Elec Cross: Difference between revisions

Cross (BN6)
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|cs_chargetime=
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<blockquote class="noexcerpt">
Now you simply must try ElecCross yourself!<br/>
— Ann Zap
</blockquote>


=Elec Cross=
=Elec Cross=
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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 32 frames, dealing Elec element, [[Flashing|Flashing]] and [[Flinching]] damage.


! scope="col" colspan=6 | Attack Formula (20 × Attack level + 40)
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{|! scope="col" colspan=6 | Attack Formula (20 × Attack level + 40)
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!Attack Level
!Attack Level
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* 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?
Counter hit window?
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<div style=display:inline-table>
<div style=display:inline-table>
{| class="wikitable"   
{| class="wikitable"   
! First Panel
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! Startup!! Active!! Recovery
! Startup!! Active!! Recovery
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===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.  
[[File:Element 6 Wood.png|link=]] Wood attacks such as {{chip|6|Wood Dragon}} are very difficult to avoid without any form of [[Defense]] such as {{chip|6|Anti Damage}}.  


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 [[File:Element 6 Wood.png|link=]] 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 [[File:Element 6 Wood.png|link=]] 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.  


{{Infobox cross
{{Infobox cross
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<blockquote class="noexcerpt">
 
Now you simply must try ElecCross yourself!<br/>
— Ann Zap
</blockquote>


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

Revision as of 13:04, 8 February 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

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.

Thunderbolt: Attacks down the row, creating a lingering attack that lasts for 32 frames, dealing Elec element, Flashing and Flinching damage.

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.

Counter hit window?

Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 90 80 70 65 60


Startup Active Recovery
12 12-26 6


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.

The 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 series are very common combos as they share a code 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 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 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.

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.

File:ElecBeast art.png
ElecCross Portrait.png ElecBeast Emotion.png Elec Beast
ElementElement 6 Elec.png Elec
WeaknessElement 6 Wood.png Wood
Chip charge