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Megaman Battle Network 4 for Game Boy Advance
S-Ranking FAQ Written by DarthMarth
Version 1.0
Started: Friday, July 23, 2004
Finished: Friday, July 23, 2004
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1. Table of Contents (press Ctrl+F and type in the code next to the section to 
jump to it. On Mac browsers, use Command+F.)
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1. Table of Contents (you’re reading it)
2. Introduction -Intrd-
3. FAQ -Frakq-
4. How to get an S-Rank -Htgas-
5. Navi Locations -Navlo-
6. General Tips -Genti-
7. Navi-Specific Tips -Naspt-
8. My S-Ranking Folders -Msraf-
9. SP Navi Records -Spnre-
10. The Navi Chips -Tnach-
11. Legal Information –Legin-
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2. Introduction (Intrd)

Welcome to my S-Ranking guide for Megaman Battle Network 4. This much-needed 
guide should help you accomplish one of the hardest tasks in the game: S-
ranking the ultra-tough SP Navis! It’s easy to be overwhelmed trying to beat 
the most advanced versions of the game’s bosses in mere seconds, but with my 
guide’s tips, it should at least become easier, if not downright pathetic. If 
it doesn’t cover anything essential, I can improve it with your help! Please E-
mail me any comments or suggestions you have for my guide at 
dpitch40@yahoo.com. Also E-mail me if you can help me with FireMan, ShadeMan, 
and LaserMan’s chip’s button commands. If you e-mail me, please put “MMBN4” 
somewhere in the e-mail title or it will likely be deleted.
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3. FAQ (Frakq)

Q: How do I use Slasher?
A: If you hold A when using it, Megaman will automatically attack the next 
enemy to enter his area for 240 damage, regardless of position. Haha, take 
that, stupid Molokos!

Q: What are all the ways to get Navi chips?
A: Regardless of version, you don’t get anything for beating Navis in the 
tournaments. For beating their V2/V3 forms on the Net, you get their normal 
Navi chips, no matter what your rank is. If you get a 10 or less for your 
Buster Ranking against an SP Navi, you also get their normal chip; an S-Rank 
earns their SP chip. (it is also possible to get an SP Chip with a 9 or 10 
Rank, although this is rare) If you S-rank the SP form with a Hole on the field 
or use a Dark Chip (I’m not sure about this), you get the DS chips. DS Navi 
chips can also be found in Black Earth. You have to beat the DS forms of 
version specific Navis to get their DS chips; the version-shared DS Navi chips 
are in Green Mystery Data.

Q: How is the damage for SP and DS Navi chips boosted?
A: Each uses a different formula. The SP chips become stronger based on how 
quickly you S-ranked the Navi. The formula is this: x + y(30-t/30). X is the 
base power of the SP chip, y is 50 for multi-hitting Navi chips and 100 for 
single-hitters, and t is your busting time. For example, say I beat FireMan SP 
in 20 seconds. (pathetic) The formula would look like this. 150 + 100(30-
20/30). This becomes 150 + 100(1/3), then 150 + 100/3, which is about 183. 
Single-hitting Navi chip’s attack power is rounded to the nearest 10, and 
multi-hitter’s to the nearest 5, so FireMan SP’s final attack power would be 
180. Also, keep in mind that any S-ranking time below 10 seconds maximizes the 
chip’s power. (hence my obsession to beat everyone in under 10 seconds)

Luckily, the formula for DS chips is considerably easier. Single-hitting DS 
chips gain 10 attack points for every Hole on the field; multi-hitters gain 5. 
They can be boosted by up to 10 Holes in this way.

Q: I can’t use my DS Navi Chips!
A: They can only be used by dark Megaman. On the other hand, normal and SP 
chips can only be used by light Megaman.

Q: I beat Bass SP and didn’t get BlackBarrier/DeltaRay! What’s going on?
A: You have to S-Rank him. It’s possible, but a much easier way is to simply 
install Collect into your Navi Customizer and take your time.

Q: My question isn’t answered in here!
A: E-mail me at dpitch40@yahoo.com or post your question on the GameFAQs 
message boards. If you e-mail me, please put “MMBN4” somewhere in the e-mail 
title or it will likely be deleted.
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4. How to Get an S-rank

There are a number of factors involved in S-ranking an SP Navi. Basically, you 
must defeat them in under 30 seconds, without getting hit. (or with SuperArmor 
installed) Here’s a more detailed analysis of how it works.

DELETE TIME

The main factor in your Buster Ranking is the time you took to delete the 
opposition. For Navis, it looks like this:

Delete Time | Buster Points
------------|--------------
 0.01-30.00 |10
30.01-40.00 |8
40.01-50.00 |6
     50.01+ |4

Since Viruses are easier to delete, their table is a little more demanding:

Delete Time | Buster Points
------------|--------------
  0.01-5.00 |7
 5.01-12.00 |6
12.01-36.00 |5
     36.00+ |4

GETTING HIT

Unless he has SuperArmor, BodyPack, or HubBatch installed in his Navi 
Customizer, Megaman loses Buster Points every time he’s hit.

  # of Hits | Buster Points
------------|--------------
          0 |+1
          1 |0
          2 |-1
          3 |-2
         4+ |-3

MOVEMENT

If Megaman doesn’t move around much, he’ll gain an extra point.

   Movement | Buster Points
------------|--------------
  0-2 Times |+1
   3+ Times |0
            |
            |

MULTIPLE DELETES

By deleting multiple Viruses with one attack, Megaman can earn extra points. 
Obviously, this bonus doesn’t work in boss fights.

    Deletes | Buster Points
------------|--------------
     Double |+2
     Triple |+4
            |
            |
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5. Navi Locations (Navlo)

The first step of S-ranking any Navi is to find them. Here are the locations of 
both game’s Navis, for every version of them, not just SP.

RED SUN NAVIS

>ROLL

V1: Eagle Tournament Scenario (Normal Mode)

V2: Eagle Tournament Scenario (Hard Mode), Town 3 (after beating in storyline; 
Normal Mode)

V3: Eagle Tournament Scenario (Super Hard Mode), Town 3 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Town 3 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 3, storyline encounter after winning Eagle 
Tournament

Town 3 Location: At the left corner of the large rectangular area, on the lower 
level accessible from Park 1.

