File:ChargeCross art.png | |
Charge Cross | |
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Description | Chrg FireChip Atk Up!In turn slct more chip |
Element | Fire |
Weakness | Aqua |
Charge shot | |
Damage | 50, 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 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 Aqua attacks.
- Non-screen dimming 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 Shot turns into Charge Tackle.
Charge Tackle: MegaMan charges forward until he either travels 3 panels or hits a target. This deals 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, including LifeAur will take damage. As such, using Charge Tackle to hit a RockCube will cause the LifeAur 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.
- Counterable on frames 1-16. Because of the Invulnerable status, this is effectively frames 1-9.
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 90 | 80 | 70 | 65 | 60 |
start | 12-14 | 15-18 | 19-20 | ||
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
10 | 11-20 | 21-30 | 1-9 |
The total Charge Shot duration varies and depends on whether MegaMan hits an enemy or not and on which panel this occurs. Charge tackle can also end ealier if MegaMan is not able to move onto the next panel (Broken Panel, Hole Panel) or if he reaches the end of the stage.
Panel | Missing | Hitting |
---|---|---|
1 | 24 | 35 |
2 | 28 | 38 |
3 | 30 | 42 |
Competitive Overview
Charge Cross is a common turn 1 Gregar cross, especially for builds with low Custom. This allows 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 BgDthThd. 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 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 | |
Charge Beast | |
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Element | Fire |
Weakness | Aqua |
Chip charge | |
Damage | 100, 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:
- SuprArmr and the Gregar Beast Buster
- +30 Attack to Non-screen dimming None element chips.
- MegaMan will attempt to line up Non-screen dimming chips with a Beast Jump.
Charge Beast is equipped with FireBody which is weak to Aqua attacks.
While in Charge Beast:
- Non-screen dimming 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.
- None chips can be Beast Charged to execute Charge Bite.
Charge Bite applies the Immobilized condition to the enemy and fires a projectile down the row, dealing 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 45 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 |
start | 32-34 | 35-38 | 39-41 | 42-45 | 46-49 |
Startup | Active | Recovery |
---|---|---|
30 | 32-49 | 50-84 |
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 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.