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    Folder Building FAQ by TemjinZero

    Version: 1.0 | Updated: 06/30/06 | Search Guide | Bookmark Guide

    MegaMan Battle Network 6: Cybeast Gregar/Falzar
    Rockman.EXE 6 Dennoujou Greiga/Faltzer
    By: TemjinZero (Aaron Loh)
    Version: 1.0
    E-mail: temjinzerohomework@hotmail.com
    Date: June 30th, 2006
    NOTE: Just because my e-mail address is there, doesn't mean I'm going to answer
          your e-mails. I'll only look at ones that are EXTREMELY RELEVANT TO THIS
          FAQ, AND NO OTHERS. If you send me a question about gameplay...or any
          sort of thing I deem not related to this FAQ, your e-mail will be
          ignored. Thank you, and have a nice day.
     - Finally, after all the folder ratings, decided to write my first ever FAQ.
     - Finally, after all the procrastination, started writting my first ever FAQ.
     - Finished writting my first FAQ ever. Holy crap is it longer than I thought
       it would be... kinda amazing what you can do when you put your mind to it,
       huh? ^_^
    Note: For easy user reference, use the find command (Ctrl+F) to jump to the
          section you want.
    Table of Contents:
    A. Foreword
    1. Introduction
        1A. Introduction to Folders
    2. General Guidelines
        2A. Folder Limitations
        2B. Regular and Tag chip systems
        2C. Beginnner's Tips for building up a good folder
    	- With Examples
    3. Advanced Folder Development
        3A. Suggestions for building better folders
        3B. Netbattling Folder tips
    4. Frequently Asked Questions (FAQs)
    5. Legal Infomation
    6. Credits
    A. Foreword
       Welcome, to the last installment of the MegaMan Battle Network series(or 
    Rockman.EXE for those who prefer the Japanese title), MegaMan Battle Network 6:
    Cybeast Gregar/Cybeast Falzar for the GameBoy Advance.
       As this is my first FAQ, I hope that what I've written here will be of some
    use to the many players who play this game. Hopefully, this FAQ will be 
    informative enough to merit me writting future FAQs, for who knows what.
       Before I get started, I'd like to thank a few people (or...maybe a lot of
    people) who have helped the MMBN community along the way. Thanks go out to the
    Original ONB (you guys know who you are), The UnderSquare, for being the
    largest MMBN community and most complete database of MMBN information, and 
    GameFAQs, for bringing everything together.
    (Was that too cheesy? I can't help it... I just write like that.)
    1. Introduction
    1A. Introduction to Folders
       Well, here goes.
       The Folder, the main tool/asset availible in all MMBN games. You start every
    Battle Network game with one, and its pretty hard to imagine how the game would
    have turned out without it.
       The Folders of the MMBN series are essentially a tool that allows MegaMan
    access to many special attacks that he could not otherwise perform on his own.
    Its a kind of scary thought, if you had to play through every Battle Network
    game using your MegaBuster alone.
       Folders allow a player not only to perform attacks more powerful than your
    regular Buster, but they function as an outlet of strategy and creativity,
    giving the MMBN series its own unique edge in gameplay.
       The purpose of this FAQ is to familiarize players with the Folder, to
    provide tips and suggestions for building Folders in the game, and to give
    players who already know some folder building techniques even more info.
       That said, let's begin!
    2. General Guidelines
       When building a folder, its important to know of your limitations and the
    full extent to which you can manipulate the folder to suit your play style. 
    Every player is different, and there's no one set way of building folders, so
    it is important to be flexible, to be open to new ideas, and most importantly
    of all, to try out new things! There's always some new ideas springing out that
    have the potential to become very powerful, so be creative!
    2A. Folder Limitations
       For those of you who have played previous versions of MMBN, you'll notice
    (or at least I think so) that folders have become more and more restrictive
    since the first Battle Network game (BN 1, 10 of a kind of a chip in your
    folder max? o_O).
