Elec Cross: Difference between revisions

Cross (BN6)
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|gamevariant=Gregar
|gamevariant=Gregar
|element=Elec
|element=Elec
|cs_damage=
|cs_damage= 60, 80, 100, 120, 140
|cs_chargetime=
|cs_chargetime= 90, 80, 70, 65, 60
}}
}}
<blockquote class="noexcerpt">
Now you simply must try ElecCross yourself!<br/>
— Ann Zap
</blockquote>


=Elec Cross=
=Elec Cross=
'''Elec Cross''' is the second Cross linked in [[Gregar]] using the power of [[ElecMan]]. As a [[File:Element 6 Elec.png|link=]] [[Element|Elec element]] Cross, Elec Cross can deal long reaching damage using Thunderbolt.
'''Elec Cross''' is the second Cross linked in [[Gregar]] using the power of [[ElecMan]]. As a {{Element|6|Elec}} element Cross, Elec Cross can deal long reaching damage using Thunderbolt.
 


While in Elec Cross:
While in Elec Cross:


* MegaMan is equipped with ElecBody which is weak to [[File:Element 6 Wood.png|link=]] [[Element|Wood]] attacks.
* MegaMan is equipped with ElecBody which is weak to {{Element|6|Wood}} attacks.


* Non-screen dimming [[File:Element 6 Elec.png|link=]] Elec chips gain +50 damage.  
* Non-screen dimming {{Element|6|Elec}} chips gain +50 damage.  


* Charging Non-screen dimming [[File:Element 6 Null.png|link=]] [[Element|Null]] chips adds a [[Statuses (BN6)#Paralyzed|paralysis]] effect on them. The charge takes 60 frames and adds a paralysis effect that lasts for 90 frames.
* Charging Non-screen dimming {{Element|6|None}} chips adds a [[Statuses (BN6)#Paralyzed|paralysis]] effect on them. The charge takes 60 frames and adds a paralysis effect that lasts for 90 frames.


* [[Buster|Charge Shot]] turns into Thunderbolt.
* [[Buster|Charge Shot]] turns into Thunderbolt.


Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 32 frames, dealing Elec element, [[Flashing|Flashing]] and [[Flinching]] damage.
Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 14 frames, dealing {{Element|6|Elec}} element, [[Statuses_(BN6)#Flashing|Flashing]] and [[Statuses_(BN6)#Flinching|Flinching]] damage.


<div>
{| class="wikitable"
! scope="col" colspan=6 | Attack Formula (20 × Attack level + 40)
! scope="col" colspan=6 | Attack Formula (20 × Attack level + 40)
|-
|-
Line 42: Line 48:
| 140
| 140


|}
|}</div>  
 
</div>  


=== Notes ===
=== Notes ===
* It is not possible to infinitely chain the paralysis effect if the opponent [[Mashes]] out of paralysis.  
* It is not possible to infinitely chain the paralysis effect if the opponent [[Mashes]] out of paralysis.  


==Frame Data==
==Frame Data==
Line 54: Line 57:
* The Charge Shot has a 12 frame windup before activating.  
* The Charge Shot has a 12 frame windup before activating.  


* The Charge Shot lasts for 14 frames in total and it disappears from the field on frame 26 from the charge finishing.  
* The Charge Shot lasts for 32 frames in total. It is active from frame 12 and it disappears from the field on frame 26.
 
Counter hit window?


<div style=display:inline-table>
<div style=display:inline-table>
{| class="wikitable"
{| class="wikitable"
! scope="col" colspan=6 | Charge Speeds (f)
! scope="col" colspan=6 | Charge Speeds (f)
|-
|-
Line 77: Line 77:
| 65
| 65
| 60
| 60
|}
|}


{{Frame data diagram
|      |      |      |      |      |
| start | 12-26 | 13-26 | 13-26 | 13-26 | 13-26
|      |      |      |      |      |
}}


<div style=display:inline-table>
{| class="wikitable"   
{| class="wikitable"   
! First Panel
! Startup!! Active!! Recovery !! Counter Frames
|-
|-
! Startup!! Active!! Recovery
| 12 || 12-26 || 27-33 || 1-16
|-
| 12 || 12-26 || 6
|}
|}
</div>


==Competitive Overview==
==Competitive Overview==
Thunderbolt is a strong all rounder Charge Shot with a fast charging time and great range.  
Thunderbolt is a strong all rounder Charge Shot with a fast charging time and great range.  


If a panel of Thunderbolt 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 {{Chip|6|Anti Damage}} and deal damage if the opponent walks into another panel.  
If a panel of Thunderbolt hits the enemy or an [[Object_(BN6)|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 {{Chip|6|Anti Damage}} and deal damage if the opponent walks into another panel.
 
