FireBrn1 | |
---|---|
Description | Crcks 3 sqrs ahd with fire |
Full name | Fire Burner 1 |
Class | Standard |
Library # | 19 |
Element | Fire |
Attack power | 70 |
Codes | F G H * |
MB | 8 (max 5 copies) |
Part of program advances | WideBrn1 |
FireBrn2 | |
---|---|
Description | Crcks 3 sqrs ahd with fire |
Full name | Fire Burner 2 |
Class | Standard |
Library # | 20 |
Element | Fire |
Attack power | 110 |
Codes | S T U |
MB | 21 (max 4 copies) |
Part of program advances | WideBrn2 |
FireBrn3 | |
---|---|
Description | Crcks 3 sqrs ahd with fire |
Full name | Fire Burner 3 |
Class | Standard |
Library # | 21 |
Element | Fire |
Attack power | 150 |
Codes | C D E |
MB | 34 (max 3 copies) |
Part of program advances | WideBrn3 |
The Fire Burner series are Real Time chips that hit in a 3 ahead 1 wide in front of MegaMan, cracking the panels and dealing Fire, Flinching and Flashing damage.
Fire Burn will remove Wood Panel on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage. They cause Panel Changes after dealing damage.
When used in Beast Out, the user will always Beast Jump to the second panel ahead of the enemy, or the panel directly in front of the enemy if there is not enough distance.
Notes
- PA Forms WideBrn1, WideBrn2 and WideBrn3.
- If a panel of Fire Burn hits the enemy or an Object, that panel will lose its damage and cannot hit again. However, all other panels remains active until the end of the attack, this means that you can remove Defense such as AntiDmg and deal damage if the opponent walks into another panel.
- Invisible + Barrier interaction causes all Fire Burn chips to instantly destroy a barrier 200.
Frame Data
- Has a 1 frame startup. The first, second, and third fires appear on frames 2, 6, and 10 respectively. On frames 32, 33, and 34, all fires dissapear in succession.
Competitive Overview
FireBrn1 does not see frequent use in PvP. It is in * code which gives it good versatility when looking for a real time Fire chip option. Cracking panels can also be used to limit the opponent's movement.
FireBrn2 sees almost no competitive play as it deals low damage and is not worth the chip space.
FireBrn3 sees play in Beast Rush E code folders, as it has very little startup and recovery. It is sometimes paired with CornSht2 on the same code for double damage on the grass it creates, or used with ElcPuls2 as a way to confirm it landing.
FireBrn3 can be used with Heat Cross or more rarely Charge Cross to break LifeAur.
Pairing FireBrn3 with grass can allow for 300 damage from the boost on grass panels.
The panel Cracking effect can be used to limit the enemy's movement, and to confirm other attacks such as Charge Shots.
Using Fire Burn in Beast Out can make it easier to land.
Counterplay
The lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks.
Fire Burn travels 3 panels ahead which allows the opponent to completely avoid it by using AreaGrab and stepping back.