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    Folder FAQ by Yababa

    Version: 6.7 | Updated: 10/26/05 | Printable Version | Search This Guide

    
    Easy Folder FAQ
    ==========================================================
    
    By: Yababa(Darren Wang)
        BassHimToDeath(Rik Serrano) 
    
    
    Megaman Battle Network 5 Team Protoman/Team colonel and all related contents 
    and images are originally copy-righted to Capcom.
    
    
    
    ----------------------------------------------------------
    Table of Contents
    ----------------------------------------------------------
    Use Control+F to search for what you want
    ----------------------------------------------------------
    A) Introduction
    ----------------------------------------------------------
    B) Changes From Battle Network 4
    
    B1) Program Advance
    B2) Liberation Missions
    B3) Dark Chips
    B4) Chaos Unisons
    B5) Random Synching
    ---------------------------------------------------------
    C) Proper Folder Construction
    
    C1) Basis
    C2) Support
    C3) Defense
    C4) Fluidity
    C5) Combos
    C6) Flinching
    C7) Cosmo Prison
    C8) Body Guard
    ---------------------------------------------------------
    D) Soul Unisons/Double Soul 
    
    D1) Team Protoman Soul Unisons/Double Soul
    D2) Team Colonel Soul Unisons/Double Soul
    D3) Team Protoman Chaos Unisons
    D4) Team Colonel Chaos Unisons
    ---------------------------------------------------------
    E) Megaman's Emotional Status
    
    E1) Anxious
    E2) Full Synchro
    E3) Anger
    E4) Dark
    E5) Karma System
    ---------------------------------------------------------
    F) SP/DS Navi Chips
    
    F1) SP Navi Chips
    F2) DS Navi Chips.
    ---------------------------------------------------------
    G) EZ Folders
    
    G1) Toxic Bolt
    G2) Sputnik Battery
    G3) Radar Command
    G4) Dainslef
    G5) Ophidian Bullet
    G6) Lightning Bug
    G7)
    ------------------------------------------
    H) FAQS!!!
    ------------------------------------------
    I) CREDITS!!!!!
    ------------------------------------------
    J) SPECIAL THANKS!!!!
    ------------------------------------------
    K) Legal Stuff
    ------------------------------------------
    L) Contact Us
    
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                    A) Introduction 
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    The main part of this game, is folders. Folders are basically the best thing in 
    the game, and people can spend hours making folders. Every folder is unique in 
    it's own way, and each can be played with great style. 
    
    This FAQ introduces great folders that do not need any rare  chips. They can 
    still be played with good style and are just as  powerful, and you can win 
    netbattles easily with them. Please bare in mind when reading this FAQ, that 
    there is no perfect folder. Each folder has it's flaw, weakness, or whatever. 
    
    This FAQ contains a lot of Spoilers. If you don't give a **** about it, 
    please read on.
    
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                        End of Section A; Introduction
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    ===============================================================================
    
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                     B) Changes from Battle Network 4
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    B1) Program Advances 
    
    The system has changed in Battle network 5. In the earlier series, you could 
    use multiple copies of the same program advance in each battle. Meaning you 
    can no longer base your folder's strategy on one program advance. For example, 
    if you have 4 copies of the chips to create the Program AdvanceLifesword, you 
    can only use one. The rest of the swords will turn into useless crap, since
    you cannot form the same Program Advance twice in a battle. Why did Capcom
    decide to do this? I have no idea. But this does make Netbattling a bit more
    challenging. Yet, it also makes folder building harder now. Which is why there
    are less folders than in all the other Battle Network series. 
    (Bass does not agree :P)
    
    B2) Liberation Missions
    
    This is a new system that's introduced in the game. This is a mission that
    involves strategy and skills. In liberation missions, You get a number of 
    navis on your team. And you get to get to use each one team member, and they 
    all have different abilities. The missions are kind  of annoying, but they are 
    quite fun in the end.    
    
    B3) Dark Chips
    
    Dark Chips were somethig new that was introduced in Battle Network 4. Dark 
    Chips were Battle Chipsthat dealt a great amount of damage in one hit. But 
    these chips have their side effects. For each dark chip you use, you lose 1 
    hp permanently. Aside from that, you lose some Karma(explained in E5). Making
    Megaman's soul darker and darker each time, finally, making him 'evil'. In 
    Battle Network 4, Dark Chips  would appear at the bottom of your screen when
    ever Megaman's  emotional status turned to Anxious(section E1). But the 
    system has changed in Battle Network 5. Now, you actually obtain them as 
    chips, and you can put them in your folder! cough* chaosunisonn cough*. 
    
