Folder Building FAQ by TemjinZero

Version: 1.0 | Updated: 06/30/06 | Printable Version

MegaMan Battle Network 6: Cybeast Gregar/Falzar
Rockman.EXE 6 Dennoujou Greiga/Faltzer


By: TemjinZero (Aaron Loh)
Version: 1.0
Date: June 30th, 2006

NOTE: Just because my e-mail address is there, doesn't mean I'm going to answer
      your e-mails. I'll only look at ones that are EXTREMELY RELEVANT TO THIS
      FAQ, AND NO OTHERS. If you send me a question about gameplay...or any
      sort of thing I deem not related to this FAQ, your e-mail will be
      ignored. Thank you, and have a nice day.


 - Finally, after all the folder ratings, decided to write my first ever FAQ.

 - Finally, after all the procrastination, started writting my first ever FAQ.

 - Finished writting my first FAQ ever. Holy crap is it longer than I thought
   it would be... kinda amazing what you can do when you put your mind to it,
   huh? ^_^


Note: For easy user reference, use the find command (Ctrl+F) to jump to the
      section you want.

Table of Contents:

A. Foreword

1. Introduction
    1A. Introduction to Folders

2. General Guidelines
    2A. Folder Limitations
    2B. Regular and Tag chip systems
    2C. Beginnner's Tips for building up a good folder
	- With Examples

3. Advanced Folder Development
    3A. Suggestions for building better folders
    3B. Netbattling Folder tips

4. Frequently Asked Questions (FAQs)

5. Legal Infomation

6. Credits


A. Foreword

   Welcome, to the last installment of the MegaMan Battle Network series(or 
Rockman.EXE for those who prefer the Japanese title), MegaMan Battle Network 6:
Cybeast Gregar/Cybeast Falzar for the GameBoy Advance.

   As this is my first FAQ, I hope that what I've written here will be of some
use to the many players who play this game. Hopefully, this FAQ will be 
informative enough to merit me writting future FAQs, for who knows what.

   Before I get started, I'd like to thank a few people (or...maybe a lot of
people) who have helped the MMBN community along the way. Thanks go out to the
Original ONB (you guys know who you are), The UnderSquare, for being the
largest MMBN community and most complete database of MMBN information, and 
GameFAQs, for bringing everything together.

(Was that too cheesy? I can't help it... I just write like that.)


1. Introduction

1A. Introduction to Folders

   Well, here goes.

   The Folder, the main tool/asset availible in all MMBN games. You start every
Battle Network game with one, and its pretty hard to imagine how the game would
have turned out without it.

   The Folders of the MMBN series are essentially a tool that allows MegaMan
access to many special attacks that he could not otherwise perform on his own.
Its a kind of scary thought, if you had to play through every Battle Network
game using your MegaBuster alone.

   Folders allow a player not only to perform attacks more powerful than your
regular Buster, but they function as an outlet of strategy and creativity,
giving the MMBN series its own unique edge in gameplay.

   The purpose of this FAQ is to familiarize players with the Folder, to
provide tips and suggestions for building Folders in the game, and to give
players who already know some folder building techniques even more info.

   That said, let's begin!

2. General Guidelines

   When building a folder, its important to know of your limitations and the
full extent to which you can manipulate the folder to suit your play style. 
Every player is different, and there's no one set way of building folders, so
it is important to be flexible, to be open to new ideas, and most importantly
of all, to try out new things! There's always some new ideas springing out that
have the potential to become very powerful, so be creative!

2A. Folder Limitations

   For those of you who have played previous versions of MMBN, you'll notice
(or at least I think so) that folders have become more and more restrictive
since the first Battle Network game (BN 1, 10 of a kind of a chip in your
folder max? o_O).

   In each chip's data, there's a MB number, this determines how many copies
of a certain chip you can include in the folder, as well as Regular and Tag
systems, which I'll get into later.
   In this game, the Folder Limitations are the following:

     - 30 chips total in a Folder

     - For chips from 0-19 MB, 5 copies max of that chip can be placed
       in Folder, regardless of code.

          eg. I can have 2 Cannon A, 2 Cannon B, and 1 Cannon C
              or I can put in 5 Cannon A chips.

     - For chips from 20-29 MB, 4 copies max of that chip can be placed
       in Folder, regardless of code.

     - For chips from 30-39 MB, 3 copies max of that chip can be placed
       in Folder, regardless of code.

     - For chips from 40-49 MB, 2 copies max of that chip can be placed
       in Folder, regardless of code.

