Aura Head chip series (BN6)

Chip series (BN6)
Revision as of 11:07, 18 September 2024 by Alija (talk | contribs)
Chip 6 Standard 048.png
Chip Icon 6 Standard 048.png AuraHed1
DescriptionA flying head with 2spc tail
Full nameAura Head 1
ClassStandard
Library #48
ElementBreak Break
Attack power130
CodesB C D
MB25 (max 4 copies)
Part of program advancesStreamHd
Chip 6 Standard 049.png
Chip Icon 6 Standard 049.png AuraHed2
DescriptionA flying head with 2spc tail
Full nameAura Head 2
ClassStandard
Library #49
ElementBreak Break
Attack power150
CodesD E F
MB33 (max 3 copies)
Part of program advancesStreamHd
Chip 6 Standard 050.png
Chip Icon 6 Standard 050.png AuraHed3
DescriptionA flying head with 2spc tail
Full nameAura Head 3
ClassStandard
Library #50
ElementBreak Break
Attack power170
CodesF G H
MB39 (max 3 copies)
Part of program advancesStreamHd

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