    B4) Chaos Unisons
    
    As stated in B3, you can put Dark Chips in your folder. You can also perform 
    Soul unisons with Dark Chips. These are known as Chaos Unisons. When you 
    preform Chaos Unison, your charged attack becomes the Dark Chip you sacrificed 
    to preform it!! But there's a catch. When you are charging for a charge shot,
    the energy ball flashes from green to purple, and it keeps repeating. You can 
    only fire a  charged shot when the energy ball is glowing purple. But if you 
    release the B button when the energy ball is glowing green, three things will 
    happen:
    
    1) You lose your Chaos Unison
    2) Megaman DS suddenly pops out of your body.
    3) He and your opponent start an allied assult, and
    you get yourself PWNED. 
    
    PS. Chaos Unisons only last one turn, or else it will be too cheap. 
    
    B5) Random Synching
    
    In this version, you can no longer gain Full Synchro(E2) randomly by using 
    multi-hitting chips or performing multiple deletes. 
    
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       End of Section B; Differences from Battle Network 4
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    ===============================================================================
    
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                    C) Proper Folder Construction
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    C1) Basis
    
    This is the MOST important thing in a folder. ANY folder. People who are new 
    to the series tend to throw in a bunch of half decent chips, and call it a 
    good folder. Well, it's  not even half way there. A good folder, or at least
    any folder needs a basis, or a main strategy. A folder with:
    
    Doublepoint,Supervulcan,atk+30,atk+10,atk+10
    
    with Full Synchro(E2), AKA Silver Bullet combo, would have that, as their 
    folder basis. So the rest of the chips in their folder would be to support 
    that Combo. 
    
    C2) Support
    
    Support would be the chips that make the main combo/basis more easier to pull 
    off. For example, in a Silver Bullet folder, you might want to put some panel 
    grabs inside, so you can row lock them, making it much easier to hit them with 
    your combo. Support is very important in your folder. It increases the
    fluidity and makes your strategy or combo easier to pull off. A folder will
    run very poorly if it doesn't have any support inside. 
    
    C3) Defense
    
    Defense is also very important. When you are battling against a human
    player, you cannot expect to dodge all their attacks. Unlike the Navis 
    ingame, humans actually have a brain. Some people think that they can simply
    dodge any attack, well the truth is, there are alot of attacks that you cannot
    dodge, even if you are extremely skilled at the game. What? You can dodge
    everything? Prove it.
    
    Wideshot from the middle panel, dodge that. 
    
    Varsword using Sonic boom from the middle panel, dodge
    that. 
    
    Widesword from the middle panel when you're column
    locked, dodge that. 
    
    You get my point don't you? Defense is needed to protect yourself when you 
    are trying to execute a combo or set up your strategy. Some defensive chips 
    would be: Invis, Blinder, Barrierr, Life Aura. 
    
    C4) Fluidity. 
    
    Some people, usually those new to the game, think that a good folder is just
    a bunch of powerful chips thrown together, well it's not. A Good folder, 
    has to have 8/10 or above in the fluidity section. It helps very much to limit
    the chip code down to 1, unicode. But, a good folder not only has to be 
    uni-coded, it also needs to have a fluid strategy, meaning that the chips in
    your folder don't clash and ruin the fluidity.
    
    C5) Combos 
    
    A combo is when you use 2 or more chips together and they have an amazing
    effect. For example, if you use a Rockcube chip, it does almost nothing. But
    if you use an Airshot at it, it shoots the Rockcube down the row, and it can
    hit the opponent, dealing 200 damage. This is called a combo. 2 useless chips 
    can be very powerful when used in the correct way. 
    
    C6) Flinching
    
    Flinching is when you use a chip, it hits them, and then they become
    transparent for a few seconds. This is flinching. You should always consider 
    this when building a folder. You don't want to have too many flinching chips 
    inside. This can cause your folder to run very slowly. 
    
    C7) Cosmo Prison
    
    Now, many people have been trying to build folders around this PA. But this PA
    is not a good one. Why? Because Unenhanced, CosmoPris deals 540 max, 360 min. 
    On the other hand, CosmoMan (not CosmoManSP, but just plain old CosmoMan) can 
    deal 210-350 damage, and one Asteroid3 can deal more damage than the entire PA 
    (Meggido) - and fire-element too. Therefore CosmoPris sucks. Although it does 
    do decent damage powered up, PAs are not generally meant to be powered up. The 
    best possible powerup for Cosmo Prison is DblPoint + CosmoPris + Atk+30 
    (remember, CosmoPris is three chips), and that means that each hit deals 
    60+60+30 damage, or 150. 150*6=900. 150*9=1350.
    
    Sure, with Full Synchro, that reaches 2700, but be honest with yourself, is it 
    really going to happen? First of all, you would HAVE to get Full Synchro the 
    turn before you use CosmoPrison; but since CosmoPris powered up is five chips 
    that means you're going to have to get REALLY lucky with Custom+1 or Custom+2
    (can't use SearchSoul or NumberSoul but you need to get CosmoPrison and a chip
    or two for Full Synchro and have them all ready to use).
    
