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Megaman Battle Network 3 White and Blue: NetBattle Strategy Guide
By: The Dark Unknown (TDU) and Mastermind Chaud (MMC)
Version: 1.6A
Any suggestions, changes, problems with this Guide can be posted at the
Megaman Battle Network 3 Blue Message Board at www.gamefaqs.com. If it's an
emergency, e-mail us at either callofkudzu@gmail.com (TDU) or
aile_strike@hotmail.com (MMC).
This document is (c) 2003-2006 The Dark Unknown and Mastermind Chaud. For usage
of this guide on any other places, web sites etc, please contact us via e-mail
or MSN or whatever. Check the Contact Us section.
- Wow, after 2 years of V1.5 I've actually done submitted a better version. :D
And the ASCII title is gone >.>.
-- Version History --
Version 1.6A: Several updates on Combos with regards to HolyPanels - Thanks goes
[08/06/07] to HaCMurder.
Version 1.6: I lied. Newer and better! (less ugly, at least). Fixed a bit here
[16/06/06] and there, changed some text. More revision to come when I have
the time. In the meantime, feel free to point out areas that need
fixing.
Version 1.5: Mostly reformatted the dividers and such. Patches here and there.
This may yet be the Final Version of this NBG.
Version 1.4: Redid the Chip Combos. Now they look spiffy! Added a few more
Folders: Lurker, BubbleBeam: Chaos and Wahoo Versions.
Version 1.3A: Not too much this time: Minor mistakes in the Folders, added
a list for Searching Program Advances.
Version 1.3: After a heap of mistakes found, a lot of them have been corrected.
Well, what do you expect? V1.2 was massively updated! Corrected all of the
mistakes pointed out by people on the GameFAQs Message Board users. Added
the Heavy Weight Layouts (Thanks to Shinryu ^_^). Also, we added a How to
break Sensors Section, since TDU noticed MMC didn't know when to break them
and when not (I suppose same goes for some other Netbattlers).
Version 1.2: It's been a while since we added anything. Again, lots more new
content, the biggest update by far (not including the first version), so much
that it needs point form O_O
~Changed ASCII Title
~Added Bad PAs Section (Zetas/3 code)
~Completely redone Folders Section, adding lots more info on the Folders,
unlike the crappy stuff we had before ^_^.
~Added 9 new Folders
~Added more NC Set-ups and descriptions
~Redone NetBattle Types, with Layouts and a revised description
~Added 6 Sections to Chip List (Fire, Aqua, Elec, Wood, Recovery,
Multi-Hitters)
~Redid Button Commands Section, with Descriptions and diagrams of each button
combo.
~Added the References section, for referring to other Guides.
~Added minor bits to the overall presentation: Complete Spell Check,
correction of grammatical problems, and all the technical stuff.
This Guide looks as if it's been transformed (for the better)! ^_^ Cheers!
Version 1.0: Major update! We sorted the GigaChips, as well as added
descriptions for each exclusive GigaChip in the game. Also added were Xel23's
Folders (2), from the RFF itself!
Version 0.9: Again, more updates. Added 2 Folders, a few NB Tips, 2 new
Sections in the Chip List, and added some Questions into the FAQ! Some hard
work these few days. Seems updates are never going to end as long as new ideas
come, people play MMBN3, and most importantly, MMBN3 will remain the best
of the MMBN series!!
Version 0.8: Lots of new Folders ^__^
Version 0.7A: Minor Mistake in GigaChips Section.
Version 0.7: Added all the rest of the Obstacles, added Sections: "What makes
a good Folder" and "Recommended Preset Chips"
Version 0.6A: Fixed small mistake in Combo Section.
Version 0.6: Yet another Folder, 1 more Combo too.
Version 0.5A: Added folder + NC Set-ups from the OFRT-V3 from the MMBN3W board,
corrected various Minor mistakes.
Version 0.5: Added 2 new Folders, and that sort of thing.
Version 0.4: Added yet MORE stuff (Look how big our FAQ is!)
Version 0.3: Fixed that Title (It got wonky). Added extra Material to NC
Section, Tips, Folders, Combos, corrected minor mistakes.
Version 0.2: Added ASCII Title (Thanks to Ratix0's help) corrected various
mistakes pointed out by people. Fixed the messed up NC ASCII art.
Version 0.1: ~The first final copy~
We, The Dark Unknown and Mastermind Chaud teamed up, did all of the sections.
|/|-----------------|\|
| Table of Contents |
\\|-----------------|/|
1) Introduction
2) NetBattle Types
2A) LightWeight
2B) MidWeight
2C) HeavyWeight
2D) Tri-Battle
3) Chip Combos (NOT PAs)
3Aa) Offensive 2 Chip Combos - General
3Ab) Offensive 2 Chip Combos - Obstacles
3Ac) Offensive 2 Chip Combos - Geddon
3Ad) Offensive 2 Chip Combos - Navis
3Ba) Offensive 3 Chip Combos - General
3Bb) Offensive 3 Chip Combos - Navis
3C) Offensive 4+ Chip Combos
3D) Defensive 2 Chip Combos
3E) Special Defensive Chip Combos
3F) AreaGrab/PanelGrab Combos
3G) Prism Combos
4) GigaChip Descriptions
4A) Version Exclusive Gigachips
4B) NetBattle Exclusive Gigachips
5) Program Advances
5A) Program Advances - Full List
5B) Unicode PAs
5Ba) Unicode 3 Chip PAs
5Bb) Unicode 4 Chip PAs
5C) Multi-code PAs
5Ca) Zeta PAs
5Cb) Other Multi-code PAs
6) Netbattling Folders
6*) What makes a good Folder?
6**) Complete Folder List
|
6A) Beginner Folders
6A1) Hero Gathering
6A2) Pikachu/ZapRats
6A3) Banzai!!
6A4) Volcanic Equilibrium
6A5) Pack Leader
6A6) Multi-Hit Madness!
6A7) Hero Guard
|
6B) Intermediate Folders
6B1) A-Hole
6B2) Master of the Elements
6B3) Serenade Prototype
6B4) Electric Spike
6B5) BBQ
6B6) Vector Cannon
6B7) FlashBack
6B8) Electric Guts
6B9) Death Wish
|
6C) Advanced Folders
6C1) Paralysis Power
6C2) E-Defender
6C3) Solid Thunder/Hymn of the Grave
6C4) Spicey
6C5) NO Escape
6C6) LifeLance
6C7) Song of the Sentinels
6C8) Typhoon
6C9) Netbattler Q
6C10) Serpent Meteors
6C11) BubbleBeam
|
6D) Deadly Folders
6D1) Call of Kudzu
6D2) Call of Kudzu: Sense Version
6D3) It tingles! It tingles!
6D4) Sensorship
6D5) Electric King
|
6E) Fun Folders
6E1) Air Raid
6E2) Fiery Death
6E3) Mowing the Lawn
6E4) The Gruesome Death of Poison
6E5) Lurker
7) Styles & Elements
7A) Styles
7B) Elements
8) Navi Customizer
8A) Navi Customizer Programs
8B) EX Codes
8C) Navi Customizer Setups
9) Button Commands
9A) VarSword Button Commands
9B) GutsPunch Series Button Commands
9C) Navi Button Commands
10) General NetBattle Tips
10A) Netbattle Tips: Offensive
10B) Netbattle Tips: Defensive
10C) What to do when...
10D) What NOT to do
11) Chip List: By ability
11A) Piercing/Obstacle Removers
11B) Go-through
11C) Invis Removers
11D) Mole Damagers
11E) Sword Type/ Shadow Breakers
11F) Element Specific
11G) Recovery
11H) Stage Changers
11I) Fire Element
11J) Aqua Element
11K) Elec Element
11L) Wood Element
11M) Multi-Hitters
12) Others
12A) Busting Level Calculation
12B) Estimating Opponent using Number of Stars
12C) Obstacle HP
12D) Panel Effects
12E) Recommended Preset Chips
12F) How to break a Sensor
13) Frequently Asked Questions (FAQ)
14) Important Stuff
14A) Acknowledgement/Special Thanks
14B) References
14C) Copyright Information
14D) Contact Us
==============================================================================
End of Table of Contents
==============================================================================
|/|---------------|\|
| 1) Introduction |
|\|---------------|/|
As you may already know (if you have played Megaman Battle Network 3), that
besides from following the storyline, and stopping Dr. Wily's various "evil"
plans, you can also battle with friends, known as NetBattle.
For Netbattling, you need Folders, the Navi Customizer, and various smaller
aspects of the game in order to be good at NetBattle or even NetBattle at
all.
This Guide covers all the aspects of NetBattle, including the Chips, Program
Advances, Styles and Folders, making it very handy for NetBattle, whether
you are a complete beginner to it, or an expert from the older Megaman Battle
Network games.
Accessories needed for NetBattle:
Two people (No, you and yourself doesn't work)
Game Boy Advance/GBA/Game Boy Advance SP: x2
Megaman Battle Network 3 White/Blue: x2
GBA-GBA Link Cable: x2
How to connect and NetBattle is explained in the next section, NetBattle
Types.
==============================================================================
End of Section 1: Introduction
==============================================================================
|/|------------------|\|
| 2) NetBattle Types |
|\|------------------|/|
This section is dedicated to telling you about the different possible Stage
Layouts, and other information about the type of thing you'll be doing in
Netbattling.
First: The Connect/NetBattle Icon.
While in the game, Press Start and the Menu should come up. Now scroll down
(or up) to the 2nd-last icon (above Save), and press A.
It will now ask you if you want to save. Confirm it, then after it saves,
there'll be 4 Choices.
NetBattle
Library Compare (See Library)
Trade Battle Chips
Trade Navi Customizer Blocks
We'll talk about NetBattle later.
~~Library Compare~~
Library Compare is to compare the Library of your cartridge to your
opponent/friend's Library. Any chips that you don't have, but the other
person has will be recorded in your Library (but only as the name, so you
still haven't got the chip) and vice versa. Now you can go to Higsby's Chip
Order Option in his Shop to buy that chip. See "The Dark Unknown's MMBN3 Shop
List" on GameFAQs for details.
~~Trading Battle Chips~~
When you select this, it brings you to a screen where you can scroll down
through all of the chips in your Sack. You can't trade chips in your Folder
until you take them out. Now, select a chip to trade, or select "None" at
the top. You can't both choose "None". When both of you have selected a chip,
then it'll ask you: OK? Answer yes to successfully trade, and No if the other
guy tried to cheat you. This function is necessary for obtaining the 5th Star
(See 7 Stars FAQ for MMBN3 Blue on GameFAQs)
GIGACHIPS CANNOT BE TRADED.
~~Navi Customizer Blocks~~
Selecting this will bring you to a screen similar to the one for Trading Chips.
Select a Navi Customizer Block to trade, or "None". You can't both choose
"None". Now both your selections will show up. It will ask: OK? Answer Yes
to proceed with the Trade, and No for not to.
Navi Customizer Blocks are gotten from Styles Level Ups, Merchants and some
as Blue/Purple Mystery Data. The first time you get the Navi Customizer is
Beastman's Scenario.
Back to NetBattle!
~~NetBattle~~
Selecting this will bring you to a different set of 4 choices
Lightweight
Medium Weight
Heavyweight
Tri-Battle (Thanks to zidanet129 for this info)
If you select either: Lightweight, MidWeight, Heavyweight, there will be 3
choices.
Practice
Real
Tournament (Thanks to DarkEagle6 for this info)
~Practice~ is just like the name says: Practice. This is just for you to fool
around, and Friendly Matches.
~Real~ is just like Practice, only a record is kept, showing your Wins and
Total NetBattle Matches. This can be seen when you select the "Connect" Icon
from the Main Menu. It's under the place where the total number of your chips
is displayed (??? Matches, ??? Wins) At the End of a battle, the winner will
take a random chip from the opponent. How good the chips are depends on the
Deleting Rank you got, which is also shown at the end of a Match. This is
the only way to get the 2 NetBattle exclusive GigaChips (Balance and Delta
Ray Edge)
~Tournament~ is where you have to do 69 Battles in a row non-stop against
other players, sort of like a Survival Mode. No one has ever won it yet, so
we are still waiting for a person to tell us if anything special happens after
finishing. The panels, etc depends on the Mode you choose. If you lose a battle,
the player that won you will have to try and win 68 more battles to complete
it.
------------------------------------------------------------------------------
|-------------------|
| 2A) LightWeight |
|-------------------|
This mode has mostly Normal Panels, with an occasional Rockcube or
Permanently Broken Panel (PBP). Permanently Broken Panels are panels that
are broken at the beginning of the NetBattle, and do not come back even with
Stage chips, Repair and other chips. If you look closely at the panel you'll
se that there isn't a jagged edge around the border of the panel, like normal
broken panels. Since you can't Areagrab these panels, it quickly becomes a
pain in the butt. PanelGrabs are excellent for this kind of terrain, since
you can steal the whole row past the PBPs. This is the simplest and most basic
version of NetBattle, and is good for beginners at either MMBN3 or just
Netbattling. It's good for testing Folders and that kind of stuff too, because
there are no Viruses to hit you, and no Stage hazards to harm you either.
~~~Layouts~~~
These are all the possible layouts of LightWeight. When you play in
LightWeight, one of the layouts will be chosen at random.
In all of the LightWeight layouts:
**Megaman**
[M] = Your Megaman
**Panels Types**
[_] = Empty Panel
[B] = Broken Panel (Permanently gone, and can't be repaired or AreaGrabbed)
**Obstacles**
[R] = Rockcube
Template:
~?~ (Layout Number)
[A][A][A][B][B][B]
[A][A][A][B][B][B]
[A][A][A][B][B][B]
Here is a general picture of the Stage, with the A Panels being yours, and
the B Panels being the opponents'. The basic look of one of the layouts is:
[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
Here we go!
~1~
[_][_][_][_][_][_]
[_][M][_][_][M][_]
[_][_][_][_][_][_]
~2~
[_][_][_][_][_][_]
[M][R][_][_][R][M]
[_][_][_][_][_][_]
~3~
[_][_][R][_][_][_]
[_][M][_][_][M][_]
[_][_][_][R][_][_]
------------------------------------------------------------------------------
|-----------------|
| 2B) MidWeight |
|-----------------|
An enhanced version of LightWeight, MidWeight includes Stage Changes
(Cracked, Lava, Grass, Ice, Sand, Poison etc), as well as some new obstacles
like IceCube and Stone. Beware of weakness and double damage from the
different stages, and try to use your own Stage changing Chips to help turn
the tide of the battle. BreakCharge and BreakBuster (Both in HubBatch) are
recommended for the high HP obstacles. Also, the Permanently Broken Panels
from LightWeight are back, but this time, they get more annoying due to the
various other layout changes.
This is recommended for Players with Experience in MMBN3 Netbattling, and
is also comfortable in Netbattling in LightWeight, as well as able to cope
with different Problems from Stage or Obstacles.
~~~Layouts~~~
These are all the possible layouts of MidWeight. When you play in MidWeight,
one of the layouts will be chosen at random.
In all of the LightWeight layouts:
**Megaman**
[M] = Your Megaman
**Panel Types**
[_] = Empty Panel
[B] = Broken Panel (PBP: Refer to Permanently Broken Panel, start of
LightWeight)
[C] = Cracked Panel
[G] = Grass Panel
[I] = Ice Panel
[S] = Sand Panel
[P] = Poison Panel
[L] = Lava Panel
**Obstacles**
[R] = Rockcube
[Q] = IceCube
[T] = Boulder
**Special**
[1] = Megaman on Cracked Panel (M + C)
[2] = Megaman on Grass Panel (M + G)
[3] = Megaman on Sand Panel (M + S)
[4] = Megaman on Ice Panel (M + I)
[5] = Sand Panel + Boulder (S + T)
[6] = IceCube on Ice Panel (Q + I)
Template:
~?~ (Layout Number)
[A][A][A][B][B][B]
[A][A][A][B][B][B]
[A][A][A][B][B][B]
Here is a general picture of the Stage, with the A Panels being yours, and
the B Panels being the opponents'. The basic look of one of the layouts is:
[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
This time, there are a lot more Layouts. If any of them have been missed,
please notify us (see Contact Us). We will add them in ASAP.