Thunderbolt has a short active Charge Shot time which allows MegaMan to get out of potential attacks more easily.


The {{Chip|6|Bubble Star}} series is a very strong combo enabler for Elec Cross. It applies the [[Statuses (BN6)#Bubbled|Bubbled]] status which allows [[File:Element 6 Elec.png|link=]] Elec attacks to deal [[Damage multipliers|x2]] damage. {{chip|6|Elec Dragon}} and {{chip|6|Doll Thunder}} series are very common combos as they share a code with Bubble Star. The +50 increase to damage can allow chips such as {{chip|6|Elec Dragon}} to remove {{Chip|6|Life Aura}}.
The {{Chip|6|Bubble Star 1}} series is a very strong combo enabler for Elec Cross. It applies the [[Statuses (BN6)#Bubbled|Bubbled]] status which allows {{Element|6|Elec}} attacks to deal [[Damage multipliers|x2]] damage. {{chip|6|Elec Dragon}} and {{chip|6|Doll Thunder 1}} series are very common combos as they share codes with Bubble Star. The +50 increase to damage can allow chips such as {{chip|6|Elec Dragon}} to remove {{Chip|6|Life Aura}}.


The Bubbled status lasts long enough to allow you to fully charge and land a Charge Shot. The main exception is using {{Chip|6|Bubble Star}} Directly in front of the enemy.
The Bubbled status lasts long enough to allow you to fully charge and land a Charge Shot. The main exception is using the {{Chip|6|Bubble Star1}} series Directly in front of the enemy.


It is key to identify what [[Code]] your opponent is using to allow you to effectively avoid any potential [[File:Element 6 Wood.png|link=]] Wood attacks. For example chips such as the {{Chip|6|Boomer}} series can be avoided by staying in the middle row.
It is key to identify what [[Code]] your opponent is using to allow you to effectively avoid any potential {{Element|6|Wood}} attacks. For example chips such as the {{Chip|6|Boomerang}} series can be avoided by staying in the middle row.


===Counter Play===
===Counter Play===
Unfortunately a large number of [[File:Element 6 Aqua.png|link=]] Aqua element attacks can land easily on a stationary user, so the lingering Charge Shot time can leave MegaMan vulnerable to the opponent's attacks. The Charge Shot travelling 3 panels ahead can allow the opponent to completely avoid it by using {{Chip|6|Area Grab}} and stepping back.  
{{Element|6|Wood}} attacks such as {{chip|6|Wood Dragon}} are very difficult to avoid without any form of [[Defense]] such as {{chip|6|Anti Damage}}.  
 
Going into Elec Cross without a way of clearing {{Chip|6|Life Aura}} can be risky as Elec Beast is unable to break it either. This could mean having to change into a different Cross and then going into Beast Out.


In [[Area|neutral area]] the opponent can attempt to confirm {{Chip|6|ElementMan}} Ice by stepping back and waiting for the user's Charge Shot to be released, and then stepping forward to be in range.
[[Tomahawk Cross]] can Chip Charge {{Element|6|Wood}} attacks casuing them to deal x2 damage. An opponent in Tomahawk Cross that is not using any attacks or buster shots might be Chip Charging a {{Element|6|Wood}} chip. However, it is important to note that a careful opponent will not make this obvious and might use a chip in an unexpected timing.


=Elec Beast=
{{Infobox cross
{{Infobox cross
|name=Elec
|name=Elec
Line 113: Line 117:
|gamevariant=Gregar
|gamevariant=Gregar
|element=Elec
|element=Elec
|cs_damage=
|cs_damage= 70, 100, 130, 160, 190
|cs_chargetime=
|cs_chargetime= 110
}}
}}


<blockquote class="noexcerpt">
Using the power of [[Beast_Out#Gregar|Gregar]], Elec Cross is able to Transform into Elec Beast.
Now you simply must try ElecCross yourself!<br/>
 
— Ann Zap
Elec Beast gains:
</blockquote>
*  {{NaviCust part|6|Super Armor}} and the Gregar [[Beast_Out#Buster|Beast Buster]]
* +30 Attack to Non-screen dimming {{Element|6|None}} element chips.
* MegaMan will attempt to line up Non-screen dimming chips with a [[Beast_Jump|Beast Jump]].
 
MegaMan is equipped with ElecBody, and is weak to {{Element|6|Wood}} attacks.
 
While in Elec Beast:
 
* Non-screen dimming {{Element|6|Elec}} chips gain +50 to damage.
 