>GUTSMAN

V1: Den Battle Tournament Scenario (Normal Mode)

V2: Den Battle Tournament Scenario (Hard Mode), ACDC 2 (after beating in 
storyline; Normal Mode)

V3: Den Battle Tournament Scenario (Super Hard Mode), ACDC 2 (after beating in 
storyline; Hard and Super Hard Mode)

SP: Random encounter in ACDC 2 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 1

ACDC2 Location: The right-hand corner of the square connecting the 3 main roads

>WINDMAN

V1: Eagle Tournament Scenario (Normal Mode)

V2: Eagle Tournament Scenario (Hard Mode), Yumland Net (after beating in 
storyline; Normal Mode)

V3: Eagle Tournament Scenario (Super Hard Mode), Yumland Net (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Yumland Net after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 4

Yumland Net Location: On a circular dead end near the northeast corner of the 
area, not the one with the Blue Mystery Data

>SEARCHMAN

V1: Red Sun Tournament Scenario (Normal Mode)

V2: Red Sun Tournament Scenario (Hard Mode), Undernet 1 (after beating in 
storyline; Normal Mode)

V3: Red Sun Tournament Scenario (Super Hard Mode), Undernet 1 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Undernet 1 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 6

Undernet 1 Location: Dead end at the southwest corner of the map, directly west 
from the link to Sharo Net

>FIREMAN

V1: Doesn’t exist (you can only fight GutsMan on Normal mode)

V2: Den Battle Tournament Scenario (Hard Mode)

V3: Den Battle Tournament Scenario (Super Hard Mode), Town 2 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Town 2 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 2

Town 2 Location: Behind the teleporter used to reach the isolated part of 
ElecTower Net, in the northwest part of the area

>THUNDERMAN

V1: Red Sun Tournament Scenario (Normal Mode)

V2: Red Sun Tournament Scenario (Hard Mode), Netopia Net (after beating in 
storyline; Normal Mode)

V3: Red Sun Tournament Scenario (Super Hard Mode), Netopia Net (after beating 
in storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Netopia Net after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 5

Netopia Net Area: On the southeast end of the circular platform closest to the 
one blocked by a skull gate, on the southwest part of the map

BLUE MOON NAVIS

>PROTOMAN

V1: Blue Moon Tournament Scenario (Normal Mode)

V2: Blue Moon Tournament Scenario (Hard Mode), Undernet 6 (after beating in 
storyline; Normal Mode)

V3: Blue Moon Tournament Scenario (Super Hard Mode), Undernet 6 (after beating 
in storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Undernet 6 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 6

Undernet 6 Location: A dead end on the lowest level, right next to the entrance 
from Undernet 3

>NUMBERMAN

V1: Doesn’t exist (you can only fight AquaMan on Normal Mode)

V2: City Battle Tournament Scenario (Hard Mode)

V3: City Battle Tournament Scenario (Super Hard Mode), Town 4 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Town 4 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 1

Town 4 Location: In a dead end near the exit to Undernet 1, near the northwest 
corner of the area

>METALMAN

V1: Hawk Tournament Scenario (Normal Mode)

V2: Hawk Tournament Scenario (Hard Mode), Undernet 3 (after beating in 
storyline; Normal Mode)

V3: Hawk Tournament Scenario (Super Hard Mode), Undernet 3 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Undernet 3 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 4

Undernet 3 Location: On the path to Undernet 6, on a loop right across a gap 
from the Sharo Space Center HP and near a Blue Mystery Data

>JUNKMAN

V1: Blue Moon Tournament Scenario (Normal Mode)

V2: Blue Moon Tournament Scenario (Hard Mode), Undernet 2 (after beating in 
storyline; Normal Mode)

V3: Blue Moon Tournament Scenario (Super Hard Mode), Undernet 2 (after beating 
in storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Undernet 2 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 5

Undernet 2 Location: In the right-hand corner of the “square” right next to the 
link to Undernet 3

>AQUAMAN

V1: City Battle Tournament Scenario (Normal Mode)

V2: City Battle Tournament Scenario (Hard Mode), ACDC 1 (after beating in 
storyline; Normal Mode)

V3: City Battle Tournament Scenario (Super Hard Mode), ACDC 1 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in ACDC 1 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 2, storyline encounter after winning Hawk 
Tournament

ACDC 1 Location: On a dead end just southeast of some Blue Mystery Data, near 
the south side of the area

>WOODMAN

V1: Hawk Tournament Scenario (Normal Mode)

V2: Hawk Tournament Scenario (Hard Mode), Park 1 (after beating in storyline; 
Normal Mode)

V3: Hawk Tournament Scenario (Super Hard Mode), Park 1 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Park 1 after defeating V2/V3 there

DS: Black Earth 2, Dark Mirror 3

Park 1 Location: At a dead end near the east side of the area; near the link to 
Town 3

VERSION-SHARED NAVIS

>TOPMAN

V1: Den/City Battle Tournament Scenario (Normal Mode)

V2: Den/City Battle Tournament Scenario (Hard Mode), Town 1 (after beating in 
storyline; Normal Mode)

V3: Den/City Battle Tournament Scenario (Super Hard Mode), Town 1 (after 
beating in storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Town 1 after defeating V2/V3 there

Town 1 Location: At the end of the middle dead end northeast of the entrance 
from ACDC3 (not the one with the invisible path leading to Purple Mystery Data)

>BURNMAN

V1: Eagle/Hawk Tournament Scenario (Normal Mode)

V2: Eagle/Hawk Tournament Scenario (Hard Mode), Park 2 (after beating in 
storyline; Normal Mode)

V3: Eagle/Hawk Tournament Scenario (Super Hard Mode), Park 2 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Park 2 after defeating V2/V3 there

Park 2 Location: At a dead end on the lower level, on the northwest side of the 
area, past the square leading to Park 3

>COLDMAN

V1: Red Sun/Blue Moon Tournament Scenario (Normal Mode)

V2: Red Sun/Blue Moon Tournament Scenario (Hard Mode), Sharo Net (after beating 
in storyline; Normal Mode)

V3: Red Sun/Blue Moon Tournament Scenario (Super Hard Mode), Sharo Net (after 
beating in storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Sharo Net after defeating V2/V3 there

Sharo Net Location: On a path right next to a conveyor belt, just southeast of 
the warp to the Sharo HP, on the west side of the area

>SPARKMAN

V1: Den/City Battle Tournament Scenario (Normal Mode)

V2: Den/City Battle Tournament Scenario (Hard Mode), ACDC 3 (after beating in 
storyline; Normal Mode)

V3: Den/City Battle Tournament Scenario (Super Hard Mode), ACDC 3 (after 
beating in storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in ACDC 3 after defeating V2/V3 there

