File:EraseCross art.png | |
Erase Cross | |
---|---|
Description | If 4 digit HP Elemntless:Dth Curs ChipAtk+30 |
Element | Cursor |
Weakness | Wind |
Charge shot | |
Damage | 60, 80, 100, 120, 140 |
Charge time (frames) | 110, 100 90, 85, 80 |
EraseCross... King of destruction... Use it wisely.
— Dark Scythe
Erase Cross
Erase Cross is the fourth Cross linked in Gregar using the power of EraseMan. As a Cursor element Cross, Erase Cross can perform an Invis-Piercing attack with Erase's Delete Beam.
While in Erase Cross:
- MegaMan is weak to Wind attacks.
- All Cursor chips gain +30 damage.
- Hitting the enemy with a 4 in their current HP with a None element chip inflicts a single stack of Battle HP Bug.
- Charge Shot turns into Delete Beam.
Delete Beam fires a beam that hits everything on the row in front of MegaMan. It deals None element, Flashing, Flinching and Invis-Piercing damage.
Attack Formula (20 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 60 | 80 | 100 | 120 | 140 |
Notes
- Delete Beam is the only Charge Shot that does not deal damage of the same element as the cross. As it is None element, it can not destroy traps as a normal Cursor attack would.
- Delete Beam pierces Invisibl but will still put the enemy in the Flashing state.
Frame Data
- Delete Beam lasts for 72 frames in total. It is active starting at frame 8 and disappears at frame 70 from the field.
- Counterable on frames 1-16.
Charge Speeds (f) | |||||
---|---|---|---|---|---|
Charge Level | 1 | 2 | 3 | 4 | 5 |
Charge Speed | 110 | 100 | 90 | 85 | 80 |
start | 8-70 | 8-70 | 8-70 | 8-70 | 8-70 |
Startup | Active | Recovery | Counter Frames |
---|---|---|---|
7 | 8-70 | 71-73 | 1-16 |
Competitive Overview
Delete Beam is the only Charge Shot with the Invis-Piercing property out of all the Gregar crosses. This allows it to be a great pressuring tool regardless of Invisible.
If a panel of Delete Beam hits the enemy or an Object, that panel will lose its damage and cannot hit again. However, all other panels remain active until the end of the attack making it possible to remove Defense such as AntiDmg and deal damage if the opponent walks into another panel. Since the Delete Beam is Invis-Piercing, it allows the user to land multiple hits with same attack. This makes it especially useful if the enemy moves on Ice Panels without Float Shoes.
Erase Cross provides a good Beast Out option next turn if there is a need to remove defenses such as LifeAur or AntiDmg. Erase Beast also gives the opportunity to deal Cursor damage in order to decross Dust Cross and Ground Cross.
Counter Play
The Charge Shot lasts a total of 72 frames, in which MegaMan is not able to move. This leaves the player vulnerable to Wind element attacks like or Static.
Tengu Cross can create Fan gusts that pulls the player to the front row, which the opponent then can use to hit the player with a Wind element attack or with a Status applying attack followed by it's Charged Shot Tengu Rack afterwards.
Erase Beast
File:EraseBeast art.png | |
Erase Beast | |
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Element | Cursor |
Weakness | Wind |
Chip charge | |
Damage | 100, 130, 160, 190, 220 |
Charge time (frames) | 120 |
Using the power of Gregar, Erase Cross is able to Transform into Erase Beast.
Erase 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.
Erase Beast is weak to Wind attacks.
While in Erase Beast:
- All Cursor Cursor chips gain +30 to damage.
- Hitting the enemy with a 4 in the current HP with a None element chip inflicts a single stack of Battle HP Bug.
- None element chips can be Beast Charged to execute Erase Tail Arrow dealing Flashing and Flinching Cursor Element damage.
Erase Tail Arrow launches a very fast Invis-Piercing projectile on the enemy position, that also inflicts a single Battle HP Bug on targets struck.
Notes
- Erase Tail Arrow deals Cursor element damage, meaning it can destroy any Traps the opponent currently and still deal the full damage.
- Although hard, it is possible to dodge the projectile with the right timing. The attack locks on the enemy the very moment MegaMan's animation changes.
- The enemy can't stand next to or behind MegaMan column wise, otherwise Erase Tail Arrow will miss.
Frame Data
- Erase Tail Arrow takes 120 frames to fully charge and is not impacted by Charge value.
- Erase Tail Arrow has a 15 frame windup.
Counter Hit window?
Attack Formula (30 × Attack level + 40) | |||||
---|---|---|---|---|---|
Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 80 | 110 | 140 | 170 | 200 |
start | 16-26 (Enemy) | ||||
Startup | Active | Recovery |
---|---|---|
15 | 16-26 | 27-34 |
Competitive Overview
Erase Tail is one of the longest Beast Charges which makes using SloGauge a common strategy.
Erase Tail Arrow is very difficult to avoid which makes it a powerful way to deal consistent damage. At Attack 5, it can be used to remove LifeAur and destroy Traps such as AntiDmg. It is a common option to decross Dust Cross and Ground Cross.
Counter Play
The long Chip Charge gives a careful opponent time to prepare a counterattack, making the player vulnerable to being hit by a Status applying attack and losing the charge or getting hit by a Wind element chip.
Movement options such as Warp Step Bug can make it more likely to avoid Erase Tail Arrow.