    Now, a SuperVulcan with DblPoint and Atk+30 (and some form of paralysis)...
    Let's see how that measures up. 60+10+30=100. 100*12=1200 max - for THREE 
    chips. Which means, of course, that Full Synchro is that much easier to get. 
    Or maybe a Meteors3 with no powerups at all, courtesy of Megiddo? Around 
    800 damage? 1600 with Full Synchro (a bit hard to pull off but it CAN happen)? 
    Really, the only thing you're getting out of CosmoPris that you can't get out 
    of anything else is the time-freeze, and it's really not worth the work and 
    luck it takes to set up.
    
    C8) Body Guard
    
    Many people have also tried to base their folders on this PA called Body Guard.
    Although it can do 3200 MAX damage, it's still a bad PA. PAs are not meant to 
    be powered up, they are meant to deal some decent damage by themselves. And 
    the components of the PAs can do more damge than the PA itself. The Muramasa
    can do 999 MAX damage. And the Anti-Navi chip can steal one of the oponents 
    navi chips and take it as your own. And the fact that Body Guard Time Freezes
    to announce the action, which makes it flawed, since you can Time Freeze
    Counter it.
    
    C9) Holy Dream
    
    There was an extremely powerful Combo in BN4 called the Final Judgement. Which
    was Holy Dream plus alot of power ups. This type of folder is no longer
    effective due to the lack of support and the 
    "one of the same PA per battle rule". This folder used Life Swords as support
    in the previous version. Now, you can't anymore. 
    
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                        End of section C, Proper Folder Construction
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                                  D) Soul Unisons/Double Soul
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    Soul unison was a new system that was introduced in Battle Network 4. You can 
    perform Soul Unison by sacrificing a chip of the corresponding element. For 
    example, the element of Magnet Soul is Elec, so you would sacrifice an Elec 
    chip to use Magnet Soul. Soul unisons give you the look as if you just fused 
    with the Navi. Soul Unison allows you to use the Navi's ability for 3 turns. 
    You cannot gain an emotional status while in a Soul.
    
    D1) Team Protoman Soul Unisons/Double Soul
    
    ---------------------
    Magnet Soul
    ---------------------
    
    Element: Elec
    
    Charge Shot: A magnet that pulls the opponent foward, and paralyzes
    when it hits. 
    
    Abilities: You can press <--+B to make the enemy paralyzed for 2 seconds, you 
    also gain the ability to charge Elec chips to do double damage. 
    
    While in Magnet Soul, you take double damage from Wood Chips. 
    
    Cannot double Time-Freezing Chips and PAs
    
    ---------------
    Gyro Soul
    ---------------
    
    Element: Wind
    
    Charge Shot: A tornado that hit's 3 times
    
    Abilities: When you are using Gyro Soul, you gain the abilities: 
    Airshoes, and Float Shoes. Also, when you use a Wind chip, the propeller on 
    your back starts turning, and the next wind or normal chip you use gets 
    doubled damage!!
    
    Cannot double Time-Freezing Chips and PAs
    
    --------------------
    Napalm Soul
    --------------------
    
    Element: Fire
    
    Charge Shot: a Fire Vulcan that hits 3 times.
    
    Special Abilities: When you step on a Magma Panel, instead of losing HP, you 
    gain +40 to your next Fire chip. And you can also Charge a Fire chip to shoot
    a Napalm Bomb, which does the damage of the chip times two. 
    
    While in Napalm Soul, you take double damage from Aqua Chips.
    
    Cannot double Time-Freezing Chips and PAs
    
    -----------------
    Search Soul
    -----------------
    
    Element: Scoping
    
    Charge Shot: An automatic aiming scope gun, and it pierces Invis and Blinder. 
    
    Special Abilities: Invis and Blinder is removed upon Unison. And when you open 
    the custom window, you can shuffle the chips in your screen, meaning you have 
    more chance of drawing PA's.
    
    --------------------
    Meddy Soul
    --------------------
    
    Element: Recovery
    
    Charge Shot: Throws a capsule 3 squares ahead. 
    
    Special Abilities: You can attach different kinds of effects to Chips, you can
    add paralyzation, confusion, blinding, Hp drain, and recovery. 
    
    Cannot add any pills to PAs
    
    ------------------------
    Proto/Blues Soul
    -----------------------
    
    Element: Sword
    
    Charge Shot: Wide Sword, 'nuff said. 
    
    Special Abilities: You can charge Sword Chips to do a step sword. This lets 
    Megaman step foward 2 squares, and use the sword chip with doubled damage. 
    
