YoYo | |
---|---|
Description | YoYo atk reaches 3sq ahead |
Full name | Yo-Yo |
Class | Standard |
Library # | 18 |
Element | None |
Attack power | 50 |
Codes | L M N * |
MB | 32 (max 3 copies) |
Part of program advances | GreatYo |
Yo-Yo is a None element non-dimming chip. It flies forward in a 3 deep 1 wide area, damaging everything on the way forward, then lingers to do 3 hits hits at the end, and damages on the way back to MegaMan.
It deals Flinching, and [[Secondry_Element_(BN6)|Secondry Sword]]. When used in beast form it tries to maximize damage by standing at max range. Due to not dealing Flashing damage, it is possible for the opponent to receive multiple instances of damage if they move to different panels during the attack.
Frame Data
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
1 | 2-53 | 54-61 | 61 | ??? |
start | 2-6 50-53 | 7-14 42-49 | 15-41 | ||
Competitive Overview
Yo-Yo rarely sees play in competitve due to the attack being reliant on postioning and it being rather slow. It often gives the enemy enough time to react and dodge the rest of the damage making it only valuable to use when the oponnent is immobilzed. This results in Yo-Yo often being played in combination with a WhiCapsl or used against a target without SuprArmr. Since it's a non-dimming chip that has None as primary element, it benefits from the attack boost granted by Beast Out and Beast Over, while being able to decross Tengu Cross thanks to its secondary Sword element.
Counter Play
With the limited range, the attack can completely miss if the opponent is camping the backrow while the user is at an areal disadvantage through AreaGrab or PanlGrab. It can also be easily dodged by sidestepping onto an another row and due to the rather long attack it gives the opponent enough time to prepare their counter attack.