Erase Cross: Difference between revisions

Cross (BN6)
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|element=Cursor
|element=Cursor
|cs_damage= 60, 80, 100, 120, 140  
|cs_damage= 60, 80, 100, 120, 140  
|cs_chargetime= 110, 100 90, 85, 80.
|cs_chargetime= 110, 100 90, 85, 80
}}
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=Erase Cross=
=Erase Cross=
'''Erase Cross''' is the fourth Cross linked in [[Gregar]] using the power of [[EraseMan]]. As a [[File:Element 6 Cursor.png|link=]] [[Element|Cursor element]] Cross, Erase Cross can perform an Invis-Piercing attack with Erase's Delete Beam.
'''Erase Cross''' is the fourth Cross linked in [[Gregar]] using the power of [[EraseMan]]. As a {{Element|6|Cursor}} element Cross, Erase Cross can perform an Invis-Piercing attack with Erase's Delete Beam.
 


While in Erase Cross:
While in Erase Cross:


* MegaMan is weak to [[File:Element 6 Wind.png|link=]] [[Element|Wind]] attacks.
* MegaMan is weak to {{Element|6|Wind}} attacks.


* All [[File:Element 6 Cursor.png|link=]] Cursor chips gain +30 damage.  
* All {{Element|6|Cursor}} chips gain +30 damage.  


* Hitting a navi that has a 4 in it's current HP with a [[File:Element 6 Cursor.png|link=]] [[Element|Null]] chip inflicts a single HP bug.
* Hitting the enemy with a 4 in their current HP with a {{Element|6|None}} element chip inflicts a single stack of [[Bugs_(BN6)#Battle HP Bug|Battle HP Bug]].


* [[Buster|Charge Shot]] turns into Delete Beam.
* [[Buster|Charge Shot]] turns into Delete Beam.


Delete Beam is an attack that deals [[Element|Null]] element, [[Flashing]] and [[Invis-Piercing]] damage and hits everything in the same row in front of MegaMan.
Delete Beam fires a beam that hits everything on the row in front of MegaMan. It deals {{Element|6|None}} element, [[Statuses_(BN6)#Flashing|Flashing]], [[Statuses_(BN6)#Flinching|Flinching]] and [[Invis-Piercing]] damage.


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=== Notes ===
=== Notes ===
* Charged Shot deals [[File:Element 6 Null.png|link=]] [[Element|Null]] and thus is the not able to decross the opponent out of [[Dust Cross]] and [[Ground Cross]] and can not destroy traps as a normal [[File:Element 6 Cursor.png|link=]] [[Element|Cursor]] element chip would.
* Delete Beam is the only Charge Shot that does not deal damage of the same element as the cross. As it is {{Element|6|None}} element, it can not destroy traps as a normal {{Element|6|Cursor}} attack would.
* Delete Beam pierces {{chip|6|Invisible}} but will still put the enemy in the [[Statuses_(BN6)#Flashing|Flashing]] state.


==Frame Data==
==Frame Data==
* Delete Beam lasts for 72 frames in total. It is active starting at frame 8 and disappears at frame 70 from the field.


* The Charge Shot has a short windup, which locks MegaMan in place for a short duration, before activating.
* Counterable on frames 1-16.
 
* The Charge Shot lasts for 72 frames in total. It is active starting at frame 7 and disappears at frame 70 from the field.
 
Counter hit window?


<div style=display:inline-table>
<div style=display:inline-table>
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| 85
| 85
| 80
| 80
|}


|}
{{Frame data diagram
|       |        |        |        |        |
| start | 8-70  | 8-70  | 8-70  | 8-70  | 8-70
|      |        |        |        |        |
}}


{| class="wikitable"   
{| class="wikitable"   
! Startup!! Active!! Recovery
! Startup !! Active !! Recovery !! Counter Frames
|-
|-
| 7 || 7-70 || ???
| 7 || 8-70 || 71-73 || 1-16
|}
|}


==Competitive Overview==
==Competitive Overview==
Delete Beam is the only Charge Shot that has [[Invis-Piercing]] damage out of all the Gregar crosses and has great range, which makes it hard for the opponent to take advantage of their [[Flashing]] state after receiving damage or using their {{chip|6|Invisible}} chip.
Delete Beam is the only Charge Shot with the [[Invis-Piercing]] property out of all the Gregar crosses. This allows it to be a great pressuring tool regardless of Invisible.


