File:GroundCross art.png | |
Ground Cross | |
---|---|
Description | BrkChip Atk+10 Chrg Brk:FallRck!SuprArmrOn |
Element | Break |
Weakness | Cursor |
Charge shot | |
Ground Cross
Ground Cross is the fourth Cross linked in Falzar using the power of GroundMan. As a Break element Cross, Ground Cross utilizes the power of Ground Drill to avoid attacks or deal massive damage!
While in Ground Cross:
- MegaMan is weak to Cursor attacks.
- Non-screen dimming Fire chips gain +10 damage.
- MegaMan's gains the Template:Navi Cust.
- Charge Shot turns into Ground Drill.
Ground Drill: MegaMan goes underground
Fire Arm will remove Wood Panel on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.
Attack Formula (20 × Attack level + 30) | |||||
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Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Notes
- The Attack Stat increase gained by Heat Cross does not apply to his Charge Shot past level 5.
- However, this can increase MegaMan's Buster Shot past level 5.
- This increase does not apply to Buster Bug
Frame Data
- The Charge Shot has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.
- The Charge Shot lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frame 62 for the second, and frame 63 for the third.
Counter hit window?
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 80 | 70 | 60 | 55 | 50 |
First Panel | ||
---|---|---|
Startup | Active | Recovery |
1 | 1-61 | 6 |
Second Panel | ||
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Startup | Active | Recovery |
5 | 5-62 | 5 |
Third Panel | ||
---|---|---|
Startup | Active | Recovery |
9 | 9-63 | 4 |
Competitive Overview
The fast charging allows for a threatning Charge Shot especially on grass. For Gregar builds without AirShoes, Heat Cross can provide an effective way of dealing consistent fire damage to an enemy standing behind broken panels. The very fast Charge Shot startup time and long attack lingering time mean that it can be very easy for the enemy to get hit by it.
If a panel of Heat Arm hits the enemy or an Object, that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack, this means that you can remove Defense such as AntiDmg and deal damage if the opponent walks into another panel.
Going into Heat Cross can provide for a good Beast out option next turn if you find yourself without a way to remove LifeAur. The +50 increase to damage can allow chips such as FireHit3 to remove LifeAur.
CounterPlay
Unfortunately a large number of Aqua element attacks can land easily on a stationary user, so the lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks. The Charge Shot travelling 3 panels ahead can allow the opponent to completely avoid it by using AreaGrab and stepping back.
In neutral area the opponent can attempt to confirm ElmntMan Ice by stepping back and waiting for the user's Charge Shot to be released, and then stepping forward to be in range.
File:GroundBeast art.png | |
Ground Beast | |
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Element | Break |
Weakness | Cursor |
Chip charge | |
Drill to the center of power with GroundCross!!
— Moliarty