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The '''Emotion Bug''' causes Base MegaMan's Emotion Window to cycle between [[Statuses_(BN6)#Normal|Normal]], [[Statuses_(BN6)#Tired|Tired]], [[Statuses_(BN6)#Angry|Angry]], and [[Statuses_(BN6)#Full Synchro|Full | The '''Emotion Bug''' causes Base MegaMan's Emotion Window to cycle between [[Statuses_(BN6)#Normal|Normal]], [[Statuses_(BN6)#Tired|Tired]], [[Statuses_(BN6)#Angry|Angry]], and [[Statuses_(BN6)#Full Synchro|Full Synchro]] every 60 frames. The bug is only active in Base MegaMan when his Beast Counter is greater than 0. If MegaMan crosses and is later decrossed, the effect will return. MegaMan is still able to receive [[Statuses_(BN6)#Angry|Angry]] and [[Statuses_(BN6)#Full Synchro|Full Synchro]] normally, but will lose the status when the Emotion bug cycles to the next status. MegaMan's Emotion Window continues to cycle during Screen Dimming Chips. | ||
The chances for each Emotion varies depending on the current emotion MegaMan is in: | The chances for each Emotion varies depending on the current emotion MegaMan is in: | ||
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===Notes=== | ===Notes=== | ||
* Emotion Bug is the only Bug that can be resolved without {{ | * Emotion Bug is the only Bug that can be resolved without {{Chip|6|Bug Fix}} through the use of Beast Out to lower MegaMan's Beast Counter to 0. | ||
* When using {{ | * When using {{Chip|6|Bug Fix}}, there is a small chance to retain [[Statuses_(BN6)#Angry|Angry]] or [[Statuses_(BN6)#Full Synchro|Full Synchro]] from Emotion Bug during the Time Freeze animation. | ||
==Competitive Overview== | ==Competitive Overview== | ||
Emotion Bug provides Base MegaMan the opportunity to deal double damage with any dimming, non-dimming chip or Program Advance that has a damage value. This often comes at the cost of predictability, and potentially being unable to go into Beast Out during the Custom Screen if MegaMan ends the turn on the [[Statuses_(BN6)#Tired|Tired Status]]. Multi-hitting chips will often be used in conjunction with Emotion Bug and damage amplifying chips such as {{ | Emotion Bug provides Base MegaMan the opportunity to deal double damage with any dimming, non-dimming chip or Program Advance that has a damage value. This often comes at the cost of predictability, and potentially being unable to go into Beast Out during the Custom Screen if MegaMan ends the turn on the [[Statuses_(BN6)#Tired|Tired Status]]. Multi-hitting chips will often be used in conjunction with Emotion Bug and damage amplifying chips such as {{Chip|6|Double Point}} and {{Chip|6|Attack +30}} since the double damage effect is applied after the additive bonus. Depending on a player's luck and patience, this can create some of the highest damaging chip combos in the game. | ||
Because players will want to remain in Base MegaMan to retain the Emotion Bug, it pairs well with other NaviCust parts that require Base MegaMan such as {{NaviCust|6|Shield}}, {{NaviCust|6|Reflect}}, or {{NaviCust|6| | Because players will want to remain in Base MegaMan to retain the Emotion Bug, it pairs well with other NaviCust parts that require Base MegaMan such as {{NaviCust part|6|Shield}}, {{NaviCust part|6|Reflect}}, or {{NaviCust part|6|Anti Magic}}. | ||
Emotion Bug can elevate the damage of any chip with 100 attack power or more to break {{ | Emotion Bug can elevate the damage of any chip with 100 attack power or more to break {{Chip|6|Life Aura}}, surprising opponents. | ||
===Counterplay=== | ===Counterplay=== | ||
Players utilizing the Emotion Bug will want to remain in Base MegaMan, forgoing potential cross utility and damage | Players utilizing the Emotion Bug will want to remain in Base MegaMan, forgoing potential cross utility and damage. | ||
