Train Arrow chip series (BN6)

Chip series (BN6)
Revision as of 19:44, 18 March 2023 by A4average (talk | contribs)
Chip 6 Standard 023.png
Chip Icon 6 Standard 023.png TrnArrw1
DescriptionHits enmy w/arrow. Use dstnc
Full nameTrain Arrow 1
ClassStandard
Library #23
ElementAqua Aqua
Attack power30
CodesA F K
MB30 (max 3 copies)
Chip 6 Standard 024.png
Chip Icon 6 Standard 024.png TrnArrw2
DescriptionHits enmy w/arrow. Use dstnc
Full nameTrain Arrow 2
ClassStandard
Library #24
ElementAqua Aqua
Attack power40
CodesG M Z
MB36 (max 3 copies)
Chip 6 Standard 025.png
Chip Icon 6 Standard 025.png TrnArrw3
DescriptionHits enmy w/arrow. Use dstnc
Full nameTrain Arrow 3
ClassStandard
Library #25
ElementAqua Aqua
Attack power50
CodesM S Y
MB42 (max 2 copies)

The Train Arrow series is a Real Time chip that fires water arrows in a straight line. Number of arrows is the number of unoccupied panels in front of the user up until the next hittable enemy/object in the same row, plus one extra arrow. It deals Element 6 Aqua.png Aqua element, Flinching damage.

Frame Data

All versions of Train Arrow share the following frame data:

  • Have a 1 frame startup, after which arrows will spawn.
  • The maximum number of arrows that can spawn immediately after startup is 5, if the user is on their leftmost column and there are no hittable enemy/object in the same row. Henceforth, the arrow that spawns on the panel in front of the user will be called 'the 1st arrow', the one that spawns four panels away will be called 'the 5th arrow', and so on. Each arrow has their own frame data, meaning they do not begin moving earlier if fewer arrows spawn.
  • The 5th arrow hits its panel on frames 2-4.
  • The 4th arrow hits its panel on frames 2-8, then the next panel on frames 9-14.
  • The 3rd arrow hits its panel on frames 2-12, then the next panels on frames 13-18 / 19-25.
  • The 2nd arrow hits its panel on frames 2-16, then the next panels on frames 17-22 / 23-29 / 30-36.
  • The 1st arrow hits its panel on frames 2-20, then the next panels on frames 20-26 / 27-33 / 34-40 / 41-46.
  • The extra arrow spawns and hits the user's panel on frames 25-27, then the next panels on frames 28-33 / 34-40 / 41-47 / 48-53 / 54-60.
  • Counterable on

Competitive Overview

The Train Arrow series is usually used as part of stun combos. Setups for Train Arrow include freezing from other Element 6 Aqua.png Aqua element chips such as Chip Icon 6 Standard 068.png IceSeed, Chip Icon 6 Standard 125.png AquaDrgn, and common paralysis sources such as Chip Icon 6 Mega 016 Gregar.png EraseMan, Chip Icon 6 Standard 062.png FlshBom1.

The further apart the user and the enemy are, the greater the damage, which can additionally be boosted by Aqua Cross's chip charge, Chip Icon 6 Standard 197.png Atk+30 and/or Chip Icon 6 Standard 200.png DblPoint, giving Train Arrow very strong burst damage potential.

Landing Chip Icon 6 Standard 193.png Uninstll is a way to confirm as it removes the SuprArmr Navi Cust part and allows every arrow to flinch the enemy.

Counterplay

The Train Arrow series is counter-intuitive to game plans involving staying on the user's farthest column to maintain area advantage. In this scenario, the enemy is less threatened by Train Arrow as it deals minimal damage.

Similarly, the enemy can use Chip Icon 6 Standard 165.png AreaGrab and maintain their area advantage, drastically reducing Train Arrow's damage.

The enemy can avoid standing on Ice Panels to prevent being frozen as part of the setup for Train Arrow.

If the enemy expects Train Arrow, they can constantly buffer movement upwards and downwards to make Train Arrow harder to land.