+----------------+
| Cracked Panels |
+----------------+
~1~
[_][_][_][M][_][_]
[C][R][C][C][R][C]
[_][_][M][_][_][_]
~2~
[C][C][C][C][C][C]
[_][M][_][_][M][_]
[C][C][C][C][C][C]
~3~
[_][_][M][_][_][_]
[C][C][C][C][C][C]
[_][_][_][M][_][_]
~4~
[C][C][C][C][C][C]
[C][1][C][C][1][C]
[C][C][C][C][C][C]
+---------------+
| Broken Panels |
+---------------+
~5~
[_][_][B][B][_][_]
[_][M][_][_][M][_]
[_][_][B][B][_][_]
~6~
[_][_][B][B][_][_]
[_][M][_][_][M][_]
[B][_][_][_][_][B]
~7~
[_][_][_][_][_][_]
[M][B][_][_][B][M]
[_][_][_][_][_][_]
~8~
[_][_][B][B][_][_]
[_][M][B][B][M][_]
[_][_][_][_][_][_]
~9~
[_][B][B][B][B][_]
[_][M][_][_][M][_]
[_][B][_][_][B][_]
+--------------+
| Sand Layouts |
+--------------+
~10~
[S][_][_][_][_][S]
[M][5][_][_][5][M]
[_][S][S][S][S][_]
~11~
[S][S][S][S][S][S]
[3][5][S][S][5][3]
[S][S][S][S][S][S]
+-------------+
| Ice Layouts |
+-------------+
~12~
[6][I][I][I][I][6]
[I][4][I][I][4][I]
[I][I][I][I][I][I]
~13~
[_][I][I][I][I][_]
[_][4][I][I][4][_]
[_][I][I][I][I][_]
~14~
[I][I][I][I][I][I]
[4][B][I][I][B][4]
[I][I][I][I][I][I]
~15~
[B][I][I][I][I][I]
[I][4][I][I][4][I]
[I][I][I][I][I][B]
+----------------+
| Grass + Poison |
+----------------+
~16~
[G][G][P][P][G][G]
[2][P][P][P][P][2]
[G][G][P][P][G][G]
~17~
[P][P][2][2][P][P]
[P][P][G][G][P][P]
[P][P][G][G][P][P]
------------------------------------------------------------------------------
|-------------------|
| 2C) HeavyWeight |
|-------------------|
This mode is the hardest of them all! All of the existent types of panels
appear in HeavyWeight. Also, another annoying obstacle: the Guardian (Those
White Statues) appears in 1/4 of the NetBattles in HeavyWeight. These statues
do 200 damage to the player that hits it with even a buster shot, and they
will appear on the Stage every time you go to the Custom Menu, until 4 of
them appear in the Stage, unless other obstacles are present. Most likely,
there will be 2 on each person's panels. However, they provide good defence
for those at low HP, as well as protect your obstacles like Fanfare and
PoisonPharaoh/Anubis. It goes through all types of defence, and does double
damage on Ice. Perhaps taking this into consideration, and adding an IceStg
(remember not to hit them now!) and seriously injures your opponent through
their mistakes. It also makes using whole area chips like Spice, Volcano,
Plasma and whole area PAs like Heat/BubbleSpread, 2X Hero, MasterStyle and
TimeBomb + turn suicidal and hit you back.
There's another addition to the list of obstacles in Heavyweight, and that's
the Flags! Each player gets a Flag on his or her side of the Stage in certain
layouts. The Flag starts with 1000HP. If your flag is destroyed (if it loses
all 1000HP), you lose instantly. Best thing here is to hit the opponent's
flag, unless your opponent is weak to your chips, since the flag doesn't move,
nor does it flash, meaning you can attack continuously until it is deleted.
Chips like multiple Sensors on Ice, EvilCut or ElementalSword and GutsStyle's
Guts-Machine-Gun are very effective in destroying the flag. Also, add a Rook
to protect your flag.
BlkBomb also appear in HeavyWeight, along with GrassStg sometimes, making
it do heavy damage if you use fire chips. Another obstacles, the Gear (similar
to Metalman's Gears) appears in a few layouts of this mode too. They can help
destroy your or your opponent's obstacles (in the middle row), or restrict
opponent movement (very useful for chips like Bolt and Lightning, since the
Gear can't disappear.
Something very irregular happens only in HeavyWeight: in some layouts, there
is a permanent Fan effect (looks sort of like NorthWind, but blows you forward
only). This soon becomes annoying. The effect can be blocked with defensive
chips like Auras and Mole. Again, this could help in positioning opponents
for attacks like LifeSword, Elemental Sword or other PAs/chips that need some
sort of locking.
~~~Layouts~~~
These are all the possible layouts of MidWeight. When you play in MidWeight,
one of the layouts will be chosen at random.
In all of the HeavyWeight layouts:
**Megaman**
[M] = Your Megaman
**Panel Types**
[_] = Empty Panel
[B] = Broken Panel (PBP: Refer to Permanently Broken Panel, start of
LightWeight)
[C] = Cracked Panel
[G] = Grass Panel
[I] = Ice Panel
[S] = Sand Panel
[P] = Poison Panel
[L] = Lava Panel
[A] = Metal Panel
**Obstacles**
[R] = Rockcube
[Q] = IceCube
[T] = Boulder
[F] = Flag
[L] = BlkBomb
[K] = Guardian
[D] = Gear
[W] = MetalCube
[H] = BlkBomb
**Special**
[1] = Megaman on Cracked Panel (M + C)
[2] = Megaman on Grass Panel (M + G)
[3] = Megaman on Sand Panel (M + S)
[4] = Megaman on Ice Panel (M + I)
[5] = Sand Panel + Boulder (S + T)
[6] = IceCube on Ice Panel (Q + I)
[7] = Flag on Sand Panel (F + S)
[8] = Flag on Grass Panel (F + G)
[9] = MetalCube on Metal Panel (A + W)
[@] = Guardian on Ice Panel (K + I)
Template:
~?~ (Layout Number)
[A][A][A][B][B][B]
[A][A][A][B][B][B]
[A][A][A][B][B][B]
(+ Fan effect: if any)
Here is a general picture of the Stage, with the A Panels being yours, and
the B Panels being the opponents'. The basic look of one of the layouts is:
[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
This time, there are a lot more Layouts than in MidWeight and LightWeight.
If any of them have been missed, please notify us (see Contact Us). We will
add them in ASAP.
[THANK YOU TO SHINRYU74 FOR CONTRIBUTING ALL OF THE HEAVYWEIGHT LAYOUTS!]
+----------------+
| Normal Layouts |
+----------------+
~1~
[_][_][B][B][_][_]
[_][M][B][B][M][_]
[_][_][_][_][_][_]
~2~
[I][I][B][B][I][I]
[I][4][I][I][4][I]
[L][I][I][I][I][L]
~3~
[_][_][_][_][_][_]
[M][_][D][D][_][M]
[L][L][L][L][L][L]
~4~
[_][_][B][B][_][_]
[M][_][D][D][_][M]
[B][_][_][_][_][B]
~5~
[_][A][A][A][A][_]
[M][9][A][A][9][M]
[_][A][A][A][A][_]
+--------------+
| Flag Layouts |
+--------------+
~6~
[F][_][B][B][_][F]
[_][M][_][_][M][_]
[B][_][_][_][_][B]
~7~
[_][_][_][_][_][_]
[_][M][L][L][M][_]
[F][L][L][L][L][F]
~8~
[_][I][I][I][I][_]
[F][4][I][I][4][F]
[_][I][I][I][I][_]
~9~
[7][S][S][S][S][S]
[M][5][S][S][5][M]
[S][S][S][S][S][7]
~10~
[S][S][S][S][S][7]
[M][5][S][S][5][M]
[7][S][S][S][S][S]
~11~
[G][G][G][G][X][8]
[P][P][P][P][P][P]
[8][X][G][G][G][G]
~12~
[8][X][G][G][G][G]
[P][P][P][P][P][P]
[G][G][G][G][X][8]
+-----------------+
| BlkBomb Layouts |
+-----------------+
~13~
[G][G][G][G][G][G]
[H][2][G][G][2][H]
[G][G][G][G][G][G]
+------------------+
| Guardian Layouts |
+------------------+
Note: Guardians appear randomly every time the Custom Menu is exited; so 2
more Guardians will appear randomly once both players have chosen their chips
for the first turn.
~14~
[@][I][I][I][I][@]
[I][X][I][I][X][I]
[I][I][I][I][I][I]
~15~
[_][_][B][B][_][_]
[K][M][_][_][M][K]
[_][_][B][B][_][_]
+---------------+
| Windy Layouts |
+---------------+
Note: These Layouts have an automatic wind that sucks you and your opponent
to the middle, similar to Fan. Unfortunately, there is no way to stop the
wind unless you use Defensive Chips, like Auras, Moles or Barriers. You will
NOT be blown onto PBPs (Permanently Broken Panels), so keep that in mind.
~16~
[_][_][_][_][_][_]
[_][M][_][_][M][_]
[L][L][L][L][L][L]
~17~
[G][G][P][P][G][G]
[G][2][P][P][2][G]
[G][G][P][P][G][G]
~18~
[_][_][G][G][_][_]
[_][M][G][G][M][_]
[_][_][_][_][_][_]
------------------------------------------------------------------------------
|------------------|
| 2D) Tri-Battle |
|------------------|
This mode is to win two out of three Matches/Battles, like a mini-tournament.
The Stage Layouts are similar to MidWeight (Refer to the MidWeight Layouts).
To get a chip from your opponent in Real, you must win 2 matches first. This
mode doesn't have 69 Battles, for obvious reasons.
If you select Tribattle, then 2 choices will appear.
Practice
Real
~Practice~ is just like the name says: Practice. This is just for you to fool
around, and Friendly Matches.
~Real~ is just like Practice, only a record is kept, showing your Wins and
Total NetBattle Matches. This can be seen when you select the "Connect" Icon
from the Main Menu. At the end of both battles (when someone wins 2/3 battles),
the winner will take a random chip from the opponent. How good the chips are
depends on the Deleting Rank you got, which is also shown at the end of a
Match.
==============================================================================
End of Section 2: Netbattle Types
==============================================================================
|/|--------------|\|
| 3) Chip Combos |
|\|--------------|/|
These chip combinations, or Chip Combos, as we like to call it, are NOT Program
Advances, but may include them. Basically, Combos are 2 to 5 (The maximum)
used in the same turn, which work well together, better than each chip
separately.
Let's take the classical example of Rockcube + AirShot. Rockcube, when
normally used, just deploys a Rockcube in front of you. Not much use,
definitely doesn't hit anything. AirShot: 20-40 damage, and a knock-back
effect. Better than Cannons and ShotGuns, but what ISN'T?
2 Mediocre chip put together could only get worse, right? ~WRONG~. This is
where the "Combo" comes in.
Lay down the Rockcube, and fire the AirShot at it. Rockcube has a base HP
of 200, and AirShot has the knock-back effect. Result? A Rockcube ricocheting
forwards, doing 200 damage. Not bad for 2 normally useless chips, right?
That's what the whole Section (3) is dedicated to: The use of multiple chips
to form a strategy, or Combo, which makes the best use of each chip.
There are currently 7 Headings under this Combos Section:
3A) Offensive 2 Chip Combos
(with subsections a,b,c,d - General, Obstacles, Geddon and Navis)
3B) Offensive 3 Chip Combos
3C) Offensive 4+ Chip Combos
3D) Defensive 2 Chip Combos
3E) Defensive 3 Chip Combos
3F) AreaGrab/PanelGrab Combos
3G) Prism Combos
You can search the Heading of each part using CTRL + F (Search).
Each Combo is shown like so:
Example
AirSword + Lance ~Chips required for the combo~
Total Damage: 220 (350 if opponent is ElecStyle) ~Total Damage done if all
parts hit~
>AirSword: 100 ~Damage of each chip~
>Lance: 130 (260 if opponent is ElecStyle) ~Damage of each chip~
Code:
>AirSword: E,H,R,* ~Possible Code for each chip. Codes of both chips...
>Lance: E,H,R ...should match unless * is used~
How it works: It works best if the opponent is in the front row. Use AirSword
(anywhere, but hitting is best). The opponent will be blown back to the back
of their Panels. Now, use Lance. ~How to use the Combo~
Pros: Very accurate, since Lance can't miss when AirSword blows the opponent
back. ~Pros of Combo~
Cons: Can be countered by Obstacles. ~Cons of this Combo~
Extensions: AreaGrab or MetaGel x1-2, IceStg (It slides them all the way
forward again when Lance is used if they don't use FloatShoes) ~Extra Chips
you can add onto the combo~
------------------------------------------------------------------------------
|------------------------------------------|
| 3Aa) Offensive 2 Chip Combos - General |
|------------------------------------------|
These combos are what the heading says: 2-Chip Combos. These don't require any
obstacles, or much set-up. Extra Chips aren't necessary, although they may
help.
AirSword + Lance
Total Damage: 220 (350 if opponent is ElecStyle)
>AirSword: 100
>Lance: 130 (260 if opponent is ElecStyle)
Code:
>AirSword: E,H,R,*
>Lance: E,H,R
How it works: It works best if the opponent is in the front row. Use AirSword
(anywhere, but hitting is best). The opponent will be blown back to the back
of their Panels. Now, use Lance.
Pros: Very accurate, since Lance can't miss when AirSword blows the opponent
back.
Cons: Can be countered by Obstacles.
Extensions: AreaGrab or MetaGel x1-2, IceStg (It slides them all the way
forward again when Lance is used if they don't use FloatShoes).
______________________________________________________________________________
Invis/Shadow/Barrier + ZeusHammer
Total Damage: 250
>Invis/Shadow/Barrier: N/A
>ZeusHammer: 250
Code:
>Invis/Shadow/Barrier: *
ZeusHammer: Z
How it works: Use Invis/Shadow/Barrier first, (best if used right before the
ZeusHammer), then hit anywhere on the Stage with ZeusHammer. Remember not
to hit onto a Broken Panel.
Pros: Hits the whole stage but you, breaks all obstacles and does damage from
anywhere.
Cons: ZeusHammer doesn't work on Broken Panels.
Extensions: Repair or _____Stage, to repair Broken Panels. Invis/Barrier can
also be preset.
______________________________________________________________________________
LavaStage + Volcano
Total Damage: 150+ to 330
>Volcano: 150
>LavaStg: +10 for each Lava Panel on your side.
Code:
>LavaStg: A, J, Y or *
>Volcano: A, J, Y or the other codes with * LavaStg.
How it works: Use LavaStg, then try to get as many LavaPanels onto your side.
Use Areagrabs and such to steal as many Lava Panels. Now fire the Volcano,
which is a "Wide Cannon".
[_][_][>][>][>][>]
[_][M][>][>][>][>]
[_][_][>][>][>][>]
M = Megaman
> = Range of Volcano
How it works: The Volcano will clear away all the LavaPanels on your stage,
so you will need another LavaStg to use another Volcano with high damage.
Pros: High Damage, clears LavaPanels away from your own area. It's more
accurate than normal cannons, since it's a "Wide-Cannon".
Cons: Can miss if you don't know the range. Takes forever to charge, meaning
you might be hit before you finish firing the Volcano. Also needs another
LavaStg to pull off again, as well as lots of Areagrabs to grab all the panels.
Extensions: Lots of Areagrabs, Obstacle removers (Poltergeist,
Drillman/Plantman etc.)