Forcing your opponent into an unfavorable situation, such as ending the turn with them in Bubbled or using {{Chip|6|Geddon}}, can pressure them to cross or Beast Out and lose Emotion Bug. | |||
Using {{ | Consider whether your opponent's NaviCust has compounding bugs, such as HP Bug and Custom Bug, and play the start of your match defensively to pressure them into using {{Chip|6|Bug Fix}} to remove all bugs, including the Emotion Bug. | ||
Using {{Chip|6|Fast Gauge}} can limit your opponent's opportunities to execute double damage attacks during a turn. | |||
If your opponent ends their turn on either [[Statuses_(BN6)#Angry|Angry]] or [[Statuses_(BN6)#Full Synchro|Full Synchro]], you may want to begin your turn defensively to prevent taking a potential double damage attack. | If your opponent ends their turn on either [[Statuses_(BN6)#Angry|Angry]] or [[Statuses_(BN6)#Full Synchro|Full Synchro]], you may want to begin your turn defensively to prevent taking a potential double damage attack. |
Latest revision as of 21:24, 4 July 2024
The Emotion Bug causes Base MegaMan's Emotion Window to cycle between Normal, Tired, Angry, and Full Synchro every 60 frames. The bug is only active in Base MegaMan when his Beast Counter is greater than 0. If MegaMan crosses and is later decrossed, the effect will return. MegaMan is still able to receive Angry and Full Synchro normally, but will lose the status when the Emotion bug cycles to the next status. MegaMan's Emotion Window continues to cycle during Screen Dimming Chips.
The chances for each Emotion varies depending on the current emotion MegaMan is in:
to Normal | to Tired | to Angry | to Full Synchro | |
---|---|---|---|---|
from Normal | 14/16 | 1/16 | 1/16 | |
from Tired | 14/16 | 1/16 | 1/16 | |
from Angry | 7/16 | 8/16 | 1/16 | |
from Full Synchro | 7/16 | 8/16 | 1/16 |
Navi Cust parts causing the Bug
Patch Cards causing this bug
Notes
- Emotion Bug is the only Bug that can be resolved without BugFix through the use of Beast Out to lower MegaMan's Beast Counter to 0.
- When using BugFix, there is a small chance to retain Angry or Full Synchro from Emotion Bug during the Time Freeze animation.
Competitive Overview
Emotion Bug provides Base MegaMan the opportunity to deal double damage with any dimming, non-dimming chip or Program Advance that has a damage value. This often comes at the cost of predictability, and potentially being unable to go into Beast Out during the Custom Screen if MegaMan ends the turn on the Tired Status. Multi-hitting chips will often be used in conjunction with Emotion Bug and damage amplifying chips such as DblPoint and Atk+30 since the double damage effect is applied after the additive bonus. Depending on a player's luck and patience, this can create some of the highest damaging chip combos in the game.
Because players will want to remain in Base MegaMan to retain the Emotion Bug, it pairs well with other NaviCust parts that require Base MegaMan such as Shield, Reflect, or AntiDmg.
Emotion Bug can elevate the damage of any chip with 100 attack power or more to break LifeAur, surprising opponents.
Counterplay
Players utilizing the Emotion Bug will want to remain in Base MegaMan, forgoing potential cross utility and damage.
Forcing your opponent into an unfavorable situation, such as ending the turn with them in Bubbled or using Geddon, can pressure them to cross or Beast Out and lose Emotion Bug.
Consider whether your opponent's NaviCust has compounding bugs, such as HP Bug and Custom Bug, and play the start of your match defensively to pressure them into using BugFix to remove all bugs, including the Emotion Bug.
Using FstGauge can limit your opponent's opportunities to execute double damage attacks during a turn.
If your opponent ends their turn on either Angry or Full Synchro, you may want to begin your turn defensively to prevent taking a potential double damage attack.