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, Flinching damage. On impact, it also hits panels 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.
- SuprVulc shoots 10 times for 20 damage each.
Notes
- The Invisible + Barrier interaction causes the projectiles to go through the opponent and miss.
Frame Data
All versions of Vulcan share the following frame data:
- Have a 3 frame startup.
- The first bullet hits the first panel at frame 4. Each bullet thereafter takes 11 frames to spawn, meaning the second bullet hits the first panel at frame 15, and so on. Bullets take 1 frame to hit each subsequent panels.
- Bullets take 1 more frame to deal damage after colliding with an enemy.
- Counterable on frames 1-16
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-26 | 27-38 | 35 | 1-16 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-37 | 38-49 | 46 | 1-16 |
Counter Frames | ||||
1-16 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-48 | 49-60 | 57 | 1-16 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
3 | 4-103 | 104-115 | 112 | 1-16 |
Competitive Overview
Vulcan1 and Vulcan2 see no competitive play as they deal very low damage and are not worth the chip space.
Vulcan3 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.
SuprVulc 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 SuprVulc as it removes the SuprArmr Navi Cust part.
Counterplay
SuprVulc 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.