       In each chip's data, there's a MB number, this determines how many copies
    of a certain chip you can include in the folder, as well as Regular and Tag
    systems, which I'll get into later.
       In this game, the Folder Limitations are the following:
         - 30 chips total in a Folder
         - For chips from 0-19 MB, 5 copies max of that chip can be placed
           in Folder, regardless of code.
              eg. I can have 2 Cannon A, 2 Cannon B, and 1 Cannon C
                  or I can put in 5 Cannon A chips.
         - For chips from 20-29 MB, 4 copies max of that chip can be placed
           in Folder, regardless of code.
         - For chips from 30-39 MB, 3 copies max of that chip can be placed
           in Folder, regardless of code.
         - For chips from 40-49 MB, 2 copies max of that chip can be placed
           in Folder, regardless of code.
         - For chips from 50+ MB, 1 copy max of that chip can be placed
           in Folder, regardless of code.
         - * Default setting, you are allowed only 5 Mega-Class chips in your
         - * Default setting, you are allowed only 1 Giga-Class chip in your
       * These can be changed, by using Navi Customizer programs, you can 
         increase the number of Mega-Class and Giga-Class chips your folder
         can carry. Even so, you are still restricted to the number of copies
         as per the MB rules above.
    2B. Regular and Tag Chip systems
       We've had the Regular Chip system since MMBN 2, but a new recent addition
    to the series is the Tag Chip system. Before I explain that, I'll go over the 
    Regular Chip system first.
       As stated above in the Folder Limitations section, each chip has a MB value
    that goes with it. This not only determines the number of copies you can put
    in of a chip, but also, whether or not you can set that chip in your Folder
    as a Regular Chip or Tag Chip.
       Regular Memory, listed at the top of the Folder, next to the Folder's name
    determines the amount of memory availible to set a chip as a Regular Chip.
    When a chip is set up as a Regular Chip (while editing folder, press select,
    a menu should pop up, prompting you to either Tag chips, or set a Regular
    chip, select Regular option, and pick the chip you want as a Regular chip), 
    that chip will always appear as the first chip in the Custom Window in every
    battle. It will be boxed in red, signifying that it is a Regular Chip.
       When you start the game out, you'll have only 4 MB of Regular Memory. You 
    can increase this value throughout the game by collecting Regular Memory UP
    items (RegUp). By increasing your Regular Memory, you'll be able to set
    larger and larger chips, up to 50 MB in size, as a Regular chip!
       The setting of a Regular chip is important, since it allows you to 
    automatically "draw" the selected chip, instead of allowing the game's random
    shuffling and waiting to churn out the chip you want. This is crucial for
    some folders to begin their setup, or even allow more frequent and consistent
    draws of combos.
       However, say you select Cannon * to be a Regular chip, and you have a
    total of 12 MB in Regular memory. You will not be able to select a second
    Cannon chip to Regular, even though you have used only half the availible
    Regular Memory. This is because you are only allowed to set a single chip
    at any one time per folder as a Regular Chip.
       Next up is the Tag system. The Tag system you receive as a key item in the
    game. The Tag system allows you to select two chips to be tagged. To set up
    Tag chips, much like Regular chips, press select while editing your folder
    and select the Tag option to Tag chips.
       Tag chips are another great asset to all folders. Using the Tag system,
    you can select two chips, same or different, doesn't matter, to be tagged.
    Once the chips are set up as Tag chips, they will always appear next to each
    other in the Custom Window in battle.
       For instance, I have Sword * and LongSword * set up as tag chips. For this
    example, I'll have only one copy of each in my folder. So when Sword * 
    appears in the Custom Window, the chip right next to it will always be
    LongSword *. Even in cases where the Sword * is the last chip shown in the
    Custom Window, the LongSword * will follow it once you use some other chips.
       Unlike Regular Memory, the Tag Memory cannot be increased. By default,
    the maximum capacity of Tag'ed chips cannot exceed a total of 60 MB, so for
    example, you could tag two FlashBomb1 chips together, but you couldn't tag
    a FlashBomb1 and a FlashBomb2 chip together because they exceed 60 MB
    together. As well, only two chips in each folder can be set as Tag chips,
    and no more than that.