______________________________________________________________________________
FireRatton + Burner/BodyBurn
Total Damage: 220
FireRatton: 220 when burnt
Burner/Burning: N/A (Should not hit. If it does, it's 130/150 damage)
Code:
FireRatton: B,F
BodyBurn/Burner: B,F
How it works: Put down the FireRatton, preferable out of the way of obstacles,
as well as Broken Panels and such. Burn the FireRatton with Burner/BodyBurn
to set it off.
Pros: FireRatton goes REALLY fast (I mean faster than the HyperRatton PA),
and Burner gets in the way of your opponent's vision, meaning he can't see
it until it's too late.
Cons: It won't work if there are holes or obstacles in the way of the
FireRatton in the Stage. If Burner/BodyBurn hits your opponent, the Ratton
won't hit.
Extensions: Put GrassStg first, to fix panels and double damage.
______________________________________________________________________________
Invis + VarSword (Tri-Slash-Wave [TSW] or Elemental Sonic [ESW])
Total Damage: 160/640 (+160 for weakness) [TSW/ESW]
Invis: N/A
VarSword: 160~ to 640~
Code:
Invis: *
VarSword: Anything
How it works: Basically, Invis provides you with *nearly* unbreakable defence,
which you then use to pull off VarSword's Combos without fault.
Pros: You can't be hit with most attacks, plus you do a high amount of damage
back. Works perfectly for counter the Shadow + AntiSword Combo (See
Defensive).
Cons: If the opponent has an obstacle (especially Rook or Guardian), this
will not work at all.
Extensions: Sensors, or other obstacle removers, GrassStg or IceStg to power
up 1 wave, adding 160 more damage.
______________________________________________________________________________
SandStage + Twister
Total Damage: 320 (40 x 8)
SandStage: N/A
Twister: 40 x 8
Code:
SandStage: C, U
Twister: C, U
How it works: Since SandStage double the damage of Twisters and such attacks,
Twister will do 40 damage (x8) instead of it's normal 20. This can be very
damaging with the correct setup.
Pros: Good damage, can be used repeatedly
Cons: Very bad range, so it can miss easily.
Extensions: Atk+ 10/30 to power it up, and Sensors or other paralysing attacks
to combo it with.
______________________________________________________________________________
SlowGauge + CustomSword
Total Damage: 256 (At most, ranges from 0 to 256)
Code:
SlowGauge: *
CustomSword: Anything
How it works: CustomSword relies on how full the Custom Gauge is, and the
higher it goes, the more damage, until it becomes full, when it reverts back
to 0. SlowGauge slows down the Custom Gauge, making it easier to get as much
damage as possible with CustomSword.
Pros: LifeSword Range, so quite accurate. Quite good damage, better than most
swords.
Cons: Must be used just before the CustomGauge is full: Too early it doesn't
do full damage, too late, it does 0 damage. Also, SlowGauge screws up other
strategies that require lots of chips. This strategy is NOT reliable: Do not
base a Folder on it.
Extensions: Areagrab or PanelGrab once. Prism works nicely too (256 x 2).
______________________________________________________________________________
Cannonball + Geyser
Total Damage: 200
CannonBall: 0
Geyser: 200
Code:
Cannonball: L, *
Geyser: L, or Anything
How it works: Geyser requires a broken panel, correct? Cannonball breaks the
panel, giving you the hole for the Geyser. Throw the Geyser into the hole,
without moving, which is quite effective.
Pros: Hits the whole area (not if you've been AreaGrabbed), and it's quick
(two throwing chips in the same spot)
Cons: Relies totally on the Cannonball breaking the panel. If there is an
opponent or obstacle over the spot the Cannonball lands, the panel will not
break, making Geyser useless.
Extensions: PanelOut 1/3 would also work. Might be a good idea to Areagrab
that spot you bomb with Cannonball.
______________________________________________________________________________
BlkBomb 1/2/3 + LavaBall
Total Damage: 120/170/220 (1/2/3)
BlkBomb: 120/170/220
LavaBall: 0
Code:
BlkBomb 1: N, Anything
BlkBomb 2: Anything
BlkBomb 3: C, Anything
LavaBall: C, N, *
How it works: Toss the BlkBomb, preferably into the back row, without any
obstacle in the way. Now, on the same spot, throw the LavaBall onto the BlkBomb,
making it explode.
Pros: Very hard to miss, hits the whole area at the same time. It also has
Piercing capabilities. Once the BlkBomb is on the field, it almost can't miss.
Cons: Nothing must be in the way of the BlkBomb, or the combo won't work.
Beware of BreakBuster too.
Extensions: Paralysing chips to stop the opponent for a moment. GrassStg
helps too.
______________________________________________________________________________
SandStage + Wind/Fan
Total Damage: 50+
SandStage: N/A
Wind/Fan: N/A
Code:
SandStage: Anything
Wind/Fan: *
How it works: Seems weird right? Both chips don't do damage. Actually: when
the SandStage is used, the Wind/Fan blows the sand back/forward, doing damage
to everyone. It also removes the Sand Panels.
Pros: Quite accurate, has the effect of Wind or Fan (whichever one you use),
but also does damage. Can easily be used in a combo like the normal Wind/Fan.
Cons: Little damage, plus it can't really be aimed, plus the Sand Panels
disappear.
Extensions: Rook to defend the Fan/Wind Box, and...that's basically it.
______________________________________________________________________________
Fan/AirStorm + Proto/Alpha Arm Sigma (PAS)
Total Damage: 1270+
Fan: N/A
AirStorm: 50/60/70 (1/2/3)
Proto Arm Sigma: 50 x 24 (1200) NOTE:
P = Proto (Where it appears)
> = Lightning/Electric Beam
O = Opponent
Q = Possible Opponent locations
[_][_][_][_][_][_]
[_][P][_][>][>][>]
[_][_][_][_][_][_]
This attack range is used 16 times
[_][_][_][>][>][>]
[_][P][_][>][_][_]
[_][_][_][>][>][>]
This attack range is used 8 times
[_][_][_][Q][_][_]
[_][P][_][O][_][_]
[_][_][_][Q][_][_]
If the opponent is sucked here, he/she should take all 24 hits.
However, if the opponent is sucked to [Q], he will only take 8 hits.
Code:
Fan: *
AirStorm: V
Proto Arm Sigma: V
How it works: NOTE: You don't need BOTH Fan and AirStorm, just one.
Fan/AirStorm sucks the opponent in, hopefully into the middle front panel
(assuming no Areagrabs have been used). Then, use Proto Arm Sigma, and
depending on where they stand, 24 hits or 8 hits.
Pros: Very accurate, PAS still does 50 X8 to the side rows, so that would
be at least 400 damage.
Cons: If any obstacles are on the panel where Proto/Alpha appears (the middle
panel where Megaman starts), then Proto/Alpha won't appear. Plus, if an
obstacle (especially Rook) is on the front row, the opponent won't take all
the hits.
Extensions: Navi +20/40 are highly recommended on PAS, since if you add a
few Navi +20 (say 3), then each hit does 110 damage, increasing the grand
total to 880 for the side rows, and 2640 damage for the front!
------------------------------------------------------------------------------
|--------------------------------------------|
| 3Ab) Offensive 2 Chip Combos - Obstacles |
|--------------------------------------------|
These combos all involve an obstacle of some sort. The obstacle is used with
another chip to create quite powerful Combos.
Rockcube + GutsPunch (or stronger)/AirShot 1/2/3
Total Damage: 200
>Rockcube: 200 (On Impact)
>AirShot: N/A (Hits Rockcube)
Code:
>Rockcube: Any Code (* is best)
>AirShot 1/2/3: *
How it works: You put the Rockcube, and when the opponent is in line, fire
the AirShot or GutsPunch at it (Use the Rocket GutsPunch/Straight if you can)
and watch it fly!
Pros: Very simple combo, easy to use
Cons: Might require Paralysis as it has a very low Accuracy
Extensions:
______________________________________________________________________________
[Obstacle] + N.O Beam 1/2/3 (This is the only way NO Beam works anyway)
Total Damage: 200/260/300 (1/2/3)
[Obstacle]: N/A
NO Beam: 200/260/300 (1/2/3)
Code:
[Obstacle]: Anything (mostly *)
NO Beam: Anything (if *)
How it works: Note that the combinations of this combo are quite a lot.
Possible PLACEABLE Obstacles: Rockcube, Rook, Fanfare, Discord, Timpani,
Guardian, Anubis, Pharaoh, Sensor, Plasma. You must put the obstacle and
stand in FRONT of it:
[_][_][_][_][_][_]
[_][O][M][_][_][_]
[_][_][_][_][_][_]
M= Megaman
O= Obstacle
Then, use the NO Beam (which fires forward at a moderate speed).
Pros: High Damage, paralyses. With enough NO Beams, you can win instantly
by using all of them 1 after another.
Cons: Not very accurate, doesn't work if you've been AreaGrabbed.
Extensions: Areagrabs (at least keep a stock of them, you'll need them).
ZapRings or Sensors help NO Beam a lot.
______________________________________________________________________________
Rook + VarSword (Must be Tri-Slash-Wave [TSW] or Elemental Sonic [ESW])
Total Damage: 160 (TSW), 160 X4 + 160 for weakness (ESW)
Rook: N/A
VarSword: 160/160 x 5 (x4 + weakness)
Code:
Rook: *
VarSword: Anything
How it works: Only really works with Elemental Sonic Wave. Basically, like
the Invis + VarSword combo, only this one prevents frontal attacks.
Pros: You can't be hit with frontal attacks, plus you do a high amount of
damage back. Works perfectly for counter the Shadow + AntiSword Combo (See
Defensive).
Cons: If the opponent has an obstacle (especially Rook or Guardian), this
will not work at all.
Extension: Add Atk +, and GrassStg or IceStg for an extra 160 damage.
------------------------------------------------------------------------------
|-----------------------------------------|
| 3Ac) Offensive 2 Chip Combos - Geddon |
|-----------------------------------------|
All of these Combos require Geddon2 (or PanelOut, depending on situation).
Geddon 2(Geddon 2) + Snakes
Total Damage: 40 X ~16 (2X for weakness)
Geddon 2: N/A
Snakes: 40 to 640 damage (x2 for Weakness)
Code: Anything. They don't have a shared code.
How it works: Geddon 2 breaks all panels, which the chip Snakes NEED for its
attack. All of your panels will have 1 Snake that fires at the opponent, like
Snakeman in MMBN2.
Pros: Very accurate, does very high damage. Only stuns the opponent, so you
can attack yet AGAIN. You can use as many Snakes as you want, without stopping.
Cons: Snakes is completely useless without Geddon 2.
Extensions: A LOT of Areagrabs (MetaGels aren't recommended due to the broken
panels). Wood +30 can pump Snakes to do 5120 damage! (With Weakness)
______________________________________________________________________________
Geddon 2(Geddon 2) + Geyser
Total Damage: 200 (+200 for Weakness)
Geddon 2: N/A
Geyser: W
Code:
Geddon 2: W
Geyser: W
How it works: Same as the Cannonball + Geyser Combo, only Geddon 2 breaks
the panels, which Geyser lands on and hits all surrounding panels. It's best
if you throw it into the opponent's middle panel
Pros: Highly Accurate.
Cons: Doesn't work as well if something is in the middle of the opponent's
panels.
Extensions: Atk+, not much else.
------------------------------------------------------------------------------
|----------------------------------------|
| 3Ad) Offensive 2 Chip Combos - Navis |
|----------------------------------------|
These combos, as suggested by the Heading, all include a Navi that works as
part of the combo.
Plantman V1-5 + Plasma 3
Total Damage: Up to 800
Plantman V1/5: 60 to 300
Plasma 3: 500~
Code:
Plantman: P
Plasma: P
How it works: Plantman traps the opponent, and then put Plasma. Plasma should
hit the opponent with Plantman, as long as they have SuperArmor. If they do,
then both will hit continuously, doing massive damage. If they don't have
SuperArmor, the Plasma will cancel out Plantman, but will still do lots of
damage.
Pros: Plantman does up to 300 damage, plus the Plasma hits a lot of times,
due to the long stunning time.
Cons: May need Areagrab/Panel Grab to put Plasma 3.
Extensions: Areagrab/PanelGrab, so that Plasma can reach the whole area. Also,
Elec +30 and Wood +30 power this combo up a LOT. IceStg for Plasma makes it
do a whooping 180 damage per hit!
______________________________________________________________________________
Darkman + Serenade [REQUIRES AREAGRABS]
Total Damage: 3000+
Darkman: 20 X 10+ (Depends: V5 has more bats than V1)
Serenade: 100 X 20~ (Requires Area Locking)
Code:
Darkman: D
Serenade: S
Pros: You can use Darkman's Hole for GigaChip, without the need for another
Hole chip. Darkman usually hits, since it goes through obstacles, and
Serenade will at least hit twice.
Cons: Darkman will miss if the opponent is not in the 3 rows he/she starts
with. Serenade doesn't work well without Areagrabs either. Also, there are
2 codes, which will take a while to use.
Extensions: Areagrab AT LEAST twice, 3 times is recommended though. Adding
Navi +20/40 onto Darkman and Serenade can pump the damage to over 4000!
______________________________________________________________________________
Plantman + Yoyo 3
Total Damage: 280+
Plantman: 20 x5 (V1) to 60 x 8 (V5)
Yoyo 3: 60 X 3
Code:
Plantman: P
Yoyo 3: P
How it works: Plantman immobilises the opponent, then you can use the Yoyo
(from 3 panels away) to hit all 3 hits, doing quite a bit of damage for 2
chips.
Pros: Quite accurate, if Plantman hits, then Yoyo should hit too.
Cons: Megaman must be in the correct spot to hit the opponent 3 times with
the Yoyo. This poses a problem if the opponent Areagrabs you first.
Extensions: Wood+30 for Plantman, or Atk+10/30 for the Yoyo boosts the attack
power. Also, adding other chips and combining them together into a combo works,
due to Plantman's immobilizing nature.
-------------------------------------------------------------------------------
|------------------------------------------|
| 3Ba) Offensive 3 Chip Combos - General |
|------------------------------------------|
Much like the Offensive 2 Chip Combos, only this time they require an extra
chip. Some of these are slight "revisions" of the 2 chip ones. Both of them
work, but these take a bit more setup and can yield better results (sometimes).
Rockcube, NO Beam (1-3), Airshot (1-3)
Total Damage: 400-500
Rockcube + AirShot: 200
NO Beam: 200/260/300 (1/2/3)
Code:
Rockcube: *
AirShot: *
NO Beam: Anything
How it works: Put the Rockcube, and fire the NO Beam as usual (Stand in front
of the obstacle, fire NO Beam). If the NO Beam hits, the opponent is paralysed,
then you go behind the Rockcube and launch it at the opponent with the AirShot.
Pros: If NO Beam hits, then Rockcube can't miss.
Cons: NO Beam is hard to hit with...plus if you've been AreaGrabbed, it won't
work.
Extensions: Multiple NO Beams, either to combo (1 NO Beam, then another),
or as a backup if the first one misses.
______________________________________________________________________________
GrassStg + PanelOut 1 + OldWood
Total Damage: 440
GrassStg: N/A
PanelOut 1: N/A
OldWood: 440
Code:
GrassStg: W/*
PanelOut 1: *
OldWood: W
How it works: Use GrassStg FIRST, then use PanelOut 1 to make a hole in front
of you. Then, at the same location, use OldWood. With the many Grass Panels,
OldWood does more damage, and hits all the unbroken panels. Using them at
different times isn't a good idea, since GrassStg can be wiped out, and the
Broken Panel may be repaired.
Pros: Never misses (unless there's a broken panel, but GrassStg get rid of
them). It does high damage for just 1 chip. Plus, the Grass Panels don't
disappear, meaning you can use them again.
Cons: Without GrassPanels, OldWood only does 100 damage. Plus you MUST have
a hole in front of you when you use OldWood (PanelOut 1) for ANY damage.
Extensions: Wood+30 for the OldWood.
