_/ _/ _/ _/ _/_/_/ _/ _/ _/_/_/ _/_/ _/_/ _/_/ _/_/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/ _/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/_/_/ _/ _/ _/_/_/ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+ +-+-+-+-+-+-+-+ +-+ |M|e|g|a|M|a|n| |B|a|t|t|l|e| |N|e|t|w|o|r|k| |3| +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+ +-+-+-+-+-+ |N|e|t|b|a|t|t|l|e| |S|t|r|a|t|e|g|y| |G|u|i|d|e| +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+ +-+-+-+-+-+ --------------------------------------------------------------------- Megaman Battle Network 3 White and Blue: NetBattle Strategy Guide By: The Dark Unknown (TDU) and Mastermind Chaud (MMC) Version: 1.5 Any suggestions, changes, problems with this Guide can be posted at the Megaman Battle Network 3 Blue Message Board at www.gamefaqs.com. If it's an emergency, e-mail us at either powerclash_192@hotmail.com (TDU) or aile_strike@hotmail.com (MMC). This document is (c) 2003 The Dark Unknown and Mastermind Chaud. For usage of this guide on any other places, web sites etc, please contact us via e-mail. >>>>>>>>>>>>>>>>>>>>> | Table of Contents | <<<<<<<<<<<<<<<<<<<<< --------------------------------- 1) Introduction --------------------------------- 2) NetBattle Types A) LightWeight B) MidWeight C) HeavyWeight D) Tri-Battle --------------------------------- 3) Chip Combos (NOT PAs) A) Offensive 2 Chip Combos B) Offensive 3 Chip Combos C) Offensive 4+ Chip Combos D) Defensive 2 Chip Combos E) Special Defensive Chip Combos F) AreaGrab/PanelGrab Combos G) Prism Combos --------------------------------- 4) GigaChip Descriptions i) Version Exclusive Gigachips ii) NetBattle Exclusive Gigachips --------------------------------- 5) Program Advances A) Full List of Program Advances B*) List of Good PAs B**) 3 Chip PAs B***) 4 Chip PAs C) List of Bad PAs C*) Zeta PAs C**) Other 3-coded PAs --------------------------------- 6) Effective Folders *) What makes a good Folder? **) Full List of Folders A) Beginner Folders A1) Hero Gathering A2) Pikachu/ZapRats A3) Banzai!! A4) Volcanic Equilibrium A5) Pack Leader A6) Multi-Hit Madness! A7) Hero Guard B) Intermediate Folders B1) A-Hole B2) Master of the Elements B3) Serenade Prototype B4) Electric Spike B5) BBQ B6) Vector Cannon B7) FlashBack B8) Electric Guts B9) Death Wish C) Advanced Folders C1) Paralysis Power C2) E-Defender C3) Solid Thunder/Hymn of the Grave C4) Spicey C5) NO Escape C6) LifeLance C7) Song of the Sentinels C8) Typhoon C9) Netbattler Q C10) Serpent Meteors C11A) BubbleBeam: Chaos Version C11B) BubbleBeam: Wahoo Version D) Deadly Folders D1) Call of Kudzu D2) Call of Kudzu: Sense Version D3) It tingles! It tingles! D4) Sensorship D5) Electric King E) Fun Folders E1) Air Raid E2) Fiery Death E3) Mowing the Lawn E4) The Gruesome Death of Poison E5) Lurker --------------------------------- 7) Styles Info A) Styles B) Elements --------------------------------- 8) Navi Customizer i) Navi Customizer Programs ii) EX Codes iii) Navi Customizer Setups --------------------------------- 9) Button Commands --------------------------------- 10) General NetBattle Tips i) Offensive ii) Defensive iii) What to do when... iv) What NOT to do --------------------------------- 11) Chip List: By ability A) Piercing/Obstacle Removers B) Go-through C) Invis Removers D) Mole Damagers E) Sword Type/ Shadow Breakers F) Element Specific G) Recovery H) Stage Changers I) Fire Element J) Aqua Element K) Elec Element L) Wood Element M) Multi-Hitters --------------------------------- 12) Others A) Busting Level Calculation B) Estimation using Number of Stars C) Obstacle HP D) Panel Effects E) Recommended Preset Chips F) How to break a Sensor 13) Frequently Asked Questions (FAQ) 14) Important Stuff i) History ii) Acknowledgement/Special Thanks iii) References iv) Copyright Information v) Contact Us ===================================================================== ~End of Table of Contents~ ===================================================================== <>---------------<> | 1) Introduction | <>---------------<> As you may already know (if you have played Megaman Battle Network 3), that besides from following the storyline, and stopping Dr. Wily's various "evil" plans, you can also battle with friends, known as NetBattle. For Netbattling, you need Folders, the Navi Customizer, and various smaller aspects of the game in order to be good at NetBattle or even NetBattle at all. This Guide covers all the aspects of NetBattle, including the Chips, Program Advances, Styles and Folders, making it very handy for NetBattle, whether you are a complete beginner to it, or an expert from the older Megaman Battle Network games. Accessories needed for NetBattle: Two people (No, you and yourself doesn't work) Game Boy Advance/GBA/Game Boy Advance SP: x2 Megaman Battle Network 3 White/Blue: x2 GBA-GBA Link Cable: x2 How to connect and NetBattle is explained in the next section, NetBattle Types. ===================================================================== ~End of Section 1: Introduction ===================================================================== <>------------------<> | 2) NetBattle Types | <>------------------<> This section is dedicated to telling you about the different possible Stage Layouts, and other information about the type of thing you'll be doing in Netbattling. First: The Connect/NetBattle Icon. While in the game, Press Start and the Menu should come