Charge Cross

Cross (BN6)
Revision as of 20:50, 11 February 2023 by Playerzero (talk | contribs)
File:ChargeCross art.png
ChargeCross Portrait.png ChargeCross Emotion.png Charge Cross
DescriptionChrg FireChip Atk Up!In turn slct more chip
ElementElement 6 Fire.png Fire
WeaknessElement 6 Aqua.png Aqua
Charge shot
Damage50, 70, 90, 110, 130
Charge time (frames)90, 80, 70, 65, 60

ChargeCross! Explode with strength! Use it to its fullest!!
— Al Ferry

Charge Cross is the fifth Cross linked in Gregar using the power of ChargeMan. As a Element 6 Fire.png Fire element Cross, Charge Cross can deal and avoid damage with Charge Tackle. Charge Cross gains access to an additional chip on the Custom Screen with each passing turn.

While in Charge Cross:

  • MegaMan is equipped with FireBody which is weak to Element 6 Aqua.png Aqua element attacks.
  • Non-screen dimming Element 6 Fire.png Fire chips can be charged to deal up to +100 damage. This adds +1 every 5 frames, and takes 510 frames in total to reach +100.
  • Gain an additional custom slot every turn up to 3 turns for a maximum of 8.

Charge Tackle: MegaMan charges forward until he either travels 3 panels or hits a target. This deals Element 6 Fire.png Fire element, Pseudo-Breaking, Flashing and Flinching damage.

During Charge Tackle MegaMan gains the Invulnerable status and cannot be damaged.

Attack Formula (20 × Attack level + 30)
Attack Level 1 2 3 4 5
Damage 50 70 90 110 130

Notes

  • Charge Tackle will not hit enemies standing on a Hole Panel without the use of AirShoes.
  • During the tackle, any Barriers, inclusing 6|Life Aura will take damage. As such, using Charge Tackle to hit a 6|Rock Cube will casue the 6|Life Aura to be destroyed. Tackling the enemy will cause Barriers to take 20 damage.
  • The Custom increase can cancel out Custom Bug until the 3 turns are up.

Frame Data

  • Charge Tackle has a 10 frame windup before the Invulnerable status starts.
  • MegaMan spends 12, 15 and 19 frames to travel the 3 panels.
Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 90 80 70 65 60
Startup Active Recovery
10 ? ?

Charge Cross CS 1st panel - 12i 2nd panel - 15i 3rd panel - 19i Missing CS - 24f, 28f, 30f Hitting CS - 35f, 38f, 42f

Competitive Overview

Charge Cross is a common turn 1 Gregar cross, especially for builds with low Custom. This allowes the player to gain access to more Chips each turn and to find key Chips at the right time.

Charge Tackle is a very powerful attack, as it combines both offense and defense. The Invulnerable status makes it more difficult to be hit while also applying consistent pressure.

The Invulnerability is also a great tool in denying the pressure applying by 6|Bug Death Thunder. Charge Tackle will allow you to safely destroy Bug Death Thunder, and potentially deal damage with the same attack.

Charge Tackle is Pseudo-Breaking which allows the user to destroy Objects with one attack regardless of the Objects HP. This also allows the user to deal 2x damage to a Frozen Opponent.

CounterPlay

There is a small window before the Invulnerability starts that your opponent can use to land attacks.

In neutral area the opponent can attempt to confirm Chip Icon 6 Mega 034.png ElmntMan Ice by stepping back and waiting for the user's Charge Shot to be released, and then stepping forward to be in range.

Gregar builds that lack AirShoes can find it difficult to attack enemies standing on or behind broken panels.


Charge Beast

File:ChargeBeast art.png
ChargeCross Portrait.png ChargeBeast Emotion.png Charge Beast
ElementElement 6 Fire.png Fire
WeaknessElement 6 Aqua.png Aqua
Chip charge
Damage100, 130, 160, 190, 220
Charge time (frames)20

Using the power of Gregar, Charge Cross is able to Transform into Charge Beast.

Charge Beast gains:

Charge Beast is equipped with FireBody which is weak to Element 6 Aqua.png Aqua attacks.

While in Charge Beast:

  • Non-screen dimming Element 6 Fire.png Fire chips can be charged to deal up to +100 damage. This adds +1 every 5 frames, and takes 510 frames in total to reach +100.
  • Gain an additional custom slot every turn up to 3 turns for a maximum of 8.

Charge Bite applies the immobilize condition to the enemy and fires a projectile down the row, dealing Element 6 Fire.png Fire, Flashing, and Flinching damage.

Attack Formula (30 × Attack level + 70)
Attack Level 1 2 3 4 5
Damage 100 130 160 190 220

Notes

  • It is possible to step into Charge Bite after the immobilize ends.
  • Charge Bite is one of the longest lasting Gregar Chip Charges.

Frame Data

  • Charge Bite takes 20 frames to fully charge and is not impacted by Charge value.
  • Charge Bite has a 30 frame windup and hits the 5 panels ahead on frames 32, 35, 39, 42 and 45. In total it lasts for ? frames.
  • The Immobilized status lasts for 29 frames after the start of Charge Bite.

Counter Hit window?

Number of panels 1 2 3 4 5
Frames (f) 32 35 39 42 46
Startup Active Recovery
? ? ?

Competitive Overview

The long Start Up time makes Charge Bite a great candidate for Anti Damage Buffering to deny damage from powerful attacks such as Chip Icon 6 Giga 004 Gregar.png ColForce.


Counter Play

The Immobilize Status gets stopped by an enemy with Status Guard or one standing on a hole panel.

The long Start Up time of Charge Bite means that it can be difficult to land reliably. While the enemy is Immobilized, they are able to use Chips which allows for the use of Defense before the attack lands.