ACDC 3 Location: In a circular dead end north of the skull door; on the 
northeast end of the area

>SHADEMAN

V1: Storyline encounter in Toy Robo 4 (Normal Mode)

V2: Storyline encounter in Toy Robo 4 (Hard Mode)

V3: Storyline encounter in Toy Robo 4 (Super Hard Mode)

SP: Random encounter in Undernet 4 after triggering the Piledriver event

>LASERMAN

V1: Storyline encounter in Meteor 4 (Normal Mode)

V2: Storyline encounter in Meteor 4 (Hard Mode)

V3: Storyline encounter in Meteor 4 (Super Hard Mode), Undernet 5 (Super Hard 
Mode)

SP: Random encounter in Undernet 5 after defeat V3 there

Undernet 5 Location: Square on the north side of the area; directly west of 
Bass

>KENDOMAN

V1: Red Sun/Blue Moon Tournament Scenario (Normal Mode)

V2: Red Sun/Blue Moon Tournament Scenario (Hard Mode), Netfrica Net (after 
beating in storyline; Normal Mode)

V3: Red Sun/Blue Moon Tournament Scenario (Super Hard Mode), Netfrica Net 
(after beating in storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Netfrica Net after defeating V2/V3 there

Netfrica Net Location: In the north corner of a square only reachable with the 
C-Slider, on the north end of the area

>VIDEOMAN

V1: Eagle/Hawk Tournament Scenario (Normal Mode)

V2: Eagle/Hawk Tournament Scenario (Hard Mode), Park 3 (after beating in 
storyline; Normal Mode)

V3: Eagle/Hawk Tournament Scenario (Super Hard Mode), Park 3 (after beating in 
storyline; Hard Mode and Super Hard Mode)

SP: Random encounter in Park 3 after defeating V2/V3 there

Park 3 Location: On a dead end visible from the fourth ramp from the right and 
reachable from the third after a long path, near the west side of the area and 
southwest of where Roll is taken to

>BASS

V1: Undernet 5 storyline encounter

V2: Doesn’t exist

V3: Doesn’t exist

SP: Random encounter in Black Earth 2 after beating Megaman DS there

Undernet 5 Location: In a rectangular area on the second level; on the 
northeast side of the area, must have all 6 Souls and 150 Standard Chips to 
enter
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6. General Tips (Genti)

Here are some tips you can use for every SP Navi.

FINDING SP NAVIS

Make sure you have at least 1 LocEnemy before going on an SP Navi hunt!

If the one you’re seeking out has an element (like FireMan or AquaMan), you can 
install the corresponding Navi Customizer Program to encounter them more 
easily. If not, you’ll have to keep restarting until you randomly battle them.

You cam try saving next to mystery data that has a virus and restarting if you 
don't find the Navi.

After you defeat the SP Navi once (see below), use that LocEnemy you should 
have, heal yourself, and adjust your folder and Navi Customizer for S-ranking. 
(you NEED SuperArmor, Custom +1, and Custom +2!)

DEFEATING SP NAVIS

Since you will always have fought them at least once before, you’ll already 
know what tactics to use when fighting SP Navis for the first time. Mines are 
always useful against highly mobile Navis; try to get and include 4 as quickly 
as possible. For other Navis who like to sty in the back row, Lance and Boomer 
chip work well (especially against ThunderMan), as does ThunderMan’s chip 
(especially against ColdMan). If you need more tips on this step, use the 
excellent Boss FAQ.

S-RANKING SP NAVIS

Now, on to the good stuff. Like I said before, you absolutely need SuperArmor 
and some Custom programs installed for easy S-ranking! If you can’t think of a 
good folder to use, I have a section with some examples. The top 3 strategies, 
HolyDream (at least for Red Sun players), SuperVulcan, and PitHockey are always 
good bets.

Don’t be discouraged if you still can’t get a perfect time after hours of work! 
S-ranking requires tremendous luck (and some skill), so it will take a while to 
get the perfect chips at the right time. (except for my WindMan SP record, 
which I achieved on my first try)

Since S-ranking typically revolves around one powerful attack, missing is the 
worst mistake you can make. It’s best to wait for the Navi to attack, since 
they have to stand still then.
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7. Navi-Specific Tips (Naspt)

RED SUN NAVIS

>ROLL

Because of Roll SP’s low HP, SuperVulcan can be good for defeating her quickly. 
You’ll waste a few seconds as the Vulcan fires, but it’s easier than assembling 
HolyDream. If you have Red Sun, you can also trying using a Bass folder to 
minimize your time. Since she’s so quick, make sure to attack when she pauses 
to attack. Above all, DON’T GET HIT BY HER ARROWS! She can completely wreck 
your strategy if you do!

>GUTSMAN

A SuperVulcan folder can work pretty well against this big guy, but you’ll need 
to hit him with a Mine for extra damage. If you decide on HolyDream instead, 
make sure not to take too long after using Sanctuary, or he’ll crack some of 
your Holy Panels!

>WINDMAN

I beat this guy incredibly quickly using my SuperVulcan folder, but as usual 
you’ll need a Mine to finish him off. Luckily, his winds drag you back and 
forth, so they don’t throw your aim off. Unluckily, his stupid birds can 
somehow detonate your Mines, so you’ll need to be lucky to hit him.

>SEARCHMAN

SearchMan can be hard to hit, since he hides in his foxhole so much. (too... 
many... H’s...) The rocks on the field can also mess up your AreaGrabs, so 
SuperVulcan is probably the best idea. Unfortunately, SearchMan has no bomb 
squad training, so try laying 2 Mines to maximize his chances of hitting one.

>FIREMAN

For a Navi from the first tournament, FireMan SP has a lot of HP! Because of 
this, HolyDream is your best bet for beating him fast. (too... many... B’s...) 
You can just AreaGrab once, Sanctuary, then use a HolyDream with GutsSoul, Atk 
+30, and DoublePoint.

>THUNDERMAN

His stupid thundercloud keeps you from using SuperVulcan, and since he never 
enters the middle panel, HolyDream is the best way to S-rank ThunderMan SP. The 
same strategy as for FireMan applies here; you don’t have to boost HolyDream 
much to do enough damage. If you just want to beat him, Lance/SideBamboo and 
Wood +30 work well.

BLUE MOON NAVIS

Note: all the Blue Moon-exclusive strategies are from solarray718, and 
[heavily] edited by me.

