Status in Mega Man Battle Network: Difference between revisions
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==Aback== | ==Aback== | ||
Aback (のけぞらせる). Present in: BN1, BN2, BN3, BN4, BN5, BN6. Also known as “flinch”. | Aback (のけぞらせる). Present in: BN1, BN2, BN3, BN4, BN5, BN6, PoN, LoN. Also known as “flinch”. | ||
*Aback makes the character flinch, stopping their current attack and movement. | *Aback makes the character flinch, stopping their current attack and movement. | ||
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==Flashing== | ==Flashing== | ||
Flashing (てんめつ). Present in: BN1, BN2, BN3, BN4, BN5, BN6. Also known as “invisible” and “blinking”. | Flashing (てんめつ). Present in: BN1, BN2, BN3, BN4, BN5, BN6, PoN, LoN. Also known as “invisible” and “blinking”. | ||
*In BN1, affected characters will be flashing white. Any attacks that collide with them will deal no damage. | *In BN1, affected characters will be flashing white. Any attacks that collide with them will deal no damage. | ||
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==Guard== | ==Guard== | ||
Guard (ガード). Present in: BN1, BN2, BN3, BN4, BN5, BN6. | Guard (ガード). Present in: BN1, BN2, BN3, BN4, BN5, BN6, PoN, LoN. | ||
*In this state, if the character or obstacle is attacked they will receive no damage except from breaking or guard-pierce attacks. In BN2 and later, it will give a "ping" visual and sound effect. | *In this state, if the character or obstacle is attacked they will receive no damage except from breaking or guard-pierce attacks. In BN2 and later, it will give a "ping" visual and sound effect. | ||
**In BN3, guard obstacles can only be damaged by breaking attacks, and even so, will only reduce its HP. | **In BN3, guard obstacles can only be damaged by breaking attacks, and even so, will only reduce its HP. | ||
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==Paralyze== | ==Paralyze== | ||
Paralyze (マヒ). Present in: BN2, BN3, BN4, BN5, BN6. Also known as "stun". | Paralyze (マヒ). Present in: BN2, BN3, BN4, BN5, BN6, PoN, LoN. Also known as "stun". | ||
*The character will flash yellow and be unable to perform any action while paralyzed. The time paralyzed depends on the inflicting attack’s property. Each button input while paralyzed will shorten the state by one frame. | *The character will flash yellow and be unable to perform any action while paralyzed. The time paralyzed depends on the inflicting attack’s property. Each button input while paralyzed will shorten the state by one frame. | ||
**Inflicting confusion status will overwrite paralyze. | **Inflicting confusion status will overwrite paralyze. | ||
**In PoN and LoN, the character does not flash yellow; instead, a paralysis visual effect play on top of them. | |||
*If the character is already paralyzed, any new paralyzing attacks will reset the paralysis. | *If the character is already paralyzed, any new paralyzing attacks will reset the paralysis. | ||
*In BN2-5, if you do not have SuperArmor, then paralyze is overwritten by any attack that causes aback. In BN6, paralyze will only be overwritten if the aback attack also causes flashing. | *In BN2-5, if you do not have SuperArmor, then paralyze is overwritten by any attack that causes aback. In BN6, paralyze will only be overwritten if the aback attack also causes flashing. | ||
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*The character will be glowing green and be unaffected by all attacks and status effects. | *The character will be glowing green and be unaffected by all attacks and status effects. | ||
*Invincible characters will still be vulnerable to self-inflicted HP Drain. As such, the AntiRecovery chip will affect through invincible. | *Invincible characters will still be vulnerable to self-inflicted HP Drain. As such, the AntiRecovery chip will affect through invincible. | ||
*In BN3, Lava panels will go through invincible and damage | *In BN3, Lava panels will go through invincible and deal damage. | ||
==Underground== | ==Underground== |
Latest revision as of 16:18, 7 April 2024
This section is under construction. |
The information may not be complete or 100% accurate. |
Status Effects or just Status (じょうたいいじょう Abnormal Status), is a battlefield mechanic in the Mega Man Battle Network series. It affects both the player and the opponent.
