Flash Bomb chip series (BN6)

Chip series (BN)
Revision as of 16:59, 18 October 2022 by Move page script (talk | contribs) (Move page script moved page FlashBomb Series to FlashBomb series without leaving a redirect)
File:Chip 062.png
File:Chip Icon 062.png FlshBom1
DescriptionThrw dlyd stun bomb 3sq fwd.
Class[[Chips (BN)#|]] Standard
Library #62
ElementNull Null
Attack power40
MB30
Part of program advancesSome use of "" in your query was not closed by a matching "".
File:Chip 063.png
File:Chip Icon 063.png FlshBom2
DescriptionThrw dlyd stun bomb 3sq fwd.
Class[[Chips (BN)#|]] Standard
Library #63
ElementNull Null
Attack power70
MB34
Part of program advancesSome use of "" in your query was not closed by a matching "".
File:Chip 064.png
File:Chip Icon 064.png FlshBom3
DescriptionThrw dlyd stun bomb 3sq fwd.
Class[[Chips (BN)#|]] Standard
Library #64
ElementNull Null
Attack power100
MB38
Part of program advancesSome use of "" in your query was not closed by a matching "".


They take 50f to land and 60f after it lands on an open panel, it goes off. Flash attack Invis-pierces. If the opponent stands under them they will deal their base damage and apply flashing. Attacks only the enemy area, regardless of where it landed. FlashBomb 1 stuns for 90f, while FlashBombs 2 & 3 both stun for 150f. FlashBomb 3 applies blind for 480f. FlashBomb 3 inflicts blind status, but it does so by spawning an additional hitbox 1 frame after the initial one. This second hitbox does 0 damage, flinches, and inflicts blind. If the damage from a FlashBomb 3 destroys a Barrier, then the blind status will be inflicted without the Barrier being able to block it. If an AntiDamage blocks the damage from FlashBomb 3, then it will also prevent the blind status. If the AntiMagic NCP blocks the damage from FlashBomb 3 though, it will not prevent blind, and if SuperArmor is not equipped then it will also cause the thrown star to deal 0 damage. SlashMan does not spawn on a panel occupied by FlashBomb. FlashBomb has 10, 15 and 20 HP respectively.