    Cannot charge PAs and Time-Freezing chips.
    
    
    D2) Team Colonel Soul Unisons/Double Souls
    
    
    -----------------
    Knight Soul
    ----------------
    
    Element: Breaking
    
    Charge Shot: Royal Wrecking Ball, and ball that attacks all the panels around 
    Megaman. 
    
    Abilities: Megaman gains 2 second invincibility when using a chip.  And he can
    charge Breaking chips to do double damage. 
    
    Cannot charge PAs and Time-Freezing chips.
    
    
    -----------
    Shadow Soul
    -----------
    
    Element: Invisible
    
    Charge Shot: Long Sword, 'nuff said. 
    
    Abilities: Megaman gains the abilities of Float Shoes and Airshoes, and can
    activate Anti-Damage any time by pressing <--, B. Also, you can charge sword
    chips to do a Back stab, which is when Megaman steps to the panel behind the 
    opponent and attacks them. 
    
    Cannot charge PAs and Time-Freezing chips.
    
    ----------------------
    Tomahawk Soul
    ----------------------
    
    Element: Wood
    
    Charge Shot: A 2x3 area Tomahawk cut.
    
    Abilities: Grass Stage appears upon unison. When you are stepping on a Grass
    Panel, you slowly recover Hp. When you use a Wood Chip on a Grass Panel, the 
    Wood chip does Double Damage. 
    
    Cannot double PAs and Time-Freezong chips. 
    
    While in Tomahawk Soul, you take double damage from Fire chips.
    
    -----------
     Toad Soul
    -----------
    
    Element: Aqua
    
    Charge Shot: A paralyzing homing note. 
    
    Abilities: You gain the ability to hide in Water Panels. And when stepping 
    on a Water Panel, your Aqua Chip automatically gets a +30. You can also 
    charge Aqua chips for double damage. 
    
    While in Toad Soul, you take double damage from Elec Chips. 
    
    Cannot Charge PAs and Time-Freezing Chips. 
    
    ------------------
    Colonel Soul
    ------------------
    
    Element: Obstacle
    
    Charge Shot: Screen Dive. A green slash that cuts 3 squares ahead.
    
    Abilities: When an opponent is in the same row of an obstacle, a soldier pops 
    out of it and paralyzes you. On the Custom Screen, you can choose 
    Non-Time-Freezing standard chips and make it your Charged Shot during the next 
    turn. 
    
    D3) Team Protoman Chaos Unisons
    
    
    -------------
    Magnet 
    -------------
    
    Element: Elec
    
    Charge Shot: Dark Thunder 
    
    Abilities: You can press <--+B to make the enemy paralyzed for 2 seconds, you 
    also gain the ability to charge Elec chips to do double damage. 
    
    While in Magnet Soul, you take double damage from Wood Chips. 
    
    Cannot double Time-Freezing Chips and PAs
    
    ---------
    Gyro 
    ----------
    
    Element: Wind
    
    Charge Shot: Dark Tornado
    
    Abilities: When you are using Gyro Soul, you gain the abilities: 
    Airshoes, and Float Shoes. Also, when you use a Wind chip, the propeller on 
    your back starts turning, and the next wind or normal chip you use gets 
    doubled damage!!
    
    Cannot double Time-Freezing Chips and PAs
    
    --------------------
    Napalm 
    --------------------
    
    Element: Fire
    
    Charge Shot: Dark Meteor 
    
    Special Abilities: When you step on a Magma Panel, instead of losing HP, you 
    gain +40 to your next Fire chip. And you can also Charge a Fire chip to shoot
    a Napalm Bomb, which does the damage of the chip times two. 
    
    While in Napalm Soul, you take double damage from Aqua Chips.
    
    Cannot double Time-Freezing Chips and PAs
    
    -----------------
    Search 
    -----------------
    
    Element: Scoping
    
    Charge Shot: Dark Circ-Gun
    
    Special Abilities: Invis and Blinder is removed upon Unison. And when you open 
    the custom window, you can shuffle the chips in your screen, meaning you have 
    more chance of drawing PA's.
    
    --------------------
    Meddy Soul
    --------------------
    
    Element: Recovery
    
    Charge Shot: Dark Recover
    
    Special Abilities: You can attach different kinds of effects to Chips, you can
    add paralyzation, confusion, blinding, Hp drain, and recovery. 
    
    Cannot add any pills to PAs
    
    ------------------------
    Proto/Blues 
    -----------------------
    
    Element: Sword
    
    Charge Shot: Dark Sword
    
    Special Abilities: You can charge Sword Chips to do a step sword. This lets 
    Megaman step foward 2 squares, and use the sword chip with doubled damage. 
    
    Cannot charge PAs and Time-Freezing chips.
    
    
    D2) Team Colonel Chaos Unisons. 
    
