_/ _/ _/ _/ _/_/_/ _/ _/ _/_/_/ _/_/ _/_/ _/_/ _/_/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/ _/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/_/_/ _/ _/ _/_/_/ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+ +-+-+-+-+-+-+-+ +-+ |M|e|g|a|M|a|n| |B|a|t|t|l|e| |N|e|t|w|o|r|k| |3| +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+ +-+-+-+-+-+ |N|e|t|b|a|t|t|l|e| |S|t|r|a|t|e|g|y| |G|u|i|d|e| +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+ +-+-+-+-+-+ --------------------------------------------------------------------- Megaman Battle Network 3 White and Blue: NetBattle Strategy Guide By: The Dark Unknown (TDU) and Mastermind Chaud (MMC) Version: 1.5 Any suggestions, changes, problems with this Guide can be posted at the Megaman Battle Network 3 Blue Message Board at www.gamefaqs.com. If it's an emergency, e-mail us at either [email protected] (TDU) or [email protected] (MMC). This document is (c) 2003 The Dark Unknown and Mastermind Chaud. For usage of this guide on any other places, web sites etc, please contact us via e-mail. >>>>>>>>>>>>>>>>>>>>> | Table of Contents | <<<<<<<<<<<<<<<<<<<<< --------------------------------- 1) Introduction --------------------------------- 2) NetBattle Types A) LightWeight B) MidWeight C) HeavyWeight D) Tri-Battle --------------------------------- 3) Chip Combos (NOT PAs) A) Offensive 2 Chip Combos B) Offensive 3 Chip Combos C) Offensive 4+ Chip Combos D) Defensive 2 Chip Combos E) Special Defensive Chip Combos F) AreaGrab/PanelGrab Combos G) Prism Combos --------------------------------- 4) GigaChip Descriptions i) Version Exclusive Gigachips ii) NetBattle Exclusive Gigachips --------------------------------- 5) Program Advances A) Full List of Program Advances B*) List of Good PAs B**) 3 Chip PAs B***) 4 Chip PAs C) List of Bad PAs C*) Zeta PAs C**) Other 3-coded PAs --------------------------------- 6) Effective Folders *) What makes a good Folder? **) Full List of Folders A) Beginner Folders A1) Hero Gathering A2) Pikachu/ZapRats A3) Banzai!! A4) Volcanic Equilibrium A5) Pack Leader A6) Multi-Hit Madness! A7) Hero Guard B) Intermediate Folders B1) A-Hole B2) Master of the Elements B3) Serenade Prototype B4) Electric Spike B5) BBQ B6) Vector Cannon B7) FlashBack B8) Electric Guts B9) Death Wish C) Advanced Folders C1) Paralysis Power C2) E-Defender C3) Solid Thunder/Hymn of the Grave C4) Spicey C5) NO Escape C6) LifeLance C7) Song of the Sentinels C8) Typhoon C9) Netbattler Q C10) Serpent Meteors C11A) BubbleBeam: Chaos Version C11B) BubbleBeam: Wahoo Version D) Deadly Folders D1) Call of Kudzu D2) Call of Kudzu: Sense Version D3) It tingles! It tingles! D4) Sensorship D5) Electric King E) Fun Folders E1) Air Raid E2) Fiery Death E3) Mowing the Lawn E4) The Gruesome Death of Poison E5) Lurker --------------------------------- 7) Styles Info A) Styles B) Elements --------------------------------- 8) Navi Customizer i) Navi Customizer Programs ii) EX Codes iii) Navi Customizer Setups --------------------------------- 9) Button Commands --------------------------------- 10) General NetBattle Tips i) Offensive ii) Defensive iii) What to do when... iv) What NOT to do --------------------------------- 11) Chip List: By ability A) Piercing/Obstacle Removers B) Go-through C) Invis Removers D) Mole Damagers E) Sword Type/ Shadow Breakers F) Element Specific G) Recovery H) Stage Changers I) Fire Element J) Aqua Element K) Elec Element L) Wood Element M) Multi-Hitters --------------------------------- 12) Others A) Busting Level Calculation B) Estimation using Number of Stars C) Obstacle HP D) Panel Effects E) Recommended Preset Chips F) How to break a Sensor 13) Frequently Asked Questions (FAQ) 14) Important Stuff i) History ii) Acknowledgement/Special Thanks iii) References iv) Copyright Information v) Contact Us ===================================================================== ~End of Table of Contents~ ===================================================================== <>---------------<> | 1) Introduction | <>---------------<> As you may already know (if you have played Megaman Battle Network 3), that besides from following the storyline, and stopping Dr. Wily's various "evil" plans, you can also battle with friends, known as NetBattle. For Netbattling, you need Folders, the Navi Customizer, and various smaller aspects of the game in order to be good at NetBattle or even NetBattle at all. This Guide covers all the aspects of NetBattle, including the Chips, Program Advances, Styles and Folders, making it very handy for NetBattle, whether you are a complete beginner to it, or an expert from the older Megaman Battle Network games. Accessories needed for NetBattle: Two people (No, you and yourself doesn't work) Game Boy Advance/GBA/Game Boy Advance SP: x2 Megaman Battle Network 3 White/Blue: x2 GBA-GBA Link Cable: x2 How to connect and NetBattle is explained in the next section, NetBattle Types. ===================================================================== ~End of Section 1: Introduction ===================================================================== <>------------------<> | 2) NetBattle Types | <>------------------<> This section is dedicated to telling you about the different possible Stage Layouts, and other information about the type of thing you'll be doing in Netbattling. First: The Connect/NetBattle Icon. While in the game, Press Start and the Menu should come up. Now scroll down (or up) to the 2nd-last icon (above Save), and press A. It will now ask you if you want to save. Confirm it, then after it saves, there'll be 4 Choices. NetBattle Library Compare (See Library) Trade Battle Chips Trade Navi Customizer Blocks We'll talk about NetBattle later. ~~Library Compare~~ Library Compare is to compare the Library of your cartridge to your opponent/friend's Library. Any chips that you don't have, but the other person has will be recorded in your Library (but only as the name, so you still haven't got the chip) and vice versa. Now you can go to Higsby's Chip Order Option in his Shop to buy that chip. See "The Dark Unknown's MMBN3 Shop List" on GameFAQs for details. ~~Trading Battle Chips~~ When you select this, it brings you to a screen where you can scroll down through all of the chips in your Sack. You can't trade chips in your Folder until you take them out. Now, select a chip to trade, or select "None" at the top. You can't both choose "None". When both of you have selected a chip, then it'll ask you: OK? Answer yes to successfully trade, and No if the other guy tried to cheat you. This function is necessary for obtaining the 5th Star (See 7 Stars FAQ for MMBN3 Blue on GameFAQs) GIGACHIPS CANNOT BE TRADED. ~~Navi Customizer Blocks~~ Selecting this will bring you to a screen similar to the one for Trading Chips. Select a Navi Customizer Block to trade, or "None". You can't both choose "None". Now both your selections will show up. It will ask: OK? Answer Yes to proceed with the Trade, and No for not to. Navi Customizer Blocks are gotten from Styles Level Ups, Merchants and some as Blue/Purple Mystery Data. The first time you get the Navi Customizer is Beastman's Scenario. Back to NetBattle! ~~NetBattle~~ Selecting this will bring you to a different set of 4 choices Lightweight Medium Weight Heavyweight Tri-Battle (Thanks to zidanet129 for this info) If you select either: Lightweight, MidWeight, Heavyweight, there will be 3 choices. Practice Real Tournament (Thanks to DarkEagle6 for this info) ~Practice~ is just like the name says: Practice. This is just for you to fool around, and Friendly Matches. ~Real~ is just like Practice, only a record is kept, showing your Wins and Total NetBattle Matches. This can be seen when you select the "Connect" Icon from the Main Menu. It's under the place where the total number of your chips is displayed (??? Matches, ??? Wins) At the End of a battle, the winner will take a random chip from the opponent. How good the chips are depends on the Deleting Rank you got, which is also shown at the end of a Match. This is the only way to get the 2 NetBattle exclusive GigaChips (Balance and Delta Ray Edge) ~Tournament~ is where you have to do 69 Battles in a row non-stop against other players, sort of like a Survival Mode. No one has ever won it yet, so we are still waiting for a person to tell us if anything special happens after finishing. The panels, etc depends on the Mode you choose. If you lose a battle, the player that won you will have to try and win 68 more battles to complete it. ~----------------------------------------------------------------------~ +-+-+-+-+-+-+-+ A) LightWeight +-+-+-+-+-+-+-+ This mode has mostly Normal Panels, with an occasional Rockcube or Permanently Broken Panel (PBP). Permanently Broken Panels are panels that are broken at the beginning of the NetBattle, and do not come back even with Stage chips, Repair and other chips. If you look closely at the panel you'll se that there isn't a jagged edge around the border of the panel, like normal broken panels. Since you can't Areagrab these panels, it quickly becomes a pain in the butt. PanelGrabs are excellent for this kind of terrain, since you can steal the whole row past the PBPs. This is the simplest and most basic version of NetBattle, and is good for beginners at either MMBN3 or just Netbattling. It's good for testing Folders and that kind of stuff too, because there are no Viruses to hit you, and no Stage hazards to harm you either. ~~~Layouts~~~ These are all the possible layouts of LightWeight. When you play in LightWeight, one of the layouts will be chosen at random. In all of the LightWeight layouts: **Megaman** [M] = Your Megaman **Panels Types** [_] = Empty Panel [B] = Broken Panel (Permanently gone, and can't be repaired or AreaGrabbed) **Obstacles** [R] = Rockcube Template: ~?~ (Layout Number) [A][A][A][B][B][B] [A][A][A][B][B][B] [A][A][A][B][B][B] Here is a general picture of the Stage, with the A Panels being yours, and the B Panels being the opponents'. The basic look of one of the layouts is: [_][_][_][_][_][_] [_][_][_][_][_][_] [_][_][_][_][_][_] Here we go! ~1~ [_][_][_][_][_][_] [_][M][_][_][M][_] [_][_][_][_][_][_] ~2~ [_][_][_][_][_][_] [M][R][_][_][R][M] [_][_][_][_][_][_] ~3~ [_][_][R][_][_][_] [_][M][_][_][M][_] [_][_][_][R][_][_] ~----------------------------------------------------------------------~ +-+-+-+-+-+-+ B) MidWeight +-+-+-+-+-+-+ An enhanced version of LightWeight, MidWeight includes Stage Changes (Cracked, Lava, Grass, Ice, Sand, Poison etc), as well as some new obstacles like IceCube and Stone. Beware of weakness and double damage from the different stages, and try to use your own Stage changing Chips to help turn the tide of the battle. BreakCharge and BreakBuster (Both in HubBatch) are recommended for the high HP obstacles. Also, the Permanently Broken Panels from LightWeight are back, but this time, they get more annoying due to the various other layout changes. This is recommended for Players with Experience in MMBN3 Netbattling, and is also comfortable in Netbattling in LightWeight, as well as able to cope with different Problems from Stage or Obstacles. ~~~Layouts~~~ These are all the possible layouts of MidWeight. When you play in MidWeight, one of the layouts will be chosen at random. In all of the LightWeight layouts: **Megaman** [M] = Your Megaman **Panel Types** [_] = Empty Panel [B] = Broken Panel (PBP: Refer to Permanently Broken Panel, start of LightWeight) [C] = Cracked Panel [G] = Grass Panel [I] = Ice Panel [S] = Sand Panel [P] = Poison Panel [L] = Lava Panel **Obstacles** [R] = Rockcube [Q] = IceCube [T] = Boulder **Special** [1] = Megaman on Cracked Panel (M + C) [2] = Megaman on Grass Panel (M + G) [3] = Megaman on Sand Panel (M + S) [4] = Megaman on Ice Panel (M + I) [5] = Sand Panel + Boulder (S + T) [6] = IceCube on Ice Panel (Q + I) Template: ~?~ (Layout Number) [A][A][A][B][B][B] [A][A][A][B][B][B] [A][A][A][B][B][B] Here is a general picture of the Stage, with the A Panels being yours, and the B Panels being the opponents'. The basic look of one of the layouts is: [_][_][_][_][_][_] [_][_][_][_][_][_] [_][_][_][_][_][_] This time, there are a lot more Layouts. If any of them have been missed, please notify us (see Contact Us). We will add them in ASAP. +----------------+ | Cracked Panels | +----------------+ ~1~ [_][_][_][M][_][_] [C][R][C][C][R][C] [_][_][M][_][_][_] ~2~ [C][C][C][C][C][C] [_][M][_][_][M][_] [C][C][C][C][C][C] ~3~ [_][_][M][_][_][_] [C][C][C][C][C][C] [_][_][_][M][_][_] ~4~ [C][C][C][C][C][C] [C][1][C][C][1][C] [C][C][C][C][C][C] +---------------+ | Broken Panels | +---------------+ ~5~ [_][_][B][B][_][_] [_][M][_][_][M][_] [_][_][B][B][_][_] ~6~ [_][_][B][B][_][_] [_][M][_][_][M][_] [B][_][_][_][_][B] ~7~ [_][_][_][_][_][_] [M][B][_][_][B][M] [_][_][_][_][_][_] ~8~ [_][_][B][B][_][_] [_][M][B][B][M][_] [_][_][_][_][_][_] ~9~ [_][B][B][B][B][_] [_][M][_][_][M][_] [_][B][_][_][B][_] +--------------+ | Sand Layouts | +--------------+ ~10~ [S][_][_][_][_][S] [M][5][_][_][5][M] [_][S][S][S][S][_] ~11~ [S][S][S][S][S][S] [3][5][S][S][5][3] [S][S][S][S][S][S] +-------------+ | Ice Layouts | +-------------+ ~12~ [6][I][I][I][I][6] [I][4][I][I][4][I] [I][I][I][I][I][I] ~13~ [_][I][I][I][I][_] [_][4][I][I][4][_] [_][I][I][I][I][_] ~14~ [I][I][I][I][I][I] [4][B][I][I][B][4] [I][I][I][I][I][I] ~15~ [B][I][I][I][I][I] [I][4][I][I][4][I] [I][I][I][I][I][B] +----------------+ | Grass + Poison | +----------------+ ~16~ [G][G][P][P][G][G] [2][P][P][P][P][2] [G][G][P][P][G][G] ~17~ [P][P][2][2][P][P] [P][P][G][G][P][P] [P][P][G][G][P][P] ~---------------------------------------------------------------------~ +-+-+-+-+-+-+-+ C) HeavyWeight +-+-+-+-+-+-+-+ This mode is the hardest of them all! All of the existent types of panels appear in HeavyWeight. Also, another annoying obstacle: the Guardian (Those White Statues) appears in 1/4 of the NetBattles in HeavyWeight. These statues do 200 damage to the player that hits it with even a buster shot, and they will appear on the Stage every time you go to the Custom Menu, until 4 of them appear in the Stage, unless other obstacles are present. Most likely, there will be 2 on each person's panels. However, they provide good defence for those at low HP, as well as protect your obstacles like Fanfare and PoisonPharaoh/Anubis. It goes through all types of defence, and does double damage on Ice. Perhaps taking this into consideration, and adding an IceStg (remember not to hit them now!) and seriously injures your opponent through their mistakes. It also makes using whole area chips like Spice, Volcano, Plasma and whole area PAs like Heat/BubbleSpread, 2X Hero, MasterStyle and TimeBomb + turn suicidal and hit you back. There's another addition to the list of obstacles in Heavyweight, and that's the Flags! Each player gets a Flag on his or her side of the Stage in certain layouts. The Flag starts with 1000HP. If your flag is destroyed (if it loses all 1000HP), you lose instantly. Best thing here is to hit the opponent's flag, unless your opponent is weak to your chips, since the flag doesn't move, nor does it flash, meaning you can attack continuously until it is deleted. Chips like multiple Sensors on Ice, EvilCut or ElementalSword and GutsStyle's Guts-Machine-Gun are very effective in destroying the flag. Also, add a Rook to protect your flag. BlkBomb also appear in HeavyWeight, along with GrassStg sometimes, making it do heavy damage if you use fire chips. Another obstacles, the Gear (similar to Metalman's Gears) appears in a few layouts of this mode too. They can help destroy your or your opponent's obstacles (in the middle row), or restrict opponent movement (very useful for chips like Bolt and Lightning, since the Gear can't disappear. Something very irregular happens only in HeavyWeight: in some layouts, there is a permanent Fan effect (looks sort of like NorthWind, but blows you forward only). This soon becomes annoying. The effect can be blocked with defensive chips like Auras and Mole. Again, this could help in positioning opponents for attacks like LifeSword, Elemental Sword or other PAs/chips that need some sort of locking. ~~~Layouts~~~ These are all the possible layouts of MidWeight. When you play in MidWeight, one of the layouts will be chosen at random. In all of the HeavyWeight layouts: **Megaman** [M] = Your Megaman **Panel Types** [_] = Empty Panel [B] = Broken Panel (PBP: Refer to Permanently Broken Panel, start of LightWeight) [C] = Cracked Panel [G] = Grass Panel [I] = Ice Panel [S] = Sand Panel [P] = Poison Panel [L] = Lava Panel [A] = Metal Panel **Obstacles** [R] = Rockcube [Q] = IceCube [T] = Boulder [F] = Flag [L] = BlkBomb [K] = Guardian [D] = Gear [W] = MetalCube [H] = BlkBomb **Special** [1] = Megaman on Cracked Panel (M + C) [2] = Megaman on Grass Panel (M + G) [3] = Megaman on Sand Panel (M + S) [4] = Megaman on Ice Panel (M + I) [5] = Sand Panel + Boulder (S + T) [6] = IceCube on Ice Panel (Q + I) [7] = Flag on Sand Panel (F + S) [8] = Flag on Grass Panel (F + G) [9] = MetalCube on Metal Panel (A + W) [@] = Guardian on Ice Panel (K + I) Template: ~?~ (Layout Number) [A][A][A][B][B][B] [A][A][A][B][B][B] [A][A][A][B][B][B] (+ Fan effect: if any) Here is a general picture of the Stage, with the A Panels being yours, and the B Panels being the opponents'. The basic look of one of the layouts is: [_][_][_][_][_][_] [_][_][_][_][_][_] [_][_][_][_][_][_] This time, there are a lot more Layouts than in MidWeight and LightWeight. If any of them have been missed, please notify us (see Contact Us). We will add them in ASAP. [THANK YOU TO SHINRYU74 FOR CONTRIBUTING ALL OF THE HEAVYWEIGHT LAYOUTS!] +----------------+ | Normal Layouts | +----------------+ ~1~ [_][_][B][B][_][_] [_][M][B][B][M][_] [_][_][_][_][_][_] ~2~ [I][I][B][B][I][I] [I][4][I][I][4][I] [L][I][I][I][I][L] ~3~ [_][_][_][_][_][_] [M][_][D][D][_][M] [L][L][L][L][L][L] ~4~ [_][_][B][B][_][_] [M][_][D][D][_][M] [B][_][_][_][_][B] ~5~ [_][A][A][A][A][_] [M][9][A][A][9][M] [_][A][A][A][A][_] +--------------+ | Flag Layouts | +--------------+ ~6~ [F][_][B][B][_][F] [_][M][_][_][M][_] [B][_][_][_][_][B] ~7~ [_][_][_][_][_][_] [_][M][L][L][M][_] [F][L][L][L][L][F] ~8~ [_][I][I][I][I][_] [F][4][I][I][4][F] [_][I][I][I][I][_] ~9~ [7][S][S][S][S][S] [M][5][S][S][5][M] [S][S][S][S][S][7] ~10~ [S][S][S][S][S][7] [M][5][S][S][5][M] [7][S][S][S][S][S] ~11~ [G][G][G][G][X][8] [P][P][P][P][P][P] [8][X][G][G][G][G] ~12~ [8][X][G][G][G][G] [P][P][P][P][P][P] [G][G][G][G][X][8] +-----------------+ | BlkBomb Layouts | +-----------------+ ~13~ [G][G][G][G][G][G] [H][2][G][G][2][H] [G][G][G][G][G][G] +------------------+ | Guardian Layouts | +------------------+ Note: Guardians appear randomly every time the Custom Menu is exited; so 2 more Guardians will appear randomly once both players have chosen their chips for the first turn. ~14~ [@][I][I][I][I][@] [I][X][I][I][X][I] [I][I][I][I][I][I] ~15~ [_][_][B][B][_][_] [K][M][_][_][M][K] [_][_][B][B][_][_] +---------------+ | Windy Layouts | +---------------+ Note: These Layouts have an automatic wind that sucks you and your opponent to the middle, similar to Fan. Unfortunately, there is no way to stop the wind unless you use Defensive Chips, like Auras, Moles or Barriers. You will NOT be blown onto PBPs (Permanently Broken Panels), so keep that in mind. ~16~ [_][_][_][_][_][_] [_][M][_][_][M][_] [L][L][L][L][L][L] ~17~ [G][G][P][P][G][G] [G][2][P][P][2][G] [G][G][P][P][G][G] ~18~ [_][_][G][G][_][_] [_][M][G][G][M][_] [_][_][_][_][_][_] ~----------------------------------------------------------------------~ +-+-+-+-+-+-+-+ D) Tri-Battle +-+-+-+-+-+-+-+ This mode is to win two out of three Matches/Battles, like a mini-tournament. The Stage Layouts are similar to MidWeight (Refer to the MidWeight Layouts). To get a chip from your opponent in Real, you must win 2 matches first. This mode doesn't have 69 Battles, for obvious reasons. If you select Tribattle, then 2 choices will appear. Practice Real ~Practice~ is just like the name says: Practice. This is just for you to fool around, and Friendly Matches. ~Real~ is just like Practice, only a record is kept, showing your Wins and Total NetBattle Matches. This can be seen when you select the "Connect" Icon from the Main Menu. At the end of both battles (when someone wins 2/3 battles), the winner will take a random chip from the opponent. How good the chips are depends on the Deleting Rank you got, which is also shown at the end of a Match. ===================================================================== End of Section 2: Netbattle Types ===================================================================== <>--------------<> | 3) Chip Combos | <>--------------<> These chip combinations, or Chip Combos, as we like to call it, are NOT Program Advances, but may include them. Basically, Combos are 2 to 5 (The maximum) used in the same turn, which work well together, better than each chip separately. Let's take the classical example of Rockcube + AirShot. Rockcube, when normally used, just deploys a Rockcube in front of you. Not much use, definitely doesn't hit anything. AirShot: 20-40 damage, and a knock-back effect. Better than Cannons and ShotGuns, but what ISN'T? 2 Mediocre chip put together could only get worse, right? ~WRONG~. This is where the "Combo" comes in. Lay down the Rockcube, and fire the AirShot at it. Rockcube has a base HP of 200, and AirShot has the knock-back effect. Result? A Rockcube ricocheting forwards, doing 200 damage. Not bad for 2 normally useless chips, right? That's what the whole Section (3) is dedicated to: The use of multiple chips to form a strategy, or Combo, which makes the best use of each chip. There are currently 7 Headings under this Combos Section: A) Offensive 2 Chip Combos B) Offensive 3 Chip Combos C) Offensive 4+ Chip Combos D) Defensive 2 Chip Combos E) Defensive 3 Chip Combos F) AreaGrab/PanelGrab Combos G) Prism Combos You can search the Heading of each part using CTRL + F (Search). Each Combo is shown like so: Example AirSword + Lance ~Chips required for the combo~ Total Damage: 220 (350 if opponent is ElecStyle) ~Total Damage done if all parts hit~ >AirSword: 100 ~Damage of each chip~ >Lance: 130 (260 if opponent is ElecStyle) ~Damage of each chip~ Code: >AirSword: E,H,R,* ~Possible Code for each chip. Codes of both chips... >Lance: E,H,R ...should match unless * is used~ How it works: It works best if the opponent is in the front row. Use AirSword (anywhere, but hitting is best). The opponent will be blown back to the back of their Panels. Now, use Lance. ~How to use the Combo~ Pros: Very accurate, since Lance can't miss when AirSword blows the opponent back. ~Pros of Combo~ Cons: Can be countered by Obstacles. ~Cons of this Combo~ Extensions: AreaGrab or MetaGel x1-2, IceStg (It slides them all the way forward again when Lance is used if they don't use FloatShoes) ~Extra Chips you can add onto the combo~ ~----------------------------------------------------------------------~ +-+-+-+-+-+-+-+-+-+-+-+-+-+ A) Offensive 2 Chip Combos +-+-+-+-+-+-+-+-+-+-+-+-+-+ A1) Normal Combos These combos are what the heading says: Normal. These don't require any obstacles, or much set-up. Extra Chips aren't necessary, although they may help. AirSword + Lance Total Damage: 220 (350 if opponent is ElecStyle) >AirSword: 100 >Lance: 130 (260 if opponent is ElecStyle) Code: >AirSword: E,H,R,* >Lance: E,H,R How it works: It works best if the opponent is in the front row. Use AirSword (anywhere, but hitting is best). The opponent will be blown back to the back of their Panels. Now, use Lance. Pros: Very accurate, since Lance can't miss when AirSword blows the opponent back. Cons: Can be countered by Obstacles. Extensions: AreaGrab or MetaGel x1-2, IceStg (It slides them all the way forward again when Lance is used if they don't use FloatShoes). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Invis/Shadow/Barrier + ZeusHammer Total Damage: 250 >Invis/Shadow/Barrier: N/A >ZeusHammer: 250 Code: >Invis/Shadow/Barrier: * ZeusHammer: Z How it works: Use Invis/Shadow/Barrier first, (best if used right before the ZeusHammer), then hit anywhere on the Stage with ZeusHammer. Remember not to hit onto a Broken Panel. Pros: Hits the whole stage but you, breaks all obstacles and does damage from anywhere. Cons: ZeusHammer doesn't work on Broken Panels. Extensions: Repair or _____Stage, to repair Broken Panels. Invis/Barrier can also be preset. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LavaStage + Volcano Total Damage: 150+ to 330 >Volcano: 150 >LavaStg: +10 for each Lava Panel on your side. Code: >LavaStg: A, J, Y or * >Volcano: A, J, Y or the other codes with * LavaStg. How it works: Use LavaStg, then try to get as many LavaPanels onto your side. Use Areagrabs and such to steal as many Lava Panels. Now fire the Volcano, which is a "Wide Cannon". [_][_][>][>][>][>] [_][M][>][>][>][>] [_][_][>][>][>][>] M = Megaman > = Range of Volcano How it works: The Volcano will clear away all the LavaPanels on your stage, so you will need another LavaStg to use another Volcano with high damage. Pros: High Damage, clears LavaPanels away from your own area. It's more accurate than normal cannons, since it's a "Wide-Cannon". Cons: Can miss if you don't know the range. Takes forever to charge, meaning you might be hit before you finish firing the Volcano. Also needs another LavaStg to pull off again, as well as lots of Areagrabs to grab all the panels. Extensions: Lots of Areagrabs, Obstacle removers (Poltergeist, Drillman/Plantman etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FireRatton + Burner/BodyBurn Total Damage: 220 FireRatton: 220 when burnt Burner/Burning: N/A (Should not hit. If it does, it's 130/150 damage) Code: FireRatton: B,F BodyBurn/Burner: B,F How it works: Put down the FireRatton, preferable out of the way of obstacles, as well as Broken Panels and such. Burn the FireRatton with Burner/BodyBurn to set it off. Pros: FireRatton goes REALLY fast (I mean faster than the HyperRatton PA), and Burner gets in the way of your opponent's vision, meaning he can't see it until it's too late. Cons: It won't work if there are holes or obstacles in the way of the FireRatton in the Stage. If Burner/BodyBurn hits your opponent, the Ratton won't hit. Extensions: Put GrassStg first, to fix panels and double damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Invis + VarSword (Tri-Slash-Wave [TSW] or Elemental Sonic [ESW]) Total Damage: 160/640 (+160 for weakness) [TSW/ESW] Invis: N/A VarSword: 160~ to 640~ Code: Invis: * VarSword: Anything How it works: Basically, Invis provides you with *nearly* unbreakable defence, which you then use to pull off VarSword's Combos without fault. Pros: You can't be hit with most attacks, plus you do a high amount of damage back. Works perfectly for counter the Shadow + AntiSword Combo (See Defensive). Cons: If the opponent has an obstacle (especially Rook or Guardian), this will not work at all. Extensions: Sensors, or other obstacle removers, GrassStg or IceStg to power up 1 wave, adding 160 more damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SandStage + Twister Total Damage: 320 (40 x 8) SandStage: N/A Twister: 40 x 8 Code: SandStage: C, U Twister: C, U How it works: Since SandStage double the damage of Twisters and such attacks, Twister will do 40 damage (x8) instead of it's normal 20. This can be very damaging with the correct setup. Pros: Good damage, can be used repeatedly Cons: Very bad range, so it can miss easily. Extensions: Atk+ 10/30 to power it up, and Sensors or other paralysing attacks to combo it with. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SlowGauge + CustomSword Total Damage: 256 (At most, ranges from 0 to 256) Code: SlowGauge: * CustomSword: Anything How it works: CustomSword relies on how full the Custom Gauge is, and the higher it goes, the more damage, until it becomes full, when it reverts back to 0. SlowGauge slows down the Custom Gauge, making it easier to get as much damage as possible with CustomSword. Pros: LifeSword Range, so quite accurate. Quite good damage, better than most swords. Cons: Must be used just before the CustomGauge is full: Too early it doesn't do full damage, too late, it does 0 damage. Also, SlowGauge screws up other strategies that require lots of chips. This strategy is NOT reliable: Do not base a Folder on it. Extensions: Areagrab or PanelGrab once. Prism works nicely too (256 x 2). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cannonball + Geyser Total Damage: 200 CannonBall: 0 Geyser: 200 Code: Cannonball: L, * Geyser: L, or Anything How it works: Geyser requires a broken panel, correct? Cannonball breaks the panel, giving you the hole for the Geyser. Throw the Geyser into the hole, without moving, which is quite effective. Pros: Hits the whole area (not if you've been AreaGrabbed), and it's quick (two throwing chips in the same spot) Cons: Relies totally on the Cannonball breaking the panel. If there is an opponent or obstacle over the spot the Cannonball lands, the panel will not break, making Geyser useless. Extensions: PanelOut 1/3 would also work. Might be a good idea to Areagrab that spot you bomb with Cannonball. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BlkBomb 1/2/3 + LavaBall Total Damage: 120/170/220 (1/2/3) BlkBomb: 120/170/220 LavaBall: 0 Code: BlkBomb 1: N, Anything BlkBomb 2: Anything BlkBomb 3: C, Anything LavaBall: C, N, * How it works: Toss the BlkBomb, preferably into the back row, without any obstacle in the way. Now, on the same spot, throw the LavaBall onto the BlkBomb, making it explode. Pros: Very hard to miss, hits the whole area at the same time. It also has Piercing capabilities. Once the BlkBomb is on the field, it almost can't miss. Cons: Nothing must be in the way of the BlkBomb, or the combo won't work. Beware of BreakBuster too. Extensions: Paralysing chips to stop the opponent for a moment. GrassStg helps too. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SandStage + Wind/Fan Total Damage: 50+ SandStage: N/A Wind/Fan: N/A Code: SandStage: Anything Wind/Fan: * How it works: Seems weird right? Both chips don't do damage. Actually: when the SandStage is used, the Wind/Fan blows the sand back/forward, doing damage to everyone. It also removes the Sand Panels. Pros: Quite accurate, has the effect of Wind or Fan (whichever one you use), but also does damage. Can easily be used in a combo like the normal Wind/Fan. Cons: Little damage, plus it can't really be aimed, plus the Sand Panels disappear. Extensions: Rook to defend the Fan/Wind Box, and...that's basically it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fan/AirStorm + Proto/Alpha Arm Sigma (PAS) Total Damage: 1270+ Fan: N/A AirStorm: 50/60/70 (1/2/3) Proto Arm Sigma: 50 x 24 (1200) NOTE: P = Proto (Where it appears) > = Lightning/Electric Beam O = Opponent Q = Possible Opponent locations [_][_][_][_][_][_] [_][P][_][>][>][>] [_][_][_][_][_][_] This attack range is used 16 times [_][_][_][>][>][>] [_][P][_][>][_][_] [_][_][_][>][>][>] This attack range is used 8 times [_][_][_][Q][_][_] [_][P][_][O][_][_] [_][_][_][Q][_][_] If the opponent is sucked here, he/she should take all 24 hits. However, if the opponent is sucked to [Q], he will only take 8 hits. Code: Fan: * AirStorm: V Proto Arm Sigma: V How it works: NOTE: You don't need BOTH Fan and AirStorm, just one. Fan/AirStorm sucks the opponent in, hopefully into the middle front panel (assuming no Areagrabs have been used). Then, use Proto Arm Sigma, and depending on where they stand, 24 hits or 8 hits. Pros: Very accurate, PAS still does 50 X8 to the side rows, so that would be at least 400 damage. Cons: If any obstacles are on the panel where Proto/Alpha appears (the middle panel where Megaman starts), then Proto/Alpha won't appear. Plus, if an obstacle (especially Rook) is on the front row, the opponent won't take all the hits. Extensions: Navi +20/40 are highly recommended on PAS, since if you add a few Navi +20 (say 3), then each hit does 110 damage, increasing the grand total to 880 for the side rows, and 2640 damage for the front! +=+=+=+=+=++=+=++=+=++=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+ A2) Obstacle Combos +-+-+-+-+-+-+-+-+-+-+ These combos all involve an obstacle of some sort. The obstacle is used with another chip to create quite powerful Combos. Rockcube + GutsPunch (or stronger)/AirShot 1/2/3 Total Damage: 200 >Rockcube: 200 (On Impact) >AirShot: N/A (Hits Rockcube) Code: >Rockcube: Any Code (* is best) >AirShot 1/2/3: * How it works: You put the Rockcube, and when the opponent is in line, fire the AirShot or GutsPunch at it (Use the Rocket GutsPunch/Straight if you can) and watch it fly! Pros: Very simple combo, easy to use Cons: Might require Paralysis as it has a very low Accuracy Extensions: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Obstacle] + N.O Beam 1/2/3 (This is the only way NO Beam works anyway) Total Damage: 200/260/300 (1/2/3) [Obstacle]: N/A NO Beam: 200/260/300 (1/2/3) Code: [Obstacle]: Anything (mostly *) NO Beam: Anything (if *) How it works: Note that the combinations of this combo are quite a lot. Possible PLACEABLE Obstacles: Rockcube, Rook, Fanfare, Discord, Timpani, Guardian, Anubis, Pharaoh, Sensor, Plasma. You must put the obstacle and stand in FRONT of it: [_][_][_][_][_][_] [_][O][M][_][_][_] [_][_][_][_][_][_] M= Megaman O= Obstacle Then, use the NO Beam (which fires forward at a moderate speed). Pros: High Damage, paralyses. With enough NO Beams, you can win instantly by using all of them 1 after another. Cons: Not very accurate, doesn't work if you've been AreaGrabbed. Extensions: Areagrabs (at least keep a stock of them, you'll need them). ZapRings or Sensors help NO Beam a lot. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rook + VarSword (Must be Tri-Slash-Wave [TSW] or Elemental Sonic [ESW]) Total Damage: 160 (TSW), 160 X4 + 160 for weakness (ESW) Rook: N/A VarSword: 160/160 x 5 (x4 + weakness) Code: Rook: * VarSword: Anything How it works: Only really works with Elemental Sonic Wave. Basically, like the Invis + VarSword combo, only this one prevents frontal attacks. Pros: You can't be hit with frontal attacks, plus you do a high amount of damage back. Works perfectly for counter the Shadow + AntiSword Combo (See Defensive). Cons: If the opponent has an obstacle (especially Rook or Guardian), this will not work at all. Extension: Add Atk +, and GrassStg or IceStg for an extra 160 damage. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+ A3) Geddon Combos +-+-+-+-+-+-+-+-+-+ All of these Combos require Geddon2 (or PanelOut, depending on situation). Geddon 2(Geddon 2) + Snakes Total Damage: 40 X ~16 (2X for weakness) Geddon 2: N/A Snakes: 40 to 640 damage (x2 for Weakness) Code: Anything. They don't have a shared code. How it works: Geddon 2 breaks all panels, which the chip Snakes NEED for its attack. All of your panels will have 1 Snake that fires at the opponent, like Snakeman in MMBN2. Pros: Very accurate, does very high damage. Only stuns the opponent, so you can attack yet AGAIN. You can use as many Snakes as you want, without stopping. Cons: Snakes is completely useless without Geddon 2. Extensions: A LOT of Areagrabs (MetaGels aren't recommended due to the broken panels). Wood +30 can pump Snakes to do 5120 damage! (With Weakness) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Geddon 2(Geddon 2) + Geyser Total Damage: 200 (+200 for Weakness) Geddon 2: N/A Geyser: W Code: Geddon 2: W Geyser: W How it works: Same as the Cannonball + Geyser Combo, only Geddon 2 breaks the panels, which Geyser lands on and hits all surrounding panels. It's best if you throw it into the opponent's middle panel Pros: Highly Accurate. Cons: Doesn't work as well if something is in the middle of the opponent's panels. Extensions: Atk+, nothing much else. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+ A4) Navi Combos +-+-+-+-+-+-+-+-+ These combos, as suggested by the Heading, all include a Navi that works as part of the combo. Plantman V1-5 + Plasma 3 Total Damage: Up to 800 Plantman V1/5: 60 to 300 Plasma 3: 500~ Code: Plantman: P Plasma: P How it works: Plantman traps the opponent, and then put Plasma. Plasma should hit the opponent with Plantman, as long as they have SuperArmor. If they do, then both will hit continuously, doing massive damage. If they don't have SuperArmor, the Plasma will cancel out Plantman, but will still do lots of damage. Pros: Plantman does up to 300 damage, plus the Plasma hits a lot of times, due to the long stunning time. Cons: May need Areagrab/Panel Grab to put Plasma 3. Extensions: Areagrab/PanelGrab, so that Plasma can reach the whole area. Also, Elec +30 and Wood +30 power this combo up a LOT. IceStg for Plasma makes it do a whooping 180 damage per hit! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Darkman + Serenade [REQUIRES AREAGRABS] Total Damage: 3000+ Darkman: 20 X 10+ (Depends: V5 has more bats than V1) Serenade: 100 X 20~ (Requires Area Locking) Code: Darkman: D Serenade: S Pros: You can use Darkman's Hole for GigaChip, without the need for another Hole chip. Darkman usually hits, since it goes through obstacles, and Serenade will at least hit twice. Cons: Darkman will miss if the opponent is not in the 3 rows he/she starts with. Serenade doesn't work well without Areagrabs either. Also, there are 2 codes, which will take a while to use. Extensions: Areagrab AT LEAST twice, 3 times is recommended though. Adding Navi +20/40 onto Darkman and Serenade can pump the damage to over 4000! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Plantman + Yoyo 3 Total Damage: 280+ Plantman: 20 x5 (V1) to 60 x 8 (V5) Yoyo 3: 60 X 3 Code: Plantman: P Yoyo 3: P How it works: Plantman immobilises the opponent, then you can use the Yoyo (from 3 panels away) to hit all 3 hits, doing quite a bit of damage for 2 chips. Pros: Quite accurate, if Plantman hits, then Yoyo should hit too. Cons: Megaman must be in the correct spot to hit the opponent 3 times with the Yoyo. This poses a problem if the opponent Areagrabs you first. Extensions: Wood+30 for Plantman, or Atk+10/30 for the Yoyo boosts the attack power. Also, adding other chips and combining them together into a combo works, due to Plantman's immobilizing nature. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+ B) Offensive 3 Chip Combos +-+-+-+-+-+-+-+-+-+-+-+-+-+ B1) Normal Combos Rockcube, NO Beam (1-3), Airshot (1-3) Total Damage: 400-500 Rockcube + AirShot: 200 NO Beam: 200/260/300 (1/2/3) Code: Rockcube: * AirShot: * NO Beam: Anything How it works: Put the Rockcube, and fire the NO Beam as usual (Stand in front of the obstacle, fire NO Beam). If the NO Beam hits, the opponent is paralysed, then you go behind the Rockcube and launch it at the opponent with the AirShot. Pros: If NO Beam hits, then Rockcube can't miss. Cons: NO Beam is hard to hit with...plus if you've been AreaGrabbed, it won't work. Extensions: Multiple NO Beams, either to combo (1 NO Beam, then another), or as a backup if the first one misses. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GrassStg + PanelOut 1 + OldWood Total Damage: 440 GrassStg: N/A PanelOut 1: N/A OldWood: 440 Code: GrassStg: W/* PanelOut 1: * OldWood: W How it works: Use GrassStg FIRST, then use PanelOut 1 to make a hole in front of you. Then, at the same location, use OldWood. With the many Grass Panels, OldWood does more damage, and hits all the unbroken panels. Using them at different times isn't a good idea, since GrassStg can be wiped out, and the Broken Panel may be repaired. Pros: Never misses (unless there's a broken panel, but GrassStg get rid of them). It does high damage for just 1 chip. Plus, the Grass Panels don't disappear, meaning you can use them again. Cons: Without GrassPanels, OldWood only does 100 damage. Plus you MUST have a hole in front of you when you use OldWood (PanelOut 1) for ANY damage. Extensions: Wood+30 for the OldWood. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Prism + Rockcube/Rook + NO Beam Total Damage: 200/260/300 or 400/520/600 Prism: N/A Rockcube/Rook: N/A NO Beam: 200/260/300 or 400/520/600 NO Beam only does double damage in these situations: [_][_][_][_][_][_] [_][R][M][O][P][O] [_][_][_][_][_][_] [_][_][_][_][_][_] [_][R][M][_][O][P] [_][_][_][_][_][_] [_][_][_][_][_][_] [_][R][M][P][O][_] [_][_][_][_][_][_] R = Rockcube/Rook M = Megaman O = Opponent P = Prism Where the opponent is in line with the Prism as well as you, so the NO Beam hits him, as well as the Prism, where it rebounds and hits your opponent again. You can slide everything up 1 row or down, as long as you're in front of the Rockcube, and you're facing the Prism, and the opponent steps in line with you. If the opponent is not in line, then it'll only do normal damage (Prism rebounds the original damage to all panels, so it's like a NO Beam with Spreader Range. Code: Prism: W Rockcube/Rook: * NO Beam: W How it works: As shown on the diagrams above, it works by hitting the opponent with both the NO Beam Prism rebounds, as well as the original NO Beam. First, you throw the Prism in place, then you put your obstacle- Rook/Rockcube, then stand in position, in front of the obstacle. Pros: Can't exactly miss...the Prism makes sure you hit, then they're paralysed, perfect for another combo. Extra NO Beams would help you win easily. Cons: Prism is easily destroyed (BreakBuster). You can't use NO Beam if you've been AreaGrabbed (You can't get in front of the Rook/Rockcube). Getting everything in line is a pain too. Extensions: Lots of NO Beams, and another form of attack to take advantage when the opponent is paralysed. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+ B2) Navi Combos +-+-+-+-+-+-+-+ Ice stage * + Flashman V1-5 + Plasma 3 Total Damage: 1020~ IceStg: N/A Flashman: 100/140/180/240/300 (V1/2/3/4/5 with 2x from IceStg) Plasma 3: 180 x 4~ Code: IceStg: * Flashman: F Plasma 3: F How it works: (IceStg isn't compulsory) Put IceStg, to make both Flashman and Plasma do double damage. Now, use Flashman, which pierces Invis, as well as Auras with V4/5 (Best if it hits and paralyses though). Now, put Plasma 3, to do even more damage while he/she is paralysed. Pros: Stunning can't be dodged with Invis, and therefore is very effective. Cons: Might need to use Areagrab to use Plasma 3. Extensions: Elec +30 on the Plasma 3 (does a heck of damage with enough Elec +30). Guts Machine Gun can be used when Flashman's paralysis wears off, since the opponent will still be trapped, and will only take a few more hits before they move. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Magnum 3 + Flashman V1-5 + StandOut/Salamander Total Damage: 270-450 Magnum 1/3: None (Not supposed to do damage) Flashman: 50 - 150 (V1 to V5) StandOut/Salamander: 220/300 Code: Magnum 3: F Flashman: F StandOut/Salamander: * How it works: Using Magnum 3, hit the whole BACK row, if possible. It only works if the opponent is in front of the hole, so you might want to stick an AirStorm or Fan to suck them it first. Flashman will paralyse him/her; so go in line with the opponent (see why a whole row of holes is best?) and use StandOut/Salamander. It should travel to the hole, hitting the opponent as well. Pros: As long as Magnum works out as planned, it's hard to mess up the rest. Also, Salamander/StandOut works well, since as long as the hole are in the back row, they will still be hit if they stand over the hole. Cons: Must use Heat<Style> style to use this combo. Also, if the Magnum doesn't go to the back, this combo may fail. Don't hit the opponent with the Magnum, or it won't work. Extensions: GrassStg *, before using the Magnum (since the Grass Panels remain after Magnum). This would make StandOut/Salamander do 440/600! IceStg can also be used, but is not recommended. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ C) Offensive 4+ Chip Combos +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Anubis/Poison Pharaoh + SlowGauge Total Damage: Around 20-60 per second (HP Drain). Poison Anubis: 20~ per second Poison Pharaoh: 60~ per second Code: Poison Anubis: A Poison Pharaoh: A SlowGauge: * How it works: Although SlowGauge DOES wear your strategy down, it makes it harder for the opponent to get chips to destroy your Anubis/Pharaoh. Stick the Anubis/Pharaoh down, then use SlowGauge. They'll drain lots of HP before they reach the Custom Menu, letting you win easily. Pros: Your opponent cannot get chips to counter Poison Pharaoh/Anubis Cons: You can't get more chips as well. Extensions: Rook, to protect the Anubis/Pharaoh. Geddon 3 speeds up the HP Drain too (Combine with Repair *. This is in Combos: Section D). Jealousy works VERY well when you put your Anubis/Pharaoh, since it takes away all their chips. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Guardian + Anubis/Poison Pharaoh Total Damage: 20-60 per second (HP Drain) + 200 if opponent hits Guardian Poison Anubis: 20~ per second Poison Pharaoh: 60~ per second Guardian: 200 if hit Code: Anubis/Pharaoh: A Guardian: O How it works: Put Guardian first, then Poison Anubis/Pharaoh behind it. This should protect it. This makes it harder for the opponent to destroy the Anubis/Pharaoh. However, be aware they will try to destroy the Anubis/Pharaoh at all costs, which is when they should hit the Guardian to get to the Anubis/Pharaoh. Pros: Drains HP fast! Guardian acts as shield for the Anubis/Pharaoh. Cons: Guardian only does 200 damage, so opponents might take that damage to get rid of the Anubis/Pharaoh. Poltergeist breaks this combo easily, as well as chips like Magnum that don't need to hit the Guardian to hit the Anubis/Pharaoh. Extensions: Geddon 3, to speed up HP Drain, or IceStg, for Double Damage with the Guardian. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GrassStg + BlkBomb 1/2/3 + Heatspread (HeatShot, Heat-V, HeatSide) Total Damage: 540-1040 GrassStg: N/A BlkBomb: 120/170/220 (1/2/3) or 240/340/440 HeatSpread: 300/600 Code: GrassStg: J, * BlkBomb: Anything HeatSpread: J For the full 540-1040 damage: [_][_][_][O][O][O] [_][M][_][~][B][O] [_][_][_][O][O][O] M = Megaman (With HeatSpread) B = BlkBomb ~ = Where the opponent CANNOT be O = Possible opponent locations The opponent can't stand on [~], or he will only take 600 damage (GrassStg + HeatSpread) How it works: Use GrassStg for doubled damage on the whole combo. Throw the BlkBomb, best if it's in the middle of the opponent's panels. Now shoot HeatSpread at the BlkBomb. Both the HeatSpread and the BlkBomb explosion's damage should combine to do massive damage. Pros: Accurate, since you hit the BlkBomb, then the Bomb hits the whole area. Cons: Beware of BreakBuster! Your BlkBomb is a goner if you don't be careful. Also, your opponent can't stand anywhere in FRONT of the BlkBomb, or it won't work. He/she has to be beside/behind it. Extensions: FullCust - It helps you to get your HeatSpread (Since BlkBomb isn't J code). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pawn + LifeSword (PA) Damage: 490 Pawn: 90 LifeSword: 400 Code: Pawn: E, Y LifeSword: E, Y How it works: Put Pawn, then use LifeSword, along with the Pawn's sword to hit twice, doing lots of damage. Since it's quite hard to explain, here is a diagram: [_][_][_][L][L][_] [_][_][M][P][X][P] [_][_][_][L][L][_] M = Megaman L = LifeSword Range X = LifeSword + Pawn Range P = Pawn Range You need the opponent at the [X] Panel for the full 490 damage. Pros: Not hard to hit, quite easy to make, large range (But only does 400 damage to the rest of the area) Cons: Only a range of a Sword (A Sword 1 panel forward actually). VERY hard to position FIRST and wait *hint hint* Extensions: ZapRings, anything that can paralyse. Since the WHOLE combo is movable, Paralyse FIRST then lay out the Combo. Areagrabs make the combo work much better. ~*~*~*~ M = Megaman O = Opponent ~*~*~*~ First: Areagrab. [_][_][M][A][_][O] [_][_][_][A][_][_] [_][_][_][A][_][_] A = Areagrab Now paralyse him. You should be able to place the Pawn 1 panel to the left of him. [_][_][_][M][P][O] [_][_][_][_][_][_] [_][_][_][_][_][_] (Opponent is paralysed). Now use LifeSword and Pawn together. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Timpani + BodyGrd PA Damage: 1600~ Timpani: N/A BodyGrd: 1600~ Code: Timpani: * BodyGrd: M How it works: Timpani holds the opponent in place, allowing BodyGrd to hit without fault. There's a slight complication, since SuperArmor allows your opponent to move after Timpani stops singing, and Timpani doesn't sing for the whole time either. It requires a bit of timing. Pros: -> Improves BodyGrd accuracy by a lot -> Requires only 4 chips, unlike a Arealock + BodyGrd Combo Cons: -> Timpani's effect doesn't last the whole time -> BodyGrd isn't good without Timpani, and if Timpani is destroyed, BodyGrd is wasted. Extensions: Paralysing chips to help Timpani, and Atk+ on BodyGrd. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+ D) Defensive 2 Chip Combos +-+-+-+-+-+-+-+-+-+-+-+-+-+ These chip combos are for defence; if you meet these kinds of combos, be weary of strong offensive combos coming for you. DarkAura/LifeAura + Sanctuary/Holy Panel Code: DarkAura: A LifeAura: D Sanctuary: A (anything for LifeAura) How it works: By using LifeAura/DarkAura, you gain a 200/300 Aura, but that can easily be broken. HolyPanels and Sanctuary halve damage done to you. When you combine them, Voila! A HolyAura (400/600 Aura) is just that. Pros: Especially with a DarkAura, it requires quite a lot of damage to break. HolyDarkAura can be broken with Prism/GrassStg + HeatSpread or Prism + BubbleSpread only, so it is quite effective. Cons: NorthWind blows it away without effort. Now you've wasted 2 chips for nothing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mole 1/2 + Aura/LifeAura/DarkAura Code: Mole 1: * Mole 2: I or * Aura: I or Anything LifeAura: D DarkAura: A How it works: Auras protect you from low damage attacks, right? With Mole as well as an Aura, you can only be hit using Panel Hitting Chips (See Chip List: By Ability, Mole Damagers for a list of chips that hit Mole). So your opponent needs chips that do both the damage required to break the Aura, as well as a chip that can hit Mole. Normally, Plantman or Meteors would easily defeat Mole. With the Aura, you can block it, and stay safe! Pros: Very effective. Only a few chips, mainly Drillman and such, can break it. Cons: Doesn't last very long, plus when you pop-up, you can still get hit. NorthWind can still blow away the Aura. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shadow + Anti Sword Code: Shadow: * AntiSword: Anything How it works: Shadow provides defence for all attacks except Swords, right? AntiSword counters Sword, right? Now, put 2 and 2 together...Shadow + AntiSword! Most attacks won't hurt you, and the rest results in you using Tri-Slash-Wave! Effective, isn't it. Pros: Provides defence from all attacks, and Swords once. Quite useful if the opponent uses stunning chips too. Cons: What if he has a double blade which breaks the Shadow too? This combo's flaw is that with another combo, Rook/Invis + VarSword's Tri-Slash-Wave or Elemental Sonic Wave, the first wave will activate AntiSword, which does nothing due to the Invis/Rook, then the second wave breaks the Shadow and the third wave hits. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HolyPanel/Sanctuary + Recover Chips Code: Recover 10/30/50/80: * Recover 120: S or * Recover 150: R or * Recover 300: R HolyPanel R + * Sanctuary: S or Anything How it works: Since Sanctuary provides both halved damage done to you as well as doubled Recover effect, you can use Recover chips on HolyPanels to recover double. Pros: Especially with Recover 200/300, it heals quite a lot of damage. The HolyPanels also remain, so you can use them for extra defence. Cons: Waste of chips. No one uses Recovers for good Folders, so this combo is rarely used. AntiRecover would practically kill you too (Recover300 heals 600. AntiRecover does twice the amount you were meant to recover, so 1200 damage) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Geddon (Geddon 3) + Sanctuary/Repair Code: Geddon 3: C or Anything Sanctuary: C Repair: * How it works: Use Geddon 3 FIRST (this is a must), to turn all panels to Poison. Now, use Repair or Sanctuary to turn your panels to Normal/Holy. Your opponent runs on poison/swamp panels whilst you're on firm ground! Pros: Opponent stands in Poison/Swamp Panels, you stand on solid ground ^_^. Drains HP, then you can put up Barriers or Auras. Cons: Destroyed easily with any other Stage-changing chips. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ E) Special Defensive Combos +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Sanctuary + 500 Barrier PA Code: HolyPanel: * Sanctuary: E 500 Barrier PA: E or Anything How it works: Remember the Aura on HolyPanel trick? Where the Aura is doubled? This combo is just the same, only with a Barrier. Instead of a 500 Barrier, you get have a 1000 Barrier by standing on HolyPanels. Pros: A 1000 Barrier, good for temporary holding off opponents. Cons: May easily break due to a powerful PA like MasterStyle, 2X Hero or PrixPower. Can be removed with NorthWind. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~WoodStyle Only~ GrassStg + Undershirt Navi Customizer Block. Code: GrassStg: Anything How it works: WoodStyles Recover on Grass Panels, correct? With this setup, you'll go to 1 HP, due to Undershirt, then you'll heal, even if it's just 1 HP. Then, if you get hit again, you'll go back to 1 HP, and the process continues, making you nearly immortal. Pros: Practically immortal except in certain situations, where the opponent has chips that hit multiple hits or Stage Changers. Cons: Can be affected by multi-hit attacks, Heat Element Chips etc. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+ F) Area Grabbing Combos +-+-+-+-+-+-+-+-+-+-+-+ ALL of these Combos require 3 Areagrabs to trap the opponent (known as AreaLocking when you trap the opponent on 1 panel). A few require 2 Areagrabs, instead of 3 for the same effect. The number of Areagrabs required is shown too. Darkman V1-5 + Navi + 20 or 40 Areagrabs required: 2 Damage: Up to 130 damage x 15+ hits Code: Darkman: D How it works: Darkman's Bats come down from the top of the screen, down each "column" (downwards). By Areagrabbing twice, the bats that come out of those 2 rows are piled up to the last row, so it does a LOT of damage with the many bats. Pros: Very high and locked down damage Cons: GrabBack, Beat support Anti Navi can both beat this combo. Extensions: An extra Areagrab if wanted, although not needed. Navi +20/40, Atk+30 are very useful with it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ IceStg + Plasma 3 Areagrabs required: 2 Damage: Up to 180 damage x 8~ hits Code: IceStg: * Plasma 3: Anything How it works: Plasma hit everything around it, correct? By Areagrabbing twice and putting the Plasma like so: [_][_][_][_][_][O] [_][_][_][_][M][P] [_][_][_][_][_][O] M = Megaman P = Plasma O = Opponent possible locations The opponent can't destroy the Plasma, and the Plasma can't miss unless the opponent uses defensive chips. Pros: Usually can kill the opponent in 1 shot. Another Plasma can be put after the first one is used up. Cons: None. The opponent can't break it unless he uses Navis, and he won't have that chance when the Plasma is hitting him. Extensions: Elec +30, lots for insane damage. An extra Areagrab may help, but is not necessary. It's best if the Plasma is on the opponent's panels, where it is not affected by chips like Plantman, or such, because it only hits the opponent's panels. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Meteors (+ Fire +30s and GrassStg for more damage) Areagrabs Required: 3 Damage: Up to 160 damage x 30 hits. Sweet ^_^! Code: Areagrab: * Meteors: R Fire +30: * GrassStg: R/* How it works: By Arealocking the opponent, all the 30 Meteors that would normally be spread on hitting all of the panels, is concentrated onto 1 Panel. This combo is deadly, since it does a base damage of 1200, and can be pumped up to 4960 damage (with 4 Fire +30 and GrassStg). Easily enough to defeat even the highest HP opponents. Pros: Very powerful, works with MANY other chips Cons: GrabBack, and sudden Invis can be a big pain... Extensions: As said, Fire +30 adds a LOT of damage, and GrassStg doubles the damage of the first hit. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hole + Serenade AreaGrabs required: 3 Damage: Up to 210 x 20~ hits. Code: Hole: * Serenade: S How it works: Again, this strategy is locking them onto 1 panel, then having Serenade's strong multi-hit attack hit only that panel, doing at least 2000 damage, and up to 4200 or more, making this combo the strongest in MMBN3 and Serenade the most powerful single chip of MMBN3. Pros: Very power and extreme combo, both lock and high damage Cons: GrabBack, sudden Invis, Beat support, Anti Navi... Extensions: Atk+30, Navi+40, Navi +20s. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Geddon 2 + Snakes Areagrabs Required: 3 Damage: Up to 160 damage x 16 hits. Code: Anything, since codes don't match. How it works: Snakes only appear on panels which are yours and are broken. By Arealocking, you'll have the most amount of panels possible, right? Then Geddon 2 breaks all the panels, which leaves you to use Snakes for masses of damage. More than 1 Snakes can be used consecutively. Pros: Very stunning, use Snake 3 times in a row = 680 x 3= 2040 damage!! Cons: If Panels are repaired or changed, Snakes automatically become useless. Also, there is code clashing, which affects the speed which this combo can be pulled off. Extensions: FullCust, to get the Snakes quickly after the Geddon 2 and Areagrabs have been used. Wood +30 adds a LOT of damage too. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GodStone or MomQuake PA Areagrabs required: 3 Damage: GodStone: 150 x3~ (Not tested) MomQuake: 200 x 20~ Code: GodStone: S MomQuake: S How it works: By Arealocking, all the stones that fall down from using GodStone or MomQuake is concentrated onto 1 panel, doing enough damage to rival that of Serenade at full power (MomQuake). Pros: Heavy damage, and can be used together with Serenade (which is also S code) Cons: MomQuake turns opponent Invincible (White). GodStone requires a Broken Panel (Panel Out 1?) Extensions: Atk +30/10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BodyGrd PA Damage: BodyGrd: 100 x15~ Code: BodyGrd: M How it works: BodyGrd is easily dodged, since the Kawarimi Stars come down slowly. Solution? Arealocking! By Arealocking the opponent, they can't dodge it, making them take the full damage (BodyGrd only stuns, not invincible) Pros: Stuns if opponent doesn't have SuperArmor, making it hard to return attack. Also has the potential to kill quickly Cons: Takes forever to set-up, since BodyGrd requires Murmasa, a Megachip, so it only works once without FolderBack. BodyGrd is easily dodged without proper Areagrabbing, so Areagrabs or Timpani are a must. Extensions: Atk+10/30, Timpani instead of Arealocking. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+ G) Prism Combos +-+-+-+-+-+-+-+ Prism basically doubles the damage done, and hits all 9 surronding panels too! Possible Chips/PAs to use with Prism (which do a lot of damage): Example: ~Name of Chip/PA~ Type: Type of Attack (Sword, Navi, Chip, PA etc) Damage: Damage dealt without Atk + chips Range: Range which the combo hits in. Extra Notes: Minor details. Difficulty: How hard is it to use properly. Out of 3 *** Accuracy: How hard is it to hit (with Double Damage) Out of 3 *** ------------------------------------------------------------------------ ~2X Hero~ Type: Navi Program Advance Damage: 1400 Range: Whole Area Extra Notes: This PA can be used anywhere, as long as the Prism is anywhere next to the opponent, whether diagonally or beside. Difficulty: * Accuracy: *** ------------------------------------------------------------------------ ~DeuxHero~ Type: Navi Program Advance Damage: 1120 Range: Whole Area Extra Notes: Same as 2X Hero, where the PA can be used anywhere when the Prism is next to the opponent diagonally, or beside him/her Difficulty: * Accuracy: *** ------------------------------------------------------------------------ ~Murmasa~ Type: Sword Chip Damage: 1998 (MAX damage of Murmasa is 999. Contributed by Tokusei) Range: 2 Panels ahead (1 Panel Ahead for double damage) [_][_][_][_][_][_] [_][_][M][O][P][_] [_][_][_][_][_][_] M = Megaman O = Opponent P = Prism The Combo will do 1998 damage with only that setup as well as having lost 999HP in prior to using Murmasa. Extra Notes: Hard to perform with double damage. Also needs you to lose a lot of HP, not good since you usually NetBattle with 1000HP. Difficulty: *** Accuracy: * ------------------------------------------------------------------------ ~EvilCut~ Type: Sword Program Advance Damage: 450 - 600 Range: Prism needs to be 3 panels away. There are 3 hits involved: Hit 1: StepSword [_][_][_][X][_][_] [A][_][M][P][_][_] [_][_][_][X][_][_] A = Megaman's original position (before using EvilCut) M = Megaman P = Prism (Is also hit by StepSword) X = StepSword Range Hit 2: HeroSword [_][_][_][_][_][_] [A][_][M][P][X][X] [_][_][_][_][_][_] A = Megaman's original position (before using EvilCut) M = Megaman P = Prism (Is also hit by HeroSword) X = HeroSword Range Hit 3: StepCross [_][_][X][_][X][_] [A][_][M][P][_][_] [_][_][X][_][X][_] A = Megaman's original position (before using EvilCut) M = Megaman P = Prism (Is also hit by StepCross) X = StepCross Range All 3 hits would hit the Prism, and be reflected, so the whole stage will get 450 damage. However, each location will also get hit by 1 of the 3 hits, totalling the damage to 600 damage. [_][_][_][3][1][3] [_][A][_][M][P][2] [_][_][_][3][1][3] A = Megaman's original position (before using EvilCut) M = Megaman P = Prism 1 = Area hit by StepSword 2 = Area hit by HeroSword 3 = Area hit by StepCross Extra notes: Very easy to position, since you throw the Prism, then use EvilCut on the spot. Problem is, code clashing. Prism doesn't come in P code and EvilCut is only in P code, so FullCust may be needed. Difficulty: ** Accuracy: *** ------------------------------------------------------------------------ ~Lightning/Bolt~ Type: Electric Style Specific Chip Damage: Just Prism: Lightning/Bolt: 160/220 Prism + Another obstacle (Rook?): 320/440 Prism + Another obstacle + IceStg: 640/880 Prism + 2 other obstacles: 640/880 Prism + 2 other obstacles + IceStg: 1080/1760 Range: Area around the obstacle(s) [_][_][_][Y][X][Y] [_][M][_][2][P][1] [_][_][_][Y][X][Y] M = Megaman P = Prism 1 & 2: Obstacle 1/2 (Optional) X = Area hit with both obstacles and Prism (640/880) Y = Area hit with 1 obstacle and Prism only (320/440) [_][_][_][X][X][X] [_][M][_][X][P][X] [_][_][_][X][X][X] M = Megaman P = Prism X = Area hit by Prism (160/220) Extra Notes: Each obstacle does an extra 160/220 damage, and when next to the Prism, does 320/440 damage. Adding IceStg boosts the damage by a LOT, since it's doubled AGAIN. Elec +30 would also help. Difficulty: *** Accuracy: ** ------------------------------------------------------------------------ ~LifeSword~ Type: Sword Program Advance Damage: 800 Range: 2 x 3 size area in front of you. The LifeSword has to hit the Prism as well as the opponent for double damage. [_][_][_][L][L][Z] [_][_][M][L][P][Z] [_][_][_][L][L][Z] M = Megaman P = Prism L = LifeSword Range (Hits double damage) Z = Prism Damage only (400 damage) Extra Notes: Can be comboed with Pawn like so: [_][_][_][L][L][Z] [_][_][M][S][P][Z] [_][_][_][L][L][Z] M = Megaman P = Prism S = Pawn L = LifeSword Range + Pawn Damage (890) Z = Prism Damage and Pawn damage only (490 damage) Difficulty: * Accuracy: *** ------------------------------------------------------------------------ ~HeatSpread and BubbleSpread~ Type: Shot Program Advances Damage: 600 (Both HeatSpread and BubbleSpread) Range: All 9 panels around Prism. [_][_][_][X][X][X] [_][M][_][X][P][X] [_][_][_][X][X][X] M = Megaman P = Prism X = HeatSpread/BubbleSpread hit range Extra Notes: GrassStg doubles the damage of HeatSpread again, making it do 1200 damage. Difficulty: ** Accuracy: ** ------------------------------------------------------------------------ ~Yamatoman V1-5~ Type: Navi Damage: 40/45/50/55/60 x 5-10 Range: Vertical Row 2 panels ahead. [_][_][_][X][H][X] [_][_][Y][X][P][X] [_][_][_][X][H][X] Y = Yamatoman P = Prism H = Both Yamatoman and Prism Hit Range (Double Damage) X = Prism only damage Extra Notes: Add lots of Navi +20/40 and Atk+10/30 to pump it up and Areagrab to make sure Yamatoman hits. Difficulty: ** Accuracy: ** ------------------------------------------------------------------------ Darkman V1-5 Type: Navi Damage: 20 x 15-30 Range: Vertically down rows. H H H [_][_][_][v][v][v] [_][D][_][v][v][v] [_][_][_][v][v][v] D = Darkman H = Hole (Appears) V = Direction bats go In order for it to do maximum damage, you need 2 Areagrabs first. [_][_][_][A][A][P] [_][D][_][A][A][O] [_][_][_][A][A][_] or [_][_][_][A][A][_] [_][D][_][A][A][P] [_][_][_][A][A][O] Where all the bats go down the last row, and hit the Prism first, so it hits the opponent. Difficulty: ** Accuracy: ** ------------------------------------------------------------------------ ~Elemental Sword~ Type: Sword Program Advance Damage: 1200 (+160 Damage for Weakness) Range: WideSword Range: [_][_][S][X][S][_] [_][_][M][P][S][_] [_][_][S][X][S][_] M = Megaman P = Prism X = Place with double damage (1200) S = Area with only 600 damage Extra Notes: You could add Atk +30/10 and IceStg or GrassStg for more damage. Areagrabs may be useful in positioning this combo. Difficulty: *** Accuracy: * ------------------------------------------------------------------------ ~PrixPower~ Type: Navi Program Advance Damage: 1800~ (Depends how many Mistman hit and if the Kingman hits) Range: Attack 1: [_][_][M][>][>][>] [_][B][M][>][>][>] [_][_][M][>][>][>] B = Bowlman M = Mistman (where appears randomly) > = Direction which Mistmans travel once they appear. Mistmans randomly appear, firing forward like Forte/Bass' AirBurst. Around 9-10 Mistman appear. The Prism can be placed anywhere within the opponent's surrounding 9 Squares. Attack 2: [_][_][_][X][X][X] [_][Q][_][X][K][X] [_][_][_][X][X][X] Q = Kingman's original position K = Where Kingman jumps X = Kingman's Hit Range The Prism should be placed similar to this: [_][_][_][_][P][O] [_][Q][_][_][K][_] [_][_][_][_][_][_] Q = Kingman's original position K = Where Kingman jumps P = Prism O = Opponent Where the Prism is next to both Kingman's wave and the opponent. Extra Notes: Atk or Navi + can boost some of the power. The Mistmans don't hit past obstacles, so you might want another chip to remove them first. Difficulty: ** Accuracy: ** ------------------------------------------------------------------------ ~Forte/Bass~ (Requires Hole) Type : Navi Gigachip Damage: 90 x ? Range : Horizonal Shots: Random Accuracy [_][_][>][>][>][>] [_][F][>][>][>][>] [_][_][>][>][>][>] F = Forte/Bass > = Direction of AirBurst [_][_][_][O][O][O] [_][F][_][X][P][X] [_][_][_][O][O][O] F = Forte/Bass O = Where opponent needs to stand for more hits X = Where the combo won't work properly (Shots from other rows still miss) P = Prism Extra Notes: This Combo makes shots going down other rows hit the opponent, instead of doubling the damage of any 1 shot. Navi+ and Atk+ should boost this combo a bit. Difficulty : ** Accuracy : ** ------------------------------------------------------------------------ ~Geyser~ Type: Aqua Spreading Chip- Requires Broken Panel. Damage: 400 Range: First second after throwing Geyser chip into Broken Panel: [_][_][_][_][X][_] [_][M][_][X][G][X] [_][_][_][_][X][_] M = Megaman G = Where Broken Panel is, and where Geyser is thrown to X = Hit Range 2nd Second after Geyser is thrown: [_][_][_][X][_][X] [_][M][_][_][G][_] [_][_][_][X][_][X] M = Megaman G = Where Broken Panel is, and where Geyser is thrown to X = Hit Range Prism needs to be put next to both the Broken Panel and opponent: [_][_][_][_][_][_] [_][M][_][_][G][O] [_][_][_][_][O][P] M = Megaman G = Where Broken Panel is, and where Geyser is thrown to O = Opponent P = Prism Or: [_][_][_][_][O][O] [_][M][_][_][G][P] [_][_][_][_][O][O] M = Megaman G = Where Broken Panel is, and where Geyser is thrown to O = Opponent P = Prism Anything similar to the 2 layouts above works. Extra Notes: A panel breaking chip is needed to make a hole. HeatGround or WoodGround Style can be used to break it with Charged Buster, but this is not recommended. Cannonball, PanelOut 1, Magnum or similar chips can be used to break the panel, but you must be careful that the spot you want Geyser to be thrown on isn't blocked by obstacles or the opponent. Difficulty: *** Accuracy: ** ===================================================================== End of Section 3: Chip Combos ===================================================================== <>------------------------<> | 4) GigaChip Descriptions | <>------------------------<> Gigachips are very useful in NetBattle, despite the rules where you can only have 1 in each Folder. Most Gigachips are V5 Navi Chips, which are stronger versions of the V1-4 of Navis. There are also 5 Gigachips exclusive to each version. Most are obtained from finishing a difficult battle/task, and 1 is from Netbattling. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ A) Version Exclusive Gigachips +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ These are Gigachips exclusive in each version, but are obtained in various ways throughout the game. The Gigachips are listed in this order: ~NaviRecycle ~FolderBack ~Forte/Bass ~Forte Another/Bass+ ~Serenade ~DarkAura ~Proto/Alpha Arm Sigma ~Proto/Alpha Arm Omega ~~TEMPLATE~~ Name: ~Self-explanatory, its name~ Exclusive to: ~Exclusive to which version (White/Blue) Obtaining Method: ~How you get it~ Requirements: ~Does it need anything special to use, like the chip Hole to activate. ~ Damage: ~Damage it deals (Without Atk+)~ Code: ~The code of the chip (A-Z, *) Description: ~What the chip does~ Pros: ~Things that are good about this chip~ Cons: ~What things are bad about the chip~ Effective with: ~What chips, combos it's good with~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Navi Recycle Exclusive to: White Obtaining Method: 200 BugFrags: Shop in Undernet 2 Requirements: None Damage: Equal to last used Navi (as well as any Atk+) Code: * Description: Reuses the last Navi chip you've used, including any Navi+ or Atk+ you've used with it. If you haven't used a Navi Chip before using Navi Recycle, it'll disappear. Also works on certain PAs. Pros: Allows you to reuse any powerful Navi you've used, perfect for Navi Chips like Darkman, Flashman, Plantman and Yamatoman. Also, PAs like Big Heart and BodyGrd can be recycled, allowing another PA for just 1 chip. Gigachips like Serenade and Forte/Bass can be Recycled too. It can also be preset (50MB), effective for Folders that rely on Navis. Cons: Doesn't work without Navi chips Effective with: Lots of Navis. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: FolderBack Exclusive to: Blue Requirements: None Obtaining Method: 200 BugFrags: Shop in Undernet 2 Damage: None Code: * Description: Recycles Folder, meaning all chips you've used in the battle can be reused again. Since FolderBack itself is recycled, it means unlimited chips. Preset Chip stays preset, plus FolderBack acts as an instant FullCust Chip. Pros: Unlimited chips for hard battles like Forte/Bass SP. Allows the reuse of strong PAs like PrixPower. It also resets Rush, Tango and Beat Support NC Blocks in NetBattles. Cons: Not many...the only con is that it acts as a FullCust for opponents in NetBattle, and resets THEIR Rush/Beat/Tango. Effective with: Everything! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Forte/Bass Exclusive to: White Obtaining Method: Defeat Forte/Bass GS Requirements: Hole Chip/ Dark License NCP Damage: 90 (x15~) Code: X Description: Requires Hole to use. Forte/Bass appears, and then shoots around 15 Airbursts horizontally across the Stage. These can be blocked with obstacles. The shots are fired randomly down each row. Pros: Long range, lots of hits. It can hit Prisms, doing massive damage. Cons: Easily blocked with Rooks or other obstacles. Requires Hole Chip or DarkLicense NCP. Effective with: Navi+ and Atk+, obstacle removing chips. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Forte Another/Bass+ Exclusive to: Blue Obtaining Method: Defeat Forte/Bass GS Requirements: Hole Chip/ DarkLicense NCP Damage: 550 Code: X Description: Requires Hole to use. Forte/Bass appears, then goes above the enemy closest to him. He then uses "Earth Breaker", which is where he hits down, hitting 1 vertical "row". Piercing, and it cracks the panels. Pros: Can break practically any shield/Aura. Piercing, so it goes through obstacles. It also hits Moles, since the chip hits the Panel itself. Cons: Only 1 row, bad for multiple opponents. Effective with: Navi+ and Atk+, Wind/AirSword to get enemies in line (if there's more than 1) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Serenade Exclusive to: White Obtaining Method: Finishing all Serenade Time Trials Requirements: Hole Chip/ DarkLicense NCP Damage: 100 (x20~) Code: S Description: Requires Hole to use. Serenade appears, then she uses her ""HolyShock" Attack" Attack, hitting and cracking panels. The hits are random. Pros: Can be made to be more accurate. With the opponent left with 1 Panel, and Serenade powered with Navi+ and Atk+, this chip is able to do over 3000 damage (210 per hit, times 15-20), thus making this the STRONGEST SINGLE CHIP IN THE GAME! Cons: Not many...weak if you've been AreaGrabbed lots. Effective with: Navi+ and Atk+, lots of AreaGrabs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: DarkAura Exclusive to: Blue Obtaining Method: Finishing all Serenade Time Trials Requirements: Hole Chip/ DarkLicense NCP Damage: None Code: A Description: Requires Hole to use. Megaman gets a 300 Aura. This can't be broken unless a 300-damage single hit is used on the Aura. Pros: The best Aura available in the game! It withstands most attacks, only LifeSword, Bass+/Forte Another, certain pumped up V5 Navis and PrixPower can break it. It can be made to a 600 Aura by standing on HolyPanels. It can also be preset (55MB) Cons: Requires Hole, waste of Hole, since other Gigachips do immense damage. Also can be removed with a NorthWind. Effective with: Sanctuary/HolyPanel, AntiSword (for LifeSword), AntiNavi (Bass+, V5s etc) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Proto/Alpha Arm Sigma Exclusive to: White Obtaining Method: Defeating Proto/Alpha SP Requirements: None Damage: 50 (x16) Code: V Description: Proto/Alpha appears in the middle panel (where Megaman usually appears in Battles), then fires its Lightning Bolt, doing a minimal of 400 damage to the side rows, and 800 minimum damage to the middle row. Pros: The second most damaging Single chip in MMBN3, it can do up to 160 x16 damage to the middle row, almost as good as Serenade's insane damage. This DOESN'T REQUIRE HOLE, meaning you can practically defeat an opponent with just this chip. Cons: If there's an obstacle over the panel where Proto/Alpha appears, then the chip won't work. Effective with: Obstacle removers (AirShot? Gutspunch? Poltergeist?), Navi +, Atk +. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Proto/Alpha Arm Omega Exclusive to: Blue Obtaining Method: Defeating Proto/Alpha SP Requirements: None Damage: 500 Code: V Description: Proto/Alpha appears in the middle panel (where Megaman usually appears in Battles), then fires its Nuclear Missile forward, doing 500 damage. If it hits an obstacle/opponent in front, then it will explode, doing 500 damage to all 9 surrounding panels. However, if the missile travels OFF the screen, it does 500 damage to the back two rows. Pros: Although this cannot compare to P/AAS' crazy damage, it does have spreading capabilities. Cons: If there's an obstacle over the panel where Proto/Alpha appears, then the chip won't work. Effective with: Obstacle removers (AirShot? Gutspunch? Poltergeist?), Navi +, Atk +. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ B) NetBattle Exclusive Gigachips +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ There are two exclusive Gigachips that can only be gotten through Netbattling, one only in White Version and the other only in Blue You can only get them if you fulfil these Requirements: 1 or more Stars (You can see this Beside "Continue") Playing on MidWeight or Harder Getting an S Rank for deleting the opponent. Then, there's a 1/32 chance that you'll get this GigaChip. There is one exclusive to each version of the game (White and Blue) Name: Balance (Double Punishment) Exclusive to: White Damage: 1/2 of Current HP Code: Y Description: Bolts of Lightning comes down on everyone (including the person who used the chip), and takes away 1/2 their CURRENT HP. Pros: Can quickly win high HP opponents (you can get up to 3000HP, so 1500 damage.) Cons: Damages you, can leave you with low HP. Effective with: LifeSword (comes in Y code), Murmasa: Can do damage equal to your HP loss, in this case, at least 1/2 your HP. Strong PAs that do heavy damage. Tango Support (To recover you when Balance hits you down to low HP) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Delta Ray Edge Exclusive to: Blue Damage: 220 X 3 Code: Z Description: Protoman's Triangle/Delta Attack. Protoman appears, and slashes the opponent, doing 220. If you press A at the correct time (when a flashing cursor appears.), then Protoman can hit up to 3 times, doing 660. ~Method contributed by Asakura Yoh~: Press A to activate the first hit (automatic) to the NW of the opponent, then after Protoman slashes BUT before he teleports away, Press A again. He will slash behind the opponent. Now, Press A again after he slashes but before he teleports, like last time. He will do his final slash, completing the Delta Symbol. Pros: High Damage, relatively good accuracy. Cons: Bad Code, and requires good timing. Hard to master...requires opponent to be in the middle row for all 3 hits to work. Effective with: Atk +10 or 30, Flashman, Plantman (to stop opponent) ===================================================================== End of Section 4: GigaChip Descriptions ===================================================================== <>-------------------<> | 5) Program Advances | <>-------------------<> There are 32 Program Advances in MMBN3, and as most of you know, it's about selecting the 3-4 chips needed to make the PA together in the correct order. Some are very good for Netbattling, whilst others are hard to use well. A "Good" PA should only use 1 code (Unlike the Zeta PAs, which require 3 codes), and more than 1 type of chip (Not HeatShot H, I, J or similar Pas) so that a maximum of 4 of that PA can be put into your Folder. Exceptions are PAs that use Megachips (There can only be 1 type of each MegaChip in a Folder, and 5 MegaChips by default, which can be increased to 15) and GigaChips (Only 1 type of GigaChip is allowed in a Folder, and 1 GigaChip in each Folder. This can be increased to 2.) Examples: Zeta-Cannon 1: Requires Cannon A, B, C (or B, C, D; C, D, E) in that order. It allows you to fire unlimited 40-damage Cannons for 5 seconds. EvilCut: Requires: StepSword P, HeroSword P, StepCross P. It uses all three chips continuously, and does 150 for each hit. NOTE: * code chips can be used in PAs. How the Program Advances are displayed: Name: (of PA) Number: Which PA is it (1-32) Type: (Shot Type, Sword Type, Navi Type etc), and Element (Fire, Aqua, Elec, Wood) Damage: (How much damage) Chips Required: (Use these chips in the order shown) Codes: What codes the chips have to be (A-Z, *) Description: (What it does) Time: (Is time "Frozen" or not when the PA is used, like 2X Hero stops time, but LifeSword doesn't). This is either Frozen, or Normal. Effective with: (What you should do before the PA to make it more effective) Pros: (Pros of this PA) Cons: (Cons of this PA) ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^**^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ A) Full List of Program Advances +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ This here is a list of all the Program Advances in MMBN3, in the exact same order as the PA Memo in the Library. Name ----------- Number of Chips ------ PA Number *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Zeta Cannon 1 --------- 3 ----------------- 1 Zeta Cannon 2 --------- 3 ----------------- 2 Zeta Cannon 3 --------- 3 ----------------- 3 Zeta Punch ------------ 3 ----------------- 4 Zeta Straight -------- 3 ----------------- 5 Zeta Impact ----------- 3 ----------------- 6 Zeta Variable --------- 3 ----------------- 7 Zeta Yoyo 1 ----------- 3 ----------------- 8 Zeta Yoyo 2 ----------- 3 ----------------- 9 Zeta Yoyo 3 ----------- 3 ----------------- 10 Zeta Step 1 ----------- 3 ----------------- 11 Zeta Step 2 ----------- 3 ----------------- 12 BubbleSpread ---------- 3 ----------------- 13 HeatSpread ------------ 3 ----------------- 14 HyperBurst ------------ 3 ----------------- 15 LifeSword ------------- 3 ----------------- 16 Elemental Sword ------- 4 ----------------- 17 EvilCut --------------- 3 ----------------- 18 HyperRatton ----------- 3 ----------------- 19 Giga TimeBomb --------- 3 ----------------- 20 GelRain --------------- 3 ----------------- 21 EverCurse ------------- 3 ----------------- 22 MomQuake -------------- 3 ----------------- 23 Poison Pharaoh -------- 3 ----------------- 24 BodyGuard ------------- 3 ----------------- 25 500 Barrier ----------- 3 ----------------- 26 BigHeart -------------- 3 ----------------- 27 GutsShoot ------------- 3 ----------------- 28 DeuxHero -------------- 3 ----------------- 29 2X Hero --------------- 4 ----------------- 30 PrixPower ------------- 3 ----------------- 31 MasterStyle ----------- 4 ----------------- 32 ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ B*) List of Good Program Advances +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Please Search the Program Advances by Name. Search: CTRL + F. Name ----------- Number of Chips ------ PA Number ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ BubbleSpread ---------- 3 ----------------- 13 HeatSpread ------------ 3 ----------------- 14 LifeSword ------------- 3 ----------------- 16 Elemental Sword ------- 4 ----------------- 17 EvilCut --------------- 3 ----------------- 18 HyperRatton ----------- 3 ----------------- 19 EverCurse ------------- 3 ----------------- 22 MomQuake -------------- 3 ----------------- 23 Poison Pharaoh -------- 3 ----------------- 24 BodyGuard ------------- 3 ----------------- 25 500 Barrier ----------- 3 ----------------- 26 BigHeart -------------- 3 ----------------- 27 GutsShoot ------------- 3 ----------------- 28 DeuxHero -------------- 3 ----------------- 29 2X Hero --------------- 4 ----------------- 30 PrixPower ------------- 3 ----------------- 31 MasterStyle ----------- 4 ----------------- 32 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ B**) Good Program Advances: 3 Chips +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Name: BubbleSpread Number: 13 Type: Shot, Aqua Damage: 300 Chips Required: BubbleShot, Bubble-V, BubbleSide. (There are other versions the chips for this PA, but those all require 3 chips codes, so we have decided to put them in the bad PA section.) Codes: E, * Description: An Aqua Element Spread that hits all 9 of the panels around the point of impact, which is where it hits :P. Time: Normal Effective with: Shooting this at a Prism doubles the damage (600), Aqua+30. Other obstacles help to make it more accurate too. Pros: Can do a lot of damage to Heat/Fire Element Opponents. Can help clear away Magma/Lava Panels. Cons: Very Inaccurate ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: HeatSpread Number: 14 Type: Shot, Fire Damage: 300 Chips Required: HeatShot, Heat-V, HeatSide (There are other versions the chips for this PA, but those all require 3 chips codes, so we have decided to put the other versions in the Bad PA Section) Codes: J, * Description: A Fire Element Spread that hits all 9 of the panels around the point of impact, which is where it hits. Time: Normal Effective with: GrassStg or Prism for double damage (600). If both are used, it can do 4X Damage (1200!). To make it more accurate, put a Rockcube, or Rook near to the opponent, to make a fixed target. Zaprings, Flashman or Plantman will help, by stopping the opponent. Fire +30 works to enhance the damage. Pros: Does heavy damage to Wood Element opponents. Gets rid of Grass Panels. Cons: Very Inaccurate without the use of paralysis or Obstacles. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: LifeSword (DreamSword) Number: 16 Type: Sword Damage: 400 Chips Required: Sword, WideSword, and LongSword Codes: E, L, Y Description: A 2X3 Size Green blade, which is used like other Sword Chips. Time: Normal Effective with: AreaGrab once, or at least PanelGrab the middle Panel. Prism makes this PA do double damage (800) Pros: Very Accurate. Can break almost all Auras (Only Dark-Aura + Sanctuary is not breakable. See Chip Combos: Defensive for details) Cons: Not many, just that without Areagrab, it doesn't always hit. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: EvilCut Number: 18 Type: Sword Damage: 150 X 4 (Note: StepCross can hit twice) Chips Required: StepSword, HeroSword (HeroSword), StepCross Codes: P Description: Megaman goes 2 panels forward and uses StepSword, then HeroSword, the StepCross one straight after another. Like each chip separately, only this does more damage. Time: Normal Effective With: Use Flashman, Plantman, to stop the opponent moving. Plantman is best, since they're the same code. Adding Atk+10 or 30 makes it do more damage. Prisms can double the damage done (1200!) (Not Confirmed yet). Pros: Does a lot of damage. Can hit other panels (StepSword hits the panels up and down as well, HeroSword hits the 2 panels behind, and StepCross hits in a X Shape, with the place where all three hit as the middle) Cons: Not too accurate. Does not work on broken panels unless you have AirShoes. Does not work when obstacle is on the panel where Megaman is supposed to step on. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: HyperRatton Number: 19 Type: Special Damage: 500 Chips Required: Ratton 1, Ratton 2, Ratton 3. Codes: A, C, F Description: Megaman launches a Green Ratton, similar to the Ratton Chips. When it's launched, the ground shakes, making the opponent immobilized for a second. Then the Ratton goes forward at high speeds (it can turn once, left or right) to hit your opponent. Time: Normal Effective With: Use Flashman, Plantman, and AreaGrabs, anything to make it more accurate. Flashman is good for this, since Flashman is F code, and HyperRatton can be bought as F code from Higsby's Chip Order (refer to The Dark Unknown's Shop List on www.gamefaqs.com). Pros: Does a lot of damage, does not hit obstacles as well as the opponent (Obstacles like Guardians get in the way of Deux-Hero, and LifeSword.) Cons: Easy to dodge without Flashman or Plantman to stop opponents moving. Can easily be dodged by using PanelOut or Geddon 2 (Geddon 2). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: EverCurse Number: 22 Type: Counter/ Shield Damage: 100 x 20~ Chips Required: CurseShield 1, CurseShield 2, CurseShield 3 Codes: C, L Description: When used, a CurseShield appears, like the Guard chip or the Shield Style NCPs. If Megaman gets hit when the shield is activated, then it instantly moves to the opponent, and bites him lots of times (20?), for 100 damage each hit. Time: Normal Effective With: Atk+, Areagrabs. Pros: Hits a lot of times, and does enough damage to delete opponents. Can be used to counter insane PAs/Folders like 2X Hero, PrixPower and HeatSpread + GrassStg + Prism. Cons: As hard to time as AntiDmg (NCP), and might not work properly anyhow. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: MomQuake Number: 23 Type: "Shower" (It rains down on the opponent) Damage: 200 (X15?) Chips Required: Rockcube, Rockcube, GodStone Codes: Rockcube: *, GodStone: S Description: Rocks fall down three at a time on a random panel belonging to the opponent. Similar to the third attack phase of DrillMan's Chip. Time: Normal Effective With: Use Areagrabs, to make it hit more often. Pros: Hits a fair amount of times, quite good damage too. Cons: By looking at the shadows of the rocks falling down, it is very easy to dodge them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Poison Pharaoh Number: 24 Type: Poison Damage:??? (60 damage/sec) Chips Required: PoisonMask, PoisonFace, Anubis (Poison Anubis) Codes: A Description: A statue comes down one panel in front of Megaman, like Anubis, only the statue looks like Pharaohman. Time: Normal Effective With: Use AreaGrab/PanelGrab, since if you get it to the front most row (all the way right), then it can't be hit much. Combine that with AntiNavi or Beat Support (Navi Customizer Block) and the opponent can't destroy it. Putting Geddon 3 (Geddon 3) also helps. Pros: Drains HP until it disappears, got destroyed or opponent dies. Usually the latter two options, since it takes a long time to disappear. Cons: Can easily be destroyed without protection. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: BodyGuard (shorten to BodyGrd) Number: 25 Type: Sword (kinda, because it goes through Shadow, and the only thing that goes through are Swords) Damage: 100 per Shrunken x 15~ Chips Required: AntiDmg, AntiNavi, Murmasa (Blade) Codes: M Description: Around 10 to 15 Shrunkens (Ninja-Stars) fly down from the left side of the Stage and hit the opponent. Time: Normal Effective With: AreaGrab as many panels as possible first, to maximize the number of hits. Timpani works very well for making BodyGrd hit as well; better than Areagrabs (Thanks for SushiSquid for this info). Add Atk+10 or 30 for more damage. This PA can be recycled using the GigaChip "NaviRecycle". Use Flashman, paralysing or Plantman to make it more accurate. Pros: Can do a lot of damage (around 1500) if all of the stars hit. Cons: Can be easily dodged if you don't AreaGrab enough or don't paralyse. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: 500 Barrier Number: 26 Type: Barrier/Defence Damage: -500 (It protects you 500 :P) Chips Required: Barrier, 100Barrier, 200Barrier Codes: E, R (Barrier and 100Barrier * are available too) Description: You get a 500 Barrier, simple as that! It blocks 500 damage if you were wondering... Time: Normal Effective With: Sanctuary/HolyPanel: It blocks 1000 damage now ^_^. Pros: Defensive, can take lots of damage. Cons: The Barrier and 100 Barrier don't last very long before being destroyed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: BigHeart Number: 27 Type: Navi Damage: 50 (Actually does around 100-200, since Roll hits many times) Chips Required: HolyPanel, Recover 300, Roll (any one of V1-V3) Codes: R Description: Roll appears, like the Navi chip Roll, and hits one opponent multiple hits. Megaman is recovered 500HP. Basically a stronger version of the Roll chips. Time: Frozen Effective with: Stand on HolyPanels (use either HolyPanel or Sanctuary) to recover double (1000! Sweet! ^_^). Putting Navi +20 or 40 increases the damage done by quite a bit. Can be NaviRecycled. Pros: Damage AND Recovery. A 2 in 1 effect. Cons: Does not hit opponents if they're standing directly behind an obstacle, so it will only recover. Does not hit opponents if they're next to you (in the same Column, going down) because Roll can't go behind where you are. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: GutsShoot Number: 28 Type: Navi Damage: 300 Chips Required: Guard, DashAtk, Gutsman (any one: V1-4) Codes: G Description: Gutsman throws Megaman forward, doing 300 damage on impact. Time: Frozen Effective With: Use Flashman, paralysing or Plantman to make it more accurate. AreaGrab if necessary. This PA can be recycled using the GigaChip "NaviRecycle". Pros: Well, not much here, only good thing is a use for DashAtk and Guard... Cons: Can be easily dodged if you don't AreaGrab or don't paralyse. Chips are useless without the PA. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: DeuxHero ("Fake" 2X Hero) Number: 29 Type: Sword Damage: 70 X 7 hits Chips Required: CustomSword, VarSword, Protoman V1-4 (any one) Codes: B Description: A PA that hits the whole Area. Megaman and Protoman appear and Megaman shoots Buster Shots (The Normal Style one) and Protoman does Slash-Waves (like the one used by Protoman, or one of VarSword's attacks) Time: Frozen Effective With: Prism makes it do double damage (1120), and Atk+10 or 30 adds damage too. Pros: Rarely misses. Can only be dodged by Invis and Mole chips. Cons: Does not do much damage compared to using each chip separately (CustomSword: 256, VarSword: 160 X 4 + 160 (Elemental Sonic + Weakness), Protoman: 160 to 220). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: PrixPower (N1 Grand Prix Power) Number: 31 Type: Navi Damage: 300 X 4 (Usually) Chips Required: Team 1, Team 2, Bowlman/Mistman/Kingman V5 (Team is Brotherhood);(Any one of those three V5 Navi chips are allowed) Codes: Team 1 and 2: *. The Navi chips can only be 1 code (their own) Description: Bowlman appears, and shoots around 9-10 Mistman down the 3 rows. Then, Kingman jumps three spaces forward (like the Kingman Chip) and does 300 damage to the 9 surronding panels. Time: Frozen Effective With: Make sure Kingman doesn't land on either the opponent, broken panels, or obstacles. Use Poltergeist, or BreakCharge/Buster (Navi Customizer Block) to break the obstacle first. Pros: Practically can't miss. Will do at least 300 damage (if the Mistman are blocked, then the Kingman usually still hits) Cons: Requires a GigaChip (Kingman/Mistman/Bowlman V5). Team 1 and 2 aren't very useful without the rest of the PA. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ B***) Good Program Advances: 4 Chips +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Name: Elemental Sword Number: 17 Type: Sword, all 4 Elements. Damage: 160 X 4 (add 160 for weakness) Chips Required: FireSword, AquaSword, ElecSword, BambooSword Codes: N, P Description: A WideSword...4 WideSwords actually... It's like using those 4 Swords without stop. The last Sword doesn't make the opponent flash too, so you can add on more attacks. Time: Normal Effective With: AreaGrab as many panels as possible first, to maximize the chance of hitting. Put Prism to get double damage. You can also use GrassStg or IceStg to do more damage. Pros: Does as much damage as Elemental Sonic, with VarSword. Cons: Very bad range, is crappier than Elemental Sonic (VarSword), since Elemental Sonic is a wave that moves forward. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: 2X Hero ("Real" 2X Hero) Number: 30 Type: Sword Damage: 70 X 10 Chips Required: Slasher, CustomSword, VarSword, Protoman (any of V1-4) Codes: B Description: A stronger version of Deux-Hero. This time, Protoman does Elemental Sonic Waves, and Megaman does Charged Buster Shots. Still no elemental damage... but more colourful ^_^. Time: Freeze Effective With: Add Atk+10 or 30 for a LOT more damage. Prism doubles the damage. Pros: Can do a lot of damage, rarely misses (only Mole and Invis dodges it). Cons: Requires 4 chips, which can be used to do even more damage than the PA itself. (CustomSword: 256, VarSword: 160 X 4 + 160 (Elemental Sonic + Weakness), Slasher: 240, Protoman: 160-220.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: MasterStyle Number: 32 Type: Navi (Special) Damage: 100 X 9 Chips Required: Salamander, WaterLine, Bolt, and GaiaBlade. Codes: * Description: Megaman splits into 3 Styles, then each of the 8 styles does 1 hit each, then Megaman charges up and explodes the stage. Time: Freeze Effective With: Atk +10 or 30 for more damage. Not sure if Prism can make it do double damage. Pros: Can only be entirely dodged by LifeAura, Dark-Aura, or Invis. Mole is hit once at least. Cons: Requires 4 MegaChips, almost all of your Megachip space. Plus, you can't have more than 1 of this PA in your Folder. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ C*) List of Bad Program Advances +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Please Search the Program Advances by Name. Search: CTRL + F. Name ----------- Number of Chips ------ PA Number ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Zeta Cannon 1 --------- 3 ----------------- 1 Zeta Cannon 2 --------- 3 ----------------- 2 Zeta Cannon 3 --------- 3 ----------------- 3 Zeta Punch ------------ 3 ----------------- 4 Zeta Straight -------- 3 ----------------- 5 Zeta Impact ----------- 3 ----------------- 6 Zeta Variable --------- 3 ----------------- 7 Zeta Yoyo 1 ----------- 3 ----------------- 8 Zeta Yoyo 2 ----------- 3 ----------------- 9 Zeta Yoyo 3 ----------- 3 ----------------- 10 Zeta Step 1 ----------- 3 ----------------- 11 Zeta Step 2 ----------- 3 ----------------- 12 BubbleSpread ---------- 3 ----------------- 13 HeatSpread ------------ 3 ----------------- 14 HyperBurst ------------ 3 ----------------- 15 Giga TimeBomb --------- 3 ----------------- 20 GelRain --------------- 3 ----------------- 21 +=+=+=+=+=++=+=++=+=++=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+ C**) Zeta Program Advances +-+-+-+-+-+-+-+-+-+-+-+-+-+ All of these PA have something in common: They all last for 5 seconds, in which you can use the chip for the PA as many times as wished within that time. However, these require 3 codes each. Name: Zeta Cannon 1 Number: 1 Type: Shot Damage: 40 x ? Chips Required: Cannon A, B, C or B, C, D or C, D, E. * can replace any code. Codes: A-E (3 consecutive) Description: Megaman turns invisible (like Invis), and is allowed 5 seconds of continuous fire of a 40 damage Cannon by pressing A rapidly. Time: Normal Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms can also power up this attack, but makes the opponent white/invincible. Pros: Gives a heavy damaging attack, plus acts as an Invis. A two effect for 1 PA. Cons: 3 codes, so you can only have 1 in a Folder. Hard to hit if opponent is not stunned. Fires slowly as well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Cannon 2 Number: 2 Type: Shot Damage: 60 x ? Chips Required: HiCannon H, I, J or I, J, K or J, K, L. * can replace any code. Codes: H-L (3 consecutive) Description: Exactly the same as Zeta Cannon 1, only it does 50 damage. Megaman turns invisible (like Invis), and is allowed 5 seconds of continuous fire of a 60 damage Cannon by pressing A rapidly. Time: Normal Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms can also power up this attack, but makes the opponent white/invincible. Pros: Gives a heavy damaging attack, plus acts as an Invis. A two for one PA. Cons: 3 codes, so you can only have 1 in a Folder. Hard to hit if opponent is not stunned. Fires slowly as well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Cannon 3 Number: 3 Type: Shot Damage: 80 x ? Chips Required: M-Cannon O, P, Q or P, Q, R or Q, R, S. Codes: O-S (3 consecutive) Description: The same as Zeta Cannon 1 and 2, only 60 damage per shot. Megaman turns invisible (like Invis), and is allowed 5 seconds of continuous fire of an 80 damage Cannon by pressing A rapidly. Time: Normal Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms can also power up this attack, but makes the opponent white/invincible. Pros: Gives a heavy damaging attack, plus acts as an Invis. Very good for both attack and defence. Cons: 3 codes, so you can only have 1 in a Folder. Hard to hit if opponent is not stunned. Fires slowly as well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Punch (GutsPunch) Number: 4 Type: Punch/Fist Damage: 80 x ? Chips Required: GutsPunch B, C, D or C, D, E or D, E, F Codes: B-E (3 consecutive) Description: It's basically the one Gutsman uses at low HP. You can fire unlimited GutsPunches within the 5-second limit. You can also apply the Button Combo to make it Rocket Punch. Time: Normal Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Adding Rockcubes before it does quite a bit of damage. Pros: Gives a very heavy damaging continuous attack, plus acts as an Invis. Another PA that works as Attack and Defence. Very effective at sliding Rooks back so that you can Areagrab afterwards. Cons: 3 codes, so you can only have 1 in a Folder. The button combo takes a bit more time, lowering the number of GutsPunches fired. However, the normal range is very bad (Sword Range) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Straight (GutsStraight) Number: 5 Type: Punch/Fist Damage: 100 x ? Chips Required: GutsStraight O, P, Q or P, Q, R or Q, R, S Codes: O-S (3 consecutive) Description: This is a stronger version of Zeta Punch the one Gutsman uses at low HP. You can fire unlimited GutsStraights within the 5-second limit. You can also apply the Button Combo to make it Rocket Punch. Time: Normal Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Adding Rockcubes before it does quite a bit of damage. Pros: Gives a very heavy damaging attack, plus acts as an Invis. A two for one PA. Very effective at sliding Rooks back so that you can Areagrab afterwards. Has a LongSword range, much better than the GutsPunch Zeta. The Button Combo also launches multiple GutsStraights. Cons: 3 codes, so you can only have 1 in a Folder. The button combo takes a lot more time, lowering the number of GutsStraight fired drastically, since the button combo can fail. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Impact (GutsImpact) Number: 6 Type: Punch/Fist Damage: 160 x ? Chips Required: GutsImpact G, H, I or H, I, J or I, J, K Codes: G-K (3 consecutive) Description: This is a stronger version of Zeta Punch and Zeta Straight, like the one Gutsman V3 uses at low HP. You can fire unlimited GutsImpacts within the 5-second limit. You can also apply the Button Combo to do the multi-hit (Kick + Punch) combo. Time: Normal Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Adding Rockcubes before it does quite a bit of damage. Also, the Button Combo itself can do heavy damage, especially with a Prism. Pros: Gives a very heavy damaging attack, plus acts as an Invis. A two for one PA. Very effective at sliding Rooks back so that you can Areagrab afterwards. Has a Sword range again, ineffective in NetBattle. The Button Combo is a Sword range I square forward, however, it can do a lot of damage (560), plus you can hit the Prism for 1120 damage! Cons: 3 codes, so you can only have 1 in a Folder. The button combo takes a lot more time, with a VERY high failure chance (higher than VarSword's Elemental Sonic if you were wondering). Overall, this Zeta PA doesn't have much range, unlike the GutsPunch and GutsStraight ones. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Variable Number: 7 Type: Sword Damage: 160 x ? Chips Required: VarSword B, C, D or C, D, E or D, E, F Codes: B-F (3 consecutive) Description: A 5 second unlimited VarSword. All of the button commands (LongSword, LifeSword, Elemental Sonic etc) can be used in that 5 seconds. Also makes you invisible for that time. Time: Normal Effective with: Depending on what Button Inputs you use, things such as Areagrabs, obstacle removers and Paralysis may help. Atk+ supports Tri-Slash-Wave and Elemental-Sonic well, and GrassStg/IceStg helps Elemental Sonic. Pros: Automatically get Invis when using the Button Input, making sure you can't be hit. Also, it means you can use many button inputs in a row. Cons: 3 codes, so you can only have 1 in a Folder. Plus, if you're trying to use lots of Elemental Sonic, then 3 VarSwords separately will do better. You only have enough time for 2 Tri-Slash-Wave or Elemental Sonic. The whole PA is wasted if your opponent turns Invis or uses AntiSword. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Yoyo 1 Number: 8 Type: Sword/Yoyo Damage: 40 x ? Chips Required: Yoyo 1 C, D, E or D, E, F or E, F, G. * can replace any 1 chip. Codes: C-G (3 consecutive) Description: A 5 second unlimited Yoyo 1 whilst you're invincible. Like the original chip, this has a range of three panels forward. Time: Normal Effective with: LOTS of Atk+, as well as some sort of locking attack. Timpani works great, if not then use Flashman. Pros: Yoyos don't turn opponents invincible, so you can fire it for LOTS of damage against all kinds of Navis (Very good for Proto/Alpha). It pierces Shadows too. Yoyos hit 3 times if the yoyo lands on your opponent, doing 120 every time! Cons: 3 codes, so you can only have 1 in a Folder. Only does 2 hits if you're too close, and none if you're too far, so it requires a lot of positioning. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Yoyo 2 Number: 9 Type: Sword/Yoyo Damage: 50 x ? Chips Required: Yoyo 2 H, I, J or I, J, K or J, K, L Codes: H-L (3 consecutive) Description: A 5 second unlimited Yoyo 2 uses while you're invincible. Like the original chip, this has a range of three panels forward. Time: Normal Effective with: LOTS of Atk+, as well as some sort of locking attack. Timpani works great, if not then use Flashman. Pros: Yoyos don't turn opponents invincible, so you can fire it for LOTS of damage against all kinds of Navis (Very good for Proto/Alpha). It pierces Shadows too. Yoyos hit 3 times if the yoyo lands on your opponent, doing 150 every time! Cons: 3 codes, so you can only have 1 in a Folder. Only does 2 hits if you're too close, and none if you're too far, so it requires a lot of positioning. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Yoyo 3 Number: 10 Type: Sword/Yoyo Damage: 60 x ? Chips Required: Yoyo 3 M, N, O or N, O, P or O, P, Q Codes: M-Q (3 consecutive) Description: A 5 second unlimited Yoyo 3 shots while you're invincible. Like the original chip, this has a range of three panels forward. Time: Normal Effective with: LOTS of Atk+, as well as some sort of locking attack. Timpani works great, if not then use Flashman. Pros: Yoyos don't turn opponents invincible, so you can fire it for LOTS of damage against all kinds of Navis (Very good for Proto/Alpha). It pierces Shadows too. Yoyos hit 3 times if the yoyo lands on your opponent, doing 180 amazing damage every time! Cons: 3 codes, so you can only have 1 in a Folder. Only does 2 hits if you're too close, and none if you're too far, so it requires a lot of positioning. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Step 1 (StepSword) Number: 11 Type: Sword Damage: 130 x ? Chips Required: StepSword L, M, N or M, N, O or N, O, P. Codes: L-P (3 consecutive) Description: A 5 second unlimited StepSword attack. The range is the same as the normal StepSword chip (WideSword 2 spaces ahead). Pressing A rapidly will make Megaman jump back and forth, slashing with StepSword. Time: Normal Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms can also power up this attack, but makes the opponent white/invincible. Pros: Gives a very heavy damaging attack, plus acts as an Invis. A two for one PA. It also helps to remove any Shadow your opponent conjures up. Cons: 3 codes, so you can only have 1 in a Folder. Very hard to position without proper stunning techniques. Obstacles may get in the way of stepping over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Zeta Step 2 (StepCross) Number: 12 Type: Sword Damage: 130 x ? Chips Required: StepCross P, Q, R or Q, R, S or R, S, T. Codes: P-T (3 consecutive) Description: Similar to Zeta Step 1, it's a 5 second unlimited StepCross attack. The range is the same as the normal StepCross chip (X-Shaped Sword 2 spaces ahead). Pressing A rapidly will make Megaman jump back and forth, slashing with StepSword. Time: Normal Effective with: Atk+, Timpani or Areagrab to hold opponent in place. Prisms can also power up this attack, but makes the opponent white/invincible. Pros: Gives a very heavy damaging attack, plus acts as an Invis. A two for one PA. It also helps to remove any Shadow your opponent conjures up. StepCross also has a large range, good if your opponent moves quickly, or Virus battles. Cons: 3 codes, so you can only have 1 in a Folder. Very hard to position without proper stunning techniques, even harder than StepSword v_v. Obstacles may get in the way of stepping over. +=+=+=+=+=++=+=++=+=++=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ C***) Other 3 code Program Advances +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Name: BubbleSpread Number: 13 Type: Shot Damage: 300 Chips Required: BubbleShot C, D, E or Bubble-V D, E, F or BubbleSide E, F, G (The fourth version uses all 3 chips, with E code. This is in the Good PA section) Codes: Shot: C-E, V: D-F, Side: E-G. * code can replace any 1 of the chips. Description: An Aqua Element Spread that hits all 9 of the panels around the point of impact, which is its range basically. Time: Normal Effective with: Shooting this at a Prism doubles the damage (600), Aqua+30. Other obstacles help to make it more accurate too. Pros: Can do a lot of damage to Heat/Fire Element Opponents. Can help clear away Magma/Lava Panels. Offers quick deletes. Cons: Very Inaccurate, can't be powered up with Stages. Requires 3 codes of the same chips, meaning you can only have 1 in a Folder. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: HeatSpread Number: 14 Type: Shot, Fire Damage: 300 Chips Required: HeatShot H, I, J or Heat-V I, J, K or HeatSide J, K, L (There is 1 more version of this PA, which uses the J code of all 3 chips. This is in the Good PA Section). Codes: Shot: H-J, V: I-K, Side: J-L. * code can replace any 1 of the chips. Description: A Fire Element Spread that hits all 9 of the panels around the point of impact, which is where it hits :P. Time: Normal Effective with: GrassStg or Prism for double damage (600). If both are used, it can do 4X Damage (1200!). To make it more accurate, put a Rockcube, or Rook near to the opponent, to make a fixed target. Zaprings, Flashman or Plantman will help, by stopping the opponent. Fire +30 works to enhance the damage. Pros: Does heavy damage to Wood Element opponents. Gets rid of Grass Panels. Offers Quick Deletes. Cons: Very Inaccurate without the use of paralysis or Obstacles. Requires 3 of the same chip, meaning only 1 can be put in each Folder. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: HyperBurst Number: 15 Type: Shot Damage: 100 x 2-5 Chips Required: Spreader M, N, O or N, O, P or O, P, Q. Codes: M-Q (3 consecutive) * code can replace any 1 chip. Description: A multi-colored burst of shots (like the different colours of Megaman's Charged Buster in MMBN2- Green, Red and Blue). It does 500 damage to the point of impact, and 200 to all 9 surrounding panels. Time: Normal Effective with: Atk+, Obstacles or Prism. Stun chips also help. Pros: Does lots of damage to the middle (doesn't help if it's an non-Prism obstacle), and doubles with Prism (1000 and 400). Cons: Very Inaccurate without the use of paralysis or Obstacles. Requires 3 of the same chip, meaning only 1 can be put in each Folder. The hits are 100 damage each, and it hits multiple times, which means it can't break LifeAuras or DarkAuras. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Giga TimeBomb Number: 20 Type: Bomb Damage: 500 Chips Required: TimeBomb J, K, L or K, L, M or L, M, N Codes: J-N (3 consecutive) Description: A larger, stronger TimeBomb appears in the front most row of your opponent's area. It counts down from 3 and explodes at 0, doing 500 piercing damage to the whole area. Time: Normal Effective with: Some sort of protection. Guardian, Rook or something of that nature will help. Paralysing the opponent so he/she can't get to the TimeBomb is another good idea. Pros: Piercing, and Heavy damage. Perfect for destroying lots of Rooks or other obstacles. The TimeBomb itself has quite a high HP (200HP). Cons: Requires 3 of the same chip, meaning only 1 can be put in each Folder. Takes forever to explode, can be destroyed using certain Navis, Poltergeist, or a mad burst of Guts Machine Gun. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: GelRain Number: 21 Type: Areagrab Damage: 150 x 6 Chips Required: MetaGel 1: B, C, D or MetaGel 2: E, F, G or MetaGel 3: S, T, U. * can replace a MetaGel 1 code. Codes: B-D, E-G, S-U Description: 6 MetaGels of various colours rain down, stealing any panels the land on, and doing 150 damage to obstacles and opponents. Time: Frozen Effective with: Wind/AirSword to blow opponents back if you plan to use it as a double Areagrab. Fan helps to make it hit. If you Areagrab all the area first, ALL the MetaGels will land on your opponent, doing around 900 damage. Pros: Quickly kills opponents if all MetaGels land on opponent, especially Heat Types. Also can Areagrab twice without interruption, so you can quickly go to the Custom Menu and use Darkman, or other chips that need lots of Areagrabs. Cons: Requires 3 of the same chip, meaning only 1 can be put in each Folder. Waste of MetaGels if you plan to just Areagrab, since it counts as only 2 MetaGels when you use 3 MetaGel chips. ===================================================================== End of Section 5: Program Advances ===================================================================== <>--------------------<> | 6) Effective Folders | <>--------------------<> NetBattle Folders need to be very effective at deleting opponents, so they must contain some attack chips, which can be formed into PAs. A balanced and good Folder should consist of: At least 12 Attack chips (for offensive Combos or Program Advances), at least 8 Support/Sub-Attacking Chips (Areagrab, Paralysing chips), and at least 8 Defensive Chips (Invis, Mole, Rook) Effective Folders should have 1 to 2 chip codes (excluding *, since it's universal). Most Folders have a "Theme", or a main attack PA of some sort. Here's some examples of good NetBattle Folders: (Note: Although these Folders are capable of Netbattling without modifications, these are meant to be templates or guidelines for your own versions of these Folders, or anything else for that matter. [All of these Folders were either made by us (The Dark Unknown and Mastermind Chaud), or other people who posted them for rating in the Official Folder Rating Topic/Center on the Megaman Battle Network 3 W/B Message Boards at www.gamefaqs.com (The Topic was made by TDU). Some of these have been modified to make them more effective, and nameless Folders have been given a name. If you own a particular Folder here, or was the original maker of it, would like to state so on the MMBN3 White or Blue Board, about any Changes to names, etc, feel free to do so] +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ *) What makes a good Folder +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1-2 codes in a Folder By keeping codes down to 1-2 (excluding *), you can easily get lots of chips in 1 go, and win quickly. Very useful for NetBattle, and battles you need to finish quickly. Sticking to a Theme or Combo Sticking to a Theme or Combo in a Folder help you to work out what to do next. If you have many assorted themes (like Darkman, Drillman and Desertman all in 1 Folder), then you'll have to stop and think, plus you might make a wrong choice. Also, most combos can be used a few times in a row (Snakes, NO Beam, Sensors), meaning you can easily finish off an opponent. Building on a Theme or Combo After deciding which Theme or Combo to use in your Folder, think of what support chips you might need (Prisms for HeatSpread, Areagrabs for Darkman, Geddon 1/2s for Snakes). Always have a few Areagrabs in your Folder, to counter the ones used by your opponent in NetBattle. Other Support Chips might include Atk+ or [Element]+. Also, try finding other attack combos from the same code. Like: your main theme is Elemental Sword PA (N Code). So you might want to put some StepSword N in. Putting Navis/Megachips whenever a code has one useful Unless you have no idea what the Navi or Megachip does, put it. Obviously, you shouldn't put completely useless ones. Let's say you made a BodyGrd Folder. Your main theme is BodyGrd, yet you ought to think about putting Mistman or Metalman (M codes) into your Folder to help you. However, some codes don't have Navis. Say if you were making a HeatSpread Folder (J code), but there aren't any Navis that are J code. Jealousy is J code, yet it is irrelevant to the Theme. However, it does come in handy, so put it in. MUST: Add Defensive Chips into Folders Defence is a must in Folders. Good defence will always change the tide of the battle around. Stuff like Invis, Shadow, and Mole can stop your opponent in their tracks, foiling their Combos. Stuff like Auras will save your life from time to time. A Folder, by default, should at least have 2 Rooks (Stop Areagrabing and Defence), 3 Invis/Shadow. A few more Invis/Shadow/Mole can be added. Tango Support also provides excellent defence, but it's not a chip. Even a simple Barrier for defence can block a single hit PA, or stall opponents. AreaGrabs Areagrabs, PanelGrabs and MetaGels are a necessity for Folders. You will simply trapped if you don't have any in NetBattle. A lot of Folders require some sort of accuracy raising support attack, and one of the best ways is to Areagrab. Your best bet would be to have 2 or more Areagrabs in a Folder. Areagrab * or MetaGel 1 * are highly recommended, and MetaGel 1/2/3 of various codes if you don't have * codes. PanelGrabs support Areagrab, but don't do too much help. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+ **) Full List of Folders +-+-+-+-+-+-+-+-+-+-+-+-+-+ This is a list of all the Folders, in Chip Code Order (A-Z). Number of Folder is also included, for searching and reference. ~~~1 CODED FOLDERS~~~ Name of Folder ------------ Code ----------- Number -------------------------------------------------- A-Hole ---------------------- A --------------- B1 Electric Spike -------------- B --------------- B4 Hero Gathering -------------- B --------------- A1 Death Wish ------------------ C --------------- B9 Air Raid -------------------- E --------------- E1 E-Defender ------------------ E --------------- C2 LifeLance ------------------- E --------------- C6 Lurker ---------------------- E ----------------E5 Sensorship ------------------ E --------------- D3 Flashback ------------------- F --------------- B7 Mowing the Lawn ------------- F --------------- E3 Pikachu/Zaprats ------------- F --------------- A2 Electric-Guts --------------- G --------------- B8 Fiery Death ----------------- H --------------- E3 It tingle, it tingles! ------ J --------------- D2 Spicey ---------------------- J --------------- C4 BubbleBeam: Chaos Ver.------- K --------------- C11A Electric King --------------- K --------------- D4 Paralysis Power ------------- N --------------- C1 Song of the Sentinel -------- O --------------- C7 Call of Kudzu --------------- P --------------- D1 Call of Kudzu: Sense Ver. --- P --------------- D2 Master of the Elements ------ P --------------- B2 Netbattler Q ---------------- Q --------------- C9 Avalanche! ------------------ S --------------- B3 Hymn of the Grave ----------- S --------------- C3 BubbleBeam: Wahoo Ver. ------ W --------------- C11B N.O Escape ------------------ W --------------- C5 Banzai!! -------------------- Y --------------- A3 Volcanic Equilibrium -------- Y --------------- A4 ~~~2 CODED FOLDERS~~~ Name of Folder ------------- Code ---------- Number --------------------------------------------------- Gruesome Death of Poison ---- A,C -------------- E4 Hero Guard ------------------ B,M -------------- A7 Pack Leader ----------------- B,Y -------------- A5 Multi-Hit Madness! ---------- D,S -------------- A6 Typhoon --------------------- E,H -------------- C8 Serpent Meteors ------------- R,W -------------- C10 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here are the actual Folders. Again, may we remind you that these are templates of effective Folders. Although you are allowed to use them and customize them at your own choice, remember that these Folders rightfully belong to the maker. Please don't claim them as your own. In order to locate the Folder you are looking for, Search the name of the Folder as shown in the Table of Contents using CTRL + F. It saves time scrolling through all the Folders. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Template of Folders Eg. A1) Hero Gathering (Letter + Number: Group + No, then Name of Folder) By: The Dark Unknown (Who made this Folder) Main Strategy: 2X Hero + Prix Power (The main attack strategy: PAs, Combos etc) Codes: B,* (Chip codes used in the Folder: * codes are almost always in a Folder) CustomSword B x4 VarSword B x4 Slasher B x4 MetaGel 1 B or AreaGrab * x2 Invis * x3 Rook * x2 FastGauge * [PRESET] Team 1 * x2 Team 2 * x2 Protoman V1-4 x4 Atk +30 * Bowlman V5 B (The actual Folder, consisting of 30 Chips) How to use: Your main attacking strategy is 2X Hero (Slasher + CustomSword + VarSword + Protoman). This can be separated to Deux Hero (Without the Slasher chip). Both of these are capable of hitting the whole stage, doing 560 (Deux-Hero) or 700 damage (2X Hero). PrixPower (Team 1 * + Team 2 * + Bowlman V5) can be used as well, but since there is only 1 Bowlman V5, it is very limited. However, PrixPower is known as the most powerful PA in the game (300 damage x 4-5). ~This is an explanation of how to use this Folder correctly in NetBattles.~ Pros: -->It hits the whole stage, regardless of where you or your opponent is standing, plus it hits through Shadows. -->PrixPower's Kingman can't be blocked with obstacles in front (Kingman jumps over) ~A list of all the Pros of the Folder~ Cons: -->2X Hero requires 4 chips, which can do more damage when used separately (Slasher: 240, CustomSword 256~, VarSword's Elemental Sonic: 160 x 4, then + 160 for weakness [800], and Protoman: 160-220, making a total maximum of 1516 damage for a 2X Hero). -->The whole Folder is very weak to Mole and Invis, and if you get a PA when your opponent uses Invis/Mole, you lose 3-4 good chips. -->It's hard to pull off the whole 2X Hero or PrixPower in 2 Turns, let alone 1. That makes it very difficult to get quick deletes, and gives your opponent a chance to defeat you with quicker Folders. ~A list of all the Cons of using this Folder~ Rating: * ~A rating of how good the Folder is (Out of 5 Stars: * - *****) ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+ A) Beginner Folders +-+-+-+-+-+-+-+-+-+-+ These Folders are for first time Netbattlers, or people unfamiliar with MMBN3. They are simple to use, and usually easy to put together. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ I) 1 coded Beginner Folders These Folders have 1 chip code (A-Z, not counting * code), meaning you can always get five chips every time at the Custom Menu. Effective for quick deletes. In order to locate the Folder you are looking for, Search the name of the Folder as shown in the Table of Contents using CTRL + F. ~~~~~~~~~~~~~~~~~~ Table of Contents ~~~~~~~~~~~~~~~~~~ A1) Hero Gathering A2) Pikachu/Zaprats A3) Banzai!! A4) Volcanic Equilibrium A5) Pack Leader A6) Multi-Hit Madness! A7) Hero Guard ~~~~~~~~~~~~~~~~~~~ A1) Hero Gathering By: The Dark Unknown Main Strategy: 2X Hero + Prix Power Codes: B, * CustomSword B x4 VarSword B x4 Slasher B x4 MetaGel 1 B or AreaGrab * x2 Invis * x3 Rook * x2 FastGauge * [PRESET] Team 1 * x2 Team 2 * x2 Protoman V1-4 x4 Atk +30 * Bowlman V5 B Description: Your main attacking strategy is 2X Hero (Slasher + CustomSword + VarSword + Protoman). This can be separated to Deux Hero (Without the Slasher chip). Both of these are capable of hitting the whole stage, doing 560 (Deux-Hero) or 700 damage (2X Hero). PrixPower (Team 1 * + Team 2 * + Bowlman V5) can be used as well, but since there is only 1 Bowlman V5, it is very limited. However, PrixPower is known as the most powerful PA in the game (300 damage x 4-5). Pros: --> It hits the whole stage, regardless of where you or your opponent is standing, plus it hits through Shadows. --> PrixPower's Kingman can't be blocked with obstacles in front (Kingman jumps over) Cons: -->2X Hero requires 4 chips, which can do more damage when used separately (Slasher: 240, CustomSword 256~, VarSword's Elemental Sonic: 160 x 4, then + 160 for weakness [800], and Protoman: 160-220, making a total maximum of 1516 damage for a 2X Hero). -->The whole Folder is very weak to Mole and Invis, and if you get a PA when your opponent uses Invis/Mole, you lose 3-4 good chips. -->It's hard to pull off the whole 2X Hero or PrixPower in 2 Turns, let alone 1. That makes it very difficult to get quick deletes, and gives your opponent a chance to defeat you with quicker Folders. Rating: * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A2) Pikachu/ZapRats By: SushiSquid and Malinhion (They both made very similar Folders, so it got combined together) Main Strategy: HyperRatton, Plasma Codes: F, * Ratton1 F x3 Ratton2 F x3 Ratton3 F x3 Plasma3 F x4 AreaGrab * x2 Invis * x3 IceStage * x3 Elec+30 x3 FullCust (Preset) Flashman F FlashMnV2 F FlashMnV3 F FlashMnV4 F FolderBack * Description: The combo of Flashman and HyperRatton is put to it's maximum potential in this Folder. Flashman's stunning abilities (along with Invis-Piercing capability) gives a perfect chance to hit your opponent with 500 damage HyperRattons, making it a quick battle. Both Flashman and HyperRatton are easy to set up, and can be pulled off in the first turn. Not only that, but Flashman's paralysis is supported in a Combo of Flashman + Plasma 3 on IceStg, where Plasma 3 keeps stunning your opponent, making him/her take serious damage, then your HyperRatton can finish the job. Pros: -->Very quick, Flashman almost always appears on the first turn, as well as Plasma 3 or HyperRatton, ending in a quick battle. --> Plasma 3 offers no escape, especially when Flashman is used to stun opponents, making them unable to fire a Buster equipped with "BreakBuster NCP" and destroying the Plasma 3. -->FolderBack works as a FullCust, and gives you the whole combo back, ensuring an easy win nevertheless. Cons: --> Both Plasma 3 and HyperRatton are weak without Flashman, since HyperRatton can be dodged, and Plasma 3 destroyed. -->On broken/missing Panels, (Geddon 2 for example), the whole Folder becomes useless (All 3 parts of the combo require Panels) Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A3) Banzai!! By. Miyamoto Wannabe Main strategy: Focuses on Yamatoman and uses LifeSword as back up Codes: Y. * Yamatoman V1 Y Yamatoman V2 Y Yamatoman V3 Y Yamatoman V4 Y FullCust * (preset) Atk+30 * Navi+40 * NaviRecycle * Sword Y x4 WideSword Y x4 LongSword Y x4 AreaGrab * x3 Invis * x2 BigWave Y x2 Navi+20 x3 Description: Generally pump up Yamatoman with Navi +20, Atk+30 and Navi +40, and hit in 2 ways, either Diagram No. 1) or No. 2) (refer to below). Also, LifeSword lies as a Backup and is usually a final hit move. Diagram No.1 [P][P][P][E][E][E] [P][P][Y][E][O][E] [P][P][P][P][P][P] P= Your Panels E= Panels of enemy Y= Yamatoman O= Opponent This is only for a highly Pumped Yamatoman, since it will make your opponents flash (Invisible). This is best as a finisher. For other occasions, refer to Diagram No. 2) Diagram No.2 [P][P][P][E][O][E] [P][P][Y][E][E][E] [P][P][P][E][O][E] P= Your Panels E= Enemy Panels Y= Yamatoman O= Opponent This will not make the opponent turn Invincible (White-ish) after suffering all the hits but 1, So you can continue doing it with more Yamatomans or with one big LifeSword finish off!! Pros: -->Heavy Damage with Yamatoman and the Button Input (Press A+B lots of times) -->LifeSword is very accurate and is perfect with 1 Areagrab. -->Yamatomans can be combo-ed together for massive damage non-stop if you place it correctly. -->BigWave can help to get the opponent to move into position Cons: -->Yamatoman requires a lot of timing, unlike other chips, since you must be in the correct positive for the optimum effect. -->LifeSword is quite ineffective without Areagrab, because the opponent is sure to hide in the back row. Rating: ** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A4) Volcanic Equilibrium By: Xel23 (Allowed us to use it from RFF) Main Strategy: LifeSword, Volcano + BreakBomb. Fire+30 * x4 AreaGrab * x4 Volcano Y x3 Sword Y x3 WideSword Y x3 LongSword Y x3 Invis * x3 LavaStage * x2 BlackBomb3 Y x3 Balance Y [PRESET] FullCust * Description: As you probably know, LavaStage powers up Volcano slightly. However, in order to actually get a DECENT boost on Volcano, you'd need to steal practically the whole area. This is why the BlkBomb + Volcano Combo is introduced. Firstly, BlkBomb can be set off itself using the 2 LavaStage, or with Volcanoes. This combines the damage of Volcano and BlkBomb, doing at least 370 damage to the whole stage. Balance and LifeSword both help to wear down your opponent's HP, Balance reduces it to half, then LifeSwords minus more, along with the mentioned Volcano + BlkBomb Combo. All this adds to an easy win to NetBattles alike. Pros: ->Quick at doing decent damage (LifeSword + Balance: Usually 900 damage already, then Volcano + BlkBomb adds another 370). -->Always does damage equal to 1/2 of your opponent's HP (Preset Balance), good for competition NetBattles. Cons: --> Balance minuses 1/2 of your HP too. --> BlkBomb explodes itself on LavaStage, so the combo will separate. -->Volcano can be blocked if an obstacle is between it and the BlkBomb. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A5) Pack Leader By: Guardian Auron (Now known as Magenta Galaxy) Main Strategy: LifeSword, 2X Hero, PrixPower Codes: B, Y, * LifeSword Y x3 (9 chips) 2X Hero B x3 (12 chips) PrixPower */B (3 chips, Bowlman V5) 2x AreaGrab * 1x FastGauge [PRESET] 3 Invis * Description: This Folder combines the full Stage Hit of 2X Hero and heavy damage of PrixPower with the almighty LifeSword. Sort of a combination of ~A1) Hero Gathering~ and ~A3 Banzai!!~. The Areagrabs support the LifeSwords, and Invis is there as usual, to save your butt. Pros: -->Many powerful PAs crammed into 1 Folder -->Has the potential to overpower your opponent Cons: -->Hard to pick up all the chips for the 3 PAs: They're bound to get mixed up and you ending up having to toss another PA for something. -->Very hard to get the whole PrixPower -->Doesn't offer protection from opponent massively Areagrabing your Panels. -->If your opponent happens to pick up some AntiSwords...you're dead meat. Rating: * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A6) Multi-Hit Madness! By: The Dark Unknown Main Strategy: Darkman, Serenade, VarSword's Elemental Sonic Codes: D,S,* Darkman V1-4 D x4 Serenade S Navi +20 * x4 GodStone S DreamAura D Wind * x2 AreaGrab * x4 PanelGrab x2 Invis * x2 AntiDmg S x2 Rook * x2 Rockcube * x3 VarSword D x2 Description: The main attack force of this Navi based Folder is Darkman. He may look weak, with a 20-damage base. However, with 2 Areagrab, and a pumped up Darkman, this Folder is awesome! A heavy 100 damage per bat, with Darkman V4's 20~ bats would end in instant delete! If the bats aren't enough, then add another Areagrab, and use Serenade with Darkman's Hole! A guaranteed 1500+ damage, and if you pump her up... MomQuake adds to the insanity of this Folder, and with 3 Areagrabs, will keep on landing rocks onto that 1 spot, doing well over 1000 damage! VarSword is again, another serious damager. With a 640 to 800 damage capacity, it is well known to delete opponents fast. With all this multi-hit madness, who needs fast chips? Pros: -->Heavy Damage with little chips. -->Whole Folder flows: Areagrab to Darkman (multiple if wanted) to Serenade. -->Very simple to pull off. -->Requires next to no accuracy. Cons -->If you can't AreaGrab, all the attacks become very weak. -->Tough luck if something is blocking your VarSwords. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A7) Hero Guard By: Jason Main Strategy: 2X Hero, BodyGrd, PrixPower Codes: B,M,* CustomSword B x3 VarSword B x3 Slasher B x3 Protoman V2-4 x3 MetaGel 1 B x3 Team 1 * Team 2 * FastGauge * [PRESET] Timpani * x2 Shadow/Invis * x2 Scuttlst M AntiDamage M x2 AntiNavi M x2 Murmasa M Mistman V5 M Description: Yet another 2X Hero Folder, but this time, it includes BodyGrd. Again, 2X Hero is used by itself, to do a nice little 700 damage. PrixPower also helps to finish off the opponents. This looks like your average "Hero Gathering" (Folder A1) right? WRONG! BodyGrd is a powerful PA that, with the proper chips (and perhaps no SuperArmor for the opponent), can beat high HP opponents. Basically, by using Timpani's locking and immobilizing ability, your opponent is trapped, and gets hit by many Shrunkens, enough to usually win the battle. Pros: -->Very Powerful, with 3 strong PAs. -->Each of the 3 PAs have different ranges, so the whole Folder can't be blocked completely. 2X Hero can go through obstacles, unlike PrixPower. 2X Hero is countered by AntiSword, the others can't. PrixPower is countered with AntiNavi. BodyGrd can't be countered. Cons: -->2 codes, hard to pull off quickly. -->2X Hero requires 4 chips, which can do more damage when used separately (Slasher: 240, CustomSword 256~, VarSword's Elemental Sonic: 160 x 4, then + 160 for weakness [800], and Protoman: 160-220, making a total maximum of 1516 damage for a 2X Hero). -->There are many weaknesses in the Folder, restricting your use if any one is put to use by your opponent. ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+ B) Intermediate Folders +-+-+-+-+-+-+-+-+-+-+-+-+ These Folders are for Player with some experience in Netbattling, and are more challenging to use than Beginner Folders. Some of these have multiple, less obvious Combos, and are harder for Beginners to master. In order to locate the Folder you are looking for, Search the name of the Folder as shown in the Table of Contents using CTRL + F. -------------------- Table of Contents -------------------- B1) A-Hole B2) Master of the Elements B3) Avalanche! B4) Electric Spike B5) BBQ B6) Vector Cannon B7) FlashBack B8) Electric-Guts B9) Death Wish --------------------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ B1) A-Hole By: Dim Mak Mofo Main Strategy: Poison Pharaoh, HyperRatton, and Volcano Codes: A, * Volcano A x3 Ratton1 A x3 Ratton2 A x3 Ratton3 A x3 PoisonMask A x2 PoisonFace A x2 AntiNavi A x1 Sanctuary A x2 Anubis A AreaGrab * x4 GrassStg * x2 Invis * x3 FullCust * [PRESET] How to use: Using HyperRatton as the main damager, Dim Mak Mofo has decided to use Volcano and the PA Poison Pharaoh to support it, instead of Pikachu/ZapRats' Flashman (Folder A2). However, this does mean there is no lock on chips to make sure the HyperRatton hits. This is the main reason this Folder is Intermediate difficulty. As you can see, Volcano + GrassStg becomes a heavy damager. LavaStg's power up on Volcano has been considered, however, it requires a lot of setup to do since you need most of the panels for decent damage. HyperRatton is basically self-explanatory; you just fire it, and use Areagrabs to make it more accurate. Poison Pharaoh's quick HP Drain is useful, since Volcano, and even HyperRatton, does little damage for a quick S rank win. It requires a little setup, since you would want it on your opponents back row (but on his/her panels, so Plantman etc can't break it) in order to protect it. AntiNavi also helps to stop Navis from destroying it. Pros: -->Many forms of attack, like a multi-strategy Folder, something that can overcome what your opponents throws at you: Rooks? HyperRatton! Geddon 2? Volcano! Poison Pharaoh is great for all situations, especially when combined with AntiNavi. Cons: -->HyperRatton easily misses, and with PanelOut3, your opponent is immune to H-Ratton. -->All of the attacks require some setup before they can be used, giving your opponent valuable time to strike back. Rating: ** and 1/2 * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B2) Master of the Elements By: MTG (Customized by The Dark Unknown) Main Strategy: Elemental Sword + Plantman Code: P,* FireSword P x4 AquaSword P x4 ElecSword P x4 BambooSword P x4 Invis/Shadow * x3 MetaGel 2 P x2 AreaGrab * x3 Plantman V1-4 P X4 FullCust * [PRESET] FolderBack * Description: This Folder is cleverly designed to make full use of Elemental Sword's 4 hits, through using the multiple Areagrabs/MetaGels to trap the opponent, and Plantman to stop your opponent using defensive chips. Then, the Elemental Sword PA should do around 600 damage, and 150 extra for weakness. This is very powerful, considering you can pull off the combo within 1-2 turns. It's also very easy to position, good for Netbattlers who find it hard to get opponents into traps, since a WideSword Range, as well as a stun that lasts for a few seconds. However, it is possible for 4 of each Sword to become wasted, since it's very likely you'll get around 2 of a Sword, clogging up your Custom Menu. A good idea would be to play with a 10 Chip Custom Menu, to reduce the chances of getting useless Swords. Pros: -->Does high damage, which your opponent can't escape as soon as you hit. -->Plantman is very easy for hitting, and makes it even better if your opponent likes to stay on the Back Row (e.g. Plantman, then Areagrab twice, then FullCust and use Elemental Sword). -->Each Sword has a nice range (unlike the separated LifeSword), with moderate damage. Cons: -->Without Plantman, or Areagrabs, your Elemental Sword becomes quite useless. -->If you get AreaGrabbed a lot, then your chances of winning are seriously jeopardized, since this is meant to be a close range Folder. -->Obstacles get in the way of this Folder quite badly, partly why there are no Rooks in the Folder. If a Guardian or Rook is laid down, your range is affected a lot. