Statuses (BN6)

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Statuses affect a player or opponent positively or negatively.

When MegaMan is attacked, he is usually put into a damaged status.

Most attacks apply both flinching and flashing, but some only flinching. Additionally, there are attacks like the normal MegaBuster that do neither.

Flinching

Flinching (officially aback) occurs when most attacks hit MegaMan and cause him to reel his head back. This makes him susceptible to follow-up attacks, as he cannot act during this state. Equipping SuprArmr prevents flinching.

Flashing

Flashing (also known as blinking) occurs when MegaMan is hit by most attacks. MegaMan is in an intangible state where he cannot be harmed, except by flashing-piercing attacks.

This state is also known as being “invisible”.

Drag

Drag comes in two flavors, small and big.

Small drag

Small drag (officially knocking back one square for pushing and pull for pulling) will push or pull a player one tile in any direction. This is applied by chips such as Chip Icon 6 Standard 122.png Lance, Chip Icon 6 Standard 185.png MagCoil, or Chip Icon 6 Standard 004.png AirShot.

Big drag

Big drag (officially knocking back all the way) will push a player as far as possible. This is applied by chips such as Chip Icon 6 Standard 079.png WindRack. If a player exits their form (e.g. via decross or Beast turns ending) during big drag pushing them to the end of their row and enters the Custom screen, they will be pushed out of the playing area completely when the next turn begins.

During drag, blahblahblah todo

Emotion Window

There are 5 main emotion window states that MegaMan can be in. These are Normal?, Tired, Very Tired, Anger and Full Syncro.

Normal?

This is the normal state MegaMan is in at the start of a battle.

Tired

This state is reached after 3 turns of Beast Out ends. MegaMan is unable to gain the Anger and Full Sync statuses. Attempting to Beast Out in this state will cause MegaMan to go into Beast Over. MegaMan can still go into Crosses as normal.

Very Tired

Very Tired is achieved after Beast Over ends. This state causes MegaMan to gain a rapid HP drain at a rate of 1 HP per frame or 60HP every second. The Attack stat drops to 1 and MegaMan is unable to enter crosses anymore.

Anger

While in the Anger status the next attack that has a damage value will deal double damage and returns MegaMan to normal. Anger can be triggered by taking at least 300 damage in one hit or by being paralyzed or flinched continually for any time longer than 120f while in base form. Anger is lost upon going into crosses or beasting out.

Flinch and Paralysis can be chained together and will both contribute to the stun time needed for getting Anger. Other statuses such as Freeze, Bubble, and Drag will reset your stun time and prevent you from getting Anger.

Anger provides Super Armor and Fades to normal state after 600f.

Full Synchro

While in Full Synchro the next attack that has a damage value will deal double damage and returns MegaMan to normal. Full Synchro can be entered while in base form or in base Beast Out. It can be entered through landing a counter hit on the opponent or from Emotion Bug. Beasting out while in base form will retain Full Synchro, however Full Synchro from Emotion Bug will be lost when beasting out. It is lost when hit by any attack except buster shots, beast buster and Volcano panels. Full Synchro does not time out.

Status Conditions

These are special statuses MegaMan can receive during battle.

Paralyzed

MegaMan is shocked in place and cannot do anything until it wears off, or he's struck by an attack that causes flinching and flashing while he does not have SuprArmr.

The paralysis length varies on the attack. This condition can also be given when the opponent is countered just as they’re about to attack. Mashing reduces the amount of time you are paralyzed for.

Frozen

MegaMan is frozen in place and cannot do anything until it wears off, or he's struck by an attack that causes flashing while he does not have SuperArmor.

If he is struck by a Break attack, the damage is doubled and the frost is removed. Mashing reduces the amount of time you are frozen for.

Bubbled

MegaMan is bubbled in place and cannot do anything until it wears off. Lasts 150 frames or until an attack lands.

If he is struck by an Elec attack, damage is doubled. Mashing reduces the amount of time you are bubbled for, and speeds up the animation.

Confused

MegaMan’s controls are reversed. Left is right, up is down, etc.

Beast Out lock-on will not home in on the enemy.

Blind

You cannot see your enemy’s location nor the obstacles they have ownership of.

Beast Out lock-on will not home in on the enemy.

Immobilized

MegaMan cannot move in this state. He can still perform attacks.

Invulnerable

MegaMan is in a state where he cannot be damaged or receive status conditions. Also known as Invincible.