    
    -----------------
    Knight 
    ----------------
    
    Element: Breaking
    
    Charge Shot: Dark Drill
    
    Abilities: Megaman gains 2 second invincibility when using a chip.  And he can
    charge Breaking chips to do double damage. 
    
    Cannot charge PAs and Time-Freezing chips.
    
    
    -----------
    Shadow 
    -----------
    
    Element: Invisible
    
    Charge Shot: Dark Invis.
    
    Abilities: Megaman gains the abilities of Float Shoes and Airshoes, and can
    activate Anti-Damage any time by pressing <--, B. Also, you can charge sword
    chips to do a Back stab, which is when Megaman steps to the panel behind the 
    opponent and attacks them. 
    
    Cannot charge PAs and Time-Freezing chips.
    
    ----------------------
    Tomahawk 
    ----------------------
    
    Element: Wood
    
    Charge Shot: Dark Lance.
    
    Abilities: Grass Stage appears upon unison. When you are stepping on a Grass
    Panel, you slowly recover Hp. When you use a Wood Chip on a Grass Panel, the 
    Wood chip does Double Damage. 
    
    Cannot double PAs and Time-Freezong chips. 
    
    While in Tomahawk Soul, you take double damage from Fire chips.
    
    -----------
     Toad Soul
    -----------
    
    Element: Aqua
    
    Charge Shot: DArk Wide 
    
    Abilities: You gain the ability to hide in Water Panels. And when stepping 
    on a Water Panel, your Aqua Chip automatically gets a +30. You can also 
    charge Aqua chips for double damage. 
    
    While in Toad Soul, you take double damage from Elec Chips. 
    
    Cannot Charge PAs and Time-Freezing Chips. 
    
    ------------------
    Colonel Soul
    ------------------
    
    Element: Obstacle
    
    Charge Shot: Dark Sound
    
    Abilities: When an opponent is in the same row of an obstacle, a soldier pops 
    out of it and paralyzes you. On the Custom Screen, you can choose 
    Non-Time-Freezing standard chips and make it your Charged Shot during the next 
    turn. 
    
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             End of Section D, Soul Unisons / Double Soul
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    ===============================================================================
    
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                     E) Megaman's Emotional Status
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    Megamans emotion is very important in a battle. It will change, depending on 
    how well you are operating him. 
    
    E1) Anxious
    
    When you are operating Megaman very poorly, his emotion will turn to Anxious.
    For a more accurate description, receive a large amount of damage (200+), 
    although that may also cause the Anger(E3) status. Being constantly hit with 
    chips while not fighting back can cause you to enter the Anxious status (time
    stopping multi hitting chips work best). This status prevents Megaman from
    performing Soul Unison or Chaos Unison. There are two ways to leave Anxious 
    mode:
    
    1) Keep using Recovery Chips
    2) Counter, and enter Full Synchro(E2)
    
    E2) Full Synchro
    
    Full Synchro is a status in which the next chip you use deals double damage. 
    This x2 effect takes place after attack boosters. In the previous game, 
    entering Full Synchro can be done by repeatedly hitting your opponent 
    (random synching), or countering your opponent. In this game entering Full
    Synchro is a little bit harder to accomplish. Countering is the only way to 
    enter Full Synchro without the Emotion Bug. Full Synchro can be on even after
    battle. There are two ways to leave Full Synchro:
    
    1) Use a chip
    2) Get hit
    
    E3) Anger
    
    Being hit several times in can cause the Anger status. Anger gives Megaman
    the SuperArmor effect, and the next chip used deals double damage the same 
    way as Full Synchro. Unlike Full Synchro, it does not last after battle.
    There are two ways to lose Anger:
    
    1) Use a chip
    2) Wait a few seconds (take some time to chill)
    
    E4) Dark
    
    Using a dark chip will taint Megaman's soul with evil permanently remove 1
    HP from Megamanís base HP, and glitch him for the remainder of the battle. 
    In addition to those effects, your Karma shall decrease In this status, 
    Megaman gains a one time Undershirt effect for that battle. When Megaman 
    reaches 1 HP, he turns into Dark Mega (for example use DarkInvis or 
    Chaos Shadow charged shot). When in this status, Soul Unison and other 
    status effects cannot be done. Turning to the dark side is not worth it 
    anymore as you can only have three dark chips in your folder.
    
    E5) Karma System 
    
    Every Megaman has 1000 Karma when you begin the game (1000 is max). 
    Using 1-3 dark chips in a single battle shall reduce Megaman karma by 1. 
    Reaching I believe 980 karma shall allow you to start battles with the 
    Dark status. Meaning entering 20 battles and using at least 1 dark chip 
    in each of those battles will earn you the right to use DS chips(F2) and 
    other chips of darkness such as BlackWing and BugCharge. Not using a dark
    chip in a battle will increase your karma by 1. Having the SoulCleanser
    NCP installed and not using a dark chip in a battle shall increase your 
    Karma by 2.
    
