____ ____ ____ _ __ _ ____ _ ________ _ _____ _
/ __\/ _ \/ _X |/ // \__/|/ _ \/ \ /| / __/\ \/// __//\ / |
| \/|| / \|| / | / | |\/||| / \|| |\ || | \ \ / | \ \_\| |
| /| \_/|| \_| \ | | ||| |-||| | \|| | /_ / \ | /_ | |
\_/\_\\____/\____X_|\_\\_/ \|\_/ \|\_/ \| \____\/__/\\\____\ \_|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|N|e|t|b|a|t|t|l|e| |S|t|r|a|t|e|g|y| |G|u|i|d|e|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
---------------------------------------------------------------------
Rockman EXE 4 Tournament Red Sun/Blue Moon: NetBattle Strategy Guide
By: The Dark Unknown (TDU) and Magenta Galaxy (MG)
Version: 0.5A
Any suggestions, changes, problems with this Guide can be posted at the Rockman
EXE 4 Blue Moon/Red Sun Board at www.gamefaqs.com. If it's an emergency, e-mail
us at either powerclash_192 AT hotmail.com (TDU) or rbvandy AT msn.com (MG).
This document is Copyright 2003/2004 The Dark Unknown and Magenta Galaxy. For
usage of this guide on any other places, web sites etc, please refer to the
"Contact Us" Section.
The ONLY site this guide should be posted on is GameFAQs.com. Violation of the
above agreement WILL result in legal action WHEN (We WILL find you, you can bet
your dollar on that) you are found out. Break this copyright, and under Title
17 Chapter 5 Section 506(d) of US Copyright Law, you can be fined for up to
$2,500USD.
Rockman EXE 4 Tournament Red Sun/Blue Moon: Released on Dec 12, 2003
Megaman Battle Network 4 Red Sun/Blue Moon: Scheduled for May 18, 2004
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
Beginning of Rockman EXE 4 Netbattle Strategy Guide
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section [] ///
/// Table of Contents ///
///--------------------------///
Use CTRL + F to Find/Search for the Section as listed in the Table of Contents.
-----------------------------------------
A) Introduction
-----------------------------------------
B) Changes from MMBN3
-----------------------------------------
C) RMEXE4 Connecting Information
C1) NetBattle
C2) Compare
C3) Trade
C4) Tournament
-----------------------------------------
D) Chip Combos ~*~INCOMPLETE~*~
-----------------------------------------
E) Program Advances
E*) List of All Program Advances
E1) 1 Code Program Advances
E2) 3 Code Program Advances
-----------------------------------------
F) Folder Building
F1) Folder Building Basics
F2) What makes a Good Folder?
-----------------------------------------
G) Souls: Red Sun and Blue Moon
G1) Changes from MMBN2/3 Styles
G2) RMEXE 4 Soul System
G3) Red Sun Souls
G4) Blue Moon Souls
-----------------------------------------
H) Navi Customizer
H1) Solid Navi Customizer Programs
H2) Textured Navi Customizer Programs
H3) Effective Navi Customizer Setups ~*~INCOMPLETE~*~
-----------------------------------------
I) GigaChips
I1) Red Sun GigaChips
I2) Blue Moon GigaChips
-----------------------------------------
J) General NetBattle Tips
J1) Offensive
J2) Defensive
J3) What NOT to do
-----------------------------------------
K) Chip List
K*) By Attribute
K1) Heat Element
K2) Aqua Element
K3) Elec Element
K4) Wood Element
K5) Wind/Knockback
K6) Piercing/Obstacle Removers
K7) Swords
K8) Obstacle
K9) Panel Breakers
K10) Evasion
K11) Recovery
K12) Damage +/-
K**) Other Abilities
K13) Stage Changers
K14) Multi-Hitters
-----------------------------------------
L) Megaman's Emotional Modes
L1) Full Synchronization
L2) Soul Unison
L3) Anger Mode
L4) Dark Chips - Anxious Mode
L4*) Description of Dark Chips
L5) Dark Soul
L6) Insanity Mode
L7) Karma
-----------------------------------------
M) Others
M1) Button Commands
M2) Panel Effects
M3) SP/DS Chip Damage Altering
M4) Higsby's Free Tournament
-----------------------------------------
N) Frequently Asked Questions
-----------------------------------------
O) Important Information
O1) History
O2) Acknowledgement/Special Thanks
O3) Copyright Information
O4) Contact Us
-----------------------------------------
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Table of Contents
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section A ///
/// Introduction to RMEXE4 ///
///--------------------------///
The end of another year rolls around and a new installment of the
EXE series appears. Rockman.EXE 4 sports, like its predecessor, two
versions: Tournament Red Sun and Tournament Blue Moon. This game, unlike its
predecessors, revolves strongly around link play, which could make or break
the series for a lot of players. For those in Asia and some parts of America
where the series is popular the link features could be great, since it focuses
on link play and additions to obtain new features. For those who complain about
multiple versions and have no one to play against, tough luck, mate. And so,
another new experience awaits the players of Rockman.EXE! It's time to...
Plug in, Rockman.EXE! Transmission! *Sticks PET into NBG*
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section A: Introduction to Rockman EXE 4
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section B ///
/// Changes from MMBN3 ///
///--------------------------///
Unlike the additions MMBN2 to MMBN3, there have been dramatic changes in RMEXE4.
1) The Styles system is no more. Instead of styles, the game now has Souls.
Souls allow you to combine Megaman with the powers of another Navi. This is
covered in detail in the Soul Section, Section G.
2) Many New Navis. Although a few Navis have returned from the previous MMBN
titles, most of the EXE4 Navis are brand new! The Navis are listed with their
first appearance in the Megaman Battle Network Series, as well as which EXE4
version they appear in (Red Sun/Blue Moon, or Shared).
Note:
MMBN = Megaman Battle Network
REXE = Rockman EXE
(Note that <Version> is which version that Navi enters a TOURNAMENT)
-> Shared Navis do NOT have Souls
-> Red Sun Navis have Souls, and those Souls are exclusive to Red Sun.
-> Blue Moon Navis have Souls in Blue Moon only, and are not in Red Sun.
Name ---------- First Appearance (MMBN)--------- Version
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Burnerman ------------ REXE4 ----------------- Shared Navi
Coldman -------------- REXE4 ----------------- Shared Navi
Forte ---------------- MMBN1 ----------------- Shared Navi
Glyde ---------------- MMBN1 ----------------- Shared Navi
Kendouman ------------ REXE4 ----------------- Shared Navi
Laserman ------------- REXE4 ----------------- Shared Navi
Shademan ------------- REXE4 ----------------- Shared Navi
Sparkman ------------- REXE4 ----------------- Shared Navi
Topman --------------- REXE4 ----------------- Shared Navi
Videoman ------------- REXE4 ----------------- Shared Navi
Fireman -------------- MMBN1 ----------------- Red Sun Navi
Gutsman -------------- MMBN1- ---------------- Red Sun Navi
Roll ----------------- MMBN1 ----------------- Red Sun Navi
Searchman ------------ REXE4 ----------------- Red Sun Navi
Thunderman ----------- MMBN2 ----------------- Red Sun Navi
Windman -------------- REXE4 ----------------- Red Sun Navi
Aquaman ------------- REXE4 ----------------- Blue Moon Navi
Blues ---------------- MMBN1 ----------------- Blue Moon Navi
Junkman -------------- REXE4 ----------------- Blue Moon Navi
Metalman ------------- MMBN3 ----------------- Blue Moon Navi
Numberman ------------ MMBN1 ----------------- Blue Moon Navi
Woodman -------------- MMBN1 ----------------- Blue Moon Navi
3) There are tournaments throughout the story, held at DenTown, Cielo
Castillo, and Ammeroupe. These are known as Densan City Tournament, Hawk
Tournament and Blue Moon/Red Sun Tournament correspondingly. Other Free
Tournaments can be held and played by transferring data using the Tournament
Mode (In Connect) and those are played in Higsby's Shop.
4) The Metroline now has a subway map instead of the simple text choices in
MMBN1/2/3.
5) Counter Hits. Counter Hits will play a major role in this game. Counter
Hits are when you hit the opponent when they are just about to attack. In
MMBN3, you recieved BugFrags from Counter-Hitting and effectively killing
the opponent (Navi or Virus only). In EXE4, Counter Hits on Navis and Viruses
stun the opponent, so you can follow up with another combo or chip that will
now do double damage due to Full Synchro status.
6) Graphics have changed greatly. The real world maps are much more detailed,
while the characters on them have changed in size. The best example would be
Lan and Megaman, who now have smaller bodies. The graphics also have more
of a cartoonish feel to them.
7) Dark Chips. These are chips of the Dark World. The chips only appear when
Megaman has been hit a certain amount of times without attacking back, and
come at a very high cost to his Karma and Max HP. For each battle you use a
Dark Chip in, excluding battles where you MUST use them, you will lose 1 HP
PERMANENTLY. Excessive use of Dark Chips will lower Megaman's Karma and
eventually turn him Dark, which prevents Soul Unisons but allows for instant
Dark Chip usage and allows for usage of certain chips you must be dark to
activate.
8) Different Emotions for Megaman in Battles:
Normal
Anxious
Soul Unison
Full Synchronization
Anger
Dark
These emotional states appear in a profile view of Megaman, located near the
top left hand corner of the battle screen. These are detailed in Section L.
9) Records of your Deleting times of SP Navis. These Records are kept in the
Megaman Screen on the PET, and they show all the SP Navis (Which are found
randomly in Areas, like V3 Navis in MMBN2/3) and your times, along with a
Best Record that is obtained by Connecting with another cartridge of the same
version. These times are used to determine the damage done by SP Navi Chips.
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section B: Changes from MMBN3
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section C ///
/// RMEXE4 Connecting Info ///
///--------------------------///
Components Required:
GBA/GBA-SP/GB Player x2 [Any combination]
Rockman EXE 4/Megaman Battle Network 4 Red Sun/Blue Moon x2 [Any Combination]
(Note that certain parts of the Connect Functions require the same version, or
the other version of your first cartridge)
GBA Link Cable x1
The Connect option is located in the menu (Press Start while in the Real World
or Internet World) and is the second to last option. Once you select
this, you will automatically be asked to save. Press A to confirm and save
your game. Now, you will see four options:
- NetBattle
- Compare
- Trade
- Tournament
To the right of those options, you will see your Netbattle statistics,
including Wins and Total Netbattles of the Single and Triple Real Netbattles,
and another set of stats showing your Red Sun vs. Blue Moon Wins and Total
Battles (only appears once you've completed the game once).
IMPORTANT: Once you connect to a cartridge of the other version, you will be
able to fight Navis which are normally exclusive to that cartridge in your
regular story tournaments. The Connect mode that does this is currently
uncomfirmed.
<><><><><><><><><>
~ C1) NetBattle ~
<><><><><><><><><>
The first option, NetBattle, allows you to fight against a friend. Once
selected you will then be taken to another menu with three choices:
- Single Battle
- Triple Battle
- Red Sun vs. Blue Moon (Only appears after completing Game once)
>>>>>>>>>>>>>>>>>
| Single Battle |
<<<<<<<<<<<<<<<<<
In Single Battle, the winner is decided by whoever wins the match. Within
Single Battle, there are two options:
- Practice
- Real
>>>>>>>>>>>>>>>>>
| Triple Battle |
<<<<<<<<<<<<<<<<<
The victor of a Triple Battle must win two out of a set of three matches.
In Triple Battle, there are two options again:
- Practice
- Real
>>>>>>>>>>>>>>>>>>>>>>>>>
| Red Sun vs. Blue Moon |
<<<<<<<<<<<<<<<<<<<<<<<<<
Red Sun vs. Blue Moon starts a series of battles that do not end until one
player has won twice in a row. If you win, lose, then win, the tournament will
continue until one of you wins twice in a row. It must be a Red Sun cartridge
versus a Blue Moon cartridge. This mode only appears once you have completed
the game in normal mode. Again, Red Sun vs. Blue Moon only works if you have a
Red Sun cartridge linked with a Blue Moon cartridge. There are no "Practice"
or "Real" options, chips are not lost, and any battles lost can be made up with
another win. A new counter will appear under the original "Wins and Total
Battles", showing the "Battle Points" of the RS vs. BM Mode. The counter begins
at +0. For every win, you will gain a point. If you play against a friend, and
you win two bouts in a row, your counter will go up by 1 point. However, if
you lose two bouts in a row, your counter will go down by 1 point.
This mode exists to power up the Giga Class chips MeteoRedSun and BlueMoonRay.
The chip's base power is increased by the number of "Battle Points" you have.
A base power of 200 with 5 Battle Points would make the damage of the chip be
205. The total damage is modifiable by Full Synchro to double the damage. If
that 205 damage chip were used in Full Synchro, it would do 410 damage.
>>>>>>>>>>>>>>>>>>>
| Netbattle Modes |
<<<<<<<<<<<<<<<<<<<
Practice - Wins and losses are not recorded, and the winner does not take a
chip from the loser.
Real - Wins and losses are recorded in this mode. They are displayed on the
main Connect screen. The winner of the match also takes a random chip from
the loser. The rarity of the chip is based on the Busting Level of the
winner.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
<><><><><><><><>
~ C2) Compare ~
<><><><><><><><>
The second option in the Connect menu is Compare, which allows you to trade
your Library and Deletion Time records with another cartridge. There are
two menu options for Compare:
Library Compare
Record Compare (Both cartridges must be the same version)
>>>>>>>>>>>>>>>>>>>
| Library Compare |
<<<<<<<<<<<<<<<<<<<
Library Compare takes your library data and matches it with the connected
cartridge. Any chips which you do not already have in your library that the
other cartridge has (or has obtained in this manner from another cart) will be
filled in by name. You then are able to go to Higsby's shop and buy the chip
using the Chip Order system.
>>>>>>>>>>>>>>>>>>>
| Record Compare |
<<<<<<<<<<<<<<<<<<<
Record Compare requires two cartridges of the same version (ie. Red Sun and
Red Sun). It allows you to compare records for the deleting times of SP Navis
(Which are found randomly in the Area after you defeat their V2 [Normal Mode]
or V3 [Hard/Super Hard Mode]). These times are shown in the Megaman Screen on
the PET Menu (In the PET Menu, [Which you press Start to open] Go to Megaman,
then you will enter a screen with Megaman on it, and there will be two choices:
Navi Customizer and Records). These records determine the damage that your SP
Navi chip does in battle. The faster your delete time, the more damage it does.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
<><><><><><><>
~ C3) Trade ~
<><><><><><><>
Selecting the third option in the Connect Menu will bring up two choices:
Trade Chips
Trade Navi Customizer Programs
>>>>>>>>>>>>>>>
| Trade 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.
