Dancer_A

Cross Expansion

May 5th, 2024 (edited)
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  1. Null Navis
  2. Roll
  3. - Using any chip heals 10% of max HP
  4. - Roll Arrow charge shot (destroys battle chips)
  5. - Float Shoes and First Barrier program
  6. - ???
  7.  
  8. Bass
  9. Magicman
  10. Bombman
  11. Skullman
  12. Gateman
  13. Bowlman
  14. Colorman
  15. Pharoahman
  16. Darkman
  17. Desertman
  18. Japanman
  19. Kingman
  20. Mistman
  21. Punk
  22. Serenade
  23. Shademan
  24. Videoman
  25. Gridman
  26. Meddy
  27. - Custom 2 slots are replaced with 2 of 5 capsules that add effects (HP recov, Blind, Paralyze, Confuse, HP bug)
  28. - Capsule Bomb charge shot
  29. - Heals damage equal to 10% of damage dealt that turn at the end of each turn
  30. - Chaos Unison Dark Recovery
  31.  
  32. Circusman
  33. Elementman
  34. Planetman
  35. Judgeman
  36.  
  37. Fire Navis (7)
  38. Fireman
  39. - Charge Fire chips charge into Flame Arm (hits full row)
  40. - Flamethrower charge attack (hits 3 tiles ahead)
  41. - Grass panels in a cross when first crossed
  42. - Enemies directly next to user will take residual damage if they are not Fire type
  43.  
  44. Pros:
  45. - Panel type manipulation
  46. - Fairly fast charge shot time
  47. - Punishes enemies that rely on being close to their target
  48. - Flame Arm is 150 damage regardless of the chip being charged
  49.  
  50. Cons:
  51. - No flat damage increases or multipliers
  52. - Cannot hit tiles not in front with direct damage
  53. - Essentially countered by BurnerCross
  54.  
  55. Heatman
  56. - Fire Chip +50
  57. - Buster +1
  58. - Flamethrower charge attack (hits 3 tiles ahead)
  59. - Great Fire Gbeast
  60.  
  61. Pros:
  62. - Flat buster damage can surpass the standard 5
  63. - Flat +50 is highest flat damage increase
  64. - Compatible with Gregar Beast
  65. - Great Fire range hits 7/9 tiles
  66.  
  67. Cons:
  68. - Somewhat slow charge attack
  69. - Not much utility in the cross itself
  70.  
  71. Napalmman
  72. - Fire Chip +40
  73. - Fire Vulcan charge attack (Fire & Cursor damage, hits target and 1 tile behind)
  74. - Charging fire chips doubles damage and causes it to seek nearest enemy with a Napalm Bomb (cracks panels)
  75. - Absorb lava panels increasing damage per lava panel stepped on
  76. - Chaos Unison Dark Meteor
  77.  
  78. Pros:
  79. - One of, if not the highest damage multipliers for Fire chips
  80. - Hits for mixed type damage
  81. - Can destroy panels
  82. - Chaos Unison
  83.  
  84. Cons:
  85. - Cannot hit through obstacles effectively
  86. - No way to add lava panels to utilize the effects of them
  87. - Purely offensive with no defensive utility
  88. - Countered by BlastCross
  89.  
  90. Flameman
  91. - Heal after using Fire Chips and when stepping on lava tiles
  92. - Charging chips grants a Flame Aura (Block 40 damage or a single water attack)
  93. - Causes fire chips to leave lava panels behind
  94. - Lava Cannon charge attack (sucks up lava panels and fire them)
  95.  
  96. Pros:
  97. - Great defensive option with healing effects
  98. - Flame Aura
  99. - Can disrupt enemy by leaving lava panels behind
  100.  
  101. Cons:
  102. - Slow charge attack
  103. - Nearly entirely defensive
  104. - Float shoes & Air shoes ignore most of what FlameCross wants to do
  105. - Countered by BlastCross
  106.  
  107. Burnerman
  108. - Causes tiles stepped on to become Lava panels
  109. - Fire Sword charge attack (Fire & Sword damage)
  110. - Charging fire chips allows user to perform Burning Jet, dashing across and hitting the entire row (blocked by broken tiles)
  111. - Pressing Back+B performs a Fire Hit counter attack to nearest enemy
  112.  
  113. Pros
  114. - Punishes enemy use of area grabs as well as rewards user applying pressure with them
  115. - Hits for mixed damage
  116. - Fire Counter can disrupt combos
  117. - Counters FireCross
  118.  