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B3) Avalanche! (Originally known as Serenade Prototype) By: DragoonMan Main Strategy: Serenade and MomQuake Codes: S,* Serenade S Rockcube * x4 GodStone S Metagel3 S x4 AirShot 3 * x2 N.O.Beam2 S x3 Atk +30 * Navi +40 * Rook * x2 FastGauge * [PRESET] AreaGrab * x4 Hole * x2 (Gotta trade for the 2nd one.) Invis * x3 Description: Quite straightforward actually, since both Serenade and the PA MomQuake work best when your opponent is stuck on 1 panel, therefore the 8 Areagrab and MetaGel 3. If that's not enough, there is MetaGel 2 S available, if you wish to make this Folder a pure trap Folder. Once your opponent is trapped, you can use various strong chips, like Serenade +70 (does 1000+ damage) or MomQuake +30 (230 x LOTS). Both these spell DEATH for your opponent. Furthermore, the Rockcubes for MomQuake or Rooks can be used to fire NO Beams as well, useful for stopping them putting up a Dark-Aura, or Invis/Shadow just before your great finish. AirShots also stun for the big finale :P Pros: -->Once your opponent is trapped, he's 99% doomed (remaining 1% explained in Cons), due to your highly concentrated attack power. -->Many Panel Stealing chips offer a quick trap, good for Folders that the opponent uses which require lots of space. -->MomQuake works well whether you AreaGrab lots, however, it DOES work have extremely well with 1 Panel. Cons: -->1 Rook and you are dead meat...seriously -->Beware of GrabBack and Revenge: VERY PAINFUL, and is 0.5% of the 1% that your opponent has of winning once you've stolen all his/her panels. -->Very deadly: AntiNavi. Serenade becomes useless against AntiNavi, and is rebounded upon you (lucky you have all those panels). The other 0.5% of failure. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B4) Electric Spike By: Nessie Main Strategy: Bubbleman + Sensor Codes: B, * Zapring 2 B x4 Sensor 3 B x4 Bubbleman V1-4 B (Bubbleman V1 can be Preset) MetaGel 1 B x2 Rook * x2 Aqua+30 * x4 Navi+20 * x4 Invis * x3 IceStage * Navi+40 * Bubbleman v5 B Description: Looks like your average Stun Folder, with the ever-popular chips: Zapring and Sensor. However, Nessie has added a twist. See those Aqua +30, Navi +20 and Navi +40? Then look at the 5 Bubbleman chips. DO you get it? No? Grrr.. By using pumped up Bubbleman, you can inflict over 1000 damage onto paralyzed opponents. Too bad Prism doesn't come in B code, or that would be even better. With a preset Bubbleman V1, your Combo can't fail! Pros: -->If the opponent becomes stunned, you have quite a bit of time to get your fully pumped Bubbleman V5 out to defeat him/her. -->You can almost guarantee a paralyzing chip, as well as the preset Bubbleman V1 with quickly wear down the opponent. -->IceStg makes Zaprings and Sensors EVEN more powerful, making it possible to delete VERY quickly. Cons: -->IceStg makes it possible, although not likely, that your paralyzing chips are dodged (only if he/she is not in Aqua Style or have FloatShoes. -->Bubbleman without stunning is like trying to make a MiniBomb hits your opponent. You'd need insane reaction times. -->You are quite guaranteed to get lots of Navi and Aqua + chips clogging up the Custom Menu all the time. -->Lack of Areagrab means you are vulnerable to traps with Areagrabs; also it makes your Sensors hard to position. Rating: **** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B5) BBQ By: Nessie (Customized by The Dark Unknown) Main Strategy: Spice + Plasma or Flameman Codes: F, * Spice 1 * x3 Spice2 F x4 Spice3 F x4 Plasma3 F x4 Flameman V1-V4 F x4 Flameman V5 x1 AreaGrab * x3 Invis * x3 GrassStg * x4 [PRESET] Description: This Folder relies heavily on Spice. This very accurate chip, which also confuses, makes it very hard to fight back (or positioning stuff) before the next wave of Spice hits you. On Grass, the most obvious thing to do is burn it with a Fire Element Chip, like Flameman. This is hard to dodge, since your opponent is running around like an idiot. So: Spice, Spice, Spice then Flameman. Then GrassStg, and repeat. It's sure to gain you easy victories without much effort at all. Pros: -->With a full GrassStg, Spice can only be dodged with Mole/Invis/Shadow, which all don't work against Rush. -->Your opponent can't really attack back with obstacle-based attacks, nor shot type attacks, since they can't position it correctly. Flameman can do 400 damage each time, and combined with Spice's heavy damage, which can be stacked, then you end up with a highly damaging Folder. Cons: -->They use Invis/Shadow/Mole; your Whole Folders turns to crap. Might be a good idea to put a Flashman V4 in, for pesky Invis. -->Another Stage change would ruin your sequence of attack, and waste lots of chips. Rating: *** and 1/2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B6) Vector Cannon By: The Dark Unknown Main Strategy: Plantman, Plasma, KillerEye/Sensor. Codes: E, P, * Zapring 3 E x2 Plasma 3 P x3 [PRESET] IceStg * x2 Sensor 3 E x4 Areagrab * x4 Mole 2 * x2 Shadow * x2 KillerEye E x2 (Trade again) Elec +30 * x2 Atk +30 * Plantman V1-5 x5 How to use: A 2 coded version of "Call of Kudzu" (Folder D1). This uses the powerful, plus inescapable Combo of Plantman + Plasma. Plasma requires a bit of positioning naturally (usually 1 PanelGrab or 1 Areagrab/MetaGel). Also utilized are the Sensor 3s and KillerEye Combo. What you could do to make Sensors deadly (like Electric King, Folder D4) is put them one after another. Like so: [_][_][_][_][_][_] [5][4][3][2][1][E] [_][_][_][_][_][_] E = Opponent/Enemy Put the first Sensor at 1, and then proceed to 2, then 3 --> 5 and back to 1 if possible. KillerEye can be applied to any of the spots. If you are good at timing KillerEye, I suggest you pump up KillerEye SP and use it. Otherwise, pump up the Yellow one, and keep hitting A before the KillerEye appears to get the Yellow one. There is only a difference of 50 (100 with IceStg) between them. By adding IceStg to the combo, this can easily delete your opponent without frustration. Pros: -->Heavy on the stunning, so opponents can't escape. -->Sensors can become deadly when combo-ed, since they're inescapable. Same thing with Plantman, then Plasma. -->Can break LifeAuras and Auras easily, unlike most other Folders (Sensor 3 with Atk + or Elec + on Ice) Cons: -->Two codes, therefore Sensor 3 and Plantman can't be combo-ed. -->Plasma cancels out Sensor, Sensor cancels out Plasma. -->Sensor removes the vines of Plantman, wasting a perfectly good chip. Rating: *** and a half. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B7) FlashBack By: Mastermind Chaud Main Strategy: Flashman + Plasma, Bolt. Codes: E,F,* Plasma 3 F x4 Areagrab * x3 Invis * x2 MetaGel 2 F x3 Flashman v2-5 F x4 Icestage * x2 Fastgauge * x1[PRESET] Rook * x3 FullCust * x1 Bolt * x1 Lightning * x1 AirShot 3 x2 Rockcube * x2 Description: A combination of Flashman + Plasma forming a stunning combo rivaled only by Plantman + Plasma, it can easily wear down an opponent. By using Rooks, Rockcubes (w/ AirShots to shoot them forward) and the Plasma, you can make Bolt hit a lot of damage on Ice Panels. This continuous stunning is very effective in NetBattle. The Flashman + Plasma Combo is effective when accompanied by Guts Machine Gun, since you can shoot, then stun afterwards with Flashman or something similar. Pros: -->Stuns a lot, in order to stop your opponent. -->Bolt and Lightning being pulled off on Plasma and another Obstacle, making it a flowing combo (Bolt paralyzes, then Plasma continues the attack). -->Flashman + Plasma itself is capable of beating most opponents. Cons: -->Hard to position all the obstacles for Bolt -->Combo can be destroyed with a single Rook, or BreakBuster on the Rockcube and Plasma. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B8) Electric-Guts By: Mastermind Chaud Main Strategy: GutsShoot, Plasma + Sensor Codes: G, * Guard * x3 DashAtk G/* x3 Plasma 2 G x2 Sensor 2 G x3 Zapring 2 G x2 Timpani * x2 Areagrab * x2 PanelGrab * x3 Mole 2 * x3 IceStg G/* x1 [PRESET] FullCust * x1 Gutsman V2-4 G x3 Poltergeist G x1 FolderBack */Navi Recycle * x1 Description: Although the main attack power of this Folder is the GutsShoot, it is one of the least accurate PAs, since it basically is an enhanced Cannon, which freezes time. Support is provided in main ways, either simply with Timpani's stopping effect, or with Zaprings and Sensors to stop your opponent. Plasma 2 doesn't really help with GutsShoot; it's just there to take advantage of the other stunning chips for a great deal of damage. Poltergeist helps to make the obstacles do damage if they become ineffective and vulnerable to destruction. Pros: -->Heavy Stunning makes lots of time to get and fire GutsShoot. -->Plasma and Sensor can do heavy damage by themselves. -->Quick Folder, since there are a variety of quick attacks. Cons: -->Gutsman breaks your only IceStg -->The Folder becomes absolutely useless if you don't have an Areagrab or PanelGrab. -->Guard and DashAtk aren't useful without Gutsman. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B9) Death Wish By: Mastermind Chaud Main Strategy: EverCurse PA, HyperRatton Codes: C, * CurseShield 1 C x3 CurseShield 2 C x3 CurseShield 3 C x3 Ratton 1 C x3 Ratton 2 C x3 Ratton 3 C x3 Timpani * x3 Mole 2 * x2 MetaGel 1 C x3 Geddon 3 C x2 Sanctuary C x2 Description: This Folder, as you can see, isn't exactly the best for NetBattle. However, it does combine a counter-PA, which can be used as a Shield and a Counter attack, along with a high damaging PA: HyperRatton. Combining Offensive and Defensive power makes this Folder balanced. However, there is heavy reliance on the Timpani to make the Folder hit properly. That becomes a real problem when Netbattling. The old-fashion Geddon 3 and Sanctuary Combo are here to help drain HP off your opponent quickly, plus save you from mistimed EverCurses and CurseShields. Pros: -->Quite a bit of defense, along with a strong offense. --> Multiple ways of attacking, so that you aren't doomed forever, if you get the gist ^_~. Cons: -->Easily trapped with Areagrabs, making it quite ineffective. -->Heavy reliance on Timpani to make the HyperRatton hit, not very good generally in a NetBattle situation. -->EverCurse and CurseShield require very good timing, and with this kind of Folder, mistiming could be fatal. Rating: ** and 1/2 ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+ C) Advanced Folders +-+-+-+-+-+-+-+-+-+-+ Advanced Folders are for experts at Netbattling. They require some harder concepts that need much setup for their maximum potential. Shall we begin? In order to locate the Folder you are looking for, Search the name of the Folder as shown in the Table of Contents using CTRL + F. -------------------- Table of Contents -------------------- C1) Paralysis Power C2) E-Defender C3) Hymn of the Grave C4) Spicey C5) N.O Escape C6) LifeLance C7) Song of the Sentinels C8) Typhoon C9) Netbattler Q C10) Serpent Meteors C11A) BubbleBeam: Chaos Ver. C11B) BubbleBeam: Wahoo Ver. --------------------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ C1) Paralysis Power By: SushiSquid Main Strategy: Quick Stunning Chips Code: N, * BambooSword N x3 Rook * x2 Boomer 2 * x3 AirSword * x2 Sensor 2 N x3 Plasma 3 N x3 AreaGrab * x4 Invis * x4 NorthWind N x2 AntiNavi N x2 FullCust * (Preset) FolderBack * Description: This Folder may look weak with lots of "mediocre" chips, but think again. All of the chips do not turn the opponent white (Invincible temporarily) so they can be used non-stop. Let's take the weakest chips: BambooSword and Boomer 2. Both these seem weak, but when used as 3 or 4 in a row, it does the same damage as a BubbleSpread/HeatSpread, with much higher accuracy. Then, you can see the Plasma 3 and Sensor 2, both there to stun, which can be used with the other stunning chips to form a endless combo, resulting in an easy victory. As you may have noticed, there are quite a few Defensive chips, besides Invis. NorthWind and AntiNavi both support this Folder well, since AntiNavi stops the opponent from attacking back with strong Navis, and NorthWind stops the opponent blocking with Auras that the chips can't break. All this welds together to become one of the fastest Folders of MMBN3. Pros: -->Very fast, as long as you can AreaGrab once or twice, to start the attack. -->Can form long, unblock-able combos with the correct chips. -->Not many defences can surpass this Folder (Invis - Sensor, Shadow - BambooSword & AirSword, Aura - NorthWind) Cons: -->Needs at least 1 Areagrab for best outcomes. -->All of the chips except Sensor are close range attacks Rating: ***** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C2) E-Defender By: Zidanet129 Main Strategy: VarSword + BubbleSpread Codes: E, * VarSword E x4 BubbleShot E x3 Bubble-V E x3 BubbleSide E x3 AreaGrab E/* x3 Sensor3 E x3 Barrier * x2 Barrier100 E/* x2 Barrier200 E x2 Sanctuary E x2 IceStage * x1 [PRESET] FullCust * x1 FolderBack * x1 Description: VarSword's many capabilities mean the Folder can react to different situations quickly. For example: Normally, when there are no obstacles, then Elemental Sonic Wave (4 waves, 1 of each element) can be used to inflict an almost unavoidable 800 damage, assuming all 4 hit, and your opponent is in a Style other than Normal. Then you could add an IceStg to power up the Elec Element Wave, doing a total of 960 damage. Even at the highest HP, with Barriers, can't survive 4 of these, assuming you can do ESW each time. However, if the opponent puts up obstacles, then Elemental Sonic Wave can't hit him/her. Then that's where VarSword's ability to become HeroSword and LifeSword comes in. Both of these pass through the obstacles, meaning they'll hit practically all the time (except for Mole and Invis). Furthermore, the 3 BubbleSpread, along with the Sensor 3 to stun, can do an easy 430 damage (on Ice, Sensor 3 does 260, making it a total of 560 damage). This 2 way Folder avoids most problems of other Folders, since Obstacles, Invis, Shadow or broken panels don't affect this Folder. Besides that, there is a superb defence included in the Folder, the 500 Barrier. When combined with Sanctuary, it becomes a 1000 Barrier (due to Sanctuary's abilities) making a good shield when using VarSword's Button Commands, or just for plain defence. Pros: -->VarSword can do an amazing 960 damage, usually at the start of the battle (due to the Preset IceStg and 4 VarSwords) -->VarSword's changeable range accommodates for problems like being trapped with Areagrabs, or obstacles like Guardian. -->BubbleSpread can either be shot at opponent's obstacles (usually Rooks) to hit them, or with the support of a Sensor 3, can be shot at the Sensor or the opponent himself. Cons: -->Very hard to use effectively if you can't do Elemental Sonic Wave or the other VarSword Button Commands. -->BubbleSpread is very inaccurate without Sensor, which shouldn't be relied on either. -->No other Defence except 500/1000 Barrier. Rating: **** and 1/2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C3) Hymn of the Grave/Solid Thunder By: Xel23/Nessie Main Strategy: Plasma, MomQuake, Serenade Codes: S, * Plasma 3 S x4 MetaGel 2 S x2 Rockcube * x4 Airshot3 * x3 Elec+30 * x3 NorthWind S x2 Areagrab * x3 PanelGrab * x3 Sanctuary S x2 GodStone S x1 IceStage * x1 [PRESET] FullCust * x1 Atk+30 * x1 Serenade S x1 Hole * x1 Description: Another multi-hit Folder, only this time, a lot more multi-hits are bunched together into 1 superb Folder. First off, there's MomQuake PA, one of the best multi-hit PAs around. Then comes Serenade, the strongest Navi and multi-hitter of MMBN3. Plasma 3, although not so powerful as the others, can still be classified as a strong multi-hit chip. Since Multi-hits is all about cornering your opponent with a few Areagrabs, both MetaGels and Areagrabs have been included, for quick and easy Areagrabing. AirShots push the opponent back, letting you take all of their Panels. Now comes the fun part! Put your Plasma to one side of the opponent, where he can't reach it. Now he's being hit heavily right? Now whip up the MomQuake and Serenade (with Hole), to massacre him! The IceStg doubles Plasma damage, making it even more effective. On the defensive side, this Folder is lacking, since only NorthWind and Sanctuary provide defense. This means an even heavier reliance on the multi-hits to defeat your opponent before their combo beats you. Pros: -->Many multi-hits, good for non-stop pounding, plus, can't be blocked by a single Shield or Invis. -->Plasma 3 stuns, giving you a chance to get MomQuake and Serenade before your opponent strikes back. -->NorthWind prevents LifeAuras and DarkAuras getting in the way of the hits, since Plasma does most of the damage (90 base damage). Cons: -->High chance of screwing up, especially if the field is hole-ridden (or has a Panel that can't be AreaGrabbed) -->Both Serenade and Plasma require a whole lot of Areagrabs to work at maximum potential. -->Lack of defense can result in severe defeat. Rating: *** and 1/2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C4) Spicey By: SushiSquid (Originally By Asakura Yoh) Main Strategy: HeatSpread, Spice Codes: J, * HeatShot J x3 Heat-V J x3 HeatSide J x3 Spice3 J x4 Spice 1 * x3 AreaGrab * x2 Prism J x2 Invis * x4 GrassStg * x4 FullCust * (Preset) FolderBack * Description: Based on Asakura Yoh's Disco Inferno, this customized version uses Spice to confuse the opponent, giving them less chance of firing their Buster (with BreakBuster) at the Prism and breaking it, ruining the Prism + HeatSpread Combo. You could just use the HeatSpread Combo, and with both Prism and GrassStg, gives an incredible 1200 damage in 1 hit! However, the chances of pulling this off is reduced (unlike in Asakura Yoh's version), since this version only has 2 Prism Js. But now, as long as there are GrassPanels, you can use Spice to hit whilst waiting for the HeatSpread and Prism, doing lots of damage, as well as stalling any of the opponent's chips that need positioning. Both the Spices and the HeatSpread Combo can be used separately, each with a very high damage, but combined together, makes one heck of a combo. Problem is, this Folder is hard to build. GrassStg * can be gotten in White (3), plus the Prism Js you need to get from Chip Traders. Pros: -->Heavy Damage with 1 HeatSpread, can break any Aura, plus get you an instant delete. -->Spice works as both a part of the offensive chips, while stalling for the major "fireworks" -->A very fast Folder that usually requires 2-3 Turns to use, although it is possible that you get the whole HeatSpread Combo in the first turn, thus ending in a speedy victory. Cons: -->Prism isn't much good unless you're quick and your opponent is either confused with Spice or doesn't have BreakCharge/Buster. -->Spice doesn't work without Grass Panels, which HeatSpread burns away. That means, after a HeatSpread, if you can't get another GrassStg, then your Spices are ineffective. -->HeatSpread is very inaccurate without Prism, and as you may have noticed, there aren't other ways to stun your opponent for HeatSpread. Spice merely makes the opponent's movements erratic, but doesn't stop them. -->Takes a lot of time and effort to make (getting Chips + BugFrags and putting them into Chip Traders for Prism and such) Rating: **** and 1/2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C5) N.O Escape By: Warrior99999 and NeoDelux (They both made basically the same Folder) Main Strategy: N.O Beam Codes: I,W,* NOBeam1 W x4 NOBeam3 W x4 Rockcube * x3 Rook * x3 Invis * x3 Airshot3 * x3 FastGauge * [PRESET] Areagrab * x4 PanelOut 1 * x2 OldWood W x1 GrassStg * x2 Description: An effective Folder that is very dependent on the obstacles like Rook and Rockcube. NO Beams need Megaman to be standing in front of an obstacle for it to work. That causes much annoyance if your opponent Areagrabs you first, so you can't stand in front of the obstacle. If that was a bit confusing, here's a few diagrams to clear things up. Normally: [_][P][_][_][_][_] [M][R][_][_][O][_] [_][P][_][_][_][_] M= Megaman R= Rook/Rockcube P= Other possible positions for the obstacle O= Opponent Usually, you would put the obstacle in the middle row, then: [_][_][_][_][_][_] [_][R][M][_][O][_] [_][_][_][_][_][_] you would go to the front of the Rook/Rockcube to fire the NO Beam. If it hits, you can continue the attack with more NO Beams, results in a combo that, if timed correctly, leaves the opponent without an escape route. However, if your opponent Areagrabs first: [_][_][A][_][_][_] [M][R][P][_][O][_] [_][_][A][_][_][_] M= Megaman R= Rook/Rockcube A+P= Panels opponent Areagrabs O= Opponent P= PanelGrab or Obstacle if opponent doesn't use Areagrab. That would leave you unable to get in front and fire the NO Beam. That becomes a major weakness in this Folder. A simple PanelGrab in the middle row, or another obstacle on [P] would leave you and your Folder to a sticky end. However, with 4 Areagrabs, you should be able to regain that attack position quickly. Let's move onto the OldWood: OldWood does more damage (max of 440) to anywhere on the opponent's stage that is not broken. Since GrassPanels add damage onto OldWood, 2 GrassStg * are in the Folder. However, OldWood requires a hole in front of you (Like GodStone), but you don't want to lose a lot of Grass Panels. That's where PanelOut 1 comes in. After laying down the GrassStg, then use PanelOut 1 and quickly use OldWood. If done correctly, it should do 440 damage to the opponent and any of his obstacles (that are on his/her panels). Pros: -->Continuous NO Beam attacks lead your opponent to a quick death -->OldWood can do a quick 440 damage, no matter where your opponent is (unless he's standing over a Panel that's permanently gone) -->Obstacles still prevent the opponent Areagrabing any more, even though your NO Beams are useless for the time being. It gives you a chance to Areagrab back. -->NO Beams pass through any other obstacles (except Guardian), making it hard to block. Cons: -->NO Beam becomes useless as soon as an obstacle or PanelGrab is used on the middle row. -->Both OldWood and NO Beam takes lots of set-up: giving your opponent a lot of time to trap or lock you down before you're ready. -->NO Beam requires a bit of luck to hit the first time. Since you have to wait in front of the obstacle, you may find your opponent doesn't move to the same row, making your Folder inefficient. Rating: **** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C6) LifeLance By: Miyamoto Wannabe Main Strategy: LifeSword + Lance Codes: E, * LifeSword E x4 (12 chips) Lance E x4 Barrier 500 E x2 (6 chips) Sanctuary E x2 FastGauge * (preset) GrabBack E x1 Areagrab E/* x3 FolderBack * x1] Description (By Miyamoto): The point of this Folder is to use the LifeLance combo as often as possible. LifeLance consists of using Lance and LifeSword in rapid succession. If you have all of your panels, this results in an instant 530 or 400 damage, which is very easy to pull off, even multiple times in a row. Barr500 and Barr1000 (Barr500 + Sanctuary) provide better defense than Invis, in my honest opinion. The Areagrabs and GrabBacks are mainly to prevent being locked myself. You don't need locking to pull off this folder's main combo, but it doesn't work well if you're locked yourself. 