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, for a maximum of 6 arrows. It deals Aqua element, Flinching damage.
- 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'
- Using Train Arrow in Beast Out will attempt to maximize the number of arrows fired while lining up with the enemy.
Frame Data
All versions of Train Arrow share the following frame data:
- Have a 1 frame startup, after which arrows will spawn.
- 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.
Noted on the diagram is frame data for which each arrow will hit the final panel.
start 56- 60 | 41-46 | 3-36 | 19-25 | 9-14 | 2-4 |
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
1 | 2-60 | 26-41 |
- Counterable on
Competitive Overview
The Train Arrow series is usually used at the end of stun combos. Setups for Train Arrow include creating Ice Panels to apply the Frozen status from other chips such as IceSeed, AquaDrgn, and common paralysis sources such as EraseMan or FlshBom1.
A common strategy is to use Train Arrow in Aqua Cross. This allows the player to take advantage of the x2 damage boost from Aqua Cross. Going into Spout Beast also cuts the Chip Charge from 40 frames to 20 frames, and allows for the auto targetting as well.
The further apart the user and the enemy are, the greater the damage. Using Spout Cross along with Atk+30 or DblPoint can give Train Arrow very high burst damage potential.
Removing the opponenet's SuprArmr by Landing Uninstll can help confirm .
Counterplay
Going into Aqua Cross or Aqua Beast can signal to the opponent that the Train Arrow combo is coming. If the enemy expects Train Arrow, they can constantly buffer movement upwards and downwards to make Train Arrow harder to land.
Damage potential from Train Arrow can be minimized if the opponent is pushing forward on area through using AreaGrab, or PanlGrab.
The enemy can avoid standing on Ice Panels to prevent being Frozen as part of the setup for Train Arrow.