File:DustCross art.png | |
Dust Cross | |
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Description | CustScrn:Dscrd Chip.[B]+Left:SuckIn [B]:Fire! |
Element | Break |
Weakness | Cursor |
Charge shot | |
Damage | 60, 70, 80, 90, 100 |
Charge time (frames) | 80, 70, 60, 55, 50 |
DustCross. Environmentally sound power. Use it.
— Mr. Press
Dust Cross
Dust Cross is the fifth Cross linked in Falzar using the power of DustMan. As a Break element Cross, Dust Cross can provide a very powerful engine for going through your folder, as well as dealing with Objects on the field!
While in Dust Cross:
- MegaMan is weak to Cursor attacks.
- Megaman gains a B+Left ability to take in objects. Using the normal buster will then shoot one of the objects for 200 Breaking damage.
- MegaMan gains the Trash Chute ability which allows the user to select up to 5 chips from the Custom screen and place them at the bottom of the folder.
- Charge Shot turns into Scrap Reborn.
Scrap Reborn: Fires a projectile targeting any enemy or enemy object (check this) and cracking any panel hit. This deals Break element, Flinching and Flashing damage.
If Scrap Reborn has no targets, the projectile will land on the last panel in the row.
Attack Formula (10 × Attack level + 50) | |||||
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Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 70 | 80 | 90 | 100 |
Notes
- The projectile summoned by Scrap Reborn is sometimes called Charlie[citation needed]
- Chips selected by Trash Chute must adhere to the standard Chip selection rules.
- Chips selected by Trash Chute will appear at the bottom of the folder in the order they're selected.
- Objects taken by Dust Crosse's B+Left ability lose their element and are Break element only. For example Objects#Ice cube will lose the Aqua element.
- Dust Crosse's B+Left will only take in a certain type of object. Follow this link to check the full list of objects and their types.
- Up to a maximum of 8 objects can be stored at a time.
- Thrown objects can be sucked in before they land on the field.
- It is possible to interrupt Dust Crosse's B+Left ability by interrupting the animation. If done within (check frames) the objects will remain on the field, and if between (check frames) objects will be removed from the field but not absorbed.
- It is often easier to press the B button then followed by Left for the B+Left inputs.
Frame Data
- The Charge shot lasts 36f and Scrap Reborn takes 9f, 12f, 18f, 25f, and 31f to travel before landing.
- The objects get absorbed in 11 frames, and the animation lasts for a total of 21 frames. Up to 8 objects can be stored at a time.
- Counterable on frames 1-16.
Charge Speeds (f) | |||||
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Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 80 | 70 | 60 | 55 | 50 |
Startup | Active | Recovery |
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1-9 | 10 | 11-28 |
Competitive Overview
Dust Cross is a common turn 1 option to take advantage of Trash Chute or for any objects that might spawn on the field.
Trash Chute is a very powerful ability that sees a lot of use in competitive play. It allows the user to more efficiently select chips and to find key chips when needed. It can be used to smooth out future draws or to put combo pieces together for later in the game.
While Scrap Reborn might not deal a lot of damage, it can be a great tool for disrupting the opponent's plays. It is deceptively hard to dodge because of the slight delay between Scrap Reborn arriving on the panel, and the actual impact of the hit. It can also crack and break panels which limits movement options for opponents without AirShoes or FlotShoe. This can be used as a powerful late game option to remove defensive traps such as AntiDmg or to lock the opponent down for other attacks.
It's important to sometimes consider holding onto Dust Cross when there's a high risk of getting decrossed early.
Holding a direction at the start of the first turn can help with protecting from an attempt at using at the very start of the battle.
CounterPlay
For as strong as Dust Cross is, it is often difficult to not lose the cross against a prepared opponent. 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 Dust 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 Dust Cross. It starts at the bottom row, making it very difficult to avoid for a player standing there.
File:DustBeast art.png | |
Dust Beast | |
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Element | Break |
Weakness | Cursor |
Chip charge | |
Damage | 100, 120, 140, 160, 180 |
Charge time (frames) | 40 |
Dust Beast
Using the power of Falzar, Dust Cross is able to Transform into Dust Beast.
Dust 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.
Dust Beast is weak to Cursor attacks.
While in Dust Beast:
- Megaman gains a B+Left ability to take in objects. Using the normal buster will then shoot one of the objects for 200 Breaking damage.
- MegaMan gains the Trash Shoot ability which allows the user to select up to 5 chips from the Custom screen and place them at the bottom of the folder.
- Beast Charge turns into Dust Shooting.
Dust Shooting hits 6 random panels in a 3 wide 3 deep area in front of MegaMan. Panels struck by Dust Shooting get cracked and each panel can only be hit once. It deals Flashing and Flinching break damage
Dust Beast can't be targeted or hit by attacks while Dust Shooting is active.
Attack Formula (20 × Attack level + 80) | |||||
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Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 100 | 120 | 140 | 160 | 180 |
Notes
- Gaining the Falzar Buster makes the B+Left timing stricter. Both the B and Left input need to occur on the same frame for the ability to activate.
- Dust Shooting causes MegaMan to completely leave the field. This will cause targetted attacks such as MachGun1 to hit the default targeted panel.
- Holding the Beast Buster can cause all stored objects to be fired if the user is not careful.
Frame Data
- Dust Shooting takes 40 frames to fully charge and is not impacted by Charge value.
- Dust Shooting take 32 frames to fire the first projectile, and 11 extra frames for each subsequent one. Dust Beast lands 108 frames after the Chip Charge starts.
Number of hits | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
Frames (f) | 32 | 43 | 54 | 65 | 76 | 87 |
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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32 | 33-141 | ? |
Competitive Overview
Dust Beast allows for great utility in play. While it requires good timing, Dust Shooting can be used to completely avoid attacks such as MachGun1 or Erase Beast's Chip Charge.
Breaking or Cracking panels can severly limit the enemy's movement or deny powerful attacks such as ColForce or Erase Beast.
Dush Shooting can be fairly difficult to avoid which makes is a good option to decross Slash Cross.
Counter Play
Dust Beast suffers from many of the same weaknesses that Dust Cross has. It is difficult to avoid Cursor attacks.
Dust Shooting can only hit each panel once, this allows the enemy to avoid getting hit by standing on a panel that's been hit. This also means that it can't fully break a fixed panel.