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             End of Section E, Megamanís Emotional Status.
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    ===============================================================================
    
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                     F) SP/DS Navi Chips
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    In addition to Navi chips there are two other versions
    of Navi chips: SP and DS chips. 
    
    F1) SP Navi Chips
    
    SP Navi chips are special chips that get stronger depending on how fast the
    respective Omega navi was S-ranked under 30 seconds. For single hitting SP 
    Navi chips, power is increased by 10 for every 2 seconds the Omega navi was
    S-ranked under 30 seconds. For multi-hitting SP chips, same rules apply but
    power is increased by 5 instead of 10. SP chips do maximum damage if the Omega 
    Navi was S-ranked under 10 seconds (+100 for single hitting, +50 for 
    multi hitting). There are 2 SP chips that have their own way of being powered 
    up: RollSP and DjangoSP.
    
    RollSP is powered up by 5 for every HolyPanel on your side of the field. 10 
    HolyPanels means it does maximum damage (3x80 damage).
    
    DjangoSP is powered up by 10 for every turn the chip has been in your custom 
    menu. 10 turns means it does maximum damage (250 damage).
    
    F2) DS Navi Chips 
    
    DS Navi chips are special chips that may only be used by those with 980 karma
    or below. Meaning you must start a battle with Dark status in order to use
    DS Navi chips. DS Navi chips increase in power for everytime you flinch.
    Single hitting DS chips increase by 10. Multi-hitting DS chips increase 
    by 5. Flinching 10 times in battle makes the DS chips do maximum
    damage (+100 for single hitting, +50 for multi-hitting).
    
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             End of Section F, SP/DS Navi Chips
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    ===============================================================================
    
    |>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|
                     G) EZ Folders 
    |>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|
    
    There is a small problem with folders in the RFF/FFF. As much as they are the
    best folders made, getting a particular chip for those folders is a rather 
    large nuisance. This FAQ was created for those less fortunate to obtain chips
     such as AreaGrab *, Blinder *, NumberBall * and etc. There shall be quite a
    selection of folders to use, and some of these may not be as powerful as those
    in the RFF/FFF, but they are actually fun to use since most netbattles don't
    end within 2-4 turns. These are casual play folders and are easy to build if 
    you ask BassHimToDeath for chip locations. The folders shall and must be
    labeled as Netbattle, Ingame, S-Rank, and/or Liberation. It also shall and 
    must be stated on whether or not a folder is Soul based.
    
    G1) Toxic Bolt by Yababa
    
    Toxic bolt (ToP) 
    -------------------------
    2 Bugbomb A
    4 Voltz 3 A
    2 Geddon 3 A
    1 Anubis A
    1 Darkthunder M
    4 Thunder*
    3 Seaseed*
    3 Slowgauge* 
    3 Areagrab A
    3 Blinder A
    3 Invis*
    1 Full cust* [Preset] 
    -------------------------
    Preffered souls: Magnet
    
    
    Strategy: Go into magnet soul as quickly as you can by sacrificing a thunder*. 
    Now throw a sea-seed. There. You have finished your setup. Stand in your
    middle panel and fire a Voltz 3 after charging it. It's very hard to miss 
    with this chip, as long as you stand in your middle panle when firing it. If 
    it hits, it should do a nice 560 damage. This combocan be done four times. 
    The Poisan Pharoah PA can be used to speed things up. The slow gauges are 
    also there to slow down each turn, making poisan more painful.And since 
    you've got a geddon 3, you can time your numberball very accurately. 
    
    Pros: 
    Poisan+a 560 damage that can be done 4 times. 
    Very little setup requiered.
    Even if Magnet soul is gone, you can still win easily
    
    
    Cons:
    Poisan Pharoah and Voltz3 can't be on the field together
    Tomahawk soul folders can PWN you. 
    
    -------------------------------------
    
    G2) Sputnik Battery By Commiesk
    ------------------------------------
    Netbattle Folder
    ------------------------------------
    4 Thunder *
    3 SeaSeed *
    4 SpShake3 T
    4 Vdoll T
    3 PanelGrab *
    4 Invis *
    1 FullCust * preset
    3 Metagel T
    1 Attack +30 *
    1 ToadmanSP T
    1 Toadman T
    1 DarkThunder M
    ------------------------------------
    
    Bolted Mines By xSHARDx
    ------------------------------------
    1 Thunder *
    3 SeaSeed *
    4 SpShake3 T
    4 Mine T
    2 PanelGrab *
    4 Invis *
    1 FullCust * preset
    3 Fan*
    3 Metagel T
    1 ToadmanSP T
    1 Toadman T
    1 DarkThunder M
    Prefferd Souls: Magnet, Chaos Magnet
    ------------------------------------
    Strategy:
    
    Go MagnetSoul, toss a SeaSeed, and you are set. Now for damage, toss 
    a VDoll, on your opponent back column, and let loose a charged up SpShake3. 
    The SpShake itself will deal 400 damage, and an extra 400 when it hits the 
    VDoll. PanelGrab to get out of any locking and the ToadmanSP and DarkThunder 
    are for extra damage.
    