* {{Element|6|None}} chips can be Beast Charged to execute Big Thunder dealing paralyzing {{Element|6|Elec}} damage as well as cracking hit panels.
 
Big Thunder generates an Elec breath one panel ahead followed by a 2x3 area. it [[Cracked Panels|cracks panels]] on the first frame the attack hits that panel.
 
Big Thunder applies a 120 frame paralysis effect on hit.
 
=== Notes ===
* Big Thunder cracks panels [[Panel Changing attacks|before dealing damage]]. This means that an opponent standing on a {{chip|6|Holy Panel}} will take full damage.
 
*Elec Beast loses the abilitiy to Chip Charge {{Element|6|None}} chips to apply paralysis to them except with the use of the [[Elec Pill|Elec Pill glitch]]
 
* Big Thunder is the only Gregar Beast Chip Charge that cannot break {{chip|6|Life Aura}} at Attack 5.
 
* Cracked panels will break if hit by Big Thunder.
 
{| class="wikitable"  
! scope="col" colspan=6 | Attack Formula (30 × Attack level + 40)
|-
!Attack Level
| 1
| 2
| 3
| 4
| 5
 
|-
!Damage
| 70
| 100
| 130
| 160
| 190
 
|}
 
==Frame Data==
 
* The Beast Charge takes 110 frames to fully charge and is not impacted by [[Charge]] value.
 
* Big Thunder has a 10 frame windup and lasts on the field for 90 frames.
 
 
{{Frame data diagram
|      |        | 11-101      | 11-101      |        |
| start | 11-101  | 11-101      | 11-101      |        |
|      |        | 11-101      | 11-101      |        |
}}
 
 
<div style=display:inline-table>
{| class="wikitable" 
! Startup!! Active!! Recovery !! Counter Frames
|-
| 10 || 11-101 || 101-103 || ???
|}
</div>
 
==Competitive Overview==
 
Elec Beast can be a very powerful tool in locking down opponents without {{NaviCust part|6|Air Shoes}}. If a panel of Big Thunder hits the enemy or an [[Object_(BN6)|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 the user can remove [[Defense]] such as {{Chip|6|Anti Damage}} and deal damage if the enemy walks into another panel.
 
Big Thunder can be used to apply paralysis and then followed up with {{Chip|6|Colonel Force}} while the opponent is paralyzed.
 
=== Counter Play ===
The lingering Beast Charge also leaves MegaMan open to {{Element|6|Wood}} element attacks. The Beast Charge can also be completely avoided if the enemy uses an {{Chip|6|Area Grab}} and steps back.
 
Attempting to cover the maximum attack range in [[Area|neutral area]] will leave MegaMan at risk of being hit by the {{Chip|6|Risky Honey1}} series without a chance to avoid it.
 
If Big Thunder is interrupted after the start up animation starts, the player will lose the chip used to chip charge it without the attack activating.


{{Navplate crosses}}
{{Navplate crosses}}

Latest revision as of 04:57, 14 July 2023

File:ElecCross art.png
ElecCross Portrait.png ElecCross Emotion.png Elec Cross
DescriptionElec Chip Attk+50! Chrg Elm-ntless: Parlyz
ElementElement 6 Elec.png Elec
WeaknessElement 6 Wood.png Wood
Charge shot
Damage60, 80, 100, 120, 140
Charge time (frames)90, 80, 70, 65, 60

Now you simply must try ElecCross yourself!
— Ann Zap

Elec Cross

Elec Cross is the second Cross linked in Gregar using the power of ElecMan. As a Element 6 Elec.png Elec element Cross, Elec Cross can deal long reaching damage using Thunderbolt.

While in Elec Cross:

  • MegaMan is equipped with ElecBody which is weak to Element 6 Wood.png Wood attacks.
  • Non-screen dimming Element 6 Elec.png Elec chips gain +50 damage.
  • Charging Non-screen dimming Element 6 None.png None chips adds a paralysis effect on them. The charge takes 60 frames and adds a paralysis effect that lasts for 90 frames.

Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 14 frames, dealing Element 6 Elec.png Elec element, Flashing and Flinching damage.

Attack Formula (20 × Attack level + 40)
Attack Level 1 2 3 4 5
Damage 60 80 100 120 140

Notes

  • It is not possible to infinitely chain the paralysis effect if the opponent Mashes out of paralysis.

Frame Data

  • The Charge Shot has a 12 frame windup before activating.
  • The Charge Shot lasts for 32 frames in total. It is active from frame 12 and it disappears from the field on frame 26.
Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 90 80 70 65 60


start 12-26 13-26 13-26 13-26 13-26


Startup Active Recovery Counter Frames
12 12-26 27-33 1-16

Competitive Overview

Thunderbolt is a strong all rounder Charge Shot with a fast charging time and great range.

