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, any recovery chips heal 50% more.
  4. - Roll Arrow charge shot (destroys battle chips)
  5. - First Barrier & Tango programs active during cross (refreshes both if they've been used already)
  6.  
  7. Bass
  8. Magicman
  9. Skullman
  10.  
  11. Gateman
  12. - Gate Cannon charge shot
  13. - Back B sends out a curse shield that blocks damage and attacks the attacker
  14. - Transforms obstacles on the field into gate soldiers that chase your opponent
  15. - Custom +2
  16.  
  17. Bowlman
  18. Colorman
  19. - Lil Bomb charge shot
  20. - Charge Fire/Wood/Water/Elec chips into their respective towers
  21. -
  22.  
  23. Pharoahman
  24. Darkman
  25. Desertman
  26. Japanman
  27. Kingman
  28. Mistman
  29. Punk
  30. Serenade
  31. Shademan
  32. - Pulsar charge shot (explodes when hitting an obstacle hitting a 3x3 area)
  33. -
  34. Videoman
  35. Gridman
  36. Meddy
  37. - Custom 2 slots are replaced with 2 of 5 capsules that add effects (HP recov, Blind, Paralyze, Confuse, HP bug)
  38. - Capsule Bomb charge shot
  39. - Heals damage equal to 10% of damage dealt that turn at the end of each turn
  40. - Chaos Unison Dark Recovery
  41.  
  42. Circusman
  43. Elementman
  44. - Charge Fire/Wood/Water/Elec chips into changing elemental types, giving that type a +20 damage bonus
  45. - Fire chargeshot fires 4 meteors, Water chargeshot , Wood produces , Elec
  46. - Null type fires a Cannon
  47.  
  48. Planetman
  49. Judgeman
  50.  
  51. Fire Navis (8)
  52. Fireman
  53. - Charge Fire chips charge into Flame Arm (hits full row)
  54. - Flamethrower charge attack (hits 3 tiles ahead)
  55. - Grass panels in a cross when first crossed
  56. - Enemies directly next to user will take residual damage if they are not Fire type
  57.  
  58. Pros:
  59. - Panel type manipulation
  60. - Fairly fast charge shot time
  61. - Punishes enemies that rely on being close to their target
  62. - Flame Arm is 150 damage regardless of the chip being charged
  63.  
  64. Cons:
  65. - No flat damage increases or multipliers
  66. - Cannot hit tiles not in front with direct damage
  67. - Essentially countered by BurnerCross
  68.  
  69. Bombman
  70. - Sets a mine in the opponent's area at the start of cross (150 dmg)
  71. - Bomb shoot charge attack (kicks a bomb into the opponent's area that will explode on impact dealing fire damage)
  72. - Fire chips can be charged into a black bomb, doubling their power
  73. -
  74.  
  75. Heatman
  76. - Fire Chip +50
  77. - Buster +1
  78. - Flamethrower charge attack (hits 3 tiles ahead)
  79. - Great Fire Gbeast
  80.  
  81. Pros:
  82. - Flat buster damage can surpass the standard 5
  83. - Flat +50 is highest flat damage increase
  84. - Compatible with Gregar Beast
  85. - Great Fire range hits 7/9 tiles
  86.  
  87. Cons:
  88. - Somewhat slow charge attack
  89. - Not much utility in the cross itself
  90.  
  91. Napalmman
  92. - Fire Chip +40
  93. - Fire Vulcan charge attack (Fire & Cursor damage, hits target and 1 tile behind)
  94. - Charging fire chips doubles damage and causes it to seek nearest enemy with a Napalm Bomb (cracks panels)
  95. - Absorb lava panels increasing damage per lava panel stepped on
  96. - Chaos Unison Dark Meteor
  97.  
  98. Pros:
  99. - One of, if not the highest damage multipliers for Fire chips
  100. - Hits for mixed type damage
  101. - Can destroy panels
  102. - Chaos Unison
  103.  