     - For chips from 50+ MB, 1 copy max of that chip can be placed
       in Folder, regardless of code.

     - * Default setting, you are allowed only 5 Mega-Class chips in your

     - * Default setting, you are allowed only 1 Giga-Class chip in your

   * These can be changed, by using Navi Customizer programs, you can 
     increase the number of Mega-Class and Giga-Class chips your folder
     can carry. Even so, you are still restricted to the number of copies
     as per the MB rules above.

2B. Regular and Tag Chip systems

   We've had the Regular Chip system since MMBN 2, but a new recent addition
to the series is the Tag Chip system. Before I explain that, I'll go over the 
Regular Chip system first.

   As stated above in the Folder Limitations section, each chip has a MB value
that goes with it. This not only determines the number of copies you can put
in of a chip, but also, whether or not you can set that chip in your Folder
as a Regular Chip or Tag Chip.

   Regular Memory, listed at the top of the Folder, next to the Folder's name
determines the amount of memory availible to set a chip as a Regular Chip.
When a chip is set up as a Regular Chip (while editing folder, press select,
a menu should pop up, prompting you to either Tag chips, or set a Regular
chip, select Regular option, and pick the chip you want as a Regular chip), 
that chip will always appear as the first chip in the Custom Window in every
battle. It will be boxed in red, signifying that it is a Regular Chip.

   When you start the game out, you'll have only 4 MB of Regular Memory. You 
can increase this value throughout the game by collecting Regular Memory UP
items (RegUp). By increasing your Regular Memory, you'll be able to set
larger and larger chips, up to 50 MB in size, as a Regular chip!

   The setting of a Regular chip is important, since it allows you to 
automatically "draw" the selected chip, instead of allowing the game's random
shuffling and waiting to churn out the chip you want. This is crucial for
some folders to begin their setup, or even allow more frequent and consistent
draws of combos.

   However, say you select Cannon * to be a Regular chip, and you have a
total of 12 MB in Regular memory. You will not be able to select a second
Cannon chip to Regular, even though you have used only half the availible
Regular Memory. This is because you are only allowed to set a single chip
at any one time per folder as a Regular Chip.

   Next up is the Tag system. The Tag system you receive as a key item in the
game. The Tag system allows you to select two chips to be tagged. To set up
Tag chips, much like Regular chips, press select while editing your folder
and select the Tag option to Tag chips.

   Tag chips are another great asset to all folders. Using the Tag system,
you can select two chips, same or different, doesn't matter, to be tagged.
Once the chips are set up as Tag chips, they will always appear next to each
other in the Custom Window in battle.

   For instance, I have Sword * and LongSword * set up as tag chips. For this
example, I'll have only one copy of each in my folder. So when Sword * 
appears in the Custom Window, the chip right next to it will always be
LongSword *. Even in cases where the Sword * is the last chip shown in the
Custom Window, the LongSword * will follow it once you use some other chips.

   Unlike Regular Memory, the Tag Memory cannot be increased. By default,
the maximum capacity of Tag'ed chips cannot exceed a total of 60 MB, so for
example, you could tag two FlashBomb1 chips together, but you couldn't tag
a FlashBomb1 and a FlashBomb2 chip together because they exceed 60 MB
together. As well, only two chips in each folder can be set as Tag chips,
and no more than that.

   Also important to note, a chip set as a Regular chip cannot also be a
Tag chip, and vice-versa.

NOW! FINALLY, ONTO ACTUAL FOLDER BUILDING. Now that the important facts have
been covered, we can proceed with real folder building.

2C. Beginner's Tips for Building Up a Good Folder

   You'll notice when you start the game out, your folder isn't exactly a
bundle of powerful, game-breaking, super-combo-able chips. Heck... aside from
mediocre chip frequency, its quite the pile. 

   So what should be done first? Well, there's a rule in MMBN about battles
and Folders. What's that you say? Well, you can either select all the same
kind of chip per Custom Window turn, 

     For example, I can select Cannon A, Cannon B, Cannon C, and Cannon * 
     all at the same time...

     select all the same code of chip, for example:

     I can select Cannon B, Vulcan1 B, StepSword B, Protoman B, and 
     Blastman B all at the same time...

   The two rules don't mix, unless you're picking 5 Cannon A's at the same
time. Otherwise, if you tried to do this:

     I select Cannon A, Cannon B, and then Vulcan... (WRONG!)