>PROTOMAN

Recommended Combo: PitHockey
Tips: You might notice that when you fight him, he sometimes uses a shield 
instead of taking damage. Well, this leaves HolyDream useless; if you try it 
he’ll just use his shield. Silver Bullet can work, but PitHockey3 works better. 
AreaGrab him once (I repeat, ONCE) and use PitHockey3 when he’s in the center 
panel [of his] first row. Don’t worry, he goes there a lot when you AreaGrab 
him.

>NUMBERMAN

Recommended Combo: PitHockey, HolyDream in RS
Tips: NumberMan can be tricky. You definitely want to equip SuperArmor. Reflect 
can also work with his Numberball. Use it at the right time and the next 
Numberball will be destroyed too. You’re most likely to win by luck if you’re 
trying to do it quickly.
Note: I once almost s ranked him in 1 second cause I had a perfect HolyDream 
set up by the second turn. [Un]fortunately I missed.

>METALMAN

Recommended Combo: PitHockey
Tips: Silver Bullet actually doesn't paralyze him, as does PitHockey. HolyDream 
is even harder to set up than normal (and it's not in BM), so your only chance 
is to try and counter him. Learn to deal with the metal gear and this will be 
much easier.

>JUNKMAN

Recommended Combo: Not sure.
Tips: Its very tough to s-rank him in BM because holy dream is the only thing I 
know that can s rank him (I’m not sure but PitHockey might work, this is all 
because of all the junk data getting in the way).

>AQUAMAN

Recommended Combo: Any of the major ones (PitHockey, Silver Bullet, etc...)
Tips: This guy is fairly easy, even for a DenBattle Tournament opponent. 
AreaGrab him once and only his aqua bomb [can hit you].

>WOODMAN

Recommended Combo: PitHockey, HolyDream in RS
Tips: He’s not too hard. You just need a good quick combo or PA like 
PitHockey3. [Probably several, since he has so much HP]

VERSION-SHARED NAVIS

>TOPMAN

TopMan has relatively low HP, so it doesn’t take much more than a regular 
SuperVulcan to take him out. Try preceding it with a weak *-code chip like 
Spreader or Boomer.

>BURNMAN

BurnMan can damage you fast, but you should ignore your health and focus on 
attacking. I think his burners can detonate your Mines, so as usual you should 
try HolyDream. You don’t have to do much to be able to deal enough damage, but 
work quickly and make sure he and his burners doesn’t get in the way of your 
AreaGrabs.

>COLDMAN

His ice cubes can get in the way of HolyDream, so try using SuperVulcan so you 
can also aim at one of his ice cubes. Be careful; he sometimes teleports to the 
lower-right corner after the first hit, so make sure he’s already there when 
you fire! A fully-powered SparkMan SP chip can weaken him enough to be finished 
off by SuperVulcan easily.

>SPARKMAN

One word: ARGH. SparkMan’s annoying style of teleportation can make hitting him 
a HUGE pain. Try waiting for him to teleport to your row, then use a powered-up 
SuperVulcan to damage him and get rid of the electric bomb. He moves very fast, 
so even this is extremely hard. The stupid bombs can also detonate your Mines 
(who knows how, since they don’t move on the ground), so try using some Boomer 
* chips to weaken him. Make sure to throw them just after he disappears; 
hopefully, he’ll reappear in their path. If you’re playing Red Sun, your 
DblCrack chips can be used to prevent him from dodging it.

>SHADEMAN

Again, one word: AAAAAARRRRRGGHH!!!! Because he can negate damage and split 
into bats when hit, S-ranking ShadeMan requires about 3 times as much luck as 
most other Navis do. Only one of the bats he turns into can be hit, but takes 
damage as normal. I used HolyDream for him since I wasn’t sure if SuperVulcan 
would stun his bat form, but even then it wasn’t easy. Luckily, because of his 
low HP you don’t even need to use AreaGrab to deal enough damage with 
HolyDream. Anyway, your best bet for deleting him quickly is to shoot him with 
something like Spreader * or WideSht3 S to make him split up, then quickly 
shoot a random bat hoping it’s the real one. I know it’s hard, but it’s the 
only way to get a decent time.

>LASERMAN

LaserMan SP’s high HP makes HolyDream the only way to beat him quickly. Like 
with GutsMan, make sure to use HolyDream right after Sanctuary, before he 
starts cracking panels with his Cross Laser!

>KENDOMAN

KendoMan isn’t too hard to S-rank, nothing you haven’t seen before, at least. 
Just beat him with HolyDream or SuperVulcan as usual. Since he always charges 
when he’s in your row, hitting him is pretty easy. You may even want to try 
Full Synchro since he’s pretty easy to counter.

>VIDEOMAN

Because of the tape running through the battlefield, VideoMan is the only SP 
Navi I’m recommending a PitHockey folder for. Try White Dragon Nall’s Psycho 
Bouncer folder (found in his Forte FAQ), or my inferior PitHockey folder. Make 
sure to include a few RockCube chips so you can get rid of the video tape 
running through your area. Luckily, I’m pretty sure PitHockey can get through 
his tape. Make sure to hit VideoMan when he’s in the center panel of his area 
for an instant delete!

>BASS

Good luck. You’ll need it. Bwahahahaha!!! Because of this guy’s insane HP and 
fast movement, HolyDream is your only chance of beating him, and even then, you 
still need to weaken him with some other chips. (SparkMan SP at maximum power 
works well because it can be used with Sanctuary) Since I just beat this guy 
yesterday, I’ll outline how your battle should look like with my HolyDream 
folder. (note: you can use the 2 AreaGrabs, SparkMan SP, FstGauge, and 
Sanctuary after either of your first 2 trips to the custom menu.)

1.	Select FullCust, FstGauge, Invis, AreaGrab, and SearchSoul.
2. Use them all! (Try to use the AreaGrab as Bass moves away from his leftmost 
column so it works; this part can be hard. Try using Invis or Popup right 
before AreaGrab, so you can see where Bass is going when it pauses)
3. Select SparkMan SP, AreaGrab, Sanctuary, and 2 random other chips. Use 
SearchSoul’s Shuffle ability as necessary.
4. Use them again! (Make sure to use SparkMan SP right after Bass finishes 
moving; try to stun him with it when he’s in the back row. Not only does this 
give you time to AreaGrab, Bass will always use his Shooting Buster when 
blinded, leaving him open for several seconds)
5. Select DblPoint, HolyDream, Atk +30, Atk +10, and GutsSoul.
6. Use DblPoint, then let Bass have it with HolyDream! (preferably while he’s 
using Shooting Buster)

I know, it will take hours to get things perfect like this. Luckily, you don’t 
need to S-rank Bass SP to get his chip! You can simply beat him with Collect 
installed!
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8. My S-Ranking Folders (Msraf)

Here are the folders I used to achieve the records listed below. I mainly used 
the SuperVulcan and HolyDream folders, but I may have used PitHockey for 
ThunderMan.