GIGACHIPS CANNOT BE TRADED.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
| Trade Navi Customizer Programs |
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
This option is not available at the beginning, but will be when you obtain the
Navi Customizer System, in the Third Scenario. 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.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
<><><><><><><><><>
~ C4) Tournament ~
<><><><><><><><><>
Selecting the last option in the Connect Menu will bring you to the Tournament
Menu. Here, there are two options:
Receive Entry
Send Entry
One cartridge must be at one of the Modes, and the other person needs to be at
the other one. For example, Person A goes to the Send Entry Screen, so Person
B goes to the Receive Entry Screen.
>>>>>>>>>>>>>>>>>
| Receive Entry |
<<<<<<<<<<<<<<<<<
This is the receiving end of the Tournament Connect Function. When you enter
this Mode, you will see a screen with 7 entries in a window. These will either
say "NO ENTRY", or will have an entry sent from another cartridge, with the
name of the Navi (One of your Souls) and your name (Comprising of three letters
of Alphabet, made by you just before the Densan Tournament) There are two
options here:
Receive Entry
Delete Entry
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section C: General NetBattle Information
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section D ///
/// 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 4 (Any more isn't
really a combo) 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 chips 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 this whole Section is dedicated to: The use of multiple chips to
form a strategy, or Combo, unleashing the full potential of the chips or chips.
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section D: Chip Combos
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section E ///
/// Program Advances ///
///--------------------------///
Program Advances are exactly as they were in MMBN1-3, where you put 3 to 4
chips together to form a Program Advance. Note that these are not the same as
combos, since when these chips are put together in the Custom Menu (You select
them in the correct order), a screen will appear, telling you a Program Advance
has been formed.
Some are very good for Netbattling, whilst others are hard to use well. A Good
PA should only use 1 code (Unlike GigaCannons and HyperBurst, which require 3
codes), and more than 1 type of chip (Not HeatShot B,C,D 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 with Navi Customizer Programs)
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:
GigaCannon 1: Requires Cannon A, B, C in that order. It allows you to fire a
single 300 damage Cannon in 1 Shot.
DreamSword: Requires: Sword, WideSword, LongSword E/L/S or Blade, WideBlade,
LongBlade . It uses all three chips continuously, and does 150 for each hit.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
E*) Full List of Program Advances
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please search the assigned classification Number to find the PA (Use CTRL+F)
Name ----------- Chips required --------- PA Number
=====================================================
GigaCannon 1 ---------- 3 ---------------- E2-1
GigaCannon 2 ---------- 3 ---------------- E2-2
GigaCannon 3 ---------- 3 ---------------- E2-3
HyperBurst ------------ 3 ---------------- E2-4
HeatSpread ------------ 3 ---------------- E1-1 + E2-5
BubbleSpread ---------- 3 ---------------- E2-6
SuperWide1 ------------ 3 ---------------- E2-7
SuperWide2 ------------ 3 ---------------- E2-8
SuperWide3 ------------ 3 ---------------- E2-9
FlameCross1 ----------- 3 ---------------- E2-10
FlameCross2 ----------- 3 ---------------- E2-11
FlameCross3 ----------- 3 ---------------- E2-12
HellFang1 ------------- 3 ---------------- E2-13
HellFang2 ------------- 3 ---------------- E2-14
HellFang3 ------------- 3 ---------------- E2-15
MagShock1 ------------- 3 ---------------- E2-16
MagShock2 ------------- 3 ---------------- E2-17
MagShock3 ------------- 3 ---------------- E2-18
JigokuHockey1 --------- 3 ---------------- E2-19
JigokuHockey2 --------- 3 ---------------- E2-20
JigokuHockey3 --------- 3 ---------------- E2-21
HellBoomerang1 -------- 3 ---------------- E2-22
HellBoomerang2 -------- 3 ---------------- E2-23
HellBoomerang3 -------- 3 ---------------- E2-24
GigaCounterBomb ------- 3 ---------------- E2-25
DreamSword ------------ 3 ---------------- E1-2
BodyGrd --------------- 3 ---------------- E1-3
PoisonPharoah --------- 3 ---------------- E1-4
PileDriver ------------ 3 ---------------- E1-5
DarkMessiahNeo -------- 4 ---------------- E1-6
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
+=======================================================+
All categories with Stars (*) are out of 3 stars (***)
+=======================================================+
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
E1) 1-Code Program Advances
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~*~E1-1~*~
<[{HeatSpread}]>
Chips: Heat-Shot D, Heat-V D, Heat-Side D (Others version of HeatSpread are 3
coded)
Code: D
Element: Heat
Attribute: Heat
Damage: 300
Description: Megaman fires a Spreader type shot which does 300 damage to the
place of impact, as well as the 9 surrounding panels.
Range:
[_][_][_][X][X][X] M = Megaman > and @ = Direction travelled
[_][M][>][@][O][X] O = Opponent (Hit by HeatSpread)
[_][_][_][X][X][X] X and @ = Spread Range
Accuracy: **
Damage: **
Notes: Does double damage to Wood Element opponents and on Grass Panels
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E1-2~*~
<[{DreamSword}]>
Chips:
-> Sword E, WideSword E, LongSword E
-> Sword L, WideSword L, LongSword L
-> Sword S, WideSword S, LongSword S
-> Sword S, WideBlade S, LongBlade S
Code: E or L or S
Element: Normal
Attribute: Sword
Damage: 400
Description: Megaman uses a large green sword with a 2 x 3 range. It hits every
thing within that range, making it very accurate.
Range:
[_][_][X][X][_][_] M = Megaman
[_][M][X][X][_][_] X = Hit Range
[_][_][X][X][_][_]
Accuracy: ***
Damage: ***
Notes: Stick an Areasteal in and you'll never miss ^_^.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E1-3~*~
<[{BodyGuard}]>
Chips: AntiDamage M + AntiNavi (Navi Scout) M + Murmasa Blade M
Code: M
Element: Normal
Attribute: Normal
Damage: 100 x 10
Description: Hell, BodyGrd sucks now. It used to be 100 x 15 ;_;. Stupid Capcom
ruined it! KEEEL THEM! Okay. I'll stop it. BodyGrd allows the battle to as
normal, only there will be Shurikens raining down onto the opponent from above.
Well, it USED to be painful...
Range: It follows the opponent. Nuff said.
Accuracy: *
Damage: **
Notes: Stun, Stun, Stun! Or Timpani, as you wish.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E1-4~*~
<[{Poison Pharaoh}]>
Chips: Dark Hole *, Dark Line *, Poison Anubis A
Code: A
Element: Normal
Attribute: Obstacle
Damage: 60/second Poison Pharaoh HP: 300
Description: [Megaman MUST be Dark to use this PA] A Pharaoh Statue falls down
onto the panel in front of Megaman, and starts draining the opponent's HP,
until either: The opponent dies, or Poison Pharaoh is destroyed.
Range:
[X][X][X][X][X][X] M = Megaman
[X][M][P][X][X][X] P = Poison Pharaoh
[X][X][X][X][X][X] X = Hit Range
Yes, it does hit everywhere, but it won't affect you.
Accuracy: ***
Damage: ***
Notes: You can also use support Chips like DeathMatch 3 or Gun Del Sol to drain
even more HP.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E1-5~*~
<[{PileDriver}]>
Chips: Gun Del Sol 1 G, Gun Del Sol 2 G, Gun Del Sol 3 G
Code: G
Element: Normal
Attribute: Normal
Damage: 800 [2(40 x 10)]
Description: Two Solar Satellites appear and zaps them with a Solar Beam, like
with Gun Del Sol. The first Solar Panel appears in front of Megaman, and the
second one appears in the back row. If anything is in the way of any of these
spots, the PileDriver won't appear, and you'll only get 400 damage (Or none)
Range:
[_][_][_][_][_][_] M = Megaman
[_][M][P][X][X][P] X = Hit Range
[_][_][_][_][_][_] P = PileDriver Solar-Panels
Accuracy: **
Damage: ***
Notes: This PA freezes time when used, like with Navi Chips.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
[Information contributed by WhiteDragon Nall. Yay.]
~*~E1-6~*~
<[{DarkMessiahNeo}]>
Chips: Dark Line *, Bug Shuusei *, Forte/Forte Another X
Code: * + X
Element: None
Attribute: Normal
Damage: 250 x 2-8
Description: Dark PA. Forte appears where Rockman is, floats up, and summons a
Dark Hole. Rockman DS appears on the Dark Hole and uses a Gospel Cannon to fire
three Gospel heads on the lines in front, above, and below him. Forte then uses
Darkness Overload. Each hit does 250 damage. Maximum of four hits on a single
enemy.
Range:
[_][X][X][X][Y][Y] M = Megaman
[M][X][X][X][Y][Y] X = Hit Range
[_][X][X][X][Y][Y] Y = Darkness Overload range (Panels are cracked)
Accuracy: ***
Damage: ***
Notes: Rockman DS uses the Gospel cannon to open fire on the lines in front,
above, and below him. In other words, standing on the bottom row results in the
Gospel heads completely missing the top line. Darkness Overload, on the other
hand, always hit the last two columns, regardless of where you stand.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
E2) 3-Code Program Advances
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~*~E2-1~*~
<[{GigaCannon 1}]>
Chips: Cannon A, Cannon B, Cannon C (* Code can replace any one)
Code: A + B + C (*)
Element: Normal
Attribute: Normal
Description: Megaman gets a very powerful, 1 shot Cannon. Very similar to the
Cannon chip, with the same speed and effect.
Damage: 300
Range:
[_][_][_][_][_][_] M = Megaman
[_][M][>][>][>][>] > = Direction Cannon shot travels
[_][_][_][_][_][_]
Accuracy: *
Damage: *
Notes: It can be powered up automatically by GutsSoul and NumberSoul, and be
charged to Piercing and Double Damage with MetalSoul. You will need lock on
chips of some sort to make it hit properly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-2~*~
<[{GigaCannon 2}]>
Chips: HiCannon C, HiCannon D, HiCannon E
Code: C + D + E
Element: Normal
Attribute: Normal
Description: Megaman gets a very powerful, 1 shot Cannon. Very similar to the
HiCannon chip, with the same speed and effect.
Damage: 400
Range:
[_][_][_][_][_][_] M = Megaman
[_][M][>][>][>][>] > = Direction Cannon shot travels
[_][_][_][_][_][_]
Accuracy: *
Damage: **
Notes: It can be powered up automatically by GutsSoul and NumberSoul, and be
charged to Piercing and Double Damage with MetalSoul. You will need lock on
chips of some sort to make it hit properly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-3~*~
<[{GigaCannon 3}]>
Chips: M-Cannon E, M-Cannon F, M-Cannon G
Code: L + M + N
Element: Normal
Attribute: Normal
Description: Megaman gets a very powerful, 1 shot Cannon. Very similar to the
M-Cannon chip, with the same speed and effect.
Damage: 500
Range:
[_][_][_][_][_][_] M = Megaman
[_][M][>][>][>][>] > = Direction Cannon shot travels
[_][_][_][_][_][_]
Accuracy: *
Damage: ***
Notes: It can be powered up automatically by GutsSoul and NumberSoul, and be
charged to Piercing and Double Damage with MetalSoul. You will need lock on
chips of some sort to make it hit properly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-4~*~
<[{HyperBurst}]>
Chips: Spreader L, Spreader M, Spreader N (* code may replace any one)
Code: L + M + N (or *)
Element: Normal
Attribute: Normal
Damage: 100 x 5
Description: A Spreader-like PA, HyperBurst works like Heat/BubbleSpread, only
it's multi-hit. Once you hit a spot, that spot, along with the 8 surrounding
panels, will be hit 5 times, like 5 Spreader chips.
Range:
[_][_][_][X][X][X] M = Megaman
[_][M][_][X][O][X] X = Hit Range
[_][_][_][X][X][X] O = Opponent
Accuracy: **
Damage: ***
Notes: Either paralyse the opponent, or put an obstacle in the middle of the
opponent's area (For the HyperBurst to hit), so that HyperBurst becomes more
accurate.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-5~*~
<[{HeatSpread}]>
Chips: (There is one more Chip Combination, which is in the 1 code PAs section)
->Heat-Shot B, Heat-Shot C, Heat-Shot D
->Heat-V C, Heat-V D, Heat-V E
->Heat-Side D, Heat-Side E, Heat-Side F
Code: B + C + D or C + D + E or D + E + F
Element: Heat
Attribute: Heat
Damage: 300
Description: Megaman fires a Spreader type shot which does 300 damage to the
place of impact, as well as the 9 surrounding panels.
Range:
[_][_][_][X][X][X] M = Megaman > and @ = Direction travelled
[_][M][>][@][O][X] O = Opponent (Hit by HeatSpread)
[_][_][_][X][X][X] X and @ = Spread Range
Accuracy: **
Damage: **
Notes: Does double damage to Wood Element opponents and on Grass Panels
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-6~*~
<[{BubbleSpread}]>
Chips:
->BubbleShot P, BubbleShot Q, BubbleShot R
->Bubble-V C, Bubble-V D, Bubble-V E
->Bubble-Side E, Bubble-Side F, Bubble-Side G
Code: P + Q + R or C + D + E or E + F + G
Element: Aqua
Attribute: Aqua
Damage: 300
Description: Megaman fires a BubbleShot type chip which does 300 damage to the
place of impact, as well as the 9 surrounding panels.
Range:
[_][_][_][X][X][X] M = Megaman > and @ = Direction travelled
[_][M][>][@][O][X] O = Opponent (Hit by BubbleSpread)
[_][_][_][X][X][X] X and @ = Spread Range
Accuracy: **
Damage: **
Notes: It clears away MagmaPanels within its range. AquaSoul can charge
BubbleSpread to double damage.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-7~*~
<[{SuperWide 1}]>
Chips: WideWave 1 B, WideWave 1 C, WideWave 1 D
Code: B + C + D
Element: Aqua
Attribute: Aqua
Damage: 60 x 3
Description: Three WideWaves are fired consecutively, doing 60 damage each.