up. Now scroll down (or up) to the 2nd-last icon (above Save), and press A. It will now ask you if you want to save. Confirm it, then after it saves, there'll be 4 Choices. NetBattle Library Compare (See Library) Trade Battle Chips Trade Navi Customizer Blocks We'll talk about NetBattle later. ~~Library Compare~~ Library Compare is to compare the Library of your cartridge to your opponent/friend's Library. Any chips that you don't have, but the other person has will be recorded in your Library (but only as the name, so you still haven't got the chip) and vice versa. Now you can go to Higsby's Chip Order Option in his Shop to buy that chip. See "The Dark Unknown's MMBN3 Shop List" on GameFAQs for details. ~~Trading Battle Chips~~ When you select this, it brings you to a screen where you can scroll down through all of the chips in your Sack. You can't trade chips in your Folder until you take them out. Now, select a chip to trade, or select "None" at the top. You can't both choose "None". When both of you have selected a chip, then it'll ask you: OK? Answer yes to successfully trade, and No if the other guy tried to cheat you. This function is necessary for obtaining the 5th Star (See 7 Stars FAQ for MMBN3 Blue on GameFAQs) GIGACHIPS CANNOT BE TRADED. ~~Navi Customizer Blocks~~ Selecting this will bring you to a screen similar to the one for Trading Chips. Select a Navi Customizer Block to trade, or "None". You can't both choose "None". Now both your selections will show up. It will ask: OK? Answer Yes to proceed with the Trade, and No for not to. Navi Customizer Blocks are gotten from Styles Level Ups, Merchants and some as Blue/Purple Mystery Data. The first time you get the Navi Customizer is Beastman's Scenario. Back to NetBattle! ~~NetBattle~~ Selecting this will bring you to a different set of 4 choices Lightweight Medium Weight Heavyweight Tri-Battle (Thanks to zidanet129 for this info) If you select either: Lightweight, MidWeight, Heavyweight, there will be 3 choices. Practice Real Tournament (Thanks to DarkEagle6 for this info) ~Practice~ is just like the name says: Practice. This is just for you to fool around, and Friendly Matches. ~Real~ is just like Practice, only a record is kept, showing your Wins and Total NetBattle Matches. This can be seen when you select the "Connect" Icon from the Main Menu. It's under the place where the total number of your chips is displayed (??? Matches, ??? Wins) At the End of a battle, the winner will take a random chip from the opponent. How good the chips are depends on the Deleting Rank you got, which is also shown at the end of a Match. This is the only way to get the 2 NetBattle exclusive GigaChips (Balance and Delta Ray Edge) ~Tournament~ is where you have to do 69 Battles in a row non-stop against other players, sort of like a Survival Mode. No one has ever won it yet, so we are still waiting for a person to tell us if anything special happens after finishing. The panels, etc depends on the Mode you choose. If you lose a battle, the player that won you will have to try and win 68 more battles to complete it. ~----------------------------------------------------------------------~ +-+-+-+-+-+-+-+ A) LightWeight +-+-+-+-+-+-+-+ This mode has mostly Normal Panels, with an occasional Rockcube or Permanently Broken Panel (PBP). Permanently Broken Panels are panels that are broken at the beginning of the NetBattle, and do not come back even with Stage chips, Repair and other chips. If you look closely at the panel you'll se that there isn't a jagged edge around the border of the panel, like normal broken panels. Since you can't Areagrab these panels, it quickly becomes a pain in the butt. PanelGrabs are excellent for this kind of terrain, since you can steal the whole row past the PBPs. This is the simplest and most basic version of NetBattle, and is good for beginners at either MMBN3 or just Netbattling. It's good for testing Folders and that kind of stuff too, because there are no Viruses to hit you, and no Stage hazards to harm you either. ~~~Layouts~~~ These are all the possible layouts of LightWeight. When you play in LightWeight, one of the layouts will be chosen at random. In all of the LightWeight layouts: **Megaman** [M] = Your Megaman **Panels Types** [_] = Empty Panel [B] = Broken Panel (Permanently gone, and can't be repaired or AreaGrabbed) **Obstacles** [R] = Rockcube Template: ~?~ (Layout Number) [A][A][A][B][B][B] [A][A][A][B][B][B] [A][A][A][B][B][B] Here is a general picture of the Stage, with the A Panels being yours, and the B Panels being the opponents'. The basic look of one of the layouts is: [_][_][_][_][_][_] [_][_][_][_][_][_] [_][_][_][_][_][_] Here we go! ~1~ [_][_][_][_][_][_] [_][M][_][_][M][_] [_][_][_][_][_][_] ~2~ [_][_][_][_][_][_] [M][R][_][_][R][M] [_][_][_][_][_][_] ~3~ [_][_][R][_][_][_] [_][M][_][_][M][_] [_][_][_][R][_][_] ~----------------------------------------------------------------------~ +-+-+-+-+-+-+ B) MidWeight +-+-+-+-+-+-+ An enhanced version of LightWeight, MidWeight includes Stage Changes (Cracked, Lava, Grass, Ice, Sand, Poison etc), as well as some new obstacles like IceCube and Stone. Beware of weakness and double damage from the different stages, and try to use your own Stage changing Chips to help turn the tide of the battle. BreakCharge and BreakBuster (Both in HubBatch) are recommended for the high HP obstacles. Also, the Permanently Broken Panels from LightWeight