       Also important to note, a chip set as a Regular chip cannot also be a
    Tag chip, and vice-versa.
    NOW! FINALLY, ONTO ACTUAL FOLDER BUILDING. Now that the important facts have
    been covered, we can proceed with real folder building.
    2C. Beginner's Tips for Building Up a Good Folder
       You'll notice when you start the game out, your folder isn't exactly a
    bundle of powerful, game-breaking, super-combo-able chips. Heck... aside from
    mediocre chip frequency, its quite the pile. 
       So what should be done first? Well, there's a rule in MMBN about battles
    and Folders. What's that you say? Well, you can either select all the same
    kind of chip per Custom Window turn, 
         For example, I can select Cannon A, Cannon B, Cannon C, and Cannon * 
         all at the same time...
         select all the same code of chip, for example:
         I can select Cannon B, Vulcan1 B, StepSword B, Protoman B, and 
         Blastman B all at the same time...
       The two rules don't mix, unless you're picking 5 Cannon A's at the same
    time. Otherwise, if you tried to do this:
         I select Cannon A, Cannon B, and then Vulcan... (WRONG!)
       The above is an example of what you can't do. Why is all of this important
    to Folder Building? It teaches the two basics around which most, if not all,
    Folders are built.
       What are they you ask?
       1. Folder Chip Codes
       2. Folder Chip Frequency
       For many people starting out new in the game, this can be... quite a
    challenge. For starters, your starting folder, isn't the greatest example of
    what a good folder should look like. That's your first problem. Second is
    the lack of chip selection availible at the very start of the game.
       How to fix this issue so early in the game?
       Well, lets follow the two basic rules of Folder Building.
       As soon as you can get on the Net, battle around a bit in CentralArea 1,
    deleting Mettaurs, and collecting either Reflect 1 A or C coded chips.
    Being within the 0-19 MB range, make sure you get 5 of either A or C code.
       What's so great about this? Well, these Reflect chips will help UNIFY your
    Folder! See those Recovery10 L chips? They sure stand out like a sore thumb.
    Why not get rid of them for something that will lessen the number of different
    Chip Codes your folder contains, allowing you to select more chips per Custom
    Window. Why do you want to get the maximum 5 copies? So you can "draw" that
    chip more often so your victories in battle become more of a sure thing, rather
    that leave that up to fate, and programming code designed to randomly shuffle
    your folder for each battle.
       For those who don't really believe me, its time for some math/statistics!
       (Cry all you want, but the truth is, you'll never escape it!)
       So, using stats from the start of the game, you draw a total of 5 different
    chips at the start of a battle, only drawing new ones when a Custom Window
    opens up after using some of the first ones from the first turn.
       Say we include only 1 Reflect 1 A chip to the folder.
       With a total of 30 chips in a folder, our Reflect 1 A chip is one of those
    thirty chips, thus only a 1/30 chance of drawing it in the opening Custom
       What happens if we put 2 in instead of 1?
       Now, there's 2 of them in 30 chips, that's a 1/15 chance of drawing it in
    the opening Custom Window. We just doubled our chances!
       So what does it look like with all 5 copies in?
       5 Chips out of 30, makes a 1/6th chance of drawing it in the opening hand!
    This means you'll very frequently draw a Reflect 1 A chip to use in battle on
    your opening hand! Of course, this is just an example and this holds true for
    basically every chip. 
       Why is that good? Because you can now deal more damage per turn?
       Why is that good? Because you can now delete viruses faster! 
       Why is that good? Because when you delete faster, you get better rewards
    in battle, that leads to better chips and powerups for MegaMan!
       Why is that good? ...If the above weren't good enough reasons... I don't
    understand your logic. ^_^'
       Now that we've sorted out that whole Frequency issue, onto Code Unity.
       Since Program Advances are not the main subject of this FAQ, I'll assume
    you know them.