If a panel of Thunderbolt 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 Chip Icon 6 Standard 189.png AntiDmg and deal damage if the opponent walks into another panel.

Thunderbolt has a short active Charge Shot time which allows MegaMan to get out of potential attacks more easily.

The Chip Icon 6 Standard 026.png BblStar1 series is a very strong combo enabler for Elec Cross. It applies the Bubbled status which allows Element 6 Elec.png Elec attacks to deal x2 damage. Chip Icon 6 Standard 124.png ElecDrgn and Chip Icon 6 Standard 030.png DolThdr1 series are very common combos as they share codes with Bubble Star. The +50 increase to damage can allow chips such as Chip Icon 6 Standard 124.png ElecDrgn to remove Chip Icon 6 Standard 184.png LifeAur.

The Bubbled status lasts long enough to allow you to fully charge and land a Charge Shot. The main exception is using the series Directly in front of the enemy.

It is key to identify what Code your opponent is using to allow you to effectively avoid any potential Element 6 Wood.png Wood attacks. For example chips such as the Chip Icon 6 Standard 119.png Boomer series can be avoided by staying in the middle row.

Counter Play

Element 6 Wood.png Wood attacks such as Chip Icon 6 Standard 126.png WoodDrgn are very difficult to avoid without any form of Defense such as Chip Icon 6 Standard 189.png AntiDmg.

Going into Elec Cross without a way of clearing Chip Icon 6 Standard 184.png LifeAur can be risky as Elec Beast is unable to break it either. This could mean having to change into a different Cross and then going into Beast Out.

Tomahawk Cross can Chip Charge Element 6 Wood.png Wood attacks casuing them to deal x2 damage. An opponent in Tomahawk Cross that is not using any attacks or buster shots might be Chip Charging a Element 6 Wood.png Wood chip. However, it is important to note that a careful opponent will not make this obvious and might use a chip in an unexpected timing.

Elec Beast

File:ElecBeast art.png
ElecCross Portrait.png ElecBeast Emotion.png Elec Beast
ElementElement 6 Elec.png Elec
WeaknessElement 6 Wood.png Wood
Chip charge
Damage70, 100, 130, 160, 190
Charge time (frames)110

Using the power of Gregar, Elec Cross is able to Transform into Elec Beast.

Elec Beast gains:

MegaMan is equipped with ElecBody, and is weak to Element 6 Wood.png Wood attacks.

While in Elec Beast:

  • Non-screen dimming Element 6 Elec.png Elec chips gain +50 to damage.
  • Element 6 None.png None chips can be Beast Charged to execute Big Thunder dealing paralyzing Element 6 Elec.png Elec damage as well as cracking hit panels.

Big Thunder generates an Elec breath one panel ahead followed by a 2x3 area. it cracks panels on the first frame the attack hits that panel.

Big Thunder applies a 120 frame paralysis effect on hit.

Notes

  • Elec Beast loses the abilitiy to Chip Charge Element 6 None.png None chips to apply paralysis to them except with the use of the Elec Pill glitch
  • Big Thunder is the only Gregar Beast Chip Charge that cannot break Chip Icon 6 Standard 184.png LifeAur at Attack 5.
  • Cracked panels will break if hit by Big Thunder.
Attack Formula (30 × Attack level + 40)
Attack Level 1 2 3 4 5
Damage 70 100 130 160 190

Frame Data

  • The Beast Charge takes 110 frames to fully charge and is not impacted by Charge value.
  • Big Thunder has a 10 frame windup and lasts on the field for 90 frames.


11-101 11-101
start 11-101 11-101 11-101
11-101 11-101


Startup Active Recovery Counter Frames
10 11-101 101-103 ???

Competitive Overview

Elec Beast can be a very powerful tool in locking down opponents without AirShoes. If a panel of Big Thunder 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 the user can remove Defense such as Chip Icon 6 Standard 189.png AntiDmg and deal damage if the enemy walks into another panel.

Big Thunder can be used to apply paralysis and then followed up with Chip Icon 6 Giga 004 Gregar.png ColForce while the opponent is paralyzed.

Counter Play

The lingering Beast Charge also leaves MegaMan open to Element 6 Wood.png Wood element attacks. The Beast Charge can also be completely avoided if the enemy uses an Chip Icon 6 Standard 165.png AreaGrab and steps back.

Attempting to cover the maximum attack range in neutral area will leave MegaMan at risk of being hit by the series without a chance to avoid it.

If Big Thunder is interrupted after the start up animation starts, the player will lose the chip used to chip charge it without the attack activating.