ElcPuls1 | |
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Description | Sprd elec puls that paralyzes |
Full name | Elec Pulse 1 |
Class | Standard |
Library # | 33 |
Element | Elec |
Attack power | 100 |
Codes | J L S |
MB | 32 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls2 | |
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Description | Sprd elec pulse.Pul enemy in. |
Full name | Elec Pulse 2 |
Class | Standard |
Library # | 34 |
Element | Elec |
Attack power | 120 |
Codes | A E J |
MB | 36 (max 3 copies) |
Part of program advances | DestPuls |
ElcPuls3 | |
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Description | Sprd elec puls. Hit w/HP bug. |
Full name | Elec Pulse 3 |
Class | Standard |
Library # | 35 |
Element | Elec |
Attack power | 140 |
Codes | A J S |
MB | 40 (max 2 copies) |
Part of program advances | DestPuls, MstrCros |
The Elec Pulse series is a real time Elec chip that deals Flinching damage to the two columns in front of MegaMan in a cone shape that is Invis-Piercing. Elec Pulse only damages once meaning they cannot be damaged again when entering another panel. If an object is hit, the enemy can walk through the pulse without consequence. If an object and enemy are hit at the same time, they both take damage. Together they form the DestPuls Programm Advance. Depending on what chip of the series, they also apply additional effect:
- Elec Pulse 1 paralyzes the enemy for 90 frames.
- Elec Pulse 2 applies a small pull, pulling the opponent towards the user by one panel.
- Elec Pulse 3 flashes the opponnent for 120 frames and applies a single Battle HP Bug.
Notes
- Elec Pulse 3 is also a part of the MstrCros Programm Advance.
- Unlike Elec Pulse 1 and 3, in the GBA version Elec Pulse 2 has no endlag allowing it to be chained into other chips.
- In the Battle Network Legacy Collection, Elec Pulse 2 has been changed such that the user must remain in place for the duration of its hitbox akin to Elec Pulse 1 and Elec Pulse 3.
Frame Data
All versions of ElecPuls share the following frame data:
- Have a 2 frame startup
- The attack is attack for 60 frames
- Using ElecPulse while in Beast Out adds a delay of 4 frames to the attack.
Differences:
- MegaMan can act already at frame 15 for ElecPuls 2 in the GBA version.
3-62 | |||||
start | 3-62 | 3-62 | |||
3-62 |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 15 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Startup | Active | Recovery | Total | Counter Frames |
---|---|---|---|---|
2 | 3-62 | 63-64 | 64 | ??? |
Competitve Overview
Being in J-Code alongside other strong chips such as HubBatc and Recov300 makes the Elec Pulse series worth to take into the folder. Out of the 3, Elec Pulse 2 sees the most competetive play, due to not having endlag. It is often seen in rush folders, in which Elec Pulse 2 acts as the attack opener piercing and removing Flashing by applying Drag and is often followed with WindRack and an another damaging chip. Invisibl is completely countered by Elec Pulse 2 and once it connects, the opponent is not able to use a defensive chips to avoid the damage making this combo very strong. The Drag it applies can also increase the Battle HP Bug of the opponent if they also have Damage HP Bug.
Elec Pulse 1 and 3 often only see play in folders in order to form DestPuls, a very strong Program Advance that is valued for its strong effects such as paralyzing and blinding the enemy for a long time and applying Battle HP Bug and Custom HP Bug level 2, all while dealing decent 400 damage. Outside of the Programm Advance these chips are rarely played. Elec Pulse 1, like Elec Pulse 2, can remove Flashing, however it doesn't deal much damage and the endlag makes it hard to take advantage of the paralyzing effect it provides. Elec Pulse 3 has the highest damage out of the 3, but puts the enemy into the Flashing state making it not that valuable to play. Nevertheless, both can be used to extend the invulnerable frames of AntiDmg when getting triggering the trap due to their long attack animation and endlag.
Counter Play
Since the Elec Pulse series having a rather short attack range, they can be easily dodged by camping the back column on neutral area. The most effective way to avoid its damage is to know when the opponent is intending to use it. Going into Tengu Cross or Beast Out at the start of a turn might be an indicator of an incomming attack and defenses such as AntiDmg or Barr200 can be used to protect oneself against it. Having Movement Bug might help dodging the attack by moving unpredictably making it also possible to dodge the attack with Beast Jump. Unfortunately once the attack connects, it is very unlikely to avoid the following damage, due to the Drag applied by Elec Pulse 2 in combination with its lack of endlag makes it almost impossible to react against the followup damage.