       Example of Code Unity...gone awry:
       ...see that before? Has that thought ever crossed your mind? Has anyone
    ever told you... you're probably gravely mistaken?
       They were probably right. So what is wrong with that scenario? Why is it
    a bad thing to have all 3 GigaCannon PAs in a single folder? Program Advances
    are supposed to be ultimate, all powerful attacks right?
       Yes... and yet... so very wrong.
       GigaCannon 1 is made up of Cannon A, Cannon B, and Cannon C (You can use
    Cannon *, but that doesn't change my point).
       GigaCannon 2 is made up of HiCannon L, HiCannon M, and HiCannon N, or 
    HiCannon *.
       GigaCannon 3 is made up of M-Cannon R, M-Cannon S, and M-Cannon T, or
    M-Cannon *.
       What's wrong? That's a minimum of 6 different chip codes right there.
    How is that bad? Remember that rule earlier, how you can select chips of
    the same type or same code? That applies heavily here.
       To highlight this issue, I'll use an example.
       Say you have Cannon * set as a regular chip, and no tag chips set. Here's
    a possible opening Custom window with the above PAs included in this "sample"
    Folder. The other chips in the folder don't really matter here, because there
    are so many codes already.
       Cannon * [Reg], HiCannon M, Cannon A, M-Cannon T, HiCannon *
       As you can see, none of any of the program advances are availible to you
    on your opening turn. Infact, in order to be able to pull off one of the PAs,
    you'll have to give up using another! That just hurt the core of your folder
    pretty badly, not being able to use one of its most powerful attacks. 
       So, since we're going for a pretty bad case scenario here, lets say you
    decided to sacrifice GigaCannon 1 in hopes of pulling off GigaCannon 2 and
    GigaCannon 3. You select Cannon A and Cannon * to be used, and wait for the
    next Custom Window, and it shows up like this:
       HiCannon M, M-Cannon T, HiCannon *, Cannon B, M-Cannon *
       What luck. Still no PAs, and it looks like in order to be able to pull it
    off, we'll need to sacrifice some more chips. Now, the Cannon B is a good
    choice, since we ditched Cannon * and Cannon A already. However...
       Back to the probability:
       We've used 2 of 30 chips on the first turn, now we want to assemble 2 of
    the 3 PAs this Folder had intended. If we ditch Cannon B, there's a chance
    that the next chip drawn will be an M-Cannon R or S, or a HiCannon L or N.
    Hold it right there... we have one copy of each of those chips in the folder.
    We've used two chips, and we have another 5 in our "hand". So that leaves 22
    remaining chips in the folder. With those 4 chips there, our odds are 2/11
    that we'll pull one of the necessary chips for a PA.
       ...those odds stink.
       If we select, say the HiCannons too, we can draw 3 new chips, hoping to
    form GigaCannon 3! But, then, the odds are 2/22 remaining chips, or 1/11.
    Even though we'll draw 3 new chips, who's to say that it'll be a M-Cannon?
    Based on probability alone, this is a terrible strategy. Why? 
       Because Chip Codes determine the fluidity, or flow of a folder. Why not
    the frequency of chips? Well, we can't have 30 M-Cannons in a folder, so that
    cuts down our options. 
       Now, assuming, we had a Uni-Coded folder, that is, a folder that uses all
    chips of a single code (when I say single code, I mean a single letter code,
    like L, and * coded chips), and for our main attacks, we chose the PAs
    DestroyPulse and LifeSword. In this case, the rest of the chips that make up
    this folder are important, so they'll also be J or * coded.
       So for example, a opening hand like this:
       Sword *, LongSword *, ElecPulse 1 J, ElecPulse 3 J, ElecPulse 3 J
       Doesn't look all that great, does it? How is this better though? There are
    two distinct ways this is better.
       1. Uni-Coded. For this case, I feel interesting in forming DestroyPulse,
    so I'll select Sword *, LongSword *, and one of the ElecPulse 3 J chips to be
    "fodder" while I load up new chips. The advantage here is that I can easily 
    select more than just one or two chips to be foddered off for new chips!