Aback
Aback (のけぞらせる). Present in: BN1, BN2, BN3, BN4, BN5, BN6, PoN, LoN. Also known as “flinch”.
- Aback makes the character flinch, stopping their current attack and movement.
- Most attacks that cause aback also cause flashing, so attacks that do aback and no flashing are valuable.
- In BN1, aback is applied to the Navi. Navis need to receive a certain amount of damage to flinch and flash, the damage required depends on the Navi. This flinch requirement was removed in later games, with aback being a property on the attack rather than the Navi.
Flashing
Flashing (てんめつ). Present in: BN1, BN2, BN3, BN4, BN5, BN6, PoN, LoN. Also known as “invisible” and “blinking”.
- In BN1, affected characters will be flashing white. Any attacks that collide with them will deal no damage.
- In BN2 and later, affected character will be flashing transparent. Any attacks will pass through or occupy the same panel as them instead of colliding. In this state, they can only be damaged by attacks that “pierce invis”.
- In BN2 and 3, any Barrier or Aura MegaMan has will become flashing with him.
- In BN4 and later, any character with Barrier or Aura can still be hit even if the character is flashing. Some attacks that interact with colliding the character will instead continually attack the panel and damage the Barrier/Aura more than expected (e.g. BN6’s ColForce).
Invisible
Invisible (インビジブル).
- In BN1-3 Network Duels, the Invis chips will make the opponent not be able to see MegaMan, they will visually disappear on the battlefield. When MegaMan B Button charges, he will be visible to the opponent. They otherwise share the same properties as flashing.
- In BN1, due to how flashing works, attacks will land will collision effects, giving away the location of the opponent.
- In EXEOSS, since playable Mega Man SF has auto-charge, his location will constantly be given away.
Guard
Guard (ガード). Present in: BN1, BN2, BN3, BN4, BN5, BN6, PoN, LoN.
- In this state, if the character or obstacle is attacked they will receive no damage except from breaking or guard-pierce attacks. In BN2 and later, it will give a "ping" visual and sound effect.
- In BN3, guard obstacles can only be damaged by breaking attacks, and even so, will only reduce its HP.
- In BN4 and later, guard obstacles will be instantly destroyed by a breaking attack regardless of HP.
- In BN5, the Appley virus has a guard effect but instead of only receiving damage from breaking attacks, it must be Fire attacks.
- In BN6, the RiskyHoney BattleChip has a guard effect but instead of only receiving damage from guard-pierce attacks, it must be Fire attacks.
Numb
Numb (シビレ). Present in: BN1, BN2.
- Can only be inflicted on MegaMan.
- In BN1, MegaMan will be covered in electricity. In BN2, MegaMan will be flashing yellow.
- For a period of time, every panel MegaMan moves to will deal 10 damage to him and gives flashing.
- In EXEOSS, Numb now affects MegaMan every 3 panels instead of 1.
Freeze
Freeze (とうけつ). Present in: BN1, BN2, BN6.
- The character will be encased in ice and be unable to perform any action while frozen.
- In BN1, only MegaMan can be frozen. When MegaMan is frozen, he cannot move for a period of time. Button inputs will make the ice flash, reducing the freezing period with each input.
- In EXEOSS, when Mega Man SF becomes frozen, his sprite becomes MegaMan.EXE.
- In BN2, frozen characters will become the Ice Cube sprite. They cannot move, and if they are hit by a Breaking attack, they will receive an additional 200 damage.
- In BN6, characters can be frozen if they are on an Ice panel and struck with an Aqua attack. Lasts 2.5 seconds, or an attack that does flashing lands. Each button input while frozen will shorten the state by one frame. Any Breaking attack they receive while in this state will be do x2 damage.
- Inflicting confusion status will overwrite freeze.
- If MegaMan is already frozen, all subsequent dimming Aqua attacks won’t cause freeze. Non-dimming Aqua attacks will reset the freeze status.
