Alphabetical Folder FAQ by HaCMurder
Mega Man Battle Network 6 Cybeast Falzar on SuperCheats.com


=====================================================================

                 Megaman Battle Network 6 / RockManEXE 6
                            Gregar / Falzar

                        Alphabetical Folder FAQ
                        NetBattle Strategy Guide

                              Version 2.65
                               23/11/2007

                      This FAQ is bought to you by:

                                HaCMurder
                       (Also known as David Wang)

=====================================================================


Use Ctrl+F and copy the keyword at the left to find specific sections
quickly.


=====================================================================
[0TOC] Table of Contents
=====================================================================

[1PRE] Preface

[2VER] Version History

[3NSG] NetBattle Strategy Guide

	A) The Metagame
		I) Sample Folder
		II) The 15 Turn Limit
		III) 30 Chips
		IV) Hit Points
		V) Mobility
		VI) Cross Canceling
		VII) Time Freeze Counter
	B) Staples
		I) KillerMan
		II) ElementMan
		III) JudgeMan
		IV) SP Navis
		V) BubbleStar
		VI) ElecPulse
		VII) MachineGun
		VIII) Sensor
			- Vertical Sensor Slide
			- Horizontal Sensor Slide
		X) WhiteCapsule
		XI) Uninstall and SunMoon
		XII) Defenses
		XIII) GigaChips
		XIV) Static
		XV) Others
	C) Control
		I) Area Control
		II) Stage Control
		III) Tempo Control
	D) Defense
		I) Invis
		II) AntiDmg
		III) ElementTrap
		IV) Barrier
		V) DreamAura
		VI) Left+B NCPs
		VII) Reflector
		VIII) Recovery
		IX) Other Traps
		X) Sanctuary
		XI) BubbleWrap
	E) "Splashing"
	F) Full Synchro
	G) Statistics
		I) Poison Levels
		II) HP Drain Glitch Levels
		III) Durations
		IV) Custom Turns
	H) Attack Boosting
	I) Obstacle Limitations
	J) Select Chip Glitch

[4CRS] Beasts and Crosses

	A) Gregar Version Crosses
		I) HeatCross
		II) SlashCross
		III) ElecCross
		IV) KillerCross
		V) ChargeCross
	B) Falzar Version Crosses
		I) AquaCross
		II) TenguCross
		III) TomahawkCross
		IV) GroundCross
		V) DustCross
	C) Beast Out
	D) Beast Over

[5FOL] Folders List

	A) Come Pollinate Me
	B) Bane Elemental
	C) Element Rage
	D) 
	E) Shine Plasma
	F) Hellz Rolling
	G) Dirty Water
	H) Hole-y Hell!
	I) 
	J) Einherjar's Judgment
	K) Silver Weapon
	L) Lightning Elemental
	M) Strongarm
	N) Numbchuck Nambo
	O) 
	P) Mercurialism
	Q) Seventeen Soldier Salute RV
	R) In Soviet Russia, Corn Pops You!
	S) The Quiet Ones
	T) Twisted Tantrum
	U) 
	V) The Fourth Spell: Custom
	W) Yanti Plains / Wong Tong's Song
	Y) Arctic Shock / Beast of the Sea
	Z) 

[6TNC] The Navi Customizer

	A) Cookie Cutter
	B) The Quiet Ones
	C) Disc-Oh!'s Custom

[7FAQ] Frequently Asked Questions

[8CLO] Miscellaneous

	A) Contact Me
	B) Credits
	C) Closing and Copyright Information




=====================================================================
[1PRE] Preface
=====================================================================

Welcome to the Alphabetical Folder FAQ for MegaMan Battle Network 6,
and thank you for reading. The folder, we at the Boards feel, is the
most important part of the game. That being said, we have written
FAQs to help you decide which folders to use, and which are the best.

The Renowned Folder FAQ was the primary inspiration for this FAQ,
this could not have been done without the help of none other than
Asakura Yoh.

Most folders in this FAQ are made and considered with the intent of
them being used in a NetBattle. Anything can defeat an in-game navi
- NetBattles are the true test of skill.

Looking back at the Table of Contents, you can see that this FAQ is
not yet complete. You can help by submitting folders at the EXE6
Falzar Board on GameFAQs, or the EXE6 folder and strategy discussion
Board at The Under Square. Emailing me is also fine. For ways to
contact me go to section 6.





=====================================================================
[2VER] Version History
=====================================================================

Just a note, all dates in this guide are written as DD/MM/YY, because
that's how we do things in my country. =P


Version 0.10
(05/07/2007)

- Started writing FAQ.
- Considered basic layouts and such.

---

Version 1.00
(17/08/2007)

- First release. Has 18 folders so far.

---

Version 1.10
(26/08/2007)

- Resubmitted to GameFAQs.
- Added in "Yoh's take" on all the folders.

---

Version 1.20
(29/08/2007)

- Allowed a couple more sites to use this FAQ.

---

Version 2.00
(29/09/2007)

- Major revamp to all sections.

- Added, revised, and removed many folders.
- Added Section 4 Beasts and Crosses.
- Added Section 6 Navi Customizer Setups.
- Added Section on Sanctuary under Defense.
- Added A) The Metagame.
- Added E) "Splashing".
- Added I) Statistics.
- Added L) Select Chip Glitch, thanks to megarockexe.

- Revised DreamAura. This section needs improvement.
- Fixed some minor spelling errors and typos.
- Hellz Rolling is now a Renowned Folder! Congratulations to AJAQ.
- Moved "The Essentials of Folder Construction" to the bottom. It is
no longer that important.

---

Version 2.01
(30/09/2007)

- Fixed some minor spelling errors and typos.

---

Version 2.50
(03/11/2007)

- Semi-major rewrite.

- Fixed an error regarding TomahawkCross, thanks to Masamune_DS.
- Some minor revisions to some folder's rundowns were added.
- Added more stuff to the NetBattle Strategy Guide.
- Added diagrams.
- Added more statistics.
- Added more folders.
- Renamed Section 6 to "The Navi Customizer".


---

Version 2.51
(06/11/2007)

- Altered the R coded folder so that it no longer uses 3 WhitePill *.
It now has 2 MachGun1 *, and Roll3 R.
- Altered the T coded folder.
- Fixed a minor error in the Stage Control section.
- Added a bit more information on BodyGuard.
- Upped the rating for AquaCross.

---

Version 2.60
(13/11/2007)

- Revised A) The Metagame.
- Revised E) "Splashing".
- My exams are coming up, so no more updates until that's over. 

---

Version 2.65
(23/11/2007)

- A few minor additions.
- Gave Static another mention, as it is VERY good.





=====================================================================
[3NSG] NetBattle Strategy Guide
=====================================================================

I have decided to write an in-depth strategy guide for the
multiplayer gameplay of EXE6. Some of you may dispute this. If you
have a good reason to do so, feel free to email me or contact me at
the EXE6 Boards in GameFAQs.

Note that this Guide is written for in-depth purposes. As such, I
will not be including many obvious or beginner information in here.
Most of it is written under the assumption that you are familiar with
the game, have every single chip in the game, in most of the codes,
and are prepared to go to the next level of EXE6. No, I'm not
talking about the BassSP side quest. I'm talking about the true
challenge: PvP.


---------------------------------------------------------------------

A) The Metagame

Version 2.50
(03/11/2007)

The face of MegaMan Battle Network multiplayer gaming is ever
changing. Thus, I have added this section to give you, the reader, an
idea of the latest strategies. It is nessesary to include a sample
folder for each time I update this, to explain all the trends and
concepts.

By the time you read this, this section could be out of date, so I
have added a date on this section for each update.

Wikipedia, the Online Encyclopedia, defines Metagame as any strategy,
action or method used in a game which transcends a prescribed
ruleset, uses external factors to affect the game, or goes beyond the
supposed limits or environment set by the game.


	I) Sample Folder


We see an increasing number of folders with multiple codes, and these
aren't just used by the alphabet soup noobs, these are competition
level. Here, let's review this sample folder:

Disc-Oh!'s

Gibberish
-----------------
3 TrainArrow2 G
2 BubbleStar3 G
2 AuraHead3 G
3 Static G [Tag 1]
1 AirWheel1 G [Tag 2]
3 MachineGun 2 G
3 AreaGrab [Preset]
3 AntiDamage *
1 AntiSword * / AntiNavi *
1 Muramasa M
1 LifeAura U
1 Sanctuary Z
1 KillerMan *
1 JudgeMan *
1 ElementMan *
1 GroundManEX G
1 GroundManSP G
1 CrossDivide D
-----------------
Version: Falzar
Crosses: None, Aqua, Tengu

Theme: Outlast your opponent.

Rundown:

It's Gibberish, because one code just isn't enough. This folder can
dish out somewhere around 7400 damage from the entire thing. This is
a change from the folders like Silver Weapon and Endgame, which can
only deal about 3500 damage maximum. The folder uses a specific NC
setup, which can be found at the section C) Disc-Oh!'s Custom. The
folder is not meant to construct BodyGuard. It sucks flat-out, so
don't use it.

Most of the chips here serve a specific purpose. ElementMan and the
GroundMan chips can take out large portions of Sanctuary. AntiSword
defends against Muramasa and CrossDivide. The rest of the chips are
self explanatory.

The whole point of the folder is to use the brute force of 2600 hit
points plus Shield to chip slowly away at the enemy. Code clashing
doens't matter because you have about 15 turns or so to destroy the
enemy. If they run out of chips, it's their problem. Tempo doesn't
really matter, this folder can run on either FastGauge or SlowGauge.

BeastOut should be used for SuperVulcan or Muramasa. Otherwise, it's
not so useful. If you somehow draw 4 Aqua chips, you may as well use
AquaCross. Muramasa and CrossDivide are good when used by themselves,
but is even better when used against a TenguCross answer to LifeAura.

There're not many RFF folders at this point in time that can defeat
this. As one can see, Sanctuary has become a clear winner in this
update, due to the prevalency of HP stacking.



	II) The 15 Turn Limit

What a decent player must realize is that a single battle in PvP mode
only lasts a maximum of 15 turns. When the time is up, the computer
will attempt to find a winner. These factors DO NOT determine the
winner:

- Current Hit Points (HP)
- Remaining Chips

But rather, it determines the winner on the Total Damage Dealt (TDD)
during the battle. This has a few implications on the gameplay, for
example, the players only have 15 turns to deal all their damage. 
Thus, Recovery chips are even more useless, since they do not affect
the outcome of the match if both players survive. Also, if by this
time you have not run out of chips then you have some serious issues.



	III) 30 Chips

You only get 30 chips in a folder, so don't waste those valuable
chips on stuff like Atk+10, WhiteCapsule, excessive AreaGrabs, things
like AntiRecovery, and sometimes, Invis. I'm not saying that these
chips aren't useful, because they are, but the majority of the time,
a successful PvP player won't overuse these... less powerful chips.



	IV) Hit Points

In a fully competitive environment, where players fully exploit all
features of the game in attempts to gain an absolute advantage in
comparison to his/her opponent, the best players will often come up
with previously thought "unworkable" NC builds. This includes high
Hit Point (HP) setups or GigFldr1 setups. This makes it difficult to
destroy your opponent within 15 turns, even with BeastOut. Of course,
the creation of the HP build makes BeastOver even more riskier,
because BeastOver is an all-in gamble that will determine a win or a
loss.



	V) Mobility

Instead of using WhiteCapsules (which are really only good for Aqua
Needles and some instances of AirWheels, in my opinion), there are
other alternatives which are more useful. Consider Geddon (also known
as DeathMatch) or JusticeOne.



	VI) Cross Cancelling

Getting paralyzed sucks, right?

Equipping a Cross while paralyzed, however, will remove paralysis.
Keep in mind that once Cross Cancelling is used, Anger Mode, Full
Sync and Left+B NCPs will no longer be available. Activating Beast
Out or Beast Over will have similar effects.

Some folders such as The Fourth Spell and Mercurialism intends to
force their opponents to Cross cancel, a strategy which is becoming
increasingly common. To be honest, it's easier than it sounds - use
a paralysing chip or BubbleStar right before they enter the Custom
Menu works pretty well.

Also, if you switch Crosses or activate BeastOut / BeastOver while
you are using a chip like MachineGun or SuperVulcan the chip will be
canceled. Weird.



	VII) Time Freeze Counter

Don't forget about this. Time freeze chips are nice, but they have a
drawback. Time freezing can be countered by other time freezing
chips. This means that a number of things can happen.

A useful way to use this to your advantage is by countering time
freezing attacks such as JudgeMan / KillerMan / CrossDivide with Anti
Dmg / Invis / Barrier, etc.

This feature is particularly useful for escaping paralysis chains.

---------------------------------------------------------------------

B) Staples

Some chips are so good, that you always want them in any situation.
Some of them come in the * code, which means you will see them just
about 100% of the time, such as KillerMan, or only a few codes, but
they should always be used when they come on code - it doesn't make
sense not to use them because they're always so powerful.

	I) KillerMan

This guy is what we call "de facto Super-Piercing". Because Super-
Piercing has been gone for a while, this navi is the closest thing
to it. KillerMan is my favorite chip in the game, and is excellent at
bypassing defenses. It hits every direction you can think of, pierces
Invis, remove Traps, break Guard, and sets you up for attacks because
his Beam will paralyze opponents to boot. The only defense that will
stop him is AntiNavi, Barrier and LifeAura, which are not too common.

While KillerMan will break shields and do double damage to frozen
opponents, he does NOT do Breaking elemental damage, and therefore
will NOT break SlashCross.

KillerMan is also known by his North American name, EraseMan.

Range:

  1.    --- --- --- --- --- ---
       |   |   | . |   |   |   |    
        --- --- --- --- --- ---     K: KillerMan
       |   | K |   |   |   |   |    .: Direction of Beam
        --- --- --- --- --- ---     
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

  2.    --- --- --- --- --- ---
       |   |   |   |   |   |   |    
        --- --- --- --- --- ---     K: KillerMan
       |   | K | . | . | . | . |    .: Direction of Beam
        --- --- --- --- --- ---     
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

  3.    --- --- --- --- --- ---
       |   |   |   |   |   |   |    
        --- --- --- --- --- ---     K: KillerMan
       |   | K |   |   |   |   |    .: Direction of Beam
        --- --- --- --- --- ---     
       |   |   | . |   |   |   |
        --- --- --- --- --- ---

  4.    --- --- --- --- --- ---
       |   |   |   | . |   |   |    
        --- --- --- --- --- ---     K: KillerMan
       |   |   | . |   |   |   |    .: Direction of Beam
        --- --- --- --- --- ---     
       |   | K |   |   |   |   |
        --- --- --- --- --- ---

  5.    --- --- --- --- --- ---
       |   |   |   |   |   |   |    
        --- --- --- --- --- ---     K: KillerMan
       |   |   |   |   |   |   |    .: Direction of Beam
        --- --- --- --- --- ---     
       |   | K | . | . | . | . |
        --- --- --- --- --- ---




	II) ElementMan

My second favorite chip in this game. This navi is the scourge of
Crosses. It can break 5 crosses, that's half the crosses in the game!

Meteor: Fire attack that homes in on opponent. Primarily used in
folders such as Shine Plasma and Einherjar's Judgment against
TomahawkCross. Is also quite useful as a finish off move due to its
accuracy.

Frostbite: Aqua attack that freezes opponent in WideSword range.
Useful for paralysis, or following up with Breaking / Sensor.

Range:

  1.    --- --- --- --- --- ---
       |   |   |   | X |   |   |    
        --- --- --- --- --- ---     K: ElementMan
       |   |   | E | X |   |   |    X: IcePanels / Frozen Opponents
        --- --- --- --- --- ---     
       |   |   |   | X |   |   |
        --- --- --- --- --- ---

WoodTower: Wood attack that deals non-flinching damage in a line.
Next, it changes all the panels on the field to Grass, useful
for destroying that wicked ElecCross, or just setting up Tornado,
Darkness, etc. Some will use this to heal themselves with Tomahawk
Cross, but you risk taking a horrible load of damage from fire.

Range:

  2.    --- --- --- --- --- ---
       |   |   |   |   |   |   |    
        --- --- --- --- --- ---     E: ElementMan
       |   | E | X | X | X | X |    X: Range
        --- --- --- --- --- ---     
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

  3.    --- --- --- --- --- ---
       |   |   |   |   |   |   |    
        --- --- --- --- --- ---     E: ElementMan
       |   | E | X | X | O |   |    O: BrokenPanel
        --- --- --- --- --- ---     X: Range
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

Thunder: Elec attack that breaks the third column from MegaMan. While
in theory this attack is very useful it is rarely used and is
difficult to time in practice. Similar to ThunderMan chip in EXE2.

Range:

  4.    --- --- --- --- --- ---
       |   |   |   |   |   | X |    
        --- --- --- --- --- ---     E: ElementMan
       |   |   | E |   |   | X |    X: BrokenPanels / Targets Hit
        --- --- --- --- --- ---     
       |   |   |   |   |   | X |
        --- --- --- --- --- ---

But beware, ElementMan does NOT EVER repair the stage with his Wood
attack. Upon further testing, however, I can conclude that his
Frostbite attack actually restores broken panels to IcePanels.



	III) JudgeMan

Needless to say, my third favorite chip in this game. Deals Elec
damage in a line, piercing Invis. Also acts as GrabBack, summoning
books to recover lost panels. Behold, the power of the Terrible Trio.
This navi, like KillerMan, will paralyze, making it great for setting
up combos. The books deal 20 damage each for JudgeMan (not EX or SP)
and home in on opponents.

The books will not pierce Invis, unlike GrabBack, and will not push
opponents back. The books home in on opponents.

Range:

  1.    --- --- --- --- --- ---
       |   |   |   |   |   |   |    
        --- --- --- --- --- ---     J: JudgeMan
       |   | J | X | X | X |   |    X: Targets Hit
        --- --- --- --- --- ---     
       |   |   |   |   |   |   |
        --- --- --- --- --- ---



	IV) SP Navis

If your folder comes in a code that has an SP Navi, always PUT IT IN!
These guys to tremendous damage, so do not EVER underestimate their
power. Take for example TomahawkManSP - Who wouldn't want a dual
elemental, 280 non flinching damage LifeSword time freezing attack?
Or GroundManSP, which can deal 520 damage to a frozen opponent.
ChargeManSP is most infamous, because he can deal 520 with just ONE
AreaGrab. Rule: If the folder code offers an SP Navi and is in my
FAQ, it will have that SP Navi. >_> I mean, seriously, look at their
damage, and tell me if it's worth it.