    As for the Bolted Mines, same strategy basically, but with this folder, you
    are trying to panic the enemy with Mines, SPShake3, and Fan. The opponent 
    won't have a second to move in for their combo. 
    
    Pros
    
    -decent amount of damage
    -fluid
    -SeaSeed improves accuracy as well as increase damage
    
    Cons
    
    -lack of VDoll damage makes the other SpShakes more
    required
    -fastgauge makes you lose time to charge up the
    SpShakes
    -soultime +1 should be used
    
    ---------------------------------------------------
    
    G3) Radar Command By EskimoMario550 (ToC)
    ------------------------------------
    Netbattle Folder
    ------------------------------------
    4 Pulsar3 C
    4 BoyBomb1 C
    1 ColonelSP C
    1 CosmoManSP C
    1 CrossDive C
    3 CannonBall *
    3 RockCube *
    4 PanelGrab *
    4 Invis *
    1 Attack+30 *
    1 FullCustom *[pre]
    1 DarkPlus *
    ----------------
    Preffered Souls: Chaos Number
    
    Strategy:
    
    The main focus of the folder is to toss a CannonBall to break the back middle
    row, after which you drop a BoyBomb in front of the hole (push it with the 
    buster if necessary) at the end of the enemy area and use a Pulsar3 to Pulsate 
    off it paralyzing the enemy and leaving the open for the Bombs impending 
    explosion. The RockCubes are for CosmoManSP's Poltergeist effect. CannonBall 
    is to put a hole in the back panel in the middle row so the BoyBomb will stay 
    in the middle panel and hit all enemy panels. ColonelSP, CosmoManSP, and 
    CrossDive are all support damage, and Dark Plus aids CosmoManSP's Power. 
    PanelGrabs make the Boybomb easier to place and limits enemy movement.
    
    Pros:
    
    -Good defense
    -Fluid
    -Enough support damage
    
    Cons:
    
    -Not accurate if your opponent steals panels before
    you use PanelGrab
    -Can be a bit slow to pull off if unlucky
    -Barriers and auras will ruin strategy
    
    -------------------------------------------------
    
    G4) Dainslef By BassHimToDeath
    ------------------------------------
    Netbattle and Ingame Folder
    ------------------------------------
    4 CustomSword L
    4 MoonBlade3 L
    3 Timpani L
    3 AreaGrab L
    2 Sword L
    3 Wideblade L
    3 LongBlade L
    2 SlowGauge *
    3 Invis *
    3 Lance*
    ------------------------------------
    Preffered Souls: Proto
    
    Strategy:
    
    Just use a SlowGauge and enter ProtoSoul. Use several charged up swords and a 
    CustomSword last for some good damage in a single turn. Life sword is there 
    for an extra 400 damage. Moonblade 3 litterally can't miss, just Step sword 
    from the front panel and let Moon blade 3 off. 
    
    Pros:
    
    -bleeding from the MoonBlades
    -very fluid and accurate
    -great amount of damage
    
    Cons:
    
    -LongBlades may miss
    -more ProtoSoul folders
    -getting locked can get you killed
    
    -------------------------------------------
    
    G5) Ophidian Bullet By XionTeikiatsu (ToP)
    ------------------------------------
    Netbattle Folder
    ------------------------------------
    4 CircleGun A
    4 BugBomb A
    3 Geddon3 A
    3 CustomBolt1 A
    4 PanelGrab *
    4 Invis *
    2 SlowGauge *
    1 Anubis A
    1 Jealousy J
    1 FullCust * preset
    1 DarkCircle R
    ------------------------------------
    Prefferd Souls: Chaos Search & Search
    
    Strategy:
    
    First turn, enter SearchSoul and PanelGrab the middle panels, then FullCust. 
    Shuffle out for the PoisonPharoh PA and place it on your opponent middlepanel 
    to rowlock. From there, hit them with whatever you have left and use the extra 
    Geddon3 for more poisoning. SlowGauge to help the CustomBolts and prolong 
    poisoning.
    