If a panel of Delete Beam 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 making it possible to remove [[Defense]] such as {{Chip|6|Anti Damage}} and deal damage if the opponent walks into another panel. Since the Delete Beam is [[Invis-Piercing]], it allows the player to land multiple hits with same attack even if the opponent is [[Flashing]], which makes it especially useful if the opponent stands on [[Ice Panels]] without [[Float Shoes]] in which the opponent has to be careful with its movement.
If a panel of Delete Beam hits the enemy or an [[Object_(BN6)|Object]], that panel will lose its damage and cannot hit again. However, all other panels remain active until the end of the attack making it possible to remove [[Defense_(BN6)|Defense]] such as {{Chip|6|Anti Damage}} and deal damage if the opponent walks into another panel. Since the Delete Beam is [[Invis-Piercing]], it allows the user to land multiple hits with same attack. This makes it especially useful if the enemy moves on [[Ice Panels]] without [[Float Shoes]].


Erase Cross provides a good [[Beast Out]] option next turn if there is a need to remove defenses such as {{Chip|6|Life Aura}} or {{Chip|6|Anti Damage}}. Erase Beast also gives the opportunity to deal [[File:Element 6 Cursor.png|link=]] [[Element|Cursor]] damage in order to decross [[Dust Cross]] and [[Ground Cross]].
Erase Cross provides a good [[Beast Out]] option next turn if there is a need to remove defenses such as {{Chip|6|Life Aura}} or {{Chip|6|Anti Damage}}. Erase Beast also gives the opportunity to deal {{Element|6|Cursor}} damage in order to decross [[Dust Cross]] and [[Ground Cross]].


===Counter Play===
===Counter Play===
The Charge Shot takes a total time of 72 frames, in which MegaMan is not able to move, leaving the player vulnerable to [[File:Element 6 Wind.png|link=]] [[Element|Wind]] element attacks like {{Chip|6|WindRack}} or {{Chip|6|Static}}.
The Charge Shot lasts a total of 72 frames, in which MegaMan is not able to move. This leaves the player vulnerable to {{Element|6|Wind}} element attacks like {{Chip|6|WindRack}} or {{Chip|6|Static}}.
 
[[Tengu Cross]] can create a Fan gust that pulls the player to the front row, which the opponent then can use to hit the player with a [[File:Element 6 Wind.png|link=]] [[Element|Wind]] element attack or with a [[Status]] applying attack followed by it's [[Charged Shot]] Tengu Rack afterwards.


[[Tengu Cross]] can create Fan gusts that pulls the player to the front row, which the opponent then can use to hit the player with a {{Element|6|Wind}} element attack or with a [[Statuses_(BN6)|Status]] applying attack followed by it's [[Charged Shot]] Tengu Rack afterwards.


=Erase Beast=
=Erase Beast=
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Erase Beast gains:
Erase Beast gains:
* [[Navi_Customizer|Super Armor]] and the Gregar [[Beast_Out#Buster|Beast Buster]]
* {{NaviCust part|6|Super Armor}}, and the Gregar [[Beast_Out#Buster|Beast Buster]]
* +30 Attack to Non-screen dimming [[File:Element 6 Null.png|link=]] [[Element|Null]] chips.
* +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 will attempt to line up Non-screen dimming chips with a [[Beast_Jump|Beast Jump]].


Erase Beast is weak to [[File:Element 6 Wind.png|link=]] Wind attacks.
Erase Beast is weak to {{Element|6|Wind}} attacks.


While in Erase Beast:
While in Erase Beast:


* All [[File:Element 6 Cursor.png|link=]] Cursor chips gain +30 to damage.
* All {{Element|6|Cursor}} Cursor chips gain +30 to damage.


* Hitting a navi that has a 4 in it's current HP with a [[File:Element 6 Null.png|link=]] [[Element|Null]] inflicts a single HP bug.
* Hitting the enemy with a 4 in the current HP with a {{Element|6|None}} element chip inflicts a single stack of [[Bugs_(BN6)#Battle HP Bug|Battle HP Bug]].


* [[File:Element 6 Null.png|link=]] Null chips can be Beast Charged to execute Erase Tail Arrow dealing [[Flashing]] and [[Flinching]] [[File:Element 6 Cursor.png|link=]] Cursor Element damage.
* {{Element|6|None}} element chips can be Beast Charged to execute Erase Tail Arrow dealing [[Statuses_(BN6)#Flashing|Flashing]] and [[Statuses_(BN6)#Flinching|Flinching]] {{Element|6|Cursor}} Element damage.
 
Erase Tail Arrow launches a very fast [[Invis-Piercing]] projectile on the enemy position, that also inflicts a single HP bug on targets struck.


