Heat Cross: Difference between revisions

Cross (BN6)
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=Heat Cross=
'''Heat Cross''' is the first Cross linked in [[Gregar]] using the power of [[HeatMan]]. As a {{Element|6|Fire}} element Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time {{Element|6|Fire}} chip without the need to charge them.


'''Heat Cross''' is the first Cross linked in [[Gregar]] using the power of [[HeatMan]]. As a [[File:Element 6 Fire.png|link=]] [[Element|Fire element]] Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time [[Element|Fire chip]] without the need to charge them.
In competitive play, the fast charging allows for a threatning [[Buster|Charge Shot]] especially on grass. For Gregar builds without {{NaviCust part|6|Air Shoes}}, Heat Cross can provide an effective way of dealing consistent fire damage without the need to worry about broken panels. The very fast [[Buster|Charge Shot]] startup time and long attack lingering time mean that it can be very easy to get hit by it.
If a panel of Heat Arm hits the opponent 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.
Going into Heat Cross can provide for a good [[Beast out]] option next turn if you find yourself without a way to remove {{Chip|6|Life Aura}}.
Unfortunately a large number of [[File:Element 6 Aqua.png|link=]] [[Element|Aqua element]] attacks can land easily on a stationary opponent, so the lingering [[Buster|Charge Shot]] time can leave you vulnerable to the opponent's attacks. The [[Buster|Charge Shot]] travelling 3 panels ahead can allow the opponent to completely avoid it by using {{Chip|6|Area Grab}} and stepping back.
In [[Area|neutral area]] your opponent can attempt to confirm {{Chip|6|ElementMan}} Ice by stepping back and waiting for your [[Buster|Charge Shot]] to be released, and then stepping forward to be in range.


While in Heat Cross:
While in Heat Cross:


* You are equipped with [[Element|FireBody]] which is weak to [[Element|Aqua]] attacks.
* MegaMan is equipped with FireBody which is weak to {{Element|6|Aqua}} attacks.


* Non-screen dimming [[Element|Fire]] chips gain +50 damage.  
* Non-screen dimming {{Element|6|Fire}} chips gain +50 damage.  


* Your [[Attack]] value increases by 1
* MegaMan's [[Attack]] value increases by 1


* [[Buster|Charge Shot]] turns into Fire Arm.
* [[Buster|Charge Shot]] turns into Fire Arm.


Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing [[Element|Fire]] element, [[Flashing|Flashing]] and [[Flinching]] damage.
Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing {{Element|6|Fire}} element, [[Statuses_(BN6)#Flashing|Flashing]] and [[Statuses_(BN6)#Flinching|Flinching]] damage.


Fire Arm will remove [[Grass Panel]] on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.  
Fire Arm will remove [[Grass Panel]] on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.  


{| class="wikitable"  
{| class="wikitable"  
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=== Notes ===
=== Notes ===
* The [[Attack]] increase gained by Heat Cross does not apply to his [[Buster|Charge Shot]] past level 5.  
* The Attack Stat increase gained by Heat Cross does not apply to his Charge Shot past level 5.  
* However, this can increase your [[Buster|Buster Shot]] past level 5.  
* However, this can increase MegaMan's Buster Shot past level 5.  
* This increase does not apply to [[Buster Bug]]
* This increase does not apply to [[Buster Bug]]


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


* The [[Buster|Charge Shot]] has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.  
* The Charge Shot has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.
 
* The Charge Shot lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frame 62 for the second, and frame 63 for the third.


* The [[Buster|Charge Shot]] lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frame 62 for the second, and frame 63 for the third.
* Counterable on frames 1-16.


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)
|-
|-
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| 45
| 45
| 40
| 40
|}


|}
{{Frame data diagram
|       |    |        |        |        |
| start | 1-61  | 5-62      | 9-63      |        |
|      |    |        |        |        |
}}




<div style=display:inline-table>
<div style=display:inline-table>
{| class="wikitable"   
{| class="wikitable"   
! First Panel
|-
|-
! Startup!! Active!! Recovery
! Startup!! Active!! Recovery !! Counter Frames
|-
|-
| 1 || 1-61 || 6
| 9 || 9-63 || 64-68 || 1-16
|}
|}
</div>
</div>


<div style=display:inline-table>
==Competitive Overview==
{| class="wikitable" 
The fast charging allows for a threatening Charge Shot especially on grass. For Gregar builds without {{NaviCust part|6|Air Shoes}}, Heat Cross can provide an effective way of dealing consistent fire damage to an enemy standing behind broken panels. The very fast Charge Shot startup time and long attack lingering time mean that it can be very easy for the enemy to get hit by it.
! Second Panel
 
|-
If a panel of Heat Arm 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.
! Startup!! Active!! Recovery
 
|-
Going into Heat Cross can provide for a good [[Beast Out]] option next turn if you find yourself without a way to remove {{Chip|6|Life Aura}}. The +50 increase to damage can allow chips such as {{chip|6|Fire Hit 3}} to remove {{Chip|6|Life Aura}}.
| 5 || 5-62 || 5
 
|}
===Counter Play===
</div>
Unfortunately a large number of {{Element|6|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 traveling 3 panels ahead can allow the opponent to completely avoid it by using {{Chip|6|Area Grab}} and stepping back.
<div style=display:inline-table>
 
