TrnArrw1 | |
---|---|
Description | Hits enmy w/arrow. Use dstnc |
Full name | Train Arrow 1 |
Class | Standard |
Library # | 23 |
Element | Aqua |
Attack power | 30 |
Codes | A F K |
MB | 30 (max 3 copies) |
TrnArrw2 | |
---|---|
Description | Hits enmy w/arrow. Use dstnc |
Full name | Train Arrow 2 |
Class | Standard |
Library # | 24 |
Element | Aqua |
Attack power | 40 |
Codes | G M Z |
MB | 36 (max 3 copies) |
TrnArrw3 | |
---|---|
Description | Hits enmy w/arrow. Use dstnc |
Full name | Train Arrow 3 |
Class | Standard |
Library # | 25 |
Element | Aqua |
Attack power | 50 |
Codes | M S Y |
MB | 42 (max 2 copies) |
The Train Arrow series is a Real Time chip that fires water arrows in a straight line. The number of arrows is the number of unoccupied panels in front of the user up until the next hittable enemy/object in the same row, plus one extra arrow. It deals Aqua element, Flinching damage.
Frame Data
All versions of Train Arrow share the following frame data:
- Have a 1 frame startup, after which arrows will spawn.
- The maximum number of arrows that can spawn immediately after startup is 5, if the user is on their leftmost column and there are no hittable enemy/object in the same row. Henceforth, the arrow that spawns on the panel in front of the user will be called 'the 1st arrow', the one that spawns four panels away will be called 'the 5th arrow', and so on. Each arrow has their own frame data, meaning they do not begin moving earlier if fewer arrows spawn.
- The 5th arrow hits its panel on frames 2-4.
- The 4th arrow hits its panel on frames 2-8, then the next panel on frames 9-14.
- The 3rd arrow hits its panel on frames 2-12, then the next panels on frames 13-18 / 19-25.
- The 2nd arrow hits its panel on frames 2-16, then the next panels on frames 17-22 / 23-29 / 30-36.
- The 1st arrow hits its panel on frames 2-20, then the next panels on frames 20-26 / 27-33 / 34-40 / 41-46.
- The extra arrow spawns and hits the user's panel on frames 25-27, then the next panels on frames 28-33 / 34-40 / 41-47 / 48-53 / 54-60.
- Counterable on
Competitive Overview
The Train Arrow series is usually used at the end of stun combos. Setups for Train Arrow include freezing from other Aqua element chips such as IceSeed, AquaDrgn, and common paralysis sources such as EraseMan, FlshBom1.
The further apart the user and the enemy are, the greater the damage, which can additionally be boosted by Aqua Cross's chip charge, Atk+30 and/or DblPoint, giving Train Arrow very strong burst damage potential.
Landing Uninstll is a way to confirm as it removes the SuprArmr Navi Cust part and allows every arrow to flinch the enemy.
Counterplay
The Train Arrow series is counter-intuitive to game plans involving staying on the user's farthest column to maintain area advantage. In this scenario, the enemy is less threatened by Train Arrow as it deals minimal damage.
Similarly, the enemy can use AreaGrab and maintain their area advantage, drastically reducing Train Arrow's damage.
The enemy can avoid standing on Ice Panels to prevent being frozen as part of the setup for Train Arrow.
If the enemy expects Train Arrow, they can constantly buffer movement upwards and downwards to make Train Arrow harder to land.