Erase Tail Arrow launches a very fast [[Invis-Piercing]] projectile on the enemy position, that also inflicts a single [[Bugs_(BN6)#Battle HP Bug|Battle HP Bug]] on targets struck.


=== Notes ===
=== Notes ===
* Erase Tail Arrow deals [[File:Element 6 Cursor.png|link=]] [[Element|Cursor]] Element damage, meaning it can destroy any [[Traps]] the opponent currently and still deal the full damage.
* Erase Tail Arrow deals {{Element|6|Cursor}} element damage, meaning it can destroy any [[Traps]] the opponent currently and still deal the full damage.


* Although hard, it is possible to dodge the projectile with the right timing. The attack locks on the enemy the very moment MegaMan's animation changes.
* Although hard, it is possible to dodge the projectile with the right timing. The attack locks on the enemy the very moment MegaMan's animation changes.
* The enemy can't stand next to or behind MegaMan column wise, otherwise Erase Tail Arrow will miss.


==Frame Data==
==Frame Data==


* The Beast Charge takes 120 frames to fully charge and is not impacted by [[Charge]] value.  
* Erase Tail Arrow takes 120 frames to fully charge and is not impacted by [[Charge]] value.  
* Erase Tail Arrow has a 15 frame windup.
* Erase Tail Arrow has a 15 frame windup.
Counter Hit window?
Counter Hit window?
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|}
|}
{{Frame data diagram
|      |        |        |        |        |
| start |        |        |        |  16-26 (Enemy)|
|      |        |        |        |        |
}}


<div style=display:inline-table>
<div style=display:inline-table>
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! Startup!! Active!! Recovery
! Startup!! Active!! Recovery
|-
|-
| 15 || ? || ?
| 15 || 16-26 || 27-34
|}
|}
</div>
</div>


==Competitive Overview==
==Competitive Overview==


Erase Beast allows for powerful Chip Charge that destroys the defense the opponent has. Due to the long charge time it is often combinatined with {{Chip|6|Slow Gauge}} to use as many Erase Tail Arrows as possible for a large amount of the damage.  
Erase Tail is one of the longest Beast Charges which makes using {{Chip|6|Slow Gauge}} a common strategy.  


Since Erase Tail Arrow is able to remove {{Chip|6|Life Aura}} and destroy Traps such as {{Chip|6|Anti Damage}} it is a common option to punish [[Dust Cross]] and [[Ground Cross]] for the x2 or to prepare strong attacks such as {{Chip|6|Colonel Force}}
Erase Tail Arrow is very difficult to avoid which makes it a powerful way to deal consistent damage. At Attack 5, it can be used to remove {{Chip|6|Life Aura}} and destroy Traps such as {{Chip|6|Anti Damage}}. It is a common option to decross [[Dust Cross]] and [[Ground Cross]].


=== Counter Play ===
=== Counter Play ===
The long Chip Charge gives a careful opponent time to prepare a counterattack, making the player vulnerable to being hit by a [[Statuses_(BN6)|Status]] applying attack and losing the charge or getting hit by a {{Element|6|Wind}} element chip.


The long Chip Charge gives a careful opponent time to prepare a countertattack, making the player vulnerable to being hit by a [[Status]] applying attack and losing the charge or a [[File:Element 6 Wind.png|link=]] [[Element|Wind]]
Movement options such as [[Movement_Bug_(BN6)|Movement Bug]] can make it more likely to avoid Erase Tail Arrow.  
 
 


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

Latest revision as of 04:58, 14 July 2023

File:EraseCross art.png
EraseCross Portrait.png EraseCross Emotion.png Erase Cross
DescriptionIf 4 digit HP Elemntless:Dth Curs ChipAtk+30
ElementElement 6 Cursor.png Cursor
WeaknessElement 6 Wind.png Wind
Charge shot
Damage60, 80, 100, 120, 140
Charge time (frames)110, 100 90, 85, 80

EraseCross... King of destruction... Use it wisely.
— Dark Scythe

Erase Cross

Erase Cross is the fourth Cross linked in Gregar using the power of EraseMan. As a Element 6 Cursor.png Cursor element Cross, Erase Cross can perform an Invis-Piercing attack with Erase's Delete Beam.

While in Erase Cross:

  • MegaMan is weak to Element 6 Wind.png Wind attacks.
  • All Element 6 Cursor.png Cursor chips gain +30 damage.
  • Hitting the enemy with a 4 in their current HP with a Element 6 None.png None element chip inflicts a single stack of Battle HP Bug.