- If the character has Status Guard, attacks that do freeze will cause flashing instead.
- Getting hit by a breaking or guard-pierce attack while a Barrier/Aura is up will remove freeze status but will not do double damage to the Barrier/Aura.
Paralyze
Paralyze (マヒ). Present in: BN2, BN3, BN4, BN5, BN6, PoN, LoN. Also known as "stun".
- The character will flash yellow and be unable to perform any action while paralyzed. The time paralyzed depends on the inflicting attack’s property. Each button input while paralyzed will shorten the state by one frame.
- Inflicting confusion status will overwrite paralyze.
- In PoN and LoN, the character does not flash yellow; instead, a paralysis visual effect play on top of them.
- If the character is already paralyzed, any new paralyzing attacks will reset the paralysis.
- In BN2-5, if you do not have SuperArmor, then paralyze is overwritten by any attack that causes aback. In BN6, paralyze will only be overwritten if the aback attack also causes flashing.
- This change in BN6 introduces a small period after paralysis ending that allows the player to side step to prevent being caught in a continuous multi-hit attack.
Immobilize
Immobilize (いどうふ). Present in: BN2, BN3, BN4, BN5, BN6.
- The character will be unable to move from one panel but can still launch attacks in that time. MegaMan can’t be immobilized if he’s on a Hole panel, flashing, or have a Barrier/Aura on.
- In BN2, immobilize occurs when MegaMan is caught by a magnet field.
- In BN3 and BN4, immobilize usually occurs when the screen is shaking.
- In BN5 and BN6, immobilize is signaled with the character flashing black.
Confuse
Confuse (こんらん). Present in: BN2, BN3, BN4, BN5, BN6.
- The character will have birds twirling above their head. The time confused depends on the inflicting attack’s property.
- If the character is paralyzed or frozen, confusion will overwrite that state.
- In BN2 and BN3, confuse makes the character glow a faint white. When confused MegaMan moves, he will move in a random direction regardless of button input. Confused game enemies will stop moving and will attempt to continue attacking on the panel they’re on.
- In BN4 and later, when the confused Navi moves, they will move in the opposite direction of the button input (left becomes right, up becomes down, etc.). Confused game enemies will act strangely and their attacks will become less accurate.
- In BN6, Beast Out will continue to lock-on to enemies, but will not home in on them for attacks.
Vines
Present in: BN3.
- The character will be entwined in vines and be unable to perform any actions. It will drain roughly 30 HP per second. The time entwined depends on the inflicting attack’s property.
Invincible
Invincible (ムテキ). Present in: BN3, BN4, BN5, BN6.
- The character will be glowing green and be unaffected by all attacks and status effects.
- Invincible characters will still be vulnerable to self-inflicted HP Drain. As such, the AntiRecovery chip will affect through invincible.
- In BN3, Lava panels will go through invincible and deal damage.
Underground
Underground (ユカシタ). Present in: BN3, BN4, BN5, BN6
- The character will hide in a hole, leaving only a hole on the battlefield to mark their location. In this state, they can only be damaged by attacks that “pierce underground”.
- In BN5, this status is applied to characters that can go “underwater”. They can only be damaged by attacks that pierce underground or any Elec attack.
- In BN6, this effect is applied to DiveMan when he dives underwater.
Blind
Blind (ブラインド). Present in: BN4, BN5, BN6.
- The character will have a giant blinking eye covering their head. The time blinded depends on the inflicting attack’s property.
- The character will not be able to see their enemies, they will appear to disappear on the battlefield. Any obstacles they have will be hidden as well.
- In BN6, Beast Out will continue to lock-on to enemies, but will not home in on them for attacks.
- Blinded game enemies will act strangely and their attacks will become less accurate.
Bubble
Bubble (バブル). Present in: BN6.
- The character becomes encased in a bubble. Lasts 2.5 seconds, or until any other attack lands. Each button input while bubbled will shorten the state by one frame.
- Any Elec attack they receive while in this state will be do x2 damage.