Difference between pages "Super Arrow" and "Flash Stopper"

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m (Making it a bit more specific.)
 
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{{Template:Asset
{{Template:Asset
|name=[[File:SuperArrowIcon.png|left]] Super Arrow [[File:SuperArrowIcon.png|right]]
|name=[[File:FlashStopperIcon.png|left]] Flash Stopper [[File:FlashStopperIcon.png|right]]
|image=[[File:SuperArrow.png|250px]]
|image=[[File:FlashStopper.png|250px]]
|caption=Artwork of the Super Arrow from ''[[Mega Man 5]]''
|caption=Artwork for the Flash Stopper in ''[[Mega Man 4]]''
|description=Arrow that also functions as a platform. Very versatile. Sticks to walls.
|description=Suspend time and use it to your advantage!
|damage=2
|damage=1
|game=''[[Mega Man 5]]''
|game=''[[Mega Man 4]]''
|version=[[1.3.0]]
|appears=''[[Mega Man IV]]''
|version=[[1.0.0]]
|programmer=[[WreckingPrograms]]
|programmer=[[WreckingPrograms]]
}}
}}
'''Super Arrow''' is a Special Weapon originating from ''[[Mega Man 5]]''. It is featured in ''[[Mega Man Maker]]'' as of version [[1.3.0]].
'''Flash Stopper''' is Bright Man's signature weapon, originating from ''[[Mega Man 4]]'' and reappearing in ''[[Mega Man IV]]''. It is featured in ''[[Mega Man Maker]]'' as of version [[1.0.0]].


When fired, an arrow appears in front of the user which will fly forward after a half-second delay. The user can ride on top of the arrow as it flies, and two additional units of energy are consumed if they do. When an arrow hits a wall, it will stick to it for two seconds, allowing for the user to climb up it. Up to three Super Arrows can be onscreen at a time. Enemies and objects cannot be supported by it, instead falling through while taking damage if possible.
All enemies and objects will be stopped for 5 seconds upon activation, and the player is still capable of attacking with basic Buster shots that ignore any armor an opponent may have. Switching weapons will deactivate the weapon prematurely. [[Fuse Rails]] can be safely contacted while it's active, and shots will pass through [[Soccer Ball Jet]]s as well. The initial flash cannot destroy [[Weapon Block]]s marked with Flash Stopper, but the shots can. Against [[bosses]], it will only stop them if set as a primary or secondary weakness, and the shots always deal 1 unit of damage unless a character's default weapon is set as the weakness.


It cannot destroy [[Weapon Block]]s set to it, although reflecting bullets with [[Proto Shield]] and having [[Proto Man]] equipped with this weapon can be used to destroy them.
[[Category:Weapons]] [[Category:Time weapons]]
 
==Trivia==
*Super Arrow is unique in that it's a Special Weapon obtained from a Robot Master that does not fit into the weakness order of any of the other main bosses.
*When Super Arrow is equipped, all characters gain the same color palette as [[Mega Man]]'s default colors. This also happens with [[Magnet Beam]].
*The announcement showcasing is based on wily stage 4 from Make a Good Mega Man Level 2, a level infamous for its difficulty. It is specifically based on the section designed around the Super Arrow.
 
[[Category:Weapons]]

Revision as of 08:15, 4 January 2023

FlashStopperIcon.png
Flash Stopper
FlashStopperIcon.png
FlashStopper.png
Artwork for the Flash Stopper in Mega Man 4
Information
Game information
Description: Suspend time and use it to your advantage!
Damage: 1
Added in version: 1.0.0
Series information
Game of origin: Mega Man 4
Other appearances: Mega Man IV
Development
Programmer(s): WreckingPrograms

Flash Stopper is Bright Man's signature weapon, originating from Mega Man 4 and reappearing in Mega Man IV. It is featured in Mega Man Maker as of version 1.0.0.

All enemies and objects will be stopped for 5 seconds upon activation, and the player is still capable of attacking with basic Buster shots that ignore any armor an opponent may have. Switching weapons will deactivate the weapon prematurely. Fuse Rails can be safely contacted while it's active, and shots will pass through Soccer Ball Jets as well. The initial flash cannot destroy Weapon Blocks marked with Flash Stopper, but the shots can. Against bosses, it will only stop them if set as a primary or secondary weakness, and the shots always deal 1 unit of damage unless a character's default weapon is set as the weakness.