______________________________________________________________________________
Prism + Rockcube/Rook + NO Beam
Total Damage: 200/260/300 or 400/520/600
Prism: N/A
Rockcube/Rook: N/A
NO Beam: 200/260/300 or 400/520/600
NO Beam only does double damage in these situations:
[_][_][_][_][_][_]
[_][R][M][O][P][O]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][R][M][_][O][P]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][R][M][P][O][_]
[_][_][_][_][_][_]
R = Rockcube/Rook
M = Megaman
O = Opponent
P = Prism
Where the opponent is in line with the Prism as well as you, so the NO Beam
hits him, as well as the Prism, where it rebounds and hits your opponent again.
You can slide everything up 1 row or down, as long as you're in front of the
Rockcube, and you're facing the Prism, and the opponent steps in line with
you. If the opponent is not in line, then it'll only do normal damage (Prism
rebounds the original damage to all panels, so it's like a NO Beam with
Spreader Range.
Code:
Prism: W
Rockcube/Rook: *
NO Beam: W
How it works: As shown on the diagrams above, it works by hitting the opponent
with both the NO Beam Prism rebounds, as well as the original NO Beam. First,
you throw the Prism in place, then you put your obstacle- Rook/Rockcube, then
stand in position, in front of the obstacle.
Pros: Can't exactly miss...the Prism makes sure you hit, then they're
paralysed, perfect for another combo. Extra NO Beams would help you win
easily.
Cons: Prism is easily destroyed (BreakBuster). You can't use NO Beam if you've
been AreaGrabbed (You can't get in front of the Rook/Rockcube). Getting
everything in line is a pain too.
Extensions: Lots of NO Beams, and another form of attack to take advantage
when the opponent is paralysed.
------------------------------------------------------------------------------
|----------------------------------------|
| 3Bb) Offensive 3 Chip Combos - Navis |
|----------------------------------------|
Ice stage * + Flashman V1-5 + Plasma 3
Total Damage: 1020~
IceStg: N/A
Flashman: 100/140/180/240/300 (V1/2/3/4/5 with 2x from IceStg)
Plasma 3: 180 x 4~
Code:
IceStg: *
Flashman: F
Plasma 3: F
How it works: (IceStg isn't compulsory) Put IceStg, to make both Flashman
and Plasma do double damage. Now, use Flashman, which pierces Invis, as well
as Auras with V4/5 (Best if it hits and paralyses though). Now, put Plasma
3, to do even more damage while he/she is paralysed.
Pros: Stunning can't be dodged with Invis, and therefore is very effective.
Cons: Might need to use Areagrab to use Plasma 3.
Extensions: Elec +30 on the Plasma 3 (does a heck of damage with enough Elec
+30). Guts Machine Gun can be used when Flashman's paralysis wears off, since
the opponent will still be trapped, and will only take a few more hits before
they move.
______________________________________________________________________________
Magnum 3 + Flashman V1-5 + StandOut/Salamander
Total Damage: 270-450
Magnum 1/3: None (Not supposed to do damage)
Flashman: 50 - 150 (V1 to V5)
StandOut/Salamander: 220/300
Code:
Magnum 3: F
Flashman: F
StandOut/Salamander: *
How it works: Using Magnum 3, hit the whole BACK row, if possible. It only
works if the opponent is in front of the hole, so you might want to stick
an AirStorm or Fan to suck them it first. Flashman will paralyse him/her;
so go in line with the opponent (see why a whole row of holes is best?) and
use StandOut/Salamander. It should travel to the hole, hitting the opponent
as well.
Pros: As long as Magnum works out as planned, it's hard to mess up the rest.
Also, Salamander/StandOut works well, since as long as the hole are in the
back row, they will still be hit if they stand over the hole.
Cons: Must use Heat<Style> style to use this combo. Also, if the Magnum
doesn't go to the back, this combo may fail. Don't hit the opponent with the
Magnum, or it won't work.
Extensions: GrassStg *, before using the Magnum (since the Grass Panels
remain after Magnum). This would make StandOut/Salamander do 440/600! IceStg
can also be used, but is not recommended.
-------------------------------------------------------------------------------
|--------------------------------|
| 3C) Offensive 4+ Chip Combos |
|--------------------------------|
Anubis/Poison Pharaoh + SlowGauge
Total Damage: Around 20-60 per second (HP Drain).
Poison Anubis: 20~ per second
Poison Pharaoh: 60~ per second
Code:
Poison Anubis: A
Poison Pharaoh: A
SlowGauge: *
How it works: Although SlowGauge DOES wear your strategy down, it makes it
harder for the opponent to get chips to destroy your Anubis/Pharaoh. Stick
the Anubis/Pharaoh down, then use SlowGauge. They'll drain lots of HP before
they reach the Custom Menu, letting you win easily.
Pros: Your opponent cannot get chips to counter Poison Pharaoh/Anubis
Cons: You can't get more chips as well.
Extensions: Rook, to protect the Anubis/Pharaoh. Geddon 3 speeds up the HP
Drain too (Combine with Repair *. This is in Combos: Section D). Jealousy
works VERY well when you put your Anubis/Pharaoh, since it takes away all
their chips.
______________________________________________________________________________
Guardian + Anubis/Poison Pharaoh
Total Damage: 20-60 per second (HP Drain) + 200 if opponent hits Guardian
Poison Anubis: 20~ per second
Poison Pharaoh: 60~ per second
Guardian: 200 if hit
Code:
Anubis/Pharaoh: A
Guardian: O
How it works: Put Guardian first, then Poison Anubis/Pharaoh behind it. This
should protect it. This makes it harder for the opponent to destroy the
Anubis/Pharaoh. However, be aware they will try to destroy the Anubis/Pharaoh
at all costs, which is when they should hit the Guardian to get to the
Anubis/Pharaoh.
Pros: Drains HP fast! Guardian acts as shield for the Anubis/Pharaoh.
Cons: Guardian only does 200 damage, so opponents might take that damage to
get rid of the Anubis/Pharaoh. Poltergeist breaks this combo easily, as well
as chips like Magnum that don't need to hit the Guardian to hit the
Anubis/Pharaoh.
Extensions: Geddon 3, to speed up HP Drain, or IceStg, for Double Damage with
the Guardian.
______________________________________________________________________________
GrassStg + BlkBomb 1/2/3 + Heatspread (HeatShot, Heat-V, HeatSide)
Total Damage: 540-1040
GrassStg: N/A
BlkBomb: 120/170/220 (1/2/3) or 240/340/440
HeatSpread: 300/600
Code:
GrassStg: J, *
BlkBomb: Anything
HeatSpread: J
For the full 540-1040 damage:
[_][_][_][O][O][O]
[_][M][_][~][B][O]
[_][_][_][O][O][O]
M = Megaman (With HeatSpread)
B = BlkBomb
~ = Where the opponent CANNOT be
O = Possible opponent locations
The opponent can't stand on [~], or he will only take 600 damage (GrassStg
+ HeatSpread)
How it works: Use GrassStg for doubled damage on the whole combo. Throw the
BlkBomb, best if it's in the middle of the opponent's panels. Now shoot
HeatSpread at the BlkBomb. Both the HeatSpread and the BlkBomb explosion's
damage should combine to do massive damage.
Pros: Accurate, since you hit the BlkBomb, then the Bomb hits the whole area.
Cons: Beware of BreakBuster! Your BlkBomb is a goner if you don't be careful.
Also, your opponent can't stand anywhere in FRONT of the BlkBomb, or it won't
work. He/she has to be beside/behind it.
Extensions: FullCust - It helps you to get your HeatSpread (Since BlkBomb
isn't J code).
______________________________________________________________________________
Pawn + LifeSword (PA)
Damage: 490
Pawn: 90
LifeSword: 400
Code:
Pawn: E, Y
LifeSword: E, Y
How it works: Put Pawn, then use LifeSword, along with the Pawn's sword to
hit twice, doing lots of damage. Since it's quite hard to explain, here is
a diagram:
[_][_][_][L][L][_]
[_][_][M][P][X][P]
[_][_][_][L][L][_]
M = Megaman
L = LifeSword Range
X = LifeSword + Pawn Range
P = Pawn Range
You need the opponent at the [X] Panel for the full 490 damage.
Pros: Not hard to hit, quite easy to make, large range (But only does 400
damage to the rest of the area)
Cons: Only a range of a Sword (A Sword 1 panel forward actually). VERY hard
to position FIRST and wait *hint hint*
Extensions: ZapRings, anything that can paralyse. Since the WHOLE combo is
movable, Paralyse FIRST then lay out the Combo. Areagrabs make the combo work
much better.
~*~*~*~
M = Megaman
O = Opponent
~*~*~*~
First: Areagrab.
[_][_][M][A][_][O]
[_][_][_][A][_][_]
[_][_][_][A][_][_]
A = Areagrab
Now paralyse him. You should be able to place the Pawn 1 panel to the left
of him.
[_][_][_][M][P][O]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
(Opponent is paralysed). Now use LifeSword and Pawn together.
______________________________________________________________________________
Timpani + BodyGrd PA
Damage: 1600~
Timpani: N/A
BodyGrd: 1600~
Code:
Timpani: *
BodyGrd: M
How it works: Timpani holds the opponent in place, allowing BodyGrd to hit
without fault. There's a slight complication, since SuperArmor allows your
opponent to move after Timpani stops singing, and Timpani doesn't sing for
the whole time either. It requires a bit of timing.
Pros:
- Improves BodyGrd accuracy by a lot
- Requires only 4 chips, unlike a Arealock + BodyGrd Combo
Cons:
- Timpani's effect doesn't last the whole time
- BodyGrd isn't good without Timpani, and if Timpani is destroyed, BodyGrd
is wasted.
Extensions: Paralysing chips to help Timpani, and Atk+ on BodyGrd.
-------------------------------------------------------------------------------
|---------------------------------------|
| 3D) Defensive Chip Combos - General |
|---------------------------------------|
These chip combos are for defence; if you meet these kinds of combos, be weary
of strong offensive combos coming for you.
DarkAura/LifeAura + Sanctuary/HolyPanel
Code:
DarkAura: A
LifeAura: D
Sanctuary: A (anything for LifeAura)
How it works: By using LifeAura/DarkAura, you gain a 200/300 Aura, but that
can easily be broken. HolyPanels and Sanctuary halve damage done to you. When
you combine them, Voila! A HolyAura (400/600 Aura) is just that.
Pros: Especially with a DarkAura, it requires quite a lot of damage to break.
HolyDarkAura can be broken with Prism/GrassStg + HeatSpread or Prism +
BubbleSpread only, so it is quite effective.
Cons: NorthWind blows it away without effort. Now you've wasted 2 chips for
nothing.
______________________________________________________________________________
Mole 1/2 + Aura/LifeAura/DarkAura
Code:
Mole 1: *
Mole 2: I or *
Aura: I or Anything
LifeAura: D
DarkAura: A
How it works: Auras protect you from low damage attacks, right? With Mole
as well as an Aura, you can only be hit using Panel Hitting Chips (See Chip
List: By Ability, Mole Damagers for a list of chips that hit Mole). So your
opponent needs chips that do both the damage required to break the Aura, as
well as a chip that can hit Mole. Normally, Plantman or Meteors would easily
defeat Mole. With the Aura, you can block it, and stay safe!
Pros: Very effective. Only a few chips, mainly Drillman and such, can break
it.
Cons: Doesn't last very long, plus when you pop-up, you can still get hit.
NorthWind can still blow away the Aura.
______________________________________________________________________________
Shadow + Anti Sword
Code:
Shadow: *
AntiSword: Anything
How it works: Shadow provides defence for all attacks except Swords, right?
AntiSword counters Sword, right? Now, put 2 and 2 together...Shadow + AntiSword!
Most attacks won't hurt you, and the rest results in you using Tri-Slash-Wave!
Effective, isn't it.
Pros: Provides defence from all attacks, and Swords once. Quite useful if
the opponent uses stunning chips too.
Cons: What if he has a double blade which breaks the Shadow too? This combo's
flaw is that with another combo, Rook/Invis + VarSword's Tri-Slash-Wave or
Elemental Sonic Wave, the first wave will activate AntiSword, which does
nothing due to the Invis/Rook, then the second wave breaks the Shadow and
the third wave hits.
______________________________________________________________________________
Geddon (Geddon 3) + Sanctuary/Repair
Code:
Geddon 3: C or Anything
Sanctuary: C
Repair: *
How it works: Use Geddon 3 FIRST (this is a must), to turn all panels to Poison.
Now, use Repair or Sanctuary to turn your panels to Normal/Holy. Your opponent
runs on poison/swamp panels whilst you're on firm ground!
Pros: Opponent stands in Poison/Swamp Panels, you stand on solid ground ^_^.
Drains HP, then you can put up Barriers or Auras.
Cons: Destroyed easily with any other Stage-changing chips.
-------------------------------------------------------------------------------
|----------------------------------|
| 3E) Defensive Combos - Special |
|----------------------------------|
Sanctuary + 500 Barrier PA
Code:
HolyPanel: *
Sanctuary: E
500 Barrier PA: E or Anything
How it works: Remember the Aura on HolyPanel trick? Where the Aura is doubled?
This combo is just the same, only with a Barrier. Instead of a 500 Barrier,
you get have a 1000 Barrier by standing on HolyPanels.
Pros: A 1000 Barrier, good for temporary holding off opponents.
Cons: May easily break due to a powerful PA like MasterStyle, 2X Hero or
PrixPower. Can be removed with NorthWind.
______________________________________________________________________________
~WoodStyle Only~ GrassStg + Undershirt Navi Customizer Block.
Code:
GrassStg: Anything
How it works: WoodStyles Recover on Grass Panels, correct? With this setup,
you'll go to 1 HP, due to Undershirt, then you'll heal, even if it's just
1 HP. Then, if you get hit again, you'll go back to 1 HP, and the process
continues, making you nearly immortal.
Pros: Practically immortal except in certain situations, where the opponent
has chips that hit multiple hits or Stage Changers.
Cons: Can be affected by multi-hit attacks, Heat Element Chips etc.
------------------------------------------------------------------------------
|---------------------------|
| 3F) Areagrabbing Combos |
|---------------------------|
ALL of these Combos require 3 Areagrabs to trap the opponent (known as
AreaLocking when you trap the opponent on 1 panel). A few require 2 Areagrabs,
instead of 3 for the same effect. The number of Areagrabs required is shown
too.
Darkman V1-5 + Navi + 20 or 40
Areagrabs required: 2
Damage: Up to 130 damage x 15+ hits
Code:
Darkman: D
How it works: Darkman's Bats come down from the top of the screen, down each
"column" (downwards). By Areagrabbing twice, the bats that come out of those
2 rows are piled up to the last row, so it does a LOT of damage with the many
bats.
Pros: Very high and locked down damage
Cons: GrabBack, Beat support Anti Navi can both beat this combo.
Extensions: An extra Areagrab if wanted, although not needed. Navi +20/40,
Atk+30 are very useful with it.
______________________________________________________________________________
IceStg + Plasma 3
Areagrabs required: 2
Damage: Up to 180 damage x 8~ hits
Code:
IceStg: *
Plasma 3: Anything
How it works: Plasma hit everything around it, correct? By Areagrabbing twice
and putting the Plasma like so:
[_][_][_][_][_][O]
[_][_][_][_][M][P]
[_][_][_][_][_][O]
M = Megaman
P = Plasma
O = Opponent possible locations
The opponent can't destroy the Plasma, and the Plasma can't miss unless the
opponent uses defensive chips.
Pros: Usually can kill the opponent in 1 shot. Another Plasma can be put after
the first one is used up.
Cons: None. The opponent can't break it unless he uses Navis, and he won't
have that chance when the Plasma is hitting him.
Extensions: Elec +30, lots for insane damage. An extra Areagrab may help,
but is not necessary. It's best if the Plasma is on the opponent's panels,
where it is not affected by chips like Plantman, or such, because it only
hits the opponent's panels.