  119. Cons:
  120. - Charge attack has limited range
  121. - No use for the Lava panels outside of punishing enemies for stepping on it without float shoes
  122. - Burning Jet is fairly easy to dodge
  123.  
  124. Blastman
  125. - Air Shoes
  126. - Fire Bomber charge attack
  127. - Charge fire chips into Blast Hurricane (Fire & Wind damage)
  128. - Wind chips gain fire elemental damage
  129.  
  130. Pros:
  131. - Air Shoes
  132. - Fire Bomber hits entire row
  133. - Mixed damage with both charge shot and Wind chips
  134. - Counters aura and barrier usage
  135.  
  136. Cons:
  137. - Fire Bomber is fairly slow
  138. - Very utility based, does not provide much in terms of raw damage or defense
  139.  
  140. Chargeman
  141. - Non-dimming fire chips can be charged for up to +100 damage
  142. - Custom +1 each turn
  143. - Charge Tackle charge shot (Fire & Break damage)
  144. - Charge Bite GBeast
  145.  
  146. Pros:
  147. - Mixed damage that destroys obstacles
  148. - Custom +1 allows for easy folder manipulation
  149. - Compatible with Gregar Beast
  150. - Charge Bite freezes target in their current location
  151. - Charge Tackle has invincible frames
  152.  
  153. Cons:
  154. - Charge tackle cannot cross broken panels
  155. - Custom +1 builds up slowly
  156. - No immediate damage increases
  157. - Very utility based, providing less than BlastCross but more potential offense
  158.  
  159. Water Navis (9)
  160. Iceman
  161. Sharkman
  162. Freezeman
  163. Toadman
  164. - Can hide in Sea panels
  165. - Aqua chips can be charged for double damage
  166. - Shock Song charge shot (Elec damage)
  167. - Chaos Unison Dark Wide
  168.  
  169. Bubbleman
  170. Aquaman
  171. - Aqua chips can be charged for double damage
  172. - Aqua chips heal 5% max HP whenever used
  173. - Bubbleshot charge shot
  174. - Aqua Spiral FBeast (Aqua & Wind damage)
  175.  
  176. Coldman
  177. Blizzardman
  178. Diveman
  179.  
  180. Elec Navis (6)
  181. Elecman
  182. - Non-dimming non elemental chips can be charged to paralyze
  183. - Elec +50
  184. - Thunderbolt charge shot
  185. - Big Thunder Gbeast (Paralyzes & Cracks panels)
  186.  
  187. Magnetman
  188. - Elec chips can be charged for double damage
  189. - Float Shoes & Thunder Aura at the start of the Cross
  190. - Mag Bolt charge shot
  191. - Back+B will magnetize everything in the same row as Megaman
  192. - Chaos Unison Dark Thunder
  193.  
  194. Thunderman
  195. - Non-dimming elec chips paralyze targets
  196. - Heal when hit by elec-type attacks
  197. - Zap Ring charge shot
  198. - AirShoes program enabled
  199.  
  200. Flashman
  201. - Neon Light charge shot
  202. - Charge elec chips into Spark Arm
  203. - Any obstacles will be converted to Flash Bulbs at the start of the Cross
  204. - Buster +1
  205.  
  206. Sparkman
  207. - Non-dimming chips Blind opponent for .25 seconds
  208. - Elec Sword charge shot (elec & sword damage)
  209. - Charge elec chips for 2x damage
  210. - Super Armor enabled
  211.  
  212. Cloudman
  213. - Thunder charge shot, can be charged further into Dark Thunder
  214. - Can charge elec chips into clouds that travel across the row and and strike anything in its path with a cross pattern elec element attack
  215. - Elec +30
  216. - Shield program enabled
  217.  
  218. Wood Navis (5)
  219. Woodman
  220. - Heals much faster on grass panels than any other cross; Status Guard on grass panels
  221. - Wood Roller charge attack
  222. - Wood chips absorb the power of the next non element chip after them, adding the power to their own (any chip, including Mega and Giga chips)
  223. - Charging wood chips heals user for 20% of the chip's damage (modifier applied)
  224.  
  225. Pros:
  226. - Difficult to delete on grass panels due to the increased healing speed
  227. - Wood Roller hits 2 columns at a time, making it difficult to avoid
  228. - Healing effect on wood tiles as well as Status Guard
  229. - Very high potential damage with Wood chips such as Risky Honey, a low base damage that hits multiple times (Tank Cannon 3's +200 on top of Risky Honey's 20 x5 damage)
  230.  