       2. With PAs like this, it is possible to to include more than one copy of
    that PA's forming chips! Unlike GigaCannon 1 for example, where in best case
    scenario, I could have Cannon A, Cannon B, Cannon C, and 2x Cannon *, for 
    LifeSword for example, I can have a maximum of 4 COPIES of the PA in there.
    So getting rid of some parts of the PA while I have more copies of it further
    in the Folder isn't going to hurt me at all!
       Of course, I don't discourage people from using GigaCannon 3 in their
    folders. Though, a word of advice, if you do. Just make sure everything else
    in that folder is either R, S, T, or * coded. 
       To sum it up... 
    	Uni-Coded folders? Good.
    	High Chip Frequency Folders? Good.
    	Both? GREAT!
    3. Advanced Folder Development
       So, now you've gotten through a good chunk of the game, or maybe even beaten
    it. You want to S-rank those SP navis faster? Maybe even take on some friends
    in NetBattles? Well, you're probably going to have to tune up that folder!
    3A. Suggestions for Building Better Folders
       Unlike most of the regular random battles, or storyline battles. Most
    folders, even Alphabet Soup ones (folders with more than 3 codes) will suffice.
    However, if you're feeling the need to set a few SP Navi records, or even take
    on the "terrifying" Bass BX, or the big beef themselves GregarSP or FalzarSP,
    that Alphabet Soup just isn't quite as tasty as it once used to be. 
       What to do? First of all, simplify that folder down to the two basic rules
    of folder building as discussed in section 2. 
       So you've done that... what now?
       Well... does your folder have a strategy? Does it have varied chips? Are
    you making the most out of that folder? Are there Defensive Chips in there,
    along with offensive chips? Etc... etc...
       There are lots of possible folders, and probably a whole lot more will be
    created with each day. However, that concern I leave to the Renowned Folder
    Team to work on. My job is to give some tips on how to make better folders!
       So... how do we make that "better folder"?
       Let's start with a strategy. Before you toss a stack of chips that are 
    uni-coded with good frequency into a pile called a "Folder", determine if
    there is any common theme between the chips. For example, combining something
    like Fanfare * with Recovery 300 J is probably a good idea. This would develop
    into a highly defensive/passive folder that takes enemy attacks, shurgs them
    off, and the comes back with a finisher once they're exhausted out of chips.
       So what's not good? An example I guess would be using Wind and Fan chips
    at the same time. Aside from wind element chips blow off Barriers and Auras,
    this combo of chips wouldn't do anything else, and there are better chips for
    such effects. 
       Thanks to elemental_guy2 on the GameFAQs forums, I now have a good example.
    The use of a Guardian chip with lots of Entire Field Area hitting chips. 
    Unless, of course, you enjoy smacking yourself with 200 breaking, super-
    piercing damage a lot. Another example, contributed by Tibiaking, the use of
    Mine and AreaSteal. Allowing you to step on the mine you just planted. Ouch.
    Last but not least, from USSJ_Gotenks, Fan + AreaSteals. Wow...what a waste of
       So, now we've seen examples of redundant strategies. Those are probably tips
    on what to avoid when folder building, or playing. 
       Once you've decided on a strategy, or a method for which your Folder
    achieves victory. Then you need to pick out chips that will advance you towards
    that goal. 
       Then, you want to get to the step of refining the folder. Ensuring the
    folder covers a large enough spectrum not to have a single chip that can rip
    it apart, but not so large that your folder becomes a Jack-of-all-Trades kind
    of folder. 
       The "Over-Focused Folder":
       4x Sword *
       4x WideSword *
       4x LongSword *
       3x WideBlade B
       3x LongBlade B
       5x AreaSteal *
       3x Invis *
       3x WhiteCapsule *
       1x ProtoManSP B
       What's wrong with that folder? It has great chip frequency, and pulls off
    LifeSword and DoubleHero PAs fairly well with the whole Sword/Protoman theme.