   The above is an example of what you can't do. Why is all of this important
to Folder Building? It teaches the two basics around which most, if not all,
Folders are built.

   What are they you ask?

   1. Folder Chip Codes
   2. Folder Chip Frequency

   For many people starting out new in the game, this can be... quite a
challenge. For starters, your starting folder, isn't the greatest example of
what a good folder should look like. That's your first problem. Second is
the lack of chip selection availible at the very start of the game.

   How to fix this issue so early in the game?

   Well, lets follow the two basic rules of Folder Building.

   As soon as you can get on the Net, battle around a bit in CentralArea 1,
deleting Mettaurs, and collecting either Reflect 1 A or C coded chips.
Being within the 0-19 MB range, make sure you get 5 of either A or C code.

   What's so great about this? Well, these Reflect chips will help UNIFY your
Folder! See those Recovery10 L chips? They sure stand out like a sore thumb.
Why not get rid of them for something that will lessen the number of different
Chip Codes your folder contains, allowing you to select more chips per Custom
Window. Why do you want to get the maximum 5 copies? So you can "draw" that
chip more often so your victories in battle become more of a sure thing, rather
that leave that up to fate, and programming code designed to randomly shuffle
your folder for each battle.

   For those who don't really believe me, its time for some math/statistics!
   (Cry all you want, but the truth is, you'll never escape it!)

   So, using stats from the start of the game, you draw a total of 5 different
chips at the start of a battle, only drawing new ones when a Custom Window
opens up after using some of the first ones from the first turn.

   Say we include only 1 Reflect 1 A chip to the folder.
   With a total of 30 chips in a folder, our Reflect 1 A chip is one of those
thirty chips, thus only a 1/30 chance of drawing it in the opening Custom

   What happens if we put 2 in instead of 1?
   Now, there's 2 of them in 30 chips, that's a 1/15 chance of drawing it in
the opening Custom Window. We just doubled our chances!

   So what does it look like with all 5 copies in?
   5 Chips out of 30, makes a 1/6th chance of drawing it in the opening hand!
This means you'll very frequently draw a Reflect 1 A chip to use in battle on
your opening hand! Of course, this is just an example and this holds true for
basically every chip. 

   Why is that good? Because you can now deal more damage per turn?
   Why is that good? Because you can now delete viruses faster! 
   Why is that good? Because when you delete faster, you get better rewards
in battle, that leads to better chips and powerups for MegaMan!
   Why is that good? ...If the above weren't good enough reasons... I don't
understand your logic. ^_^'

   Now that we've sorted out that whole Frequency issue, onto Code Unity.

   Since Program Advances are not the main subject of this FAQ, I'll assume
you know them.

   Example of Code Unity...gone awry:


   ...see that before? Has that thought ever crossed your mind? Has anyone
ever told you... you're probably gravely mistaken?

   They were probably right. So what is wrong with that scenario? Why is it
a bad thing to have all 3 GigaCannon PAs in a single folder? Program Advances
are supposed to be ultimate, all powerful attacks right?

   Yes... and yet... so very wrong.

   GigaCannon 1 is made up of Cannon A, Cannon B, and Cannon C (You can use
Cannon *, but that doesn't change my point).

   GigaCannon 2 is made up of HiCannon L, HiCannon M, and HiCannon N, or 
HiCannon *.

   GigaCannon 3 is made up of M-Cannon R, M-Cannon S, and M-Cannon T, or
M-Cannon *.

   What's wrong? That's a minimum of 6 different chip codes right there.
How is that bad? Remember that rule earlier, how you can select chips of
the same type or same code? That applies heavily here.

   To highlight this issue, I'll use an example.
   Say you have Cannon * set as a regular chip, and no tag chips set. Here's
a possible opening Custom window with the above PAs included in this "sample"
Folder. The other chips in the folder don't really matter here, because there
are so many codes already.

   Cannon * [Reg], HiCannon M, Cannon A, M-Cannon T, HiCannon *

   As you can see, none of any of the program advances are availible to you
on your opening turn. Infact, in order to be able to pull off one of the PAs,
you'll have to give up using another! That just hurt the core of your folder
pretty badly, not being able to use one of its most powerful attacks. 

   So, since we're going for a pretty bad case scenario here, lets say you
decided to sacrifice GigaCannon 1 in hopes of pulling off GigaCannon 2 and
GigaCannon 3. You select Cannon A and Cannon * to be used, and wait for the
next Custom Window, and it shows up like this:

   HiCannon M, M-Cannon T, HiCannon *, Cannon B, M-Cannon *

   What luck. Still no PAs, and it looks like in order to be able to pull it
off, we'll need to sacrifice some more chips. Now, the Cannon B is a good
choice, since we ditched Cannon * and Cannon A already. However...

