Flash Bomb chip series (BN6)

Chip series (BN6)
Chip 6 Standard 062.png
Chip Icon 6 Standard 062.png FlshBom1
DescriptionThrw dlyd stun bomb 3sq fwd.
Full nameFlash Bomb 1
ClassStandard
Library #62
ElementNone None
Attack power40
CodesJ L Q *
MB30 (max 3 copies)
Chip 6 Standard 063.png
Chip Icon 6 Standard 063.png FlshBom2
DescriptionThrw dlyd stun bomb 3sq fwd.
Full nameFlash Bom 3
ClassStandard
Library #63
ElementNone None
Attack power70
CodesG K R
MB34 (max 3 copies)
Chip 6 Standard 064.png
Chip Icon 6 Standard 064.png FlshBom3
DescriptionThrw dlyd stun bomb 3sq fwd.
Full nameFlash Bomb 3
ClassStandard
Library #64
ElementNone None
Attack power100
CodesH P S
MB38 (max 3 copies)


They take 50f to land and 60f after it lands on an open panel, it goes off. Flash attack Invis-pierces. If the opponent stands under them they will deal their base damage and apply flashing. Attacks only the enemy area, regardless of where it landed. FlashBomb 1 stuns for 90f, while FlashBombs 2 & 3 both stun for 150f. FlashBomb 3 applies blind for 480f. FlashBomb 3 inflicts blind status, but it does so by spawning an additional hitbox 1 frame after the initial one. This second hitbox does 0 damage, flinches, and inflicts blind. If the damage from a FlashBomb 3 destroys a Barrier, then the blind status will be inflicted without the Barrier being able to block it. If an AntiDamage blocks the damage from FlashBomb 3, then it will also prevent the blind status. If the AntiMagic NCP blocks the damage from FlashBomb 3 though, it will not prevent blind, and if SuperArmor is not equipped then it will also cause the thrown star to deal 0 damage. SlashMan does not spawn on a panel occupied by FlashBomb. FlashBomb has 10, 15 and 20 HP respectively. Damage FlashBomb takes during a screen dim is applied after the screen dim ends. This means it will continue to take hits until the screen dim is over, even if the damage from those hits should have destroyed it. FlashBomb ignores Holy Panels when taking damage.