---
Here’s my first SuperVulcan folder. It doesn’t look very good, but I S-ranked 
many SP Navis with it. It’s basically the Red Sun version of Silver Bullet. 
Basically, you can to enter GutsSoul, then use SuperVulcan powered up by 
DoublePoint, Atk +30, and Atk +10. At most, the combo can do an impressive 1680 
damage. Invis and Popup are in there for SearchSoul, to help find the chips you 
need quickly. You can deal extra damage by laying some Mines down at the start. 
Spreader is mainly an afterthought, but a skilled player can enter Full Synchro 
with it. In Blue Moon, substitute the Cracking chips and maybe Invis and Popup 
for some Breaking chips so you can use MetalSoul. You can use spare Atk +10 
chips for NumberSoul.
3x Spreader
4x Mine Z
2x DblCrack */2x RockCube*
2x TrplCrck */2x RockCube*
2x FastGauge *
4x Invis */4x ColorPnt *
4x Popup *
4x Atk +10 *
ColorPt *
SuprVulc V
FullCust * (preset)
Atk +30 *
DblPoint *
---
This folder mainly centers around using Full Synchro instead of GutsSoul to 
help boost SuperVulcan. It’s harder to do, but can do 2640 damage, at most. If 
you can hit your opponent rapidly enough, you’ll enter Full Synchro 
automatically. (note: this only works with fully light Megaman) A well-aimed 
AirHoc3 or a few back-to-back Vulcans usually do the trick.

2x Vulcan1 V
2x Vulcan1 *
2x Vulcan3 W
4x Airhock3 W
2x DblCrack */2x RockCube*
2x TrplCrck */2x RockCube*
FastGauge *
3x Invis *
4x Popup */4x ColorPnt *
4x Atk +10 *
SuprVulc V
FullCust * (preset)
Atk +30 *
DblPoint *
---
This HolyDream folder is my personal favorite. The combo is very hard to set up 
and it doesn’t work in Blue Moon, but the massive damage potential of HolyDream 
is virtually the only way to S-rank high-HP Navis, especially Bass SP. On your 
first turn, you want to try and AreaGrab the enemy area as much as possible, 
until they have a single column. After you enter SearchSoul, use FullCustom, 
and reenter the custom menu, finish AreaGrabbing and use Sanctuary and 
FstGauge. On your third turn, select HolyDream and the standard power-boosting 
chips and go for the kill! SparkMan SP and WideSht3 are mainly for weakening 
Bass SP; with a maximum damage of 2880, you don’t need anything else for other 
Navis.

3x WideSht3 S
2x DblCrack *
2x TrplCrck *
4x AreaGrab S
2x FastGauge *
4x Invis *
3x Popup *
4x Atk +10 *
FullCust * (preset)
Snctuary S
Atk +30 *
DblPoint *
SparkMan SP S
HolyDrem H
---
This folder is much like the last few, but it uses Bass instead of SuperVulcan 
or HolyDream. It has a lower damage potential, though, to it’s mainly good for 
S-ranking Roll and possibly ShadeMan. (it could be good against the later 
because it could hit him no matter what, but it would destroy the GMD)

2x DblCrack *
2x TrplCrck *
2x FastGauge *
4x Invis *
4x Popup *
4x Atk +10 *
4x Navi +20
4x ColorPnt *
FullCust * (preset)
Atk +30 *
DblPoint *
Bass X
---
Cyber-abdul gave me a general tip that works well against most Navis (except 
Metalman) using Hockey3.

all you need is at least 2 hockey3 chips in the start (if you have 3 of 
4 that's even better) . just wait till the sp navi get's in the middle 
squire of his field (you have to be in the top right or lowest right corner of 
your field) when it stands in the middle just fire the hockey3 and keep 
pressing the A button so you can fire the second hockey3 chip right after. of 
you did exactly what i said you will go to full syncro after the first hockey3 
chip and so your second hockey3 chip will do double damage. if you use 
hcokey3 while the navi stands in the middle squire you will always go to full 
syncro so it's smarter of you just use all your hockey3 chips in a row than 
use the p.a pithockey. (except with roll sp)
---
Sean also has a tip on PitHockey.

You said you needed help so here are some random useful tips. 1. a good combo 
for any navi without spr armr (navis with spr armr include metalman, wood man 
etc) is airhoc 3 u,v,or w and then airhoc u v and w so if you hit them in the 
middle panel, you go into full sync and then pithoky 3 does double damage (can 
you say ouch?) I S ranked bass in 23 seconds but if you get the above combo you 
could s rank him in less. fst gauge is also extremely useful because each cust 
gauge is roughly 10 sec and fst gauge speeds it up to 5 sec. you can also 
paralyze enemies by getting a counter hit on them although it takes practice. 
my combo would also be could on junk man but you have to use an area grab so 
since he's always in the back row, just wait for him to go to the back center 
panel once you've used area grab and hit him with it. Another strategy for cold 
man is to unite with the junk soul and when he uses his ice cube move, use the 
charge attack for poltrgst (only in blue moon) you can also break burn mans 
burners with break chips that can do a combined damage of 140-210 (I always use 
airhoc 3's so I'm not sure of the exact number). In addition, against wind man, 
while your hitting him, the wind effect stops so hit him with airhoc chips and 
then move to set up for another chip. I will also tell you how I S ranked bass 
if you want another strategy I don't remember exactly how I did it but I 
remember I countered him with something, hit him with wind man sp which does 95 
damage a hit for me for a total of lesse 95x2x6= 1040!! then I hit him with 3 
airhoc 3 chips (not the program advance) while he was in the center panel and 
then hit him with aqua man sp while I was in counter mode which would be 
180x2x2=720! and killed him. I also used fst gauge on my first turn.
---
Obviously this folder is no good for S-ranking anything, but it’s a rough 
approximation of the folder I used to beat Duo Alpha and Beta. This is the 
folder for you if you’re having trouble on the final boss! Basically, you just 
let him have it with powerful PAs and the GunSol chips. (make sure to use Invis 
before using a GunSol to avoid getting pummeled in the meantime, and fire it 
right after Duo “lands” and becomes vulnerable) If you get more GunSol chips 
from the trader, be sure to put them in!

