File:TomahawkCross art.png | |
Tomahawk Cross | |
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Description | Chrg WoodChip: Atk x2! Status Guard:NoAbnorm |
Element | Wood |
Weakness | Fire |
Charge shot | |
Damage | 60, 80, 100, 120, 140 |
Charge time (frames) | 120, 110, 100, 95, 90 |
Power from the land. Try TomahawkCross for yourself!
— Dingo
Tomahawk Cross is the second Cross linked in Falzar using the power of TomahawkMan. Not only a Wood element Cross that has the power to double the damage of Wood chips, Tomahawk Cross's charge attack is a wide-area attack that also has Sword as a secondary element.
Perhaps Tomahawk Cross's best known utility in competitive play is the Status Guard ability, which gives MegaMan immunity to all status effects, providing much needed safety while executing own game plan.
While in Tomahawk Cross:
- MegaMan is equipped with WoodBody, which enables HP recovery while standing on a Grass Panels. Recovers 1 HP per 20f while above 10 HP, and 1 HP per 180f while below 10 HP.
- MegaMan is weak to Fire attacks.
- Non-screen dimming Wood chips can be charged to deal double damage, which takes 40f.
- MegaMan gains Status Guard, granting immunity to Status Effects except for those caused by bugs and DestroyPulse.
- Charge Shot turns into Tomahawk Swing.
Tomahawk Swing: Swings an axe in an 2x3 area ahead of MegaMan. Has Sword as a secondary element. Does not cause Flashing.
Attack Formula (20 × Attack level + 40) | |||||
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Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- Changing into Tomahawk Cross will cure Status Effects including those inflicted by DestroyPulse and bugs.
Frame Data
After releasing the CS, the animation has a windup of 26f before it hits, and finishing the animation takes 46f.
Charge Speeds (f) | |||||
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Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 120 | 110 | 100 | 95 | 90 |
Startup | Active | Recovery |
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26 |
Competitive Overview
Being able to deal double damage with certain Wood chips is an excellent offensive ability. For example, all versions of Boomers and Wood Dragon can deal over 200 damage, and a well-timed Risky Honey can prove lethal to an unsuspecting opponent.
With +1 column area advantage, Tomahawk Swing is a reliable source of non-Flashing damage, meaning the user can follow-up with other chips after the attack finishes.
If the player predicts that the opponent will bring any source of freezing and paralysis (e.g., EraseMan), it might be a good idea to change into Tomahawk Cross to prevent these status effects. As such, Tomahawk Cross's Status Guard is a great combo breaker. For example, during the time period the opponent's ColForce is in play, the user will not be paralyzed, and will be able to use any defensive option such as Invisibl and LifeAur.
If the player manages to keep moving between Grass Panels for 3 seconds after their HP has fallen to 1 by UnderSht, they will recover 1 HP and UnderSht will be active again.
Counterplay
The Charge Shot Tomahawk Swing can be exploited in many ways. It can easily be dodged by stepping back if the area is neutral or disadvantaged towards Tomahawk Cross. It cannot be used to trade with some faster Charge Shots such as Slash Cross's Wide Slash. The long animation leaves the user open to the opponent's attacks. Tomahawk Swing is no longer a reliable source of damage if the middle panel in the opponent's frontmost column is broken.
ElmntMan and BlastMan are 2 popular sources of Fire damage, and these are both time-freezing Navi chip series. Catching Tomahawk Cross standing on Grass Panels with these Navi chips can deal an enormous amount of damage as well as decrossing Tomahawk Cross.
Certain combo-reliant strategies opt to run HeatMan purely to threaten Tomahawk Cross and remove Status Guard from play.
HeatDrgn has a high chance of taking out Tomahawk Cross if they are standing on the top row.
File:TomahawkBeast art.png | |
Tomahawk Beast | |
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Element | Wood |
Weakness | Fire |
Chip charge | |
Damage | 1-2x (70, 90, 110, 130, 150) |
Charge time (frames) | 40 |