These waves are piercing, making them very useful. This PA is a weak substitute
for the almighty Tri-Slash-Wave or Elemental-SonicWave in MMBN3. >_<
Range:
[_][_][>][>][X][_] M = Megaman > Direction travelled
[_][M][>][>][O][_] O = Opponent
[_][_][>][>][X][_] X = Hit Range
Accuracy: ***
Damage: *
Notes: It is easily blocked by obstacles. JunkSoul helps to clear obstacles if
you plan on using SuperWide (1/2/3) PAs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-8~*~
<[{SuperWide 2}]>
Chips: WideWave 2 L, WideWave 2 M, WideWave 2 N
Code: L + M + N
Element: Aqua
Attribute: Aqua
Damage: 80 x 3
Description: Three WideWaves are fired consecutively, doing 80 damage each.
These waves are piercing, making them very useful. This PA is a weak substitute
for the almighty Tri-Slash-Wave or Elemental-SonicWave in MMBN3. >_<
Range:
[_][_][>][>][X][_] M = Megaman > Direction travelled
[_][M][>][>][O][_] O = Opponent
[_][_][>][>][X][_] X = Hit Range
Accuracy: ***
Damage: *
Notes: It is easily blocked by obstacles. JunkSoul helps to clear obstacles if
you plan on using SuperWide (1/2/3) PAs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-9~*~
<[{SuperWide 3}]>
Chips: WideWave 3 S, WideWave 3 T, WideWave 3 U
Code: S + T + U
Element: Aqua
Attribute: Aqua
Damage: 100 x 3
Description: Three WideWaves are fired consecutively, doing 100 damage each.
These waves are piercing, making them very useful. This PA is a weak substitute
for the almighty Tri-Slash-Wave or Elemental-SonicWave in MMBN3. >_<
Range:
[_][_][>][>][X][_] M = Megaman > Direction travelled
[_][M][>][>][O][_] O = Opponent
[_][_][>][>][X][_] X = Hit Range
Accuracy: ***
Damage: **
Notes: It is easily blocked by obstacles. JunkSoul helps to clear obstacles if
you plan on using SuperWide (1/2/3) PAs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-10~*~
<[{FlameCross 1}]>
Chips: FlameLine 1 F, FlameLine 1 G, FlameLine 1 H (* code can be used)
Code: F + G + H (*)
Element: Heat
Attribute: Heat
Damage: 300
Description: A more powerful type of FlameLine. Megaman burns the panel in
front and the panels 1 panel diagonally away from that point, forming a cross
shape.
Range:
[_][X][_][X][_][_] M = Megaman
[_][M][X][_][_][_] X = Hit Range
[_][X][_][X][_][_]
Accuracy: **
Damage: **
Notes: GrassPanels can make it do double damage, and FireSoul's FireArm Charge
Ability can extend the flame range (Makes a flame travel to the back row).
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-11~*~
<[{FlameCross 2}]>
Chips: FlameLine 2 D, FlameLine 2 E, FlameLine 2 F
Code: D + E + F
Element: Heat
Attribute: Heat
Damage: 400
Description: Megaman burns the panel in front and the panels 1 panel diagonally
away from that point, forming a cross shape.
Range:
[_][X][_][X][_][_] M = Megaman
[_][M][X][_][_][_] X = Hit Range
[_][X][_][X][_][_]
Accuracy: **
Damage: ***
Notes: GrassPanels can make it do double damage, and FireSoul's FireArm Charge
Ability can extend the flame range (Makes a flame travel to the back row).
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-12~*~
<[{FlameCross 3}]>
Chips: FlameLine 3 , FlameLine 3 , FlameLine 3
Code: 500
Element: Heat
Attribute: Heat
Damage:
Description: Megaman burns the panel in front and the panels 1 panel diagonally
away from that point, forming a cross shape.
Range:
[_][X][_][X][_][_] M = Megaman
[_][M][X][_][_][_] X = Hit Range
[_][X][_][X][_][_]
Accuracy: **
Damage: ***
Notes: GrassPanels can make it do double damage, and FireSoul's FireArm Charge
Ability can extend the flame range (Makes a flame travel to the back row).
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-13~*~
<[{HellFang 1}]>
Chips: TwinFang 1 A, TwinFang 1 B, TwinFang 1 C
Code: A + B + C
Element: Normal
Attribute: Normal
Damage: 50 x 8
Description: Like the chip TwinFang, Megaman fires three spikes/fangs down both
the rows above and below him. If you stand in the top/bottom row, 3 spikes
fangs will go down the middle row.
Range:
[_][_][>][>][>][>] M = Megaman
[_][M][_][_][_][_] > = Direction Fangs travel (3 per row)
[_][_][>][>][>][>]
[_][M][_][_][_][_] M = Possible Megaman locations
[_][_][>][>][>][>] > = Directions Fangs travel (3 fangs)
[_][M][_][_][_][_]
Accuracy: *
Damage: *
Notes: You definitely need stunning/paralysing chips before using this PA,
since it's inaccurate. Invis is also recommended.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-14~*~
<[{HellFang 2}]>
Chips: TwinFang 2 O, TwinFang 2 P, TwinFang 2 Q
Code: O + P + Q
Element: Normal
Attribute: Normal
Damage: 60 x 8
Description: Like the chip TwinFang, Megaman fires 4 spikes/fangs down both
the rows above and below him. If you stand in the top/bottom row, 4 spikes
fangs will go down the middle row.
Range:
[_][_][>][>][>][>] M = Megaman
[_][M][_][_][_][_] > = Direction Fangs travel (4 per row)
[_][_][>][>][>][>]
[_][M][_][_][_][_] M = Possible Megaman locations
[_][_][>][>][>][>] > = Directions Fangs travel (4 fangs)
[_][M][_][_][_][_]
Accuracy: *
Damage: **
Notes: You definitely need stunning/paralysing chips before using this PA,
since it's inaccurate. Invis is also recommended.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-15~*~
<[{HellFang 3}]>
Chips: TwinFang 3 F, TwinFang 3 G, TwinFang 3 H
Code: F + G + H
Element: Normal
Attribute: Normal
Damage: 70 x 8
Description: Like the chip TwinFang, Megaman fires 5 spikes/fangs down both
the rows above and below him. If you stand in the top/bottom row, 5 spikes/
fangs will go down the middle row.
Range:
[_][_][>][>][>][>] M = Megaman
[_][M][_][_][_][_] > = Direction Fangs travel (5 per row)
[_][_][>][>][>][>]
[_][M][_][_][_][_] M = Possible Megaman locations
[_][_][>][>][>][>] > = Directions Fangs travel (5 fangs)
[_][M][_][_][_][_]
Accuracy: *
Damage: ***
Notes: You definitely need stunning/paralysing chips before using this PA,
since it's inaccurate. Invis is also recommended.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-16~*~
<[{MagShock 1}]>
Chips: Magbolt 1 B, Magbolt 1 C, Magbolt 1 D
Code: B + C + D
Element: Elec
Attribute: Elec
Damage: 200
Description: Exactly the same as the chip Magbolt; Megaman holds out a magnet
which attracts any Viruses to the front row. Megaman needs to be at the
frontmost row (The Magnet sticks out onto the opponent's front row, and will
do damage)
Range:
[_][_][_][X][<][<] M = Megaman X = Hit Area (As well as S)
[_][_][M][S][<][<] S = Magnet (Also the Hit Range)
[_][_][_][X][<][<] < = Attraction effect range
Accuracy: ***
Damage: *
Notes: It's very powerful with ThunderSoul, since that makes MagShock paralyse.
Can be comboed with SideLance chips, which push the opponent to the bottom of
the stage, so you can hit them accurately with MagShock.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-17~*~
<[{MagShock 2}]>
Chips: Magbolt 2 E, Magbolt 2 F, Magbolt 2 G
Code: E + F + G
Element: Elec
Attribute: Elec
Damage: 250
Description: Exactly the same as the chip Magbolt; Megaman holds out a magnet
which attracts any Viruses to the front row. Megaman needs to be at the
frontmost row (The Magnet sticks out onto the opponent's front row, and will
do damage)
Range:
[_][_][_][X][<][<] M = Megaman X = Hit Area (As well as S)
[_][_][M][S][<][<] S = Magnet (Also the Hit Range)
[_][_][_][X][<][<] < = Attraction effect range
Accuracy: ***
Damage: *
Notes: It's very powerful with ThunderSoul, since that makes MagShock paralyse.
Can be comboed with SideLance chips, which push the opponent to the bottom of
the stage, so you can hit them accurately with MagShock.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-18~*~
<[{MagShock 3}]>
Chips: Magbolt 3 A, Magbolt 3 B, Magbolt 3 C
Code: A + B + C
Element: Elec
Attribute: Elec
Damage: 300
Description: Exactly the same as the chip Magbolt; Megaman holds out a magnet
which attracts any Viruses to the front row. Megaman needs to be at the
frontmost row (The Magnet sticks out onto the opponent's front row, and will
do damage)
Range:
[_][_][_][X][<][<] M = Megaman X = Hit Range (S is also hit)
[_][_][M][S][<][<] S = Magnet (Also the Hit Range)
[_][_][_][X][<][<] < = Attraction effect range
Accuracy: ***
Damage: **
Notes: It's very powerful with ThunderSoul, since that makes MagShock paralyse.
Can be comboed with SideLance chips, which push the opponent to the bottom of
the stage, so you can hit them accurately with MagShock.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-19~*~
<[{JigokuHockey 1}]>
Chips: AirHock 1 D, AirHock 1 E, AirHock 1 F
Code: D + E + F
Element: Normal
Attribute: Piercing
Damage: 100 x Up to 18 (18 Bounces, so...18 hits?)
Description: Similar to the AirHock Chips, JigokuHockey goes in the same
bouncing pattern. It will bounce in the opponent's area many times, doing a
lot of damage.
Range: It bounces off the sides of the stage. Here are some diagrams. Also,
standing in the places of any of the marked numbers in the diagrams will have
the same effect (Like in the first diagram, Standing on M and 1 will make the
JigokuHockey bounce in the same way)
[_][_][1][_][5][_] M = Megaman
[_][M][_][2][_][4] 1-5 = Places which the Jigoku Hock goes (1-2-3-4-5, then
[_][_][_][_][3][_] back to 2, then it goes for a few more circles)
[_][M][_][_][_][4] M = Megaman
[_][_][1][_][3][_] 1-4 = Places which JigokuHock goes (1-2-3-4, then
[_][_][_][2][_][_] 3-2-3-4 for a few times)
[_][_][_][2][_][_] M = Megaman
[_][_][1][_][3][_] 1-4 = Places which JigokuHock goes (1-2-3-4, then
[_][M][_][_][_][4] 3-2-3-4 for a few times)
Accuracy: **
Damage: ***
Notes: You will need to learn how AirHock works, and be able to judge the
bouncing quickly. Paralysing chips are recommended.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-20~*~
<[{JigokuHockey 2}]>
Chips: AirHock 2 H, AirHock 2 I, AirHock 2 J
Code: H + I + J
Element: Normal
Attribute: Piercing
Damage: 150 x Up to 18 (18 Bounces, so...18 hits?)
Description: Similar to the AirHock Chips, JigokuHockey goes in the same
bouncing pattern. It will bounce in the opponent's area many times, doing a
lot of damage.
Range: It bounces off the sides of the stage. Here are some diagrams. Also,
standing in the places of any of the marked numbers in the diagrams will have
the same effect (Like in the first diagram, Standing on M and 1 will make the
JigokuHockey bounce in the same way)
[_][_][1][_][5][_] M = Megaman
[_][M][_][2][_][4] 1-5 = Places which the Jigoku Hock goes (1-2-3-4-5, then
[_][_][_][_][3][_] back to 2, then it goes for a few more circles)
[_][M][_][_][_][4] M = Megaman
[_][_][1][_][3][_] 1-4 = Places which JigokuHock goes (1-2-3-4, then
[_][_][_][2][_][_] 3-2-3-4 for a few times)
[_][_][_][2][_][_] M = Megaman
[_][_][1][_][3][_] 1-4 = Places which JigokuHock goes (1-2-3-4, then
[_][M][_][_][_][4] 3-2-3-4 for a few times)
Accuracy: **
Damage: ***
Notes: You will need to learn how AirHock works, and be able to judge the
bouncing quickly. Paralysing chips are recommended.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-21~*~
<[{JigokuHockey 3}]>
Chips: AirHock 3 U, AirHock 3 V, AirHock 3 W
Code: U + V + W
Element: Normal
Attribute: Piercing
Damage: 200 x Up to 18 (18 Bounces, so...18 hits?)
Description: Similar to the AirHock Chips, JigokuHockey goes in the same
bouncing pattern. It will bounce in the opponent's area many times, doing a
lot of damage.
Range: It bounces off the sides of the stage. Here are some diagrams. Also,
standing in the places of any of the marked numbers in the diagrams will have
the same effect (Like in the first diagram, Standing on M and 1 will make the
JigokuHockey bounce in the same way)
[_][_][1][_][5][_] M = Megaman
[_][M][_][2][_][4] 1-5 = Places which the Jigoku Hock goes (1-2-3-4-5, then
[_][_][_][_][3][_] back to 2, then it goes for a few more circles)
[_][M][_][_][_][4] M = Megaman
[_][_][1][_][3][_] 1-4 = Places which JigokuHock goes (1-2-3-4, then
[_][_][_][2][_][_] 3-2-3-4 for a few times)
[_][_][_][2][_][_] M = Megaman
[_][_][1][_][3][_] 1-4 = Places which JigokuHock goes (1-2-3-4, then
[_][M][_][_][_][4] 3-2-3-4 for a few times)
Accuracy: **
Damage: ***
Notes: You will need to learn how AirHock works, and be able to judge the
bouncing quickly. Paralysing chips are recommended.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-22~*~
<[{HellBoomerang 1}]>
Chips: Boomerang 1 L, Boomerang 1 M, Boomerang 1 N
Code: L + M + N
Element: Wood
Attribute: Wood
Damage: 200
Description: Like multiple Boomerang chips, only they hit all over the
opponent's area. Many Boomerangs fly in a U shape from your area to the
opponent's, like Boomerang chips, only they have different starting points or
different ranges.