______________________________________________________________________________
Meteors (+ Fire +30s and GrassStg for more damage)
Areagrabs Required: 3
Damage: Up to 160 damage x 30 hits. Sweet ^_^!
Code:
Areagrab: *
Meteors: R
Fire +30: *
GrassStg: R/*
How it works: By Arealocking the opponent, all the 30 Meteors that would
normally be spread on hitting all of the panels, is concentrated onto 1 Panel.
This combo is deadly, since it does a base damage of 1200, and can be pumped
up to 4960 damage (with 4 Fire +30 and GrassStg). Easily enough to defeat
even the highest HP opponents.
Pros: Very powerful, works with MANY other chips
Cons: GrabBack, and sudden Invis can be a big pain...
Extensions: As said, Fire +30 adds a LOT of damage, and GrassStg doubles the
damage of the first hit.
______________________________________________________________________________
Hole + Serenade
AreaGrabs required: 3
Damage: Up to 210 x 20~ hits.
Code:
Hole: *
Serenade: S
How it works: Again, this strategy is locking them onto 1 panel, then having
Serenade's strong multi-hit attack hit only that panel, doing at least 2000
damage, and up to 4200 or more, making this combo the strongest in MMBN3 and
Serenade the most powerful single chip of MMBN3.
Pros: Very power and extreme combo, both lock and high damage
Cons: GrabBack, sudden Invis, Beat support, Anti Navi...
Extensions: Atk+30, Navi+40, Navi +20s.
______________________________________________________________________________
Geddon 2 + Snakes
Areagrabs Required: 3
Damage: Up to 160 damage x 16 hits.
Code: Anything, since codes don't match.
How it works: Snakes only appear on panels which are yours and are broken.
By Arealocking, you'll have the most amount of panels possible, right? Then
Geddon 2 breaks all the panels, which leaves you to use Snakes for masses
of damage. More than 1 Snakes can be used consecutively.
Pros: Very stunning, use Snake 3 times in a row = 680 x 3= 2040 damage!!
Cons: If Panels are repaired or changed, Snakes automatically become useless.
Also, there is code clashing, which affects the speed which this combo can
be pulled off.
Extensions: FullCust, to get the Snakes quickly after the Geddon 2 and
Areagrabs have been used. Wood +30 adds a LOT of damage too.
______________________________________________________________________________
GodStone or MomQuake PA
Areagrabs required: 3
Damage:
GodStone: 150 x3~ (Not tested)
MomQuake: 200 x 20~
Code:
GodStone: S
MomQuake: S
How it works: By Arealocking, all the stones that fall down from using
GodStone or MomQuake is concentrated onto 1 panel, doing enough damage to
rival that of Serenade at full power (MomQuake).
Pros: Heavy damage, and can be used together with Serenade (which is also
S code)
Cons: MomQuake turns opponent Invincible (White). GodStone requires a Broken
Panel (Panel Out 1?)
Extensions: Atk +30/10
______________________________________________________________________________
BodyGrd PA
Damage:
BodyGrd: 100 x15~
Code:
BodyGrd: M
How it works: BodyGrd is easily dodged, since the Kawarimi Stars come down
slowly. Solution? Arealocking! By Arealocking the opponent, they can't dodge
it, making them take the full damage (BodyGrd only stuns, not invincible)
Pros: Stuns if opponent doesn't have SuperArmor, making it hard to return
attack. Also has the potential to kill quickly
Cons: Takes forever to set-up, since BodyGrd requires Murmasa, a Megachip,
so it only works once without FolderBack. BodyGrd is easily dodged without
proper Areagrabbing, so Areagrabs or Timpani are a must.
Extensions: Atk+10/30, Timpani instead of Arealocking.
-------------------------------------------------------------------------------
|--------------------|
| 3G) Prism Combos |
|--------------------|
Prism basically doubles the damage done, and hits all 9 surronding panels
too!
Possible Chips/PAs to use with Prism (which do a lot of damage):
Example:
~Name of Chip/PA~
Type: Type of Attack (Sword, Navi, Chip, PA etc)
Damage: Damage dealt without Atk + chips
Range: Range which the combo hits in.
Extra Notes: Minor details.
Difficulty: How hard is it to use properly. Out of 3 ***
Accuracy: How hard is it to hit (with Double Damage) Out of 3 ***
------------------------------------------------------------------------
~2X Hero~
Type: Navi Program Advance
Damage: 1400
Range: Whole Area
Extra Notes: This PA can be used anywhere, as long as the Prism is anywhere
next to the opponent, whether diagonally or beside.
Difficulty: *
Accuracy: ***
------------------------------------------------------------------------
~DeuxHero~
Type: Navi Program Advance
Damage: 1120
Range: Whole Area
Extra Notes: Same as 2X Hero, where the PA can be used anywhere when the Prism
is next to the opponent diagonally, or beside him/her
Difficulty: *
Accuracy: ***
------------------------------------------------------------------------
~Murmasa~
Type: Sword Chip
Damage: 1998 (MAX damage of Murmasa is 999. Contributed by Tokusei)
Range: 2 Panels ahead (1 Panel Ahead for double damage)
[_][_][_][_][_][_]
[_][_][M][O][P][_]
[_][_][_][_][_][_]
M = Megaman
O = Opponent
P = Prism
The Combo will do 1998 damage with only that setup as well as having lost
999HP in prior to using Murmasa.
Extra Notes: Hard to perform with double damage. Also needs you to lose a
lot of HP, not good since you usually NetBattle with 1000HP.
Difficulty: ***
Accuracy: *
------------------------------------------------------------------------
~EvilCut~
Type: Sword Program Advance
Damage: 450 - 600
Range: Prism needs to be 3 panels away.
There are 3 hits involved:
Hit 1: StepSword
[_][_][_][X][_][_]
[A][_][M][P][_][_]
[_][_][_][X][_][_]
A = Megaman's original position (before using EvilCut)
M = Megaman
P = Prism (Is also hit by StepSword)
X = StepSword Range
Hit 2: HeroSword
[_][_][_][_][_][_]
[A][_][M][P][X][X]
[_][_][_][_][_][_]
A = Megaman's original position (before using EvilCut)
M = Megaman
P = Prism (Is also hit by HeroSword)
X = HeroSword Range
Hit 3: StepCross
[_][_][X][_][X][_]
[A][_][M][P][_][_]
[_][_][X][_][X][_]
A = Megaman's original position (before using EvilCut)
M = Megaman
P = Prism (Is also hit by StepCross)
X = StepCross Range
All 3 hits would hit the Prism, and be reflected, so the whole stage will
get 450 damage. However, each location will also get hit by 1 of the 3 hits,
totalling the damage to 600 damage.
[_][_][_][3][1][3]
[_][A][_][M][P][2]
[_][_][_][3][1][3]
A = Megaman's original position (before using EvilCut)
M = Megaman
P = Prism
1 = Area hit by StepSword
2 = Area hit by HeroSword
3 = Area hit by StepCross
Extra notes: Very easy to position, since you throw the Prism, then use
EvilCut on the spot. Problem is, code clashing. Prism doesn't come in P code
and EvilCut is only in P code, so FullCust may be needed.
Difficulty: **
Accuracy: ***
------------------------------------------------------------------------
~Lightning/Bolt~
Type: Electric Style Specific Chip
Damage:
Just Prism: Lightning/Bolt: 160/220
Prism + Another obstacle (Rook?): 320/440
Prism + Another obstacle + IceStg: 640/880
Prism + 2 other obstacles: 640/880
Prism + 2 other obstacles + IceStg: 1080/1760
Range: Area around the obstacle(s)
[_][_][_][Y][X][Y]
[_][M][_][2][P][1]
[_][_][_][Y][X][Y]
M = Megaman
P = Prism
1 & 2: Obstacle 1/2 (Optional)
X = Area hit with both obstacles and Prism (640/880)
Y = Area hit with 1 obstacle and Prism only (320/440)
[_][_][_][X][X][X]
[_][M][_][X][P][X]
[_][_][_][X][X][X]
M = Megaman
P = Prism
X = Area hit by Prism (160/220)
Extra Notes: Each obstacle does an extra 160/220 damage, and when next to
the Prism, does 320/440 damage. Adding IceStg boosts the damage by a LOT,
since it's doubled AGAIN. Elec +30 would also help.
Difficulty: ***
Accuracy: **
------------------------------------------------------------------------
~LifeSword~
Type: Sword Program Advance
Damage: 800
Range: 2 x 3 size area in front of you. The LifeSword has to hit the Prism
as well as the opponent for double damage.
[_][_][_][L][L][Z]
[_][_][M][L][P][Z]
[_][_][_][L][L][Z]
M = Megaman
P = Prism
L = LifeSword Range (Hits double damage)
Z = Prism Damage only (400 damage)
Extra Notes: Can be comboed with Pawn like so:
[_][_][_][L][L][Z]
[_][_][M][S][P][Z]
[_][_][_][L][L][Z]
M = Megaman
P = Prism
S = Pawn
L = LifeSword Range + Pawn Damage (890)
Z = Prism Damage and Pawn damage only (490 damage)
Difficulty: *
Accuracy: ***
------------------------------------------------------------------------
~HeatSpread and BubbleSpread~
Type: Shot Program Advances
Damage: 600 (Both HeatSpread and BubbleSpread)
Range: All 9 panels around Prism.
[_][_][_][X][X][X]
[_][M][_][X][P][X]
[_][_][_][X][X][X]
M = Megaman
P = Prism
X = HeatSpread/BubbleSpread hit range
Extra Notes: GrassStg doubles the damage of HeatSpread again, making it do
1200 damage.
Difficulty: **
Accuracy: **
------------------------------------------------------------------------
~Yamatoman V1-5~
Type: Navi
Damage: 40/45/50/55/60 x 5-10
Range: Vertical Row 2 panels ahead.
[_][_][_][X][H][X]
[_][_][Y][X][P][X]
[_][_][_][X][H][X]
Y = Yamatoman
P = Prism
H = Both Yamatoman and Prism Hit Range (Double Damage)
X = Prism only damage
Extra Notes: Add lots of Navi +20/40 and Atk+10/30 to pump it up and Areagrab
to make sure Yamatoman hits.
Difficulty: **
Accuracy: **
------------------------------------------------------------------------
Darkman V1-5
Type: Navi
Damage: 20 x 15-30
Range: Vertically down rows.
H H H
[_][_][_][v][v][v]
[_][D][_][v][v][v]
[_][_][_][v][v][v]
D = Darkman
H = Hole (Appears)
V = Direction bats go
In order for it to do maximum damage, you need 2 Areagrabs first.
[_][_][_][A][A][P]
[_][D][_][A][A][O]
[_][_][_][A][A][_]
or
[_][_][_][A][A][_]
[_][D][_][A][A][P]
[_][_][_][A][A][O]
Where all the bats go down the last row, and hit the Prism first, so it hits
the opponent.
Difficulty: **
Accuracy: **
------------------------------------------------------------------------
~Elemental Sword~
Type: Sword Program Advance
Damage: 1200 (+160 Damage for Weakness)
Range: WideSword Range:
[_][_][S][X][S][_]
[_][_][M][P][S][_]
[_][_][S][X][S][_]
M = Megaman
P = Prism
X = Place with double damage (1200)
S = Area with only 600 damage
Extra Notes: You could add Atk +30/10 and IceStg or GrassStg for more damage.
Areagrabs may be useful in positioning this combo.
Difficulty: ***
Accuracy: *
------------------------------------------------------------------------
~PrixPower~
Type: Navi Program Advance
Damage: 1800~ (Depends how many Mistman hit and if the Kingman hits)
Range:
Attack 1:
[_][_][M][>][>][>]
[_][B][M][>][>][>]
[_][_][M][>][>][>]
B = Bowlman
M = Mistman (where appears randomly)
> = Direction which Mistmans travel once they appear.
Mistmans randomly appear, firing forward like Forte/Bass' AirBurst. Around
9-10 Mistman appear. The Prism can be placed anywhere within the opponent's
surrounding 9 Squares.
Attack 2:
[_][_][_][X][X][X]
[_][Q][_][X][K][X]
[_][_][_][X][X][X]
Q = Kingman's original position
K = Where Kingman jumps
X = Kingman's Hit Range
The Prism should be placed similar to this:
[_][_][_][_][P][O]
[_][Q][_][_][K][_]
[_][_][_][_][_][_]
Q = Kingman's original position
K = Where Kingman jumps
P = Prism
O = Opponent
Where the Prism is next to both Kingman's wave and the opponent.
Extra Notes: Atk or Navi + can boost some of the power. The Mistmans don't
hit past obstacles, so you might want another chip to remove them first.
Difficulty: **
Accuracy: **
------------------------------------------------------------------------
~Forte/Bass~ (Requires Hole)
Type : Navi Gigachip
Damage: 90 x ?
Range : Horizonal Shots: Random Accuracy
[_][_][>][>][>][>]
[_][F][>][>][>][>]
[_][_][>][>][>][>]
F = Forte/Bass
> = Direction of AirBurst
[_][_][_][O][O][O]
[_][F][_][X][P][X]
[_][_][_][O][O][O]
F = Forte/Bass
O = Where opponent needs to stand for more hits
X = Where the combo won't work properly (Shots from other rows still miss)
P = Prism
Extra Notes: This Combo makes shots going down other rows hit the opponent,
instead of doubling the damage of any 1 shot. Navi+ and Atk+ should boost
this combo a bit.
Difficulty : **
Accuracy : **
------------------------------------------------------------------------
~Geyser~
Type: Aqua Spreading Chip- Requires Broken Panel.
Damage: 400
Range:
First second after throwing Geyser chip into Broken Panel:
[_][_][_][_][X][_]
[_][M][_][X][G][X]
[_][_][_][_][X][_]
M = Megaman
G = Where Broken Panel is, and where Geyser is thrown to
X = Hit Range
2nd Second after Geyser is thrown:
[_][_][_][X][_][X]
[_][M][_][_][G][_]
[_][_][_][X][_][X]
M = Megaman
G = Where Broken Panel is, and where Geyser is thrown to
X = Hit Range
Prism needs to be put next to both the Broken Panel and opponent:
[_][_][_][_][_][_]
[_][M][_][_][G][O]
[_][_][_][_][O][P]
M = Megaman
G = Where Broken Panel is, and where Geyser is thrown to
O = Opponent
P = Prism
Or:
[_][_][_][_][O][O]
[_][M][_][_][G][P]
[_][_][_][_][O][O]
M = Megaman
G = Where Broken Panel is, and where Geyser is thrown to
O = Opponent
P = Prism
Anything similar to the 2 layouts above works.
Extra Notes: A panel breaking chip is needed to make a hole. HeatGround or
WoodGround Style can be used to break it with Charged Buster, but this is
not recommended. Cannonball, PanelOut 1, Magnum or similar chips can be used
to break the panel, but you must be careful that the spot you want Geyser
to be thrown on isn't blocked by obstacles or the opponent.
Difficulty: ***
Accuracy: **
===============================================================================
End of Section 3: Chip Combos
===============================================================================
|/|------------------------|\|
| 4) GigaChip Descriptions |
|\|------------------------|/|
Gigachips are very useful in NetBattle, despite the rules where you can only
have 1 in each Folder. Most Gigachips are V5 Navi Chips, which are stronger
versions of the V1-4 of Navis.
There are also 5 Gigachips exclusive to each version. Most are obtained from
finishing a difficult battle/task, and 1 is from Netbattling.
