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The '''Wind chip series''' summons a member of the Wind virus family that will send wind gusts across the opponent's field. | |||
The '''Wind''' chip sends gusts that push the opponent away and the '''Fan''' chip sends gusts that pull the opponent in. | |||
Wind gusts remove barriers and auras upon collision. This includes if MegaMan Beast Jumps into their own Wind gust. They also inflict involuntary sliding movement, however a gust cannot force you into movement if it touches you while you are already moving between panels.Both Wind and Fan last for 1500f and have 40 HP. | |||
Wind gusts can move you while you are performing most attacks. This can result in hitboxes being displaced if the attack does not come out quickly enough. | Wind gusts can move you while you are performing most attacks. This can result in hitboxes being displaced if the attack does not come out quickly enough. | ||
Some attacks, such as EraseCross's charge shot, are innately immune to being moved by gusts while active. In addition, BeastOut MegaMan can never be moved by gusts while using any chips in a Beast Jump state, even if it's a chip that normally would allow you to be moved by gusts during its use. | Some attacks, such as EraseCross's charge shot, are innately immune to being moved by gusts while active. In addition, BeastOut MegaMan can never be moved by gusts while using any chips in a Beast Jump state, even if it's a chip that normally would allow you to be moved by gusts during its use. | ||
Only 1 wind gust will exist on the field at a time. The next gust spawns immediately after the last one has finished traveling across its row. | Only 1 wind gust will exist on the field at a time. The next gust spawns immediately after the last one has finished traveling across its row. | ||
The first gust will always spawn in the middle row, followed by the top row, then the bottom row. Wind gusts are consistently spawned in this same pattern on a loop. There is enough time between each gust to dodge all wind gusts indefinitely, which would prevent them from removing any active barrier/aura. However, the precise timing required to do this is exceedingly difficult, making it unlikely to be a relevant consideration in pvp. | The first gust will always spawn in the middle row, followed by the top row, then the bottom row. Wind gusts are consistently spawned in this same pattern on a loop. There is enough time between each gust to dodge all wind gusts indefinitely, which would prevent them from removing any active barrier/aura. However, the precise timing required to do this is exceedingly difficult, making it unlikely to be a relevant consideration in pvp. | ||
Latest revision as of 01:11, 27 October 2022
Wind | |
---|---|
Description | WindBox blows at enmy area |
Full name | Wind |
Class | Standard |
Library # | 134 |
Element | Wind |
Attack power | — |
Codes | * |
MB | 10 (max 5 copies) |
Fan | |
---|---|
Description | VacuumFn pulls enemy in |
Full name | Fan |
Class | Standard |
Library # | 135 |
Element | Wind |
Attack power | — |
Codes | * |
MB | 10 (max 5 copies) |
The Wind chip series summons a member of the Wind virus family that will send wind gusts across the opponent's field.
The Wind chip sends gusts that push the opponent away and the Fan chip sends gusts that pull the opponent in.
Wind gusts remove barriers and auras upon collision. This includes if MegaMan Beast Jumps into their own Wind gust. They also inflict involuntary sliding movement, however a gust cannot force you into movement if it touches you while you are already moving between panels.Both Wind and Fan last for 1500f and have 40 HP.
Wind gusts can move you while you are performing most attacks. This can result in hitboxes being displaced if the attack does not come out quickly enough.
Some attacks, such as EraseCross's charge shot, are innately immune to being moved by gusts while active. In addition, BeastOut MegaMan can never be moved by gusts while using any chips in a Beast Jump state, even if it's a chip that normally would allow you to be moved by gusts during its use.
Only 1 wind gust will exist on the field at a time. The next gust spawns immediately after the last one has finished traveling across its row.
The first gust will always spawn in the middle row, followed by the top row, then the bottom row. Wind gusts are consistently spawned in this same pattern on a loop. There is enough time between each gust to dodge all wind gusts indefinitely, which would prevent them from removing any active barrier/aura. However, the precise timing required to do this is exceedingly difficult, making it unlikely to be a relevant consideration in pvp.
While wind particles are active on MegaMan, single hitting attacks that would decross don’t. Multi Hitting attacks will still decross. This happens because of how the game handles multiple damage sources in the same frame.