Range:
Boomerang 1
[<][<][<][<][_][_] M = MegaMan
[_][M][_][^][_][_] >, ^, < = Direction Boomerang moves
[>][>][>][>][_][_]
Boomerang 2
[<][<][<][<][<][_] M = MegaMan
[_][M][_][_][^][_] >, ^, < = Direction Boomerang moves
[>][>][>][>][>][_]
Boomerang 3
[<][<][<][<][<][<] M = MegaMan
[_][M][_][_][_][^] >, ^, < = Direction Boomerang moves
[>][>][>][>][>][>]
Accuracy: ***
Damage: *
Notes: It is best if the opponent moves, so that he gets hit. If it is
possible, put some sort of Wind or Fan, or WindSoul. Those can help push the
opponent into the Boomerangs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-23~*~
<[{HellBoomerang 2}]>
Chips: Boomerang 2 L, Boomerang 2 M, Boomerang 2 N
Code: L + M + N
Element: Wood
Attribute: Wood
Damage: 250
Description: Like multiple Boomerang chips, only they hit all over the
opponent's area. Many Boomerangs fly in a U shape from your area to the
opponent's, like Boomerang chips, only they have different starting points or
different ranges.
Range:
Boomerang 1
[<][<][<][<][_][_] M = MegaMan
[_][M][_][^][_][_] >, ^, < = Direction Boomerang moves
[>][>][>][>][_][_]
Boomerang 2
[<][<][<][<][<][_] M = MegaMan
[_][M][_][_][^][_] >, ^, < = Direction Boomerang moves
[>][>][>][>][>][_]
Boomerang 3
[<][<][<][<][<][<] M = MegaMan
[_][M][_][_][_][^] >, ^, < = Direction Boomerang moves
[>][>][>][>][>][>]
Accuracy: ***
Damage: *
Notes: It is best if the opponent moves, so that he gets hit. If it is
possible, put some sort of Wind or Fan, or WindSoul. Those can help push the
opponent into the Boomerangs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-24~*~
<[{HellBoomerang 3}]>
Chips: Boomerang 3 S, Boomerang 3 T, Boomerang 3 U
Code: S + T + U
Element: Wood
Attribute: Wood
Damage: 300
Description: Like multiple Boomerang chips, only they hit all over the
opponent's area. Many Boomerangs fly in a U shape from your area to the
opponent's, like Boomerang chips, only they have different starting points or
different ranges.
Range:
Boomerang 1
[<][<][<][<][_][_] M = MegaMan
[_][M][_][^][_][_] >, ^, < = Direction Boomerang moves
[>][>][>][>][_][_]
Boomerang 2
[<][<][<][<][<][_] M = MegaMan
[_][M][_][_][^][_] >, ^, < = Direction Boomerang moves
[>][>][>][>][>][_]
Boomerang 3
[<][<][<][<][<][<] M = MegaMan
[_][M][_][_][_][^] >, ^, < = Direction Boomerang moves
[>][>][>][>][>][>]
Accuracy: ***
Damage: **
Notes: It is best if the opponent moves, so that he gets hit. If it is
possible, put some sort of Wind or Fan, or WindSoul. Those can help push the
opponent into the Boomerangs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*~E2-25~*~
<[{GigaCountBomb}]>
Chips: CountBomb J, CountBomb K, CountBomb L
Code: J + K + L
Element: Normal
Attribute: Normal
Damage: 600 GigaCountBomb's HP: 300
Description: A CountBomb (That looks bigger, so it's "Giga" >_>. It's only a
bit bigger...What would a Giant one be called? Uber-megalicious?) which counts
down from 3 (Although it is a bit slower than the "Normal" 3 seconds o_O). When
it goes to 0, it will explode, hitting the whole of the opponent's area.
Range:
[_][_][_][C][X][X] M = Megaman
[_][M][_][C][X][X] X = Hit Range
[_][_][_][C][X][X] C = Where GigaCountBomb COULD appear (That spot is also hit)
Accuracy: ***
Damage: ***
Notes: Unless the Bomb is shielded, or is destroyed, or the opponent uses Invis
or Mole, it won't miss. Stunning the opponent may be a good idea.
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section E: Program Advances
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section F ///
/// Folder Building ///
///--------------------------///
NetBattle Folders need to be very effective at deleting opponents, so they must
all have offensive chips, and defensive chips to balance it out. Most Folders
focus on 1 theme, and build on it. Adding support chips and defensive chips to
support your offensive combo or PA is a must if you want a good Folder.
Here are some guildlines to building a good Folder. If you want to see examples
of Folders, this is not the place. Refer to the Renowned Folder Guide (When
it¡¦s finished >_<).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F1) Folder Building Basics/Rules
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<Part A: How to access the Folders>
You can find your Folders in the PET. Press Start to open the PET menu, then
select the first option (Chip Folder) to go to your Folders. Here, you will see
a list of chips (Where you can press Up or Down to scroll down on the list of
chips), which are in the Folder you are currently using. You start with a
"Folder 1", then you will obtain a "Folder 2" and a "Pre-Con Folder".
Once you obtain "Folder 2" or "Pre-Con Folder", you can cycle through your
Folders by pressing Left or Right, and it will switch to a different tab at the
top. Each Folder is named (At the top of the list), and are either named:
"Folder 1", "Folder 2", or "_______Folder". "_______Folders" are Pre-Made, and
are given to you by various Navis. For example, you can get one in Cielo
Castello, from a Green Generic Navi in the real world (If you don't get the
one automatically given to you in SparkMan's Scenario).
Also, there is a "Equip" in Orange Letters on the top-right of your Folder,
which indicates that this Folder is going to be used for battles. Do you
want to switch it? Read the next paragraph.
Go to your "Folder 1" and press A. An option should appear, which says: "Folder
Edit". Once you acquire another Folder, there will be a Second choice, which
says "Select this Folder" (This option appears UNDER the Edit option). Once
selected, you will use this Folder in battles (And will not be able to access
your other Folders in that battle). The "Equip" Word will be placed on that
Folder, indicating that it will be used.
Press the first option: "Folder Edit", to go into another screen, which is the
place where you can edit your Folder.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
<Part B: How to operate the Folder/Sack Screens>
Once you've reached a screen where a list of the chips in your Folder are
shown, you should not read this part. Check "Part A" to see if you've missed
anything.
Now you should see that list of Chips from your Folder, along with a picture of
that chip. A description goes with it, including a number, which shows the base
damage of the chip, some text (Which describes how the chip works). You will
also notice that there is a Alphabetical Letter (A-Z), or a *, and a Box with
either a symbol or a dot in it. All this will be explained later.
First, if you are at the Folder Screen (It will say Folder 1 or something else
which includes the word "Folder" in it at the top), press Right. You will
switch to ANOTHER list of chips (They are completely different or you've done
something wrong), which is your "Sack" (Lan's Backpack <_<), where all of the
chips that you did not put into your Folder(s). This list works in the same
way as the Folder Chip List.
If you press (Holding them also works) Up or Down on the Chip List, you will
scroll from chip to chip. If you press/hold L or R on the list, you will
"Speed-scroll", meaning you can quickly go through all the chips in your
Lists.
To arrange your Chips, press Start (It works on both Folder and Sack), and a
big list of options will appear, under the "Sort" Heading. These ask you which
way you want the chips to arranged. They are as follows: (Add "Arrange the
chips to..." at the start, then add the term mentioned below to make sense of
it)
ID [Order they are arranged in the Library]
Name [Put into order of Name, which will be the Katakana letter in the JPN ver]
Code [Arranged according to the Alphabet letter on chip, next to the damage]
Atk Power [Arranged by Highest Damage - Lowest. Chips with no damage come last]
Attribute [Arranged by the Symbol on the chip.]
Chip Amount [Sorted by how many of the chip you have with highest amount first]
Chip MB [Sorted by the number of MB it requires, shown on the chip in the list]
Code, Atk Power, Attribute and Chip MB will be explained in Parts D and E.
Select any one of them to arrange them in that order. After you're done sorting
, press B to close the menu. Once you get new chips, either from Chip Traders,
or Mystery Data, or Virus/Navi Battles, those chips will appear at the top of
the list.
If you select any of the Sort options twice in a row (Eg. Press ID, then ID
again without closing the menu), then they will be arranged, by reversed. For
example, selecting Code once will bring the A coded chips first, and the Z and
* code Chips last. If you press Code twice, then the *, and Z chips will come
first, with A code at the end.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
<Part C: How to Add/Remove Chips from your Folder>
The basics of Adding and Removing chips from your Folder needs to be explained
first, before we go into detail about the Chips themselves.
Now that you have figured out how to navigate through the list of chips in your
Folder and Sack, you can move on. If you can't, go back to Part B.
There are 2 ways of Adding and Removing chips from your Folder, and into the
Sack (Or out). All chips added from the Folder from the Sack will go to the
bottom, and chips removed from Folders into the Sack will go to the bottom.
(!)Method 1: Swapping(!)
If you start at the Folder Screen, first select a Chip which you want to remove
from your Folder. Now, press Right to get to the Sack, then select another chip
which you want to put into your Folder. These two chips should swap places.
If you wanted to put a Chip in first, and started at the Sack Screen, it's
still the same process.
Note that if you've selected a chip in your Folder, then you select another
chip in your Folder, you can get them to swap places. Also, you can't arrange
the chips in either Folder or Sack if you've selected the chip. You will have
to press B to remove the "Selected" mode, in order for it to function properly.
(!)Method 2: Double Click(!)
This mode is the more effecient and does not waste time going back and forth
through the Folder and Sack Menus.
It's simple. Press A on a Chip twice to move it to the other screen/menu.
If you select a chip twice in the Folder screen, it will automatically go to
the Sack, and Sack -> Folder.
This allows you to remove a whole bunch of chips from your Folder in 1 go (Even
the whole Folder if you wanted), and allows you to move a whole bunch of chips
into your Folder from your Sack (Say a few sets of a certain PA).
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
<Part D: Chip Descriptions>
Back to the Chip descriptions!
As you will have noticed, when your arrow goes on a chip, a picture and a
description of that chip will appear to the left (in your Folder), or to the
right (In the Sack).
The most obvious thing is the picture, which shows the weapon or the effect
usually, and some other show Navis other than Megaman, meaning that the chip
will involve them (Eg. Navi Chips use those Navis to attack)
Under that, there is a Description of how the chip works (Usually a vague
description, such as "Become Invisible for an amount of time!" for Invis, or
"Hit 1 enemy in front of you with a Cannon!" for Cannon.)
On the bottom part of the black frame around the picture (Above the
description) you will notice that there are 3 things there: A letter of the
Alphabet or a *, A Symbol, and a number.
(!)Chip Code(!)
This is the letter or * you see on the bottom left of your Chip Picture.
It shows which code your Chip is, which is very important in Folder Building.
Firstly, Chips of the same Code can be selected together in the Custom Menu.
For example, a Cannon A (A code) can be used with a Recover 10 A (Also in A
code). For a Folder to be effective, you will need to be able to select many
chips in 1 go, so all the chips must be only 1-2 codes (Excluding * code) in a
Folder, for it to work best. Too many codes means you can't get many chips per
turn, so the speed which you can delete Viruses and Navis will lower. You won't
be able to get their chips as easily.
* code Chips are generic, meaning that they can be used with any other coded
Chips. For example, Sword S (S code) and Atk +10 * (* code) can be used
together, but also, Vulcan 1 V (V code) and Crack-Out * (* code), or Recover 10
* (* code) and MiniBomb * (* code) can also be used together.
You may also know that the same chips in different codes can be used together,
such as WideWave 1 C (C code) and WideWave 1 D (D code). However, * code chips
can't be used in these situations, because it can only be generic to 1 code.
(!)Attribute Symbols(!)
The Attribute Symbol of any chip is shown under the picture, in between the
Code and the damage.
There are 13 possible Attributes:
Attribute ------------ Soul Unison ------------- Symbol
=========================================================================
Normal --------------- None -------------------- Dot in the middle
Heat ----------------- FireSoul ---------------- Flame
Aqua ----------------- AquaSoul ---------------- Three Droplets of Water
Elec ----------------- ThunderSoul ------------- Lightning Bolt
Wood ----------------- WoodSoul ---------------- Leaf
Evasion -------------- SearchSoul -------------- Invisible "Guy"
Obstacle ------------- JunkSoul ---------------- Cuboid
Panel-Breaker -------- GutsSoul ---------------- Three Waves
Piercing ------------- MetalSoul --------------- Metal Ball
Recovery ------------- RollSoul ---------------- Heart
Sword ---------------- BluesSoul --------------- Sword
Wind ----------------- WindSoul ---------------- Gust of Wind/Cloud
+/- ------------------ NumberSoul -------------- +/- Sign
Chips from each attribute will share traits, like the same types of effects,
(Eg. Knockback/forward with Wind), and the same strengths (Eg. Fire chips
always do double against Wood Opponents).
Each attribute has a Soul Unison, which is a "Fusion" with another Navi,
forming a temporary cross between that Navi and Megaman. You will need to use
chips of that Attribute for sacrificing, so that you can use the Soul Unison.
(!)Damage(!)
Damage, like the name suggests, is the amount of damage the chip can do. Say,
if you were looking at a Cannon chip, then it'll say 40, which means it does
40 damage. Doesn't take much of a genius to figure out.
Chips that hit multiple times will show the damage of one hit, so that you can
boost damage by a LOT. For example, a Twister chip says "20 damage", but it
hits 8 times, doing 160 damage in total.
Other chips don't even have damage numbers. That could mean two things.
1) They don't do damage, and have a different effect: Like Rockcube, which
is an obstacle, or Mole, which is a defensive chip.
2) They do damage, but you can't vary the damage, for other reasons. The
GrabBack/Revenge chips don't have a damage amount, but they still do 40/80
damage per panel lost. Gun Del Sol chips have no number, but they drain HP.
The last type has ??? on it. That could mean a few things.
1) Stuff like Anubis have ???, as the amount drained varies.
2) The damage can be altered; SP and DS Navi Chips can vary in damage, and
so can Meteo Red Sun/Blue Moon Ray.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
<Section E: Folder Restrictions>
There are a few Rules you must take note of whilst building your Folders.
(!)Rule 1: 30 Chips per Folder(!)
Yes, your Folder MUST be 30 chips. No more, no less. You can't even exit the
Folder Menu without a complete Folder >_<.
The number of chips you have in your Folder is shown on the Top-Right (In
the Folder Screen only, not Sack). It'll say __/30 in white letters, with
the ___ being the number of chips in your Folder currently.
