Ground Cross: Difference between revisions

Cross (BN6)
m (Linked Flashing and Flinching to their respective sections.)
m (Text replacement - "CounterPlay" to "Counter Play")
 
(2 intermediate revisions by 2 users not shown)
Line 71: Line 71:
* If the first hit lands, the second appears on frame 43. If the first hit misses the second appears on frame 51.
* If the first hit lands, the second appears on frame 43. If the first hit misses the second appears on frame 51.
* If the first and second hits land the third appears on frame 54. If neither the first or the second hits land the 3rd will appear on frame 63.
* If the first and second hits land the third appears on frame 54. If neither the first or the second hits land the 3rd will appear on frame 63.
* Counterable on frames 41-56.
<div style=display:inline-table>
<div style=display:inline-table>
{| class="wikitable"
{| class="wikitable"
Line 97: Line 95:
! Startup!! Active!! Recovery !! Counter frames
! Startup!! Active!! Recovery !! Counter frames
|-
|-
| 40 || 41-63 || 64-86 || ??
| 40 || 41-63 || 64-86 || 41-56
|}
|}
</div>
</div>


==Competitive Overview==
==Competitive Overview==
Line 109: Line 106:
Ground Cross can also be used to deal massive damage if the opponent is unable to move out of range. It is surprisengly easy for an unprepared opponent to accidently walk into a Charge Shot.
Ground Cross can also be used to deal massive damage if the opponent is unable to move out of range. It is surprisengly easy for an unprepared opponent to accidently walk into a Charge Shot.


===CounterPlay===
===Counter Play===
Drill Drive has a long starting up time which makes it very predictable. This leaves the user vulnerable to a [[Counter Hit]] or getting decrossed. It also means that without a way to confirm the attack landing, it can be very difficult to do consistent damage.  
Drill Drive has a long starting up time which makes it very predictable. This leaves the user vulnerable to a [[Counter Hit]] or getting decrossed. It also means that without a way to confirm the attack landing, it can be very difficult to do consistent damage.  


Line 205: Line 202:


Ground Beast is also used to gain {{NaviCust part|6|Super Armor}} as well as {{NaviCust part|6|Air Shoes}} and {{NaviCust part|6|Float Shoes}}. Similar to Ground Cross, this can be used for {{Chip|6|Bug Death Thunder}} and to allow the player to navigate around broken panels.  
Ground Beast is also used to gain {{NaviCust part|6|Super Armor}} as well as {{NaviCust part|6|Air Shoes}} and {{NaviCust part|6|Float Shoes}}. Similar to Ground Cross, this can be used for {{Chip|6|Bug Death Thunder}} and to allow the player to navigate around broken panels.  
Because of the special property of Drill Drive occasionally not applying flashing, it can be used to land multiple hits very quickly on an area locked opponent and dealing them a lot of damage.


=== Counter Play ===
=== Counter Play ===

Latest revision as of 07:09, 11 May 2023

File:GroundCross art.png
GroundCross Portrait.png GroundCross Emotion.png Ground Cross
DescriptionBrkChip Atk+10 Chrg Brk:FallRck!SuprArmrOn
ElementElement 6 Break.png Break
WeaknessElement 6 Cursor.png Cursor
Charge shot
Damage20, 30, 40, 50, 60
Charge time (frames)100, 90, 80, 75, 70

Drill to the center of power with GroundCross!!
— Moliarty

Ground Cross

Ground Cross is the fourth Cross linked in Falzar using the power of GroundMan. As a Element 6 Break.png Break element Cross, Ground Cross utilizes the power of Ground Drill to avoid attacks or deal massive damage!

While in Ground Cross:

  • MegaMan is weak to Element 6 Cursor.png Cursor attacks.
  • Non-screen dimming Element 6 Break.png Break chips gain +10 damage.
  • MegaMan's gains the SuprArmr Navi Cust part.
  • Charging Non-screen dimming Element 6 Break.png Break chips causes 3 random rocks to fall on the enemy area. This takes 60 frames to complete. The rocks deal Element 6 Break.png Break damage and do not apply Flashing. Their damage is calculated as (20 × Attack level + 30) for a maximum of 130 with 5 Attack.

Ground Drill: MegaMan goes underground and appears in front of the enemy for up to 3 hits in a 1 Wide 2 Deep configuration. Landing the hits apples Small Push and Element 6 Break.png Break element damage.

Ground Drill allows MegaMan to leave thefield temporarily which makes him untargettable.

Attack Formula (20 × Attack level + 30)
Attack Level 1 2 3 4 5
Damage 20 30 40 50 60
Total Damage 60 90 120 150 180

Notes

  • MegaMan will appear on the last claimed panel on the row when used.
  • Each hit applies Small Push which can push the opponent out of range thus causing some hits to miss.
  • It is possible for Ground Drill to hit 4 times if it lands at +1 area and pushes the opponent back.