  104. Cons:
  105. - Cannot hit through obstacles effectively
  106. - No way to add lava panels to utilize the effects of them
  107. - Purely offensive with no defensive utility
  108. - Countered by BlastCross
  109.  
  110. Flameman
  111. - Heal after using Fire Chips and when stepping on lava tiles
  112. - Charging chips grants a Flame Aura (Block 40 damage or a single water attack)
  113. - Causes fire chips to leave lava panels behind
  114. - Lava Cannon charge attack (sucks up lava panels and fire them)
  115.  
  116. Pros:
  117. - Great defensive option with healing effects
  118. - Flame Aura
  119. - Can disrupt enemy by leaving lava panels behind
  120.  
  121. Cons:
  122. - Slow charge attack
  123. - Nearly entirely defensive
  124. - Float shoes & Air shoes ignore most of what FlameCross wants to do
  125. - Countered by BlastCross
  126.  
  127. Burnerman
  128. - Causes tiles stepped on to become Lava panels
  129. - Fire Sword charge attack (Fire & Sword damage)
  130. - Charging fire chips allows user to perform Burning Jet, dashing across and hitting the entire row (blocked by broken tiles)
  131. - Pressing Back+B performs a Fire Hit counter attack to nearest enemy
  132.  
  133. Pros
  134. - Punishes enemy use of area grabs as well as rewards user applying pressure with them
  135. - Hits for mixed damage
  136. - Fire Counter can disrupt combos
  137. - Counters FireCross
  138.  
  139. Cons:
  140. - Charge attack has limited range
  141. - No use for the Lava panels outside of punishing enemies for stepping on it without float shoes
  142. - Burning Jet is fairly easy to dodge
  143.  
  144. Blastman
  145. - Air Shoes
  146. - Fire Bomber charge attack
  147. - Charge fire chips into Blast Hurricane (Fire & Wind damage)
  148. - Wind chips gain fire elemental damage
  149.  
  150. Pros:
  151. - Air Shoes
  152. - Fire Bomber hits entire row
  153. - Mixed damage with both charge shot and Wind chips
  154. - Counters aura and barrier usage
  155.  
  156. Cons:
  157. - Fire Bomber is fairly slow
  158. - Very utility based, does not provide much in terms of raw damage or defense
  159.  
  160. Chargeman
  161. - Non-dimming fire chips can be charged for up to +100 damage
  162. - Custom +1 each turn
  163. - Charge Tackle charge shot (Fire & Break damage)
  164. - Charge Bite GBeast
  165.  
  166. Pros:
  167. - Mixed damage that destroys obstacles
  168. - Custom +1 allows for easy folder manipulation
  169. - Compatible with Gregar Beast
  170. - Charge Bite freezes target in their current location
  171. - Charge Tackle has invincible frames
  172.  
  173. Cons:
  174. - Charge tackle cannot cross broken panels
  175. - Custom +1 builds up slowly
  176. - No immediate damage increases
  177. - Very utility based, providing less than BlastCross but more potential offense
  178.  
  179. Water Navis (9)
  180. Iceman
  181. Sharkman
  182. Freezeman
  183. Toadman
  184. - Can hide in Sea panels
  185. - Aqua chips can be charged for double damage
  186. - Shock Song charge shot (Elec damage)
  187.  
  188. Bubbleman
  189. - Bubble Wrap automatically applied and comes back even if blown away by a wind chip or hit by an elec chip (assuming the elec chip does not decross) and does not apply the bubble if an Aura is already active
  190. - Aqua Shot charge shot (A triple needle)
  191. - Aqua +50 when Bubble Wrap is active
  192. - Player can double tap directional buttons to warp step in the direction
  193.  
  194. Pros:
  195. - Very good defensively, as the bubble wrap regenerates over time constantly
  196. - Warp step can be used to quickly move in or out of position
  197. - Rewards safe play by increasing aqua damage when avoiding damage
  198. - Aqua Shot does not cause flashing, meaning it can delete through Under Shirt and can set up combos
  199.  
