Tomahawk Cross: Difference between revisions

Cross (BN6)
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With +1 column area advantage, Tomahawk Swing is a reliable source of non-[[Flashing|Flashing]] damage, meaning the user can follow-up with other chips after the attack finishes.
With +1 column area advantage, Tomahawk Swing is a reliable source of non-[[Flashing|Flashing]] damage, meaning the user can follow-up with other chips after the attack finishes.


If the player predicts that the opponent will bring any source of [[Status_Effects#Frozen|freezing]] and [[Status_Effects#Frozen|paralysis]] (e.g., {{Chip|6|EraseMan}}), it might be a good idea to change into Tomahawk Cross to prevent these status effects. As such, Tomahawk Cross's Status Guard is a great combo breaker. For example, during the time period the opponent's {{Chip|6|Colonel Force}} is in play, the user will not be paralyzed, and will be able to use any defensive option such as {{Chip|6|Invisible}} and {{Chip|6|Life Aura}}.
If the player predicts that the opponent will bring any source of [[Status_Effects#Frozen|freezing]] and [[Status_Effects#Paralysis|paralysis]] (e.g., {{Chip|6|EraseMan}}), it might be a good idea to change into Tomahawk Cross to prevent these status effects. As such, Tomahawk Cross's Status Guard is a great combo breaker. For example, during the time period the opponent's {{Chip|6|Colonel Force}} is in play, the user will not be paralyzed, and will be able to use any defensive option such as {{Chip|6|Invisible}} and {{Chip|6|Life Aura}}.
 
If the player knows/suspects that the opponent has {{NaviCust part|6|Rush}}, they can safely trigger it while in Tomahawk Cross and not incur [[Status_Effects#Paralysis|paralysis]].


If the player manages to keep moving between [[Battlefield#Panel_Types|Grass Panels]] for 3 seconds after their HP has fallen to 1 by {{NaviCust part|6|Under Shirt}}, they will recover 1 HP and {{NaviCust part|6|Under Shirt}} will be active again.
If the player manages to keep moving between [[Battlefield#Panel_Types|Grass Panels]] for 3 seconds after their HP has fallen to 1 by {{NaviCust part|6|Under Shirt}}, they will recover 1 HP and {{NaviCust part|6|Under Shirt}} will be active again.

Revision as of 17:49, 11 February 2023

File:TomahawkCross art.png
TomahawkCross Portrait.png TomahawkCross Emotion.png Tomahawk Cross
DescriptionChrg WoodChip: Atk x2! Status Guard:NoAbnorm
ElementElement 6 Wood.png Wood
WeaknessElement 6 Fire.png Fire
Charge shot
Damage60, 80, 100, 120, 140
Charge time (frames)120, 110, 100, 95, 90

Power from the land. Try TomahawkCross for yourself!
— Dingo

Tomahawk Cross is the second Cross linked in Falzar using the power of TomahawkMan. Not only is it a Wood element Cross that has the power to double the damage of Wood chips, its Charge Shot Tomahawk Swing is an attack that can cover a large area.

Perhaps Tomahawk Cross's best known utility in competitive play is the Status Guard ability, which gives MegaMan immunity to all status effects, providing much needed safety while executing own game plan.

While in Tomahawk Cross:

  • MegaMan is equipped with WoodBody, which enables HP recovery while standing on a Grass Panels. Recovers 1 HP per 20f while above 10 HP, and 1 HP per 180f while below 10 HP.
  • MegaMan is weak to Fire attacks.
  • MegaMan gains Status Guard, granting immunity to Status Effects except for those caused by bugs and DestroyPulse.

Tomahawk Swing: Swings an axe in an 2x3 area ahead of MegaMan. Has Sword as a secondary element. Does not cause Flashing.

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

Notes

  • Changing into Tomahawk Cross will cure Status Effects including those inflicted by bugs and DestroyPulse.
  • Changing into Tomahawk Cross in the first turn of the battle will not prevent confusion and blind from Color Bug in your NaviCustomizer.

Frame Data

After releasing the CS, the animation has a windup of 26f before it hits, and finishing the animation takes 46f.

Charge Speeds (f)
Charge Level 1 2 3 4 5
Charge Speed 120 110 100 95 90
Startup Active Recovery
26

Competitive Overview

Being able to deal double damage with certain Wood chips is an excellent offensive ability. For example, all versions of Boomers and Wood Dragon can deal over 200 damage, and a well-timed Risky Honey can prove lethal to an unsuspecting opponent.

With +1 column area advantage, Tomahawk Swing is a reliable source of non-Flashing damage, meaning the user can follow-up with other chips after the attack finishes.

If the player predicts that the opponent will bring any source of freezing and paralysis (e.g., Chip Icon 6 Mega 016 Gregar.png EraseMan), it might be a good idea to change into Tomahawk Cross to prevent these status effects. As such, Tomahawk Cross's Status Guard is a great combo breaker. For example, during the time period the opponent's Chip Icon 6 Giga 004 Gregar.png ColForce is in play, the user will not be paralyzed, and will be able to use any defensive option such as Chip Icon 6 Standard 179.png Invisibl and Chip Icon 6 Standard 184.png LifeAur.

If the player knows/suspects that the opponent has Rush, they can safely trigger it while in Tomahawk Cross and not incur paralysis.

If the player manages to keep moving between Grass Panels for 3 seconds after their HP has fallen to 1 by UnderSht, they will recover 1 HP and UnderSht will be active again.

Counterplay

The Charge Shot Tomahawk Swing can be exploited in many ways. It can easily be dodged by stepping back if the area is neutral or disadvantaged towards Tomahawk Cross. It cannot be used to trade with some faster Charge Shots such as Slash Cross's Wide Slash. The long animation leaves the user open to the opponent's attacks. Tomahawk Swing is no longer a reliable source of damage if the middle panel in the opponent's frontmost column is broken.

Chip Icon 6 Mega 034.png ElmntMan and Chip Icon 6 Mega 022.png BlastMan are 2 popular sources of Fire damage, and these are both time-freezing Navi chip series. Catching Tomahawk Cross standing on Grass Panels with these Navi chips can deal an enormous amount of damage as well as decrossing Tomahawk Cross.

Certain combo-reliant strategies opt to run Chip Icon 6 Mega 007 Gregar.png HeatMan purely to threaten Tomahawk Cross and remove Status Guard from play.

Chip Icon 6 Standard 123.png HeatDrgn has a high chance of taking out Tomahawk Cross if they are standing on the top row.

File:TomahawkBeast art.png
TomahawkCross Portrait.png TomahawkBeast Emotion.png Tomahawk Beast
ElementElement 6 Wood.png Wood
WeaknessElement 6 Fire.png Fire
Chip charge
Damage1-2x (70, 90, 110, 130, 150)
Charge time (frames)40