(!)Rule 2: Max of 4 per Standard Chip(!)
You are limited to 4 of any 1 type of Standard Chip in a Folder (So, no more
than 4 Recover 10 chips in one Folder). This rule applies ONLY to Standard
Chips.
You can have, say: Cannon A x2, Cannon B x2, as long as the total amount for
any one TYPE of chip is 4 or less. Note that Cannon and HiCannon, although
similar, are not the same CHIP. A "type" of chip has 1 entry in the Library.
(!)Rule 3: 5 MegaChips per Folder(!)
Normally, you are restricted to 5 MegaChips (Blue Border Chips) per Folder.
This includes all Chips in the MegaChips Library, (Navis are counted as Mega
Chips).
However, with MegaFolder +1 or +2 Navi Customizer Programs, or the E-Reader
Card for MegaFolder +2, you can bump up the maximum. MegaFolder +1 raises it
to 6 MegaChips to a Folder, MegaFolder +2 to 7. It accumulates too, so you can
get it up to...12 MegaChips, if you want so many o_O.
(!)Rule 4: Only 1 copy of each MegaChip per Folder(!)
That's right folks. You can't have more than 1 of any MegaChip in your Folder,
which also includes Navis. Remember that ____Man and ____Man SP or DS are
different chips, so you can still have 2 of that Navi in your Folder, just with
different damages.
(!)Rule 5: Only 1 GigaChip per Folder(!)
GigaChips, with their immense power, are restricted to 1 GigaChip per Folder.
Choose your GigaChip wisely, or don't use one at all.
GigaFolder +1 Navi Customizer Program can loosen the rule a bit, allowing you
to have 2 GigaChips in your Folder, although WHY you'd want that, I wouldn't
know. Unless there's a uber-combo that requires HolyDream and Forte in RS, or
whatever, then it's not of much use.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
<Section F: Presetting Chips>
You're probably wondering why I missed out the "MB" for each chip. Here's your
answer.
The MegaBytes (MB) shown on the chip (It's next to the Chip Code in the
LIST, not the description) indicates how much MB is needed to preset it. Your
current MB is shown at the top, in between the Name of your Folder and the
number of chips in your Folder Counter.
If you have an equal or high amount of MB that what is required to preset the
chip (Say, you have 14MB, so you can preset Cannon, which has a MB requirement
of 8MB.), you can preset the chip by pressing Select when the arrow is pointing
at that chip.
A green border will appear around the Chip (On the list) if it is presetted
sucessfully. If you don't have enough MB, then a message saying: "Your MB
is not enough to preset it" will appear.
By presetting a chip, you ensure that it appears in your Custom Menu in every
battle, as the first chip. A Red Border surrounds the chip in the Custom Menu.
However, the randomness of your Custom Menu draw will be affected, since your
presetted chip will always appear.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
You happy now? Understand how to build Folders? If yes, then Good. ^_^
If no, then go back and READ. Read or else... >_>
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F2) 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 chipa
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 Searchman, Shademan and Sparkman 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 (Areagrabs for Lifesword, Invis for Gun De Sol,
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 Lifesword S code. So you might want to put some WideBlade S in.
Putting Navis/Megachips whenever a code has one useful chip in the same code
can be a good idea. Unless you have no idea what the Navi or Megachip does, put
it. Obviously, you shouldn't put completely useless ones. Let't say you made a
Lifesword S Folder. Your main theme is Lifesword, yet you ought to think about
putting Searchman, or Sparkman (S codes) into your Folder to help you.
However, some codes don't have Navis. Say if you were making a FirePopup Folder
(V code), but there aren't any Navis that are V code. SuperVulcan is V code,
yet it is irrelevant to the Theme. However, it does come in handy, so put it in
=-=-=-=-=-=-=-=-=-=-=-=-=-=
<MUST: Add Defensive Chips into Folders>
Defence is a must in Folders. Good defence will always change the tide of the
battle around. Stuff like Invis, Blind, and Mole can stop your opponent in
their tracks, foiling their Combos. Stuff like Barriers will save your life
from time to time. A Folder, by default, should at least have 2 Rockcubes
(Stop Areagrabing and Defence), 3 Invis/Shadow/Blind. A few more
Invis/Shadow/Blind can be added. Even a simple Barrier for defence can block a
single hit PA, or stall opponents.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
<AreaGrabs>
Areagrabs, PanelGrabs and MetaGels are a necessity for Folders. You will
simply trapped if you don't have any in NetBattle. A lot of Folders require
some sort of accuracy raising support attack, and one of the best ways is to
Areagrab. Your best bet would be to have 2 or more Areagrabs in a Folder.
Areagrab or MetaGel are highly recommended. PanelGrabs support Areagrab and
they come in handy in some tricky situations.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Soul Unison Chips
Adding these into your Folder allows you to use the effect of the Soul, as well
as the Soul's special abilities. These can support your Folder, helping you to
win, or to enhance your offensive and defensive abilities as you prepare your
finishing combo.
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section F: Folder Building
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section G ///
/// Soul Unisons ///
///--------------------------///
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
G1) Changes from MMBN2/3 Styles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With the new Souls System in Rockman EXE 4 replacing the old Style System from
Megaman Battle Network 2 and 3, much has changed.
The MMBN2/3 Styles system worked as so:
From a storyline event, you would obtain your first Style. After that, you
could either level up your Style (Which had LV2/3/4 etc. In MMBN3, you got a
Navi Customizer Block, which could be used in the PET system, the Navi
Customizer), or obtain a new Style.
Both levelling up and obtaining a new style require a set amount of Virus
Battles. The Level up depended on what style and what level, while the Style
Changes required 100 Virus Battles. When the Style Change occurs (After the
battle), Megaman would turn to the new Style, then you would be asked to
accept it or deny it. Then you could choose whether to level it up or change
it on the next 100 battles.
The Styles was a combination of an Element and a Style Type. For example: You
could get a HeatGuts Styles, which is the Heat Element with the Guts Style
Type. Many different combinations exist, such as: AquaCustom, ElecShield,
WoodBug, HeatShadow, and many more.
The element was chosen at random, whilst the Style Type depended on your style
of fighting.
For example:
CustomStyle (Which allows you to start with extra chips in the Custom Menu),
required you to use lots of chips in battles. TeamStyle, which allowed you to
put more Navi Chips (Megachips in MMBN3), was gotten by using lots on Navi
chips.
The old MMBN2 Styles included:
~~Elements~~
Heat
Aqua
Elec
Wood
~~Styles~~
Guts
Custom
Shield
Team
Saito/Hub
MMBN3 had all of MMBN2's Styles, along with a few new ones:
~~Styles~~
Bug
Ground (MMBN3 White Version Only)
Shadow (MMBN3 Blue Version only)
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~~
G2) RMEXE4 Souls System
~~~~~~~~~~~~~~~~~~~~~~~~
Now, instead of the permanent Styles of MMBN2/3, you always start with
Megaman's Normal Style. You need a chip with the same attribute as the Soul
you want to Unison with (Each Soul has a different Attribute, listed in
Sections G3 and G4, and you can refer to the Chip List for a full list of what
chips have that attribute) For example, AquaSoul requires an Aqua Attribute
Chip, so you can select one from the Custom Menu, then the Unison Button
(Under OK, which used to be the ADD button) will turn Orange. Press the Unison
Button to use that chip for the Unison.
<How they are obtained>
Souls are obtained by defeating the Navi. All are earned through Storyline
Tournaments, where you defeat the Navi, then you will be notified if you get
their Soul. Once you get it, you can use it in any future battles, with the
Soul Unison method.
<How they are used>
Soul Unisons can be used anytime you go to the Custom Menu, whether it is at
the start, or 4 turns later. As soon as you use a Soul Unison, Megaman's
Emotion Icon will change to that of the Soul, along with a Number next to it.
This shows how many more turns the Unison will last. Usually, Soul Unisons
last 3 Turns (1 Turn is going to the Custom Menu once).
<Soul Unison Conditions>
Keep in mind that you can't preset the chip you want for a Soul Unison. It is
a good idea to have multiple chips of that Attribute if you plan on relying on
the Soul. Also, you can't use that chip if you use it to Soul Unison. You can't
use the same Unison twice in any battle, but you can use multiple Soul Unisons
(Having chips with different attributes in the same Folder will allow you to
you more than one Soul Unison). Too many "Can't", yes? XD
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~
G3) Red Sun Souls
~~~~~~~~~~~~~~~~~~
~~Full List of Red Sun Souls~~
-> GutsSoul
-> FireSoul
-> WindSoul
-> ThunderSoul
-> SearchSoul
-> RollSoul
/----------\
| GutsSoul |
\----------/
->Soul Unison with the Navi Gutsman
Soul Unison Chip Attribute: Panel Breaking (Symbol: 3 Waves)
Soul Element: Normal
//Charged Buster: GutsPunch (What did you expect? He DOES have a big fist)
->Description: A rather large fist which hits the panel in front of you. It
can also be used to knock back obstacles (Rockcube/StoneCube is one example.
It's quite powerful, since it does damage equal to the HP of the obstacle).
->Chip Equivalent: GutsPunch Series (Secret Chip)
->Damage: 60
->Range:
[_][_][_][_][_][_] M = Megaman
[_][M][X][_][_][_] X = Hit Range
[_][_][_][_][_][_]
[{Special Abilities}]
+{Guts-Machine-Gun}+
Description: Rockman rapidly fires his buster, similar to the chip: Vulcan.
It lasts for around 2 seconds, and within that, Rockman glows green,
indicating that he is protected from attacks (Same effect as the chip FanFare).
Activation Method: Rapidly Tap B (And I mean seriously fast >_>)
Damage: 10 damage per shot x 6 shots
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Guts Booster}+
Description: All chips with a Normal (No symbol) or Panel Breaking (Three
Waves) attribute get a 30 damage boost, as if you've attached a Atk+30 chip.
Any other Atk+ chips can also be added for even more damage.
Activation Method: The 30 damage is automatically added to any Normal/Panel
Breaking chips.
Damage: +30
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING GUTS SOUL: When fighting Guts Soul it's best to keep a distance
between yourself and your opponent. Essentially, you want to be able to avoid
the GutsPunch and get out the way of Guts Machine Gun if they start firing.
If they start firing off a few buster shots rapidly that's your queue to get
out the way before the Machine Gun cuts in. As for the Guts Booster, there's
not really much you can do to counteract that except try and dodge, it simply
depends on the chip used. Try some unbreakable obstacles, such as Metal Gear,
to stop Guts-Machine-Gun, and NEVER put a Rockcube in GutsSoul's Range. That
is the STUPIDEST thing you could do. <_<. Well, not as bad as suiciding with
Guardians, but yeah.
/----------\
| FireSoul |
\----------/
->Soul Unison with the Navi Fireman
Soul Unison Chip Attribute: Heat (Symbol: Flame)
Soul Element: Heat (Weak to Aqua)
//Charged Buster: FireArm
->Description: Rockman fires out a Flamethrower type shot, which goes in a
straight line, hitting the 3 panels in front. It hits through anything, and
the FireArm shot remains there for around 1 second before going out. It also
burns away Grass Panels. It charges INSANELY fast, as fast as AquaSoul (And
that is certainly fast)
->Chip Equivalent: ElementFlare
->Damage: 50
->Range:
[_][_][_][_][_][_] M = Megaman
[_][M][X][X][X][ ] X = Hit Range
[_][_][_][_][_][_]
[{Special Abilities}]
+{Grass Growth}+
Description: As soon as Rockman Soul Unisons and becomes FireSoul, the stage
becomes grass in the following pattern.
[ ][G][ ][ ][G][ ] (G = Grass Panel)
[G][G][G][G][G][G]
[ ][G][ ][ ][G][ ]
Activation Method: Automatically, once you Soul Unison.
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{FireArm}+
Description: When you select a Heat Element Chip (and it's next on your chip
line-up), you can Hold the A button to recharge it. Once fully charged, you can
let go of A and a FireArm shot will be fired instead of your chip. The damage
of it is equal to your chip damage +50, and the FireArm reaches the other end
of the stage.
[_][_][_][_][_][_] M = Megaman
[_][M][>][>][>][>] > = Direction Flame travels (All spots are hit)
[_][_][_][_][_][_]
Activation Method: Hold A when you're about to use a Heat Element Chip, as if
you are charging it (You literally are...)
Damage: [Damage of chip] + 50
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Hot Feet('D)}+
Description: 1/3 of the FloatShoes Effect. Whoopie. With FireSoul, you can pass
over Magma Panels without them damaging you. *Does not mention the fact that
you recover 50HP and the panel reverts to Normal*. You didn't read my thoughts.
Activation Method: Burn your Feet >_>. Hopefully, you have enough sense to just
Soul Unison.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING FIRE SOUL: Keep to the sides of the corridor at all times, and
perferably not in the front row.. Fire Soul's greatest weakness is that it's
shots are just straight lines. If you see one coming, goddamn move out the row.
It's not hard. However, Fire Soul can often just be used as a method to move
you out of the way to PanelSteal you back or something.
/----------\
| WindSoul |
\----------/
-> Soul Unison with the Navi Windman
Soul Unison Chip Attribute: Wind (Symbol: A gust of wind; looks like a cloud)
Soul Element: Normal
//Charged Buster: Fuujin Racket
->Description: Rockman releases a Wind shot from his buster, which has a
WideSword range, and blows back all Viruses/Navis that it hits to the back row.
->Chip Equivalent: Fuujin Racket
->Damage: 50
->Range:
[_][_][X][_][_][_] M = Megaman
[_][M][X][_][_][_] X = Hit Range
[_][_][X][_][_][_]
[{Special Abilities}]
+{AirBuster}+
Description: Rockman's normal buster shots gain the effect of AirShot: They
can knock the opponent back one panel. Unfortuantely, your Buster firing speed
is lowered.
Activation Method: Normal Buster. Press B (Yes, it takes quite a lot of
skill to use)
Damage: 5
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Super Kitakaze}+
Description: When Rockman Soul Unisons with Windman, a Super Kitakaze Wind is
automatically used. It removes the Virus/Navi's Aura permanently once.
Acivation Method: Just Soul Unison!
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Monsoon!}+
Description: Once Rockman Soul Unisons, a Wind will blow on the opponent's
stage ONLY (Not your area). This will suck them towards the front row, like
the chip Fan.
