ElcPuls1 | |
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Description | Sprd elec puls that paralyzes |
Full name | Elec Pulse 1 |
Class | Standard |
Library # | 33 |
Element | Elec |
Attack power | 100 |
Codes | J L S |
MB | 32 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls2 | |
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Description | Sprd elec pulse.Pul enemy in. |
Full name | Elec Pulse 2 |
Class | Standard |
Library # | 34 |
Element | Elec |
Attack power | 120 |
Codes | A E J |
MB | 36 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls3 | |
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Description | Sprd elec puls. Hit w/HP bug. |
Full name | Elec Pulse 3 |
Class | Standard |
Library # | 35 |
Element | Elec |
Attack power | 140 |
Codes | A J S |
MB | 40 (max 2 copies) |
Part of program advances | DestPuls, MstrCros |
The Elec Pulse series is a real time Elec chip that deals Flinching damage to the two columns in front of MegaMan in a cone shape that is Invis-Piercing. Elec Pulse only damages once meaning they cannot be damaged again when entering another panel. If an object is hit, the enemy can walk through the pulse without consequence. If an object and enemy are hit at the same time, they both take damage. Together they form the DestPuls Programm Advance. Depending on what chip of the series, they also apply additional effect:
- Elec Pulse 1 paralyzes the enemy for 90 frames.
- Elec Pulse 2 applies a small pull, pulling the opponent towards the user by one panel.
- Elec Pulse 3 flashed the opponnent and applies a single Battle HP Bug.
Notes
- Elec Pulse 3 is also a part of the MstrCros Programm Advance.
- Unlike Elec Pulse 1 and 3, in the GBA version Elec Pulse 2 has no endlag allowing it to be chained into other chips.
- In the Battle Network Legacy Collection, Elec Pulse 2 has been changed such that the user must remain in place for the duration of its hitbox akin to Elec Pulse 1 and Elec Pulse 3.
Frame Data
??? | |||||
start | ??? | ??? | |||
??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-26 | 27-38 | 38 | 1-16 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-37 | 38-49 | 49 | 1-16 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-48 | 49-60 | 60 | 1-16 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-103 | 104-115 | 115 | 1-16 |