Anti Damage (BN6): Difference between revisions

Chip series (BN)
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|damage=100
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|mb=30
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\|codes=G,R,V,*|delay=0
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|||codes=G,R,V,*
|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!

Revision as of 21:08, 18 October 2022

File:Chip 189.png
File:Chip Icon 189.png AntiDmg
DescriptionSets trap and throw stars
Class[[Chips (BN)#|]] Standard
Library #189
ElementNull Null
Attack power100
CodesG R V *
MB30
Part of program advancesSome use of "" in your query was not closed by a matching "".

Sword type as secondary element. If MegaMan is performing an action, the trap will trigger immediately but will not fire off the shuriken until the player’s attack (or other action, such as moving) is completed. There is one exception found in the GunDelSol series, as AntiDamage will activate even if MegaMan is still using a GDS chip. If the player changes their form while AntiDamage's shuriken throw is being delayed by an action, the AntiDamage will not fire its shuriken and will not be removed, effectively giving you an additional chance to block another instance of damage. Cross canceling after the AntiDamage animation activates will not preserve it and the shuriken will be lost. 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. About TDOG (Trap Damage Override Glitch): If a cursor attack is used after AntiDamage 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 AntiDamage 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 TFC). If you do this, the existing trap will inherit the damage value and additional modifiers (whitepill, 2x boost) of the new trap. Through such a glitch, a bodyguard 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 AntiRecov or AntiNavi, which do not display a damage value, then the new damage will be zero. 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.