	SP Navi		Damage		Possible Damage

	ProtoManSP	290
	HeatManSP	260
	ElecManSP	210x		420, 630
	SlashManSP	220+40x		460
	KillerManSP	210
	ChargeManSP	130x		390, 520, 650 >_<	
	AquaManSP	120x3		360
	TomahawkManSP	280
	TenguManSP	160x2		320
	GroundManSP	130x3		390, (520 If Frozen)
	DustManSP	200x		400, 600
	BlastManSP	250
	DiveManSP	270
	CircusManSP	55x6		330, Causes Blind
	JudgeManSP	190+40x		310, GrabBanish
	ElementManSP	240		480, If it Breaks a Cross
	ColonelSP	300

	
	V) BubbleStar

This chip will eventually hit the entire field, and is difficult to
dodge. When it hits, it seals an enemy in a bubble, rendering them
immobile and giving them AquaBody.

The higher versions of this chip move faster. However, BubbleStar3
goes over 40 MB, which means only 2 may be placed in the same folder.

	VI) ElecPulse

Great chips, works well with BubbleStar. All 3 will pierce Invis, and
have great side effects.

ElecPulse1: Paralysis
ElecPulse2: Pulls enemy in, removes flinch/Invis
ElecPulse3: HP Drain level 1 glitch, causes flinching

Again, version 3 goes over 40 MB, which means only 2 may be placed in
the same folder.

This chip works very well in BeastOut, particularly version 1.

Range:

  1.    --- --- --- --- --- ---
       |   |   |   |   | X |   |    
        --- --- --- --- --- ---     M: MegaMan
       |   |   | M | X | X |   |    X: Targets Hit
        --- --- --- --- --- ---     
       |   |   |   |   | X |   |
        --- --- --- --- --- ---

	VII) MachineGun

This series will remove Traps, hence the reason why more and more
folders these days try to accommodate them. Does a great number of
hits and can get pretty powerful with KillerCross.

See "F) Hellz Rolling".

Hits:
Top row - 2 hits.
Mid row - 4 hits.
Bot row - 3 hits.

	VIII) Sensor

This chip was one of the best chips in the EXE3 days, but in EXE6
this infernal contraption has been nerfed to dust. It has a delay of
about 1.5 seconds after it is summoned, and even then can only fire
once. Also, all versions of this chip have to look up/down if they
aren't in the center row. All versions of Sensor will pierce Invis,
and they're pretty good for rowlocking, so that's why they're in this
section. Almost all folders on a code that has Sensor will have a few
copies... except Numbchuck Namco.

Note that Sensors are floating obstacles in EXE6 and can be placed on
broken/missing panels.

Update: If an opponent in BeastOut uses a chip, and it auto-aims into
the path of your Sensor, you will get counter hit. This is one of the
rare occasions that I've actually seen FullSync in PvP mode. Also,
Sensor's lag is overrated. I've gotten hit by Sensor quite a few
times when my friend used silver Weapon. Sensor can be chained to
ElecSword / KillerMan.


	- Vertical Sensor Slide

Since EXE3, we have known Sensor for its ability to break Shields,
pierce Invis, and control the stage. However, in EXE6, we discovered
a new function of the Sensor - it is capable of multihitting! How
does this work? It's slightly complicated, so I'll use some diagrams.

Firstly, the limited range of Sensor makes it so that this Sensor 
slide would only work if the Sensor is placed in the middle row, as
shown below.

        --- --- --- --- --- ---
       |   |   |   |   |   |   |    M: MegaMan
        --- --- --- --- --- ---     S: Sensor
       |   | M | S | X | X | X |    X: Range of Sensor
        --- --- --- --- --- ---
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

Now, if MegaMan used a MagCoil from that location, it would pull any
enemies into the sight range of the Sensor, thus:

        --- --- --- --- --- ---
       |   |   | v | v | v |   |    M: MegaMan with MagCoil
        --- --- --- --- --- ---     v: Pulled downwards
       |   | M | X | X | X |   |    ^: Pulled upwards
        --- --- --- --- --- ---     X: Range of MagCoil
       |   |   | ^ | ^ | ^ |   |
        --- --- --- --- --- ---

However, if the middle row had an IcePanel, the opponent would slide
past it, would he not? However, the pulling force of MagCoil is
still in force, so it would pull an opponent back down to the middle
row. Again, the middle row is an IcePanel, so the opponent would just
slide past it and be sucked up again. This process is repeated
several times until the duration of MagCoil finishes. For example,
the opponent on the panel marked O would be pulled up and downwards
like so:

  1.    --- --- --- --- --- ---     
       |   |   |   |   | O | Y |    M: MegaMan with MagCoil
        --- --- --- --- --- ---     v: Pulled downwards multiple times
       |   | M | S |   | v |   |    S: Sensor
        --- --- --- --- --- ---     O: Opponent's starting position
       |   |   |   |   | v | Y |    Y: Panels NOT affected by MagCoil
        --- --- --- --- --- --- 

  2.    --- --- --- --- --- --- 
       |   |   |   |   | ^ | Y |    M: MegaMan with MagCoil
        --- --- --- --- --- ---     ^: Pulled upwards multiple times
       |   | M | S |   | ^ |   |    S: Sensor
        --- --- --- --- --- ---     O: Opponent's starting position
       |   |   |   |   | O | Y |    Y: Panels NOT affected by MagCoil
        --- --- --- --- --- --- 

  3.    --- --- --- --- --- ---     
       |   |   |   |   | O | Y |    M: MegaMan with MagCoil
        --- --- --- --- --- ---     v: Pulled downwards multiple times
       |   | M | S |   | v |   |    S: Sensor
        --- --- --- --- --- ---     O: Opponent's starting position
       |   |   |   |   | v | Y |    Y: Panels NOT affected by MagCoil
        --- --- --- --- --- --- 

  4.    --- --- --- --- --- --- 
       |   |   |   |   | ^ | Y |    M: MegaMan with MagCoil
        --- --- --- --- --- ---     ^: Pulled upwards multiple times
       |   | M | S |   | ^ |   |    S: Sensor
        --- --- --- --- --- ---     O: Opponent's starting position
       |   |   |   |   | O | Y |    Y: Panels NOT affected by MagCoil
        --- --- --- --- --- --- 

Note that the opponent could start on either diagram 1 or 2. Whenever
the opponent moves past the middle row he is hit once by the Sensor.
Damage racks up. That is the Vertical Sensor Slide.

It requires:
- IcePanel in middle row.
- MagCoil.
- Sensor.
- A certain lack of common sense, or a favorable attitude to casinos.

This not a particularly successful concept, and I have discouraged
most folder makers who try to use this concept. It's too difficult to
set up, and too easily disrupted (such as by the simple act of
stepping into the panels marked "Y").


	- Horizontal Sensor Slide

This kind of Sensor Slide is easier, and I often encourage people to
use this instead of the Vertical Slide. The concept is simple:

  1.    --- --- --- --- --- ---
       |   |   | M |   |   |   |    M: MegaMan
        --- --- --- --- --- ---     S: Sensor
       |   |   | S | < | < | O |    <: Motion of opponent
        --- --- --- --- --- ---     O: Opponent's starting position
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

  2.    --- --- --- --- --- ---
       |   |   | M |   |   |   |    M: MegaMan (using WindRack)
        --- --- --- --- --- ---     S: Sensor
       |   |   | S | O | > | > |    >: Motion of opponent
        --- --- --- --- --- ---     O: Opponent's starting position
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

  3.    --- --- --- --- --- ---
       |   |   | M |   |   |   |    M: MegaMan
        --- --- --- --- --- ---     S: Sensor
       |   |   | S | < | < | O |    <: Motion of opponent
        --- --- --- --- --- ---     O: Opponent's starting position
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

  4.    --- --- --- --- --- ---
       |   |   | M |   |   |   |    M: MegaMan (using WindRack)
        --- --- --- --- --- ---     S: Sensor
       |   |   | S | O | > | > |    >: Motion of opponent
        --- --- --- --- --- ---     O: Opponent's starting position
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

Note that the opponent could start on either diagram 1 or 2. To get
the opponent moving towards you, you need either ComingRoad or Tengu
Cross' Left+B VacuumFan ability. The latter is probably better, as
you don't have to worry about the Road panels fading, or your enemy
with FloatShoes. After that, just hit them with WindRack to push
them back. Rinse, repeat. As you can see, The Horizontal Sensor
Slide is not only easier to perform (doesn't require you to throw
IceSeeds), but also deals more damage in execution.

It requires:
- ComingRoad in middle row or TenguCross.
- WindRack(s).
- Sensor.


	X) WhiteCapsule

This chip works like Attack+10, except it adds no damage, and instead
causes the chip selected before it to cause paralysis. Remember that
it takes up an entire chip slot for NO damage, though. Useful if your
folder has a lot of flinching, or if you're into paralysis stringing,
like me. Keep in mind Cross Cancelling, though. This will be explained
in depth below.

UPDATE: I don't think WhiteCapsule is still viable. I haven't touched
this chip in a long time.


	XI) Uninstall and SunMoon

Uninstall removes component programs (such as SuperArmor, AirShoes,
etc) from your opponent's NaviCust. It has NO effect on plus programs
(such as Rapid+1, HP+100, etc). Works like Attack+10, you attach it
to a chip. Works on non-time freezing chips only.

Contrary to what people believed in the old days, Uninstall works
just as well on single hitters as it does on multihitters. Thanks to
Megarockexe for this information.

SunMoon is one of the most powerful PAs in this game. It deals 600
total damage, removes EVERY SINGLE component program in the
opponent's NaviCust, and cracks a 3x3 area. However, keep in mind
that this chip has the range of a MiniBomb. Its main attack can only
hit 1 panel! Make sure to support it with chips like BubbleStar3,
which comes in the same code if my memory still serves.

This Program Advance is hard to draw in battle. You can only have
one of Atk+30, Meteors or Uninstall in one folder, and none of these
can be tagged or preset. Once it hits, however, it is basically game
over.

MeteorRedSun does not EVER pierce Invis. Only BlueMoonRay does.

Range:

  1.    --- --- --- --- --- ---
       |   |   |   |   |   |   |    
        --- --- --- --- --- ---     M: MegaMan
       |   | M |   |   | X |   |    X: Targets Hit
        --- --- --- --- --- ---     
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

  2.    --- --- --- --- --- ---
       |   |   |   | X | X | X |    M: MegaMan    
        --- --- --- --- --- ---     X: Cracked by MeteorRedSun (200
       |   | M |   | X | X | X |       damage only, NC does not get
        --- --- --- --- --- ---        disabled)
       |   |   |   | X | X | X |
        --- --- --- --- --- ---


	XII) Defenses

AntiDamage, Barr200, LifeAura, Sanctuary, BubbleWrap are staple,
because not only do you always want some defense, you also want
strong ones. AntiNavi and AntiSword are semi-staple, but are used
more as filler chips than anything.


	XIII) GigaChips

These chips are the bomb. Most folders will use some sort of Giga
Chip, because their benefits far outweigh the slight code clashing that
you get. There are 4 commonly used GigaChips, they are:

- Falzar: BassAnly, CrossDivide
- Gregar: Bass, ColonelForce

All the others fail, so don't use them. (BigHook is OK if it comes on
code.)



	XIV) Static

This chip comes in G, S, and V codes, and is pretty powerful. It has
the Wind element, and deals 8 hits of 20 damage to a wide area,
depending on how many bugs you have. Behold the power of evil! Very
useful if you use the Humor Glitch, and works well with a number of
chips that come in their code.

Range:

  1.    --- --- --- --- --- ---
       |   |   |   |   |   |   |    
        --- --- --- --- --- ---     M: MegaMan
       |   |   | M |   | X |   |    X: Targets Hit
        --- --- --- --- --- ---     (No Bugs)
       |   |   |   |   |   |   |
        --- --- --- --- --- ---

  2.    --- --- --- --- --- ---
       |   |   |   |   | X |   |    
        --- --- --- --- --- ---     M: MegaMan
       |   |   | M |   | X | X |    X: Targets Hit
        --- --- --- --- --- ---     (1 Bug)
       |   |   |   |   | X |   |
        --- --- --- --- --- ---

  3.    --- --- --- --- --- ---
       |   |   |   |   | X | X |    
        --- --- --- --- --- ---     M: MegaMan
       |   |   | M |   | X | X |    X: Targets Hit
        --- --- --- --- --- ---     (2+ Bugs)
       |   |   |   |   | X | X |
        --- --- --- --- --- ---

Extensions:

This chip works well with AirSpin1 G, GrabBanish S, ColorPoint *,
DoublePoint *, Atk+30 *, ElecPulse1 S, BubbleStar3 S, but I haven't
yet seen this chip used in the V code.


	XV) Others

There are other chips that are staple or semi-staple due to the
usefulness of their effects, these are:

- ElecSword
- FlashBomb3
- Muramasa
- SuperVulcan
- JusticeOne
- AssassinSword
- GrabBanish
- GrabRevenge
- AreaGrab
- FullCust
- AquaDragon
- WoodDragon


---------------------------------------------------------------------

C) Control




	I) Area Control

These are important in NetBattles. Area Control is the Red vs Blue
tiles in a NetBattle. Commonly, AreaGrab is used frequently in Net
Battles, and a player who has less or draws less will find him/
herself trapped. This is referred to as AreaLock.

Area control is important because:

- Some attacks have low range, such as ElecPulse.
- Some attacks are dependant on Area, such as TrainArrow, SlashMan,
ColonelForce.
- Getting AreaLocked means that you can't dodge any enemy attacks,
and dramatically improves their aim.

But, how to control the Area? Well, the obvious choice would be to
use lots of AreaGrabs. However, a lot of players will stay at the
front of their area to prevent grabbing. Thus, WindRack and other
attacks that can blow the enemy back are also useful. GrabBanish and
GrabRevenge are even better, because they push the enemy all the way
back, return Area stolen, and can pierce Invis / Flinch. In past
versions, I forgot to mention JudgeMan as a viable utility of Area
Control. Well, he is one of the best... not only recoverying lost
panels, but paralysing the opponent to boot.





	II) Stage Control

Stage control refers to terrain changes. There are many different
types of terrain panels in EXE6, and I will attempt to list them all
and all their effects here. I'm not going to list Cracked and Broken
Panels, because it's too obvious.

Grass Panel
- Heals wood element
- Fire deals double damage
- Tornado deals double damage
- Once hit with Fire or Tornado, Grass is gone
- Created by ElementMan, GrassSeed, Boomer, CornShot, WoodDragon
- AssasinSword and ElementSword hits here

Ice Panel
- Non-aqua enemies slide on these panels
- Aqua elemental attacks which hit cause freezing instead of
flinching
- Frozen enemies take double damage from Breaking attacks
- Once an enemy is frozen, the Ice Panel under where the enemy is
will be gone
- When combined with Magnet Coil, it can produce some interesting
results
- Created by ElementMan, IceSeed, AquaDragon
- AssasinSword and ElementSword hits here

Poison Panel
- Deals damage over time to anyone over it
- Created by PoisonSeed, VDoll (not really worth mentioning)

Magnet Panel
- Moves anyone that steps on them in the direction indicated by its
arrows
- Created by ComingRoad/GoingRoad chip
- Is destroyed by Wood element chips for some strange reason

Holy Panel
- Doubles damage done to anyone or objects on them
- Created by Sanctuary or HolyPanel

Now, why is this important? Well, several folders rely on Stage
control to win. Take Atlas (not included here, check Renowned Folder
FAQ) or Element Rage (C coded). Atlas uses the Ice to ensure the
success of the vertical Sensor Slide, while Element Rage uses Corn
Shot and FireHit in rapid succession. In this aspect, it is
important to know how to stop the opponent from using their Seeds,
and how to make sure your own Terrain changes are successful.

Seeds are thrown attacks, and can thus be easily stepped under. You
should always aim to do this when your enemy is throwing seeds.
Likewise, you should be aiming to paralyze your opponent so he
cannot do the same to your seeds. When you want to make sure your
seeds land, you should flinch or paralyze your opponent. 

If somehow your opponent has tossed a seed successfully, there is
still hope. While the Repair (also known as PanelReturn) chip is
usually excluded from any decent folder, ElementMan is able to change
the entire stage to Grass with his Wood attack! Use this to repair
Poison or Ice Panels. Remember - An opponent must have a really good
motive for using these Seeds, as they take up an entire chip slot for
no damage! If your opponent uses Ice, it is very likely that they
have either a Freeze and Breaking folder, or a Sensor Slide strategy.
If its Grass, then it is obviously going to be fire or Tornado, both
of which are comparatively easier to deal with.

Also, some people will use ElementMan's grass attack to heal their
own TomahawkCross. When people do this, I like to attack them with
ElementManSP for some fun. ^_^




	III) Tempo Control

This used to be crucial, but now with the invention of 2200+ hit
point NaviCust setups, this is no longer essential, but still a
very useful method of giving yourself an advantage. Tempo Control
refers to the 3 speeds at which the Custom Gauge fills up. Each of
these tempos have advantages and disadvantages associated with them.

FastGauge (4.27 seconds)

- Invis lasts longer (relative to the Custom Gauge).
- Flinching lasts longer (relative to the Custom Gauge).
- Paralysis lasts longer (relative to the Custom Gauge).
- More chance to Cross Cancel.
- BeastOut doesn't last as long.
- Players have less time to charge.
- Sometimes, people can't use all of the chips in a turn due to
Invis, Flinching, or other factors. These chips are commonly wasted.
- Using the FstGauge chip in this mode has no effect.
- Using the SloGauge chip in this mode restores the Gauge to Normal.
- Using the SloGauge chip in this mode twice will cause the tempo to
become SlowGauge turns.

NormalGauge (8.53 seconds)

- Default duration of a Custom Turn.
- The duration of Invis is 6.40 seconds, which will not outlast a
Normal Gauge turn.
- Using the FstGauge or SloGauge chips in this mode will alter the
Custom Gauge.

SlowGauge (17.07 seconds)

- BeastOut lasts longer.
- Gives a player more time to use Poison, Humor Glitch, Charging
chips, the Bug GigaChips, etc.
- Reduces the effectiveness of Paralysis, Invis, Flinch, Blind, etc.
- Using the FstGauge chip in this mode restores the Gauge to Normal.
- Using the SloGauge chip in this mode has no effect.
- Using the FstGauge chip in this mode twice will cause the tempo to
become FastGauge turns.



---------------------------------------------------------------------

D) Defense

This section was written from my own experience. Therefore, it does
NOT represent global opinion and some parts of this section are open
to debate. If you differ on this topic, and have good PvP experience,
you can contact me.

Firstly, the Golden Rule of defense:

	KillerMan will destroy Invis, AntiDmg, and Shield.
	Almost nothing is safe from this guy.





	I) Invis

Description:

The most common form of defense before EXE6. Turns MegaMan invisible
and immune to most attacks for 6.40 seconds. However, some attacks
"pierce" Invis, such as KillerMan, ElecPulse, and JudgeMan.

Usage:

In practice, Invis is good. It will last about 1 second longer than
a FastGauge turn, making it simply excellent with FastGauge. Other
than that, most Invis piercers will paralyze, so be prepared to Cross
Cancel. One of AJAQ's folders use Invis as the primary defense,
because the folder relied on TomahawkCross and it was immune to
paralysis.

