ground Beast.
Ground Beast gains:
- Float Shoes, Air Shoes, 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:Navi Cust 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 (30 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 70 | 100 | 130 | 160 | 190 |
Frame Data
- The Beast Charge takes 110 frames to fully charge and is not impacted by Charge value.
- Big Thunder has a 10 frame windup and lasts on the field for 90 frames.
Counter Hit window?
Startup | Active | Recovery |
---|---|---|
10 | 90 | ? |
Competitive Overview
Elec Beast can be a very powerful tool in locking down opponents without Air Shoes. If a panel of Big Thunder hits the enemy or an Object, that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack, this means that the user can remove Defense such as AntiDmg and deal damage if the enemy walks into another panel.
Big Thunder can be used to apply paralysis and then followed up with ColForce while the opponent is paralyzed.
Counter Play
The lingering Beast Charge also leaves MegaMan open to Wood element attacks. The Beast Charge can also be completely avoided if the enemy uses an AreaGrab and steps back.
Attempting to cover the maximum attack range in neutral area will leave MegaMan at risk of being hit by the series without a chance to avoid it.
If Big Thunder is interrupted after the start up animation starts, the player will lose the chip used to chip charge it without the attack activating.