    Pros:
    
    -good against Invis and Barrier/Aura users
    -enough support damage
    -fluid
    -maximum accuracy
    
    Cons:
    
    -FloatShoes NCP needed to stop draining from poison
    panels
    -shuffling does not guarentee the chips needed to win
    -relies on a PA for most damage
    
    -------------------------------------
    
    G6) Lightning Bug By BassHimToDeath
    ------------------------------------
    Netbattle and Ingame Folder
    ------------------------------------
    3 ElecReel1 V
    4 Volts3 V
    1 NeoVari V
    4 Thunder *
    3 SeaSeed *
    2 RockCube *
    4 PanelGrab *
    2 PanelReturn *
    3 SlowGauge *
    3 Invis *
    1 FullCust * [preset]
    ----------------------
    Prefferd Souls: Magnet
    
    Strategy
    
    First turn, enter MagnetSoul, toss a SeaSeed and any other non attack chips you
    chose, go back into the Custom Menu. Activate SlowGauge when you can and hit
    your opponent with the most shocking chips. PanelGrabs help with those that 
    steal panels from you. If used properly, you can completely lock your opponent 
    with the MagnetSoul abilities: Back B and MagBolt. Much practice isn't even 
    needed to master this pretty cheap combo.
    
    Pros
    
    -2 charged up Volts with Ocean Panels deal enough
    damage to kill
    -SlowGauge helps with Invis users
    -really cheap combo
    
    Cons
    
    -requires a bit of a set up
    -can be inaccurate against certain folders
    -TomahawkSoul PWNS this folder
    
    G7) 
    ------------------------------------------------------------------------
    4 Pulsar3 S
    4 CactusBall2 S
    4 DrillArm2 S
    4 RockCube *
    3 AreaSteal S
    3 Invis *
    1 FullCustom *[Preset]
    3 Attack+10 *
    1 Attack+30 *
    1 Double Point*
    1 ShadeMan S
    1 ShadeMan SP S
    
    PreferredSouls: Colonel, Number
    
    Strategy: AreaSteal the enemy once. Once that is done, put a RockCube just 
    behind the, Arms Change with a Pulsar3, than Pulsate the cube, than while
    the enemy is paralyzed quickly use any CactusBall Chips followed by 
    DrillArms and Attack+ Chips add to the damage level. The ShadeMen work 
    excellently with the Paralyze Trick. Number Soul can also be used to sift
    through some chips to prepare the setup for the strategy. Full Custom for 
    Chip scrummaging. BigNoise could be used as a finishing move but is not 
    recommended if the enemy has enough HP to survive. Well that explains just
    about everything about this folder. Custom+3, and ChargeMax strongly advised. 
    
    Basic Field Setup:
    [0][0][0][0][1][1]
    [0][0][0][0][3][2]
    [0][0][0][0][1][1]
    
    0=Your Panels
    1=Enemy Panels
    2=Fanfare Trumpet
    3=RockCube
    
    
    Pros:
    + All Non-Flinching damage
    + The opponent will be paralyzed for about 3/4's of the match, thus 
    hindering enemy resistance
    + Utilizes Colonel Souls abilities (actually only one ability)
    + FastGuage no longer a threat
    + BigNoise could be used as a finisher
    + Anything else I missed
    
    Cons:
    - Requires a bit of setup
    - ChargeMaxNCP required
    - Anything else I missed
    
    
    
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    H) FAQs!!!
    
    Q: We already have the Renowned Folder FAQ, why have another one?
    
    A: Well, this FAQ is for people that cannot get the  rare chips that the 
    Folders in the RFF require, this FAQ consists of powerful easy to build 
    folders. 
    
    Q: I have a good folder, how do I send it to you?
    
    A: You can submit it in the Folder Submission topic on the ToP message board.
    |>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|
    I) CREDITS!!!!!
    ----------------
    Us, for writing this FAQ.
    
    EskimoMario550 for giving us the idea for this FAQ
    
    Gelmax, for info. about the Cosmo Prison.
    
    These people built the folders for this FAQ:
    
    Yababa
    commiesk
    xSHARDx
    BassHimToDeath
    EskimoMario550
    XionTeikiatsu 
    |>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|
    J) SPECIAL THANKS!!!!
    
    -EskimoMario550 for giving us the idea for this FAQ
    -The people who helped build folders for this FAQ
    -Us, for writing it. 
    -You, for reading it.
    -CJayC for creating this awesome site
    |>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|
    K) Legal Stuff
    
    This FAQ belongs to us, BassHimToDeath(Rik Serano),
    Yababa(Darren Wang). This FAQ may NOT be posted on 
    any place other than GameFAQs. Unless you ask us 
    first.
    |>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|<|>|
    L) Contact us.
    
    BassHimToDeath:
    
    Email: chaoticbass@yahoo.com
    AIM: TGS is BHTD
    
    Yababa:
    
    Email: evilhades13@hotmail.com	
    AIM: devillaser
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    Done