-------------------------------------------------------------------------------
|-----------------------------------|
| 4A) Version Exclusive GigaChips |
|-----------------------------------|
These are Gigachips exclusive in each version, but are obtained in various
ways throughout the game. The Gigachips are listed in this order:
~NaviRecycle
~FolderBack
~Forte/Bass
~Forte Another/Bass+
~Serenade
~DarkAura
~Proto/Alpha Arm Sigma
~Proto/Alpha Arm Omega
~~TEMPLATE~~
Name: ~Self-explanatory, its name~
Exclusive to: ~Exclusive to which version (White/Blue)
Obtaining Method: ~How you get it~
Requirements: ~Does it need anything special to use, like the chip Hole to
activate. ~
Damage: ~Damage it deals (Without Atk+)~
Code: ~The code of the chip (A-Z, *)
Description: ~What the chip does~
Pros: ~Things that are good about this chip~
Cons: ~What things are bad about the chip~
Effective with: ~What chips, combos it's good with~
______________________________________________________________________________
Name: Navi Recycle
Exclusive to: White
Obtaining Method: 200 BugFrags: Shop in Undernet 2
Requirements: None
Damage: Equal to last used Navi (as well as any Atk+)
Code: *
Description: Reuses the last Navi chip you've used, including any Navi+ or
Atk+ you've used with it. If you haven't used a Navi Chip before using Navi
Recycle, it'll disappear. Also works on certain PAs.
Pros: Allows you to reuse any powerful Navi you've used, perfect for Navi
Chips like Darkman, Flashman, Plantman and Yamatoman. Also, PAs like Big
Heart and BodyGrd can be recycled, allowing another PA for just 1 chip.
Gigachips like Serenade and Forte/Bass can be Recycled too. It can also be
preset (50MB), effective for Folders that rely on Navis.
Cons: Doesn't work without Navi chips
Effective with: Lots of Navis.
______________________________________________________________________________
Name: FolderBack
Exclusive to: Blue
Requirements: None
Obtaining Method: 200 BugFrags: Shop in Undernet 2
Damage: None
Code: *
Description: Recycles Folder, meaning all chips you've used in the battle
can be reused again. Since FolderBack itself is recycled, it means unlimited
chips. Preset Chip stays preset, plus FolderBack acts as an instant FullCust
Chip.
Pros: Unlimited chips for hard battles like Forte/Bass SP. Allows the reuse
of strong PAs like PrixPower. It also resets Rush, Tango and Beat Support
NC Blocks in NetBattles.
Cons: Not many...the only con is that it acts as a FullCust for opponents
in NetBattle, and resets THEIR Rush/Beat/Tango.
Effective with: Everything!
______________________________________________________________________________
Name: Forte/Bass
Exclusive to: White
Obtaining Method: Defeat Forte/Bass GS
Requirements: Hole Chip/ Dark License NCP
Damage: 90 (x15~)
Code: X
Description: Requires Hole to use. Forte/Bass appears, and then shoots around
15 Airbursts horizontally across the Stage. These can be blocked with
obstacles. The shots are fired randomly down each row.
Pros: Long range, lots of hits. It can hit Prisms, doing massive damage.
Cons: Easily blocked with Rooks or other obstacles. Requires Hole Chip or
DarkLicense NCP.
Effective with: Navi+ and Atk+, obstacle removing chips.
______________________________________________________________________________
Name: Forte Another/Bass+
Exclusive to: Blue
Obtaining Method: Defeat Forte/Bass GS
Requirements: Hole Chip/ DarkLicense NCP
Damage: 550
Code: X
Description: Requires Hole to use. Forte/Bass appears, then goes above the
enemy closest to him. He then uses "Earth Breaker", which is where he hits
down, hitting 1 vertical "row". Piercing, and it cracks the panels.
Pros: Can break practically any shield/Aura. Piercing, so it goes through
obstacles. It also hits Moles, since the chip hits the Panel itself.
Cons: Only 1 row, bad for multiple opponents.
Effective with: Navi+ and Atk+, Wind/AirSword to get enemies in line (if
there's more than 1)
______________________________________________________________________________
Name: Serenade
Exclusive to: White
Obtaining Method: Finishing all Serenade Time Trials
Requirements: Hole Chip/ DarkLicense NCP
Damage: 100 (x20~)
Code: S
Description: Requires Hole to use. Serenade appears, then she uses her
""HolyShock" Attack" Attack, hitting and cracking panels. The hits are
random.
Pros: Can be made to be more accurate. With the opponent left with 1 Panel,
and Serenade powered with Navi+ and Atk+, this chip is able to do over 3000
damage (210 per hit, times 15-20), thus making this the STRONGEST SINGLE CHIP
IN THE GAME!
Cons: Not many...weak if you've been AreaGrabbed lots.
Effective with: Navi+ and Atk+, lots of AreaGrabs.
______________________________________________________________________________
Name: DarkAura
Exclusive to: Blue
Obtaining Method: Finishing all Serenade Time Trials
Requirements: Hole Chip/ DarkLicense NCP
Damage: None
Code: A
Description: Requires Hole to use. Megaman gets a 300 Aura. This can't be
broken unless a 300-damage single hit is used on the Aura.
Pros: The best Aura available in the game! It withstands most attacks, only
LifeSword, Bass+/Forte Another, certain pumped up V5 Navis and PrixPower can
break it. It can be made to a 600 Aura by standing on HolyPanels. It can also
be preset (55MB)
Cons: Requires Hole, waste of Hole, since other Gigachips do immense damage.
Also can be removed with a NorthWind.
Effective with: Sanctuary/HolyPanel, AntiSword (for LifeSword), AntiNavi
(Bass+, V5s etc)
______________________________________________________________________________
Name: Proto/Alpha Arm Sigma
Exclusive to: White
Obtaining Method: Defeating Proto/Alpha SP
Requirements: None
Damage: 50 (x16)
Code: V
Description: Proto/Alpha appears in the middle panel (where Megaman usually
appears in Battles), then fires its Lightning Bolt, doing a minimal of 400
damage to the side rows, and 800 minimum damage to the middle row.
Pros: The second most damaging Single chip in MMBN3, it can do up to 160 x16
damage to the middle row, almost as good as Serenade's insane damage. This
DOESN'T REQUIRE HOLE, meaning you can practically defeat an opponent with
just this chip.
Cons: If there's an obstacle over the panel where Proto/Alpha appears, then
the chip won't work.
Effective with: Obstacle removers (AirShot? Gutspunch? Poltergeist?), Navi
+, Atk +.
______________________________________________________________________________
Name: Proto/Alpha Arm Omega
Exclusive to: Blue
Obtaining Method: Defeating Proto/Alpha SP
Requirements: None
Damage: 500
Code: V
Description: Proto/Alpha appears in the middle panel (where Megaman usually
appears in Battles), then fires its Nuclear Missile forward, doing 500 damage.
If it hits an obstacle/opponent in front, then it will explode, doing 500
damage to all 9 surrounding panels. However, if the missile travels OFF the
screen, it does 500 damage to the back two rows.
Pros: Although this cannot compare to P/AAS' crazy damage, it does have
spreading capabilities.
Cons: If there's an obstacle over the panel where Proto/Alpha appears, then
the chip won't work.
Effective with: Obstacle removers (AirShot? Gutspunch? Poltergeist?), Navi
+, Atk +.
------------------------------------------------------------------------------
|-------------------------------------|
| 4B) NetBattle Exclusive Gigachips |
|-------------------------------------|
There are two exclusive Gigachips that can only be gotten through Netbattling,
one only in White Version and the other only in Blue
You can only get them if you fulfil these Requirements:
1 or more Stars (You can see this Beside "Continue")
Playing on MidWeight or Harder
Getting an S Rank for deleting the opponent.
Then, there's a 1/32 chance that you'll get this GigaChip. There is one
exclusive to each version of the game (White and Blue)
Name: Balance (Double Punishment)
Exclusive to: White
Damage: 1/2 of Current HP
Code: Y
Description: Bolts of Lightning comes down on everyone (including the person
who used the chip), and takes away 1/2 their CURRENT HP.
Pros: Can quickly win high HP opponents (you can get up to 3000HP, so 1500
damage.)
Cons: Damages you, can leave you with low HP.
Effective with: LifeSword (comes in Y code), Murmasa: Can do damage equal
to your HP loss, in this case, at least 1/2 your HP. Strong PAs that do heavy
damage. Tango Support (To recover you when Balance hits you down to low HP)
______________________________________________________________________________
Name: Delta Ray Edge
Exclusive to: Blue
Damage: 220 X 3
Code: Z
Description: Protoman's Triangle/Delta Attack. Protoman appears, and
slashes the opponent, doing 220. If you press A at the correct time (when
a flashing cursor appears.), then Protoman can hit up to 3 times, doing 660.
~Method contributed by Asakura Yoh~: Press A to activate the first hit
(automatic) to the NW of the opponent, then after Protoman slashes BUT before
he teleports away, Press A again. He will slash behind the opponent. Now,
Press A again after he slashes but before he teleports, like last time. He
will do his final slash, completing the Delta Symbol.
Pros: High Damage, relatively good accuracy.
Cons: Bad Code, and requires good timing. Hard to master...requires opponent
to be in the middle row for all 3 hits to work.
Effective with: Atk +10 or 30, Flashman, Plantman (to stop opponent)
===============================================================================
End of Section 4: GigaChip Descriptions
===============================================================================
|/|-------------------|\|
| 5) Program Advances |
|\|-------------------|/|
There are 32 Program Advances in MMBN3, and as most of you know, it's about
selecting the 3-4 chips needed to make the PA together in the correct order.
Some are very good for Netbattling, whilst others are hard to use well. A
"Good" PA should only use 1 code (Unlike the Zeta PAs, which require 3 codes),
and more than 1 type of chip (Not HeatShot H, I, J or similar Pas) so that
a maximum of 4 of that PA can be put into your Folder.
Exceptions are PAs that use Megachips (There can only be 1 type of each
MegaChip in a Folder, and 5 MegaChips by default, which can be increased to
15) and GigaChips (Only 1 type of GigaChip is allowed in a Folder, and 1
GigaChip in each Folder. This can be increased to 2.)
Examples:
Zeta-Cannon 1: Requires Cannon A, B, C (or B, C, D; C, D, E) in that order.
It allows you to fire unlimited 40-damage Cannons for 5 seconds.
EvilCut: Requires: StepSword P, HeroSword P, StepCross P. It uses all three
chips continuously, and does 150 for each hit.
NOTE: * code chips can be used in PAs.
How the Program Advances are displayed:
Name: (of PA)
Number: Which PA is it (1-32)
Type: (Shot Type, Sword Type, Navi Type etc), and Element (Fire, Aqua, Elec,
Wood)
Damage: (How much damage)
Chips Required: (Use these chips in the order shown)
Codes: What codes the chips have to be (A-Z, *)
Description: (What it does)
Time: (Is time "Frozen" or not when the PA is used, like 2X Hero stops time,
but LifeSword doesn't). This is either Frozen, or Normal.
Effective with: (What you should do before the PA to make it more effective)
Pros: (Pros of this PA)
Cons: (Cons of this PA)
-------------------------------------------------------------------------------
|------------------------------------|
| 5A) Program Advances - Full List |
|------------------------------------|
This here is a list of all the Program Advances in MMBN3, in the exact same
order as the PA Memo in the Library.
Name ----------- Number of Chips ------ PA Number
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
Zeta Cannon 1 --------- 3 ----------------- 1
Zeta Cannon 2 --------- 3 ----------------- 2
Zeta Cannon 3 --------- 3 ----------------- 3
Zeta Punch ------------ 3 ----------------- 4
Zeta Straight -------- 3 ----------------- 5
Zeta Impact ----------- 3 ----------------- 6
Zeta Variable --------- 3 ----------------- 7
Zeta Yoyo 1 ----------- 3 ----------------- 8
Zeta Yoyo 2 ----------- 3 ----------------- 9
Zeta Yoyo 3 ----------- 3 ----------------- 10
Zeta Step 1 ----------- 3 ----------------- 11
Zeta Step 2 ----------- 3 ----------------- 12
BubbleSpread ---------- 3 ----------------- 13
HeatSpread ------------ 3 ----------------- 14
HyperBurst ------------ 3 ----------------- 15
LifeSword ------------- 3 ----------------- 16
Elemental Sword ------- 4 ----------------- 17
EvilCut --------------- 3 ----------------- 18
HyperRatton ----------- 3 ----------------- 19
Giga TimeBomb --------- 3 ----------------- 20
GelRain --------------- 3 ----------------- 21
EverCurse ------------- 3 ----------------- 22
MomQuake -------------- 3 ----------------- 23
Poison Pharaoh -------- 3 ----------------- 24
BodyGuard ------------- 3 ----------------- 25
500 Barrier ----------- 3 ----------------- 26
BigHeart -------------- 3 ----------------- 27
GutsShoot ------------- 3 ----------------- 28
DeuxHero -------------- 3 ----------------- 29
2X Hero --------------- 4 ----------------- 30
PrixPower ------------- 3 ----------------- 31
MasterStyle ----------- 4 ----------------- 32
-------------------------------------------------------------------------------
|---------------------------------|
| 5Ba) Unicode Program Advances |
|---------------------------------|
Please Search the Program Advances by Name. Search: CTRL + F.
Name ----------- Number of Chips ------ PA Number
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
BubbleSpread ---------- 3 ----------------- 13
HeatSpread ------------ 3 ----------------- 14
LifeSword ------------- 3 ----------------- 16
Elemental Sword ------- 4 ----------------- 17
EvilCut --------------- 3 ----------------- 18
HyperRatton ----------- 3 ----------------- 19
EverCurse ------------- 3 ----------------- 22
MomQuake -------------- 3 ----------------- 23
Poison Pharaoh -------- 3 ----------------- 24
BodyGuard ------------- 3 ----------------- 25
500 Barrier ----------- 3 ----------------- 26
BigHeart -------------- 3 ----------------- 27
GutsShoot ------------- 3 ----------------- 28
DeuxHero -------------- 3 ----------------- 29
2X Hero --------------- 4 ----------------- 30
PrixPower ------------- 3 ----------------- 31
MasterStyle ----------- 4 ----------------- 32
-------------------------------------------------------------------------------
|----------------------------------------|
| 5Ba) Unicode 3 Code Program Advances |
|----------------------------------------|
Name: BubbleSpread
Number: 13
Type: Shot, Aqua
Damage: 300
Chips Required: BubbleShot, Bubble-V, BubbleSide. (There are other versions
the chips for this PA, but those all require 3 chips codes, so we have decided
to put them in the bad PA section.)
Codes: E, *
Description: An Aqua Element Spread that hits all 9 of the panels around the
point of impact, which is where it hits :P.
Time: Normal
Effective with: Shooting this at a Prism doubles the damage (600), Aqua+30.
Other obstacles help to make it more accurate too.
Pros: Can do a lot of damage to Heat/Fire Element Opponents. Can help clear
away Magma/Lava Panels.
Cons: Very Inaccurate
______________________________________________________________________________
Name: HeatSpread
Number: 14
Type: Shot, Fire
Damage: 300
Chips Required: HeatShot, Heat-V, HeatSide (There are other versions the
chips for this PA, but those all require 3 chips codes, so we have decided
to put the other versions in the Bad PA Section)
Codes: J, *
Description: A Fire Element Spread that hits all 9 of the panels around the
point of impact, which is where it hits.
Time: Normal
Effective with: GrassStg or Prism for double damage (600). If both are used,
it can do 4X Damage (1200!). To make it more accurate, put a Rockcube, or
Rook near to the opponent, to make a fixed target. Zaprings, Flashman or
Plantman will help, by stopping the opponent. Fire +30 works to enhance the
damage.
Pros: Does heavy damage to Wood Element opponents. Gets rid of Grass Panels.
Cons: Very Inaccurate without the use of paralysis or Obstacles.
______________________________________________________________________________
Name: LifeSword (DreamSword)
Number: 16
Type: Sword
Damage: 400
Chips Required: Sword, WideSword, and LongSword
Codes: E, L, Y
Description: A 2X3 Size Green blade, which is used like other Sword Chips.