       ...that would be the problem. That's about all it does. Sure you can 
    S-rank a whole bunch of Navis with it, but not terribly quickly or efficiently.
       The "Wide-Load" Folder:
       2x Sword *
       2x WideSword *
       2x LongSword *
       2x ElecPulse1 J
       2x ElecPulse2 J
       2x ElecPulse3 J
       3x WhiteCapsule *
       1x FastGauge *
       1x FullCustom *
       1x AntiDamage *
       1x AntiNavi *
       1x AntiSword *
       1x JusticeOne J
       2x ElementSword J
       2x IceSeed *
       2x AquaNeedle1 J
       1x Judgeman *
       1x JudgemanEX J
       1x JudgemanSP J
       Would you look at that. LifeSword, DestroyPulse, paralysis elements,
    BodyGuard, Ice-Freezing elements. Its like the works. This folder must handle
    ALL TYPES OF FOLDERS! Right!? ...Right?
       On paper... it does. In real combat, that's a whole other story. This folder
    does indeed have the "potential" to deal with anything and everything.
    The problem here is that it is trying to do exactly that. In a sense, too many
    good strategies and concepts crammed into a folder do not make it "even more
    powerful than anything else out there". This folder would suffer the weakness
    of not coming across its components frequently enough to merit a great success.
    When it does work, it works, but the probability of a perfect battle with it
    is fairly low. 
       This folder is just spread out too thinly, and actually lacks defensive
    elements to shield it from being disrupted. Any further thinly spread to 
    accomodate for defense, and this folder would be completely one-of's.
       Which leads to the next point of Advanced Folder building. Compromise.
    You can't do everything. When making folders, there needs to be a compromise
    between defensive elements, offensive elements, and supportive elements.
       Finally, making the most out of the Regular and Tag systems. Generally, when
    you set a Regular chip, you'll only need one of it. Most prefered for being
    preset is FastGauge * or FullCustom *. Both chips help combo folders sift
    through faster to find the key setup components of the folder to initiate their
       As for Tag'ed chips, the chips you tag can be one-of's too. Why? They
    come together. Generally, the best two chips to tag together are ones that
    form a PA. Examples would be tagging Sword and WideSword together. This way,
    when you draw one of the swords, you'll also draw the other, and then the last
    component can be Preset as a Regular chip, or high in frequency. This helps
    make room for utility in folders, to make them a touch more diverse.
    3B. NetBattling Folder Tips
       Hmmm, a section of Folder Building apart from the rest, specifically for
    NatBattling? Are NetBattles really that different? The fact is, they are.
    Your opponents are mono-strategied computers, but adaptive and quicker human
    opponents. This is where you'll need to pull out ALL the stops.
       First, a quick defintion. The "Metagame". 
       The "Metagame" as I refer to it is the most common trend of folders around.
    The Metagame of the MMBN series would lie in the Renowned Folder FAQ, where
    the accumulation of all powerful folders is. These folders define the Metagame,
    in essence, they dictate the power level and tech (resources) that are key to
    consistent victories.
       By looking at the folder "Einherjar's Judgement" designed by H0tSh0tZ1627,
    this folder literally defines the metagame, simply due to its raw power.
       3 ElecPulse1 J
       3 ElecPulse2 J
       2 ElecPulse3 J
       2 Sword *
       2 WideSword *
       2 LongSword *
       3 KillerSensor1 J
       1 JusticeOne J
       4 AreaGrab *
       1 Fastgauge * (Preset)
       2 Recover300 J
       1 Judgeman J
       1 JudgemanEX J
       1 JudgemanSP J
       1 Killerman *
       1 SaitoBatch J
       Crosses: Elec, Slash, (FullSync may be best)
       Notice, first, this folder doesn't use the ever traditional defense chip,
    Invisible *. Why not? Consider a mirror match of the folders. ElecPulse chips
    cut through Invis defenses, canceling them out and rendering them useless.