Another way to use this chip is to Time Freeze Counter. Do NOT use
Invis to Time Freeze Counter a KillerMan, JudgeMan, or CircusMan. But
you can actually Counter CrossDivide, Bass, or similar attacks with
this chip.

However, this chip is nigh worthless in the 2k health metagame. When
both players are no longer racing to use up all their attacks, they
can simply wait out the effects of Invis. Although Invis was 
previously regarded as useful, it isn't too good if the opponent can
just wait it out.

Counters:

KillerMan, JudgeMan, ElecPulse, VDoll, FlashBomb, Sensor.





	II) AntiDmg

Description:

The most common form of defense in EXE6 due to the prevalence of the
Invis piercing chips in this game. Throws a shuriken when hit and
negates the attack. However, traps are countered by attacks with the
Cursor element, such as KillerMan, MachGun, CircGun, etc. Note that
KillerCross charge shot is NOT Cursor element. Also, this trap sets
off an opponent's AntiSword and will break TenguCross.

Usage:

AntiDamage is supreme in defense. The buster (and BeastBuster) will
not set off this troublesome trap anymore, and it can be a hell of
an annoyance if you use this right before an opponent's setup attack,
such as JudgeMan.

This chip is even more effective than Invis at Time Freeze Counters.
Of course, this chip will be broken by MachineGun and KillerMan, so
beware of those.

Counters:

KillerMan, Cursor element attacks, AntiSword.





	III) ElementTrap

Description:

This trap, once set, will trigger when an opponent uses an attack
that deals damage from the 4 basic elements of Fire, Aqua, Elec, or
Wood. It will then deal 240 elemental damage to the entire
battlefield. However, this does not EVER cancel attacks made by the
opponent, and thus does not really offer "protection" in the usual
sense. ElementTrap will have nasty side effects in addition to the
heavy damage.

	Aqua: Flinching
	Fire: Flinching
	Elec: Paralysis, Non-flinching
	Wood: Confusion, Non-flinching

Usage:

This chip should never be considered as a form of defense. Instead,
it is more of an offensive capability than a defensive measure. See
how it deals 240 Time Freezing damage to the whole field? Designed
to be offensive.

Use this to Time Freeze Counter elemental enemies, such as JudgeMan,
ElementMan, DiveMan, etc. Note: ElementTrap WILL set off an enemy's
ElementTrap.

ElementTrap is actually quite useful against opponents who use Elec
to string paralysis. Yet another measure Capcom has installed to
counter paralysis. The only problem with ElementTrap is that it
takes up the space of your valuable AntiDmg, which actually defends
you.

Counters:

KillerMan, Cursor element attacks, Invis, AntiDamage.





	IV) Barrier

Description:

Barrier comes in 3 versions - Barrier, Barr100, Barr200. Barrier will
absorb 10, 100, and 200 damage before being destroyed respectively.
Barriers are usually excluded from folders because of how weak they
are. The only advantage they have to recovery chips is that they
prevent paralysis and other harmful status effects. Barr200 is over
50 MB and you can therefore only have 1 copy per folder. Rats.

Usage:

Barriers blow. Literally. As soon as the opponent gets into Tengu
Cross, Barriers can be instantly removed by the VacuumFan effect of
the Left+B ability. Barr200, if on code, is a decent form of defense,
especially when used with Invis (protects against JudgeMan, Rush,
etc). Barrier or Barr100, however, in most situations suck, so...
don't use them unless you have to.

Can be used to Time Freeze Counter anything... maybe except Wind
element chips (There's only one Wind Time Freezing chip, and that's
TenguMan).

Counters:

TenguCross, Wind element attacks. Fan and Wind instantly removes
Barriers.





	V) DreamAura

Description:

Summons a DreamAura which is a very powerful protective barrier
around MegaMan. The DreamAura lasts roughly around a minute, so it
won't be broken unless you're hit by an attack that deals 200 damage
or higher (It will still protect you from that attack, but it will
disappear). The DreamAura, like Barrier, will be broken if hit by a
Wind chip, or TenguCross's VacuumFan.

Usage:

DreamAura in past games have been debatable. With a Sanctuary, it
could withstand 400 instant damage, but, at what cost? DreamAura only
comes in U code, while the Sanctuary chip only comes in Z. In
addition to that, it is easily removed by TenguCross. But now things
get interesting. Also, LifeSword comes in the * code now. Has Holy
Aura become virtually useless?

Mercury_Wing, long known for his ability to cook up unorthodox ideas,
has figured out a new way to dupe Falzar players. This FAQ features a
folder known as "Mercurialism" which uses DreamAura, and off code.
Although it seems like a very noob thing to do, we find that
Mercury_Wing actually does pretty well. It's easy: First he dons a
DreamAura, then, the next turn, when the unsuspecting Falzar player
goes into Tengu, Mercury_Wing retaliates with a 1000 damage Cross
Divide. It won't work all the time, and certainly won't work multiple
times on the same enemy, but it is a potent way to use this chip.

In conclusion, DreamAura is not GREAT, because the U code sucks, and
if you're going to use it off code you won't be able to select other
offensive chips in the same turn. It provides decent defense, though.

Counters:

TenguCross, Wind element attacks, Fire attacks on grass, LifeSword.





	VI) Left+B NCPs

Description:

There are 3 Navi Customizer Pieces which will provide defense in this
game. They are:

Shield - Blocks attacks when Left+B is held.
Reflect - Blocks damage, and deals 50 damage in a line if attacked
while Left+B is held.
AntiDmg - Uses a momentary AntiDamage while Left+B is held. Will only
last a couple of seconds or so.

These programs do NOT work when MegaMan equips a Cross, or goes into
BeastOut.

Unlike previous games, Shield, Reflect, and AntiDmg now have a lag
time, so players are no longer able to keep up Reflect for entire
turns like in EXE3. Also keep in mind that KillerMan breaks all of
these, so be careful when using these. They're not too bad, but no
defense is fullproof in this game.

These kind of defenses are NOT broken by VDoll or Guardian.

Usage:

Don't use them if you're planning to use a Cross or BeastOut, which,
coincidentially, will be 99% of the time. Therefore, don't bother
with them.

Asakura Yoh differs with me on this subject, and he has got a pretty
good point: "Shield depends on the folder you're using. It can go well
with The Fourth Spell, since you only Cross to cancel with that
folder. It puts the rhythm of battle into your hands because of not
having to rely on defense chips, and allows you to defend once on the
spot. Not for everyone, but it's not horrible."

Of course, Shield is a great NC Piece for folders such as
Mercurialism.

Counters:

KillerMan, Sensor, Breaking element attacks for Shield and Reflect.
KillerMan, Cursor element attacks for AntiDmg.




	VII) Reflector

Description:

Once you activate this chip, you put up a shield that will absorb all
damage except breaking or super piercing attacks. If you are hit, you
automatically deal 100/150/200 damage in a line.

Usage:

The Reflector series, despite coming in the * code, are very trashy
chips and are generally excluded from any decent folder. Why? Unless
you are god, you won't be able to time this chip properly to get any
decent effects.

Counters: 

KillerMan, Sensor, Breaking element attacks.




	VIII) Recovery

Description:

Heals MegaMan (does not Freeze Time). Recover 10-80 come in * code,
but they are too weak. Recover300, the only one that's even slightly
worth using, comes in J, O, and Y codes.

Usage:

Recovery chips suck, unless you really know what you're doing. But,
chances are, you don't. So... for general purposes of NetBattling...
don't use them.

Counters:

You can't, unless you're using AntiRecovery for some strange reason.




	IX) Other Traps

Description:

This includes AntiNavi, AntiSword, AntiRecovery, and BodyGuard. Anti
Navi automatically steals the next Mega Chip that your opponent uses.
AntiSword, once set off by an opponent's Sword attack, will create 3
SonicBooms that deal 100 damage each, not flinching until last wave
hits. AntiRecovery will negate any Recovery chips (Roll, etc are not
Recovery chips) and punish your opponent for healing by dealing equal
to twice the recovered amount.

BodyGuard is a * coded Program Advance that uses 3 traps for its
components, in the following order:

	AntiNavi *
	AntiSword *
	AntiDamage *

BodyGuard, once activated, sets a Trap on your side of the screen,
and as soon as you get hit by a non-Cursor attack, BodyGuard activates
and throws those AntiDamage stars 10 times, dealing 1000 damage in
total.

Usage:

AntiNavi is decent, especially when used with Invis. It is 50MB, which
means it is restricted to one copy per folder, but could be Preset.
Turning KillerMan and JudgeMan against them is nice.

AntiSword is good once activated, but it depends on your opponent
using a Sword first, which doesn't always happen. The upside? Anti
Damage sets off AntiSword. That's right. Dealing 300 damage and
wasting their AntiDamage is a pretty good deal.

AntiRecovery sucks. Nobody uses Recovery.

BodyGuard sounds awesome on paper, it blocks one attack, does 10 hits,
can hit anywhere on the field. But the downside is that it is a 3-part
Program Advance, and that the individual chips in it are probably more
useful than the PA. Also, the PA is easily dodged, and after using the
PA you can't use obstacles such as Sensor. The final nail in the
coffin is driven into this PA by the fact that MachineGun and Killer
Man REMOVES traps. It's not too bad, but you will regret it if you
relied on BodyGuard. Also, this PA definetly won't work well if your
opponent uses SuperArmor, which is staple.

Counters:

KillerMan, Cursor element chips. KillerMan should obviously not be
used against AntiNavi.





	X) Sanctuary

Description:

This time freezing chip turns your entire area into HolyPanels, which
halves all damage done to objects or players standing on them. This
terrain doubles the defensive power or Barriers and Auras.

Usage:

When you're playing a HP setup (highly effective), Sanctuary becomes
a very good friend, as it will effectively double your hit points.
However, Sanctuary is easily destroyed by some chips, such as Boomer,
Seeds, JusticeOne, Geddon, ElementMan, etc.

Although previously thought to be worthless, Sanctuary is a monster
of a chip - it should be used even if it is off code in most
situations where you have higher than 2000 HP - just try not to let
too much of it get stolen.

Counters:

JusticeOne, Geddon, ElementMan, Seeds, Boomer, AreaGrab.




	XI) BubbleWrap

Description:

Basically a Barrier that regenerates itself up to 3 times, but it has
the Aqua element, which means you take double damage from Elec
attacks and it is instantly gone. Can be removed with TenguCross.

Usage:

A highly useful chip that comes in the I, Q, and Z codes, this chip
is too good to overlook. Although Elec is dangerous and very common,
this chip is just too good to pass up... in Z code, this can even be
combined with Sanctuary - giving you a 20 HP Barrier that regenerates
3 times. Very annoying for an opponent, very good for setting the
pace. Some people will even use this thing off code, but personally I
think that's a bit much.

Counters:

JudgeMan, TenguCross, other Elec/Wind element attacks.


---------------------------------------------------------------------

E) "Splashing"

Some folders work well in theory, but is complicated and difficult to
use in practice. As such, testing out a folder on in-game opponents
is not enough to produce a decent NetBattle folder.

This is where the concept of "Splashing" comes in. Basically, while
many folders only use one code in the early days, we discovered the
usefulness of having some chips - these will be useful in ALL 
situations.

First, the folder makers started throwing in off-code GigaChips. Bass
and CrossDivide were certainly very popular. Gradually, this concept
grew and SuperVulcan, LifeAura were found in popular folders at the
time, such as Endgame and Mercurialism (Both of these are probably
out of date, and would fail at competition level. Otherwise, they're
fine for a fun battle).

At this point in time, there are a few chips that are found in good
folders, that are probably off-code. Here is a short list of some of
the more common examples:

Chip No.	Chip Name	Chip Codes

008		SuperVulcan 	V
130		JusticeOne	J
171		Sanctuary	Z
184		DreamAura	U
183		BubbleWrap	IQZ
084		Murasama	M

09		AquaManSP	A
30		ChargeManSP	C

01		BassAnly	F
01		Bass		F
02		MeteorKnuckle	N
03		CrossDivide	D
04		ColonelForce	Q

SuperVulcan is excellent with BeastOut. 480 multihitting damage is
nothing to laugh at, particularly if the opponent isn't using Super
Armor.

JusticeOne, as we all know, breaks Sanctuary AND LifeAura (if hit
in center), and could possibly force a Tengu or FalzarOut.

Sanctuary is self-explanatory with most people playing 2000+ Hit
Point builds, and LifeAura is just useful because it can bring out
Tengu, so that you can cut them with 1000 damage from either Cross
Divide or Muramasa (the latter in BeastOut).

SP Navis are debatable, but I personally like them because they can
deal some massive elemental damage, similar to Muramasa or Super
Vulcan. The BubbleWrap is pretty hot, but I don't like it that much
personally. Most of the GigaChips are nice, particularly the Bass
chips and CrossDivide. ColonelForce and MeteorKnuckle are O.K.

You Autofail if you splash DeltaRay.



---------------------------------------------------------------------

F) Full Synchro

To put it in the words of a certain H0tSh0tZ1627:

"There is no more random Full-Synching in EXE6! There hasn't been
random Synching since EXE4!"


---------------------------------------------------------------------

G) Statistics

Useful information for the Gauge chips. These should help you decide
what and what not to use.


	I) Poison Levels

Poison level 1: 10 HP per second
Poison level 2: 20 HP per second
Poison level 3: 30 HP per second
Poison level 4: 40 HP per second


	II) HP Drain Glitch Levels

Thanks to Nuz for this information.

Bug level 1: 1 HP per 40 frames
Bug level 2: 1 HP per 35 frames
Bug level 3: 1 HP per 30 frames
Bug level 4: 1 HP per 25 frames
Bug level 5: 1 HP per 20 frames
Bug level 6: 1 HP per 15 frames
Bug level 7: 1 HP per 10 frames

Level 7 is max, any more is unattainable.

All HP glitches are stackable, therefore, 2 ElecPulse3's can raise
the Bug level 1 to a Bug level 2.

3 frames = 0.05 seconds.

1 second = 60 frames.


	III) Durations

Paralysis lasts 2 seconds normally.

Flinching lasts 2 seconds normally.

Freezing lasts 2.5 seconds normally.

Invisible lasts 6.4 seconds normally.



	IV) Custom Turns

Each Fast Gauge turn is 256 frames, or 4.27 seconds.

Each Normal Gauge turn is 512 frames, or 8.53 seconds.

Each Slow Gauge turn is 1024 frames, or 17.07 seconds.

Capcom truncates any decimal past the hundredth's place. Lucky for
us.




---------------------------------------------------------------------

H) Attack Boosting

Attacks which have no attack rating, such as GrabRvng, DoubleBeast,
GunDelSol, cannot be powered by WhitePills or Attack Boosters.

Some attacks in this game which have an attack rating, however, are
UNAFFECTED by attack boosters, such as:

- JudgeMan's books
- SlashMan's kunai
- SunMoon's small meteors attack of 5 hits


---------------------------------------------------------------------

I) Obstacle Limitations

A player can only have 1 obstacle on the field at a time. This
includes, but is not limited to, Timpani, VDoll, Sensor, Anubis,
and Fanfare. This does not include RockCubes, which are counted as
"neutral" obstacles, not owned by anyone, and therefore are allowed
to co-exist with other obstacles. A max of 2 RockCubes are allowed at
the same time. FlashBombs also do not count towards the obstacle
limit. This means that FlashBombs WILL sit on the field with Sensor!

UPDATE: BlackBombs count toward the obstacle limit, and will remove
Sensor, etc.

Note that BodyGuard PA, when activated, counts as a "friendly"
obstacle, and therefore will remove VDoll, Sensor, Boiler etc.

Keep all of this in mind when building folders.



---------------------------------------------------------------------

J) Select Chip Glitch

This is a glitch contributed by megarockexe. Thanks, dude!

"To do this glitch, first you must select/tag the chips within your
MB range. Sort your folder by ID, descending preferably. Then,
operate any Link Navi. Go to your folder and switch the locations of
your selected/tagged chips. So if you selected a Cannon at the top,
move it to the bottom so, say a ProtomanSP chip is now in its place.
DO NOT SORT. Go in a Net Battle from the Network option. When you
play another player, your desired chips will be selected/tagged.
There is one rule, you cannot choose Giga chips. Doing so will
affect the chip underneath the Giga chip, and wraps to the top."




=====================================================================
[4CRS] Beasts and Crosses
=====================================================================

A word before we begin - my ratings on the Crosses are not absolute
indicators of a Cross's usefulness. All the Crosses have at least 
one folder which uses it well, but my ratings are more "neutral" and
I consider how they fare with multiple folders. For example, Heat and
Charge Crosses are almost never used.




A) Gregar Version Crosses

Gregar Crosses are characterized by their sheer power. Heat, Elec,
and Slash, what I describe as "The Big Three", all give an instant
+50 damage to chips of their respective element! Powerful!

KillerCross gives +30 to ALL Cursor chips, and this is especially
powerful on the multi-hitting MachGun chips. Lastly, ChargeCross can
charge Fire elemental chips for up to +100 damage! Make sure you use
SlowGauge if you plan to do so, though.




	I) HeatCross

Bugger, looks like Mr Match didn't come with any new navis this time
around.

Characteristics:

- Fire element chips (non-time freezing) automatically gain +50 bonus
damage.
- Buster attack level automatically raised by 1.
- Weak to Aqua attacks.

ChargeShot: Fire Arm

- Range is the same as FireBurn.
- Deals 30+(20xAttack) damage.
- Fire elemental damage.
- Flinching.

BeastCharge: Great Fire

- Range is the same as Gregar Breath.
- Deals 50+(30xAttack) damage.
- Fire elemental damage.
- Flinching.

Notable Apperances in famous folders:

- Element Rage

Final Thoughts:

Ironic how even Conflagration doesn't use HeatCross. Well, HeatCross
is not too bad, but it's nothing special. The charge shots are quite
powerful, but, come on. Any decent battlechip combo could outdo that.
In HeatBeast, you can charge elementless chips for GreatFire, which
is again quite powerful, especially on Grass, but takes quite a
while to charge, and I say it's overall not worth the effort.


Rating: [***  ]




	II) SlashCross

A powerful Cross! In previous games, Sword souls were the weakest of
the lot, both ShadowSoul's BackStab and BluesSoul's StepSword had
flaws that were painfully apparent. SlashCross's SonicBoom ability,
by comparison, is paramount to epic win.

Characteristics:

- Sword element chips (non-time freezing) automatically gain +50 bonus
damage.
- Charging Sword element chips with A button causes them to fly down
the enemy area, similar to SonicBoom.
- Using Sword element chips gives the Charged Buster a +50 attack
bonus (only works once per battle).
- Weak to Breaking attacks.

ChargeShot: Wide Slash

- Range is the same as DreamSword.
- Deals 60+(20xAttack) damage.
- Sword elemental damage.
- Flinching.