  200. Cons:
  201. - Extremely weak to elec chips, takes up to x4 damage if Bubble Wrap is active
  202. - Aqua shot locks you in place for all three shots, leaving you open for counter attacks
  203. - Very little offensive pressure if the bubble is constantly popped
  204. - blub
  205.  
  206. Aquaman
  207. - Aqua chips can be charged for double damage
  208. - Aqua chips heal 5% max HP whenever used
  209. - Bubbleshot charge shot
  210. - Aqua Spiral FBeast (Aqua & Wind damage)
  211.  
  212. Coldman
  213. Blizzardman
  214. - Chaos Unison Dark Wide
  215. Diveman
  216.  
  217. Elec Navis (6)
  218. Elecman
  219. - Non-dimming non elemental chips can be charged to paralyze
  220. - Elec +50
  221. - Thunderbolt charge shot
  222. - Big Thunder Gbeast (Paralyzes & Cracks panels)
  223.  
  224. Magnetman
  225. - Elec chips can be charged for double damage
  226. - Thunder Aura at the start of the Cross
  227. - Mag Bolt charge shot
  228. - Back+B will magnetize everything in the same row as Megaman
  229.  
  230.  
  231. Thunderman
  232. - Non-dimming elec chips paralyze targets
  233. - Heal when hit by elec-type attacks
  234. - Zap Ring charge shot
  235. - AirShoes program enabled
  236.  
  237. Flashman
  238. - Neon Light charge shot
  239. - Charge elec chips into Spark Arm
  240. - Any obstacles will be converted to Flash Bulbs at the start of the Cross
  241. - Buster +1
  242.  
  243. Sparkman
  244. - Non-dimming chips Blind opponent for .25 seconds
  245. - Elec Sword charge shot (elec & sword damage)
  246. - Charge elec chips for 2x damage
  247. - Super Armor enabled
  248.  
  249. Cloudman
  250. - Thunder charge shot
  251. - 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
  252. - Shield program enabled
  253. - Chaos Unison Dark Thunder
  254.  
  255. Wood Navis (5)
  256. Woodman
  257. - Heals much faster on grass panels than any other cross; Status Guard on grass panels
  258. - Wood Roller charge attack
  259. - 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)
  260. - Charging wood chips heals user for 20% of the chip's damage (modifier applied)
  261.  
  262. Pros:
  263. - Difficult to delete on grass panels due to the increased healing speed
  264. - Wood Roller hits 2 columns at a time, making it difficult to avoid
  265. - Healing effect on wood tiles as well as Status Guard
  266. - 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)
  267.  
  268. Cons:
  269. - Not a high damage cross, despite the Wood +50
  270. - No way to set Grass panels on its own to take advantage of increased healing and Status Guard
  271. - Wood Roller has a fairly long animation, making it susceptible to counter attacks
  272. - Using the high damage modifiers requires using chips as sacrifices
  273.  
  274. Snakeman
  275. - Snakebuster replaces Megabuster, which deals 50% of megabuster damage but fires at 3x the rate without needing to aim
  276. - Air Shoes program, hides megaman when charging megabuster in a static pot
  277. - Snake Bite charge attack (Wood & Break damage)
  278. - Wood +30
  279.  
  280. Pros:
  281. - Snakebuster can hit foes at any location without needing to aim and strikes very quickly, and can be combined with the buster bug
  282. - Air shoes makes it difficult to lock down
  283. - Snake Bite can break obstacles with mixed damage
  284. - Charging can block megaman from taking any damage very easily
  285.  
  286. Cons:
  287. - Charging removes mobility, making it difficult to hit Snake Bites as well as making your location telegraphed
  288. - Snakebuster is weaker than Gregar Buster significantly, as it hits for less damage at a lower fire rate
  289. - Not very good when behind, as it doesn't utilize any major damage modifiers
  290.  
  291. Plantman
  292. - Grass panels spawn where Megaman moves
  293. - Back B grants Barrier of Leaves, which blocks the next damage dealt and heals equal to base damage
  294. - Rose Needle charge shot
  295. - 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)
  296.  