Frame Data

  • The Charge Shot has a 40 frame windup and takes 86 frames in total.
  • The timing of the hits is different depending on if the previous hits land or not.
  • If the first hit lands, the second appears on frame 43. If the first hit misses the second appears on frame 51.
  • If the first and second hits land the third appears on frame 54. If neither the first or the second hits land the 3rd will appear on frame 63.
Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 100 90 80 75 70
Startup Active Recovery Counter frames
40 41-63 64-86 41-56

Competitive Overview

Ground Cross has a unique role through being the only Falzar cross that provides SuprArmr. This is commonly used to prevent Flinching for Chip Icon 6 Giga 005 Falzar.png BgDthThd builds after being uninstalled.

When used at the right time, Ground Cross can also be used to avoid the opponent's Chip Icon 6 Giga 005 Falzar.png BgDthThd by forcing it to move outside of the field. This is done by releasing the Charge Shot while Bug Death Thunder is in the backmost column.

Ground Cross can also be used to deal massive damage if the opponent is unable to move out of range. It is surprisengly easy for an unprepared opponent to accidently walk into a Charge Shot.

Counter Play

Drill Drive has a long starting up time which makes it very predictable. This leaves the user vulnerable to a Counter Hit or getting decrossed. It also means that without a way to confirm the attack landing, it can be very difficult to do consistent damage.

Unfortunetly Ground Cross shares a weakness with Dust Cross. This means that many of the threats often used to Decross Dust Cross can be used to remove Ground Cross as well. This makes Ground Cross a risky play without the appropriate defense.

Element 6 Cursor.png Cursor element chips are very popular and are difficult to avoid.Element 6 Cursor.png Cursor chips are able to destroy Traps because of their element. This limits the defense options and makes it more difficult to avoid getting decrossed.

Chip Icon 6 Mega 016 Gregar.png EraseMan is a very common threat to Ground Cross. It has a great range and is only blocked by barriers or an Chip Icon 6 Standard 188.png AntiNavi as it pierces Chip Icon 6 Standard 179.png Invisibl.

Chip Icon 6 Standard 055.png MachGun1 series is another very common threat to Ground Cross. It starts at the bottom row, making it very difficult to avoid for a player standing there.

Ground Beast

File:GroundBeast art.png
GroundCross Portrait.png GroundBeast Emotion.png Ground Beast
ElementElement 6 Break.png Break
WeaknessElement 6 Cursor.png Cursor
Chip charge

Using the power of Falzar, Ground Cross is able to Transform into Ground Beast.

Ground Beast gains:

Ground Beast is weak to Element 6 Cursor.png Cursor attacks.

While in Ground Beast:

  • Non-screen dimming Element 6 Break.png Break chips gain +10 damage.
  • Charging Non-screen dimming Element 6 Break.png Break chips causes 3 random rocks to fall on the enemy area. This takes 60 frames to complete. The rocks deal Element 6 Break.png Break damage and do not apply Flashing. Their damage is calculated as (20 × Attack level + 30) for a maximum of 130 with 5 Attack.

Drill Drive sends MegaMan flying forward in a charge with a drill ahead of him, hitting each enemy in the row 2 times. Both hits deal Flinching Damage. In PvP there is a 3rd hit which deals 0 damage and causes Flashing

Notes

  • The flashing caused by Drill Drive is caused by the player's normal body hitbox. This means that if it lands while the ground player is flashing it does not cause flashing to the opponent.
  • If Drill Drive breaks a barrier with the second hit, it will still have an opportunity to inflict flashing with the third hit, despite not dealing any damage in this scenario.
  • It's possible for Drill Drive to hit more than 2 times.
Attack Formula (20 × Attack level + 90)
Attack Level 1 2 3 4 5
Damage 110 130 150 170 190
Total Damage 220 260 300 340 380

Frame Data

  • Drill Drive has a ? frame startup and lasts for 45 frames.
  • MegaMan spends 7, 9, 16, 20 and 28 frames to travel the five panels.

Counter Hit window?

Startup Active Recovery Counter Frames
? ??

Competitive Overview

Ground Beast can be a very strong offensive as well as a defensive option. Drill Drive has high damage potential if both hits land but can also be used to avoid attacks from the opponent. It has a fast Charge time and a low Start up time which could make it an unexpected attack by the opponent.

Ground Beast is also used to gain SuprArmr as well as AirShoes and FlotShoe. Similar to Ground Cross, this can be used for Chip Icon 6 Giga 005 Falzar.png BgDthThd and to allow the player to navigate around broken panels.

Because of the special property of Drill Drive occasionally not applying flashing, it can be used to land multiple hits very quickly on an area locked opponent and dealing them a lot of damage.

Counter Play

Most of the damage from Drill Drive can be avoided if the enemy is expecting it and moves out on time. Missing an attack could leave the player vulnerable as the opponent can expect where they will return to after the attack ending.

Ground Beast shares the same threats as Ground Cross, and can be decrossed easily by Element 6 Cursor.png Cursor element chips.