Time: Normal
Effective with: AreaGrab once, or at least PanelGrab the middle Panel. Prism
makes this PA do double damage (800)
Pros: Very Accurate. Can break almost all Auras (Only Dark-Aura + Sanctuary
is not breakable. See Chip Combos: Defensive for details)
Cons: Not many, just that without Areagrab, it doesn't always hit.
______________________________________________________________________________
Name: EvilCut
Number: 18
Type: Sword
Damage: 150 X 4 (Note: StepCross can hit twice)
Chips Required: StepSword, HeroSword (HeroSword), StepCross
Codes: P
Description: Megaman goes 2 panels forward and uses StepSword, then HeroSword,
the StepCross one straight after another. Like each chip separately, only
this does more damage.
Time: Normal
Effective With: Use Flashman, Plantman, to stop the opponent moving. Plantman
is best, since they're the same code. Adding Atk+10 or 30 makes it do more
damage. Prisms can double the damage done (1200!) (Not Confirmed yet).
Pros: Does a lot of damage. Can hit other panels (StepSword hits the panels
up and down as well, HeroSword hits the 2 panels behind, and StepCross hits
in a X Shape, with the place where all three hit as the middle)
Cons: Not too accurate. Does not work on broken panels unless you have
AirShoes. Does not work when obstacle is on the panel where Megaman is
supposed to step on.
______________________________________________________________________________
Name: HyperRatton
Number: 19
Type: Special
Damage: 500
Chips Required: Ratton 1, Ratton 2, Ratton 3.
Codes: A, C, F
Description: Megaman launches a Green Ratton, similar to the Ratton Chips.
When it's launched, the ground shakes, making the opponent immobilized for
a second. Then the Ratton goes forward at high speeds (it can turn once, left
or right) to hit your opponent.
Time: Normal
Effective With: Use Flashman, Plantman, and AreaGrabs, anything to make it
more accurate. Flashman is good for this, since Flashman is F code, and
HyperRatton can be bought as F code from Higsby's Chip Order (refer to The
Dark Unknown's Shop List on www.gamefaqs.com).
Pros: Does a lot of damage, does not hit obstacles as well as the opponent
(Obstacles like Guardians get in the way of Deux-Hero, and LifeSword.)
Cons: Easy to dodge without Flashman or Plantman to stop opponents moving.
Can easily be dodged by using PanelOut or Geddon 2 (Geddon 2).
______________________________________________________________________________
Name: EverCurse
Number: 22
Type: Counter/ Shield
Damage: 100 x 20~
Chips Required: CurseShield 1, CurseShield 2, CurseShield 3
Codes: C, L
Description: When used, a CurseShield appears, like the Guard chip or the
Shield Style NCPs. If Megaman gets hit when the shield is activated, then
it instantly moves to the opponent, and bites him lots of times (20?), for
100 damage each hit.
Time: Normal
Effective With: Atk+, Areagrabs.
Pros: Hits a lot of times, and does enough damage to delete opponents. Can
be used to counter insane PAs/Folders like 2X Hero, PrixPower and HeatSpread
+ GrassStg + Prism.
Cons: As hard to time as AntiDmg (NCP), and might not work properly anyhow.
______________________________________________________________________________
Name: MomQuake
Number: 23
Type: "Shower" (It rains down on the opponent)
Damage: 200 (X15?)
Chips Required: Rockcube, Rockcube, GodStone
Codes: Rockcube: *, GodStone: S
Description: Rocks fall down three at a time on a random panel belonging to
the opponent. Similar to the third attack phase of DrillMan's Chip.
Time: Normal
Effective With: Use Areagrabs, to make it hit more often. If you Arealock them
to one panel, -all- of the rocks will fall on that panel, pretty much winning
you the battle.
Pros: Hits a fair amount of times, quite good damage too.
Cons: By looking at the shadows of the rocks falling down, it is very easy
to dodge them.
______________________________________________________________________________
Name: Poison Pharaoh
Number: 24
Type: Poison
Damage: ??? (60 damage/sec)
Chips Required: PoisonMask, PoisonFace, Anubis (Poison Anubis)
Codes: A
Description: A statue comes down one panel in front of Megaman, like Anubis,
only the statue looks like Pharaohman. The statue itself has 300HP, which means
unless it's up against BreakBuster, it shouldn't break quickly.
Time: Normal
Effective With: Use AreaGrab/PanelGrab, since if you get it to the front most
row (all the way right), then it can't be hit much. Combine that with AntiNavi
or Beat Support (Navi Customizer Block) and the opponent can't destroy it.
Putting Geddon 3 (Geddon 3) also helps.
Pros: Drains HP until it disappears, got destroyed or opponent dies. Usually
the latter two options, since it takes a long time to disappear.
Cons: Can easily be destroyed without protection.
______________________________________________________________________________
Name: BodyGuard (shorten to BodyGrd)
Number: 25
Type: Sword (kinda, because it goes through Shadow, and the only thing that
goes through are Swords)
Damage: 100 per Shrunken x 10~
Chips Required: AntiDmg, AntiNavi, Murmasa (Blade)
Codes: M
Description: Around 10 to 15 Shrunkens (Ninja-Stars) fly down from the left
side of the Stage and hit the opponent.
Time: Normal
Effective With: AreaGrab as many panels as possible first, to maximize the
number of hits. Timpani works very well for making BodyGrd hit as well; better
than Areagrabs (Thanks for SushiSquid for this info). Add Atk+10 or 30 for
more damage. This PA can be recycled using the GigaChip "NaviRecycle". Use
Flashman, paralysing or Plantman to make it more accurate.
Pros: Can do a lot of damage (around 1500) if all of the stars hit.
Cons: Can be easily dodged if you don't AreaGrab enough or don't paralyse.
______________________________________________________________________________
Name: 500 Barrier
Number: 26
Type: Barrier/Defence
Damage: -500 (It protects you 500 :P)
Chips Required: Barrier, 100Barrier, 200Barrier
Codes: E, R (Barrier and 100Barrier * are available too)
Description: You get a 500 Barrier, simple as that! It blocks 500 damage if
you were wondering...
Time: Normal
Effective With: Sanctuary/HolyPanel: It blocks 1000 damage now ^_^.
Pros: Defensive, can take lots of damage.
Cons: The Barrier and 100 Barrier don't last very long before being destroyed.
______________________________________________________________________________
Name: BigHeart
Number: 27
Type: Navi
Damage: 50 x 9 (450 base damage)
Chips Required: HolyPanel, Recover 300, Roll (any one of V1-V3)
Codes: R
Description: Roll appears, like the Navi chip Roll, and hits one opponent
multiple hits. Megaman is recovered 500HP. Basically a stronger version of
the Roll chips.
Time: Frozen
Effective with: Putting Navi +20 or 40 increases the damage by quite a bit.
Can be NaviRecycled.
Pros: Damage AND Recovery. A 2 in 1 effect. It's powerful enough for offensive
strategies (or part of) and gives you an advantage with healing.
Cons: Does not hit opponents if they're standing directly behind an obstacle,
so it will only recover. Does not hit opponents if they're next to you (in
the same Column, going down) because Roll can't go behind where you are.
______________________________________________________________________________
Name: GutsShoot
Number: 28
Type: Navi
Damage: 300
Chips Required: Guard, DashAtk, Gutsman (any one: V1-4)
Codes: G
Description: Gutsman throws Megaman forward, doing 300 damage on impact.
Time: Frozen
Effective With: Use Flashman, paralysing or Plantman to make it more accurate.
AreaGrab if necessary. This PA can be recycled using the GigaChip
"NaviRecycle".
Pros: Well, not much here, only good thing is a use for DashAtk and Guard...
Cons: Can be easily dodged if you don't AreaGrab or don't paralyse. Chips
are useless without the PA.
______________________________________________________________________________
Name: DeuxHero ("Fake" 2X Hero)
Number: 29
Type: Sword
Damage: 70 X 7 hits
Chips Required: CustomSword, VarSword, Protoman V1-4 (any one)
Codes: B
Description: A PA that hits the whole Area. Megaman and Protoman appear and
Megaman shoots Buster Shots (The Normal Style one) and Protoman does
Slash-Waves (like the one used by Protoman, or one of VarSword's attacks)
Time: Frozen
Effective With: Prism makes it do double damage (1120), and Atk+10 or 30 adds
damage too.
Pros: Rarely misses. Can only be dodged by Invis and Mole chips.
Cons: Does not do much damage compared to using each chip separately
(CustomSword: 256, VarSword: 160 X 4 + 160 (Elemental Sonic + Weakness),
Protoman: 160 to 220).
______________________________________________________________________________
Name: PrixPower (N1 Grand Prix Power)
Number: 31
Type: Navi
Damage: 300 X 4 (Usually)
Chips Required: Team 1, Team 2, Bowlman/Mistman/Kingman V5 (Team is
Brotherhood);(Any one of those three V5 Navi chips are allowed)
Codes: Team 1 and 2: *. The Navi chips can only be 1 code (their own)
Description: Bowlman appears, and shoots around 9-10 Mistman down the 3 rows.
Then, Kingman jumps three spaces forward (like the Kingman Chip) and does
300 damage to the 9 surronding panels.
Time: Frozen
Effective With: Make sure Kingman doesn't land on either the opponent, broken
panels, or obstacles. Use Poltergeist, or BreakCharge/Buster (Navi
Customizer Block) to break the obstacle first.
Pros: Practically can't miss. Will do at least 300 damage (if the Mistman
are blocked, then the Kingman usually still hits)
Cons: Requires a GigaChip (Kingman/Mistman/Bowlman V5). Team 1 and 2 aren't
very useful without the rest of the PA.
-------------------------------------------------------------------------------
|----------------------------------------|
| 5Bb) Unicode 4 Chip Program Advances |
|----------------------------------------|
Name: Elemental Sword
Number: 17
Type: Sword, all 4 Elements.
Damage: 160 X 4 (add 160 for weakness)
Chips Required: FireSword, AquaSword, ElecSword, BambooSword
Codes: N, P
Description: A WideSword...4 WideSwords actually... It's like using those
4 Swords without stop. The last Sword doesn't make the opponent flash too,
so you can add on more attacks.
Time: Normal
Effective With: AreaGrab as many panels as possible first, to maximize the
chance of hitting. Put Prism to get double damage. You can also use GrassStg
or IceStg to do more damage.
Pros: Does as much damage as Elemental Sonic, with VarSword.
Cons: Very bad range, is crappier than Elemental Sonic (VarSword), since
Elemental Sonic is a wave that moves forward.
______________________________________________________________________________
Name: 2X Hero ("Real" 2X Hero)
Number: 30
Type: Sword
Damage: 70 X 10
Chips Required: Slasher, CustomSword, VarSword, Protoman (any of V1-4)
Codes: B
Description: A stronger version of Deux-Hero. This time, Protoman does
Elemental Sonic Waves, and Megaman does Charged Buster Shots. Still no
elemental damage... but more colourful ^_^.
Time: Freeze
Effective With: Add Atk+10 or 30 for a LOT more damage. Prism doubles the
damage.
Pros: Can do a lot of damage, rarely misses (only Mole and Invis dodges it).
Cons: Requires 4 chips, which can be used to do even more damage than the
PA itself. (CustomSword: 256, VarSword: 160 X 4 + 160 (Elemental Sonic +
Weakness), Slasher: 240, Protoman: 160-220.)
______________________________________________________________________________
Name: MasterStyle
Number: 32
Type: Navi (Special)
Damage: 100 X 9
Chips Required: Salamander, WaterLine, Bolt, and GaiaBlade.
Codes: *
Description: Megaman splits into 3 Styles, then each of the 8 styles does
1 hit each, then Megaman charges up and explodes the stage.
Time: Freeze
Effective With: Atk +10 or 30 for more damage. Not sure if Prism can make
it do double damage.
Pros: Can only be entirely dodged by LifeAura, Dark-Aura, or Invis. Mole is
hit once at least.
Cons: Requires 4 MegaChips, almost all of your Megachip space. Plus, you can't
have more than 1 of this PA in your Folder.
--------------------------------------------------------------------------------
|-----------------------------------|
| 5C) Multi-code Program Advances |
|-----------------------------------|
Please Search the Program Advances by Name. Search: CTRL + F.
Name ----------- Number of Chips ------ PA Number
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
Zeta Cannon 1 --------- 3 ----------------- 1
Zeta Cannon 2 --------- 3 ----------------- 2
Zeta Cannon 3 --------- 3 ----------------- 3
Zeta Punch ------------ 3 ----------------- 4
Zeta Straight -------- 3 ----------------- 5
Zeta Impact ----------- 3 ----------------- 6
Zeta Variable --------- 3 ----------------- 7
Zeta Yoyo 1 ----------- 3 ----------------- 8
Zeta Yoyo 2 ----------- 3 ----------------- 9
Zeta Yoyo 3 ----------- 3 ----------------- 10
Zeta Step 1 ----------- 3 ----------------- 11
Zeta Step 2 ----------- 3 ----------------- 12
BubbleSpread ---------- 3 ----------------- 13
HeatSpread ------------ 3 ----------------- 14
HyperBurst ------------ 3 ----------------- 15
Giga TimeBomb --------- 3 ----------------- 20
GelRain --------------- 3 ----------------- 21
-------------------------------------------------------------------------------
|------------------------------|
| 5Ca) Zeta Program Advances |
|------------------------------|
All of these PA have something in common: They all last for 5 seconds, in
which you can use the chip for the PA as many times as wished within that
time. However, these require 3 codes each.
Name: Zeta Cannon 1
Number: 1
Type: Shot
Damage: 40 x ?
Chips Required: Cannon A, B, C or B, C, D or C, D, E. * can replace any code.
Codes: A-E (3 consecutive)
Description: Megaman turns invisible (like Invis), and is allowed 5 seconds
of continuous fire of a 40 damage Cannon by pressing A rapidly.
Time: Normal
Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms
can also power up this attack, but makes the opponent white/invincible.
Pros: Gives a heavy damaging attack, plus acts as an Invis. A two effect for
1 PA.
Cons: 3 codes, so you can only have 1 in a Folder. Hard to hit if opponent
is not stunned. Fires slowly as well.
______________________________________________________________________________
Name: Zeta Cannon 2
Number: 2
Type: Shot
Damage: 60 x ?
Chips Required: HiCannon H, I, J or I, J, K or J, K, L. * can replace any
code.
Codes: H-L (3 consecutive)
Description: Exactly the same as Zeta Cannon 1, only it does 50 damage.
Megaman turns invisible (like Invis), and is allowed 5 seconds of continuous
fire of a 60 damage Cannon by pressing A rapidly.
Time: Normal
Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms
can also power up this attack, but makes the opponent white/invincible.
Pros: Gives a heavy damaging attack, plus acts as an Invis. A two for one
PA.
Cons: 3 codes, so you can only have 1 in a Folder. Hard to hit if opponent
is not stunned. Fires slowly as well.
______________________________________________________________________________
Name: Zeta Cannon 3
Number: 3
Type: Shot
Damage: 80 x ?
Chips Required: M-Cannon O, P, Q or P, Q, R or Q, R, S.
Codes: O-S (3 consecutive)
Description: The same as Zeta Cannon 1 and 2, only 60 damage per shot. Megaman
turns invisible (like Invis), and is allowed 5 seconds of continuous fire
of an 80 damage Cannon by pressing A rapidly.
Time: Normal
Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms
can also power up this attack, but makes the opponent white/invincible.
Pros: Gives a heavy damaging attack, plus acts as an Invis. Very good for
both attack and defence.
Cons: 3 codes, so you can only have 1 in a Folder. Hard to hit if opponent
is not stunned. Fires slowly as well.
______________________________________________________________________________
Name: Zeta Punch (GutsPunch)
Number: 4
Type: Punch/Fist
Damage: 80 x ?
Chips Required: GutsPunch B, C, D or C, D, E or D, E, F
Codes: B-E (3 consecutive)
Description: It's basically the one Gutsman uses at low HP. You can fire
unlimited GutsPunches within the 5-second limit. You can also apply the
Button Combo to make it Rocket Punch.