are back, but this time, they get more annoying due to the various other layout changes. This is recommended for Players with Experience in MMBN3 Netbattling, and is also comfortable in Netbattling in LightWeight, as well as able to cope with different Problems from Stage or Obstacles. ~~~Layouts~~~ These are all the possible layouts of MidWeight. When you play in MidWeight, one of the layouts will be chosen at random. In all of the LightWeight layouts: **Megaman** [M] = Your Megaman **Panel Types** [_] = Empty Panel [B] = Broken Panel (PBP: Refer to Permanently Broken Panel, start of LightWeight) [C] = Cracked Panel [G] = Grass Panel [I] = Ice Panel [S] = Sand Panel [P] = Poison Panel [L] = Lava Panel **Obstacles** [R] = Rockcube [Q] = IceCube [T] = Boulder **Special** [1] = Megaman on Cracked Panel (M + C) [2] = Megaman on Grass Panel (M + G) [3] = Megaman on Sand Panel (M + S) [4] = Megaman on Ice Panel (M + I) [5] = Sand Panel + Boulder (S + T) [6] = IceCube on Ice Panel (Q + I) Template: ~?~ (Layout Number) [A][A][A][B][B][B] [A][A][A][B][B][B] [A][A][A][B][B][B] Here is a general picture of the Stage, with the A Panels being yours, and the B Panels being the opponents'. The basic look of one of the layouts is: [_][_][_][_][_][_] [_][_][_][_][_][_] [_][_][_][_][_][_] This time, there are a lot more Layouts. If any of them have been missed, please notify us (see Contact Us). We will add them in ASAP. +----------------+ | Cracked Panels | +----------------+ ~1~ [_][_][_][M][_][_] [C][R][C][C][R][C] [_][_][M][_][_][_] ~2~ [C][C][C][C][C][C] [_][M][_][_][M][_] [C][C][C][C][C][C] ~3~ [_][_][M][_][_][_] [C][C][C][C][C][C] [_][_][_][M][_][_] ~4~ [C][C][C][C][C][C] [C][1][C][C][1][C] [C][C][C][C][C][C] +---------------+ | Broken Panels | +---------------+ ~5~ [_][_][B][B][_][_] [_][M][_][_][M][_] [_][_][B][B][_][_] ~6~ [_][_][B][B][_][_] [_][M][_][_][M][_] [B][_][_][_][_][B] ~7~ [_][_][_][_][_][_] [M][B][_][_][B][M] [_][_][_][_][_][_] ~8~ [_][_][B][B][_][_] [_][M][B][B][M][_] [_][_][_][_][_][_] ~9~ [_][B][B][B][B][_] [_][M][_][_][M][_] [_][B][_][_][B][_] +--------------+ | Sand Layouts | +--------------+ ~10~ [S][_][_][_][_][S] [M][5][_][_][5][M] [_][S][S][S][S][_] ~11~ [S][S][S][S][S][S] [3][5][S][S][5][3] [S][S][S][S][S][S] +-------------+ | Ice Layouts | +-------------+ ~12~ [6][I][I][I][I][6] [I][4][I][I][4][I] [I][I][I][I][I][I] ~13~ [_][I][I][I][I][_] [_][4][I][I][4][_] [_][I][I][I][I][_] ~14~ [I][I][I][I][I][I] [4][B][I][I][B][4] [I][I][I][I][I][I] ~15~ [B][I][I][I][I][I] [I][4][I][I][4][I] [I][I][I][I][I][B] +----------------+ | Grass + Poison | +----------------+ ~16~ [G][G][P][P][G][G] [2][P][P][P][P][2] [G][G][P][P][G][G] ~17~ [P][P][2][2][P][P] [P][P][G][G][P][P] [P][P][G][G][P][P] ~---------------------------------------------------------------------~ +-+-+-+-+-+-+-+ C) HeavyWeight +-+-+-+-+-+-+-+ This mode is the hardest of them all! All of the existent types of panels appear in HeavyWeight. Also, another annoying obstacle: the Guardian (Those White Statues) appears in 1/4 of the NetBattles in HeavyWeight. These statues do 200 damage to the player that hits it with even a buster shot, and they will appear on the Stage every time you go to the Custom Menu, until 4 of them appear in the Stage, unless other obstacles are present. Most likely, there will be 2 on each person's panels. However, they provide good defence for those at low HP, as well as protect your obstacles like Fanfare and PoisonPharaoh/Anubis. It goes through all types of defence, and does double damage on Ice. Perhaps taking this into consideration, and adding an IceStg (remember not to hit them now!) and seriously injures your opponent through their mistakes. It also makes using whole area chips like Spice, Volcano, Plasma and whole area PAs like Heat/BubbleSpread, 2X Hero, MasterStyle and TimeBomb + turn suicidal and hit you back. There's another addition to the list of obstacles in Heavyweight, and that's the Flags! Each player gets a Flag on his or her side of the Stage in certain layouts. The Flag starts with 1000HP. If your flag is destroyed (if it loses all 1000HP), you lose instantly. Best thing here is to hit the opponent's flag, unless your opponent is weak to your chips, since the flag doesn't move, nor does it flash, meaning you can attack continuously until it is deleted. Chips like multiple Sensors on Ice, EvilCut or ElementalSword and GutsStyle's Guts-Machine-Gun are very effective in destroying the flag. Also, add a Rook to protect your flag. BlkBomb also appear in HeavyWeight, along with GrassStg sometimes, making it do heavy damage if you use fire chips. Another obstacles, the Gear (similar to Metalman's Gears) appears in a few layouts of this mode too. They can help destroy your or your opponent's obstacles (in the middle row), or restrict opponent movement (very useful for chips like Bolt and Lightning, since the Gear can't disappear. Something very irregular happens only in HeavyWeight: in some layouts, there is a permanent Fan effect (looks sort of like NorthWind, but blows you forward only). This soon becomes annoying. The effect can be blocked with defensive chips like Auras and Mole. Again, this could help in positioning opponents for attacks like LifeSword, Elemental Sword or other PAs/chips that need some sort of locking. ~~~Layouts~~~ These are all the possible layouts of MidWeight. When you play in MidWeight, one of the layouts will be chosen at random. In