Yo-Yo (BN6): Difference between revisions

Chip series (BN6)
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{{Infobox chip
{{Infobox chip
|gamenumber=6
|internalid=19
|sortorder=18
|name=YoYo
|name=YoYo
|fullname=Yo-Yo
|series=Yo-Yo
|description=YoYo atk reaches 3sq ahead
|description=YoYo atk reaches 3sq ahead
|class=Standard
|class=Standard
|librarysection=Standard
|number=18
|number=18
|element=Null
|element=None
|damage=50
|damage=50
|mb=32
|mb=32
\|codes=L,M,N,*|delay=0
|codes=L,M,N,*
||name_ja=ヨーヨー
|delay=0
|name_ja=ヨーヨー
|description_ja=3マス前までとどくヨーヨー攻撃!3マス前は3ヒット
|description_ja=3マス前までとどくヨーヨー攻撃!3マス前は3ヒット
}}
}}


Sword type as second element. It flies in a 3x1 where it hits 3 times at the end and once when going forward and back. When used in beast form it tries to maximize damage/range. It does non-flashing damage.
Yo-Yo is a {{Element|6|None}} element non-dimming chip. It flies forward in a 3 deep 1 wide area, damaging everything on the way forward, then lingers to do 3 hits hits at the end, and damages on the way back to MegaMan. It deals [[Statuses_(BN6)#Flinching|Flinching]], and [[Secondry_Element_(BN6)|Secondry Sword Element]]. Yo-Yo chips can form the {{Chip|6|Great Yo-Yo}} Program Advance.  
Change from previous game: The YoYo is no longer an object that can be struck upon.


{{Navplate chips}}
When used in [[Beast Out]] the AI will attempt to maximize damage by jumping to the max range. Due to not dealing [[Statuses_(BN6)#Flashing|Flashing]] damage, it is possible to deal multiple instances of damage with the same attack.
 
===Notes===
 
* Due to the [[Invis + Barrier interaction]] Yo-Yo is able to destroy {{Chip|6|Barrier 200}} in one hit.
* [[Slash_Cross|Slash Cross]] doesn't grant the +50 damage to Yo-Yo and it can not be chip charged to add a sonic boom effect.
 
==Frame Data==
 
<div style=display:inline-table>
* Counterable on frames 1-16
{| class="wikitable" 
|+ {{Chip|6|Yo-Yo}}
|-
! Startup!! Active!! Recovery !! Total !! Counter Frames
|-
|1||2-53||54-61||61|| ???
|}
</div>
 
 
{{Frame data diagram
|      |    |        |        |        |
| start| 2-6<br />50-53 | 7-14<br />42-49 | 15-41  |        |
|      |    |        |        |        |
}}
 
==Competitive Overview==
Yo-Yo rarely sees play in competitve due to the attack being reliant on postioning and limited range. For maximum value, Yo-Yo is often used with {{Chip|6|White Capsule}} or used against a target without {{NaviCust part|6|Super Armor}}. Yo-Yo can be a good decrossing option for [[Tengu Cross]], or a decent damaging option when used in Beast Out for the +30 boost.
 
Using Yo-Yo in Beast Out can backfire as well. Beast AI will attempt to maximize the number of hits by beast jumping, but this can cause the attack to completely miss. It is often best to use it as a surprise attack for a decross.
 
As a non-dimming {{Element|6|None}} chip, it can be [[Beast Charged]] for more damage if using the chip itself is not beneficial.
 
 
==Counter Play==
Yo-Yo can completely miss if the opponent is camping the backrow while the user is at an areal disadvantage through {{Chip|6|Area Grab}} or {{Chip|6|Panel Grab}}. It can be difficult to confirm the full number of hits without other methods such as {{Chip|6|White Capsule}}, which is often not a wise use of the chip. If Yo-Yo misses it can leave the user open to a retalitation from the enemy as it lasts for some time because the user is able to act again. 
{{Navplate chips (BN6)}}

Latest revision as of 17:21, 10 May 2023

Chip 6 Standard 018.png
Chip Icon 6 Standard 018.png YoYo
DescriptionYoYo atk reaches 3sq ahead
Full nameYo-Yo
ClassStandard
Library #18
ElementNone None
Attack power50
CodesL M N *
MB32 (max 3 copies)
Part of program advancesGreatYo

Yo-Yo is a Element 6 None.png None element non-dimming chip. It flies forward in a 3 deep 1 wide area, damaging everything on the way forward, then lingers to do 3 hits hits at the end, and damages on the way back to MegaMan. It deals Flinching, and Secondry Sword Element. Yo-Yo chips can form the Chip Icon 6 Program advance 021.png GreatYo Program Advance.

When used in Beast Out the AI will attempt to maximize damage by jumping to the max range. Due to not dealing Flashing damage, it is possible to deal multiple instances of damage with the same attack.

Notes

Frame Data

  • Counterable on frames 1-16
Chip Icon 6 Standard 018.png YoYo
Startup Active Recovery Total Counter Frames
1 2-53 54-61 61 ???


start 2-6
50-53
7-14
42-49
15-41


Competitive Overview

Yo-Yo rarely sees play in competitve due to the attack being reliant on postioning and limited range. For maximum value, Yo-Yo is often used with Chip Icon 6 Standard 192.png WhiCapsl or used against a target without SuprArmr. Yo-Yo can be a good decrossing option for Tengu Cross, or a decent damaging option when used in Beast Out for the +30 boost.

Using Yo-Yo in Beast Out can backfire as well. Beast AI will attempt to maximize the number of hits by beast jumping, but this can cause the attack to completely miss. It is often best to use it as a surprise attack for a decross.

As a non-dimming Element 6 None.png None chip, it can be Beast Charged for more damage if using the chip itself is not beneficial.


Counter Play

Yo-Yo can completely miss if the opponent is camping the backrow while the user is at an areal disadvantage through Chip Icon 6 Standard 165.png AreaGrab or Chip Icon 6 Standard 164.png PanlGrab. It can be difficult to confirm the full number of hits without other methods such as Chip Icon 6 Standard 192.png WhiCapsl, which is often not a wise use of the chip. If Yo-Yo misses it can leave the user open to a retalitation from the enemy as it lasts for some time because the user is able to act again.