  297. Pros:
  298. - Barrier of Leaves can block major damage as well as heal
  299. - Rose needle has a very fast charge rate
  300. - Plant Weed can lock down targets quickly
  301. - Grass Panels spawned can provide healing
  302.  
  303. Cons:
  304. - Grass Panels created can be used against this cross to increase damage up to x3 from Fire attacks
  305. - Plantcross is unable to utilize Holy Panel
  306. - Rose Needle is blocked by obstacles
  307. - Plant Weed isn't very fast, nor is very high damage and needs to be combo'd to be effective
  308.  
  309. Tomahawkman
  310. - Wood chips charged for 2x damage
  311. - Status Guard
  312. - Tomahawk Swing charge attack (Wood & Sword damage)
  313. - Wing Boomerang FBeast
  314. - Chaos Unison Dark Lance
  315.  
  316. Pros:
  317. - Mixed damage, as well as able to hit entire 3x2 area with non-flashing damage
  318. - Status Guard without any requirements
  319. - High potential damage with the x2 boost from charging chips
  320. - Falzar compatible
  321. - Chaos Unison
  322.  
  323. Cons:
  324. - TSwing is slow to charge and attack, and cannot hit the back column
  325. - No way to create grass panels to heal from, and heals the slowest out of the Wood crosses on grass panels
  326. - Wing Boomerang is easily avoidable from the middle rows, and loses its Sword properties
  327. - Cannot switch between Chaos Unison and FBeast crosses at will
  328.  
  329. Sword Navis (6)
  330. Protoman
  331. - Wide Sword charge shot
  332. - Charge Sword chips into Step Sword at 2x damage
  333. - Reflect program enabled
  334. - Chaos Unison Dark Sword
  335.  
  336. Shadowman
  337. - Anti Damage & Float Shoes programs added
  338. - Charge non-dimming swords to warp behind targets
  339. - Longsword Charge Shot that grants invis for .5 seconds
  340. - Increases amount of attacks from Anti-damage and Anti-Sword chips by 1, increases base movement speed
  341.  
  342.  
  343. Cutman
  344. - +30 Damage for Sword chips
  345. - Charge sword chips into Yo-Yos
  346. - Cut Boomerang charge attack
  347. - Deal x2 damage to targets on grass panels with Sword attacks
  348.  
  349. Beastman
  350. - Increases base movement speed
  351. - Beast Ray charge shot (Upward diagonal direction, pressing B immediately after releasing charge shot make it go downward)
  352. - Taking 100+ damage at once inflicts Rage
  353. - Chaos Unison Dark Invis
  354.  
  355. Pros:
  356. - Rage can be used over and over again to stack damage very quickly
  357. - Beast Ray strikes diagonally up to 3 tiles away and can be used to avoid attacks
  358. - Increased movement speed makes it hard to lock down
  359. - Dark Invis is extremely powerful
  360.  
  361. Cons:
  362. - Dark Invis is a wildcard chip which doesn't let the player actually do anything
  363. - Chaos Unison is unstable
  364. - Unable to strike targets directly in front
  365. - Rage requires the user to constantly take big hits in order to be used
  366.  
  367. Slashman
  368. - Sword +50
  369. - Sword chips can be charged to be launched as a sonic boom
  370. - Wide Slash charge shot
  371. - Slash X GBeast
  372.  
  373. Colonel
  374. - Arm Change Charge shot option for any non-dimming non element Standard Chip with an attack value
  375. - Obstacles on field convert into soldiers that attack enemies standing in front of or behind them
  376. - Screen Divide charge shot
  377. - Chaos Unison Dark Sonic
  378.  
  379. Break Navis (9)
  380. Gutsman
  381. - Guts Punch charge attack
  382. - Machine gun Megabuster when pressed fast enough, granting invincibility
  383. - +30 To break chips
  384. - Charge non-dimming null chips to crack panels
  385.  
  386. Stoneman
  387. - Break chips can be charged to drop rocks on enemy field
  388.  