   Back to the probability:
   We've used 2 of 30 chips on the first turn, now we want to assemble 2 of
the 3 PAs this Folder had intended. If we ditch Cannon B, there's a chance
that the next chip drawn will be an M-Cannon R or S, or a HiCannon L or N.
Hold it right there... we have one copy of each of those chips in the folder.
We've used two chips, and we have another 5 in our "hand". So that leaves 22
remaining chips in the folder. With those 4 chips there, our odds are 2/11
that we'll pull one of the necessary chips for a PA.

   ...those odds stink.

   If we select, say the HiCannons too, we can draw 3 new chips, hoping to
form GigaCannon 3! But, then, the odds are 2/22 remaining chips, or 1/11.
Even though we'll draw 3 new chips, who's to say that it'll be a M-Cannon?
Based on probability alone, this is a terrible strategy. Why? 

   Because Chip Codes determine the fluidity, or flow of a folder. Why not
the frequency of chips? Well, we can't have 30 M-Cannons in a folder, so that
cuts down our options. 

   Now, assuming, we had a Uni-Coded folder, that is, a folder that uses all
chips of a single code (when I say single code, I mean a single letter code,
like L, and * coded chips), and for our main attacks, we chose the PAs
DestroyPulse and LifeSword. In this case, the rest of the chips that make up
this folder are important, so they'll also be J or * coded.

   So for example, a opening hand like this:

   Sword *, LongSword *, ElecPulse 1 J, ElecPulse 3 J, ElecPulse 3 J

   Doesn't look all that great, does it? How is this better though? There are
two distinct ways this is better.

   1. Uni-Coded. For this case, I feel interesting in forming DestroyPulse,
so I'll select Sword *, LongSword *, and one of the ElecPulse 3 J chips to be
"fodder" while I load up new chips. The advantage here is that I can easily 
select more than just one or two chips to be foddered off for new chips!

   2. With PAs like this, it is possible to to include more than one copy of
that PA's forming chips! Unlike GigaCannon 1 for example, where in best case
scenario, I could have Cannon A, Cannon B, Cannon C, and 2x Cannon *, for 
LifeSword for example, I can have a maximum of 4 COPIES of the PA in there.
So getting rid of some parts of the PA while I have more copies of it further
in the Folder isn't going to hurt me at all!

   Of course, I don't discourage people from using GigaCannon 3 in their
folders. Though, a word of advice, if you do. Just make sure everything else
in that folder is either R, S, T, or * coded. 

   To sum it up... 

	Uni-Coded folders? Good.
	High Chip Frequency Folders? Good.
	Both? GREAT!

3. Advanced Folder Development

   So, now you've gotten through a good chunk of the game, or maybe even beaten
it. You want to S-rank those SP navis faster? Maybe even take on some friends
in NetBattles? Well, you're probably going to have to tune up that folder!

3A. Suggestions for Building Better Folders

   Unlike most of the regular random battles, or storyline battles. Most
folders, even Alphabet Soup ones (folders with more than 3 codes) will suffice.
However, if you're feeling the need to set a few SP Navi records, or even take
on the "terrifying" Bass BX, or the big beef themselves GregarSP or FalzarSP,
that Alphabet Soup just isn't quite as tasty as it once used to be. 

   What to do? First of all, simplify that folder down to the two basic rules
of folder building as discussed in section 2. 

   So you've done that... what now?

   Well... does your folder have a strategy? Does it have varied chips? Are
you making the most out of that folder? Are there Defensive Chips in there,
along with offensive chips? Etc... etc...

   There are lots of possible folders, and probably a whole lot more will be
created with each day. However, that concern I leave to the Renowned Folder
Team to work on. My job is to give some tips on how to make better folders!

   So... how do we make that "better folder"?

   Let's start with a strategy. Before you toss a stack of chips that are 
uni-coded with good frequency into a pile called a "Folder", determine if
there is any common theme between the chips. For example, combining something
like Fanfare * with Recovery 300 J is probably a good idea. This would develop
into a highly defensive/passive folder that takes enemy attacks, shurgs them
off, and the comes back with a finisher once they're exhausted out of chips.

   So what's not good? An example I guess would be using Wind and Fan chips
at the same time. Aside from wind element chips blow off Barriers and Auras,
this combo of chips wouldn't do anything else, and there are better chips for
such effects. 