{| class="wikitable" 
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.
! Third Panel
 
|-
=Heat Beast=
! Startup!! Active!! Recovery
|-
| 9 || 9-63 || 4
|}
</div>


{{Infobox cross
{{Infobox cross
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Using the power of [[Beast_Out#Gregar|Gregar]], Heat Cross is able to Transform into Heat Beast.  
Using the power of [[Beast_Out#Gregar|Gregar]], Heat Cross is able to Transform into Heat Beast.  
In competitive play Heat Beast can provide for a very effective threat to [[Tomahawk Cross]] to allow the [[Statuses (BN6)#Paralyzed|paralysis]] effect of {{Chip|6|Colonel Force}} to land. Heat Beast's [[Chip_Charge|Beast Charged]], Great Fire  covers a large area which makes it a reliable way for removing {{Chip|6|Life Aura}}. If a panel of Great Fire hits the opponent 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.
The +1 [[Attack]] gained by heat beast can allow builds with 4 [[Attack]] to reach the 200 damage threshhold to break {{Chip|6|Life Aura}}.
Unfortunately similar to Heat Cross, the lingering [[Chip_Charge|Beast Charg]] also leaves you open to [[File:Element 6 Aqua.png|link=]] [[Element|Aqua element]] attacks. The [[Chip_Charge|Beast Charged]] can also be completely avoided if the opponent uses an {{Chip|6|Area Grab}} and stepping back.
In [[Area|neutral area]] attempting to cover the maximum attack area will leave you at risk of being hit by {{Chip|6|ElementMan}} Ice and getting decrossed.
If Great Fire is interrupted after the start up animation starts, you will lose the chip used to chip charge it without the attack activating.


Heat Beast gains:
Heat Beast gains:
* [[Navi_Customizer|Super Armor]] and the [[Beast_Out#Gregar|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 [[Element|Null]] chips.
* +30 Attack to Non-screen dimming {{Element|6|None}} chips.
* MegaMan will to 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]].
 


Heat Beast is equipped with [[Element|FireBody]], and is weak to [[File:Element 6 Aqua.png|link=]] [[Element|Aqua]] attacks.
Heat Beast is equipped with FireBody, and is weak to {{Element|6|Aqua}} attacks.


While in Heat Beast:
While in Heat Beast:


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


* Your [[Attack]] value increases by 1 until a maximum of 5.
* MegaMan's Attack value increases by 1 until a maximum of 5.


* [[Element|Null]] chips can be [[Chip_Charge|Beast Charged]] to execute Great Fire.
* {{Element|6|None}} chips can be Beast Charged to execute Great Fire.


Great Fire generates a [[Element|Fire]] breath one panel ahead followed by a 2x3 area.  
Great Fire generates a Fire breath one panel ahead followed by a 2x3 area, dealing {{Element|6|Fire}} , [[Statuses_(BN6)#Flashing|Flashing]], and [[Statuses_(BN6)#Flinching|Flinching]] damage.


Great Fire will remove [[Grass Panel]] on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.  
Great Fire will remove [[Grass Panel]] on the first frame the attack hits that panel. An enemy stepping into the attack afterwards will take normal damage.  


==Frame Data==


==Frame Data==
* The Beast Charge takes 90 frames to fully charge and is not impacted by [[Charge]] value.


* Great Fire has a 10 frame windup and lasts on the field for 90 frames.  
* Great Fire has a 10 frame windup and lasts on the field for 90 frames.  
* The [[Chip_Charge|Beast Charge]] takes 90 frames to fully charge and is not impacted by [[Charge]] value.




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|}
|}
{{Frame data diagram
|      |        | 11-101      | 11-101      |        |
| start | 11-101  | 11-101      | 11-101      |        |
|      |        | 11-101      | 11-101      |        |
}}


<div style=display:inline-table>
<div style=display:inline-table>
{| class="wikitable"   
{| class="wikitable"   
! Startup!! Active!! Recovery
! Startup!! Active!! Recovery !! Counter Frames
|-
|-
| 10 || 90 || ?
| 10 || 11-101 || 102-104 || ???
|}
|}
</div>
</div>
==Competitive Overview==
Heat Beast can provide for a very effective threat to [[Tomahawk Cross]] to allow the [[Statuses (BN6)#Paralyzed|paralysis]] effect of {{Chip|6|Colonel Force}} to land. Great Fire covers a large area which makes it a reliable way for removing {{Chip|6|Life Aura}}. If a panel of Great Fire 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.
The +1 Attack stat gained by Heat Beast can allow builds with 4 Attack to reach the 200 damage threshold to break {{Chip|6|Life Aura}}.
=== Counter Play ===
Unfortunately, similar to Heat Cross, the lingering Beast Charge also leaves MegaMan open to {{Element|6|Aqua}} element attacks. The Beast Charge can also be completely avoided if the enemy uses an {{Chip|6|Area Grab}} and steps back.
In [[Area|neutral area]] attempting to cover the maximum attack area will leave MegaMan at risk of being hit by {{Chip|6|ElementMan}} Ice and getting decrossed.
If Great Fire 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 04:56, 14 July 2023