BeastCharge: Cross Slash

- Range is the same as CrossDivide.
- Deals 50+(30xAttack) damage, hits twice to opponents in the same
row.
- Sword elemental damage.
- Flinching.

Notable Apperances in famous folders:

- Silver Weapon
- Einherjar's Judgment
- Numbchuck Nambo

Final Thoughts:

SlashCross defines the Gregar version. Well, that's a bit of an
exaggeration, but SlashCross is excellent. The SonicBoom ability is
amazing, requires a ridiculously short time to charge, and can be
very good when used with ElecSword. BambooSword is decent as well,
but AquaSword with IceSeed in SlashCross is also great. ChargeMAX is
what you want with SlashCross - The ChargeShot is quite powerful,
too. However, if your folder isn't big on Swords, there's a limited
usage for this Cross.

Rating: [**** ]





	III) ElecCross

No joke, this Cross in a NetBattle, when handled correctly, is
astounding.

Characteristics:

- Elec element chips (non-time freezing) automatically gain +50 bonus
damage.
- Charging Null element chips with A button causes them to PARALYSE.
- Weak to Wood attacks.

ChargeShot: Thunder Bolt

- Range is the same as DollThunder.
- Deals 40+(20xAttack) damage.
- Elec elemental damage.
- Flinching.

BeastCharge: Big Thunder

- Range is the same as Gregar Breath.
- Deals 40+(30xAttack) damage.
- Elec elemental damage.
- Paralysing, Cracks Panels.

Notable Apperances in famous folders:

- Hole-y Hell
- Einherjar's Judgment
- Seventeen Soldier Salute RV
- Lightning Elemental
- Conflagration
- Shine Plasma
- Element Rage
- Numbchuck Nambo

Final Thoughts:

My, how ridiculous. This is the reason why Crosses like Slash only
get 4 stars for. So many folders use this Cross, something tells
me that ElecCross is broken. Anyways, ElecCross is one of the best
Crosses around... I mean, who doesn't want paralysis stringing?
It can charge chips to paralyse, and ElecBeast turns Null elemental
chips into that horrifying BigThunder. Apart from that ability, it
gives all non time freezing Elec chips a +50 attack bonus, so you
can keep pelting them with powered up ElecPulses. Insane.

Rating: [*****]





	IV) KillerCross

Another "Dark" navi. Unlike ShadowSoul, however, KillerCross actually
does more than just attract fanboys.

Characteristics:

- Cursor element chips automatically gain +30 bonus damage.
- Null elemental Chips cause bugs to opponent MegaMan if the number
"4" is present in his HP.
- Weak to Wind attacks.

ChargeShot: Killer Death Beam

- Range is the same as DollThunder.
- Deals 40+(20xAttack) damage.
- Null elemental damage (does not remove Traps).
- Flinching, but also pierces Invis and Flinching.

BeastCharge: Killer Tail Arrow

- This attack automatically aims at the locked enemy.
- Deals 70+(30xAttack) damage.
- Cursor elemental damage.
- Flinching, pierces Invis and Flinching, removes Traps, causes a
HP drain glitch and other glitches.

Notable Apperances in famous folders:

- Omnislash
- Rattle Snake
- Hellz Rolling
- Battle Ready

Final Thoughts:

Not very commonly used, I suppose. However, they do compliment the
increasingly popular MachGun chips. Remember, the +30 bonus affects
time freezing chips, too. This is a decent Cross, because MachGun
removes Traps, so KillerCross not only increases their damage, but
also takes out their scourge as well - Invis. The BeastCharge is
incredibly powerful, but takes a while to charge.

Rating: [***  ]




	V) ChargeCross

Sheesh, what a weird Cross. I swear, when Capcom runs out of ideas
(either that, or they're drunk) they bring in navis like FootMan, and
now ChargeMan. (I know, FootMan was a contest winner, shut up =P)

Characteristics:

- Charge Fire Chips for up to +100 attack bonus. The longer the Chip
is charged, the more attack bonus it gains.
- For every turn in this Cross, you get Custom+1, up to 8 chips.
- Weak to Aqua attacks.

ChargeShot: Charge Tackle

- Range is up to 3 panels ahead, hitting the first enemy.
- Deals 30+(20xAttack) damage.
- Fire/Breaking dual elemental damage.
- Flinching.

BeastCharge: Charge Bite

- This attack automatically aims at the locked enemy.
- Deals 70+(30xAttack) damage.
- Fire elemental damage.
- Stuns, then flinching.

Notable Apperances in famous folders:

- Liquifier

Final Thoughts:

Again, nobody uses ChargeCross. Or at least, nobody did in the old
days. Not amazingly useful, and is somewhat situational. Similar to
DustCross, it is difficult to use unless you build a folder around
it.

Rating: [**   ]



---------------------------------------------------------------------

B) Falzar Version Crosses

Falzar Crosses are characterized by their special abilities. All 5
have amazing abilities, with the exception of AquaCross, which is
more of a "Gregar" type Cross.

The danger with Falzar Crosses lies with their counters. While their
abilities are amazing (see below), their counters are also very
popular chips. Take Aqua, for example. Elec chips are no doubt the
most popular chips in this game. This makes AquaCross very
vulnerable. Sword chips are also very common, and the one chip that
is in every one of the folders in this FAQ (KillerMan *) will counter
Ground and Dust. We also see a lot of MachineGun users, which removes
Traps.



	I) AquaCross

AquaMan from EXE4, Blue Moon is back! This time as SpoutMan. Let's
see if our pathetic Aqua Soul is any better this time.

Characteristics:

- Charging Aqua element chips with A button causes them to deal
DOUBLE damage. Doesn't work for Time Freezing chips.
- Using ANY Aqua element chip that doesn't freeze time will heal
MegaMan for 5% of his total HP.
- Has AquaBody, and therefore does not slip on IcePanels.
- Weak to Elec attacks.

ChargeShot: Bubble Shot

- Range is same as Vulcan.
- Deals 20+(10xAttack) damage.
- Aqua elemental damage.
- Flinching.

BeastCharge: Aqua Spiral

- Range is the same as LongSword.
- Deals 10+(10xAttack) damage, up to 5 hits.
- Aqua elemental damage.
- Stunning.

Notable Apperances in famous folders:

- Mad Train Runnin'
- Snakes on a Train
- Siberian Sentence: Malice
- Strongarm
- Gibberish

Final Thoughts:

Similar to HeatCross, really. The thing is usable, and certainly
could help, but it's nothing amazing. We can charge BubbleStars and
TrainArrows for double damage, and heal some HP while doing so.
Sadly, Elec attacks are so commonplace throughout the EXE series that
using AquaCross is very dangerous business indeed.

Rating: [***  ]



	II) TenguCross

A very useful Cross that unfortunately suffers the same cons as the
AquaCross.

Characteristics:

- Wind element chips (non-time freezing) automatically gain +10 bonus
damage.
- Has AirShoes, and is therefore not affected by Cracked or Broken
Panels.
- Pressing Left+B will automatically use VacuumFan, sucking all
enemies to the front, removing Auras and Barriers in the process.
- Weak to Sword attacks.

ChargeShot: Tengu Racket

- Range is same as WideSword.
- Deals 40+(20xAttack) damage.
- Wind elemental damage.
- Pushes ALL enemies back.
- Stunning.

BeastCharge: Tengu Storm

- Range is the same as Falzar Breath.
- Deals 30+(20xAttack) damage, up to 3 hits for enemies for enemies 3
rows away (LilBomb range).
- Wind elemental damage.
- Stunning.

Notable Apperances in famous folders:

- Atlas
- Twisted Tantrum
- Noise Wheel
- Catacylsm Spiral
- Spectrum
- In Soviet Russia, Corn Pops You!
- Gibberish
- Every single bloody NetBattle.

Final Thoughts:

A very useful and versatile Cross. The AirShoes is amazing, it is
basically FalzarOut without a time limit. You get the ability to
freely remove Aura / Barriers and mess with your opponent's aim and
positioning. The ChargeShot is certainly useful, as you don't even
need to do damage to get the intended effect. Sensor Slide folders
have great synergy with TenguCross, as do folders that have a bad
range, such as ElecPulse folders or Tornado and AirWheel folders. The
main con about this Cross is the weakness against Sword damage. An
otherwise excellent Cross if it weren't for CrossDivide dealing
instant 1000 damage to anyone who uses it.

Rating: [*****]



	III) TomahawkCross

Dingo and TomahawkMan are back... and he's better than ever (by "ever"
I do mean EXE5).

Characteristics:

- Charging Wood element chips with A button causes them to deal
DOUBLE damage. Doesn't work for Time Freezing chips.
- Has Status Guard, and is therefore not affected by ANY negative
status effects, including, but is not limited to:

	- Confusion
	- Paralysis
	- Blind
	- Freezing
	- Timpani

- Weak to Fire attacks.

ChargeShot: Tomahawk Swing

- Range is same as LifeSword.
- Deals 40+(20xAttack) damage.
- Wood/Sword dual elemental damage.
- Stunning.

BeastCharge: Wing Boomerang

- Range is the same as Boomer.
- Deals 50+(20xAttack) damage, up to 2 hits, one Boomer from the
bottom row, the other coming from the top.
- Wood elemental damage.
- Stunning.

Notable Apperances in famous folders:

- Come Pollinate Me
- In Soviet Russia, Corn Pops You!
- Nature's Lure: Malice
- Nature's Lure: Banishment
- Yanti Plains / Wong Tong's Song
- Strongarm

Final Thoughts:

Two words: STATUS GUARD! TomahawkCross can't be paralysed or frozen.
You can't do anything to this guy except to burn him, which is why
ElementMan is a must in paralysis stringing folders. The ability to
charge up those RiskyHoney chips aren't too bad, either.

Rating: [*****]



	IV) GroundCross

Another Drill(Man) navi. Seriously, Capcom...

Characteristics:

- Breaking element chips (non-time freezing) automatically gain +10
bonus damage.
- Has SuperArmor, so you aren't affected by things like stunning.
- Landing a hit with Breaking Chips will cause a maximum of three
rocks dropping in enemy areas randomly.
- Weak to Cursor attacks.

ChargeShot: Ground Drill

- Range is same as DrillArm, but it automatically moves you to the
front of your area for the attack - you can dodge with this.
- Deals 10+(10xAttack) damage, 2-4 hits.
- Breaking elemental damage.
- Stunning.

BeastCharge: Drill Drive

- MegaMan charges forward in Green Glow INVINCIBILITY, shaking off
all status effects and attacks, charges forward until reaching the
end of enemy area. Similar to DrillMan's attack in EXE3.
- Deals 90+(20xAttack) damage, 2 hits.
- Breaking elemental damage.
- Flinching.

Notable Apperances in famous folders:

- Siberian Sentence: Malice
- Hematite Weapon

Final Thoughts:

A pretty nice Cross, though underused it is. The main reason for that
is because Breaking element chips aren't really all that useful.
However, the SuperArmor is always nice, it helps. The KillerMan and
MachineGun threat is always there, so take care when using this
Cross. The falling rocks are pretty good at racking up damage, and
Drill Drive can deal up to 570 damage to a frozen opponent. Not bad.

Rating: [***  ]


	V) DustCross

The hippies have stopped their anti-war stance and are now ready to
help MegaMan in battle. This is why Recycling is good, kids.

Characteristics:

- Dust Recycling allows you to discard up to 5 chips once per battle
to have them replaced by new ones.
- Pressing Left+B will cause MegaMan to suck in an obstacle on the
field. Then you can shoot it out with the B button for 200 BREAKING
damage.
- Weak to Cursor attacks.

ChargeShot: Scrap Reborn

- Range is same as Cannon.
- Deals 50+(10xAttack) damage.
- Breaking elemental damage.
- Flinching.

BeastCharge: Scrap Rake

- MegaMan flies into the air, similar to the Bass chip, shaking off
all status effects and attacks, and fires Scrapbots randomly forward.
- Range is limited to 3 rows.
- Deals 80+(20xAttack) damage, fires 6 Scrapbots, but only 1 hit!
- Breaking elemental damage.
- Flinching, Panel cracking.

Notable Apperances in famous folders:

- Dirty Water
- Diamond Weapon: Absolute

Final Thoughts:

This Cross is strange, but not too bad. Like GroundCross, this is
weak against the Cursor chips. This is one of those really under-
used things in games where you have to build an entire strategy for
it in order to be effective.

Rating: [***  ]



---------------------------------------------------------------------

C) Beast Out

The entire gameplay of EXE6 has been changed so irreversibly by the
addition of this mode. With the single press of a button, MegaMan
can enter this mode, which lasts 3 turns. The effects of this are as
follows:

- Null element chips (non-time freezing) automatically gain +30
bonus damage!
- Press and hold A to charge non-elemental Chips to unleash the Beast
Charge. It is Falzar / Gregar Claw by default, which goes up to the
locked opponent and slashes twice, for 50+(10xAttack). First hit
stuns, second hit flinches. If a Cross is equipped, the BeastCharge
of that Cross overrides Falzar / Gregar Claw.
- Automatically targets enemies for non-time freezing chips. Very
useful for chips like Sword, ElecPulse, or Thunder.
- When BeastOut runs out, and MegaMan has a Cross equipped, both the
BeastOut AND the Cross is removed, and cannot be used again until
the next battle. Other Crosses still may be used, however.
- Automatically gives Gregar players SuperArmor, while Falzar players
get OmniShoes (AirShoes and FloatShoes). 
- Hold the B button to unleash the BeastBuster. Falzar players get
the Gryphon Feather, shooting moderately rapidly down the row that
MegaMan is on, and also on the rows immediately above and below him
for 2 panels only. Gregar players get the Rapid Vulcan - this attack
doesn't extend to other rows, but does not have a projectile like the
Gryphon Feather. It shoots very fast, and damage can rack up if the
right NC pieces are equipped.




---------------------------------------------------------------------

D) Beast Over

After BeastOut is used, MegaMan enters the Tired Mode. His emotion
window is kind of emo at this time, but he has been through a lot;
give him a break. Anyways, at this time, we can unleash a final
weapon - BeastOver. By selecting the Beast icon again, MegaMan enters
into a state not unlike the DarkInvisible chip in EXE5 (possibly one
of the cheapest things ever).

This state grants MegaMan:

- Green-Glow Invincibility, which means he is unaffected by ANYTHING
for an entire custom turn.
- Player loses control of MegaMan.
- MegaMan teleports around randomly, attempts to be on the same row
as locked opponent.
- MegaMan still gets all of BeastOut abilities, such as OmniShoes and
Auto-Aim.
- MegaMan will use the BeastBuster like crazy while attempting to be
on the same row as the opponent.
- MegaMan will use chips randomly.

In EXE6, however, there are dire consequences of using this
transformation. If after the BeastOver the enemy has still not been
defeated, MegaMan will enter Very Tired Mode. If you are in this
situation, you're most likely screwed. He gains a MAX level HP drain
glitch, which will take down roughly 6 HP per (game) second. In
addition, he cannot use Crosses, and the Buster is reset to 1/1/1.

Conclusion: Don't use BeastOver unless it's already Turn 14, so the
battle will end regardless, or unless you know you're going to die.




=====================================================================
[5FOL] Folders List
=====================================================================

This is the main section of the FAQ, and, I'm sure, the reason why
you are here. Here, we list all the folders that the pros have
created and how they are meant to be used. There are no ratings here
because every folder here should be very good, and will win you many
battles in the process.

Some folders were made to be fun, while others are designed to win
without any regard towards fairness.

Note that the folders listed here are only skeletons, and should be
customized to suit both you and your opponent when used.



Taoto's

A) Come Pollinate Me
-----------------
3 RiskyHoney3 A
3 ElecPulse2 A
2 ElecPulse3 A / FireHit3 A
3 TrainArrow1 A / MachGun1 *
3 AntiDmg *
1 AntiNavi *
1 AntiSword *
3 AreaGrab *
1 FullCust * [Preset]
1 Muramasa M
1 SuperVulcan V
1 LifeAura U
1 Atk+30 *
1 DoublePoint *
1 KillerMan *
1 JudgeMan *
1 ElementMan *
1 AquaManSP A
1 BassAnly F
-----------------
Version: Falzar
Crosses: Tomahawk, Aqua, BeastOut

Theme: "Screw me and I'll screw you back ten times harder" with Risky
Honey and BodyGuard.

Rundown:

Come Pollinate Me was the first and only A coded folder in the entire
RFF. Why? Because the A code is, in my honest opinion, one of the
suckier folder codes in this game. As the writer of the FAQ I have
taken the liberty to modify the original Come Pollinate Me as I see
fit.

Anyways, back on track, RiskyHoney3 will deal 20 damage of 5 hits
when used. However, if you are hit while RiskyHoney is out, it will
send out another swarm of bees, dealing an additional 5 hits. For
every time you are hit, 5 more bees come out, and if you are hit by
a multi-hit attack such as Vulcan, the damage from this chip will be
very high. Since its base damage is very low, like AirRaid, attack
boosters make this chip INSANE. Then you can charge it with Tomahawk
Cross to make it deal double damage. This is considered one of the
best ways to S-Rank BassBX, but against another human, usage of
RiskyHoney3 could be difficult.

Basically, all of Taoto's folders contained BodyGuard, and this time,
it actually fits into the overall theme. However, after BodyGuard is
activated you've really no way of ensuring it hits apart from Killer
Man/JudgeMan. Master Cross has been removed, and for good riddance.
It wasn't very powerful, dealing 6 hits of 100 damage, and was a 
nightmare to draw. However, if you feel that you need it, it can
still be added for fun.

Pros:
- High damage IF timed right.
- Multi elemental damage - can break some Crosses easily.

Cons:
- It's actually better NOT to use BodyGuard. AntiDmg and AntiNavi are
always great, and AntiSword can defend against the ever so popular
CrossDivide and Muramasa.
- The folder is a double-edged sword, because its greatest advantage
can also work against it - You have to use the comb at the right time
for maximum damage.




c_rizzle08's

B) Bane Elemental
-----------------
3 BubbleStar1 B [Tag 1]
2 DollThunder3 B
3 MachineGun3 B
3 FireHit3 B
3 Hi-Boomer B
2 GrabBanish B
2 Timpani * [Tag 2]
2 AreaGrab *
1 FullCust * [Preset]
3 AntiDamage * 
1 KillerMan *
1 JudgeMan *
1 ElementMan *
1 ProtoManSP B
1 BlastManSP B
1 Bass F
-----------------
Version: Gregar
Crosses: Heat, Elec, Killer

Theme: Attack with complimentary offensive chips.

Rundown:

This is c_rizzle08's second elemental folder. The concept is similar
to Element Rage (see below), and uses similar chips. Hi-Boomers does
2 things: Set up GrassPanels and can force the opponent into the
middle row. This either sets them up for 4 hits of MachineGun3, which
is 400 damage in KillerCross, or FireHit3, which does 460 damage in
HeatCross. That's pretty good.

