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==Flinching== | ==Flinching== | ||
'''Flinching''' (officially '''aback''') occurs when most attacks hit MegaMan and cause him to reel his head back. This makes him susceptible to follow-up attacks, as he cannot act during this state. Equipping | '''Flinching''' (officially '''aback''') occurs when most attacks hit MegaMan and cause him to reel his head back. This makes him susceptible to follow-up attacks, as he cannot act during this state. Equipping {{NaviCust part|6|Super Armor}} prevents flinching. | ||
==Flashing== | ==Flashing== | ||
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===Small drag=== | ===Small drag=== | ||
'''Small drag''' (officially '''knocking back one square''' for pushing and '''pull''' for pulling) will push or pull a player one tile in any direction. This is applied by chips such as | '''Small drag''' (officially '''knocking back one square''' for pushing and '''pull''' for pulling) will push or pull a player one tile in any direction. This is applied by chips such as {{Chip|6|Lance}}, {{Chip|6|Magnet Coil}}, or {{Chip|6|Air Shot}}. | ||
===Big drag=== | ===Big drag=== | ||
'''Big drag''' (officially '''knocking back all the way''') will push a player as far as possible. This is applied by chips such as | '''Big drag''' (officially '''knocking back all the way''') will push a player as far as possible. This is applied by chips such as {{Chip|6|Wind Racket}}. If a player exits their form (e.g. via decross or Beast turns ending) during big drag pushing them to the end of their row and enters the Custom screen, they will be pushed out of the playing area completely when the next turn begins. | ||
During drag, blahblahblah todo | During drag, blahblahblah todo | ||
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===Paralyzed=== | ===Paralyzed=== | ||
MegaMan is shocked in place and cannot do anything until it wears off, or he's struck by an attack that causes flinching and flashing while he does not have | MegaMan is shocked in place and cannot do anything until it wears off, or he's struck by an attack that causes flinching and flashing while he does not have {{NaviCust part|6|Super Armor}}. | ||
The paralysis length varies on the attack. This condition can also be given when the opponent is countered just as they’re about to attack. Mashing reduces the amount of time you are paralyzed for. | The paralysis length varies on the attack. This condition can also be given when the opponent is countered just as they’re about to attack. Mashing reduces the amount of time you are paralyzed for. |
Revision as of 00:13, 4 November 2022
Statuses affect a player or opponent positively or negatively.
When MegaMan is attacked, he is usually put into a damaged status.
Most attacks apply both flinching and flashing, but some only flinching. Additionally, there are attacks like the normal MegaBuster that do neither.
Flinching
Flinching (officially aback) occurs when most attacks hit MegaMan and cause him to reel his head back. This makes him susceptible to follow-up attacks, as he cannot act during this state. Equipping SuprArmr prevents flinching.
Flashing
Flashing (also known as blinking) occurs when MegaMan is hit by most attacks. MegaMan is in an intangible state where he cannot be harmed, except by flashing-piercing attacks.
This state is also known as being “invisible”.
Drag
Drag comes in two flavors, small and big.
Small drag
Small drag (officially knocking back one square for pushing and pull for pulling) will push or pull a player one tile in any direction. This is applied by chips such as Lance, MagCoil, or AirShot.
Big drag
Big drag (officially knocking back all the way) will push a player as far as possible. This is applied by chips such as WindRack. If a player exits their form (e.g. via decross or Beast turns ending) during big drag pushing them to the end of their row and enters the Custom screen, they will be pushed out of the playing area completely when the next turn begins.
During drag, blahblahblah todo
Status Conditions
These are special statuses MegaMan can receive during battle.
Paralyzed
MegaMan is shocked in place and cannot do anything until it wears off, or he's struck by an attack that causes flinching and flashing while he does not have SuprArmr.
The paralysis length varies on the attack. This condition can also be given when the opponent is countered just as they’re about to attack. Mashing reduces the amount of time you are paralyzed for.
Frozen
MegaMan is frozen in place and cannot do anything until it wears off, or he's struck by an attack that causes flashing while he does not have SuperArmor.
If he is struck by a Break attack, the damage is doubled and the frost is removed. Mashing reduces the amount of time you are frozen for.
Bubbled
MegaMan is bubbled in place and cannot do anything until it wears off, or be struck by an attack.
If he is struck by an Elec attack, damage is doubled. Mashing reduces the amount of time you are bubbled for, and speeds up the animation.
Confused
MegaMan’s controls are reversed. Left is right, up is down, etc.
Beast Out lock-on will not home in on the enemy.
Blind
You cannot see your enemy’s location nor the obstacles they have ownership of.
Beast Out lock-on will not home in on the enemy.
Immobilized
MegaMan cannot move in this state. He can still perform attacks.
Invulnerable
MegaMan is in a state where he cannot be damaged or receive status conditions. Also known as Invincible.