Time: Normal
Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Adding
Rockcubes before it does quite a bit of damage.
Pros: Gives a very heavy damaging continuous attack, plus acts as an Invis.
Another PA that works as Attack and Defence. Very effective at sliding Rooks
back so that you can Areagrab afterwards.
Cons: 3 codes, so you can only have 1 in a Folder. The button combo takes
a bit more time, lowering the number of GutsPunches fired. However, the normal
range is very bad (Sword Range)
______________________________________________________________________________
Name: Zeta Straight (GutsStraight)
Number: 5
Type: Punch/Fist
Damage: 100 x ?
Chips Required: GutsStraight O, P, Q or P, Q, R or Q, R, S
Codes: O-S (3 consecutive)
Description: This is a stronger version of Zeta Punch the one Gutsman uses
at low HP. You can fire unlimited GutsStraights within the 5-second limit.
You can also apply the Button Combo to make it Rocket Punch.
Time: Normal
Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Adding
Rockcubes before it does quite a bit of damage.
Pros: Gives a very heavy damaging attack, plus acts as an Invis. A two for
one PA. Very effective at sliding Rooks back so that you can Areagrab
afterwards. Has a LongSword range, much better than the GutsPunch Zeta. The
Button Combo also launches multiple GutsStraights.
Cons: 3 codes, so you can only have 1 in a Folder. The button combo takes
a lot more time, lowering the number of GutsStraight fired drastically, since
the button combo can fail.
______________________________________________________________________________
Name: Zeta Impact (GutsImpact)
Number: 6
Type: Punch/Fist
Damage: 160 x ?
Chips Required: GutsImpact G, H, I or H, I, J or I, J, K
Codes: G-K (3 consecutive)
Description: This is a stronger version of Zeta Punch and Zeta Straight, like
the one Gutsman V3 uses at low HP. You can fire unlimited GutsImpacts within
the 5-second limit. You can also apply the Button Combo to do the multi-hit
(Kick + Punch) combo.
Time: Normal
Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Adding
Rockcubes before it does quite a bit of damage. Also, the Button Combo itself
can do heavy damage, especially with a Prism.
Pros: Gives a very heavy damaging attack, plus acts as an Invis. A two for
one PA. Very effective at sliding Rooks back so that you can Areagrab
afterwards. Has a Sword range again, ineffective in NetBattle. The Button
Combo is a Sword range I square forward, however, it can do a lot of damage
(560), plus you can hit the Prism for 1120 damage!
Cons: 3 codes, so you can only have 1 in a Folder. The button combo takes
a lot more time, with a VERY high failure chance (higher than VarSword's
Elemental Sonic if you were wondering). Overall, this Zeta PA doesn't have
much range, unlike the GutsPunch and GutsStraight ones.
______________________________________________________________________________
Name: Zeta Variable
Number: 7
Type: Sword
Damage: 160 x ?
Chips Required: VarSword B, C, D or C, D, E or D, E, F
Codes: B-F (3 consecutive)
Description: A 5 second unlimited VarSword. All of the button commands
(LongSword, LifeSword, Elemental Sonic etc) can be used in that 5 seconds.
Also makes you invisible for that time.
Time: Normal
Effective with: Depending on what Button Inputs you use, things such as
Areagrabs, obstacle removers and Paralysis may help. Atk+ supports
Tri-Slash-Wave and Elemental-Sonic well, and GrassStg/IceStg helps
Elemental Sonic.
Pros: Automatically get Invis when using the Button Input, making sure you
can't be hit. Also, it means you can use many button inputs in a row.
Cons: 3 codes, so you can only have 1 in a Folder. Plus, if you're trying
to use lots of Elemental Sonic, then 3 VarSwords separately will do better.
You only have enough time for 2 Tri-Slash-Wave or Elemental Sonic. The whole
PA is wasted if your opponent turns Invis or uses AntiSword.
______________________________________________________________________________
Name: Zeta Yoyo 1
Number: 8
Type: Sword/Yoyo
Damage: 40 x ?
Chips Required: Yoyo 1 C, D, E or D, E, F or E, F, G. * can replace any 1
chip.
Codes: C-G (3 consecutive)
Description: A 5 second unlimited Yoyo 1 whilst you're invincible. Like the
original chip, this has a range of three panels forward.
Time: Normal
Effective with: LOTS of Atk+, as well as some sort of locking attack. Timpani
works great, if not then use Flashman.
Pros: Yoyos don't turn opponents invincible, so you can fire it for LOTS of
damage against all kinds of Navis (Very good for Proto/Alpha). It pierces
Shadows too. Yoyos hit 3 times if the yoyo lands on your opponent, doing 120
every time!
Cons: 3 codes, so you can only have 1 in a Folder. Only does 2 hits if you're
too close, and none if you're too far, so it requires a lot of positioning.
______________________________________________________________________________
Name: Zeta Yoyo 2
Number: 9
Type: Sword/Yoyo
Damage: 50 x ?
Chips Required: Yoyo 2 H, I, J or I, J, K or J, K, L
Codes: H-L (3 consecutive)
Description: A 5 second unlimited Yoyo 2 uses while you're invincible. Like
the original chip, this has a range of three panels forward.
Time: Normal
Effective with: LOTS of Atk+, as well as some sort of locking attack. Timpani
works great, if not then use Flashman.
Pros: Yoyos don't turn opponents invincible, so you can fire it for LOTS of
damage against all kinds of Navis (Very good for Proto/Alpha). It pierces
Shadows too. Yoyos hit 3 times if the yoyo lands on your opponent, doing 150
every time!
Cons: 3 codes, so you can only have 1 in a Folder. Only does 2 hits if you're
too close, and none if you're too far, so it requires a lot of positioning.
______________________________________________________________________________
Name: Zeta Yoyo 3
Number: 10
Type: Sword/Yoyo
Damage: 60 x ?
Chips Required: Yoyo 3 M, N, O or N, O, P or O, P, Q
Codes: M-Q (3 consecutive)
Description: A 5 second unlimited Yoyo 3 shots while you're invincible. Like
the original chip, this has a range of three panels forward.
Time: Normal
Effective with: LOTS of Atk+, as well as some sort of locking attack. Timpani
works great, if not then use Flashman.
Pros: Yoyos don't turn opponents invincible, so you can fire it for LOTS of
damage against all kinds of Navis (Very good for Proto/Alpha). It pierces
Shadows too. Yoyos hit 3 times if the yoyo lands on your opponent, doing 180
amazing damage every time!
Cons: 3 codes, so you can only have 1 in a Folder. Only does 2 hits if you're
too close, and none if you're too far, so it requires a lot of positioning.
______________________________________________________________________________
Name: Zeta Step 1 (StepSword)
Number: 11
Type: Sword
Damage: 130 x ?
Chips Required: StepSword L, M, N or M, N, O or N, O, P.
Codes: L-P (3 consecutive)
Description: A 5 second unlimited StepSword attack. The range is the same
as the normal StepSword chip (WideSword 2 spaces ahead). Pressing A rapidly
will make Megaman jump back and forth, slashing with StepSword.
Time: Normal
Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms
can also power up this attack, but makes the opponent white/invincible.
Pros: Gives a very heavy damaging attack, plus acts as an Invis. A two for
one PA. It also helps to remove any Shadow your opponent conjures up.
Cons: 3 codes, so you can only have 1 in a Folder. Very hard to position without
proper stunning techniques. Obstacles may get in the way of stepping over.
______________________________________________________________________________
Name: Zeta Step 2 (StepCross)
Number: 12
Type: Sword
Damage: 130 x ?
Chips Required: StepCross P, Q, R or Q, R, S or R, S, T.
Codes: P-T (3 consecutive)
Description: Similar to Zeta Step 1, it's a 5 second unlimited StepCross
attack. The range is the same as the normal StepCross chip (X-Shaped Sword
2 spaces ahead). Pressing A rapidly will make Megaman jump back and forth,
slashing with StepSword.
Time: Normal
Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms
can also power up this attack, but makes the opponent white/invincible.
Pros: Gives a very heavy damaging attack, plus acts as an Invis. A two for
one PA. It also helps to remove any Shadow your opponent conjures up.
StepCross also has a large range, good if your opponent moves quickly, or
Virus battles.
Cons: 3 codes, so you can only have 1 in a Folder. Very hard to position without
proper stunning techniques, even harder than StepSword v_v. Obstacles may
get in the way of stepping over.
-------------------------------------------------------------------------------
|------------------------------------------|
| 5Cb) Other Multi-Code Program Advances |
|------------------------------------------|
Name: BubbleSpread
Number: 13
Type: Shot
Damage: 300
Chips Required: BubbleShot C, D, E or Bubble-V D, E, F or BubbleSide E, F,
G (The fourth version uses all 3 chips, with E code. This is in the Good PA
section)
Codes: Shot: C-E, V: D-F, Side: E-G. * code can replace any 1 of the chips.
Description: An Aqua Element Spread that hits all 9 of the panels around the
point of impact, which is its range basically.
Time: Normal
Effective with: Shooting this at a Prism doubles the damage (600), Aqua+30.
Other obstacles help to make it more accurate too.
Pros: Can do a lot of damage to Heat/Fire Element Opponents. Can help clear
away Magma/Lava Panels. Offers quick deletes.
Cons: Very Inaccurate, can't be powered up with Stages. Requires 3 codes of
the same chips, meaning you can only have 1 in a Folder.
______________________________________________________________________________
Name: HeatSpread
Number: 14
Type: Shot, Fire
Damage: 300
Chips Required: HeatShot H, I, J or Heat-V I, J, K or HeatSide J, K, L (There
is 1 more version of this PA, which uses the J code of all 3 chips. This is
in the Good PA Section).
Codes: Shot: H-J, V: I-K, Side: J-L. * code can replace any 1 of the chips.
Description: A Fire Element Spread that hits all 9 of the panels around the
point of impact, which is where it hits :P.
Time: Normal
Effective with: GrassStg or Prism for double damage (600). If both are used,
it can do 4X Damage (1200!). To make it more accurate, put a Rockcube, or
Rook near to the opponent, to make a fixed target. Zaprings, Flashman or
Plantman will help, by stopping the opponent. Fire +30 works to enhance the
damage.
Pros: Does heavy damage to Wood Element opponents. Gets rid of Grass Panels.
Offers Quick Deletes.
Cons: Very Inaccurate without the use of paralysis or Obstacles. Requires
3 of the same chip, meaning only 1 can be put in each Folder.
______________________________________________________________________________
Name: HyperBurst
Number: 15
Type: Shot
Damage: 100 x 2-5
Chips Required: Spreader M, N, O or N, O, P or O, P, Q.
Codes: M-Q (3 consecutive) * code can replace any 1 chip.
Description: A multi-colored burst of shots (like the different colours of
Megaman's Charged Buster in MMBN2- Green, Red and Blue). It does 500 damage
to the point of impact, and 200 to all 9 surrounding panels.
Time: Normal
Effective with: Atk+, Obstacles or Prism. Stun chips also help.
Pros: Does lots of damage to the middle (doesn't help if it's an non-Prism
obstacle), and doubles with Prism (1000 and 400).
Cons: Very Inaccurate without the use of paralysis or Obstacles. Requires
3 of the same chip, meaning only 1 can be put in each Folder. The hits are
100 damage each, and it hits multiple times, which means it can't break
LifeAuras or DarkAuras.
______________________________________________________________________________
Name: Giga TimeBomb
Number: 20
Type: Bomb
Damage: 500
Chips Required: TimeBomb J, K, L or K, L, M or L, M, N
Codes: J-N (3 consecutive)
Description: A larger, stronger TimeBomb appears in the front most row of
your opponent's area. It counts down from 3 and explodes at 0, doing 500
piercing damage to the whole area.
Time: Normal
Effective with: Some sort of protection. Guardian, Rook or something of that
nature will help. Paralysing the opponent so he/she can't get to the TimeBomb
is another good idea.
Pros: Piercing, and Heavy damage. Perfect for destroying lots of Rooks or
other obstacles. The TimeBomb itself has quite a high HP (200HP).
Cons: Requires 3 of the same chip, meaning only 1 can be put in each Folder.
Takes forever to explode, can be destroyed using certain Navis, Poltergeist,
or a mad burst of Guts Machine Gun.
______________________________________________________________________________
Name: GelRain
Number: 21
Type: Areagrab
Damage: 150 x 6
Chips Required: MetaGel 1: B, C, D or MetaGel 2: E, F, G or MetaGel 3: S,
T, U. * can replace a MetaGel 1 code.
Codes: B-D, E-G, S-U
Description: 6 MetaGels of various colours rain down, stealing any panels
the land on, and doing 150 damage to obstacles and opponents.
Time: Frozen
Effective with: Wind/AirSword to blow opponents back if you plan to use it
as a double Areagrab. Fan helps to make it hit. If you Areagrab all the area
first, ALL the MetaGels will land on your opponent, doing around 900 damage.
Pros: Quickly kills opponents if all MetaGels land on opponent, especially
Heat Types. Also can Areagrab twice without interruption, so you can quickly
go to the Custom Menu and use Darkman, or other chips that need lots of
Areagrabs.
Cons: Requires 3 of the same chip, meaning only 1 can be put in each Folder.
Waste of MetaGels if you plan to just Areagrab, since it counts as only 2
MetaGels when you use 3 MetaGel chips.
===============================================================================
End of Section 5: Program Advances
===============================================================================
|/|----------------------|\|
| 6) Netbattling Folders |
|\|----------------------|/|
NetBattle Folders need to be very effective at deleting opponents, so they
must contain some attack chips, which can be formed into PAs. A balanced and
good Folder should consist of: At least 12 Attack chips (for offensive Combos
or Program Advances), at least 8 Support/Sub-Attacking Chips (Areagrab,
Paralysing chips), and at least 8 Defensive Chips (Invis, Mole, Rook)
Effective Folders should have 1 to 2 chip codes (excluding *, since it's
universal). Most Folders have a "Theme", or a main attack PA of some sort.
Here's some examples of good NetBattle Folders: (Note: Although these Folders
are capable of Netbattling without modifications, these are meant to be
templates or guidelines for your own versions of these Folders, or anything
else for that matter.
[All of these Folders were either made by us (The Dark Unknown and Mastermind
Chaud), or other people who posted them for rating in the Official Folder
Rating Topic/Center on the Megaman Battle Network 3 W/B Message Boards at
www.gamefaqs.com (The Topic was made by TDU). Some of these have been modified
to make them more effective, and nameless Folders have been given a name.
If you own a particular Folder here, or was the original maker of it, would
like to state so on the MMBN3 White or Blue Board, about any Changes to names,
etc, feel free to do so]
-------------------------------------------------------------------------------
|---------------------------------|
| 6*) What makes a good Folder? |
|---------------------------------|
1-2 codes in a Folder
By keeping codes down to 1-2 (excluding *), you can easily get lots of chips
in 1 go, and win quickly. Very useful for NetBattle, and battles you need
to finish quickly.
Sticking to a Theme or Combo
Sticking to a Theme or Combo in a Folder help you to work out what to do next.
If you have many assorted themes (like Darkman, Drillman and Desertman all
in 1 Folder), then you'll have to stop and think, plus you might make a wrong
choice. Also, most combos can be used a few times in a row (Snakes, NO Beam,
Sensors), meaning you can easily finish off an opponent.
Building on a Theme or Combo
After deciding which Theme or Combo to use in your Folder, think of what
support chips you might need (Prisms for HeatSpread, Areagrabs for Darkman,
Geddon 1/2s for Snakes). Always have a few Areagrabs in your Folder, to
counter the ones used by your opponent in NetBattle. Other Support Chips might
include Atk+ or [Element]+.
Also, try finding other attack combos from the same code. Like: your main
theme is Elemental Sword PA (N Code). So you might want to put some StepSword
N in.
Putting Navis/Megachips whenever a code has one useful
Unless you have no