Cannon A
Cannon B
Cannon *
HiCannon C
HiCannon D
HiCannon E
M-Cannon E
M-Cannon F
M-Cannon G
Sword E
Sword E
WideSwrd E
WideSwrd E
LongSwrd E
LongSwrd E
GunSol1 G
GunSol1 G
GunSol2 G
GunSol2 G
GunSol3 G
GunSol3 G
3x Recov200 H/3x Recov120 *
Recov300 J/Recov120 *
3x Invis *
FstGauge I/FastGauge * (preset)
GunSolEX G
------------------------------------------------------------------------------
9. SP Navi Records (Spnre)

Here are my own records for S-ranking every SP Navi. They aren’t the best, but 
I still managed to accomplish my goal of beating them all in under 10 seconds. 
Impressive, huh?

Roll SP: 1.98 seconds
GutsMan SP: 5.89
WindMan SP: 3.41
SearchMan SP: 9.64
FireMan SP: 7.36
ThunderMan SP: 9.44
TopMan SP: 9.54
ShadeMan SP: 8.03
BurnMan SP: 6.73
ColdMan SP: 5.88
SparkMan SP: 6.31
LaserMan SP: 9.96
KendoMan SP: 7.01
VideoMan SP: 6.94
Bass SP: 6.69

Now, HERE are the very best records, gathered from my topic on GameFAQs.

Roll SP: 1.79 (Bahamut 7) 
GutsMan SP: 1.89 (SilentJi) 
WindMan SP: 2.28 (SilentJi) 
SearchMan SP: 2.14 (Zzdarksider) 
FireMan SP: 1.91 (Zzdarksider) 
ThunderMan SP: 2.01 (Neo2x)
AquaMan SP: 2.33 (GameFanNo1) 
NumberMan SP: 2.11 (Bahamut 7) 
MetalMan SP: 2.49 (Bahamut 7) 
WoodMan SP: 2.33 (Bahamut 7) 
ProtoMan SP: 1.89 (Bahamut 7) 
JunkMan SP: 1.84 (Bahamut 7) 
TopMan SP: 1.86 (v13t13oy) 
ShadeMan SP: 2.83 (v13t13oy) 
BurnMan SP: 1.83 (Bahamut 7) 
ColdMan SP: 1.42 (SilentJi) 
SparkMan SP: 1.36 (GameFanNo1) 
LaserMan SP: 1.44 (AxlTheSniper) 
KendoMan SP: 1.73 (Bahamut 7) 
VideoMan SP: 1.96 (Bahamut 7) 
Bass SP: 3.16 (Shady)

If you have beaten any of these records, E-mail them to me at 
dpitch40@yahoo.com. (preferably with a screenshot for proof, if possible)
------------------------------------------------------------------------------
10. The Navi Chips (Tnach)

Here they are: the rewards of all your hard, tedious work: the Navi chips. 
Remember, SP chips gain power depending on how fast you S-ranked the 
corresponding Navi, while DS chips becomes stronger with more Holes on the 
field. Look in the FAQ section for a detailed look at them. Whenever I separate 
two numbers with a slash mark, the first number is for the normal chip and the 
second is for the SP/DS chip.

ROLL	

[ ][ ][ ] [R][E][ ]|Code: R
[M][ ][ ] [ ][ ][ ]|Damage: 20/30+
[ ][ ][ ] [ ][ ][ ]|Regular Memory: 28/60 MB
M = Megaman R = Roll E = Enemy

Roll appears, attacks the nearest enemy, then heals Megaman. Heals for the same 
amount as the chip’s total damage; hits 3 times.
Rating: 3/5. The SP version can do lots of damage and healing combined with an 
attack is nice, but there are plenty of better chips out there that can do 
equal or great damage to multiple enemies.

GUTSMAN

GutsMan’s attack range |Code: G
is pretty much random, |Damage: 80/100+
so I can’t show it with|Regular Memory: 32/68 MB
a diagram.

GutsMan appears and uses his Guts Hammer. It cracks 6/9 panels and causes 3 
pieces of rubble to fall on the columns in front of him. The rubble will always 
hit at least 1 enemy.
Rating: 2/5. Cracking enemy panels is pretty good (GutsMan SP can crack your 
opponent’s entire area), but he usually only damages 1 enemy. There are much 
better chips out there.

WINDMAN

[ ][ ][<] [<][^][ ]|Code: W
[ ][M][V] [ ][^][ ]|Damage: 40/50+
[ ][ ][>] [>][>][ ]|Regular Memory: 48/64 MB
M = Megaman/WindMan > = Tornado’s path

WindMan appears and throws 3 tornadoes. The tornadoes go in a 3 by 3 circular 
pattern, but will change their course to stay on the field. If you and the 
enemy are on the top row, it'll be hit twice. They can also “pick up” sand, 
making them do double damage.
Rating: 5/5. If you’ve maximized WindMan SP’s power, you can do at least 300 
damage to 8 of their panels. It’s 00berness reincarnated in a piece of plastic 
and silicon.

SEARCHMAN

[M][ ][ ] [V][^][V]|Code: S
[ ][ ][ ] [V][^][V]|Damage: 20/25+
[ ][ ][ ] [V][^][V]|Regular Memory: 45/70 MB
M = Megaman/SearchMan V = Path of scope

SearchMan appears and makes a targeting scope move across the enemy area. Press 
A to make it stop and have SearchMan fire 5 times on the selected panel. 
Pressing A and B simultaneously make the shots destroy any chips the target has 
selected.
Rating: 1/5. The SP chip can do decent damage and be powerful in Net Battles, 
but it’s WAY too hard to hit with. For that genuine sniper experience, stick 
with CircleGun chips.

FIREMAN

[ ][ ][ ] [ ][ ][ ]|Code: F
[ ][M][>] [>][>][>]|Damage: 100/150+ Fire-element
[ ][ ][ ] [ ][ ][ ]|Regular Memory: 37/72 MB
M = Megaman/FireMan > = Panels hit

FireMan appears and uses his Fire Arm to hit every panel to the right of 
Megaman on his row with Fire-element damage. If you quickly press down, then 
right on the D-pad (without holding any buttons or pressing A) after FireMan 
appears but before he attacks, you can turn all the panels in the fire arm’s 
path to lava.
Rating: 4/5. The SP chip can do great damage to Megaman’s row, and the button 
command can be deadly to non-Fire Viruses.