  389. Knightman
  390. - Break chips can be charges for x2 damage
  391. - Royal Wrecking Ball charge shot
  392. - Whenever using non-dimming chips in the front row, gain invincibility
  393. - Chaos Unison Dark Drill charge attack
  394.  
  395. Drillman
  396. Metalman
  397. - Buster becomes Break Buster, Metal Fist charge shot
  398. - Charge Breaking chips for x2 damage and null chips for breaking damage Boomerang (Break & Sword damage)
  399. - Causes Metal Stage on allied side of battle at the start of Cross
  400. - Grants Status Guard & Super Armor when attacking (opponent can get full syncro but it will not paralyze Metal Cross)
  401.  
  402. Junkman
  403. - Confuses all enemies when Cross is enabled, as well as reveals them
  404. - 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
  405. - Back B Poltergeist (freeze screen & throws obstacles on the field). Does not do anything if no obstacles on the field (Nerf)
  406. - Bolt Missile charge shot
  407.  
  408. Topman
  409. Dustman
  410. - Trash Chute
  411. - Scrap Reborn charge shot
  412. - Suck up and fire obstacles
  413. - Dust Shooting FBeast
  414.  
  415. Groundman
  416. - Break +10, can be charged to +40 [Rocks removed]
  417. - Super Armor
  418. - Ground Drill charge shot
  419. - Drill Drive FBeast
  420.  
  421.  
  422. Cursor Navis (5)
  423. Numberman
  424. - +10 Damage to all null element chips
  425. - Custom Max when active
  426. - Die Bomb charge shot (null damage)
  427. - Chaos Unison Dark Plus
  428.  
  429. Laserman
  430. - Cross Laser charge attack (null damage)
  431. - Super Armor program
  432. - Charge null chips into Power Down laser, which locks target into place when firing and removes 1 chip from target
  433. - Cursor chips will crack panels and apply Cust -1 for 1 round (cannot stack)
  434.  
  435. Pros:
  436. - Cracking panels forces targets into unfavorable positions
  437. - Power Down laser can remove a chip from the opponent, which can disrupt any combinations, combos very well with Beat and Rush
  438. - Built in SuperArmor prevents attacks from being interrupted
  439.  
  440. Cons:
  441. - Power Down Laser is slow and difficult to hit
  442. - Cross Laser becomes less effective the more panels broken, and has a long charge time
  443. - Fairly easy to outmaneuver with Air Shoes, as it removes the locking in threat from cracking panels
  444.  
  445. Searchman
  446. - Reveals enemy chip count & removes flashing state when first crossed
  447. - Search Shuffle program
  448. - Scope Gun charge shot
  449. - All cursor chips remove flashing state upon impact from target
  450.  
  451. Cosmoman
  452. - Chaos Unison Dark Circle
  453.  
  454. Eraseman
  455. - Cursor +30
  456. - Hitting viruses with 4 deletes them, doing the same to Navis gives an HP bug
  457. - Killer Death Beam charge shot (can hit multiple times)
  458. - Erase Tail Arrow Gbeast (applies HP bug)
  459.  
  460. Wind Navis (6)
  461. Airman
  462. Quickman
  463. Windman
  464. - Wind +10
  465. - Air Shoes & Float shoes programs
  466. - North Wind at start of cross
  467. - Air Shot replaces Mega Buster, charge shot becomes Tornado
  468.  
  469. Gyroman
  470. - Air & Float shoes
  471. - Wind Chips causes the propeller to spin, granting the next non-dimming wind or null chip x2 damage
  472. - Tornado Arm charge shot
  473. - Chaos Unison Dark Tornado
  474.  
  475. Larkman
  476. Tenguman
  477. - Wind +10
  478. - Tengu Racket charge shot
  479. - Air Shoes proram & Fan back B
  480. - Tengu Storm FBeast
  481.  
  482. Special Case: (5)
  483. Glyde - never seen in battle
  484. Cookman - never seen in battle
  485. Copyman - unknown true form
  486. DarkMega - megaman but evil
  487. Iris - never seen in battle
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