all of the HeavyWeight layouts: **Megaman** [M] = Your Megaman **Panel Types** [_] = Empty Panel [B] = Broken Panel (PBP: Refer to Permanently Broken Panel, start of LightWeight) [C] = Cracked Panel [G] = Grass Panel [I] = Ice Panel [S] = Sand Panel [P] = Poison Panel [L] = Lava Panel [A] = Metal Panel **Obstacles** [R] = Rockcube [Q] = IceCube [T] = Boulder [F] = Flag [L] = BlkBomb [K] = Guardian [D] = Gear [W] = MetalCube [H] = BlkBomb **Special** [1] = Megaman on Cracked Panel (M + C) [2] = Megaman on Grass Panel (M + G) [3] = Megaman on Sand Panel (M + S) [4] = Megaman on Ice Panel (M + I) [5] = Sand Panel + Boulder (S + T) [6] = IceCube on Ice Panel (Q + I) [7] = Flag on Sand Panel (F + S) [8] = Flag on Grass Panel (F + G) [9] = MetalCube on Metal Panel (A + W) [@] = Guardian on Ice Panel (K + I) Template: ~?~ (Layout Number) [A][A][A][B][B][B] [A][A][A][B][B][B] [A][A][A][B][B][B] (+ Fan effect: if any) Here is a general picture of the Stage, with the A Panels being yours, and the B Panels being the opponents'. The basic look of one of the layouts is: [_][_][_][_][_][_] [_][_][_][_][_][_] [_][_][_][_][_][_] This time, there are a lot more Layouts than in MidWeight and LightWeight. If any of them have been missed, please notify us (see Contact Us). We will add them in ASAP. [THANK YOU TO SHINRYU74 FOR CONTRIBUTING ALL OF THE HEAVYWEIGHT LAYOUTS!] +----------------+ | Normal Layouts | +----------------+ ~1~ [_][_][B][B][_][_] [_][M][B][B][M][_] [_][_][_][_][_][_] ~2~ [I][I][B][B][I][I] [I][4][I][I][4][I] [L][I][I][I][I][L] ~3~ [_][_][_][_][_][_] [M][_][D][D][_][M] [L][L][L][L][L][L] ~4~ [_][_][B][B][_][_] [M][_][D][D][_][M] [B][_][_][_][_][B] ~5~ [_][A][A][A][A][_] [M][9][A][A][9][M] [_][A][A][A][A][_] +--------------+ | Flag Layouts | +--------------+ ~6~ [F][_][B][B][_][F] [_][M][_][_][M][_] [B][_][_][_][_][B] ~7~ [_][_][_][_][_][_] [_][M][L][L][M][_] [F][L][L][L][L][F] ~8~ [_][I][I][I][I][_] [F][4][I][I][4][F] [_][I][I][I][I][_] ~9~ [7][S][S][S][S][S] [M][5][S][S][5][M] [S][S][S][S][S][7] ~10~ [S][S][S][S][S][7] [M][5][S][S][5][M] [7][S][S][S][S][S] ~11~ [G][G][G][G][X][8] [P][P][P][P][P][P] [8][X][G][G][G][G] ~12~ [8][X][G][G][G][G] [P][P][P][P][P][P] [G][G][G][G][X][8] +-----------------+ | BlkBomb Layouts | +-----------------+ ~13~ [G][G][G][G][G][G] [H][2][G][G][2][H] [G][G][G][G][G][G] +------------------+ | Guardian Layouts | +------------------+ Note: Guardians appear randomly every time the Custom Menu is exited; so 2 more Guardians will appear randomly once both players have chosen their chips for the first turn. ~14~ [@][I][I][I][I][@] [I][X][I][I][X][I] [I][I][I][I][I][I] ~15~ [_][_][B][B][_][_] [K][M][_][_][M][K] [_][_][B][B][_][_] +---------------+ | Windy Layouts | +---------------+ Note: These Layouts have an automatic wind that sucks you and your opponent to the middle, similar to Fan. Unfortunately, there is no way to stop the wind unless you use Defensive Chips, like Auras, Moles or Barriers. You will NOT be blown onto PBPs (Permanently Broken Panels), so keep that in mind. ~16~ [_][_][_][_][_][_] [_][M][_][_][M][_] [L][L][L][L][L][L] ~17~ [G][G][P][P][G][G] [G][2][P][P][2][G] [G][G][P][P][G][G] ~18~ [_][_][G][G][_][_] [_][M][G][G][M][_] [_][_][_][_][_][_] ~----------------------------------------------------------------------~ +-+-+-+-+-+-+-+ D) Tri-Battle +-+-+-+-+-+-+-+ This mode is to win two out of three Matches/Battles, like a mini-tournament. The Stage Layouts are similar to MidWeight (Refer to the MidWeight Layouts). To get a chip from your opponent in Real, you must win 2 matches first. This mode doesn't have 69 Battles, for obvious reasons. If you select Tribattle, then 2 choices will appear. Practice Real ~Practice~ is just like the name says: Practice. This is just for you to fool around, and Friendly Matches. ~Real~ is just like Practice, only a record is kept, showing your Wins and Total NetBattle Matches. This can be seen when you select the "Connect" Icon from the Main Menu. At the end of both battles (when someone wins 2/3 battles), the winner will take a random chip from the opponent. How good the chips are depends on the Deleting Rank you got, which is also shown at the end of a Match. ===================================================================== End of Section 2: Netbattle Types ===================================================================== <>--------------<> | 3) Chip Combos | <>--------------<> These chip combinations, or Chip Combos, as we like to call it, are NOT Program Advances, but may include them. Basically, Combos are 2 to 5 (The maximum) used in the same turn, which work well together, better than each chip separately. Let's take the classical example of Rockcube + AirShot. Rockcube, when normally used, just deploys a Rockcube in front of you. Not much use, definitely doesn't hit anything. AirShot: 20-40 damage, and a knock-back effect. Better than Cannons and ShotGuns, but what ISN'T? 2 Mediocre chip put together could only get worse, right? ~WRONG~. This is where the "Combo" comes in. Lay down the Rockcube, and fire the AirShot at it. Rockcube has a base HP of 200, and AirShot has the knock-back effect. Result? A Rockcube ricocheting forwards, doing 200 damage. Not bad for 2 normally useless chips, right? That's what the whole Section (3) is dedicated to: The use of multiple chips to form a strategy, or Combo, which makes the best use of each chip. There are currently 7 Headings under this Combos