Next, we have BubbleStar1, which has great range, but due to its
slow motion, c_rizzle08 has added Timpanis. Once they're Bubbled, we
can hit them with DollThunder3, which is, once again, 460 damage in
ElecCross. MachineGun3 is great because of the high damage, and its
nifty ability to remove Traps and destroy DustCross.

Like Element Rage, the folder packs some very powerful Navi Chips.
BlastManSP can deal 500 damage on Grass, plus another 250 if the
opponent is in TomahawkCross. ProtoManSP removes the ever popular
TenguCross to boot, and deals 290 very accurate damage.

This folder, like The Fourth Spell, can force a load of Cross
Canceling in practice. With the amount of different elemental attacks
in there, this could actually work to our advantage.

Pros:
- Powerful combos here. Hi-Boomer and FireHit3 in HeatCross deals
600 damage, while BubbleStar1 and DollThunder3 in ElecCross deals
520 damage. MachineGun3 in KillerCross can do 400.
- Loads of elemental damage makes using Crosses risky for your
opponent, speeding up his/her demise.
- Plenty of ways to keep an opponent in place.
- Sheer power of ProtoManSP and BlastManSP.
- Good against Falzar players.

Cons:
- Flinching. 
- ElementTrap.





c_rizzle08's

C) Element Rage
------------------
3 FireHit3 C
3 BubbleStar2 C
4 CornShot2 C [Tag 1]
2 DollThunder2 C
2 MachineGun1 *
2 Timpani * [Tag 2]
3 AreaGrab *
1 FullCust * [Preset]
2 Invis *
2 AntiDamage *
1 ElementMan * / CircusManSP
1 JudgeMan *
1 KillerMan *
1 ColonelSP C
1 ChargeManSP C
1 Bass F
------------------
Version: Gregar
Crosses: Heat, Elec

Theme: Overwhelm your opponent with quick elemental combos.

Rundown:

A folder that runs on a simple and fun concept. The folder packs
chips from all 4 of the basic elements. CornShot2 sets GrassPanels,
which makes FireHit3 deal double damage. BubbleStar2 used with a
Timpani can't miss, and gives them AquaBody. This sets them up for
DollThunder2, another elemental double damage attack. All of these
attacks have great range, but don't forget that FireHit3 can't hit
opponent's 3 columns away from you.

The problem with those combos have always been flinching, but we have
KillerMan and JudgeMan, so the folder should be fine. The MachGun1s
are there to help remove traps, so you can chip away at your opponent
quickly. They also help if your opponent decides to get your Timpanis
with DustCross.

In defense, you get the best of two worlds with both Invis and Anti
Dmg. In support damage, we have ColonelSP, which can deal an easy
300 Sword damage. Then we have ChargeManSP, boy is this guy
overpowered. With the original 3x3 area, this navi deals 390 damage.
With one column stolen, 520 damage. CircusManSP can deal a heap of
damage in addition to blinding the enemy and piercing flinch, but due
to the lack of accuracy some players may like to use ElementMan
instead.

This folder, like The Fourth Spell, can force a load of Cross
Canceling in practice. With the amount of different elemental attacks
in there, this could actually work to Element Rage's advantage.

Asakura Yoh's Take:

Well this sure looks like an interesting folder. It has all four base
elements, meaning you can probably crush any of the five elemental
crosses if need be. BubStar leaves the opponent open for DollThunder,
which will seriously hurt the opponent-- imagine landing a full synch
with your BubStar! But you can also use CornShot on them afterwards,
and everything is supported by Timpani. There's even MachGun to try
to stop someone from Dust Recycling away your Timpani; proof of the
desire to force cross cancelling or crossing in effort of breaking
them. The less contingencies your opponent has the better it is for
you, and crossing gives them new abilities and allows them to shirk
paralysis. Going on, CornShot sets up grass panels for Firehit,
though this combo seems a little  like it might not be too common in
a heated battle. Throw in the decent defense this folder has, and
you're doing fine. 

Pros:
- Two elemental combos that deal very high damage. CornShot and Fire
Hit3 in HeatCross deals 580 damage, while BubbleStar2 and DollThunder2
in ElecCross deals 480 damage.
- Loads of elemental damage makes using Crosses risky for your
opponent, speeding up his/her demise.
- Plenty of ways to keep an opponent in place.
- Sheer power of ChargeManSP and ColonelSP.

Cons:
- Flinching. 
- ElementTrap.




D)



HaCMurder's 

E) Shine Plasma
-----------------
3 BubbleStar1 E
3 ElecPulse2 E
3 ElecSword E
3 MachineGun2 E
3 VDoll *
3 AreaGrab *
3 AntiDmg *
1 AntiNavi * [Preset]
1 AntiSword *
1 JudgeMan *
1 KillerMan *
1 ElecManEX E
1 ElecManSP E
1 ElmtManSP E
1 Bass F / BassAnly F
------------------
Version: Any
Crosses: Any

Theme: A decent attempt at paralysis stringing, but capable of
dealing damage through ElecMan all the same.

Rundown:

This folder is the younger brother of chaospotatohead's Endgame. Elec
Man is a accurate and powerful navichip which deals damage to enemies
and obstacles, but there's an additional effect - it will also deal
additional damage for each obstacle an opponent is adjacent to. This
folder uses VDolls rather than LilBoilers, because VDolls can go
through flinch. A correctly chained BubbleStar/VDoll/ElecManSP can
deal 1000 damage, which isn't shabby at all.

Basically, the folder doesn't use IceSeed to support VDoll, due to the
fact that any incarnation of AirShoes, including Falzar's BeastOut,
will render it useless. Furthermore, it has a chance to make Bubble
Star freeze, and because there are no Breaking attacks in this folder,
we don't want that. Instead, I suggest you paralyze the enemy with
BubbleStar, ElecSword, or the Trio, then throw the VDoll when they are
paralyzed. Easy.

ElementManSP can deal an easy 480 damage if your opponent has equipped
any of the 5 elemental crosses, and ElementMan's grass attack can even
set up the Darkness PA to deal 900 damage. All of these attacks can be
used to destroy TomahawkCross, but they can still perform other useful
functions.

Without MegaChips, we have BubbleStar, ElecPulse, and ElecSword,
which do great damage by themselves, and can be chained. BubbleStar
seals the enemy in a Bubble, then a ElecPulse will do double damage
while pulling the opponent into the range of ElecSword. MachineGun2
is there for the inevitable traps, or perhaps that annoying Dust
Cross.

While Shine Plasma isn't dependant on any specific Crosses, there are
a number of decent choices. Elec helps with the damage, while Slash
can be used to charge up those ElecSword chips, and Killer to power
up those MachineGuns somewhat. The BodyGuard parts are for defense,
and due to the fact that the Program Advance itself sucks, these
should be used seperately. Their effects are great, and AntiNavi is
preset so there's no need for the Beat NCP.

Like The Fourth Spell and Endgame, Shine Plasma forces a lot of
Cross Cancelling and can easily break most Crosses, especially Falzar
version Crosses. Again, like The Fourth Spell and Endgame, this folder
requires no specific cross, and although Elec and Slash will
help, not using crosses will leave you with options such as Anger
Mode and not having an elemental weakness.

Asakura Yoh's Take:

Rabble, this has to be at least the third time I've seen this very
folder. You have a lot of paralysis type stringing here, with things
like BubbleStar, Elecpulse2 to remove flinching, and Elecsword. You
even have MachineGun2, which can do decent damage and remove traps.
The premise here looks like you want to lay down a few obstacles,
bubble your opponent, then let loose with an amped Elecman to
seriously shock your opponent. That seems pretty eccentric, but given
all the paralysis in this folder, it might just be possible. There's
not a lot of cross crushing in this folder, so cross cancelling out
of the methods you have might be a problem you have to deal with.
Finally, given the two Elementman chips you have, you can set grass
to pump up Dark Messiah (Darkness, for you NA people). This folder
definitely has potential, but it's definitely something that will
need to prove itself over time.

HaCMurder's Notes:

Some stages START with obstacles! Unless they're Guardians, you will
find that your ElecMan offensive gets a lot easier.

Pros:
- Powerful supporting chips! Most of them will paralyze.
- Paralysis Stringing, but not dependant on it.
- Interrupts strategies and destroys Crosses.

Cons:
- Main combo could be difficult to perform.




AJAQ's

F) Hellz Rolling
-----------------
3 RollingLog3 F
3 Magnum F 
3 MachineGun3 F
2 MachineGun1 *
4 AreaGrab F [Tag1]
1 FastGauge * [Preset]
1 Atk+30 *
1 DoublePoint *
2 MagCoil * [Tag 2]
3 AntiDamage *
3 WhiteCapsule *
1 JudgeMan *
1 KillerMan *
1 ElementMan *
1 Forte F
-----------------
Version: Gregar
Crosses: Killer

Theme: Cursor Element Beatdown.

Rundown:

A powerful folder! An on-code GigaChip is destructive as ever, and
all the chips in there has the potential to deal high damage, fast
and accurate. MagCoils can be used to pull the enemy into the middle
row, which sets them up for all the attacks the folder has to offer.
MachineGun and RollingLog3 all do their maximum damage if the
opponent is in the middle row, and no flinching! MachineGun1/3 in
KillerCross is 240/400 damage, and RollingLog3 is 180. 

Magnums with WhitePill is a great setup attack. Since it can hit the
entire enemy field, use it as soon as the enemy goes into the middle
row. Coupled with the Terrible Trio, this folder has a quick setup
and is able to deal massive amounts of damage quickly, as well.

It is also very easy to learn and use, because basically all you're
doing is somehow get the opponent into the middle row then dishing
out accurate attacks on a paralyzed/unsuspecting opponent. If the
opponent uses Invis, KillerCross's charge shot comes in handy.

Asakura Yoh's Take:

I've had my eye on this folder for a long time, and I'm still
debating whether or not I should renown this one. Going on, one thing
I like about this folder is its synergy. You want your opponent in
the middle once again for those lovable MachGun chips-- of which you
have 3 and 1, so they're definitely going to hurt as well as remove
those traps. However, you also have RollingLog, which also does more
damage when your opponent is in the middle row. Given the area
control this folder has, the use of the terrible trio, your giga chip
and Whitepills to do some controlling of your opponent, and you have
a very potent folder. On a slightly negative note, this is yet
another folder that might benefit from NOT using FstGauge-- their
Invis will wear off before the turn ends, leaving AntiDmg as their
only likely source of defense. And we know how well that'll do when
you have a lot of MachGuns. All in all, though, this is a great
folder. Good work, AJAQ.

Pros:
- A TON of non-flinching high damage attacks.
- Fast.
- KillerCross is quite a safe Cross because there aren't many Wind
chips in this game. 
- Forte.
- Traps WON'T be a problem if you use this folder.

Cons:
- Dependant on a single Cross, or damage is reduced significantly.
- MachineGun only does 2 hits to the top row.
- AJAQ getting addicted to FastGauge, I think.




RandyPandy's

G) Dirty Water
-----------------
2 Timpani * [Preset][Tag 1]
2 IceSeed * [Tag 2]
3 TrainArrow2 G
2 BubbleStar3 G
2 RockCube *
2 HeatDragon G
2 LilBoiler3 G
2 AirRaid1 G
3 AreaGrab *
3 AntiDamage *
1 Uninstall G
2 AquaMan *
1 KillerMan *
1 ElementMan *
1 GroundManSP G
1 CrossDivide D
-----------------
Version: Falzar
Crosses: Dust, Aqua

Theme: Abuse DustCross with freezing.

Rundown:

At first, the folder might seem strange. It looks like just a bunch
of random attack chips thrown together! (I'm not done yet, Randy,
relax.) However, the folder has a very good strategy, and actually
does pretty well.

For a start, you should use the Preset Timpani. When they're
paralyzed to your music, throw an IceSeed. Then you're set, start
using those Aqua chips! AquaMan, TrainArrow, BubbleStar, and even Lil
Boiler will freeze the opponent on an IcePanel, which sets them up
for the next phase in the plan.

See how your obstacles begin to run out of usefulness? After they're
frozen, you won't be needing that Timpani. Suck it up with DustCross
Left+B and shoot it out, dealing an instant 200 BREAKING damage to
the opponent, and that's 400 since they're frozen. Then, you have
even more options. Lay an AirRaid, and freeze them again. Now, as
the AirRaid reaches the end of its lifespan (after about 10 shots),
absorb it with DustCross and let go of another 400 damage. Pain. 

But what if you mess up? Don't worry, we've thought of that too.
If for some reason you get a bad draw of chips, there's always Dust
Recycling. If you lose DustCross somehow, there's always AquaCross.
Guess what, since you've lost DustCross you've probably taken some
beatings. Charge them Aqua chips up and heal yourself while dealing
double damage on BubbleStar and TrainArrow. If they somehow get into
TomahawkCross, you have the HeatDragons. Note that although Element
Man can be used for this, he is also very good at freezing with his
Frostbite attack.

Asakura Yoh's Take:

I had my eye on this too, because it deserves FFage at the very
least. Timpani is good, and this folder does take my advice of not
always spamming FstGauge as a preset to heart. Given the right draw,
which is actually pretty likely in this folder, you'll be able to lay
ice panels pretty easily. Once Timpani stops playing, they might
easily be able to destroy it, but that's when you let loose with your
aqua chips-- TrainArrow3 can cause some serious pain, and BubStar3
is almost impossible to dodge due to its speed, which is only hurt
more by those convenient ice panels. After that, LilBoiler can do
even more damage due to TrainArrow. Once the opponent is frozen, Dust
Cross can suck up Timpani to do another 400 damage to them. Heat
Dragon is to remove Tomahawk Cross, and you can even charge aqua
chips to heal yourself if your other cross is broken (or you find
yourself cross cancelling). AirRaid can be used while they're frozen,
and you can eat it to shoot it at them once again, though I doubt
they'd be frozen to be hit by it, meaning you'll need to freeze them
once more. But that's a risk you just have to take, no? Add in the
usual staple of 2 Invis and 2 AntiDmg and you have a pretty solid
folder here. Nice, Randy.

HaCMurder's Notes:

GroundManSP and CrossDivide D has been added. Removed FullCust and 1
AirRaid1 G.

With only KillerMan in there and no JudgeMan, you should have Rush
equipped in your NaviCust. RandyPandy also suggests First Barrier.

Pros:
- Deals an awful lot of damage without charging anything. It's
basically just Left+B. This folder, therefore, is fast.
- Can achieve freezing quite effortlessly.
- Good usage of DustCross.

Cons:
- Timpani, AirRaid, and LilBoiler will not sit on the field at the
same time.
- Only KillerMan will remove traps and pierce Invis, but there's only
one of him.
- Very dependant on freezing... Suppose you don't draw the IceSeeds?
- IceSeed, LilBoiler are all thrown attacks. They should be used with
care.
- Some flinching, not enough flinch piercers.




Hotshotz1627's

H) Hole-y Hell!
-----------------
5 TripleShot *
2 SummonBlack2 H 
3 MachineSword H
3 Snake H
3 FlashBomb3 H
4 AreaGrab *
3 Barrier100 H
1 Atk+30 *
1 FastGauge * [Preset]
1 KillerMan *
1 JudgeMan *
1 HakushakuSP H / ElementMan *
1 HeatManSP H
1 GiantHook H
-----------------
Version: Gregar
Crosses: Elec, ElecBeast

Theme: Use and abuse ElecCross to its utmost potential.

Rundown:

This AFF has, expectedly, been plagued with ElecCross folders, I knew
this Cross was broken. This folder has unfortunately been taken as
crap by many, but it was renowned for a reason, folks. The 5 Triple
Shot chips unlock a myriad of attacks and strategies, and they become
the focal point for this machine.

Basically, the 5 TripleShot chips can be charged with ElecCross,
making them paralyse upon contact with the enemy! Since they're very
accurate, this will almost gurantee a hit. This leaves the opponent
very open, we have MachineSword, which requires paralysis, Snake and
SummonBlack, which both require holes. WhiteCapsule should be stacked
onto Snake and SummonBlack whenever possible, but MachineSword, being
non time-freezing, can be charged with ElecCross to paralyse again.
While the theme is to paralyse the opponent, the folder offers a
ridiculously good defense. Holes + Barr100 = ElecMan's evil Fortress.

Although this folder packs a FastGauge, ElecBeast is an amazing
transformation. The TripleShot chips can be charged for BigThunder,
shattering panels and paralysing opponents in a huge area. The down-
side with this choice is that if BeastOut runs out, ElecCross can no
longer be used. Consider this a worthy gamble though, because using
Big Thunder to set up Snake is just plain evil.

Asakura Yoh's Take:

Synergy galore, folks. With five TripleShoot * in the folder, we can
see that removing panels is the main point of this folder. What's
more, you can charge it with Elec Cross, making it paralyze. That
leaves open many attack opportunities: the hole in front of Megaman
allows him to use SummonBlack, a nice 200 damage chip. WhitePill or
Elec Cross's paralyzation allows for MachineSword to be used-- so
long as an enemy is paralyzed, it will hit for another 200 damage.
All of these things can be chained into one another; once all of
those things are said and done, you can let loose with Snakes for
even more pain. Finally, even more synergy comes in with defense--all
those panels being removed makes it hard for them to maneuver.

HaCMurder's Notes:

Obviously, AirShoes is a must when using this folder.

Pros:
- Good speed and synergy.
- Many means of attack, all unlocked by a single chip which you have
many multiples of.
- Great defense with Barr100 and TripleShot.
- The RFF doesn't like mention the obvious, but... paralysis galore!
- While most people don't use AirShoes, SummonBlack can take out
TenguCross, and FastGauge reduces the effectiveness of FalzarBeast.

Cons:
- Dependent on chaining paralysis.
- Without the chains, these are one shot chips with moderate damage.
- The above is only worsened by Cross Canceling.
- No Trap removal.


I) 



Hotshotz1627's

J) Einherjar's Judgment
-----------------
1 Sword * [Tag 1]
1 LongSword * [Tag 2]
2 WideSword *
2 AntiDmg *
3 ElecPulse1 J
3 ElecPulse2 J
2 ElecPulse3 J
3 Sensor1 J
1 JusticeOne J
2 Recover300 J
3 AreaGrab *
1 FastGauge * [Preset]
1 JudgeMan *
1 JudgeManEX J
1 JudgeManSP J
1 KillerMan *
1 ElementMan *
1 Forte F / CrossDivide D
-----------------
Version: Gregar (not required)
Crosses: Elec, Slash

Theme: Abuse the ElecPulse and JudgeMan series.

Rundown:

Behold, the power of the ElecPulse series! These chips are extremely
versatile, being able to remove flinch, paralyze, suck opponents in,
cause a HP glitch, pierce Invis, and even blind! The Program Advance,
DestPulse, will deal heavy damage, paralyze, HP glitch, and blind! In
addition to these, we have Sensor, KillerMan, and the entire JudgeMan
series to boot.

