File:HeatCross art.png | |
Heat Cross | |
---|---|
Description | Fire Chip Attk+50! Buster Attk +1! |
Element | Fire |
Weakness | Aqua |
Charge shot | |
Damage | 50, 70, 90, 110, 130 |
Charge time (frames) | 70, 60, 50, 45, 40 |
Get goin' and use the awesome power of HeatCross!
— Mr. Match
Heat Cross is the first Cross linked in Gregar using the power of HeatMan. As a Fire element Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time Fire chip without the need to charge them.
In competitive play, the fast charging allows for a threatning Charge Shot especially on grass. For Gregar builds without AirShoes, Heat Cross can provide an effective way of dealing consistent fire damage without the need to worry about broken panels. The very fast Charge Shot startup time and long attack lingering time mean that it can be very easy to get hit by it. Going into Heat Cross can provide for a good Beast out option next turn if you find yourself without a way to remove LifeAur.
Unfortunately a large number of Aqua element attacks can land easily on a stationary opponent, so the lingering Charge Shot time can leave you vulnerable to the opponent's attacks. The Charge Shot travelling 3 panels ahead can allow the opponent to completely avoid it by using AreaGrab and stepping back.
In neutral area your opponent can attempt to confirm ElmntMan Ice by stepping back and waiting for your Charge Shot to be released, and then stepping forward to be in range.
While in Heat Cross:
- Non-screen dimming Fire chips gain +50 damage.
- Your Attack value increases by 1
- Charge Shot turns into Fire Arm.
Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing Fire element, Flashing and Flinching damage.
Attack Formula (20 × Attack level + 30) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Frame Data
- The Charge Shot has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.
- The Charge Shot lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frmae 62 for the second, and frame 63 for the third.
Charge Speeds (f) | |||||
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Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 70 | 60 | 50 | 45 | 40 |
First Panel | ||
---|---|---|
Startup | Active | Recovery |
1 | 1-61 | 6 |
Second Panel | ||
Startup | Active | Recovery |
5 | 5-62 | 5 |
Third Panel | ||
Startup | Active | Recovery |
9 | 9-63 | 4 |
Notes
- The Attack increase gained by Heat Cross does not apply to his Charge Shot past level 5.
- However, this can increase your Buster Shot past level 5.
- This increase does not apply to Buster Bug
File:HeatBeast art.png | |
Heat Beast | |
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Element | Fire |
Weakness | Aqua |
Chip charge | |
Damage | 80, 110, 140, 170, 200 |
Charge time (frames) | 90 |