  231. Cons:
  232. - Not a high damage cross, despite the Wood +50
  233. - No way to set Grass panels on its own to take advantage of increased healing and Status Guard
  234. - Wood Roller has a fairly long animation, making it susceptible to counter attacks
  235. - Using the high damage modifiers requires using chips as sacrifices
  236.  
  237. Snakeman
  238. - Snakebuster replaces Megabuster, which deals 50% of megabuster damage but fires at 3x the rate without needing to aim
  239. - Air Shoes program, hides megaman when charging megabuster in a static pot
  240. - Snake Bite charge attack (Wood & Break damage)
  241. - Wood +30
  242.  
  243. Pros:
  244. - Snakebuster can hit foes at any location without needing to aim and strikes very quickly, and can be combined with the buster bug
  245. - Air shoes makes it difficult to lock down
  246. - Snake Bite can break obstacles with mixed damage
  247. - Charging can block megaman from taking any damage very easily
  248.  
  249. Cons:
  250. - Charging removes mobility, making it difficult to hit Snake Bites as well as making your location telegraphed
  251. - Snakebuster is weaker than Gregar Buster significantly, as it hits for less damage at a lower fire rate
  252. - Not very good when behind, as it doesn't utilize any major damage modifiers
  253.  
  254. Plantman
  255. - Grass panels spawn where Megaman moves
  256. - Back B grants Barrier of Leaves, which blocks the next damage dealt and heals equal to base damage
  257. - Rose Needle charge shot
  258. - Charging up Wood chips releases a Plant Weed, which chases enemy and traps them, dealing damage over time (40 damage regardless of charged chip, hits 3 times)
  259.  
  260. Pros:
  261. - Barrier of Leaves can block major damage as well as heal
  262. - Rose needle has a very fast charge rate
  263. - Plant Weed can lock down targets quickly
  264. - Grass Panels spawned can provide healing
  265.  
  266. Cons:
  267. - Grass Panels created can be used against this cross to increase damage up to x3 from Fire attacks
  268. - Plantcross is unable to utilize Holy Panel
  269. - Rose Needle is blocked by obstacles
  270. - Plant Weed isn't very fast, nor is very high damage and needs to be combo'd to be effective
  271.  
  272. Tomahawkman
  273. - Wood chips charged for 2x damage
  274. - Status Guard
  275. - Tomahawk Swing charge attack (Wood & Sword damage)
  276. - Wing Boomerang FBeast
  277. - Chaos Unison Dark Lance
  278.  
  279. Pros:
  280. - Mixed damage, as well as able to hit entire 3x2 area with non-flashing damage
  281. - Status Guard without any requirements
  282. - High potential damage with the x2 boost from charging chips
  283. - Falzar compatible
  284. - Chaos Unison
  285.  
  286. Cons:
  287. - TSwing is slow to charge and attack, and cannot hit the back column
  288. - No way to create grass panels to heal from, and heals the slowest out of the Wood crosses on grass panels
  289. - Wing Boomerang is easily avoidable from the middle rows, and loses its Sword properties
  290. - Cannot switch between Chaos Unison and FBeast crosses at will
  291.  
  292. Sword Navis (6)
  293. Protoman
  294. - Wide Sword charge shot
  295. - Charge Sword chips into Step Sword at 2x damage
  296. - Reflect program enabled
  297. - Chaos Unison Dark Sword
  298.  
  299. Shadowman
  300. - Anti Damage & Float Shoes programs added
  301. - Charge non-dimming swords to warp behind targets
  302. - Longsword Charge Shot that grants invis for .5 seconds
  303. - Increases amount of attacks from Anti-damage and Anti-Sword chips by 1, increases base movement speed
  304. - Chaos Unison Dark Invis
  305.  
  306. Cutman
  307. - Superarmor enabled
  308. - Charge sword chips into Yo-Yos
  309. - Cut Boomerang charge attack
  310. - Deal x2 damage to targets on grass panels with Sword attacks
  311.  
  312. Beastman
  313. Slashman
  314. - Sword +50
  315. - Sword chips can be charged to be launched as a sonic boom
  316. - Wide Slash charge shot
  317. - Slash X GBeast
  318.  
  319. Colonel
  320. - Arm Change Charge shot option for any non-dimming non element Standard Chip with an attack value
  321. - Obstacles on field convert into soldiers that attack enemies standing in front of or behind them
  322. - Screen Divide charge shot
  323. - Chaos Unison Dark Sonic
  324.  