File:HeatCross art.png
HeatCross Portrait.png HeatCross Emotion.png Heat Cross
DescriptionFire Chip Attk+50! Buster Attk +1!
ElementElement 6 Fire.png Fire
WeaknessElement 6 Aqua.png Aqua
Charge shot
Damage50, 70, 90, 110, 130
Charge time (frames)70, 60, 50, 45, 40

Get goin' and use the awesome power of HeatCross!
— Mr. Match

Heat Cross

Heat Cross is the first Cross linked in Gregar using the power of HeatMan. As a Element 6 Fire.png Fire element Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time Element 6 Fire.png Fire chip without the need to charge them.


While in Heat Cross:

  • MegaMan is equipped with FireBody which is weak to Element 6 Aqua.png Aqua attacks.
  • Non-screen dimming Element 6 Fire.png Fire chips gain +50 damage.
  • MegaMan's Attack value increases by 1

Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing Element 6 Fire.png Fire element, Flashing and Flinching damage.

Fire Arm will remove Grass Panel on the first frame the attack hits that panel. An opponent stepping into the attack afterwards will take normal damage.

Attack Formula (20 × Attack level + 30)
Attack Level 1 2 3 4 5
Damage 50 70 90 110 130

Notes

  • The Attack Stat increase gained by Heat Cross does not apply to his Charge Shot past level 5.
  • However, this can increase MegaMan's Buster Shot past level 5.
  • This increase does not apply to Buster Bug


Frame Data

  • The Charge Shot has a 1 frame windup for the first panel, 5 frames for the second and 9 for the third.
  • The Charge Shot lasts for 67 frames in total and it disappears from the field on frame 61 for the first panel, frame 62 for the second, and frame 63 for the third.
  • Counterable on frames 1-16.


Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 70 60 50 45 40


start 1-61 5-62 9-63


Startup Active Recovery Counter Frames
9 9-63 64-68 1-16

Competitive Overview

The fast charging allows for a threatening Charge Shot especially on grass. For Gregar builds without AirShoes, Heat Cross can provide an effective way of dealing consistent fire damage to an enemy standing behind broken panels. The very fast Charge Shot startup time and long attack lingering time mean that it can be very easy for the enemy to get hit by it.

If a panel of Heat Arm 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.

Going into Heat Cross can provide for a good Beast Out option next turn if you find yourself without a way to remove Chip Icon 6 Standard 184.png LifeAur. The +50 increase to damage can allow chips such as Chip Icon 6 Standard 107.png FireHit3 to remove Chip Icon 6 Standard 184.png LifeAur.

Counter Play

Unfortunately a large number of Element 6 Aqua.png 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 traveling 3 panels ahead can allow the opponent to completely avoid it by using Chip Icon 6 Standard 165.png AreaGrab and stepping back.

In neutral area the opponent can attempt to confirm Chip Icon 6 Mega 034.png ElmntMan Ice by stepping back and waiting for the user's Charge Shot to be released, and then stepping forward to be in range.

Heat Beast

File:HeatBeast art.png
HeatCross Portrait.png HeatBeast Emotion.png Heat Beast
ElementElement 6 Fire.png Fire
WeaknessElement 6 Aqua.png Aqua
Chip charge
Damage80, 110, 140, 170, 200
Charge time (frames)90


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

Heat Beast gains:

Heat Beast is equipped with FireBody, and is weak to Element 6 Aqua.png Aqua attacks.

While in Heat Beast:

  • Non-screen dimming Element 6 Fire.png Fire chips gain +50 to damage.
  • MegaMan's Attack value increases by 1 until a maximum of 5.
  • Element 6 None.png None chips can be Beast Charged to execute Great Fire.

Great Fire generates a Fire breath one panel ahead followed by a 2x3 area, dealing Element 6 Fire.png Fire , Flashing, and Flinching damage.

Great Fire will remove Grass Panel on the first frame the attack hits that panel. An enemy stepping into the attack afterwards will take normal damage.

Frame Data

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


Attack Formula (30 × Attack level + 50)
Attack Level 1 2 3 4 5
Damage 80 110 140 170 200


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


Startup Active Recovery Counter Frames
10 11-101 102-104 ???

Competitive Overview

Heat Beast can provide for a very effective threat to Tomahawk Cross to allow the paralysis effect of Chip Icon 6 Giga 004 Gregar.png ColForce to land. Great Fire covers a large area which makes it a reliable way for removing Chip Icon 6 Standard 184.png LifeAur. If a panel of Great Fire 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. The +1 Attack stat gained by Heat Beast can allow builds with 4 Attack to reach the 200 damage threshold to break Chip Icon 6 Standard 184.png LifeAur.

Counter Play

Unfortunately, similar to Heat Cross, the lingering Beast Charge also leaves MegaMan open to Element 6 Aqua.png Aqua 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.

In neutral area attempting to cover the maximum attack area will leave MegaMan at risk of being hit by Chip Icon 6 Mega 034.png ElmntMan Ice and getting decrossed.

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