Advertisement
Prof9

MMSF1 status effects

Dec 22nd, 2020 (edited)
203
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.93 KB | None | 0 0
  1. Note: 1 second = 30i
  2.  
  3. HP Bug:
  4. Delay between HP drain:
  5. Lv1: 18i
  6. Lv2: 16i
  7. Lv3: 14i
  8. Lv4: 12i
  9. Lv5: 11i
  10. Lv6: 10i
  11. Lv7: 9i
  12. Lv8: 8i (max)
  13. Stops at 1 HP even if you don't have Undershirt.
  14. Getting HP Bugged when you already have HP Bug adds the new HP Bug level to your current HP Bug level.
  15.  
  16. If you are hit by multiple attacks on the same frame, only the HP bug from the last attack collision will be used (which can be 0 = no HP bug).
  17.  
  18. Poison panels: 6i
  19. Does not stop at 1 HP even if you have Undershirt.
  20.  
  21. Poison Pharaoh: 3i
  22. Does not stop at 1 HP even if you have Undershirt.
  23.  
  24. HP Bug, poison panels and Poison Pharaoh operate independently (i.e. they stack).
  25.  
  26. Attacks that inflict HP Bug:
  27. Cobra Fangs: Lv1 (25%)
  28. Demon's Eye: Lv2 (50%)
  29. PoisNukle: Lv4
  30. BlazngEdge: Lv2 (Powered Up)
  31. GhstPulse3: Lv2
  32. TailBurnr1: Lv1 (Powered Up)
  33. TailBurnr23: Lv2 (Powered Up)
  34. PurpleInk: Lv3 (Powered Up)
  35. BrsrkSwrd12: Lv1 per hit (Powered Up)
  36. BrsrkSwrd3: Lv2 per hit (Powered Up)
  37. DrknesSwrd: Lv1
  38. DrknsSrdV2: Lv2
  39. DrknsSrdV3: Lv3
  40. AlexandrV3: Lv2 per hit (Powered Up)
  41.  
  42. Attacks that inflict Freeze:
  43. Aqua attack on ice panel: 60i
  44. Magic Breath: 30i (25%)
  45. Ice Slash: 30i
  46. IceMeteor123: 60i (Powered Up)
  47. FreezNukle: 60i
  48. SpiritFury: 60i (Aqua)
  49. PegasusMagicV1/EX/SP: 60i
  50. PegasusMagicGX: 60i
  51. EzraV1/V2/V3: 60i
  52. Mag'sFreez: 60i
  53.  
  54. Note: if an attack that normally inflicts Freeze hits an enemy on an ice panel, original freeze length is used.
  55. If the attack was Aqua elemental, the ice panel is still absorbed.
  56. If the attack is NOT Aqua elemental (e.g. Magic Breath), the ice panel is NOT absorbed.
  57. E.g.: Ice Slash on an ice panel freezes for 30i and absorbs the ice panel.
  58. E.g.: Magic Breath on an ice panel freezes for 30i and does NOT absorb the ice panel.
  59. Note: Freeze overrides the innate status effect of the card.
  60. E.g. ChainBubl on ice panel inflicts Freeze, not Bubble, and absorbs the ice panel.
  61. Note: Ezra powered up spawns ice panels after last hit (so will not be absorbed by its own attack).
  62.  
  63. IceBurst execution order:
  64. - Absorb an ice panel
  65. - Hit enemy with Aqua elemental attack
  66. - If enemy is standing on ice panel, absorb it and inflict Freeze
  67. - Repeat until no more ice panels
  68. Therefore, if enemy is standing on an ice panel, IceBurst will deal 1 less hit than expected unless they are standing on the first ice panel which is absorbed.
  69. If there is more than 1 ice panel, the Freeze from the first hit will be removed by subsequent hits.
  70.  
  71. Attacks that inflict Blind:
  72. Blinding Eye: 90i (50%)
  73. FlickrKck: 90i
  74. BraveSwrd123: 90i (Powered Up)
  75. AlexandrV2: 60i (Powered Up)
  76. AlexandrV3: 60i (Powered Up)
  77.  
  78. Attacks that inflict Paralyze:
  79. Counter Hit: 60i
  80. Paralyzer: 45i (50%)
  81. FM Bracelet: 60i (50%)
  82. ParalyzePlus: 45i
  83. PlasmaGun123: 45i
  84. StunNukle: 75i
  85. StrikeEdge: 45i
  86. GrndWave1: 60i (Powered Up)
  87. GrndWave23: 75i (Powered Up)
  88. GhstPulse2: 45i
  89. CloudShot123: 60i
  90. ThndrBall1: 45i
  91. ThndrBall2: 60i
  92. ThndrBall3: 75i
  93. VolticEye1: 45i (Powered Up)
  94. VolticEye2: 60i (Powered Up)
  95. VolticEye3: 75i (Powered Up)
  96. Whistle: 75i (Powered Up)
  97. SpiritFury: 75i (Elec)
  98. HarpNoteV1/EX/SP: 45i (Shock Note & Machine Gun Strings)
  99. GeminiSparkV1/EX/SP: 45i (Elec Sword)
  100. GeminiThunder: 75i
  101. Alexander: 45i (Powered Up)
  102. AlexandrV2: 60i (Powered Up)
  103. AlexandrV3: 75i (Powered Up)
  104.  
  105. Attacks that inflict Bubble:
  106. Bubble Fist (Steel Fist): 60i (50%)
  107. Magic Breath: 30i (25%)
  108. TidalEdge: 60i (Powered Up)
  109. WideWave123: 60i (Powered Up)
  110. ChainBubl123: 60i
  111. BlueInk: 60i (Powered Up)
  112. CancerBubbleV1/EX/SP: 60i
  113.  
  114. Attacks that inflict Confuse:
  115. Sweet Mirage: 90i (100%)
  116. ArboEdge: 90i (Powered Up)
  117. PowerBomb1: 30i (Powered Up)
  118. PowerBomb2: 60i (Powered Up)
  119. PowerBomb3: 90i (Powered Up)
  120. GhstPulse1: 90i
  121. GreenInk: 90i (Powered Up)
  122. TripSong: 2i (continuously)
  123. MoaiFall123: 90i (Powered Up)
  124. SpiritFury: 90i (Wood)
  125. Alexander: 60i (Powered Up)
  126.  
  127. Attacks that inflict Gravity:
  128. QuakeSong: 2i (continuously)
  129. GraviStage: 60i
  130. GreatAx/MagnaAx/KaiserAx movement: 15i
  131.  
  132.  
  133. Best Combo:
  134. While recording a Best Combo, each time if the enemy has a status effect when your card hits, the status effect is recorded into the combo. When the Legend Card is used, the status effect is inflicted just before the card is used as part of the combo. If a status effect inflicted in this way is retained throughout the combo, it will last for 30i after the combo ends.
  135.  
  136. Note that cards in the combo can override the enemy's status effect. For example, suppose that you use a FreezNukle, then use another FreezNukle while the enemy is frozen. This causes the "Frozen" status effect to be recorded into the second FreezNukle part of the combo, since the enemy was frozen when the second FreezNukle connected. When the Legend Card is used, the first FreezNukle hits and inflicts Freeze for 60i. Next, the recorded "Frozen" effect from the second FreezNukle is applied, which inflicts Freeze for 30i. Finally, the second FreezNukle connects and inflicts Freeze for 60i again. As a result, after the combo ends, the enemy will remain frozen for 60i.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement