Vulcan1 | |
---|---|
Description | 3-shot to pierce 1 panel! |
Full name | Vulcan 1 |
Class | Standard |
Library # | 5 |
Element | Null Null |
Attack power | 10 |
Codes | B D S * |
MB | 5 (max 5 copies) |
Vulcan2 | |
---|---|
Description | 4-shot to pierce 1 panel! |
Full name | Vulcan 2 |
Class | Standard |
Library # | 6 |
Element | Null Null |
Attack power | 15 |
Codes | D F L |
MB | 18 (max 5 copies) |
Vulcan3 | |
---|---|
Description | 5-shot to pierce 1 panel! |
Full name | Vulcan 3 |
Class | Standard |
Library # | 7 |
Element | Null Null |
Attack power | 20 |
Codes | A G R |
MB | 30 (max 3 copies) |
SuprVulc | |
---|---|
Description | 10-shot vulcan cannon! |
Full name | Super Vulcan |
Class | Standard |
Library # | 8 |
Element | Null Null |
Attack power | 20 |
Codes | V |
MB | 75 (max 1 copy) |
The Vulcan series is a Real Time chip that fires an volley of invisible projectiles ahead in a straight line. It deals File:Element 6 Null.png Null element damage. It deals Flinching damage. On impact, it also hits any enemy directly behind.
- Vulcan1 shoots 3 times for 10 damage each.
- Vulcan2 shoots 4 times for 15 damage each.
- Vulcan3 shoots 5 times for 20 damage each.
- Super Vulcan shoots 10 times for 20 damage each.
Notes
- The Invisible + Barrier interaction causes the projectiles to go through the opponent and miss.
Frame Data
- Counter frames
Vulcan | ||
---|---|---|
Startup | Active | Recovery |
- |
Vulcan2 | ||
---|---|---|
Startup | Active | Recovery |
- |
Vulcan3 | ||
---|---|---|
Startup | Active | Recovery |
- |
Super Vulcan | ||
---|---|---|
Startup | Active | Recovery |
- |
Competitive Overview
Vulcan 1 and 2 see no competitive play as Vulcan 3 is strictly better.
Vulcan 3 sees very limited competitive play as it tends to deal low damage and is difficult to confirm. Using Beast Out to add +30 damage is an option but it would rely on the opponent being uninstalled for the damage to land.
Super Vulcan is a pretty strong chip. While on it's own it deals 200 damage and is difficult to land, it becomes a very powerful option in Beast Out if combined with a WhiCapsl and/or an Atk+30.
Landing Uninstll is another way to confirm Super Vulcan as it removes the SuprArmr Navi Cust part.
Counterplay
Super Vulcan can be difficult to land against an opponent moving up and down. The attack can clip the opponent causing one hit to land but with the remaining hits missing. The enemy can dodge more reliably if they have an AntiDmg up and they hold a direction upon landing.
Defensive chips such as LifeAur can potentially deny the full combo. Tomahawk Cross is another threat as the Cross has Status Guard which can stop the paralysis effect of WhiCapsl.