THUNDERMAN

[ ][ ][ ] [ ][X][ ]|Code: T
[ ][ ][ ] [ ][X][ ]|Damage: 90/120+ Elec-element
[ ][M][ ] [ ][X][ ]|Regular Memory: 48/68 MB
M = Megaman/ThunderMan X = Panels hit

ThunderMan appears and hits the column 3 panels ahead of Megaman with 
lightning, breaking unoccupied panels and cracking occupied ones.
Rating: 3/5. This chip is excellent against enemies that stay in one row, as it 
damages them and reduces their mobility.

PROTOMAN

[ ][M][ ] [P][E][e]|Code: B
[ ][ ][ ] [ ][x][ ]|Damage: 100/140+
[ ][ ][ ] [ ][ ][ ]|Regular Memory: 54/79 MB
M = Megaman P = Where ProtoMan appears E = Enemy that gets hit e = Enemy not 
hit x = Additional panels hits

ProtoMan appears and automatically slashes all enemies with a WideSword. He 
can’t slash an enemy if the tile in front of it is missing or occupied.
Rating: 5/5. Though I don’t own Blue Moon, ProtoMan’s chip appears to be 
identical to the one from MMBN3; if you power up the SP Chip enough, it becomes 
one of the best ways to delete Viruses in the game, negating the need to aim.

NUMBERMAN

[ ][ ][x] [x][x][ ]|Code: N
[M][ ][x] [X][x][ ]|Damage: 30/40+
[ ][ ][x] [x][x][ ]|Regular Memory: 33/66 MB
M = Megaman/NumberMan X = Panel hit by bomb x = Panels hit by explosion

NumberMan appears and throws a dice bomb 3 spaces ahead. Unless it hits a hole, 
it explodes to hits every panel around it. The damage is multiplied by the 
number rolled on the dice.
Rating: 3/5. This chip’s damage potential can be MASSIVE if you add some 
damage-boosters and get lucky, but it seems too random to be very good.

METALMAN

[ ][ ][M] [X][ ][ ]|Code: M
[ ][ ][ ] [ ][ ][ ]|Damage: 160/200+
[ ][ ][ ] [ ][ ][ ]|Regular Memory: 72/74 MB
M = Megaman/MetalMan X = Panel hit

MetalMan appears and smashes the panel in front of him with his fist, doing 
high damage and cracking it. By holding A instead of hitting it, you can use 
the D-pad to move MetalMan around before he attacks.
Rating: 2/5. Although it does heavy damage, MetalMan’s chip is hard to hit with 
and only strikes a single panel. Even against Bosses, there are much better 
chips.

JUNKMAN

This Chip doesn’t     |Code: J
really need a diagram;|Damage: 100/100+
it always hits        |Regular Memory: 80 MB

JunkMan appears and makes every obstacle on the field fly at the nearest enemy, 
regardless of position.
Rating: 2/5. You would probably need to make a whole folder around this chip, 
unless you’re fighting ColdMan. It can really hurt when it hits, but unless 
you’re using the SP Chip JunkSoul is better anyway.

AQUAMAN

[ ][ ][ ] [ ][ ][ ]|Code: A
[ ][ ][ ] [ ][ ][ ]|Damage: 70/80+ Aqua-element
[ ][ ][M] [F][x][X]|Regular Memory: 41/63 MB
M = Megaman/AquaMan F = Faucet x = Panel hit for normal damage X = Panel hit 
for double damage

AquaMan appears and summons a faucet that hits the two panels in front of it. 
The second panel hit receives double damage.
Rating: 2/5. This chip is only really useful if you massively boost the SP 
Chip’s damage and hit for double damage. It also has very limited range.

WOODMAN

[ ][ ][ ] [x][x][x]|Code: W
[ ][M][ ] [x][x][x]|Damage: 130/150+ Wood-element
[ ][ ][ ] [x][x][x]|Regular Memory: 50/76 MB
M = Megaman/WoodMan x = Panel that may be hit

WoodMan appears, jumps in the air, and makes 6 wood towers appear on random 
enemy tiles. None of them are guaranteed to hit like with GutsMan. I’ve also 
heard you can hold A, B, and Down just before WoodMan attacks to double the 
number of towers created.
Rating: 3/5. This Chip can be pretty powerful if you master the button command, 
but its also very random.

TOPMAN

[ ][ ][ ] [T][ ][T]|Code: T
[ ][M][ ] [ ][X][ ]|Damage: 20/30+
[ ][ ][ ] [T][ ][T]|Regular Memory: 54/71 MB
M = Megaman/TopMan T = Little tops X = Attack point

Top Man appears and creates 4 little tops in the panels around the panel 3 
spaces ahead of Megaman, in an X shape. The tops aren’t crated on occupied 
space or ones off the battlefield. He then makes all the tops fly diagonally 
through the panel, then turns into a top and attacks it 3 times.
Rating: 4/5. If you can hit with it all 7 times, this chip can do MASSIVE 
damage. TopMan SP can do 560 damage, unassisted!

BURNMAN

[ ][ ][ ] [ ][B][ ]|Code: B
[ ][ ][M] [>][>][>]|Damage: 60/70+ Fire-element
[ ][ ][ ] [ ][B][ ]|Regular Memory: 49/69 MB
M = Megaman/BurnMan B = Burners > = Path of flame

BurnMan appears and makes two burners appear above and below the panel two 
spaces ahead of Megaman. The burners both attack the panel, then BurnMan fires 
his torch to damage the 3 panels ahead of him. If the panels where the burners 
would appear are occupied, they damage whatever is on them and don’t appear.
Rating: 4/5. Like TopMan, BurnMan’s chip deals damage concentrated on 1 square. 
It can’t do as much damage as TopMan’s chip, but it can do damage even to 
occupied panels. They’re both great chips.

COLDMAN

[ ][ ][O] [>][>][>]|Code: C
[ ][M][>] [>][>][>]|Damage: 100/130+, Aqua-element
[O][ ][ ] [ ][ ][ ]|Regular Memory: 53/72
M = Megaman/ColdMan O = Obstacle > = Path of ice cube

ColdMan appears and pushes an ice cube forward. It damaged the first thing it 
hits. Also, all obstacles on the field (except the back row) are also turned 
into ice cubes and pushed.
Rating: 2/5. Like JunkMan, this chip is only good with obstacles on the field. 
Otherwise, stay away.

