Spout Cross
Spout Cross | |
---|---|
In Game Portrait: | caption |
Element: | Aqua |
Charge Shot Range: | 1 |
Attack Formula: | (10 × Attack level + 20) |
Damage: | 30, 40, 50, 60, 70 |
Charge Time: | 60, 50, 40, 30, 20f |
ChargeShot Startup: | 3f |
ChargeShot Travel Speed: | 2f per panel |
ChargeShot Properties: | Flashing, Flinching |
Effect
SpoutCross is Aqua element which is weak to Electric attacks. Charge shot hits the target in the same row and the panel behind it.
Bubble Shot deals 30, 40, 50, 60, 70 damage (10 × Attack level + 20).
- While in SpoutCross, when MegaMan uses a non-time freezing Aqua chip, he heals 5% of his base HP which ignores HP acquired by NaviCust (50 healing at 1000 base HP).
- Non-time freezing Aqua chips can be charged to deal double damage, which takes 40f.
- MegaMan also will not slip on Ice panels while in SpoutCross.
Notes
- The Invisible + Barrier interaction causes the Charge Shot to go through the opponent and miss.
Frame Data
Charge times are 60, 50, 40, 30, 20f, and it has a 3f windup and spends one frame traveling each panel
Startup | Active | Recovery |
---|---|---|
3 | - |
See Also
Spout Beast
Spout Beast | |
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In Game Portrait: | caption |
Element: | Aqua |
Charge Shot Range: | 2x1 |
Attack Formula: | 5x (10 × Attack level + 10) |
Damage: | 5x (30, 40, 50, 60, 70) |
Charge Time: | 20f |
ChargeShot Startup: | f |
ChargeShot Travel Speed: | |
ChargeShot Properties: | Flinching |
Effect
SpoutCross is Aqua element which is weak to Electric attacks. Charge shot hits the target in the same row and the panel behind it.
Bubble Shot deals 30, 40, 50, 60, 70 damage (10 × Attack level + 20).
- While in SpoutCross, when MegaMan uses a non-time freezing Aqua chip, he heals 5% of his base HP which ignores HP acquired by NaviCust (50 healing at 1000 base HP).
- Non-time freezing Aqua chips can be charged to deal double damage, which now takes 20f instead of 40f.
- MegaMan also will not slip on Ice panels while in SpoutCross.
Notes
- The Invisible + Barrier interaction causes the Charge Shot to go through the opponent and miss.
Frame Data
Charge times are 60, 50, 40, 30, 20f, and it has a 3f windup and spends one frame traveling each panel
Startup | Active | Recovery |
---|---|---|
3 | - |