|Size*||5 x 2 x 1|
|Description||Can air-jump 3 times. Good dodging and ground maneuverability. Reduced offensive power.|
|Action||Slow arm flailing charge.|
|Effect||Opponent sent up.|
|Ground Speed||156 hm/s|
|Jump Speed||183 hm/s|
|Jump Distance||60.0 in|
|*currently measured in inches|
How to obtainEdit
- Custom Robo Arena: Purchase from Encephalon Isle's Parts Shop for $30.00. Otherwise, purchase from Central District's Parts Shop (Right Clerk) during the Grudge Matches.
Time your charges just right in order to avoid manual dodging. Nano has a charge that is hard to use, but incredibly useful. The trick is to use it at close ranges to dodge gun rounds and hit the opponent. It can also be spammed from behind a wall as a means to evade bombs or pods. Stay on the ground as much as possible, weaving in and out. When pressured, use air jumps sparingly, to evade for long distances.
Do be aware that Nano's evasive charge, while incredibly useful with practice, can contribute to laziness while commanding other robos if one is not careful.
|While considered a common set, Sylar uses this in a different way; Burrow D is the main attacking power, with Wave as back up, and for additional pressure. The gun is always there as a deterrent from getting in the air, leaving the opponent land-locked. Wave is used as a direct attack to stop approaches. If a bomb or pod hits, then the gun comes into play as a huge combo weapon.|
To be added....
- Nano is named after a unit prefix.