    This, coupled with the Rush Navi Customizer Program, makes Invis hardly worth
    anything. The folder quickly forces opponents into paralysis, and then 
    bombards them with large amounts of damage and then re-paralyzing them to set
    up for the next attack. A very fluid and oppressive folder.
       How does this folder define metagame? Its the strongest folder availble to
    players. How has it changed the way we play MMBN? For starters, hardly anyone
    uses Invis * defense chips anymore. This folder simply renders them useless.
    As such, folder design has changed to meet that, and many folders don't carry
    Invis * in maximum quanitites anymore.
       Looking to win some NetBattles with some friends? Be on the look out for
    this folder. In a sense, this is the strongest folder designed as of yet.
    However, if a folder could be designed to be even stronger than this, then
    the metagame would change very quickly.
    4. Frequently Asked Questions (FAQs)
    Q: Rate my folder!
    A: ...Eventually. I DO HAVE A LIFE Y'KNOW.
    Q: How can my folder suck OMGWTFBBQ, YOU DON'T KNOW HOW TO RATE A FOLDER!
    A: ...right... how are you enjoying your alphabet soup there?
       I say your folder isn't too good because there are too many codes, or
       the frequency of a main combo is too low to pull off successfully.
       You may have S-ranked BassBX and GospelSP for all I care, but in the end
       they're just predictable bits of programming code, programmed with simple
       strategies. If you can beat a human player with that same folder, while
       they use something like Einherjar's Judgement, then... I just don't really
       know what to say, unless, that other guy can't play MMBN games.
    Q: You missed something/didn't cover something! Can you add it?
    A: ...might have. If you're nice about it, e-mail me and I'll update the FAQ.
    Q: Will you build me a good folder?
    A: No. I leave this to your own creativity. I will however, rate your folder,
       and offer constructive criticism and support should you post it on the
       GameFAQs message boards.
    Q: Can I e-mail you my folder for rating?
    A: Heck no.
    Q: My question isn't here! Can you add it?
    A: Sure... but be polite about it. Oh... and RELEVANT TOO.
    5. Legal Information
    MegaMan Battle Network 6: Cybeast Gregar/Cybeast Falzar
    (Rockman.EXE Dennoujou Greiga/Faltzer)
     - are copyright of Capcom.
    This FAQ is Copyright 2006 TemjinZero (Aaron Loh, UltimaOmegaWeapon on GameFAQs
    Forums). This FAQ may only be hosted on the follow locations:
       GameFAQs (www.gamefaqs.com)
       The UnderSquare (www.exe-undersq.com)
    This FAQ may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    For those of you who didn't get that, it means you're breaking the law. 
    If you want my advice on the matter, DON'T DO IT. You're only sticking your
    own neck out into the fryer.
    6. Credits
    Woohoo, now the part where I thank everyone!
    Special Thanks go out to:
     - Nuz, I used your Battle Chip FAQ's data to compile examples quickly, don't 
       know how I'd have done it without that info. Thanks for such a complete
     - My good friend, zidanet129, thanks for the Program Advance FAQ... that
       helped compile example folders!
     - Another good friend, Asakura Yoh, for EXE 6's RFF, and all the work he's
       put in!
     - H0tSh0tZ1627, for your folder, Einherjar's Judgement, and The UnderSquare,
       the game would not be the same without The UnderSquare.
     - elemental_guy2, Tibiaking, USSJ_Gotenks, for providing some great examples
       of combos gone wrong right when I needed them!
     - GameFAQs, for the uniting the entire community of fellow gamers under a
       common banner... sorta thing. :D
     - Capcom, Mr. Keiji Inafune, EXE Development Team for making a series of such
       awesome games!
     - The Original ONB (I mean everyone), my first MMBN home away from home. >:D
     - The Community! For driving me insane with Alphabet soup folders, leading
       to my eventual madness that led to this FAQ/Article.
     - Er... I suppose everyone else I may have missed.
                                     End of FAQ...

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