SPARKMAN

[ ][M][V] [^][V][^]|Code: S
[ ][ ][V] [^][V][^]|Damage: 70/100+ Elec-element
[ ][ ][V] [^][V][^]|Regular Memory: 55/77 MB
M = Megaman/SparkMan V = Path of spark

SparkMan appears and sends out a spark that hits every panel on the columns 
ahead of him. (unless Megaman is on his top-right panel; for some reason it 
skips a column when fired from there) It travels over holes and through 
obstacles, and blinds every enemy it hits, even shielded ones. If an enemy is 
directly in front of SparkMan, they’re later hit a second time.
Rating: 5/5. This chip ROCKS. It virtually always hits all enemies, and even 
blinds them! The SP chip can do massive damage; it’s a must-have for any Virus-
busting folder. It’s also a component of my HolyDream folder.

SHADEMAN

[ ][ ][ ] [ ][X][ ]|Code: X
[ ][ ][M] [X][X][ ]|Damage: 120/140+
[ ][ ][ ] [ ][X][ ]|Regular Memory: 73/88
M = Megaman/ShadeMan X = Panels hit

ShadeMan appears and fires a sonic wave that hits the panel in front of him, 
and the column after that. It has button commands to paralyze or confuse 
enemies, but I don’t know the exact to activate them.
Rating: 3/5. ShadeMan’s chip is one of the more damaging ones, but it’s really 
only useful in Link Battles, assuming you can get the button commands to work.

LASERMAN

[M][>][>] [>][>][>]|Code: L
[ ][ ][ ] [ ][ ][ ]|Damage: 100/120+
[ ][ ][ ] [ ][ ][ ]|Regular Memory: 60/80 MB
M = Megaman/LaserMan > = Panels hit

LaserMan appears and fires a laser that hits every panel to his right. (Even 
invisible enemies) There are button commands for it useful in Link Battles 
(press various directions at some point as he attacks), but as usual I don’t 
know the timing to activate them.
Rating: 1/5. FireMan’s chip is better than this one in every way, unless you 
can get the button commands to work in Link Battles.

KENDOMAN

[ ][ ][ ] [ ][x][ ]|Code: K
[M][>][>] [>][X][ ]|Damage: 70/80+
[ ][ ][ ] [ ][x][ ]|Regular Memory: 45/75 MB
M = Megaman/KendoMan > = KendoMan’s path X = Enemy that gets hit x = Panels hit

KendoMan appears and rushes forward. If he hits an enemy, he attacks them once 
from the front, then if the panel behind them is free he teleports behind them 
and uses a wide slash, then charges back towards Megaman’s area, hitting a 
total 3 times.
Rating: 5/5. This chip can do pretty heavy damage, and it’s much easier to hit 
with then TopMan and BurnMan. It’s very good against bosses.

VIDEOMAN

[ ][ ][ ] [x][x][ ]|Code: V
[ ][M][ ] [X][X][ ]|Damage: 25/30+
[ ][ ][ ] [x][x][ ]|Regular Memory: 44/67 MB
M = Megaman/VideoMan X = Panels hit twice x = Panels hit once

VideoMan appears and attacks the columns 2 and 3 spaces from Megaman with tape 
reels, for 3 hits from each reel. The tiles 2 and 3 spaces ahead of Megaman are 
hit by both reels.
Rating: 5/5. This chip can do incredible damage in its SP form, with a wide 
range of fire. It’s good for bosses and viruses.

BASS (RED SUN)

[M][ ][ ] [X][X][X]|Code: X
[ ][ ][ ] [X][X][X]|Damage: 60
[ ][ ][ ] [X][X][X]|Regular Memory: 95 MB
M = Megaman/Bass X = Panels hit 8 times

Bass appears and uses his Shooting Buster to hit every enemy panel 8 times. If 
you have lost some of your columns, it will hit only your enemy’s original 
area. If you have stolen some columns, it will not hit your area or increase in 
hits.
Rating: 5/5. 00berness! This incredibly deadly chip does 480 damage to every 
enemy panel, resulting in instant death for unshielded Viruses. Because of its 
high number of hits, it can also be useful with some damage-boosting Chips 
against Navis.

BASS (BLUE MOON)

[ ][>][>] [>][ ][E]|Code: X
[M][ ][ ] [ ][E][ ]|Damage: 160
[ ][>][>] [>][ ][>]|Regular Memory: 95 MB
M = Megaman/Bass > = Wheel’s path E = Enemies that get hit

Bass appears and creates two Hells Rolling wheels on the rows above and below 
him. (a total of 4 wheels) The wheels can curve to hit the first enemy that 
come across and will keep moving diagonally after that. They disappear if they 
would appear off the stage.
Rating: 5/5. This version of Bass seems to be best suited against Navis, not 
Viruses. If used in the center row, it can do a whopping 640 damage against a 
Navi! It takes skill to efficiently delete Viruses with it, though.
------------------------------------------------------------------------------
11. Legal Information (Legin)

Copyright 2004
This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without my permission. Use of this guide on any other web 
site or as a part of any public display is strictly prohibited, and a violation 
of copyright. 

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

Although you may find this FAQ elsewhere, it was originally posted on 
www.gameFAQs.com, so check it out!

Credit for the Information in this Guide goes mainly to my gaming experience 
with MMBN4 and my BradyGames guide, but also to:
Magenta Galaxy and The Dark Unknown’s NetBattle Strategy Guide for the SP and 
DS Navi chip formulas.
Everyone who set SP Navi records.
SilentJi, for helping me with FireMan’s button command and setting many of the 
S-Ranking records!
NihongoX for helping me with the AquaMan Chip.
Some others for help with the other Blue Moon Navi chips; I can’t remember your 
names, so E-mail me to get credit.
MixiMasta963 for briefly holding the Roll SP record and for the idea of making 
a Bass folder.
Bassanly for information on WoodMan’s Chip.
SaitoRockman for help with Bass’s Blue Moon Chip.
solarray718 for S-ranking strategies for the Blue Moon Navis.
Daniel for saying that MetalMan can be stunned by Silver Bullet.
Gamemaker25 for an alternate ThunderMan strategy.
igy973 for info on MetalMan.
Cyber-abdul for a tip with Hockey3, finding Navis, and the WindMan chip..

I still need help with S-ranking tactics and chip descriptions for Blue Moon 
and help with the Navi chip button commands; any help will be welcome!

If you helped with my guide but don’t see your name here, let me know!