(Created page with "Obstacles generated with the stage are treated as obstacles placed by the player on whose side they are generated. Neutral objects that can be hit by both sides can block wind gusts and be pushed by drag causing attacks. Type 1 objects can be damaged by attacks causing drag but type 2 objects won’t be. ===Types=== *Type 1 - each player can have only one of these under their control. Should a player attempt to place another one, the previous one will explode. *Type 2 -...") |
m (IMASUKA moved page Objects to Object (BN6)) |
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Latest revision as of 04:40, 14 July 2023
Obstacles generated with the stage are treated as obstacles placed by the player on whose side they are generated. Neutral objects that can be hit by both sides can block wind gusts and be pushed by drag causing attacks. Type 1 objects can be damaged by attacks causing drag but type 2 objects won’t be.
Types
- Type 1 - each player can have only one of these under their control. Should a player attempt to place another one, the previous one will explode.
- Type 2 - each player can have only two of these under their control. Should a player attempt to place third one, the one that was placed first will explode.
- Type 3 - there is no limit to how many of these each player can have, and they will not explode. These obstacles are not affected by push.
Note that BodyGuard PA removes user’s type 1 obstacles on trigger.
Obstacle | Type | HP | Frames | Hittable* | Inhalable** | Placed before explosion?*** | Impact damage |
---|---|---|---|---|---|---|---|
BlackBomb | 1 | 100 | 6000f | Yes | Yes | Thrown | 100 (throw) |
Sensor1 | 1 | 20 | 720f | No | Yes | Yes | N/A |
Sensor2 | 1 | 30 | 720f | No | Yes | Yes | N/A |
Sensor3 | 1 | 40 | 720f | No | Yes | Yes | N/A |
AirSpin1 | 1 | 400 | 25f | Yes | Yes | No | Base damage (contact) |
AirSpin2 | 1 | 400 | 35f | Yes | Yes | No | Base damage (contact) |
AirSpin3 | 1 | 400 | 45f | Yes | Yes | No | Base damage (contact) |
Wind | 1 | 40 | 1500f | No | Yes | Yes | N/A |
Fan | 1 | 40 | 1500f | No | Yes | Yes | N/A |
LilBoiler1 | 1 | ??? | 96f | Yes | Yes | Thrown | Base damage halved (throw) |
LilBoiler2 | 1 | ??? | 96f | Yes | Yes | Thrown | Base damage halved (throw) |
LilBoiler3 | 1 | ??? | 96f | Yes | Yes | Thrown | Base damage halved (throw) |
AirRaid1 | 1 | 30 | 150f | No | Yes | Yes | N/A |
AirRaid2 | 1 | 40 | 190f | No | Yes | Yes | N/A |
AirRaid3 | 1 | 50 | 230f | No | Yes | Yes | N/A |
TimeBomb1 | 1 | 50 | 180f | Yes | Yes | No | N/A |
TimeBomb2 | 1 | 50 | 180f | Yes | Yes | No | N/A |
TimeBomb3 | 1 | 50 | 180f | Yes | Yes | No | N/A |
TimeBomb+ | 1 | 200 | 180f | Yes | Yes | No | N/A |
Fanfare | 1 | 60 | 2400f | No | Yes | Yes | N/A |
Discord | 1 | 60 | 2400f | No | Yes | Yes | N/A |
Timpani | 1 | 60 | 2400f | No | Yes | Yes | N/A |
Silence | 1 | 60 | 2400f | No | Yes | Yes | N/A |
V Doll | 1 | ??? | 420f | Yes | Yes | Thrown | 10 (throw) |
Guardian | 1 | ??? | 6000f | Yes | Yes | No | N/A |
Anubis | 1 | 100 | 3000f | No | Yes | No | N/A |
PoisonPharaoh | 1 | 100 | 1440f | No | Yes | No | N/A |
Otenko | 1 | 100 | 1800f | No | Yes | N/A | |
RockCube | 2 | 200 | 6000f | Yes | Yes | No | 200 (push) |
IceCube | 2 | 200 | 6000f | Yes | Yes | N/A | 200 (push) |
Boulder | 2 | 500 | - | Yes | Yes | N/A | 400 (push) |
Mine | 2 | No | No | No | Base damage (contact) | ||
FlashBomb 1 | 3 | 10 | 60f | No | No | Thrown | Base damage (throw) |
FlashBomb2 | 3 | 15 | 60f | No | No | Thrown | Base damage (throw) |
FlashBomb3 | 3 | 20 | 60f | No | No | Thrown | Base damage (throw) |
BugBomb | 3 | 40 | 60f | No | No | Thrown | 0 (throw) |
*Hittable obstacles can be attacked by their owner (this includes affecting them with big push and small push), and will be hit by ElecMan chip’s second Thunderbolt strike.
**Inhalable obstacles can be affected by the following effects: Inhaled with DustCross’ B+Left and DustMan chip. Absorbed by BlizzardBall for extra damage. Converted to soldiers with ColonelArmy.
***If an obstacle is placed before explosion, it will not be summoned in the panel of an obstacle that would explode (even if the obstacle would explode in the process of it being summoned). If an obstacle is placed after explosion, they would be summoned in place of the obstacle that exploded. Thrown obstacles are treated as obstacles that are placed after explosion, and if they are type 1 obstacles other than VDoll, they deal pseudo-break damage on impact.