AuraHed1 | |
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Description | A flying head with 2spc tail |
Full name | Aura Head 1 |
Class | Standard |
Library # | 48 |
Element | Break |
Attack power | 130 |
Codes | B C D |
MB | 25 (max 4 copies) |
Part of program advances | StreamHd |
AuraHed2 | |
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Description | A flying head with 2spc tail |
Full name | Aura Head 2 |
Class | Standard |
Library # | 49 |
Element | Break |
Attack power | 150 |
Codes | D E F |
MB | 33 (max 3 copies) |
Part of program advances | StreamHd |
AuraHed3 | |
---|---|
Description | A flying head with 2spc tail |
Full name | Aura Head 3 |
Class | Standard |
Library # | 50 |
Element | Break |
Attack power | 170 |
Codes | F G H |
MB | 39 (max 3 copies) |
Part of program advances | StreamHd |
aura head is a 1 space wide projectile, it normally travels 3 spaces, unless it comes in contact with an enemy/object, then it then travels one space behind that enemy/object and then stops, regardless of how much space would be left for it to move had it not come in contact with that object, having a barrier or an aura up adds 50+ damage to the aura head
Has no counter frames.
JUMP BEAST LOGIC
- The user jumps to the same lane as the target three spaces away from it
- if there is an object in the space the user is supposed to jump to, then they jump two spaces away from the target instead
- if there are two objects in the spaces the user is supposed to jump to, then they jump one space spaces away from the target instead
- if there are three objects in the spaces the user is supposed to jump to, the user will jump into the correct horizontal distance but move one space up or down;
- if there is a hole in the place the user is supposed to jump to, a user with AirShoes will ignore the hole and jump normally, while a player without Air Shoes will treat it as an object
- the user being behind the target doesn't change anything