Activation Method: Again, you only need to Soul Unison.
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{OmniShoes}+
Description: Whilst in Wind Soul, Rockman can walk over broken panels, step
across cracked panels without breaking them and any and all negative effects
of terrain do not affect him. Probably the most broken part of WindSoul that
lets you do whatever you feel like in your area.
Activation Method: Once more, just Soul Unison!
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Gusty Justy!}+ (Wait...wrong game?)
Description: It adds 10 damage to all Wind Attribute Chips. I know you're
disappointed.
Activation Method: Soul Union! Erm...Unison.
Damage: +10
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING WIND SOUL: You pray. Wind Soul is utterly broken. You get pulled in,
smacked back, pulled in, smacked back. The best thing you can do against
WindSoul is try and use Triple Crack or something of the sorts to prevent you
getting pulled in. If you're using AirShoes that won't work, though, so a
terrain obstacle may be needed. In those circumstances a Wind Soul opponent
may try their normal buster - THAT is the time when you strike.
Here's something interesting too. Invis prevents you from being blown around.
Use that to your advantage.
/----------\
| RollSoul |
\----------/
-> Soul Unison with the Navi Roll
Soul Unison Chip Attribute: Recovery (Symbol: Heart)
Soul Element: Normal
//Charged Buster: Roll Arrow
->Description: Rockman fires an arrow, which travels moderately slow (Similar
to the movement speed of ThunderSoul's Charged Buster Shot), and breaks all of
your opponent's currently loaded chips.
->Chip Equivalent: Roll Arrow Series (Secret Chip)
->Damage: 30
->Range:
[_][_][_][_][_][_] M = Megaman
[_][M][>][>][>][O] > = Direction it travels
[_][_][_][_][_][_] O = Opponent (Who got hit from Roll Arrow)
[{Special Abilities}]
+{Roll Recovery}+
Description: Every time you use a chip in RollSoul, whether it does damage, or
even hit, you recover 10% of your MAX HP.
Activation Method: Automatic once you use a chip.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING ROLL SOUL: Hit, hit hard, hit quick. With Roll Soul you want to use up
your chips as quickly as possible and try not to let the opponent use too many.
There is nothing more irritating than getting hit by Roll Arrow when you have
a full hand of chips. Ever. Best thing to do is to destroy their chips, since
RollSoul has the annoying habit to recover 10% of their maximum HP.
MOST. ANNOYING. SOUL. EVAR.
/------------\
| SearchSoul |
\------------/
Soul Unison with the Navi Searchman
Soul Unison Chip Attribute: Evasion (Symbol: Invisible icon)
Soul Element: Normal
//Charged Buster:
->Description: When you release B, there should be a crosshair travelling
around. Once it locks onto an enemy, Rockman will fire his Buster at it.
->Chip Equivalent: CircleGun Series
->Damage: 50
->Range:
[_][_][_][T][_][_] M = Megaman
[_][M][_][_][_][_] T = Anything on it will get hit
[_][_][_][_][_][_]
[{Special Abilities}]
+{Chip Shuffle}+
Description: In the Custom Menu, a "Shuffle" Button will appear. This will
allow you to shuffle and change the chips avaliable in the Custom Menu up to
three times. In total, you should be able to choose from 20 chips per turn (or
more, with Custom +1/2 Navi Customizer Programs) if you use the Shuffle Button
three times.
Activation Method: Press the Shuffle Button in the Custom Menu.
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Sixth Sense}}+
Description: No, SearchSoul is not psychic, nor can it sense what happens in
your neighbour's place. When you Soul Unison, you are able to see all
originally invisible enemies, which includes Blindness, Invis, Mole, and
opponents that have been hit, and are flashing white.
Activation Method: Soul Unison. Simple as that.
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING SEARCH SOUL: Keep moving. Search Soul's charge shot will not hit you
if you keep moving. There's nothing you can do about the other two abilities,
just keep mobile and you should be fine. Good Soul in theory but it's really
quite useless in practical sessions.
/-------------\
| ThunderSoul |
\-------------/
Soul Unison with the Navi Thunderman
Soul Unison Chip Attribute: Electric (Symbol: Electric/Lightning)
Soul Element: Electric
//Charged Buster: ZapRing
->Description: Rockman fires a ring filled with electricity. If it hits an
enemy, it will always paralyze them.
->Chip Equivalent: None
->Damage: 20
->Range:
[_][_][_][_][_][_] M = Megaman
[_][M][>][>][>][O] > = Direction it travels
[_][_][_][_][_][_] O = Opponent (Who gets hit by ZapRing)
[{Special Abilities}]
+{Energy Leak}+
Description: Well...you could think of it as Thunderman leaking electricity to
the chips >_> <_<. Basically, it r0x! All Normal and Electric Element chips
paralyze, regardless of it being a shot type, Sword, whatever.
Activation Method: Use a Normal or Electric chip.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING THUNDER SOUL: Dodge. Dodge dodge dodge. Thunder Soul is all about
keeping you still so it can hit you with something to keep you still. And so
on and so forth. Essentially, don't get too close unless you're confident
you're not going to get hit. Stunning ThunderSoul back is a good strategy too.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~
G4) Blue Moon Souls
~~~~~~~~~~~~~~~~~~~~
~~Full List of Blue Moon Souls~~
->AquaSoul
->NumberSoul
->JunkSoul
->MetalSoul
->WoodSoul
->BluesSoul
/----------\
| AquaSoul |
\----------/
Soul Unison with the Navi Aquaman
Soul Unison Chip Attribute: Aqua
Soul Element: Aqua
//Charged Buster
->Description: Similar to the Bubble-Shot chip, AquaSoul's charged Buster fires
out a Aqua element Shot which hits both the target and one panel behind it. It
also charges insanely fast, whether you use Charge +1/MAX or not! It's not THAT
good, as there is a bit of delay once you fire the BubbleShot, which opponents
can easily take advantage of.
->Chip Equivalent: Bubble-Shot
->Damage: 20
->Range:
[_][_][_][_][_][_] M = Megaman X = Hit Range
[_][M][>][O][X][_] > = Moves Forward
[_][_][_][_][_][_] O = Opponent (Hit)
[{Special Abilities}]
+{Aquatic Power}+
Description: All Aqua Chips can do double their damage.
Activation Method: Hold A to Charge the Aqua chip, like you would with your
Charged Buster. Releasing A uses the chip.
Damage: [Aqua Chip Damage] x2
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{IceBreaker}+
Description: It's 1/3 of FloatShoes' effect >_>. With AquaSoul, you won't slide
on Ice Panels, which is fairly useful if you plan on playing on Ice.
Activation Method: Pay me $1000USD. Alternatively, you could also Soul Unison.
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING AQUA SOUL: Worst. Soul. Ever. The charge buster is completely useless
and to be honest there's not really much you can do about Aquatic Power except
try and dodge which you should be doing anyways.
/------------\
| NumberSoul |
\------------/
Soul Unison with the Navi Numberman
Soul Unison Chip Attribute: Atk +/-
Soul Element: Normal
//Charged Buster
->Description: Like the Navi Numberman's attack and Navi chip, NumberSoul's
Charged Buster is the Dice Bomb. It is tossed 3 Panels ahead, and will explode
in a 3x3 Area (Around the dice), doing 10 x whatever the Number on the dice is.
->Chip Equivalent: NumberBall Series (Secret Chip)
Damage: 10 x N (N = no. on the dice facing upwards). If the dice lands on an
opponent, the dice will only do 10 damage.
Range:
[_][_][_][X][X][X] M = Megaman
[_][M][_][X][N][X] N = Dice
[_][_][_][X][X][X] X = Hit Range
[{Special Abilities}]
+{Uber-Custom Menu}+
Description: Instead of having 2 slots in the Custom Menu for Dark Chips, you
will have a full, 10 chip Custom Menu (Instead of 8 chips and 2 Slots for Dark
Chips). That means 10 chips for 3 turns!
Activation Method: As soon as you Soul Unison
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Generic Booster}+
Description: All Normal Attribute chips get 10 extra damage (Equivalent to
Atk+10 chip)
Activation Method: Soul Unison, then selecting Normal Attribute Chips.
Damage: +10
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING NUMBER SOUL: The bomb can be blown up or dodged, it's really not that
difficult. You could actually stand where the Dice lands to get that minor 10
damage. It's your choice. Generic Booster and 10 chips you can't really do much
about. NumberSoul is a rather "Behind-the-scenes" soul with a lackluster charge
buster. (=O TEH rhyme!)
/----------\
| JunkSoul |
\----------/
Soul Unison with the Navi Junkman
Soul Unison Chip Attribute: Obstacle
Soul Element: Normal
//Charged Buster
->Description: Like the MegaChip Poltergeist, JunkSoul's Charged Buster makes
obstacles fly up and hit the opponent. Obviously, you'd need obstacles on the
stage FIRST. (Rockcubes are a good choice, if not then Fans, or anything else
will do)
->Chip Equivalent: None
->Damage: 100
->Range: Aims automatically onto opponent (The OBSTACLE flys there, not the
shot. Without the obstacle, there IS no range.)
[{Special Abilities}]
+{PanicMood}+
Description: When Megaman Soul Unisons, all the opponents will get confused
(Equivalent to Discord Chip). This effect can be prevented by Barriers or
Auras.
Activation Method: Just Soul Unison. That's it.
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
*Junk Chip Recycle*
Description: 2 used Chips will reappear in the Custom Menu per turn as
"Junk Chips" (Used Chips are selected randomly, and are placed where Dark Chips
normally go), which can be used again. (Similar to FolderBack GigaChip in
MMBN3)
Activation Method: Soul Unison again
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING JUNK SOUL: You pray. That's really all you can do. Poltergeist is too
hard to really try and avoid, having a Barrier or Aura up when the enemy Soul
Unisons to Junk Soul is all luck and there's nothing you can do about Junk
Chip Recycle. Pray.
/-----------\
| MetalSoul |
\-----------/
Soul Unison with the Navi Metalman
Soul Unison Chip Attribute: Piercing
Soul Element: Normal
//Charged Buster
->Description: Metalman's Metal Punch powers have been transferred to Megaman!
This punch does a LOT of damage, and can be used to turn any panels BACK to
Normal (The panel you hit), and is piercing, so you can break Obstacles with
it. Pretty Useful, eh?
->Chip Equivalent: MetalMan (Navi Chip)
->Element: Normal
->Damage: 150
->Range:
[_][_][_][_][_][_] M = Megaman
[_][M][X][_][_][_] X = Hit Range
[_][_][_][_][_][_]
[{Special Abilities}]
+{BreakBuster}+
Description: Buster Shots hit through armor, like piercing attacks. (Equivalent
to BreakBuster NCP)
Activation Method: Soul Unison.
Damage: Equal to Buster Damage
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Uber Piercing}+
Description: One of the best Special Abilities around ^_^. It doubles the
damage of any Normal Attribute Chip, AND makes it piercing!
Activation Method: Again, Soul Unison.
Damage: [Normal Chip Damage] x2
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING METAL SOUL: Stay back a bit. The Charged Buster has such a low range
that it can't hit you unless you get right to the front, you can't really do
much about BreakBuster (as the time between firing and hitting with buster
shots is almost nonexistent) and the same with Uber Piercing. When the enemy
has Metal Soul out your first priority should be being focused on dodging at
all times.
/----------\
| WoodSoul |
\----------/
Soul Unison with the Navi Woodman
Soul Unison Chip Attribute: Wood
Soul Element: Wood
//Charged Buster
->Description: Megaman fires a Twister 2 panels ahead. It's similar to the chip
Twister, and is Wood element, so it does twice as much damage to Elec types!
It also temporarily stuns the opponent (Until the Twister disappears)
->Chip Equivalent: Twister
->Damage: 20 x 8
->Range:
[_][_][_][_][_][_] M = Megaman
[_][M][_][X][_][_] X = Hit Range
[_][_][_][_][_][_]
[{Special Abilities}]
+{Wood Gaia}+
Description: Similar to the GaiaSword/Blade effect, Wood chips can take the
damage of the next chip, if it's a Normal Attribute, and add that to its base
damage. Eg: Lance (130 damage), then MetGuard 1 (50 damage) makes Lance do 180
damage (130+50).
Activation Method: Soul Unison, then put a Normal attribute chip that does
damage after a Wood attribute chip.
Damage: Wood Chip + Normal Chip
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Anti-Stun}+
Description: WoodSoul is immune to paralysis, from chips like ElecBall 1/2/3 or
ThunderSoul's ZapRing. (Note. This may or may not be true. It is NOT tested.
For all we know, it may be SuperArmor)
Activation Method: Soul Unison
Damage: None
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Green Power}+
Description: Like the recovery from Grass Panels in MMBN2/3 with WoodStyles,
WoodSoul recovers HP when standing on Grass Panels. Only now, it's INSANELY
FAST. Remember how fast Anubis or Gun Del Sol drains HP? It recovers FASTER
than that speed!
Activation Method: Stand on a Grass Panel (And stay on one)
Damage: N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING WOOD SOUL: Burn him. Burn him good. Wood Soul regains lots of HP
on grass panels, but in doing so it can take 4x damage with heat-element
attacks. Conserve your electric attacks in case they change to Aqua Soul.
Try and stay towards the front in order to avoid the twister. As for Wood Gaia,
you just have to be prepared for whatever random wood chips are thrown at you.
/-----------\
| BluesSoul |
\-----------/
Soul Unison with the Navi Blues/Protoman
Soul Unison Chip Attribute: Sword
Soul Element: Normal
//Charged Buster
->Description: A Sword attack that hits the 3 panels vertically in front of
you, like a WideSword or WideBlade chip.
->Chip Equivalent: WideSword/WideBlade (What did you expect? Neo-Variable?)
->Damage: 60
->Range:
[_][_][X][_][_][_] M = Megaman
[_][M][X][_][_][_] X = Hit Range
[_][_][X][_][_][_]
[{Special Abilities}]
+{Reflection Shield}+
Description: BluesSoul has a Reflect shield, similar to the Reflect NCP. If an
attack hits you when you've used Reflect, you will automatically hit the first
opponent/obstacle in front of you.