Of course, not every folder is fullproof in EXE6. With Time Freeze
Counter wrecking your setup, and Cross Cancelling available to those
who are caught in your chain, keeping an opponent paralyzed is
becoming a problem. Then there is the low damage output. With the
exception of JusticeOne and the GigaChip, most of the chips in the
folder deal low damage. Worse yet, the folder has almost no way to
deal with AntiDmg the exception of KillerMan, and with only one of
him in the entire folder, Traps will be devastating to your strategy.

Also, Sensor has been nerfed since EXE3. Since Sensor is no longer
able to fire the moment it has been set, you'll find that opponents
will be more often than not dodging your Sensor unless they are
already paralyzed.

Asakura Yoh's Take:

The main intent here is to string all the paralyzing chips we have
to create a constant chain of death. With the entire Judgeman series,
Killerman, the Pulse series and Sensor, it seems like this folder has
paralysis set. But alas, there's no such thing as a perfect folder,
and this is no exception. The best ways of actually paralyzing
someone are Judgeman/Killerman. Considering you have only four of
those in your folder, it's not something to highly depend on. Not
even with an eight chip draw bolstered by Search Shuffle. Next up we
have Areagrab + ElecPulse1. That's two chips, and the pulse can be
dodged. Worse yet, AntiDmg is NOT broken by any Pulse chip. Only
Killerman can do something about it, and we have one of him. The
folder is a good folder, and when played well, can be pretty
devastating. However, against an experienced opponent who makes the
best use out of things like Time Freeze Counter and Cross Cancelling,
you're going to have a lot of trouble.

HaCMurder's Notes:

It's best to list the optimal set up to go for. Start off with Judge
Man or KillerMan. Follow up by laying a Sensor. Continue with your
pulses, preferably using one of your 2/3s while they're paralyzed by
Sensor, followed up by an ElecPulse1. Then try to assemble the
Destroy Pulse PA. On your next turn, your opponent will NOT be
paralyzed if they know what they're doing, so JudgeMan or KillerMan
will be needed again. But by this time you SHOULD be able to finish
them off if you have a clincher stored for the right time.

I have made a few minor changes to this folder - tagged Sword and
LongSword, and kept 2 WideSwords. This ensures that you have no 
useless Swords floating around, because the WideSword can still be
charged with SlashCross for some damage.

I've added ElementMan. Honestly, I find the lack of him in this
folder disturbing.

Pros:
- Flinching and Invis are completely negated by this folder.
- Contains the entire JudgeMan series and JusticeOne! Awesome Area
Control - JudgeMan protects our own panels, while JusticeOne is
capable of destroying Sanctuary and is great for cracking panels, as
well.
- LifeSword is easier to use this way.
- Lots of paralyzing chips.

Cons:
- Sucky damage.
- Time Freeze Counter.
- Cross Canceling.
- A certain dependance on Tempo. When you're dealing with someone
with 2400+ hit points, you will agree that it's time to stop using
Einherjar's Judgment.




Nuz's

K) Silver Weapon
-----------------
3 ElecSword K
4 VarSword K [Tag 1]
3 Sensor3 K
3 AreaGrab *
3 FlashBomb2 K
1 FullCust *
3 Invis * / AntiDamage *
1 Barrier200 K
3 WhiteCapsule * [Tag 2]
1 ElementMan * [Preset]
1 JudgeMan *
1 KillerMan *
1 KillerManEX K
1 KillerManSP K
1 Forte F
------------------
Version: Gregar
Crosses: Slash, SlashBeast

Theme: Abuse SlashCross and support your Sword offensive with
paralysis.

Rundown:

This folder is great. It focuses on the boost to Sword chips that the
slightly overpowered SlashCross is able to do. Basically, you can
charge ElecSword to give it awesome range, and if you happen to have
VarSword and FlashBomb, you can flinch your opponent with VarSword so
they can't stop your FlashBomb.

Don't forget, if you throw a FlashBomb into the path of a Sensor,
FlashBomb won't remove Sensor! So, if your opponent tries to step
onto the FlashBomb, they'll be paralyzed by the Sensor's beam
anyways. Sensor also helps to protect you when you want to charge
your ElecSword.

That being said, there are plenty of Sword chips in this folder,
right? Well, when you put up your Barrier200, if your opponent tries
to destroy it with TenguCross, they're in for a nasty surprise,
aren't they?

That's not all. This folder also contains the entire KillerMan
series, which will help you win many battles. If they go into
TomahawkCross, ElementMan is preset, and should be saved until this
happens, unless you're fighting a Gregar player, of course. The K
code was always known for its low damage output, and this can be
remedied if you throw in a Forte F.

Strangely enough, KillerCross adds 30 damage to each of the KillerMan
chips. Not too useful, but could work if you lost SlashCross. Beast
Out can be used to aim ElecSword, as well.

Asakura Yoh's Take:

And we thought the power of swords was downgraded in this game. This
Slash Cross folder doesn't even use the Lifesword components, which
might seem a bit strange at first. Sensor3 K is great, because it
will keep them in one row for a bit, enabling you to use Slash Cross'
sword wave ability very well. VarSword can be charged to a wave and
then use the button combo for Widesword as well, merely by charging
with A, releasing, then hitting A and inputting the combo very
quickly. ElecSword paralyzes, amazingly enough, making it GREAT for
this folder. Flashbomb of course removes Invis/flinching and keeps
them still as always, and so forth. Sword lovers rejoice!

HaCMurder's Notes:

Chips that don't have the sword element in their picture will NOT
get the +50 bonus. This means ElecSword, people.

VarSword Button Combos: (Credits goes to Nuz)

	WideSword: Up, Right, Down
	LongSword: Down, Right-Down, Right
	LifeSword: Down, Left, Up, Right, Down
	FghtSword: Left, Left-Down, Down, Right-Down, Right
	SonicBoom: Left, B, Right, B (Basically the only one worth
	using)



Pros:
- Easy to use, great range.
- Flinch and Invis will be almost completely negated by this folder.
- Lots of paralysis... but this could easily be a weakness as well.
- Many powerful chips, such as ElecSword, and the entire KillerMan
series.

Cons:
- All separate attacks. 
- Sensor is slow, whereas the rest of the folder is fast.
- KillerManEX/SP is hard to use because the Cursors move so much
faster than KillerMan.
- Damage might be somewhat low. With only 85 damage per chip, this
folder's damage output is similar to Einherjar's Judgment.
- Abundance of useless chips.





AJAQ's

L) Lightning Elemental
------------------
3 BubbleStar2 L
3 ElecPulse1 L
2 ElecDragon L
3 MachineSword L
1 Uninstall L
1 FastGauge * [Preset]
2 FlashBomb1 *
2 TripleShot *
3 AreaGrab *
3 AntiDmg *
1 FullCust*
2 TomahawkMan *
1 ElementMan *
1 KillerMan *
1 JudgeMan *
1 Bass F
------------------
Version: Gregar
Crosses: Elec, BeastOut

Theme: Chain many attacks together (not to be confused with paralysis
stringing), boosted by ElecCross.

Rundown:

We can pretty much see that this folder is made by AJAQ, it's fast,
and contains TomahawkMan.

This folder is generally regarded as one of AJAQ's best. It can deal
INSANE damage in a matter of seconds, and focuses on the +50 attack
bonus to all Elec chips that you receive when in ElecCross.
Basically, even without ElecCross, that simple combo of BubbleStar2,
ElecDragon, ElecPulse, MachineSword does 680 damage. With ElecCross,
830 damage.

BubbleStar gives the opponent AquaBody, which sets them up for Elec
Dragon, dealing double damage but causing flinching. Use ElecPulse1
to paralyse them and remove the flinch quickly, then follow up with
MachineSword.

MachineSword and TripleShot can also be charged for paralysis,
though I would not recommend doing so on MachineSword. FlashBomb
works as well, just toss one while they're paralyzed by ElecPulse
or BubbleStar, and continue with the combo. Your only problem might
be TomahawkCross, so it might be wise to swap out a TomahawkMan for
a BlastMan.

Asakura Yoh's Take:

Brother in arms to The Fourth Spell and Mad Train Runnin', we bring
another elemental folder. Yes, this is yet ANOTHER Elec Cross folder.
I knew this cross would be broken. But this one focuses on the boost
to elec chips, too. Basically, even without Elec Cross, our simple
combo of BubbleStar2, ElecDragon, ElecPulse, Machinesword does 680
damage. With Elec Cross, 830 damage. That's pretty formidable. As
always, Machinesword can be charged by ElecCross for a paralysis
chain, and Tripleshoot is almost unavoidable and can paralyze.

HaCMurder's Notes:

The rundown is short, I know. But, seriously, there's hardly
anything to say about this folder. Use chips. Own.

This folder cannot be built in Falzar version, because only Gregar
has ElecCross, and only Gregar has ElecPulse1 L, ElecDragon L, and
MachineSword L. Weird.

Pros:
- Insane damage from a few attacks.
- Not dependant on ElecCross charging your chips, though you could if
you wanted to.
- Offers some forms of paralysis, but there's no need to keep it that
way.

Cons:
- Dependant on ElecCross.
- TomahawkCross could be slightly problematic, because they can't be
paralyzed and they can charge chips to deal 4x damage against your
poor ElecCross.




HaCMurder's

M) Strongarm
-----------------
3 RiskyHoney3 M
3 MachineGun3 M
3 M-Boomer M
3 AntiDamage *
1 AreaGrab * [Preset]
2 Timpani *
2 TrainArrow3 M
2 GrabBanish M [Tag 1]
1 Sanctuary Z
1 Muramasa M
1 LifeAura U
1 Atk+30 *
1 ColorPoint * [Tag 2]
1 DoublePoint *
1 JudgeMan *
1 KillerMan *
1 ElementMan *
1 SuperVulcan V
1 BassAnly F / CrossDiv D
-----------------
Version: Falzar
Crosses: Tomahawk, Aqua, BeastOut

Theme: Overwhelm the opponent with offensive brute force.

Rundown:

This folder is quite simple, really. The whole point of the folder is
to amass a sea of powerful multihitters, which as we can see are
plenty in the M code. Since most of these chips are Wood elemental,
the TomahawkCross is a great candidate for the folder.

RiskyHoney3 deals a great number of hits, and can be charged for
double damage in TomahawkCross. The M-Boomers are another great
source of punishment, because they don't need any attack boosters to
deal damage - all you need to do is charge it with TomahawkCross.
This attack then serves another purpose as it can metagame the enemy
into the range of some of the other attacks, such as TrainArrow,
MachineGun, CrossDivide, Muramasa, SuperVulcan, and BassAnly. Most of
the chips stun, which are nice, but SuperArmor gets in the way. Due
to that problem, I have added in a couple of Timpanis, which help.
TrainArrows are always good for support damage (they don't flinch).

The folder packs MachineGun3s, these things do decent damage on their
own, works well with Boomers, and can remove Traps, which most heavy
hitting folders don't seem to have a good solution to. It also serves
to punish an opponent for using DustCross as an answer to Timpani.
Strongarm has only one Preset AreaGrab, instead relying on JudgeMan
and the GrabBanish chips to protect our territory - these help
because most of the chips here aren't area dependant, but because of
the Point chips, GrabBanish are more effective for Area Control.

BeastOut is also excellent for Muramasa and SuperVulcan support. You
want to play this with a 2000+ HP Setup.

Pros:
- Firepower coupled with lack of flinching.
- Many multihitters, where the attack boosters can go on anything.
- Great area control between JudgeMan and GrabBanish.
- 4 Cursor chips with good range, so Traps are no problem.

Cons:
- Dependence on TomahawkCross.
- SuperArmor.





Colonel M's 

N) Numbchuck Namco
-----------------
2 MachineGun1 *
3 TripleShot *
3 AreaGrab *
3 Invisible * / AntiDamage *
3 WhiteCapsule *
3 AirRaid3 N
3 ElecSword N
1 FastGauge * [Preset]
1 Atk+30 *
1 DoublePoint *
1 KillerMan *
1 JudgeMan *
1 ElementMan *
1 NeoVariable N / SuperVulcan V
1 Numberball N
1 AssassinSword N
1 Bass F
------------------
Version: Gregar
Crosses: Elec, Slash, SlashBeast

Theme: Multihitting madness + Long paralysis + SlashBeast abuse.

Rundown:

Oh my god, an AirRaid folder? Well, it is a great chip. It acts like
that nifty LockOn chip from EXE1, and deals 18 hits of 10 damage
each. Tack that with a WhiteCapsule, and you have the opponent
paralyzed for the full duration of the attack! While the opponent is
immobilized by this, you can do a number of things, such as hit your
opponent with MAX Gregar Buster, or use any of the other powerful
chips that the N code offers. ElecSword works well with SlashCross
and BeastOut, and should be a decent way to set up attacks. 

ElementMan is preset, but should not be used until the opponent goes
into TomahawkCross. 

In addition to that, we can see that the folder is full of multi
hitting chips, such as Bass, NumberBall, and AirRaid. This means that
Atk+30 and DoublePoint can go on almost anything, and most of the
chips in this folder are very accurate. 

Basically, I'm going to list the optimal setup to go for, like I did
for Einherjar's Judgment, although this folder can afford to switch
the order around a bit. First, start off by charging an ElecSword in
SlashCross. This should NOT miss if you know what you're doing. Then,
place an AirRaid3 with WhiteCapsule, and that should keep your
opponent paralyzed for the next 6 or so seconds. While that's
happening, you should be firing away at them with your Gregar Buster,
or any of the other powerful chips such as NumberBall, AssassinSword,
or NeoVariable, with a White Capsule or followed up by Killer/Judge
Man of course. When that's done, charge up TripleShoot or another
elementless chip and unleash it with SlashBeast, dealing an easy 400
damage, if you aimed correctly.

If you somehow lost SlashCross, don't panic, we still have ElecCross.
It can charge up TripleShot to paralyze the opponent, and if you are
in ElecBeast, it will attack with a powerful Electric Breath,
cracking panels and paralyzing all in its wake. A very versatile
folder for paralysis stringing enthusiasts.

Asakura Yoh's Take:

More like Multihit Madness. Anyways, Numbchuck Namco is a folder that
uses the destructive N code to its fullest, I'd say. N code is an
amazing code, but we haven't seen many folders done in that code;
that's odd, considering ElecSword paralyzes, AssassinSword can work
in tandem with that for high damage, Numberball can do almost 500
damage, and AirRaid can do quite a bit on its own. The rundown above
states that AirRaid with a WhitePill will keep you paralyzed
throughout the attack, but that's not exactly true - Time Freeze
Counter could potentially free an opponent, and with FstGauge, Cross
Canceling could happen, too. Even though AirRaid3 could continue to
paralyze after the Cross Cancel, you never know when your opponent
decides to button mash in an AntiDmg, or Invis. As usual, we have
defenses, which are supported by FstGauge, which also lets you Cross
Cancel out of this attack pattern. FstGauge is a serious weakness of
this folder, and there's no way to counter it. Obviously, this folder
is for Gregar, considering the Bass giga chip, so let me also mention
that NeoVari with Slash Cross is also very potent. This folder does
seem to have some flinching with those powerhouse N coded chips, but
AirRaid and ElecSword counter that nicely. TripleShot messes with
their area and provides a pretty efficient way to paralyze them.
Finally, Elementman stands tall to counter those pesky Tomahawkers,
but TFC has always been a pain when trying to do that. This folder
has a lot of synergy, but also note the navicust listed in the
initial rundown is VERY important.

HaCMurder's Notes:

NC Setup should include AttackMAX and Custom 8.
If you cannot use NeoVariableSword, SuperVulcan is a decent
replacement choice.

Pros:
- 2 Crosses which can effectively use this folder, meaning even if
one is lost, your strategy is not dead.
- Long paralysis. AirRaid with WhiteCapsule can continue to paralyze
opponents even after Cross Canceling, so keep that in mind.
- Powerful chips! AssassinSword, NumberBall, NeoVariable, ElecSword,
Bass.
- Lots of multihitting chips! Remember that attack boosters CAN be
tacked onto NumberBall.

Cons:
- Only one way to remove TomahawkCross - ElementMan. If that somehow
fails, you're screwed.
- Only KillerMan will remove Traps. Oh well.



O) 



Mercury_Wing's

P) Mercurialism
-----------------
5 AreaGrab *
3 PoisonSeed *
3 CircleGun P
3 FlashBomb3 P [Tag 1]
3 AntiDamage *
3 Fanfare * [Tag 2]
2 SlowGauge * [preset]
1 FullCust *
1 Anubis P
1 LifeAura U
1 Muramasa M
1 ProtoMan *
1 JudgeMan *
1 KillerMan *
1 CrossDivide D / BugThunder V
-----------------
Version: Falzar
Crosses: "Try to avoid if possible, otherwise use what you need."

Theme: Plays mind games and slowly wear an opponent out.

Rundown:

Wow, he named an entire folder after himself. This folder isn't bad
at all, and it's the only good poison folder so far for this game.
The folder packs two SlowGauges, which will be frustrating for an
opponent who runs a paralysis stringing folder. Basically, a second
SlowGauge is used in case the opponent counters your first one with a
FastGauge, so you can keep the battle going at the pace you desire. 

This folder is very fun to use. It focuses on playing mind games with
an opponent. PoisonSeed and Anubis together will obviously make the
opponent think that you're just running a Poison type folder. Fanfare
should also be spammed. This will bait an unsuspecting opponent into
going into DustCross, but when they do, crush them with CircleGun.
ProtoMan, Muramasa and CrossDivide should be used to retaliate for a
Tengu answer to LifeAura.

Fanfare and FlashBomb are tagged, so that Fanfare can draw the
opponent's fire while you throw the FlashBomb, which, if successful,
will cause paralysis AND blinding. FalzarOutand FloatShoes will be
the scourge of this folder, and at least Mercury_Wing has put in a
FullCust to counter FalzarOut. However, even with FullCust the
opponent gets 2 SlowGauge turns of BeastOut, which could be
devastating. A good and fun folder, but once the opponent catches
on, it's game over.

Asakura Yoh's Take:

Definitely an interesting folder considering all that can be done 
against poison in this game. This folder has two SlowGauge chips to
make sure that even if your opponent counters yours, you can keep it
going at the pace you want. This folder is quite adept at playing
mind games with an opponent. All the obstacle chips here do what you
intend them to do-- FanFare defends you (maybe even your area), and
Anubis poisons them without regard for panels. This might just make
your opponent use Dust Cross, which you can cancel out with a well
and easily aimed CircGun. LifeAura can force a Tengu Cross, which you
can cancel with Protoman, Colonel, or CrossDivide if you have it. 
Fanfare can draw your enemy's fire while you throw a Flashbomb, which
is why they're tagged; and Flashbomb has that nifty blinding along
with paralysis. Finally, PoisonSeed might just force an early Falzar
Out. It seems like most of the defense here are against Falzar, so it
could fall short on a Gregar opponent.

