Anti Magic (BN6): Difference between revisions

NaviCust part series (BN6)
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{{Infobox navicust part
{{Infobox NaviCust part
|gamenumber=6
|number=10
|number=10
|name=AntiDmg
|name=AntiDmg
|description=[B]+Left= Throw a star!
|fullname=Anti Magic
|series=Anti Magic
|bug=Movement Bug
|compressioncode=BLALBRALBA
|description=+Left= Throw a star!
|colors=Green
|colors=Green
|solid=true
|type=Solid
|compressed=
|compressed=
.......
.......
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}}
}}


(Often called AntiMagic to distinguish it from the AntiDamage chip.)
(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 AntiMagic is triggered successfully, there is no cooldown time when MegaMan returns.)
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. AntiMagic is activated by pressing B and Left.  
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.


AntiMagic and the AntiDamage chip behave differently when blocking a hit that hits a VDoll on the same frame. AntiMagic does not block the VDoll damage, while AntiDamage does.
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 FlashBomb 3, it will not prevent blind, and if SuperArmor is not equipped then it will also cause the thrown star to deal 0 damage.
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.


{{Navplate navicust parts}}
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.
 
==Competitive Overview==
AntiMagic is rarely seen. It is inevitably compared to parts such as [[Shield_NaviCust_part_series_(BN6)|Shield]], which is easier to fit on the NaviCust.
 
By comparison, Anti Magic lasts a few frames longer and, if successful, has no cooldown, but has a far longer cooldown if Anti Magic isn't triggered.
 
Perfectly timed Anti Magic can negate an incredible amount of chips, including completely negating {{Chip|6|Colonel Force}}. The reactions, timing, and overall skill required to perform such feats of Anti Magic give the part an incredibly high skill ceiling.
 
===Counterplay===
Anti Magic can be removed by {{Chip|6|Uninstall}}.
 
The counterplay for Anti Magic is similar to Shield. The primary difference is that it's less obvious when Anti Magic is being used compared to the visual of a shield. Delaying the timing of attacks can trip up the Anti Magic user. Remember that if Anti Magic isn't activated, the cooldown time is substantial before the user can try again.
 
{{Navplate NaviCust parts (BN6)}}

Latest revision as of 20:07, 25 June 2024

AntiDmg
DescriptionⒷ+Left= Throw a star!
Full nameAnti Magic
TypeSolid
Colors Green
Compression codeBLALBRALBA
BugMovement Bug

(Often called Anti Magic to distinguish it from Chip Icon 6 Standard 189.png 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 Chip Icon 6 Standard 189.png AntiDmg chip behave differently when blocking a hit that hits a Chip Icon 6 Standard 153.png VDoll on the same frame. Anti Magic does not block the Chip Icon 6 Standard 153.png VDoll damage, while Chip Icon 6 Standard 189.png AntiDmg does.

If AntiMagic blocks the damage from Chip Icon 6 Standard 064.png 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 Chip Icon 6 Standard 189.png AntiDmg chip.

Competitive Overview

AntiMagic is rarely seen. It is inevitably compared to parts such as Shield, which is easier to fit on the NaviCust.

By comparison, Anti Magic lasts a few frames longer and, if successful, has no cooldown, but has a far longer cooldown if Anti Magic isn't triggered.

Perfectly timed Anti Magic can negate an incredible amount of chips, including completely negating Chip Icon 6 Giga 004 Gregar.png ColForce. The reactions, timing, and overall skill required to perform such feats of Anti Magic give the part an incredibly high skill ceiling.

Counterplay

Anti Magic can be removed by Chip Icon 6 Standard 193.png Uninstll.

The counterplay for Anti Magic is similar to Shield. The primary difference is that it's less obvious when Anti Magic is being used compared to the visual of a shield. Delaying the timing of attacks can trip up the Anti Magic user. Remember that if Anti Magic isn't activated, the cooldown time is substantial before the user can try again.