   Thanks to elemental_guy2 on the GameFAQs forums, I now have a good example.
The use of a Guardian chip with lots of Entire Field Area hitting chips. 
Unless, of course, you enjoy smacking yourself with 200 breaking, super-
piercing damage a lot. Another example, contributed by Tibiaking, the use of
Mine and AreaSteal. Allowing you to step on the mine you just planted. Ouch.
Last but not least, from USSJ_Gotenks, Fan + AreaSteals. Wow...what a waste of

   So, now we've seen examples of redundant strategies. Those are probably tips
on what to avoid when folder building, or playing. 

   Once you've decided on a strategy, or a method for which your Folder
achieves victory. Then you need to pick out chips that will advance you towards
that goal. 

   Then, you want to get to the step of refining the folder. Ensuring the
folder covers a large enough spectrum not to have a single chip that can rip
it apart, but not so large that your folder becomes a Jack-of-all-Trades kind
of folder. 


   The "Over-Focused Folder":
   4x Sword *
   4x WideSword *
   4x LongSword *
   3x WideBlade B
   3x LongBlade B
   5x AreaSteal *
   3x Invis *
   3x WhiteCapsule *
   1x ProtoManSP B

   What's wrong with that folder? It has great chip frequency, and pulls off
LifeSword and DoubleHero PAs fairly well with the whole Sword/Protoman theme.
   ...that would be the problem. That's about all it does. Sure you can 
S-rank a whole bunch of Navis with it, but not terribly quickly or efficiently.

   The "Wide-Load" Folder:
   2x Sword *
   2x WideSword *
   2x LongSword *
   2x ElecPulse1 J
   2x ElecPulse2 J
   2x ElecPulse3 J
   3x WhiteCapsule *
   1x FastGauge *
   1x FullCustom *
   1x AntiDamage *
   1x AntiNavi *
   1x AntiSword *
   1x JusticeOne J
   2x ElementSword J
   2x IceSeed *
   2x AquaNeedle1 J
   1x Judgeman *
   1x JudgemanEX J
   1x JudgemanSP J

   Would you look at that. LifeSword, DestroyPulse, paralysis elements,
BodyGuard, Ice-Freezing elements. Its like the works. This folder must handle
ALL TYPES OF FOLDERS! Right!? ...Right?
   On paper... it does. In real combat, that's a whole other story. This folder
does indeed have the "potential" to deal with anything and everything.
The problem here is that it is trying to do exactly that. In a sense, too many
good strategies and concepts crammed into a folder do not make it "even more
powerful than anything else out there". This folder would suffer the weakness
of not coming across its components frequently enough to merit a great success.
When it does work, it works, but the probability of a perfect battle with it
is fairly low. 
   This folder is just spread out too thinly, and actually lacks defensive
elements to shield it from being disrupted. Any further thinly spread to 
accomodate for defense, and this folder would be completely one-of's.
   Which leads to the next point of Advanced Folder building. Compromise.
You can't do everything. When making folders, there needs to be a compromise
between defensive elements, offensive elements, and supportive elements.

   Finally, making the most out of the Regular and Tag systems. Generally, when
you set a Regular chip, you'll only need one of it. Most prefered for being
preset is FastGauge * or FullCustom *. Both chips help combo folders sift
through faster to find the key setup components of the folder to initiate their

   As for Tag'ed chips, the chips you tag can be one-of's too. Why? They
come together. Generally, the best two chips to tag together are ones that
form a PA. Examples would be tagging Sword and WideSword together. This way,
when you draw one of the swords, you'll also draw the other, and then the last
component can be Preset as a Regular chip, or high in frequency. This helps
make room for utility in folders, to make them a touch more diverse.

3B. NetBattling Folder Tips

   Hmmm, a section of Folder Building apart from the rest, specifically for
NatBattling? Are NetBattles really that different? The fact is, they are.
Your opponents are mono-strategied computers, but adaptive and quicker human
opponents. This is where you'll need to pull out ALL the stops.

   First, a quick defintion. The "Metagame". 

   The "Metagame" as I refer to it is the most common trend of folders around.
The Metagame of the MMBN series would lie in the Renowned Folder FAQ, where
the accumulation of all powerful folders is. These folders define the Metagame,
in essence, they dictate the power level and tech (resources) that are key to
consistent victories.

   By looking at the folder "Einherjar's Judgement" designed by H0tSh0tZ1627,
this folder literally defines the metagame, simply due to its raw power.