HaCMurder's Notes: 

Try to avoid Crosses while using this folder, unless you desperately
need to. The NaviCust setup for this folder should have at least 400
extra HP, Shield, and at least +2 for the Buster's attack. Tango is
recommended but not required. Gregar players using this folder should
use BugRiseSword or Forte.

Strictly multiplayer only.

Pros:
- Poison damage disregards defenses, Anubis poisons enemy even if
they're on FloatShoes.
- Mind games galore! Uses Fanfare to draw fire, force enemy to go
into Dust/Tengu Cross, then attack them for double damage!
- Fanfare, AntiDmg, DreamAura, Blinding! Great defense.
- Doesn't depend on Crosses.
- FlashBomb3 just owns. >_>;;

Cons:
- Not many conventional attack methods.
- FloatShoes shuts half the folder down.
- Can't deal too well with FalzarOut.
- That being said, mind games don't even do much against a Gregar
player.
- If the opponent has more columns than you do, PoisonSeed loses
most of its usefulness.





Articanus'

Q) Seventeen Soldier Salute RV
-----------------
1 FastGauge * / FullCust * [Preset]
3 GunDelSol3 Q
2 MachineSword Q
3 Sensor3 Q [Tag 1]
2 MagCoil * [Tag 2]
3 WindRack *
2 ComingRoad *
1 Muramasa M
1 SuperVulcan V
3 AntiDamage *
3 AreaGrab *
1 GrabRevenge Q
1 BubbleWrap Q
1 KillerMan *
1 JudgeMan *
1 ElementMan *
1 ColonelForce Q
-----------------
Version: Gregar
Crosses: Elec, BeastOut, ElecBeast

Theme: Destroy the opponent with Sensor3.

Rundown: 

This is the "Revived" version of Seventeen Soldier Salute, by Colonel
M, AJAQ, and myself. Basically, the intention is to base the folder
around Sensor3, and expand on that.

At a glance, it can be seen that most of the chips here work best
when the opponent is paralyzed - GunDelSol3 and MachineSword. Killer
and JudgeMan helps, of course, and so does the GigaChip, ColonelForce.

Sensor3 is pretty good, however. Laying one in the middle row, then
set up ComingRoad. Next, drag them into the middle with MagCoil, then
as they take multiple hits from Sensor, use WindRack to push them
back. This will cause them to move to the front again due to the Road
panel's effects. This combo is potent but can't be done more than
thrice - and I can't guarantee that you will succeed. Of course, the
risks of using Sensor Slide is high, so I've decided to add another
couple of attacks to the folder, which are supported by Sensor's row
lock - both SuperVulcan and Muramasa should benefit.

Of course, GunDelSol3 and MachineSword can still be charged in Elec
Beast for Big Thunder, which is pretty powerful.

Pros:
- Good synergy. Everything can work together.
- Some pretty good chips like BubbleWrap, GrabRevenge, and ColForce.
- Messes with opponent aim and positioning.

Cons:
- Sensor's lag. This folder is overly dependant on Sensor.
- Main combo requires at least 4 chips to perform.
- Apart from ElementMan, there's no way to stop TomahawkCross.
- FloatShoes, FalzarOut shuts down Sensor Slide.
- Suffers from the same flaws as Einherjar's Judgment. This folder is
at best an ancient relic, at worst metagame suicide.





megarockexe's

R) In Soviet Russia, Corn Pops You!
-----------------
3 CornShot3 R
4 Tornado R [Tag 1]
2 BubbleStar3 R
1 AssassinSword R
1 Meteors R
3 AirSpin1 R [Tag 2]
4 AreaGrab *
3 AntiDamage *
2 MachGun1 *
1 Uninstall R
1 Atk+30 *
1 KillerMan *
1 JudgeMan *
1 ElementMan *
1 Roll3 R
1 CrossDivide D
-----------------
Version: Falzar
Crosses: Tengu, Tomahawk

Theme: Hit the opponent with fast combos.

Rundown: 

A revolutionary way to utilize the CornShot chips!

Throughout this series, Tornado experienced a number of changes. With
BeastOut and the fact that they gain double damage on Grass panels
now, which is much more common, and AirSpin, Tornado has really
reached the height of its power.

This folder interestingly, doesn't go for the classic "ubernado"/coup
de grace approach toward Tornado. It is more intended to be a
"beatdown" type folder, hitting the opponent fast, frequently, and
hard with few chips at a time. First, there is the AirSpin and
Tornado combo, which will deal 500 damage if used correctly, with no
boosters. Next, we have the obvious CornShot3 with Tornado, which
will deal 460 damage if everything hits. CornShot3 can also set the
opponent up for AssassinSword (with WhiteCapsule attached, of
course), which is quite strong, and even better if you can chain a
Tornado to it.

Finally, if you happen to draw SunMoon (this folder should be played
with a good Custom draw), there are a number of ways to make it hit.
FlashBomb, and most chips with a WhiteCapsule will help. And then
there's the "LOL" way - Judge them then Moon them. If SunMoon is
successful, the battle will pretty much be over. 

In the words of megarockexe, the creator of this folder, "I guess
its only flaw is that it can't inflict powerful damage at once."

Asakura Yoh's Take:

I did say R code has a lot of potential, and it really does.
CornShot3 sets grass and does decent damage in multiple hits, which
sets up and supports a very powerful Tornado combo. However, that's
been proven to be kinda hard to do, so that grass is more for
AssassinSword. However, both combos are possible, so we have synergy.
For even more synergy, Tornado can boost the power of AirSpin for more
strong damage. This is a hard hitting folder not focusing on a one hit
kill, so that's a very good thing. Not only that, this folder has the
SunMoon PA, which is amazingly useful. If you're reading this FAQ, I
expect you to know what it does, so this should be self explanatory.
Corn pops you!

HaCMurder's Notes:

Also, going BeastOut means that your AirSpins will become nearly
useless. Make sure to remember this before you do so.

Pros:
- A good balance between speed and power.
- CornShot can set up quite a number of attacks, and it is very easy
to use.
- High damage. Tomahawk Cross can charge CornShot3 for 280 damage.
There's almost no setup involved here.


Cons:
- Sucky range of SunMoon and Tornado.
- The most powerful attack also seems to be the hardest one to draw
and aim.



Mercury_Wing's

S) The Quiet Ones
-----------------
3 AreaGrab *
3 NoiseStorm S
3 AntiDamage *
2 BubbleStar3 S
2 ElementTrap *
3 MachGun2 S
1 FullCust *
2 GrabBanish S [Tag 1]
1 ColorPoint * [Tag 2]
1 DoublePoint *
1 Atk+30 *
1 FullCust *
1 SlowGauge * [Preset]
1 LifeAura U
1 KillerMan *
1 JudgeMan *
1 ElementMan *
1 SlashManSP S
1 Forte F
-----------------
Version: Gregar
Crosses: Not to be used at all, neither is BeastOut

Theme: Abuse Humor Glitch with the aid of SlowGauge.

Rundown: 

"It's always the quiet ones who suddenly snap and go on killing
sprees."
	- Mercury_Wing

Well, that is actually quite disturbing. Anyways, from here, we
present to you, the first ever RFF/AFF standard Humor glitch folder.
Basically, by glitching the Humor or Poem NaviCust pieces, we get the
handy but risky "EmotionBug", where MegaMan will randomly switch
emotions in battle. This has several effects:

1. If the Custom menu (L or R) is entered while MegaMan is in the
"Tired" emotion, he cannot use BeastOut.

2. If the Custom menu (L or R) is entered while MegaMan is in the
"Very Tired" emotion, he cannot use BeastOut or Crosses. But this
doesn't really matter, because we won't be using either of these
anyway.

3. MegaMan randomly enters into FullSync and Anger modes, so using a
chip during this time will give double damage.

4. If MegaMan enters Very Tired mode he will drain HP. Nothing big.

We can see from the above that the aim of the folder is to abuse this
EmotionBug to its fullest extent. We have powerful multihitters such
as NoiseStorm, RiskyHoney, and Forte. These can be boosted by Atk+30,
ColorPoint, or DoublePoint, and then have their damage doubled by
Anger or FullSync! This will cause major damage, not to mention the
fact that they are all very accurate.

Not only that, we also have ElementTrap, which of course will deal
some major damage if you set it with Anger mode or FullSync... 480
elemental damage is nothing to laugh at. Not only that, it can also
potentially paralyze or confuse the opponent.

BubbleStar3 helps hold the opponent in place, but also deals high
damage (100/200), while MachGun2 is in there for the inevitable Traps
that will be devastating to your hard-hitting strategy. SlashManSP is
also quite strong, because by holding B he auto-aims all his kunais,
but as we find out more about FullSync, we discover that it even
doubles the damage dealt by kunais! Deadly, especially since LifeAura
could be used to force a TenguCross, making this guy deal quadraple
damage.

Finally, the S code also offers us GrabBanish, which we can use to
recover lost panels, a great way of making up for the Color and
DoublePoint chips in this folder.

HaCMurder's Notes:

Here's a damage chart for each of the chips that should be used while
under FullSync or Anger.

- AntiDamage			200
- BubbleStar3			200
- ElementTrap			480
- SlashManSP			440+

- Static			320
- Static +30			800
- Static +60			1280

- Bass				960
- Bass +30			1440
- Bass +60			1920

- RiskyHoney1			100x
- RiskyHoney1 +30		400x
- RiskyHoney1 +60		700x (This is getting out of hand,
				     don't you think?)

RiskyHoney1 should be used to counter hostile BeastOut. Due to the
SlowGauge, the enemy could easily abuse the BeastBuster, especially
if they're playing with Gregar version. Of course, for every time
you are hit by it, RiskyHoney1 will deal 400 damage. Just let them
hit you with their GregarBuster until you get FullSync or Anger.
Expect instant deletes...

SlashManSP doesn't get affected by Attack Boosters.

This folder uses a specific NaviCust setup. Refer to Section 5 for
details.

Pros:
- Ridiculous damage.
- SlowGauge not only helps your Humor Glitch, but does a number of
other things as well, such as reducing the effectiveness of Invis,
paralysis strings, etc. We have MachGun2 for AntiDmg.
- Area Control of sorts with GrabBanish.

Cons:
- Time Freeze Counter.
- Cheap?




Nuz's

T) Twisted Tantrum
-----------------
5 Tornado T [Tag 1]
3 AirWheel2 T
3 AirWheel3 T
3 BubbleStar1 T
3 AreaGrab *
3 AntiDmg *
1 AntiSword *
3 WhiteCapsule * [Tag 2]
1 ElementMan * [Preset]
1 JudgeMan *
1 KillerMan *
1 TomahawkManSP T
1 TenguManSP T
1 BassAnly F / CrossDivide D
-----------------
Version: Falzar
Crosses: Tengu, BeastOut

Theme: Use the Tornado chip to devastate opponents.

Rundown: 

Tornado is known throughout the EXE series as one of the most
powerful, and least accurate chips. Before EXE6, they were neglected
and usage of them as a basis for a folder required a certain lack of
common sense. However, in EXE6, Capcom has actually encouraged us to
use Tornadoes. Here is what they've changed:

1. Tornadoes now deal double damage on Grass, which is a lot more
common and easy to seed.

2. They can now be comboed with AirWheel, making it spin 8 more
times, dealing massive damage.

3. WhiteCapsule's entrance into the game allowed opponents hit by
Tornado to take all the remaining hits.

4. BeastOut not only gave a boost to the damage of Tornado, but also
auto-aimed it, significantly improving its accuracy.

5. This is a sort of a nerf, but Grass, unlike Sand or OceanPanels,
won't actually help slow the opponent down.

Basically, you hope to suck the enemy to the front with Tengu Cross's
Left+B ability. Next, use the Preset ElementMan's thunder attack to
destroy the backrow of the opponent's area. This should make your
AirWheels a lot easier to hit with Tornado. When it is hit by
Tornado, we know that AirWheel spins eight more times, dealing
580/630 for the respective versions of AirWheel.

However, if you feel that the AirWheel offensive is failing, feel
free to use BeastOut. This will increase the damage of the Tornado,
and auto-aim it. Of course, once you do so, you can't go back to
using AirWheels because BeastOut will automatically aim for the
opponent's panel instead. With ElementMan's grass attack, your
Tornado in BeastOut will deal 480 damage. Not bad at all.

This folder is very versatile, and can be customized pretty easily.
Some prefer to use AntiDamage instead of Invis, which is fine. Wood
Dragon also comes in the T code, and if attached with a WhiteCapsule,
can prove a powerful setup for Tornado. On the other hand, the folder
is supposed to be played with the AirSpins.

H0tSh0tZ1627's Take:

Tornado folders in past EXE games have been criticized for their lack
of accuracy.  In EXE6, however, we were introduced the auto-
targetting power of Beast Outs.  By using Tornados in Beast Out, the
Tornado WILL hit, and if a WhitePill is tacked on, the opponent will
take all the damage.  That is the main idea of Twisted Tantrum. 
Elementman is interestingly preset to help the AirWheels in the
folder hit much easier, an ingenius idea on the folder builder's
part.  The combos work together very nicely, but the downfall may
come with the setting up the combos themeselves.

Pros:
- Heavy damage.
- Both combos work, and have similar setup (ElementMan).
- Good aiming with Beast Out and WhitePill, and supported by Tengu
Cross' vacuum fan.
- Easily customizable.

Cons:
- Dependant on paralysis, and the right setup.
- We can only have one copy of ElementMan, which is important.
- No other chips to provide Grass.
- This folder belongs in another age. Seriously, the folder can work
in some low-level games, but it's too weak, slow, and inaccurate to
be even considered if you're going to play even half-competitively.




U) 



Asakura Yoh's

V) The Fourth Spell: Custom
-----------------
3 BubbleStar2 V
3 DollThunder3 V
3 AreaGrab * [Tag 1]
3 WhiteCapsule *
2 FireBurn1 *
2 ElecDragon V
2 SummonBlack2 V
2 Invis *
2 AntiDmg * [Preset]
1 MachGun1 *
1 FullCust * [Tag 2]
1 Atk+30 *
1 JudgeMan *
1 KillerMan *
1 ElementMan *
1 SuperVulcan V
1 CrossDivide D
-----------------
Version: Falzar (not required)
Crosses: None, BeastOut

Theme: Usage of multi elemental chips to destroy Crosses, while
capable of dealing high damage from a small amount of chips.

Rundown: 

This is the new, tweaked version of The Fourth Spell, by Asakura Yoh,
and customized by xxsniper31xx. It was initially considered to be a
quick and fun folder, but is now recognized as one of the best
folders in this game. It has many means of attack, from almost every
direction.

BubbleStar is difficult to dodge, and seals the opponent in a bubble,
causing Electric chips to deal double damage. The ElecDragon also
cracks panels, which helps set up SummonBlack2. DoubleShot and Body
Guard have been removed from this version of The Fourth Spell,
instead this folder now focuses on Cross destruction.

The most famous combo that originated from this folder is Bubble
Star2 followed up by DollThunder3/ElecDragon. This is a very easy
way to deal 440/380 damage.

Well equipped to deal with every Cross the Falzar version has to
offer, The Fourth Spell actually ENCOURAGES Cross Cancelling. Once an
opponent is forced into the cycle of Cross Cancelling, you're set.
DollThunder, ElecDragon, SummonBlack, CrossDivide, FireBurn are just
some examples of the attacks which can be used to break enemy
Crosses. Note that FireBurn has replaced DoubleShoot and can still
help with rowlocking. FullCust could be used to counter an opponent
who uses BeastOut.

An obvious problem in this folder is the fact that there are 10
flinching chips (not counting ElementMan). No wonder there are 3
WhitePills, but, as Yoh famously said about WhitePills, they don't
solve everything. 

CrossDivide and SuperVulcan are great chips for finishing an opponent
off, and the former is just painful against TenguCross users - an
instant 1000 damage. Of course, row locking is made easier by the
ElecDragons and FireBurns, setting up your opponent for these
clinchers. A great overall folder that is a true display of the power
of the elements.

Asakura Yoh's Take:

Alright, this is a tweaked version of my TFS. As always, it packs
quite a bit of damage in its combos. BubbleStar2 + DollThunder3 stack
to do 420 damage. Flinching had always been a problem with that combo
and things like ElecDragon, so that’s why I added another Whitepill—
while it doesn’t solve everything, it sure helps. Here’s part of the
beauty of this folder, though. It forces a lot of Cross Canceling in
practice. WhitePill, BubbleStar, the paralyzing navis—they all force
the opponent to cycle through their crosses more often than not. Some
people might even use a Cross Cancel to escape flinching. And in this
folder, we have a lot of elements. Fire, Aqua, Elec, Cursor, Sword
(to a little extent, unless you’re fighting a Tengu user, and thus
use SummonBlack). ElementMan and Killerman add one Wood/Breaking
attack in, but that’s not worth a lot in the grand scheme. All in
all, this folder forces a lot of Cross Cancels, and then also breaks
crosses quite efficiently. 

HaCMurder's Notes:

KillerMan doesn't do Breaking damage, although he breaks shields. The
above rundown is a bit out-of-date.

Pros:
- Synergy gold mine.
- High damage, and from many different directions.
- FireBurn and ElecDragon are great at panel breaking.
- Can play mind games, wreck strategies, break Crosses.
- Paralysis Stringing, but not dependant on it.

Cons:
- DollThunder, FireBurn, ElecDragon, SummonBlack. 9 chips that cause
flinching, not counting ElementMan and CrossDivide. Although there
are 3 WhitePills, they don't solve everything.
- Not enough multiples on some chips (ElecDragon, FireBurn, MachGun),
making a NC that uses ChipShuffle better suited for this folder.
- A bit hard to use SummonBlack2, especially if your opponent has
FloatShoes (I'm speaking from experience here).




AJAQ / Colonel M's

W) Yanti Plains / Wong Tong's Song
-----------------
1 FastGauge * [Preset]
1 Barr200 W
2 GunDelSol3 W
3 Sensor1 W [Tag 1]
3 RollingLog3 W
3 M-Boomer W
3 DrillArm W
2 MagCoil * [Tag 2]
3 Invis * / AntiDmg *
3 AreaGrab *
1 TomahawkMan *
1 KillerMan *
1 JudgeMan *
1 ElementMan * 
1 DoubleBeast W
1 CrossDivide D
-----------------
Version: Falzar
Crosses: Tomahawk

Theme: Speed kill Tomahawk Cross beatdown. >_>;;

Rundown: 

This folder is designed to be super fast - none of the chips cause
flinching, which makes FastGauge perfect for this folder. The credit
for this folder goes to both AJAQ and Colonel M, who both made VERY
similar folders. As such, I have slightly modified the folders, but
of course the folders in this FAQ are intended as guidelines only -
the exact customizations are up to you, the reader.

Charge the M-Boomer, and when they step into the middle, let loose
DrillArm, pushing them into the back column, and into the path of the
M-Boomer, which should have been charged to deal double damage.
Should M-Boomer force them into the middle row, but you have no
DrillArms, don't worry. RollingLog3 deals the most damage when the
opponent is in the middle, and Sensor works great to ensure the
accuracy of the M-Boomer, because it's either getting hit by the
Tomahawk charged Boomer or getting paralyzed.

