CornSht1 | |
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Description | Damages enemies w/corn. |
Full name | Corn Shot 1 |
Class | Standard |
Library # | 36 |
Element | Wood |
Attack power | 50 |
Codes | J K L |
MB | 14 (max 5 copies) |
Part of program advances | CornFsta |
CornSht2 | |
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Description | Damages enemies w/corn. |
Full name | Corn Shot 2 |
Class | Standard |
Library # | 37 |
Element | Wood |
Attack power | 60 |
Codes | C D E |
MB | 26 (max 4 copies) |
Part of program advances | CornFsta |
CornSht3 | |
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Description | Damages enemies w/corn. |
Full name | Corn Shot 3 |
Class | Standard |
Library # | 38 |
Element | Wood |
Attack power | 70 |
Codes | P Q R |
MB | 38 (max 3 copies) |
Part of program advances | CornFsta |
The Corn Shot chip series are Real Time chips that fires corn explosions on an enemy in front of MegaMan, dealing up to two hits of Wood element Flinching damage.
- CornSht1 deals 50 damage per hit.
- CornSht2 deals 60 damage per hit.
- CornSht3 deals 70 damage per hit.
When used in Beast Out:
- When the user is directly in front of the enemy, the user stays in place but still spends Beast Jump frames.
- When the user is on the enemy's row, the user Beast Jumps one panel forward unless there is an object in front of the user, in which case the user stays in place but still spends Beast Jump frames.
- When the user is not on the enemy's row, the user Beast Jumps to the panel connecting the user's column and the enemy's row.
- When the user is behind the enemy, the user Beast Jumps to the panel directly in front of the enemy.
- This targeting logic is unaffected by whether the enemy is standing behind an object or not.
Notes
- All versions of Corn Shot can form the PA CornFsta.
- Corn Shot creates Grass Panels on objects and enemies it hits, which happens before damage is dealt.
- If the enemy stays directly or diagonally behind an enemy-controlled or neutral object, hitting the object with Corn Shot will spread the attack to the enemy. This is not the case vice-versa: hitting the enemy will not spread the attack to objects.
- Invisible + Barrier interaction
Frame Data
All versions of Corn Shot share the following frame data:
- Have a 10 frame startup (14 in Beast Out), recovery ends on frame 36.
- An invisible hitbox spawns on top of the user on frame 11. Then, it travels down the row at a rate of 1 frame per panel. If the hitbox collides with an enemy, the first hit is dealt on the frame immediately after. The second hit is dealt 13 frames after the first, meaning an enemy can step away from their panel during these 13 frames to avoid being caught by the second hit.
- After the frame when an object takes damage, it takes 12 frames for an enemy standing directly or diagonally behind it to get hit by the spreaded attack. The second hit of this spreaded attack is also dealt 13 frames after the first.
- Counterable on [TBA]
Competitive Overview
CornSht1 and CornSht2 are useful if the player wants to use the CornFsta PA. Using either of these weaker versions is more preferrable to using CornSht3, due to all versions of Corn Shot forming the same PA, and thanks to their MB, the player can reg one component and/or tag the other two to form the PA more quickly.
CornSht2 can be used to set up Grass Panels for FireBrn3, as both have the same codes C D E.
CornSht1 and CornSht3 finds use in the colloquially called Cornado combo, that begins with using Corn Shot combined with means of guaranteeing the enemy stays in place ( WhiCapsl, Geddon, Uninstll to remove SuprArmr), then following up with an attack-boosted Tornado, since CornSht1 and CornSht3 share Tornado's L and R code, respectively. Tornado will deal double damage on Grass Panels, resulting in massive deletion potential.
Counterplay
TBA