The "Everything you ever wanted to know" Thread

A pair of questions here.

Firstly, the Guts Subtype lets a Navi get a third buster shot off after two consecutive buster shots. Would this occur if a Guts Navi used a signature move that used 2+ Buster shots? Would it occur if a Guts Navi had two passive Buster Shot attacks?

And secondly, should a Navi reduce the CD of a sig to 0 or less through the use of Chill sigs, does it become available for use immediately, or the turn after? Would it be possible to use the same signature move twice in the same turn in such a case? Example
Action 1: Signature Move A is used, 3 turn CD
Action 2:Sig Chill 3 is used on Signature Move A, thus Signature Move A is reduced to 0 CD, could Signature Move A be used again as the Navi's 3rd action?

Man, I'm full of thinkan stuffs today, bwahaha!
First question: Probably, since it states buster shots. It doesn't say whether you have to use ACTIONS for the busters.
Second: No. You'd have to wait for the next turn to use it if you reduce to 0 by sig chilling on the same turn that you use the sig.

Quote (The_Grim_Reaper)

Quote (Kazuhiro)

Could I feasibly hit multiple enemies with a Nova1 attack?

An example:

Magnetic Spin Slash: Exampleman pulls nearby enemies closer in so that he can hit them with a spin slash.
Nova3 Knockback (towards user)
50 damage Nova1

you can, but you would have to use the telekinesis sig effect (80pts per Target) to actually draw enemies in. It would be cheaper to add a strategic action and move yourself closer to foes.

Why can't I use Knockback to bring enemies closer to me?
Since Knockback is well... for knocking targets back. The effect is described as [Knocks the target back out of Melee range.] Trying to use knockback for drawing enemies in would only give you the exact opposite effect.
With that in mind, maybe we could propose a "pull" effect of sorts? It should be noted that moving closer isn't really the same solution as moving your opponent closer, as you'd have to deal with any problems like terrain between the two of you in the former while your opponent does in the latter. I don't see anything unbalanced about it either: pulling your opponent into a trap or into melee range isn't really any different from knocking them into a trap or back out of range. Of course, the pull would have an accuracy with a chance to miss along with the rest of the sig. I agree, though, that there should be some distinction between the effects (one sig shouldn't be able to move an opponent both closer AND farther).
Knockback is just a sudden hit of force. If I reg its specific purpose in the sigattack, this shouldn't be an issue. The one problem I see with this is that Knockback Blast or Nova could be used as a way to increase the number of enemies hit by a Blast or Nova, which could be considered OP.

Which is why I asked if I could reasonably expect to hit multiple enemies with a Nova1 attack. I interpret Nova1 as "arm's reach," or a 3 foot radius or so.
How do status effects without accompanying damage (for example: one instance of Confusion) work on barriers, X-hit shields and casings?
Last time I asked, they bounced off ( i think they count as a hit for X-hits though).
So do barriers, x-hit shields, and casings protect against no damage sigs?
We are uh, kind of discussing it. I say, yeah, they do, but it takes off a use (as if it was a single hit).
All three defenses or just the x-hit shields?
Well, only X-hits count hits

I mean, it doesn't really matter if it does a 0dmg hit against the others, does it now?
I.e. it hits, but does 0dmg and thus doesn't harm a barrier or a casing.

Quote (ForteZanzo)

I.e. it hits, but does 0dmg and thus doesn't harm a barrier or a casing.

But it still effects the target, right?
Status effect moves that do no damage don't affect targets with barriers or casings. They have HP, so it makes no sense for the 0dmg effect to just phase through the barrier.

X-hit shields hit with no damage status effect moves will take a hit, so a 3-hit shield would become a 2-hit shield when hit with it.

That's how it seems to me. So if by "still affects the target" you mean does the move bypass barriers and casings, then no.
Ok, thanks for clearing that up.
Is a single passive buster charge enough to use a normal buster charge attack?

Quote (Azureink)

Is a single passive buster charge enough to use a normal buster charge attack?

I don't see why you would think this.

A charged buster shot requires TWO buster charges to work. A single passive buster charge would allow you to use a charged buster every other turn (provided that you didn't charge with normal actions). If you wanted a 'free' charged buster shot a turn, you would need two passive buster charges (like MagicCereal's navi has).
The wording was confusing then. Thank you.
When you make a signature with Buster Base, can you stack them together in a single signature?

As in, could one make a signature that shot three Buster shots by adding 40+40+40 pts together?