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{{About|the standard chip|Anti Magic (BN6)|NaviCust part}} | |||
{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |||
|internalid=187 | |||
|sortorder=189 | |||
|name=AntiDmg | |name=AntiDmg | ||
|fullname=Anti Damage | |||
|series=Anti Damage | |||
|description=Sets trap and throw stars | |description=Sets trap and throw stars | ||
|class=Standard | |class=Standard | ||
|librarysection=Standard | |||
|number=189 | |number=189 | ||
|element= | |element=None | ||
|damage=100 | |damage=100 | ||
|mb=30 | |mb=30 | ||
| | |codes=G,R,V,* | ||
|delay=0 | |delay=0 | ||
|name_ja=カワリミ | |name_ja=カワリミ | ||
|description_ja=てきにワナをはる攻撃にあたるとしゅりけん攻撃! | |description_ja=てきにワナをはる攻撃にあたるとしゅりけん攻撃! | ||
}} | }} | ||
Sword type as secondary element. If MegaMan is performing | '''Anti Damage''' sets a trap which, upon being triggered by a single attack dealing 10 damage, temporarily removes MegaMan from the field to fire a shuriken targeted at the attacker. | ||
It is Sword type as its secondary element. If MegaMan is performing most actions, the trap will trigger immediately, but it will not fire off the shuriken until the player’s action (e.g. attacking or moving) is completed. | |||
MegaMan's hurtbox is completely removed from the field during the frames in which the shuriken is being thrown and MegaMan cannot be seen. If a barrier/aura is used while MegaMan is off screen from throwing the shuriken , the barrier/aura can’t be damaged until MegaMan returns. | MegaMan's hurtbox is completely removed from the field during the frames in which the shuriken is being thrown and MegaMan cannot be seen. If a barrier/aura is used while MegaMan is off screen from throwing the shuriken , the barrier/aura can’t be damaged until MegaMan returns. | ||
Change from previous game: Requires a single attack that does at least 10 damage to trigger. AreaGrab and 10 damage charge shots will still activate AntiDmg on a holy panel. | Change from previous game: Requires a single attack that does at least 10 damage to trigger. AreaGrab and 10 damage charge shots will still activate AntiDmg on a holy panel. | ||
{{Navplate chips}} | ==Interaction with form changes== | ||
If the player changes their form (e.g. via Crossing or Beast Out) while Anti Damage's shuriken throw is being delayed by an action, the Anti Damage will not fire its shuriken and the trap will not be removed, effectively giving you an additional chance to block another instance of damage. Cross canceling ''after'' the Anti Damage animation activates will not preserve it and the trap will be lost. | |||
==Interaction with the [[Gun del Sol chip series (BN6)|Gun del Sol series]]== | |||
Anti Damage will activate immediately if MegaMan is using a Gun del Sol chip, instead of waiting for the action to complete. If the player is in the opponent's area due to e.g. Beast Jump, the player will become trapped in the opponent's area after Anti Damage is triggered. | |||
==Trap damage override glitch ("TDOG")== | |||
If a cursor attack is used after Anti Damage has been triggered, but before it fires the shuriken, then it will still deal damage and show the trap as being removed. Afterwards, the shuriken from the Anti Damage will still fire off, however it will deal zero damage. | |||
This is the result of a glitch which has additional applications beyond a trap that deals 0 damage. | |||
During the period in which the trap can be hit by a cursor chip, it can also be replaced by another trap of your own (most realistically accomplished with a cut in). If you do this, the existing trap will inherit the damage value and additional modifiers ({{Chip|6|White Capsule}}, 2x boost) of the new trap. | |||
Through such a glitch, {{Chip|6|Body Guard}} could be made to have each of its shurikens inherit the damage value of an {{Chip|6|Element Trap}}. TDOG can only replace the damage value of a trap with the value from another trap. | |||
If the damage is replaced by an {{Chip|6|Anti Recovery}} or {{Chip|6|Anti Navi}}, which do not display a damage value, then the new damage will be zero. | |||
{{Navplate chips (BN6)}} |
Latest revision as of 18:34, 30 April 2023
AntiDmg | |
---|---|
Description | Sets trap and throw stars |
Full name | Anti Damage |
Class | Standard |
Library # | 189 |
Element | None |
Attack power | 100 |
Codes | G R V * |
MB | 30 (max 3 copies) |
Part of program advances | BodyGrd |
Anti Damage sets a trap which, upon being triggered by a single attack dealing 10 damage, temporarily removes MegaMan from the field to fire a shuriken targeted at the attacker.
It is Sword type as its secondary element. If MegaMan is performing most actions, the trap will trigger immediately, but it will not fire off the shuriken until the player’s action (e.g. attacking or moving) is completed.
MegaMan's hurtbox is completely removed from the field during the frames in which the shuriken is being thrown and MegaMan cannot be seen. If a barrier/aura is used while MegaMan is off screen from throwing the shuriken , the barrier/aura can’t be damaged until MegaMan returns.
Change from previous game: Requires a single attack that does at least 10 damage to trigger. AreaGrab and 10 damage charge shots will still activate AntiDmg on a holy panel.
Interaction with form changes
If the player changes their form (e.g. via Crossing or Beast Out) while Anti Damage's shuriken throw is being delayed by an action, the Anti Damage will not fire its shuriken and the trap will not be removed, effectively giving you an additional chance to block another instance of damage. Cross canceling after the Anti Damage animation activates will not preserve it and the trap will be lost.
Interaction with the Gun del Sol series
Anti Damage will activate immediately if MegaMan is using a Gun del Sol chip, instead of waiting for the action to complete. If the player is in the opponent's area due to e.g. Beast Jump, the player will become trapped in the opponent's area after Anti Damage is triggered.
Trap damage override glitch ("TDOG")
If a cursor attack is used after Anti Damage has been triggered, but before it fires the shuriken, then it will still deal damage and show the trap as being removed. Afterwards, the shuriken from the Anti Damage will still fire off, however it will deal zero damage.
This is the result of a glitch which has additional applications beyond a trap that deals 0 damage.
During the period in which the trap can be hit by a cursor chip, it can also be replaced by another trap of your own (most realistically accomplished with a cut in). If you do this, the existing trap will inherit the damage value and additional modifiers ( WhiCapsl, 2x boost) of the new trap.
Through such a glitch, BodyGrd could be made to have each of its shurikens inherit the damage value of an ElemTrap. TDOG can only replace the damage value of a trap with the value from another trap.
If the damage is replaced by an AntiRecv or AntiNavi, which do not display a damage value, then the new damage will be zero.