Colonel M's folder uses MagCoils, which is a decent way of getting
the opponent into the sight range of Sensor1. Since that will remove
flinch, Invis, and paralyze the opponent, you have again, a number
of options, such as charging up a Wood chip (RollingLog deals the
most damage when they are in the middle row), or using GunDelSol3.

AJAQ's clever decision to use Invis instead of AntiDmg has been
adopted by me, because in TomahawkCross you are pretty much immune
to Rush and paralysis anyway (KillerMan and JudgeMan). There are two
powerful chips at the bottom of the list, which will both deal a lot
of damage in one attack. Keep in mind that DoubleBeast DOES work in
the English version, but cannot be boosted by attack boosters or
WhiteCapsule. The W code also has the great defense of Barrier200,
which has been added. TomahawkMan deals 140 dual elemental damage,
which isn't too bad, since it doesn't cause flinching and has Life
Sword range.

I guess the only flaw in this folder is the dependence on Tomahawk,
and without it you will lose most of your firepower.

Asakura Yoh's Take:

Another grab heavy folder, I wonder if they should try to fit in some
PanelGrabs here. Going on, this is a Tomahawk based folder, giving
you the ability to shrug off the paralysis most folders bring to the
table. Rather than use AntiDmg for defense, you can use Invis, since
Rush can't paralyze a Tomahawk user. The bread and butter of this
folder would be the synergetic combos we have-- I think AreaGrab and
PanelGrab would support the M-Boomer to DrillArm combo, since if they
have to move in the sideways U, they can be caught by the DrillArm a
lot easier. DrillArm breaks Shield, and Boomer chips go through them
anyway, so that takes away a lot of defense. However, AntiDmg will
likely cause problems. Killerman goes through this, but that's just
one chip. GunDelSol3 pierces Invis and does great damage, and can be
supported well by most of this folder-- which doesn't really cause
flinching in the first place. MagCoil can send someone into Sensor's
range as well as let a charged RollingLog hit, which will do some
serious damage. Add in some more wood power and slashing damage with
TomahawkMan, and you've got a pretty fun folder to use for this code.
Yay!

Pros:
- One of THE fastest folders in this game, with most attacks doing
around 300 damage per chip in addition to the blatant lack of
flinching.
- DoubleBeast.
- Can play mind games and has great area control. By dodging your
M-Boomer they are moving themselves into the range of your Rolling
Log, DrillArm, Sensor, etc.

Cons:
- Relying on a single Cross is never a good idea. Suppose you lose
Tomahawk Cross, all you will be doing for the rest of the battle
will basically be throwing random attack chips at your opponent.
- Dependance on Tempo. Good thing is, the folder still packs a
punch, so it could take down high HP opponents.




c_rizzle08 / Abysseon's

Y) Arctic Shock / Beast of the Sea
-----------------
2 TrainArrow3 Y
2 IceSeed * [Preset]
3 AquaSword Y
1 AssassinSword Y
3 Sensor2 Y [Tag 1]
2 Recover300 Y
3 AreaGrab *
2 Barr100 Y
3 AntiDamage *
3 WindRacket * [Tag 2]
1 KillerMan *
1 JudgeMan *
1 ElementMan *
1 AquaMan *
1 BlastMan *
1 CrossDivide D / BassAnly F
-----------------
Version: Falzar
Crosses: AquaBeast, Tengu

Theme: Deal massive damage with AquaBeast, while Sensor Slide comes
in for support and backup damage.

Rundown: 

Again, two who have made very similar folders have their folders
combined into one. The primary aim of the folder is to get into Aqua
Cross straight away, hopefully place a Sensor and chuck that IceSeed.
Alternatively, you can use any of the attacks that cause flinching
in this folder, so the opponent can't block your IceSeed.

That's all fair, and there's lots of defense in this folder, which
is needed to preserve a fragile Cross like this one.

On the next turn, you can hopefully get into AquaBeast, and this is
where the fun begins. Charging AquaSword will turn this normally
overlooked chip into a 300 damage slash at the enemy face, which
will of course freeze the opponent provided you've successfully
thrown the IceSeed. Sensor also supports TrainArrow3, which as we
know is a heck of a lot of damage if used correctly with AquaCross.

AssassinSword is always a good chip, this thing cuts the opponent as
long as he is paralysed or is on an IcePanel. Just rememeber that
this thing doesn't work on Frozen opponents, and it should all be
fine.

ElementMan and BlastMan are primarily concerned with killing that
pesky TomahawkCross, but use them as you see fit. AquaMan is a great
freezing chip, with unparalled accuracy.

On the other hand, should your opponent somehow destroy your Aqua
Cross, you've lost a lot of damage, but not the battle. This is
where the backup plan, TenguCross, comes in. Those Sensors can still
be used... and there's WindRacks... put two and two together... Use
the Horizontal Sensor Slide! Anyways, if this fails then I don't
know what else you can do, maybe try not to lose AquaCross so fast
in the rematch. =P

Pros:
- Brick wall-like defense, used to preserve AquaCross for as long as
possible.
- Is very efficient at freezing opponents.
- The folder does provide some heavy damage.

Cons:
- Without AquaBeast, damage and accuracy are reduced dramatically.
Elec attacks are VERY common.
- TenguCross is pretty vulnerable, too.


Z) 




=====================================================================
[6TNC] The Navi Customizer
=====================================================================



A) Cookie Cutter


		     [ ][ ][S][ ][ ]
		  [S][S][ ][S][S][ ][2]
		  [S][S][S][S][S][2][2]
		  [S][S][1][S][B][2][2]   Command Line
		  [ ][S][1][B][B][2][2]
		  [ ][ ][1][1][B][B][ ]
		     [ ][ ][ ][B][ ]


Contains:

S = Search Shuffle
B = Bug Stop
1 = Custom 1
2 = Custom 2

This is a great NC setup for in-game battles. When I was a noob, I
often wondered how I can fit BugStop, Custom1, Custom2, and Shuffle
into my NaviCust's Command Line. Here it is, folks. The white space
can be filled with anything, preferably more HP. Should be used for
in-game battles ONLY.

---------------------------------------------------------------------

B) The Quiet Ones


		     [4][4][4][4][ ]
		  [3][4][4][4][4][A][A]
		  [3][3][ ][C][C][H][ ]
		  [3][3][S][U][C][H][H]   Command Line
		  [3][3][S][S][C][ ][H]
		  [ ][5][5][5][5][5][ ]
		     [5][5][5][5][5]


Contains:

H = Humor (glitched)
S = Shield
C = Custom1
U = UnderShirt
A = Attack+1 (glitched)
3 = HP+300 (glitched)
4 = HP+400 (glitched)
5 = HP+500 (glitched)

(Optional) Use 5 colors to produce the StatBug glitch.

This NC setup if for the folder S) The Quiet Ones only. As you can
see, it packs glitches:

- "EmoBug"
MegaMan randomly switches emotions.
- "BstrBug"
The MegaBuster will sometimes fire blanks or ChargeShots.
- "StatBug"
MegaMan will have a random status at the start of every battle for 5
seconds, this could be either Blind, Confusion, Green-Glow
Invincibility, or Invisible.
- "HPBug"
MegaMan drains HP every second (Level 3).

These glitches aren't too bad, and can be quite beneficial sometimes.
Even better is the presence of EmoBug, which is what fuels the flames
of the folder.


---------------------------------------------------------------------

C) Disc-Oh!'s Custom


		     [5][5][5][5][5]
		  [3][5][5][5][5][5][ ]
		  [3][3][A][C][C][3][3]
		  [3][3][A][A][S][3][3]   Command Line
		  [3][3][A][S][S][3][3]
		  [ ][5][5][5][5][5][3]
		     [5][5][5][5][5]


Contains:

3 = HP+300 (glitched) (x2)
5 = HP+500 (glitched) (x2)
C = Charge+1 (glitched)
A = SuperArmor
S = Shield

Pretty decent NC setup for Falzar players. Pity that it lacks Beat,
Rush, FirstBarrier, which are, for the most part, staple. This should
win most battles against people with only 1.5k HP. Laugh after you
do.





=====================================================================
[7FAQ] Frequently Asked Questions
=====================================================================



Q. There are errors in your FAQ and I would like to correct
you or contribute information. How can I do this?
A. Check the Contact Me section below. I will be glad to accept
people who point out any spelling errors, inaccuracies, strategy
deficiencies, weak folders, etc. If there are ANY grammar and
spelling errors I would want to know about it.



Q. What do AFF, RFF, etc stand for?
A. AFF is an abbreviation for Alphabetical Folder FAQ, while RFF is
Renowned Folder FAQ.



Q. Your FAQ has some clear contradictions with the Renowned Folder
FAQ and Folder Building FAQ.
A. There are some errors in the RFF, but they are not intentional, I
assure you. Any difference in information you find is the mistake on
one of our part - but because my FAQ is more recent, you will find
that most of the information is more accurate. The RFF information on
KillerMan at this point in time is incorrect, for example.

Temjin Zero's Folder Building FAQ is clearly out-of-date. Although
the base information is quite solid, any opinions expressed are
probably going against recent trends. Just a small hint: Don't
believe anything he says about how "great" Einherjar's Judgment is,
or you will be on the recieving end of some... other... folders.



Q. Why is there no folder for the X code?
A. There are no chips in the X code which actually do anything apart
from freezing the game in the US version.



Q. Why is there no folder for the (Insert code here) code?
A. Some codes in this game really suck. I'm still looking for folders
for them, but chances are I won't find any.

Lets see:

D code - With the exception of some pretty strong Mega and GigaChips,
this code is a disgrace.
I code - What exactly is wrong with the I code is that the Q code can
do everything the I code can, but better. This code is pathetic.
O code - Just because the code contains Guardian and Otenko doesn't
mean you have to make it utter rubbish, Capcom. Seriously.
U code - Same thing, but with LifeAura and Barr200.
Z code - Need I go on?

Funnily enough, all of these codes will contain a Sword-element Giga
Chip, or a version of Sensor - This means that you can still make a
Sensor slide folder out of I, O, or U. Forget it, I've got more than
enough of those.



Q. Who is AquaMan?
A. Sorry, I've explained about KillerMan being EraseMan, but it's not
that hard to figure out that SpoutMan is AquaMan.



Q. I cannot find the DoubleBeast W chip for Yanti Plains/Wong
Tong's Song. Where is it?
A. It is in a random Yellow Mystery Data in the Graveyard Area in the
North American version. Good luck trying to get it though, there's
about a 1 in 100 chance that a Yellow Mystery Data pops up.



Q. Which Cross is the best?
A. Well, there isn't exactly a best Cross, but I can tell you that
Elec and Slash are really powerful. Falzar version's Crosses are more
adaptable, because you have to change Crosses to suit the situation
(eg. TomahawkCross against a paralysis stringing folder.)



Q. Why do all these folders use CrossDivide D, or Forte F?
A. Although DeltaRay and ForteAnother deal tons more damage, their
accuracy is questionable. We typically use these chips as clinchers,
so accuracy is important.



Q. Elaborate on why DeltaRayEdge "sucks"?
A. Well, basically...

        --- --- --- --- --- ---
       |   | 0 | 0 | 0 | 0 | 0 |   0 - DeltaRay won't hit this enemy
        --- --- --- --- --- ---    1 - DeltaRay will hit once (260)
       |   | 3 | 3 | 3 | 3 | 1 |   2 - DeltaRay will hit twice (520)
        --- --- --- --- --- ---    3 - DeltaRay will hit thrice (780)
       |   | 2 | 2 | 2 | 2 | 1 |   
        --- --- --- --- --- ---

Point is, DeltaRay is too dependant on enemy positioning to
maximise damage. If they are in any of the spots marked 0-1 the chip
is basically wasted. Even if they are in spots marked 2-3 DeltaRay
won't work if there are any holes/obstacles, which, coincidentially,
will be 90% of the time.



Q. Elaborate on why the AFF doesn't use ForteAnother.
A. This is somewhat complicated to explain.

        --- --- --- --- --- ---
       |   |   | W | 2 | 4 | 4 |   M - Position of MegaMan
        --- --- --- --- --- ---    W - 2 Wheels go here, and travels
       |   | M | 4 | 4 | 4 | 4 |       in the -> direction. Can
        --- --- --- --- --- ---        turn up/down once. Homing.
       |   |   | W | 2 | 4 | 4 |   # - Number of hits
        --- --- --- --- --- ---

        --- --- --- --- --- ---
       |   |   |   | 2 | 2 | 2 |   M - Position of MegaMan
        --- --- --- --- --- ---    W - 2 Wheels go here, and travels
       |   |   | W | 2 | 2 | 2 |       in the -> direction. Can
        --- --- --- --- --- ---        turn up/down once. Homing.
       |   | M | 4 | 2 | 2 | 2 |   # - Number of hits
        --- --- --- --- --- ---        

ForteAnother pretty much requires you to be in the middle row, and it
won't go over holes. It's not as bad as DeltaRay, but it is still not
very reliable. Not as reliable as Forte, say.



Q. Can you list some name changes?
A. Some chips have different names in the Japanese versions, some
have gained new names in EXE6, so I'll list them here.

Old/JP Names		New/NA Names
---			---
Air Wheel		AirSpin
Navi Scout		AntiNavi
Kawarimi		AntiDmg
Shirahadori		AntiSword
Bad Medicine		AntiRecovery
Area Steal		AreaGrab
Bug Shuusei		BugFix
Suikomi			Fan
Ouenka			Fanfare
Hell's Burner		FireBurn
Death Match		Geddon
Golem Punch		GolemHit
Steal Banish		GrabBanish
Steal Revenge		GrabRevenge
Dream Aura		LifeAura
Ryuuseigun		Meteors
Engetsu Kunai		MoonBlade
Panel Steal		PanelGrab
Reflect Met		Reflector
Noise Storm		Static
Fuumikomizan		StepSword
Senshahou		TankCannon
Waraningyou		VDoll
Toppuu			Wind
Fuujin Racket		WindRack
---			---
KillerMan		EraseMan
Hashukasu		HackJack
AquaMan			SpoutMan
---			---
Forte			Bass
Forte Another		BassAnly
Faltzer			Falzar
Greigar			Gregar
---			---
Dream Sword		LifeSword
Jigoku Hockey		PitHockey



Q. How can I submit my folder?
A. Make sure you've read Yoh's Essentials of Folder Contruction
first, and make sure that the folder doesn't suck, has to be somewhat
original, and you can email it to me, or post it on the EXE6 boards.
I'm at Falzar Board most of the time, but I do check Gregar
occasionally.



Q. I'd like to send you ASCII art for your heading. Can I do so?
A. The heading is nothing special, and if you've got a good one that
you don't mind sharing, go for it and send it to me. Credit will be
given, of course. Keep in mind that FAQs submitted to GameFAQs must
be less than 79 characters in width.



Q. Why do you use both the JP and the NA names?
A. I honestly don't know. >_>;;





=====================================================================
[8CLO] Miscellaneous
=====================================================================

A) Contact Me

Errors? Omissions? Spelling, Grammar, Punctuation mistakes? Outdated
information? Like to contribute?

My email address is <dire_conqueror(at)hotmail.com>.

Questions will be accepted only if the subject line tells me that the
email is directly concerning this document. No attachments will be
accepted. I will accept flame, because I have no choice, but please
refrain. I can and WILL block people who spam me. I may not check
email for a while so please be patient. I also visit the MMBN3/6
boards, so I can be contacted there.

Suggestions are always welcome, but please do your best to make your
email readable. I had (and still have) a hard time reading L337.


---------------------------------------------------------------------

B) Credits

I have the following people to thank:

- GameFAQs and CJayC, for hosting this FAQ.

- Asakura Yoh, for his help, his RFF, everything he has done in this
game, bah... too much stuff to mention. Also, for being the original
creator of The Fourth Spell. Look at what it has become - a monster.

- xxsniper31xx for The Fourth Spell: Custom. You really perfected TFS.

- Mercury_Wing for his post regarding when to use SlowGauge or Fast
Gauge, and Mercurialism. You're one of the most experienced Net
Battlers here. Also, cookies for contributing the only good poison
folder out there.

- More thanks to Mercury_Wing for Midnight Sun and The Quiet Ones.

- Zidanet129 for his Cross Beast FAQ, and his valuable contribution
to the entire series.

- Taoto for Come Pollinate Me, and for being the dictator of the TUS
EXE6 Folder Discussion Forums. Just kidding... Keep up the good work.

- Nuz for HP Glitch Drain levels, Silver Weapon, VarSword combos...
what else have I missed?

- AJAQ, for Hellz Rolling, Lightning Elemental, Nature's Lure:
Banishment, and Yanti Plains. My rundowns of your folders have always
been short, but that's because they use simple yet effective combos.
Nice work.

- For my M-coded folder, Strongarm, I'd like to thank AJAQ for
Nature's Lure: Malice and c_rizzle08 for Omnislash. You guys did in
fact contribute valuable ideas to my folder.

- RandyPandy for Dirty Water, the best use of DustCross I have ever
seen.

- Hotshotz1627, the first to make a "cheap" folder. Although EJ has
lost most of its effectiveness, you will be remembered for creating
what was the best folder of the time.

- Colonel M, (AKA MaxNBass06) for making Numbchuck Nambo, Wong
Tong's Song, and helping with the customization of Seventeen Soldier
Salute RV. 

- Escalator, (AKA Spark_Flash) for Battle Ready!

- megarockexe, for In Soviet Russia, Corn Pops You!. Also, your
expertise in hacking and helping me with other technical matters.
Cookies for contributing the Select Chip Glitch.

- c_rizzle08 for Element Rage, and for those numerous other
contributions. I'm sorry Omnislash didn't get in, but... oh well.

- c_rizzle08 again for Arctic Shock and Bane Elemental.

- Abysseon for Beast of the Sea.

- Dish-Oh! and Shadow4747 for giving me more insight into the PvP
scene. Also for Gibberish: Where one code just isn't enough!

- Maple Grunt for all his Memory Upgrade FAQ, as it helped me get
my 1000 HP and my 50 MB.

- Masamune_DS for correcting an error.

- Everyone at the EXE6 and TUS Boards. I love you all.

- You, for reading this FAQ.


---------------------------------------------------------------------

C) Closing and Copyright Information

This 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 the advance written permission
of the author. 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.

(C) Copyright HaCMurder aka David Wang, 2007. All Rights Reserved.

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

This guide is only permitted to appear on the following sites:

	GameFAQs
	http://www.gamefaqs.com
	
	The UnderSquare
	http://www.exe-undersq.com

	Neoseekers
	http://www.neoseeker.com

	Super Cheats
	http://www.supercheats.com

If you would like to use this guide on your website, e-mail me.

Thank you for reading, once again!