Activation Method: <- + B (Works best if you press B, then <- straight after)
Damage: 50
=-=-=-=-=-=-=-=-=-=-=-=-=-=
+{Step Strike}+
Description: All Sword type chips (but NOT Pas) can do Double damage and have a
Step effect, similar to the StepSword chip. The range of the chip isn't changed
but is used 2 panels in front, as shown on the diagram below.
[_][_][_][_][_][_] M = Megaman
[_][M][_][W][_][_] W = Where Megaman goes.
[_][_][_][_][_][_] [The Hit Range is deteremined by the Sword chip itself. If
it's a LongSword, then it will hit 2 panels in front of Megaman [After he tele-
ports]}
Activation Method: Charge up any Sword Chip by Holding A Button (Like with
Charged Buster)
Damage: [Sword Damage] x2
=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIGHTING BLUES SOUL: Best thing to do with Blues Soul, believe it or not, is
get close. Often Blues Soul users can be quite scared by people rushing up to
them, and may think something's up - it also makes it harder for them to Step
Strike you.
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section G: Styles/Soul Unisons
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section H ///
/// Navi Customizer ///
///--------------------------///
//What is the Navi Customiser?
The Navi Customiser is a returning feature from Rockman.ExE 3. A 4x4
(upgradeable to a 5x5 max) grid (called the Program Grid), the Navi Customiser
enables you to place little blocks (called CustPrograms) in order to grant you
effects/stat boosts, abilities and other wonderful stuff, a little like
Unlimited SaGa's Ability Grid system, except not.
//How do I use the Navi Customiser?
You'll first obtain the navi customiser from Yuuichiro before the second
Crisis scenario, along with a few blocks. He'll teach you how to place the
Blocks on the grid correctly to avoid glitches. There are 4 basic rules you
must follow.
1) Do not place 2 blocks of the same colour next to each other.
2) Do not place textured (blocks with a + pattern on) blocks on the command
line.
3) Do not place solid (non-patterned) blocks off the command line.
4) Do not place more than 4 different colours of block on the Program Grid.
//Where are the Navi Customiser upgrades?
One is in the Chariot Statue at Ameroupe Colloseo, and the second is on a
platform to the left as you enter Ura Internet/UnderNet 2.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
H1) Solid Navi Customizer Programs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Super Armor
Colour: Red (Solid)
Shape: [_]
[_][_]
[_]
Effect: Getting hit will not reduce your buster level. You cannot
be stunned by strong attacks and thus be countered
mid-attack. You cannot lose a charge shot by being hit. Also,
some chip, like VarSword, will NOT work after you've been
stunned (Even for a moment). SuperArmor prevents that.
However, if you DO get countered, then you will receive the
"Anger" Mode, or your opponent will get Full Synch.
Rating: 5/5
2) Custom+1
Colour: Blue (Solid)
Shape: [_][_]
[_][_]
[_]
Effect: One extra chip can be chosen from at the Custom Menu. Adding
additional Custom+1 blocks enables an even larger selection.
Note that this does not affect NumberSoul's "Uber Custom-Menu"
Ability.
Rating: 4/5
3) Mega Folder +1
Colour: Green (Solid)
Shape: [_]
[_]
[_][_]
Effect: One additional MegaChip can be added to each folder. However,
you are still allowed only one copy of each megachip.
Rating: 2/5
4) Mega Folder +2
Colour: Green (Solid)
Shape: [_][_]
[_][_]
[_][_]
Effect: Two additional Megachips can be added to each folder. However,
you are still allowed only one copy of each megachip.
Rating: 3/5
5) Fast Barrier
Colour: White (Solid)
Shape: [_] [_]
[_][_][_]
Effect: Rockman begins each battle with a 10HP Barrier.
Rating: 3/5
6) Shield
Colour: Blue (Solid)
Shape: [_]
[_]
[_]
Effect: By pressing B then back quickly in battle Rockman can pull up
a shield that negates all frontal, non-piercing attacks. It
also lasts for almost a second, allowing you to block almost
simultaneous attacks (If you time it right)
Rating: 5/5
7) Reflect
Colour: Blue (Solid)
Shape: [_]
[_]
[_] [_]
[_][_][_]
Effect: By pressing B then back quickly in battle, Rockman can pull up
a shield that negates all frontal, non-piercing attacks and
sends a blast of energy forwards from the shield (50 damage).
BluesSoul's "Reflective Shield" does the same thing.
Rating: 4/5
8) Float Shoes
Colour: Green (Solid)
Shape: [_]
[_][_][_]
[_] [_]
Effect: Rockman can step over harmful terrain without any of the
adverse effects. However, positive effects will still affect
Rockman. This will not contribute to WindSoul's "OmniShoes"
Ability.
Rating: 4/5
9) Air Shoes
Colour: Blue (Solid)
Shape: [_]
[_]
[_][_][_][_]
[_]
Effect: Rockman can step over broken and missing panels as if they
were normal panels. WindSoul also has this permanently in
effect.
Rating: 3/5 (4/5 in effect but the shape is horrid)
10) Under Shirt
Colour: White (Solid)
Shape: [_]
[_]
Effect: A fatal hit that would kill Rockman will instead reduce him to
1 HP. If Rockman is hit whilst at 1 HP, he will die. Note that
it will work all the time through the battle, so if you
recover even 1 HP, then get hit again, you'll be reduced to 1
HP again.
Rating: 5/5
11) Saito Batch
Colour: White (Solid)
Shape: [_]
[_][_][_]
[_][_][_][_][_]
[_][_][_]
[_]
Effect: Rockman obtains the abilities of the following NaviCust progs:
(Check the different descriptions above)
- Undershirt
- Air Shoes
- Float Shoes
- Shadow Shoes
- Custom+1
- Megafolder+1
- Super Armour
- Shield
- Fast Barrier
Glitch: Your Total HP is halved.
Rating: 5/5
12) Bug Stopper
Colour: White (Solid)
Shape: [_]
Effect: Providing BugStopper is on the command line, all other blocks
can be placed as you wish on the Customiser without causing
glitches. (Two blocks of the same colour can be placed next to
each other, and textured blocks can be placed on the command
line.) HOWEVER, solid blocks MUST be placed on the command
line to work, although if they're off the command line they
will not glitch other blocks whilst BugStopper is active.
Rating: 5/5 (Much better than the MMBN3 BugStopper, which was a 3x4
L shape, like MegaFolder 1, but bigger >_>)
13) Beat Support
Colour: Blue (Solid)
Shape: [_][_][_][_]
Effect: One of the few Netbattle-only NCPs, Beat Support disables one
MegaChip used by the opponent in Netbattle. It's similar to
AntiNavi/NaviScout, only you can't use the Navi itself.
It is activated automatically, and will take out the first
MegaChip used by the opponent. However, it will only work
once in any battle
Rating: 5/5 (0/5 outside Netbattle, unfortuantely)
14) Rush Support
Colour: Yellow (Solid)
Shape: [_][_]
Effect: The most effective Evasion chip counter in the game. Rush
Support is activated when the opponent uses a chip of the
Evasion Attribute (Invis, Mole), which destroys the chip, and
paralyzes the opponent (Without doing damage). Again, it can't
be used more than once in any given battle.
Rating: 5/5
15) Tango Support
Colour: Green (Solid)
Shape: [_][_][_]
[_]
[_][_][_]
Effect: This could easily be the only form of effective defence in
your Folder, really. When your MegaMan gets down to 1/4 HP
(Red), Tango will appear, healing you 250HP AND giving you
a 200 Barrier. Effective, not?
Rating: 5/5 [Again, doesn't work outside NB, so 0/5]
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
H2) Textured Navi Customizer Programs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Attack+1
Colour: White, Pink, Yellow (Textured)
Shape: [_]
[_]
Effect: Rockman's Attack stat is increased by 1. The Attack stat can
go up to 5 with 4 Attack+1 NCPs (It starts at 1). Your normal buster
shot damage is equal to your Attack Stat, and your Normal Charged
Buster damage is equal to your Attack Stat x 10.
Rating: 3/5
2) Rapid+1
Colour: White, Pink, Yellow (Textured)
Shape: [_]
Effect: Rockman's Rapid stat is increased by 1. The higher the Rapid
Stat, the faster you get to fire your Buster (This may affect the
pre-shot speed of GutsSoul's Guts-Machine-Gun slightly)
Rating: 1/5
3) Charge+1
Colour: White, Pink, Yellow (Textured)
Shape: [_]
Effect: Rockman's Charge stat is increased by 1. Your Charge Stat
determines how fast your Normal Charged Buster charges. As your
Charge stat goes up, so does the speed. Soul Charged Busters are not
affected.
Rating: 4/5
4) AttackMAX
Colour: White (Textured)
Shape: [_][_]
[_][_]
[_][_]
[_][_]
Effect: Rockman's Attack stat is increased to it's maximum value (5).
This is equivalent to putting 4 Atk+1 Programs into your NC.
Rating: 2/5 (What an awful shape...)
5) RapidMAX
Colour: White (Textured)
Shape: [_]
[_][_]
Effect: Rockman's Rapid stat is increased to it's maximum value (5).
It is equivalent to putting 4 Rapid+1 Programs into the NC.
Rating: 2/5
6) ChargeMAX
Colour: Pink (Textured)
Shape: [_]
[_][_][_]
Effect: Rockman's Charge stat is increased to it's maximum value (5).
This is equivalent to putting 4 Charge +1 Programs into your NC.
Rating: 5/5
7) HP+50
Colour: White, Pink, Yellow (Textured)
Shape: [_][_]
Effect: Rockman's maximum HP is increased by 50 until the Program is
removed from the Navi Customizer.
Rating: 4/5
8) HP+100
Colour: Pink, Yellow (Textured)
Shape: [_][_]
[_]
Effect: Rockman's maximum HP is increased by 100. Your HP goes back to
normal after this NC Program is removed.
Rating: 4/5
9) HP+200
Colour: White, Pink (Textured)
Shape: [_][_][_][_]
Effect: Rockman's maximum HP is increased by 200. Removing this NCP
from your NC will turn Megaman's HP back (Lowered by 200)
Rating: 4.5/5
10) HP+300
Colour: Pink (Textured)
Shape: [_][_]
[_][_]
[_]
Effect: Rockman's maximum HP is increased by 300, until this NCP is
taken off the NC.
Rating: 4/5
11) HP+400
Colour: Pink, Yellow (Textured)
Shape: [_] [_]
[_][_][_][_]
Effect: Rockman's maximum HP is increased by 400. This effect lasts
until the NCP is removed from the NC.
Rating: 3/5
12) HP+500
Colour: White (Textured)
Shape: [_]
[_][_]
[_][_]
[_][_]
Effect: Rockman's maximum HP is increased by 500. This lasts until
the HP+500 NCP is removed from the NC.
Rating: 3/5
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
H3) Effective Navi Customizer Setups
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
None, as yet, really.
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section H: Navi Customizer
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section I ///
/// GigaChips ///
///--------------------------///
GigaChips are chips with a Red background (Standard Chips have White
backgrounds), and are extremely useful and/or powerful. Only 1 GigaChip may be
placed into your Folder at any one time, unless the GigaFolder 1 Navi
Customizer Program is used, which increases your GigaChip capacity to 2. Red
Sun and Blue Moon each have 5 exclusive GigaChips, adding up to a total of 10
GigaChips in EXE4.
Here is a full list of GigaChips:
Please search the Number allocated to the GigaChip (CTRL+F)
Name -------------- Number ----------- Version
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Meteo Red Sun ------ RS1 ------------ Red Sun
HolyDream ---------- RS2 ------------ Red Sun
Bug Chain ---------- RS3 ------------ Red Sun
Forte -------------- RS4 ------------ Red Sun
Darkness Barrier --- RS5 ------------ Red Sun
Blue Moon Ray ------ BM1 ------------ Blue Moon
Signal Red --------- BM2 ------------ Blue Moon
Curse of Bug ------- BM3 ------------ Blue Moon
Forte Another ------ BM4 ------------ Blue Moon
Delta Ray Edge ----- BM5 ------------ Blue Moon
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~
I2) Red Sun GigaChips
~~~~~~~~~~~~~~~~~~~~~~~
RS1) Meteo Red Sun
Obtaining Method: Get it from Lan¡¦s Dad in Last Scenario.
Attribute: Normal
Damage: 100 x 4 (The total should be 400; The chip says ??? for damage.
The damage per Meteor changes with the number of Points you've earned in the
Red Sun vs. Blue Moon Mode. Refer to Section C.)
Code: R
Description: A Red Sun Satellite will appear above where Megaman is, and will
fire 3 Meteors onto the panel three panels in front of Megaman, then the
Satellite will crash onto that spot, cracking that panel plus all 8 surrounding
panels.
Range:
[_][_][_][C][C][C] M = Megaman
[_][M][_][C][X][C] X = Hit Location
[_][_][_][C][C][C] C = Cracked Panels
Pros:
-> High damage concentrated on one opponent
-> Does not require extra Areasteals
-> Cracks all panels, restricting movement of opponent
Cons:
-> Inaccurate
-> May crack your own panels
-> Only hits one opponent (If there are multiple)
Extensions: Atk+10/30 chips, GutsSoul Damage Booster. Timpani and ThunderSoul
may help to lock the opponent down.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
RS2) HolyDream
Obtaining Method: UnderNet 4 BugFrag Merchant - 100 BugFrags
Attribute: Normal
Damage: 50 x [No. of HolyPanel x 50]
Code: H
Description: Similar to the Volcano Chip in MMBN3, HolyDream is a "WideCannon"
type of Cannon, as I'd like to call it. It looks like crap, but WAIT! There's a
hidden function! *Presses secret button on HolyDream chip*.
Never Mind...lol. HolyDream can be powered up with Holy Panels on the stage,
doing more damage per Holy Panel. We are unsure whether the Holy Panels have
to be on your panels. It does 50 damage per Holy Panel, so it is quite powerful
Range:
[_][_][_][X][X][X] M = Megaman
[_][M][X][X][X][X]
[_][_][_][X][X][X]
Pros:
-> Wide Range
-> Can do lots of damage
Cons:
-> Makes all of your Holy Panels disappear
-> Can be blocked if opponent stands behind an obstacle
Extensions: HolyPanel, Sanctuary are a must. Atk+ chips or Color/DoublePoint
chips boost the damage greatly.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
RS3) Bug Charge
Obtaining Method: Defeat Shademan SP or LaserMan SP without breaking the GMD
on the stage
Attribute: Normal
Damage: 80
Code: C
Description: Bug Charge does 80 damage initially. This is boosted for every
turn (1 turn = 1 trip to the Custom Menu), if MegaMan has a bug/glitch. When
used, MegaMan fires some sort of shot weapon. Not sure on this one.
