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(Add JP/US AntiMagic difference.) |
No edit summary |
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}} | }} | ||
(Often called | (Often called Anti Magic to distinguish it from {{Chip|6|Anti Damage}}) | ||
Active time: 30f | Active time: 30f | ||
Cooldown time before next use: 70f (If | Cooldown time before next use: 70f (If Anti Magic is triggered successfully, there is no cooldown time when MegaMan returns.) | ||
Only active in base MegaMan. Crosses or Beast cannot use this ability. | Only active in base MegaMan. Crosses or Beast cannot use this ability. Anti Magic 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. | Triggers on any non-draining damage. Once triggered, MegaMan throws a shuriken like the AntiDamage chip, dealing 50 damage. | ||
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If the user has any existing traps up when blocking something with AntiMagic, the trap is removed. | If the user has any existing traps up when blocking something with AntiMagic, the trap is removed. | ||
Anti Magic and the {{Chip|6|Anti Damage}} chip behave differently when blocking a hit that hits a {{Chip|6|Voodoo Doll}} on the same frame. Anti Magic does not block the {{Chip|6|Voodoo Doll}} damage, while {{Chip|6|Anti Damage}} does. | |||
If AntiMagic blocks the damage from | If AntiMagic blocks the damage from {{Chip|6|Flash Bomb 3}}, it will not prevent blind, and if SuperArmor is not equipped then it will also cause the thrown star to deal 0 damage. | ||
In JP, | In JP, Anti Magic will not block a 0 damage attack, and the attack will cause flashing (and flinching if {{NaviCust part|6|Super Armor}} is not equipped). In US, Anti Magic will block a 0 damage attack, preventing the user from flashing (and flinching if {{NaviCust part|6|Super Armor}} is not equipped), however a shuriken will not fire. This does not apply to the {{Chip|6|Anti Damage}} chip. | ||
{{Navplate NaviCust parts (BN6)}} | {{Navplate NaviCust parts (BN6)}} |
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 Anti Magic to distinguish it from AntiDmg)
Active time: 30f
Cooldown time before next use: 70f (If Anti Magic is triggered successfully, there is no cooldown time when MegaMan returns.)
Only active in base MegaMan. Crosses or Beast cannot use this ability. Anti Magic 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.
Anti Magic and the AntiDmg chip behave differently when blocking a hit that hits a VDoll on the same frame. Anti Magic does not block the VDoll damage, while AntiDmg does.
If AntiMagic blocks the damage from FlshBom3, it will not prevent blind, and if SuperArmor is not equipped then it will also cause the thrown star to deal 0 damage.
In JP, Anti Magic will not block a 0 damage attack, and the attack will cause flashing (and flinching if SuprArmr is not equipped). In US, Anti Magic will block a 0 damage attack, preventing the user from flashing (and flinching if SuprArmr is not equipped), however a shuriken will not fire. This does not apply to the AntiDmg chip.