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Line 3: | Line 3: | ||
|number=10 | |number=10 | ||
|name=AntiDmg | |name=AntiDmg | ||
|fullname= | |fullname=Anti Magic | ||
|series=Anti Magic | |||
|bug=Movement Bug | |bug=Movement Bug | ||
|compressioncode=BLALBRALBA | |compressioncode=BLALBRALBA |
AntiDmg | |
---|---|
Description | Ⓑ+Left= Throw a star! |
. . . . . . . . . . . . . . . . . . X . . . . . X X . . . . X X . . . . . X . . . . . . . . . . .
. . . . . . . . . . . . . . . . . X X . . . . . X X . . . . X X . . . . . X . . . . . . . . . . .
| |
Full name | Anti Magic |
Type | Solid |
Colors | Green |
Compression code | BLALBRALBA |
Bug | Movement Bug |
(Often called AntiMagic to distinguish it from the AntiDamage chip.)
Active time: 30f
Cooldown time before next use: 70f (If AntiMagic is triggered successfully, there is no cooldown time when MegaMan returns.)
Only active in base MegaMan. Crosses or Beast cannot use this ability. AntiMagic is activated by pressing B and Left.
Triggers on any non-draining damage. Once triggered, MegaMan throws a shuriken like the AntiDamage chip, dealing 50 damage.
If the user has any existing traps up when blocking something with AntiMagic, the trap is removed.
AntiMagic and the AntiDamage chip behave differently when blocking a hit that hits a VDoll on the same frame. AntiMagic does not block the VDoll damage, while AntiDamage does.
If AntiMagic blocks the damage from FlashBomb 3, it will not prevent blind, and if SuperArmor is not equipped then it will also cause the thrown star to deal 0 damage.