Section: A) Offensive 2 Chip Combos B) Offensive 3 Chip Combos C) Offensive 4+ Chip Combos D) Defensive 2 Chip Combos E) Defensive 3 Chip Combos F) AreaGrab/PanelGrab Combos G) Prism Combos You can search the Heading of each part using CTRL + F (Search). Each Combo is shown like so: Example AirSword + Lance ~Chips required for the combo~ Total Damage: 220 (350 if opponent is ElecStyle) ~Total Damage done if all parts hit~ >AirSword: 100 ~Damage of each chip~ >Lance: 130 (260 if opponent is ElecStyle) ~Damage of each chip~ Code: >AirSword: E,H,R,* ~Possible Code for each chip. Codes of both chips... >Lance: E,H,R ...should match unless * is used~ How it works: It works best if the opponent is in the front row. Use AirSword (anywhere, but hitting is best). The opponent will be blown back to the back of their Panels. Now, use Lance. ~How to use the Combo~ Pros: Very accurate, since Lance can't miss when AirSword blows the opponent back. ~Pros of Combo~ Cons: Can be countered by Obstacles. ~Cons of this Combo~ Extensions: AreaGrab or MetaGel x1-2, IceStg (It slides them all the way forward again when Lance is used if they don't use FloatShoes) ~Extra Chips you can add onto the combo~ ~----------------------------------------------------------------------~ +-+-+-+-+-+-+-+-+-+-+-+-+-+ A) Offensive 2 Chip Combos +-+-+-+-+-+-+-+-+-+-+-+-+-+ A1) Normal Combos These combos are what the heading says: Normal. These don't require any obstacles, or much set-up. Extra Chips aren't necessary, although they may help. AirSword + Lance Total Damage: 220 (350 if opponent is ElecStyle) >AirSword: 100 >Lance: 130 (260 if opponent is ElecStyle) Code: >AirSword: E,H,R,* >Lance: E,H,R How it works: It works best if the opponent is in the front row. Use AirSword (anywhere, but hitting is best). The opponent will be blown back to the back of their Panels. Now, use Lance. Pros: Very accurate, since Lance can't miss when AirSword blows the opponent back. Cons: Can be countered by Obstacles. Extensions: AreaGrab or MetaGel x1-2, IceStg (It slides them all the way forward again when Lance is used if they don't use FloatShoes). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Invis/Shadow/Barrier + ZeusHammer Total Damage: 250 >Invis/Shadow/Barrier: N/A >ZeusHammer: 250 Code: >Invis/Shadow/Barrier: * ZeusHammer: Z How it works: Use Invis/Shadow/Barrier first, (best if used right before the ZeusHammer), then hit anywhere on the Stage with ZeusHammer. Remember not to hit onto a Broken Panel. Pros: Hits the whole stage but you, breaks all obstacles and does damage from anywhere. Cons: ZeusHammer doesn't work on Broken Panels. Extensions: Repair or _____Stage, to repair Broken Panels. Invis/Barrier can also be preset. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LavaStage + Volcano Total Damage: 150+ to 330 >Volcano: 150 >LavaStg: +10 for each Lava Panel on your side. Code: >LavaStg: A, J, Y or * >Volcano: A, J, Y or the other codes with * LavaStg. How it works: Use LavaStg, then try to get as many LavaPanels onto your side. Use Areagrabs and such to steal as many Lava Panels. Now fire the Volcano, which is a "Wide Cannon". [_][_][>][>][>][>] [_][M][>][>][>][>] [_][_][>][>][>][>] M = Megaman > = Range of Volcano How it works: The Volcano will clear away all the LavaPanels on your stage, so you will need another LavaStg to use another Volcano with high damage. Pros: High Damage, clears LavaPanels away from your own area. It's more accurate than normal cannons, since it's a "Wide-Cannon". Cons: Can miss if you don't know the range. Takes forever to charge, meaning you might be hit before you finish firing the Volcano. Also needs another LavaStg to pull off again, as well as lots of Areagrabs to grab all the panels. Extensions: Lots of Areagrabs, Obstacle removers (Poltergeist, Drillman/Plantman etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FireRatton + Burner/BodyBurn Total Damage: 220 FireRatton: 220 when burnt Burner/Burning: N/A (Should not hit. If it does, it's 130/150 damage) Code: FireRatton: B,F BodyBurn/Burner: B,F How it works: Put down the FireRatton, preferable out of the way of obstacles, as well as Broken Panels and such. Burn the FireRatton with Burner/BodyBurn to set it off. Pros: FireRatton goes REALLY fast (I mean faster than the HyperRatton PA), and Burner gets in the way of your opponent's vision, meaning he can't see it until it's too late. Cons: It won't work if there are holes or obstacles in the way of the FireRatton in the Stage. If Burner/BodyBurn hits your opponent, the Ratton won't hit. Extensions: Put GrassStg first, to fix panels and double damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Invis + VarSword (Tri-Slash-Wave [TSW] or Elemental Sonic [ESW]) Total Damage: 160/640 (+160 for weakness) [TSW/ESW] Invis: N/A VarSword: 160~ to 640~ Code: Invis: * VarSword: Anything How it works: Basically, Invis provides you with *nearly* unbreakable defence, which you then use to pull off VarSword's Combos without fault. Pros: You can't be hit with most attacks, plus you do a high amount of damage back. Works perfectly for counter the Shadow + AntiSword Combo (See Defensive). Cons: If the opponent has an obstacle (especially Rook or Guardian), this will not work at all. Extensions: Sensors, or other obstacle removers, GrassStg or IceStg to power up 1 wave, adding 160 more damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SandStage + Twister Total Damage: 320 (40 x 8) SandStage: N/A Twister: 40 x 8 Code: SandStage: C, U Twister: C, U How it works: Since SandStage double the damage of Twisters and such attacks, Twister will do 40 damage (x8) instead of it's normal 20. This can be very damaging with the correct setup. Pros: Good damage, can be used repeatedly Cons: Very bad range, so it can miss easily. Extensions: Atk+ 10/30 to power it up, and Sensors or other paralysing attacks to combo it with. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SlowGauge + CustomSword Total Damage: 256 (At most, ranges from 0 to 256) Code: SlowGauge: * CustomSword: Anything How it works: CustomSword relies on how full the Custom Gauge is, and the higher it goes, the more damage, until it becomes full, when it reverts back to 0. SlowGauge slows down the Custom Gauge, making it easier to get as much damage as possible with CustomSword. Pros: LifeSword Range, so quite accurate. Quite good damage, better than most swords. Cons: Must be used just before the CustomGauge is full: Too early it doesn't do full damage, too late, it does 0 damage. Also, SlowGauge screws up other strategies that require lots of chips. This strategy is NOT reliable: Do not base a Folder on it. Extensions: Areagrab or PanelGrab once. Prism works nicely too (256 x 2). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cannonball + Geyser Total Damage: 200 CannonBall: 0 Geyser: 200 Code: Cannonball: L, * Geyser: L, or Anything How it works: Geyser requires a broken panel, correct? Cannonball breaks the panel, giving you the hole for the Geyser. Throw the Geyser into the hole, without moving, which is quite effective. Pros: Hits the whole area (not if you've been AreaGrabbed), and it's quick (two throwing chips in the same spot) Cons: Relies totally on the Cannonball breaking the panel. If there is an opponent or obstacle over the spot the Cannonball lands, the panel will not break, making Geyser useless. Extensions: PanelOut 1/3 would also work. Might be a good idea to Areagrab that spot you bomb with Cannonball. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BlkBomb 1/2/3 + LavaBall Total Damage: 120/170/220 (1/2/3) BlkBomb: 120/170/220 LavaBall: 0 Code: BlkBomb 1: N, Anything BlkBomb 2: Anything BlkBomb 3: C, Anything LavaBall: C, N, * How it works: Toss the BlkBomb, preferably into the back row, without any obstacle in the way. Now, on the same spot, throw the LavaBall onto the BlkBomb, making it explode. Pros: Very hard to miss, hits the whole area at the same time. It also has Piercing capabilities. Once the BlkBomb is on the field, it almost can't miss. Cons: Nothing must be in the way of the BlkBomb, or the combo won't work. Beware of BreakBuster too. Extensions: Paralysing chips to stop the opponent for a moment. GrassStg helps too. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SandStage + Wind/Fan Total Damage: 50+ SandStage: N/A Wind/Fan: N/A Code: SandStage: Anything Wind/Fan: * How it works: Seems weird right? Both chips don't do damage. Actually: when the SandStage is used, the Wind/Fan blows the sand back/forward, doing damage to everyone. It also removes the Sand Panels. Pros: Quite accurate, has the effect of Wind or Fan (whichever one you use), but also does damage. Can easily be used in a combo like the normal Wind/Fan. Cons: Little damage, plus it can't really be aimed, plus the Sand Panels disappear. Extensions: Rook to defend the Fan/Wind Box, and...that's basically it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fan/AirStorm + Proto/Alpha Arm Sigma (PAS) Total Damage: 1270+ Fan: N/A AirStorm: 50/60/70 (1/2/3) Proto Arm Sigma: 50 x 24 (1200) NOTE: P = Proto (Where it appears) > = Lightning/Electric Beam O = Opponent Q = Possible Opponent locations [_][_][_][_][_][_] [_][P][_][>][>][>] [_][_][_][_][_][_] This attack range is used 16 times [_][_][_][>][>][>] [_][P][_][>][_][_] [_][_][_][>][>][>] This attack range is used 8 times [_][_][_][Q][_][_] [_][P][_][O][_][_] [_][_][_][Q][_][_] If the opponent is sucked here, he/she should take all 24 hits. However, if the opponent is sucked to [Q], he will only take 8 hits. Code: Fan: * AirStorm: V Proto Arm Sigma: V How it works: NOTE: You don't need BOTH Fan and AirStorm, just one. Fan/AirStorm sucks the opponent in, hopefully into the middle front panel (assuming no Areagrabs have been used). Then, use Proto Arm Sigma, and depending on where they stand, 24 hits or 8 hits. Pros: Very accurate, PAS still does 50 X8 to the side rows, so that would be at least 400 damage. Cons: If any obstacles are on the panel where Proto/Alpha appears (the middle panel where Megaman starts), then Proto/Alpha won't appear. Plus, if an obstacle (especially Rook) is on the front row, the opponent won't take all the hits. Extensions: Navi +20/40 are highly recommended on PAS, since if you add a few Navi +20 (say 3), then each hit does 110 damage, increasing the grand total to 880 for the side rows, and 2640 damage for the front! +=+=+=+=+=++=+=++=+=++=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+ A2) Obstacle Combos +-+-+-+-+-+-+-+-+-+-+ These combos all involve an obstacle of some sort. The obstacle is used with another chip to create quite powerful Combos. Rockcube + GutsPunch (or stronger)/AirShot 1/2/3 Total Damage: 200 >Rockcube: 200 (On Impact) >AirShot: N/A (Hits Rockcube) Code: >Rockcube: Any Code (* is best) >AirShot 1/2/3: * How it works: You put the Rockcube, and when the