Difference between pages "Super Arrow" and "Flash Stopper"
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{{Template:Asset | {{Template:Asset | ||
|name=[[File: | |name=[[File:FlashStopperIcon.png|left]] Flash Stopper [[File:FlashStopperIcon.png|right]] | ||
|image=[[File: | |image=[[File:FlashStopper.png|250px]] | ||
|caption=Artwork | |caption=Artwork for the Flash Stopper in ''[[Mega Man 4]]'' | ||
|description= | |description=Suspend time and use it to your advantage! | ||
|damage= | |damage=1 | ||
|game=''[[Mega Man | |game=''[[Mega Man 4]]'' | ||
|version=[[1. | |appears=''[[Mega Man IV]]'' | ||
|version=[[1.0.0]] | |||
|programmer=[[WreckingPrograms]] | |programmer=[[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 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. | |||
[[Category:Weapons]] [[Category:Time weapons]] | |||
[[Category: |
Revision as of 08:15, 4 January 2023
Flash Stopper | |||||||||||||||||||||||||
Artwork for the Flash Stopper in Mega Man 4 | |||||||||||||||||||||||||
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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.