  325. Break Navis (9)
  326. Gutsman
  327. - Guts Punch charge attack
  328. - Machine gun Megabuster when pressed fast enough, granting invincibility
  329. - +30 To break chips
  330. - Charge non-dimming null chips to crack panels
  331.  
  332. Stoneman
  333. - Break chips can be charged to drop rocks on enemy field
  334.  
  335. Knightman
  336. - Break chips can be charges for x2 damage
  337. - Royal Wrecking Ball charge shot
  338. - Whenever using non-dimming chips in the front row, gain invincibility
  339. - Chaos Unison Dark Drill charge attack
  340.  
  341. Drillman
  342. Metalman
  343. - Buster becomes Break Buster, Metal Fist charge shot
  344. - Charge Breaking chips for x2 damage and null chips for breaking damage Boomerang (Break & Sword damage)
  345. - Causes Metal Stage on allied side of battle at the start of Cross
  346. - Grants Status Guard & Super Armor when attacking (opponent can get full syncro but it will not paralyze Metal Cross)
  347.  
  348. Junkman
  349. - Confuses all enemies when Cross is enabled, as well as reveals them
  350. - Randomly grabs 2 of the chips used during the previous round as a custom 2, these be replaced after use with new chips if the previous 2 are used (only if both are used). Recycled chips will never re-appear
  351. - Back B Poltergeist (freeze screen & throws obstacles on the field). Does not do anything if no obstacles on the field (Nerf)
  352. - Bolt Missile charge shot
  353.  
  354. Topman
  355. Dustman
  356. - Trash Chute
  357. - Scrap Reborn charge shot
  358. - Suck up and fire obstacles
  359. - Dust Shooting FBeast
  360.  
  361. Groundman
  362. - Break +10, can be charged to +40 [Rocks removed]
  363. - Super Armor
  364. - Ground Drill charge shot
  365. - Drill Drive FBeast
  366.  
  367.  
  368. Cursor Navis (5)
  369. Numberman
  370. - +10 Damage to all null element chips
  371. - Custom Max when active
  372. - Die Bomb charge shot (null damage)
  373. - Chaos Unison Dark Plus
  374.  
  375. Laserman
  376. - Cross Laser charge attack (null damage)
  377. - Super Armor program
  378. - Charge null chips into Power Down laser, which locks target into place when firing and removes 1 chip from target
  379. - Cursor chips will crack panels
  380.  
  381. Pros:
  382. - Cracking panels forces targets into unfavorable positions
  383. - Power Down laser can remove a chip from the opponent, which can disrupt any combinations, combos very well with Beat and Rush
  384. - Built in SuperArmor prevents attacks from being interrupted
  385.  
  386. Cons:
  387. - Power Down Laser is slow and difficult to hit
  388. - Cross Laser becomes less effective the more panels broken, and has a long charge time
  389. - Fairly easy to outmaneuver with Air Shoes, as it removes the locking in threat from cracking panels
  390.  
  391. Searchman
  392. - Reveals enemy chip count & removes flashing state when first crossed
  393. - Search Shuffle program
  394. - Scope Gun charge shot
  395. - All cursor chips remove flashing state upon impact from target
  396. - Chaos Unison Dark Circle
  397.  
  398. Cosmoman
  399. Eraseman
  400. - Cursor +30
  401. - Hitting viruses with 4 deletes them, doing the same to Navis gives an HP bug
  402. - Killer Death Beam charge shot (can hit multiple times)
  403. - Erase Tail Arrow Gbeast (applies HP bug)
  404.  
  405. Wind Navis (6)
  406. Airman
  407. Quickman
  408. Windman
  409. - Wind +10
  410. - Air Shoes & Float shoes programs
  411. - North Wind at start of cross
  412. - Air Shot replaces Mega Buster, charge shot becomes Tornado
  413.  
  414. Gyroman
  415. - Air & Float shoes
  416. - Wind Chips causes the propeller to spin, granting the next non-dimming wind or null chip x2 damage
  417. - Tornado Arm charge shot
  418. - Chaos Unison Dark Tornado
  419.  
  420. Larkman
  421. Tenguman
  422. - Wind +10
  423. - Tengu Racket charge shot
  424. - Air Shoes proram & Fan back B
  425. - Tengu Storm FBeast
  426.  
  427. Special Case: (5)
  428. Glyde - never seen in battle
  429. Cookman - never seen in battle
  430. Copyman - unknown true form
  431. DarkMega - megaman but evil
  432. Iris - never seen in battle
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