opponent is in line, fire the AirShot or GutsPunch at it (Use the Rocket GutsPunch/Straight if you can) and watch it fly! Pros: Very simple combo, easy to use Cons: Might require Paralysis as it has a very low Accuracy Extensions: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Obstacle] + N.O Beam 1/2/3 (This is the only way NO Beam works anyway) Total Damage: 200/260/300 (1/2/3) [Obstacle]: N/A NO Beam: 200/260/300 (1/2/3) Code: [Obstacle]: Anything (mostly *) NO Beam: Anything (if *) How it works: Note that the combinations of this combo are quite a lot. Possible PLACEABLE Obstacles: Rockcube, Rook, Fanfare, Discord, Timpani, Guardian, Anubis, Pharaoh, Sensor, Plasma. You must put the obstacle and stand in FRONT of it: [_][_][_][_][_][_] [_][O][M][_][_][_] [_][_][_][_][_][_] M= Megaman O= Obstacle Then, use the NO Beam (which fires forward at a moderate speed). Pros: High Damage, paralyses. With enough NO Beams, you can win instantly by using all of them 1 after another. Cons: Not very accurate, doesn't work if you've been AreaGrabbed. Extensions: Areagrabs (at least keep a stock of them, you'll need them). ZapRings or Sensors help NO Beam a lot. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rook + VarSword (Must be Tri-Slash-Wave [TSW] or Elemental Sonic [ESW]) Total Damage: 160 (TSW), 160 X4 + 160 for weakness (ESW) Rook: N/A VarSword: 160/160 x 5 (x4 + weakness) Code: Rook: * VarSword: Anything How it works: Only really works with Elemental Sonic Wave. Basically, like the Invis + VarSword combo, only this one prevents frontal attacks. Pros: You can't be hit with frontal attacks, plus you do a high amount of damage back. Works perfectly for counter the Shadow + AntiSword Combo (See Defensive). Cons: If the opponent has an obstacle (especially Rook or Guardian), this will not work at all. Extension: Add Atk +, and GrassStg or IceStg for an extra 160 damage. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+ A3) Geddon Combos +-+-+-+-+-+-+-+-+-+ All of these Combos require Geddon2 (or PanelOut, depending on situation). Geddon 2(Geddon 2) + Snakes Total Damage: 40 X ~16 (2X for weakness) Geddon 2: N/A Snakes: 40 to 640 damage (x2 for Weakness) Code: Anything. They don't have a shared code. How it works: Geddon 2 breaks all panels, which the chip Snakes NEED for its attack. All of your panels will have 1 Snake that fires at the opponent, like Snakeman in MMBN2. Pros: Very accurate, does very high damage. Only stuns the opponent, so you can attack yet AGAIN. You can use as many Snakes as you want, without stopping. Cons: Snakes is completely useless without Geddon 2. Extensions: A LOT of Areagrabs (MetaGels aren't recommended due to the broken panels). Wood +30 can pump Snakes to do 5120 damage! (With Weakness) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Geddon 2(Geddon 2) + Geyser Total Damage: 200 (+200 for Weakness) Geddon 2: N/A Geyser: W Code: Geddon 2: W Geyser: W How it works: Same as the Cannonball + Geyser Combo, only Geddon 2 breaks the panels, which Geyser lands on and hits all surrounding panels. It's best if you throw it into the opponent's middle panel Pros: Highly Accurate. Cons: Doesn't work as well if something is in the middle of the opponent's panels. Extensions: Atk+, nothing much else. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+ A4) Navi Combos +-+-+-+-+-+-+-+-+ These combos, as suggested by the Heading, all include a Navi that works as part of the combo. Plantman V1-5 + Plasma 3 Total Damage: Up to 800 Plantman V1/5: 60 to 300 Plasma 3: 500~ Code: Plantman: P Plasma: P How it works: Plantman traps the opponent, and then put Plasma. Plasma should hit the opponent with Plantman, as long as they have SuperArmor. If they do, then both will hit continuously, doing massive damage. If they don't have SuperArmor, the Plasma will cancel out Plantman, but will still do lots of damage. Pros: Plantman does up to 300 damage, plus the Plasma hits a lot of times, due to the long stunning time. Cons: May need Areagrab/Panel Grab to put Plasma 3. Extensions: Areagrab/PanelGrab, so that Plasma can reach the whole area. Also, Elec +30 and Wood +30 power this combo up a LOT. IceStg for Plasma makes it do a whooping 180 damage per hit! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Darkman + Serenade [REQUIRES AREAGRABS] Total Damage: 3000+ Darkman: 20 X 10+ (Depends: V5 has more bats than V1) Serenade: 100 X 20~ (Requires Area Locking) Code: Darkman: D Serenade: S Pros: You can use Darkman's Hole for GigaChip, without the need for another Hole chip. Darkman usually hits, since it goes through obstacles, and Serenade will at least hit twice. Cons: Darkman will miss if the opponent is not in the 3 rows he/she starts with. Serenade doesn't work well without Areagrabs either. Also, there are 2 codes, which will take a while to use. Extensions: Areagrab AT LEAST twice, 3 times is recommended though. Adding Navi +20/40 onto Darkman and Serenade can pump the damage to over 4000! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Plantman + Yoyo 3 Total Damage: 280+ Plantman: 20 x5 (V1) to 60 x 8 (V5) Yoyo 3: 60 X 3 Code: Plantman: P Yoyo 3: P How it works: Plantman immobilises the opponent, then you can use the Yoyo (from 3 panels away) to hit all 3 hits, doing quite a bit of damage for 2 chips. Pros: Quite accurate, if Plantman hits, then Yoyo should hit too. Cons: Megaman must be in the correct spot to hit the opponent 3 times with the Yoyo. This poses a problem if the opponent Areagrabs you first. Extensions: Wood+30 for Plantman, or Atk+10/30 for the Yoyo boosts the attack power. Also, adding other chips and combining them together into a combo works, due to Plantman's immobilizing nature. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+ B) Offensive 3 Chip Combos +-+-+-+-+-+-+-+-+-+-+-+-+-+ B1) Normal Combos Rockcube, NO Beam (1-3), Airshot (1-3) Total Damage: 400-500 Rockcube + AirShot: 200 NO Beam: 200/260/300 (1/2/3) Code: Rockcube: * AirShot: * NO Beam: Anything How it works: Put the Rockcube, and fire the NO Beam as usual (Stand in front of the obstacle, fire NO Beam). If the NO Beam hits, the opponent is paralysed, then you go behind the Rockcube and launch it at the opponent with the AirShot. Pros: If NO Beam hits, then Rockcube can't miss. Cons: NO Beam is hard to hit with...plus if you've been AreaGrabbed, it won't work. Extensions: Multiple NO Beams, either to combo (1 NO Beam, then another), or as a backup if the first one misses. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GrassStg + PanelOut 1 + OldWood Total Damage: 440 GrassStg: N/A PanelOut 1: N/A OldWood: 440 Code: GrassStg: W/* PanelOut 1: * OldWood: W How it works: Use GrassStg FIRST, then use PanelOut 1 to make a hole in front of you. Then, at the same location, use OldWood. With the many Grass Panels, OldWood does more damage, and hits all the unbroken panels. Using them at different times isn't a good idea, since GrassStg can be wiped out, and the Broken Panel may be repaired. Pros: Never misses (unless there's a broken panel, but GrassStg get rid of them). It does high damage for just 1 chip. Plus, the Grass Panels don't disappear, meaning you can use them again. Cons: Without GrassPanels, OldWood only does 100 damage. Plus you MUST have a hole in front of you when you use OldWood (PanelOut 1) for ANY damage. Extensions: Wood+30 for the OldWood. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Prism + Rockcube/Rook + NO Beam Total Damage: 200/260/300 or 400/520/600 Prism: N/A Rockcube/Rook: N/A NO Beam: 200/260/300 or 400/520/600 NO Beam only does double damage in these situations: [_][_][_][_][_][_] [_][R][M][O][P][O] [_][_][_][_][_][_] [_][_][_][_][_][_] [_][R][M][_][O][P] [_][_][_][_][_][_] [_][_][_][_][_][_] [_][R][M][P][O][_] [_][_][_][_][_][_] R = Rockcube/Rook M = Megaman O = Opponent P = Prism Where the opponent is in line with the Prism as well as you, so the NO Beam hits him, as well as the Prism, where it rebounds and hits your opponent again. You can slide everything up 1 row or down, as long as you're in front of the Rockcube, and you're facing the Prism, and the opponent steps in line with you. If the opponent is not in line, then it'll only do normal damage (Prism rebounds the original damage to all panels, so it's like a NO Beam with Spreader Range. Code: Prism: W Rockcube/Rook: * NO Beam: W How it works: As shown on the diagrams above, it works by hitting the opponent with both the NO Beam Prism rebounds, as well as the original NO Beam. First, you throw the Prism in place, then you put your obstacle- Rook/Rockcube, then stand in position, in front of the obstacle. Pros: Can't exactly miss...the Prism makes sure you hit, then they're paralysed, perfect for another combo. Extra NO Beams would help you win easily. Cons: Prism is easily destroyed (BreakBuster). You can't use NO Beam if you've been AreaGrabbed (You can't get in front of the Rook/Rockcube). Getting everything in line is a pain too. Extensions: Lots of NO Beams, and another form of attack to take advantage when the opponent is paralysed. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+ B2) Navi Combos +-+-+-+-+-+-+-+ Ice stage * + Flashman V1-5 + Plasma 3 Total Damage: 1020~ IceStg: N/A Flashman: 100/140/180/240/300 (V1/2/3/4/5 with 2x from IceStg) Plasma 3: 180 x 4~ Code: IceStg: * Flashman: F Plasma 3: F How it works: (IceStg isn't compulsory) Put IceStg, to make both Flashman and Plasma do double damage. Now, use Flashman, which pierces Invis, as well as Auras with V4/5 (Best if it hits and paralyses though). Now, put Plasma 3, to do even more damage while he/she is paralysed. Pros: Stunning can't be dodged with Invis, and therefore is very effective. Cons: Might need to use Areagrab to use Plasma 3. Extensions: Elec +30 on the Plasma 3 (does a heck of damage with enough Elec +30). Guts Machine Gun can be used when Flashman's paralysis wears off, since the opponent will still be trapped, and will only take a few more hits before they move. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Magnum 3 + Flashman V1-5 + StandOut/Salamander Total Damage: 270-450 Magnum 1/3: None (Not supposed to do damage) Flashman: 50 - 150 (V1 to V5) StandOut/Salamander: 220/300 Code: Magnum 3: F Flashman: F StandOut/Salamander: * How it works: Using Magnum 3, hit the whole BACK row, if possible. It only works if the opponent is in front of the hole, so you might want to stick an AirStorm or Fan to suck them it first. Flashman will paralyse him/her; so go in line with the opponent (see why a whole row of holes is best?) and use StandOut/Salamander. It should travel to the hole, hitting the opponent as well. Pros: As long as Magnum works out as planned, it's hard to mess up the rest. Also, Salamander/StandOut works well, since as long as the hole are in the back row, they will still be hit if they stand over the hole. Cons: Must use Heat