Delete Beam fires a beam that hits everything on the row in front of MegaMan. It deals Element 6 None.png None element, Flashing, Flinching and Invis-Piercing damage.

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

Notes

  • Delete Beam is the only Charge Shot that does not deal damage of the same element as the cross. As it is Element 6 None.png None element, it can not destroy traps as a normal Element 6 Cursor.png Cursor attack would.
  • Delete Beam pierces Chip Icon 6 Standard 179.png Invisibl but will still put the enemy in the Flashing state.

Frame Data

  • Delete Beam lasts for 72 frames in total. It is active starting at frame 8 and disappears at frame 70 from the field.
  • Counterable on frames 1-16.
Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 110 100 90 85 80


start 8-70 8-70 8-70 8-70 8-70


Startup Active Recovery Counter Frames
7 8-70 71-73 1-16

Competitive Overview

Delete Beam is the only Charge Shot with the Invis-Piercing property out of all the Gregar crosses. This allows it to be a great pressuring tool regardless of Invisible.

If a panel of Delete Beam hits the enemy or an Object, that panel will lose its damage and cannot hit again. However, all other panels remain active until the end of the attack making it possible to remove Defense such as Chip Icon 6 Standard 189.png AntiDmg and deal damage if the opponent walks into another panel. Since the Delete Beam is Invis-Piercing, it allows the user to land multiple hits with same attack. This makes it especially useful if the enemy moves on Ice Panels without Float Shoes.

Erase Cross provides a good Beast Out option next turn if there is a need to remove defenses such as Chip Icon 6 Standard 184.png LifeAur or Chip Icon 6 Standard 189.png AntiDmg. Erase Beast also gives the opportunity to deal Element 6 Cursor.png Cursor damage in order to decross Dust Cross and Ground Cross.

Counter Play

The Charge Shot lasts a total of 72 frames, in which MegaMan is not able to move. This leaves the player vulnerable to Element 6 Wind.png Wind element attacks like or Chip Icon 6 Standard 054.png Static.

Tengu Cross can create Fan gusts that pulls the player to the front row, which the opponent then can use to hit the player with a Element 6 Wind.png Wind element attack or with a Status applying attack followed by it's Charged Shot Tengu Rack afterwards.

Erase Beast

File:EraseBeast art.png
EraseCross Portrait.png EraseBeast Emotion.png Erase Beast
ElementElement 6 Cursor.png Cursor
WeaknessElement 6 Wind.png Wind
Chip charge
Damage100, 130, 160, 190, 220
Charge time (frames)120


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

Erase Beast gains:

Erase Beast is weak to Element 6 Wind.png Wind attacks.

While in Erase Beast:

  • All Element 6 Cursor.png Cursor Cursor chips gain +30 to damage.
  • Hitting the enemy with a 4 in the current HP with a Element 6 None.png None element chip inflicts a single stack of Battle HP Bug.

Erase Tail Arrow launches a very fast Invis-Piercing projectile on the enemy position, that also inflicts a single Battle HP Bug on targets struck.

Notes

  • Erase Tail Arrow deals Element 6 Cursor.png Cursor element damage, meaning it can destroy any Traps the opponent currently and still deal the full damage.
  • Although hard, it is possible to dodge the projectile with the right timing. The attack locks on the enemy the very moment MegaMan's animation changes.
  • The enemy can't stand next to or behind MegaMan column wise, otherwise Erase Tail Arrow will miss.

Frame Data

  • Erase Tail Arrow takes 120 frames to fully charge and is not impacted by Charge value.
  • Erase Tail Arrow has a 15 frame windup.

Counter Hit window?

Attack Formula (30 × Attack level + 40)
Attack Level 1 2 3 4 5
Damage 80 110 140 170 200


start 16-26 (Enemy)


Startup Active Recovery
15 16-26 27-34

Competitive Overview

Erase Tail is one of the longest Beast Charges which makes using Chip Icon 6 Standard 174.png SloGauge a common strategy.

Erase Tail Arrow is very difficult to avoid which makes it a powerful way to deal consistent damage. At Attack 5, it can be used to remove Chip Icon 6 Standard 184.png LifeAur and destroy Traps such as Chip Icon 6 Standard 189.png AntiDmg. It is a common option to decross Dust Cross and Ground Cross.

Counter Play

The long Chip Charge gives a careful opponent time to prepare a counterattack, making the player vulnerable to being hit by a Status applying attack and losing the charge or getting hit by a Element 6 Wind.png Wind element chip.

Movement options such as Movement Bug can make it more likely to avoid Erase Tail Arrow.