Range:
[_][_][_][_][_][_] M = Megaman
[_][M][_][_][_][_]
[_][_][_][_][_][_]
Pros:
Cons:
Extensions:
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
RS4) Forte
Obtaining Method: Defeat Forte in UnderNet 5
Attribute: Normal
Damage: 60
Code: X
Description: Similar to the Serenade chip in MMBN3, Forte appears, hovers
above the area, then fires a lots of AirBurst shots down, hitting each panel
8 times in total. Areasteals, and such make no difference in number of hits.
Too bad >_>.
Range:
[_][_][_][X][X][X] M = Megaman
[_][M][_][X][X][X] X = Where AirBurst Hits
[_][_][_][X][X][X]
Pros:
-> Can hit all opponents
-> All opponents get hit multiple hits, doing lots of damage
-> Doesn't require Areasteals or any other Accuracy increasing chips
Cons:
-> Requires Dark Hole and Dark Megaman
-> Set amount of hits. No "Lucky Shots", where 1 opponent is hit more damage.
Extensions: Atk+10/30, Navi +20/40, GutsSoul Damage Booster.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
RS5) Darkness Barrier (Dark Aura)
Obtaining Method: Defeat Forte SP with an S rank
Attribute: Normal
Damage: N/A
Code: A
Description: Similar to the chip BubbleWrap in MMBN2, Megaman gets a Black
colored Aura which can only be broken with a single hit attack that does 150
damage or more. The Aura regenerates after a while (Making it sort of
¡§permanent¡¨)
Range: N/A
Pros:
-> Can block most attacks easily
-> Add it to Invis or Mole and you have a nearly impossible-to-break Aura!
-> It regenerates, so you won¡¦t need as many other defensive chips.
Cons:
-> Requires Dark Hole and Dark Megaman to use
-> Pierced by Gun Del Sol and HP Draining chips
-> Can be blown away by WindSoul Effect or NorthWind
Extensions: Invis, Mole, HolyPanel, Sanctuary.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~~~~~~
I3) Blue Moon GigaChips
~~~~~~~~~~~~~~~~~~~~~~~~~
BM1) Blue Moon Ray
Obtaining Method: Get it from Lan's Dad in Last Scenario.
Attribute: Normal
Damage: 200 (The chip says ??? for damage. The damage changes with the number
of Points you've earned in the Red Sun vs. Blue Moon Mode. Refer to Section C.)
Code: B
Description: A Blue Moon Satellite will appear above Megaman's location, and
it fires a Blue Laser onto the panel three panels in front of Megaman.
Range:
[_][_][_][_][_][_] M = Megaman
[_][M][_][_][X][_] X = Hit Location
[_][_][_][_][_][_]
Pros:
-> Does not require extra Areagrabs
Cons:
-> Inaccurate
-> Only hits one opponent (If there are multiple)
Extensions: Atk+10/30 chips, NumberSoul Damage Booster, MetalSoul (Pierce +
Double Damage). Timpani may help to lock the opponent down.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
BM2) Signal Red
Obtaining Method: UnderNet 4 BugFrag Merchant - 100 BugFrags
Attribute: Obstacle
Damage: N/A
Code: S
Description: A traffic light obstacle appears in front of you. It¡¦s like
Traffic Lights, only it¡¦s sideways. If the Red Circle lights up, then the
opponent can't use chips. If the Blue Circle lights up, the opponent can't see
you.
Range:
[_][_][_][_][_][_] M = Megaman
[_][M][S][_][_][_] S = Where Signal Red appears (In front of you)
[_][_][_][_][_][_]
Pros:
-> Useful in making the opponent inaccurate
-> Dual effect (Blindness + No chips)
Cons:
-> Can easily be destroyed
-> Only one effect at a time, and it can¡¦t be controlled
Extensions: Invis to protect you when the light turns Blue, and Blindness
when the light turns Red.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
BM3) Curse of Bug
Obtaining Method: Defeat Shademan SP without breaking the GMD in the stage
Attribute: Normal
Damage: N/A
Code: C
Description: [Netbattle Only] When Curse of Bug is used, the opponent is
surrounded with "Bugs", and gets randomly glitched.
Range: Anywhere.
Pros:
-> Screws up the opponent. Badly.
-> Opponent may get any glitches, including HP Drain (Custom Menu/In-battle),
Movement glitches, and more.
Cons:
-> Waste of GigaChip space; it's not very good compared to other GigaChips.
Extensions: None.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
BM4) Forte Another
Obtaining Method: Defeat Forte in UnderNet 5
Attribute: Normal
Damage: 160 x 4
Code: X
Description: Not entirely sure on this, all I know is that Forte uses his
energy saws in order to deal high amounts of damage. Multhit unlike EXE3's
Forte Another chip.
According to GenoTheBlaster, 4 wheel-like obstacles are supposed to come down
and roll towards the opponent, doing 160 damage and passes through the opponent
. They are homing, so it should do quite a bit of damage.
Range:
[_][_][>][>][\][_] M = Megaman O = Opponent. \ = Wheel goes down to hit O.
[_][M][>][>][>][O] > = Directions Wheels travel
[_][_][>][>][R][_] R = Obstacle (Blocks the wheel)
Pros:
-> Homing, so you don't need to position it.
-> Does quite a lot of damage if used properly
-> Can hit multiple opponents
Cons:
-> Can be blocked with Obstacles.
Extensions: Navi +20, NumberSoul Damage Boosters.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
BM5) Delta Ray Edge
Obtaining Method: Get an S Rank against Forte SP
Attribute: Sword
Damage:
Code: Z
Description: Similar to the Delta Ray Edge chip in MMBN3, Blues/Protoman
appears, and slashes the opponent. If you press A at the correct time (After
Blues slashes but before he teleports away), then Delta Ray Edge 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.
Range:
Slash 1
[_][_][_][P][X][_] M = Megaman P = Blues
[_][M][_][_][O][_] O = Opponent (Who is hit)
[_][_][_][_][_][_] X = Hit Range
Slash 2
[_][_][_][_][X][_] M = Megaman P = Blues
[_][M][_][_][O][P] O = Opponent (Who is hit)
[_][_][_][_][X][_] X = Hit Range
Slash 3
[_][_][_][_][_][_] M = Megaman P = Blues
[_][M][_][_][O][_] O = Opponent (Who is hit)
[_][_][_][P][X][_] X = Hit Range
Pros:
->High Damage
->Can be powered up by BluesSoul's Sword Charge
->Also hits anything next to the opponent (Above and Below)
Cons:
->Opponent MUST be in the middle row, and not at the back or DRE won't work
properly.
->Requires quick reflexes and good timing
Extensions: Atk+10/30, BluesSoul Sword Charge.
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section I: GigaChips
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section J ///
/// General Netbattle Tips ///
///--------------------------///
~~~~~~~~~~~~~~~~~~~
J1) Offensive Tips
~~~~~~~~~~~~~~~~~~~
>Areagrabs<
Trapping your opponent with AreaSteal, PanelSteal, or other similar chips raise
s the accuracy of your chips, since it restricts the movement of the opponent,
as well as the range of them.
>Have only 1-2 Codes in your Folder<
Too many codes make getting lots of chips in one go difficult. A good Folder
should only have 1-2 codes (not including * Code), so that you can at least
get 3 chips every time you go to the Custom Menu.
>Stick to 1 Theme in your Folder<
Too many themes can make your Folder less effective, and can conflict with
each other. If you have a Folder with 2 strategies, and the first one needs
IceStg, but the other needs GrassStg, you're get screwed up since they replace
each other.
>Always choose at least 1 chip every turn<
Even if it's a bad chip, you can still put it into use. If it is completely
useless, then you probably didn't think and just put it in. Having no chips in
a turn is idiotic, since you won't get any more chips in the Custom Menu, and
will be stuck, and probably lose as well.
>GutsSoul< (Red Sun Only)
GutsSoul's Guts-Machine-Gun (Rapidly press B) is very effective when the
opponent is trapped. Combined with the Soul Unison effect of GutsSoul
(DeathMatch 1), you can lock the opponent onto 1 panel. Areasteals will also
work. Unlike in MMBN3, where you were completely vulnerable when using
Guts-Machine-Gun, you have a Green Aura, so now you can easily pull off combos
relying on GMG to do lots of damage.
>Use a strategy you’re familiar with<
Don't go straight to Netbattling without testing your Strategy first. If you
don't know how your Combo works, or haven't thought of how it hits, you could
be in for a beating. Always try your Strategy on a Navi first, preferably a
Navi you can beat easily.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~
J2) Defensive Tips
~~~~~~~~~~~~~~~~~~~
>Invis<
Invis makes you immortal for a while (6 seconds), since the opponent can't see
you, and most chips can't hit you.
>Mole<
Mole provides a long lasting defence against most Navis, and PAs. However,
it des have a lot more weaknesses than Invis. Two good ways to be -immortal-
with Mole is to stand on a Missing (Broken, not Cracked) Panel, or use an
Aura with Mole.
>Shield and Reflect<
Shield and Reflect are both activated by pressing <- + B. Shield can be gotten
from a Navi Customizer Program: Shield, and Reflect is permanently there for
BluesSoul. Both can be used to block attacks that are not piercing, quite
useful for Folders that rely on attacks like LifeSword or other single hit
chips. Reflect can also do 50 damage back to the first thing on the row in
front of you.
>Blindness<
Blindness makes the opponent unable to see you, making it very useful. It makes
the opponent hesitate in attacking, giving you the advantage. Using it with
Invis works very well, like the Invis chips in MMBN2/3.
>Signal Red<
The single most powerful GigaChip for Netbattle, Signal Red combines Blindness
with a weaker version of Jealousy or Roll Arrow. When the Light turns Blue, the
opponent will not be able to see you, and if the light turns Red, the opponent
can't use chips. However, unlike with Roll Arrow and Jealousy, the chips
remain, instead of breaking.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~~~
J3) What NOT to do
~~~~~~~~~~~~~~~~~~~~
->Never walk on the back rows unless it's necessary! Once you walk on the back,
your enemy will start grabbing all your panels away, leaving you trapped on the
back row.
->Never start a turn empty-handed, as in without Chips. You should always have
a chip each time you exit the Custom Menu, since in theory, each chip has a use
plus if you don't get a chip, then the chips in the Custom Menu will not change
(Unless you use Search Soul <_<)
//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\
End of Section J: General Netbattle Tips
\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//==\\==//
///--------------------------///
/// Section K ///
/// Chip List ///
///--------------------------///
This is a list of chips, sorted by what their attributes or by what they do.
Listed Chips that have "Series" at the end of their name mean all versions of
this chip: e.g. WideWave Series means WideWave 1/2/3. Any chips marked with
~*~ are slightly different from the rest in terms of ability. Refer to the end
of that section's list of chips, or in the introductory of each section. If a
Navi is in the list, that means all versions of it.
Here is the full list of sections:
K*) By Attribute
K1) Heat Element
K2) Aqua Element
K3) Elec Element
K4) Wood Element
K5) Wind/Knockback
K6) Piercing/Obstacle Removers
K7) Swords
K8) Obstacle
K9) Panel Breakers
K10) Evasion
K11) Recovery
K12) Damage +/-
K**) Other Abilities
K13) Stage Changers
K14) Multi-Hitters
Please search the name of the Section in order to find what you’re looking for.
(CTRL + F)
Each section's chips are categorized in groups like so:
~~Standard Chips~~
(All Standard Class Chips)
~~Megachips~~
(All Mega Class Chips)
~~Gigachips~~
(All Giga Class Chips)
~~Navis~~
(Navis Chips, NOT Soul Unison)
~~Program Advances~~
(PAs. Refer to the Program Advance Section for info on each PA)
~~Soul Unison Effect~~
(The effects of using the Soul Unison chip in battle. Refer to Souls Section.)
~~Navi Customizer Programs~~
(Programs used in the Navi Customizer)
Not all of these categories will appear in each section; only those with chips
are shown.
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~
K1) Heat Element
~~~~~~~~~~~~~~~~~~
All of these chips are of the Fire Element. They all have a Fire Symbol (A
Flame) on the chip. These all do double damage if the opponent is standing on
GrassPanels, or if it hits an opponent with WoodSoul or Wood element
Viruses/Navis. They also remove any GrassPanels within their range.
>FireSoul (Red Sun) uses these chips to Soul Unison<
~~Standard Chips~~
Heat-Shot
Heat-V
Heat-Side
FlameLine Series
HeatBreath
ElementFlare
BlackBomb
~~Mega Chips~~
Ryuuseigun
~~Navi Chips~~
Fireman
Fireman SP
Fireman DS
Burnerman
Burnerman SP
Burnerman DS
~~Secret Chips~~
Meteor Rain Series
~~Program Advance~~
HeatSpread
FlameCross Series
~~Soul Unison Effect~~
Firesoul
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~
K2) Aqua Element
~~~~~~~~~~~~~~~~~~
These chips listed are all Aqua element. All of them have an Aqua Symbol on
them (3 Drops of water) They are do double damage on HeatSoul and Fire Element
Virus/Navis, and wipe out any MagmaPanels within their range.
>AquaSoul (Blue Moon) uses these chips to Soul Unison<
~~Standard Chips~~
Bubble-Shot
Bubble-V
Bubble-Side
WideShot Series
Blizzard
ElementIce
~~Navi Chips~~
Aquaman
Aquaman SP
Aquaman DS
Coldman
Coldman SP
Coldman DS
~~Secret Chips~~
AquaUpper Series
~~Program Advances~~
BubbleSpread
SuperWide Series
~~Soul Unison Effects~~
AquaSoul
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
~~~~~~~~~~~~~~~~~~
K3) Elec Element
~~~~~~~~~~~~~~~~~~
All of these chips are Elec Element, and have the Elec Symbol on the chip
(Lightning Bolt) They all do Double Damage on IcePanels, and double damage to
AquaSoul or Aqua Viruses/Navis. Most of Elec Chips can paralyse. All chips able
to paralyse are marked with a ~*~
>ThunderSoul (Red Sun) uses these chips to Soul Unison<
~~Standard Chips~~
Elec Shock
ThunderBall Series
MagBolt Seri