   3 ElecPulse1 J
   3 ElecPulse2 J
   2 ElecPulse3 J
   2 Sword *
   2 WideSword *
   2 LongSword *
   3 KillerSensor1 J
   1 JusticeOne J
   4 AreaGrab *
   1 Fastgauge * (Preset)
   2 Recover300 J
   1 Judgeman J
   1 JudgemanEX J
   1 JudgemanSP J
   1 Killerman *
   1 SaitoBatch J
   Crosses: Elec, Slash, (FullSync may be best)

   Notice, first, this folder doesn't use the ever traditional defense chip,
Invisible *. Why not? Consider a mirror match of the folders. ElecPulse chips
cut through Invis defenses, canceling them out and rendering them useless.
This, coupled with the Rush Navi Customizer Program, makes Invis hardly worth
anything. The folder quickly forces opponents into paralysis, and then 
bombards them with large amounts of damage and then re-paralyzing them to set
up for the next attack. A very fluid and oppressive folder.

   How does this folder define metagame? Its the strongest folder availble to
players. How has it changed the way we play MMBN? For starters, hardly anyone
uses Invis * defense chips anymore. This folder simply renders them useless.
As such, folder design has changed to meet that, and many folders don't carry
Invis * in maximum quanitites anymore.

   Looking to win some NetBattles with some friends? Be on the look out for
this folder. In a sense, this is the strongest folder designed as of yet.
However, if a folder could be designed to be even stronger than this, then
the metagame would change very quickly.

4. Frequently Asked Questions (FAQs)

Q: Rate my folder!

A: ...Eventually. I DO HAVE A LIFE Y'KNOW.


A: ...right... how are you enjoying your alphabet soup there?
   I say your folder isn't too good because there are too many codes, or
   the frequency of a main combo is too low to pull off successfully.
   You may have S-ranked BassBX and GospelSP for all I care, but in the end
   they're just predictable bits of programming code, programmed with simple
   strategies. If you can beat a human player with that same folder, while
   they use something like Einherjar's Judgement, then... I just don't really
   know what to say, unless, that other guy can't play MMBN games.

Q: You missed something/didn't cover something! Can you add it?

A: ...might have. If you're nice about it, e-mail me and I'll update the FAQ.

Q: Will you build me a good folder?

A: No. I leave this to your own creativity. I will however, rate your folder,
   and offer constructive criticism and support should you post it on the
   GameFAQs message boards.

Q: Can I e-mail you my folder for rating?

A: Heck no.

Q: My question isn't here! Can you add it?

A: Sure... but be polite about it. Oh... and RELEVANT TOO.

5. Legal Information

MegaMan Battle Network 6: Cybeast Gregar/Cybeast Falzar
(Rockman.EXE Dennoujou Greiga/Faltzer)
 - are copyright of Capcom.

This FAQ is Copyright 2006 TemjinZero (Aaron Loh, UltimaOmegaWeapon on GameFAQs
Forums). This FAQ may only be hosted on the follow locations:

   GameFAQs (


   The UnderSquare (

This FAQ may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

For those of you who didn't get that, it means you're breaking the law. 
If you want my advice on the matter, DON'T DO IT. You're only sticking your
own neck out into the fryer.

6. Credits

Woohoo, now the part where I thank everyone!

Special Thanks go out to:
 - Nuz, I used your Battle Chip FAQ's data to compile examples quickly, don't 
   know how I'd have done it without that info. Thanks for such a complete
 - My good friend, zidanet129, thanks for the Program Advance FAQ... that
   helped compile example folders!
 - Another good friend, Asakura Yoh, for EXE 6's RFF, and all the work he's
   put in!
 - H0tSh0tZ1627, for your folder, Einherjar's Judgement, and The UnderSquare,
   the game would not be the same without The UnderSquare.
 - elemental_guy2, Tibiaking, USSJ_Gotenks, for providing some great examples
   of combos gone wrong right when I needed them!
 - GameFAQs, for the uniting the entire community of fellow gamers under a
   common banner... sorta thing. :D
 - Capcom, Mr. Keiji Inafune, EXE Development Team for making a series of such
   awesome games!
 - The Original ONB (I mean everyone), my first MMBN home away from home. >:D
 - The Community! For driving me insane with Alphabet soup folders, leading
   to my eventual madness that led to this FAQ/Article.
 - Er... I suppose everyone else I may have missed.

                                 End of FAQ...