50% of the Folder revolves around LifeLance combo, so it flows very quickly and is very fast. Pros: -->No Megachips to deal with -->Has smooth offense and defense -->Defense isn't countered by Rush -->Barr500/1000 is immune to stunning -->Very Quick folder -->Can get opponent out of the back row (using Lance), where LifeSword is out of range, then hit LifeSword. -->The Folder is very disarming, especially if you're fighting someone who doesn't know what your Folder is based on. Lance can quickly stop your opponent from using Chips, and LifeSword is quicker than what your opponent get pull off. Cons: -->Tough to build: Sword E and WideSword E can only be gotten from the 3 Chip Trader/Machine. -->LifeLance requires a little finesse when timing it -->Can't completely dodge strong PAs your opponent throws at you (500 Barrier takes the hits), unlike Invis/Shadow. Rating: **** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C7) Song of the Sentinels (Named by JezterMan EXE) By: Blademiester/JezterMan EXE/Nessie (Very similar Folders) [Customized and pieced together by The Dark Unknown] Main Strategy: Sensors + Discord, Bolt/Lightning Code: O, * Sensor 1 O x4 Sensor 3 O x4 Zapring 3 O x3 Yoyo 3 O x2 IceStg * x2 Rook * x3 Areagrab * x4 Shadow/Invis * x3 Lightning * x1 Bolt * x1 Guardian O x1 FullCust * x1 [PRESET] FolderBack * x1 Description: Like many of the current powerful Folders, this one relies HEAVILY on Sensor. Both Sensor 1 and 3 are used to ensure that you get Sensors to pound your opponent with, and other support chips like Yoyo 3 and Zapring 3 to stun the opponent for the Sensor (3) to hit again. IceStg has two uses in this Folder, one to power up Sensors, making them very powerful, but two, to power up Bolt and Lightning, both capable of around 640-880 damage (Lightning: 640, Bolt: 880) with 2 obstacles and IceStg. One of the ways to do it is: Method 1 [_][_][_][A][O][O] [_][M][_][A][R][R] [_][_][_][A][O][O] M= Megaman A= Areagrab (Might need 2 to put the right-most Rook) O= Possible Opponent locations. That is a good way to ensure that all of the hits hit the opponent without any chance of them using BreakBuster/Charge to break the Rooks. Sensors or Guardians can be used instead of Rooks, although there is a untested possibility that it may set off the Guardian. Another less accurate method is like this: Method 2 [_][_][_][A][R][O] [_][M][_][A][R][O] [_][_][_][A][_][Z] M= Megaman A= Areagrab R= Rooks (Or Sensors) O= Opponent (possible Locations) Z= Place where opponent can avoid half of the damage. As you can see, this method is slightly less accurate, with the opponent able to run to [Z] to get 1/2 the damage. However, this method doesn't require as much set-up as the first one. You may already know that Bolt and Lightning require Elec Styles, a pain for those who are unwilling to change Element/Styles. Even if you wanted to, it would take a lot just to get the Folder working. Pros: -->Sensors can multi-hit, or be combined with Yoyo, ZapRing, or Bolt/Lightning, doing lots of damage. -->Bolt and Lightning are very accurate if the Rooks or other obstacles are placed well. -->Guardian can help to use Bolt/Lightning, and also provides an obstacle your opponent usually would not hit (Does double damage on Ice, so it does a whooping 400 damage!) -->ElecStyles (needed for Bolt/Lightning)'s charged Buster (Zapring) can help the Sensor hit multiple times. Cons: -->Requires a bit of luck and time to get all the obstacles, and the IceStg. -->If the IceStg is gone, the Folder doesn't have as much potential. -->Requires ElecStyles to use Bolt and Lightning, a pain to get for just 2 chips. -->Requires both versions to build. White for Sensor 3 O and Blue for Sensor 1 O. Rating: ***** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C8) Typhoon By: Blademeister/Linkman 145 (Customized by The Dark Unknown) Main Strategy: BubbleSpread Codes: E, H, * BubbleShot E x3 Bubble-V E x3 BubbleSide E x3 ZapRing 3 E x3 Prism H x3 (No Prism E, and Prism H is easiest to get) VarSword E x2 Areagrab * x3 PanelGrab * x2 Sensor 3 E x3 Invis * x3 FullCust * x1 [PRESET] FolderBack * x1 Description: A "parody" of Disco Inferno (HeatSpread with Prism), this Folder uses HeatSpread's counterpart: BubbleSpread. The main strategy here is to use Sensor 3 or Prism to increase the accuracy of BubbleSpread, and use it for a quick 300 damage. Problem is: Prism doesn't come in E code. Instead, Linkman/blademeister have decided to add H code, which slows down the Folder a bit, unless you use FullCust to get BubbleSpread. Sensor works as follows: [_][_][_][_][_][_] [_][M][S][X][X][X] [_][_][_][_][_][_] [_][_][_][_][X][_] [_][_][_][X][_][_] [_][M][S][_][_][_] [_][M][S][_][_][_] [_][_][_][X][_][_] [_][_][_][_][X][_] In all 3 diagrams: M= Megaman S= Sensor 3 X= Sensor range Once the opponent is paralysed, you get either use VarSword (Elemental Sonic is preferred) or BubbleSpread. ZapRing can be used for the same effect, but is less accurate. Pros: -->BubbleSpread is quick, and does lots of damage. -->VarSword does a lot of damage too, and usually 1 VarSword E + 1 BubbleSpread will earn you a victory. -->Multiple paralysing chips as well as Prism make BubbleSpread hit very easily. Cons: -->Prism can not be used with any of the E code chips, making you waste a turn just to put the Prism in place. -->BubbleSpread is easily dodged without extra chips, which can happen if your opponent destroys your Prism. -->Sensor can't be put with Prism, so you can't really have both in use for a otherwise superb combo. Rating: **** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C9) Netbattler Q By: Miyamoto Wannabe Main Strategy: Bolt/Lightning Codes: Q, * Bolt * x1 Lightning * x1 FullCust * x1 [PRESET] FolderBack * x1 IceStage */Q x4 RockCube * x4 Prism Q x4 AirShot3 * x4 AreaGrab * x2 Mole3 Q x3 Plasma2 Q x3 ZapRing1 Q x2 Description (Modified from Miyamoto's Descrption): Yet another Bolt/Lightning Folder. This Folder, however, is very flexible. The whole Q code can be taken out for another code that has Prism (H, J, K, Q, W all have Prism). Miyamoto Wannabe has decided that Q would be the most suitable code, so there. Anyway, the idea is to use Bolt (or Lightning) combined with Prism for maximum pain. When you use Bolt with a Prism on field, it hits at least twice (once from the Prism as an object, and it then hits itself, for the Prism as a Prism, if that made any sense). Create RockCubes with your charge shot (NC Glitch) and rocket them to the back column with AirShots and GutsStraight. Don't aim for your opponent's skull... 200 damage is NOTHING compared to what you're gonna dish out soon. Here are some diagrams: [_][_][_][Z][O][Z] [_][M][_][R][P][R] [_][_][_][_][_][_] P= Prism R= Rook or Rockcube M= Megaman O= Opponent Z= Other possible locations of opponent. Basically, if the opponent is on [O], it hits one of the obstacles, rebounds on the Prism, hitting the other obstacle as well as itself (if you get the idea), and the last obstacle hits. That's around 4 hits (4x), then add IceStg for kicks. This totals (if Miyamoto Wannabe counted correctly =P) 2520 (on Ice, without Ice would be 1/2: 1260) for Bolt, and 1920/960 for Lightning! This would be the best possible scenario. However, if the opponent was on [Z], it would hit as 1 less obstacle, so it totals: 2100/1050 for Bolt, and 1600/800 for Lightning. This second scenario is more likely, but still very deadly, since most Netbattlers would use the 1000HP (base HP, without HP+ NCPs or EX Codes) It's not hard to set up a 1920-damage blast, really, especially with nine chips: FullCust (Preset), and FolderBack. Rook is a substitute for RockCube, but you can't put it in the back row, so beware of that flaw. AreaGrabs and field objects prevent you from being locked down with Areagrabs. Mole3 provides strong defence, especially because you'll very rarely be popping up to attack, unlike most other Folders. Pros: -->Immense Pain for those against this Folder (a fully powered Bolt will defeat your opponent, or at least get them down to 1HP with UnderShirt. Now, it's buster time! *Bam! S Rank!* ^_^. -->Easy to set-up, with so many obstacles. -->Other chips like GutsStraight can still be used to knock opponents into position. -->Provides tons of happy thought for you, and agony for your opponent (I'm just joking...you can tell right?) Cons: -->Relies on just Bolt and Lightning, 2 chips in 30, so a 1 in 15 Chance of getting it. Custom Styles would really help. -->Bolt and Lightning both require ElecStyles. That basically settles what Style you need: ElecCustom! -->No Charged Buster, which sucks. -->No other ways to damage opponent lots, except Plasma 2 and AirShot/GutsStraight if you don't have Bolt/Lightning. -->Can't be set-up a long time before getting Lightning/Bolt, since Prisms disappear fast and Rockcubes are ~BALEETED XD~ with a single BreakBuster Shot. Rating: ***** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C10) Serpent Meteors By: Blademeister (Customized by The Dark Unknown) Main Strategy: Snakes, Meteors Codes: R, * + Geddon 2 code (W or Anything you have 4 of). Snake R x3 Areagrab */R x4 Geddon2 x4 (any code, but W is easiest to get) HolyPanel R/* x2 Recover300 R x2 Roll V2-3 R x2 Fire+30 * x3 Wood+30 * x3 Invis/Shadow * x3 Meteors R x1 Atk+30 * x1 [PRESET] Folderback * x1 Description: Two of the best Multi-hit chips in MMBN3 combined into 1 Folder! Snakes, capable of doing (160 x 16) a whooping 2560 damage! Add that to Meteors' (160 x 30) insane 4800 damage, which can both be done in this Folder. Add that to BigHeart's possible (80 x 9) 720 damage, and you got a seriously powerful Folder. Problem is: Geddon 2 doesn't come in R code, making this Folder quite slow. Snakes and Meteors require a lot of Areagrabs, which takes a lot of setup. Without Areagrabs, both of those chips are ineffective. BigHeart, however, can be used anytime, and does quite a bit of damage. This can help stall the opponent. Pros: -->Heavy Damage, and you've got 3 types! ^_^ -->BigHeart can hit from anywhere, so you're not just stuck with Attacks that need Areagrabs Cons: -->Meteors + Snakes need lots of Areagrabs just to do more damage. -->There isn't any good single attacks, meaning it'll take a quite for you to strike back. -->Very slow, especially the Snakes and Geddon 2. Rating: *** and 1/2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C11A) BubbleBeam: Chaos Version (Named by The Dark Unknown) By: Linkman145 Main Strategy: BubbleSpread, Sensor/KillerEye Code: K, * Bubbler * x3 Bubble-V * x3 BubbleSide * x3 NoBeam1 K x3 Rook * x2 Team1 * x1 Team2 * x1 AreaGrab * x2 Prism K x4 Mole2 * x3 KillerEye K x3 FullCust * x1 Kingman V5 K x1 C11B) BubbleBeam: Wahoo Verison By: Linkman145 Main Strategy: BubbleSpread, Sensor/KillerEye Code: W, * Bubbler * x3 Bub-V * x3 BublSide * x3 ZapRing2 W x3 NoBeam1 W x2 NoBeam2 W x4 Rook * x2 AreaGrab * x3 Prism W x3 Mole2 * x3 FullCust * x1 Description: No, your eyes don't deceive you. There are indeed 2 BubbleBeam Folders, both which use the BubbleSpread * Program Advance as the basis of its attacks. All the other chips merely support it. For those building the Folders, BubbleSpread * is VERY rare. Your best chance is to dump masses of chips into the 3 Chip Trader in hopes for a set. This Folder was inspired by Typhoon (Folder C8), also made by Linkman145 as well as Blademeister. ~BubbleBeam: Chaos Version~ This version of BubbleBeam is based on the K code, which has a Prism. The Prisms enhance the BubbleSpreads, making them do 600 damage. You could also use all those Stunning chips like NO Beam and KillerEye to stun your opponent first. There's a combo which involved NO Beam and a Prism, which works like so: [_][_][_][_][_][_] [_][R][M][O][P][_] [_][_][_][_][_][_] R = Rook M = Megaman O = Opponent P = Prism In this layout, the opponent is hit by your NO Beam, which also passes through him. The opponent gets paralyzed, then is hit when the Prism is hit by NO Beam, which obviously is reflected upon the opponent again. PrixPower doesn't serve much use, although it can help if the BubbleSpreads, KillerEyes and NO Beams aren't working out. The problem is, only 1 set of Team 1 and 2 are in the Folder, so it should not be relied on. ~BubbleBeam: Wahoo Version~ Very similar to BubbleBeam: Chaos Version, only Wahoo version uses the W code. Both codes are very similar, and therefore Linkman has applied similar strategies. W code has both Prism and NO Beam, which means the combo (mentioned in Chaos Version's Description) with both of them can be used. Instead of KillerEyes, Linkman has used ZapRings, which do the job just as well. The NO Beams in this Folder are more flexible, with 6 at disposal, you can go and fire them all for insane damage! Pros: -->BubbleSpread + Prism is very quick -->Lots of Stunning chips, good for supporting BubbleSpread -->NO Beams, when used with Prism, do quite a lot of damage -->Not a single Areagrab is required to lock on combos (Unless you want to make NO Beam more accurate. Cons: -->VERY hard to build: BubbleSpread * could take ages to get. -->A lot of set-up required for both combos. -->Both NO Beam and BubbleSpread aren't too accurate without Prism Rating: *** and 1/2 ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+ D) Deadly Folders +-+-+-+-+-+-+-+-+-+ Like the name says, these Folders are deadly in the hands of a godly Netbattler. All four use the incredible power of Sensor, the best stunning chip available to us. Unfortunately, we could not include Asakura Yoh and Crimson Knight's legendary "Disco Inferno: Custom", but we do have some fine Folders that have the potential of doing as much damage as CDI. In order to locate the Folder you are looking for, Search the name of the Folder as shown in the Table of Contents using CTRL + F. ------------------ Table of Contents ------------------ D1) Call of Kudzu (aka. Custom Plasma Cannon) D2) Call of Kudzu: Sense Version D3) It tingles! It tingles! D4) Sensorship D5) Electric King ------------------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ D1) Call of Kudzu [Named by Lourde Incarnadine] By: The Dark Unknown Main Strategy: Plantman + Plasma, with Sensor. Codes: P, * Zapring 1 P x3 Yoyo 3 P x2 Plasma 3 P x4 Sensor 3 P x4 MetaGel 2 P x4 (or Areagrab * x4) PanelGrab * x2 Invis * x3 (Can be replaced with Shadow *) FullCust * x1 IceStg * x2 [PRESET] Plantman V1-5 x5 Description: The Dark Unknown's prized Folder, with nearly enough power to compare to "Disco Inferno: Custom". However, like all other Folders, it can't do enough damage in 1 hit like Disco Inferno: Custom, which does 1200 damage per HeatSpread when set up properly. This Folder combines the heavy stunning assault of Plantman + Plasma, an almost inescapable Combo, due to the fact that Plantman pierces Mole, and Rush takes out all of them, with the super powerful Sensor 3. An everlasting combo of Plantman + Plasma 3 + Sensor 3 + the other support chips like Yoyo 3 can be executed in 90% of the battles, due to the efficiency of FullCust. There is a high chance of a Plantman in the first Turn, meaning Plantman, then Plasma 3 or something, then quickly back to the Custom Menu. This Folder has a usual speed of a 2 Turn win, with some 3 Turn Wins against higher HP opponents. Pros: -->Every single Attack chip (besides MetaGel 2) has the stunning effect or paralysis, and contributes to the overall Folder combo. -->All chips are intergraded with each other: there is no "separate" chip that must be used separately in this Folder, unlike many other Folders. -->One of your best choices for quick battles. -->Easy to pull off combos, because each chip is plentiful (Pulling off multiple Sensor hits, you've got 4 Sensors and 4 Support [Zapring + Yoyo], and Plantman + Plasma 3, there's enough to last long enough to beat any opponent) Cons: -->Useless against DarkAura, and requires quite a bit of luck to get rid of LifeAuras (Sensor 3 on Ice). -->Very prone to AntiNavi. 1 AntiNavi could spell DOOM for this Folder. Luckily, Sensor and such can still be used without Plantman. -->Can only be built in White Version (Me, TDU, has a big advantage XD) Rating: *****...and a half? =P (I'm biased) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D2) Call of Kudzu: Sense Version By: The Dark Unknown (Thanks to Jezterman.EXE for inspiration) Main Strategy: Sensor, EvilCut Codes: P, * Zapring 1 P x3 Yoyo 3 P x3 Sensor 1 P x4 Sensor 3 P x4 StepSword P x2 StepCross P x2 HeroSword P x1 Areagrab * x3 PanelGrab * x2 Invis * x2 Shadow * x2 FullCust * x1 IceStg * x2 [PRESET] FolderBack * x1 Description: The Dark Unknown's prized Folder, Call of Kudzu, but alternated to take full advantage of Sensors. It's more like an improved version of Song of the Sentinels (C7). This Folder takes full advantage of Sensor's stunning capabilities, allow you to fully exploit the Sensor "cheap" combo: [_][_][_][_][_][_] [_][A][B][C][D][O] [_][_][_][_][_][_] A-D = Sensor multiple location O = Opponent You could keep putting Sensors down from A-D or D-A, so that the opponent has no means of escape before you kill him (Sensor + IceStg = 260. 260 x 4 = 1040, enough to beat most Netbattlers). Additionally, to help Sensor 3 hit multiple times, Zapring and Yoyo can stun the opponent long enough for the Sensor to hit again, without making the opponent invincible. That also leads to a quick, painful death for those against this Folder. EvilCut has been added to this Folder, but only for a quick finish-off. It doesn't extend the normal Sensor combo much. The StepSword, HeroSword and StepCross by themselves don't stun, and after use, lets the opponent escape from the next Sensor shot. EvilCut itself stuns, very good for the combo, since it still does the 150 x4 damage, but with a Sensor follow-up. Pros: -->Every single Attack chip (besides EvilCut separated) has the stunning effect or paralysis, and contributes to the Sensor combo. -->All the chips support Sensor, whether it is Zapring, HeroSword or another Sensor. -->Excellent for quick wins. -->Easy to pull off manoeuvres, because each chip is plentiful (Pulling off multiple Sensor hits, you've got 8 Sensors and 6 support chips [Zapring + Yoyo], and EvilCut. If that's not enough, FolderBack brings em all back) -->Pierces Invis, and breaks LifeAura and Auras easily. -->Yoyos and EvilCut can be used for heavy amounts of damage (Yoyo: 90 x3, EvilCut: 150 x4) by themselves, with Zaprings possibly, but doesn't need Sensors all the time. Cons: -->Useless against DarkAura -->Sensor 3s require lots of aiming -->Doesn't have Plantman, unlike original Call of Kudzu, making it harder to position the first hit. -->Can only be built in White Version (Me, TDU, has a big advantage XD) Rating: ***** and 1/2 (Yes I'm biased!). Nah, this would only really deserve ***** at most. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D3) It Tingles! It Tingles! By: Malinhion Main Strategy: Sensor 3 + Plasma 1 Codes: J, * Sensor3 J x4 Spice3 J x4 Spice 1 * x2 BigWave J x2 GrassStg J/* x2 Plasma1 J x3 AirSword * x2 Shadow * x2 Invis * x2 Areagrab * x3 Jealousy J FullCust * [Preset] FolderBack * How to use: This Folder is interesting, since it relies on stunning chips, like Sensor and Plasma, in order to pull off the other combos. The most powerful chip in the Folder is Sensor 3, and can be combo-ed with Spice or AirSword to continue the attack. Method 1. Movement 'enhancement'. Set up a Sensor3 in the middle row with a Grass Stage. Spice things up (with Spice obviously) and let your opponent run around like a chicken until the Sensor hits them. Note that Spice3 also does a decent amount of somewhat unavoidable damage on its own. Be careful where you place your Sensor 3, since fires downwards on the top row. [_][_][S]|[_][_][_] [_][_][_]|[X][_][_] [_][_][_]|[_][X][_] S = Sensor 3 X = Range of Sensor And on the bottom row, it fires diagonally up, like: [_][_][_]|[_][X][_] [_][_][_]|[X][_][_] [_][_][S]|[_][_][_] S = Sensor 3 X = Range of Sensor By putting the Sensor in the middle (it'll fire forward), then you eliminate the limited range of Sensor 3. Then support your Sensor with the Spice for a simple, yet effective win. Method 2: Movement Restriction. Note that this folder is bipolar. It either tries to get your opponent to move a lot or a little. The most effective strategy for doing this is to use AirSword to blow them back, then Areagrab. Then you can put the Sensor and Plasma where it is out of your opponent's range, yet can't miss. Again, you could still combo it with Spice. Pros: -->Heavy Stunning makes it hard for opponents to position correctly (when confused), and attack (Sensor etc). -->The uniqueness of the Folder. Unlike the rest of the Folders made, that restrict movement, this one half-heartedly ENCOUARGES movement, something other Netbattlers (like in Tournaments) will not expect. This gives you a very good advantage. -->If your Sensors and Plasmas are being blocked, like from Movement restriction, the Spices can help to slow your opponent until you acquire the proper chips for a take-over. Of course, you could win with just Spice :P -->Not directly a Folder comment, but J code is very versatile. You can easily adopt many other strategies that use the stunning abilities of this Folder. Cons: -->Hard to use if your opponent decides to PanelGrab 1 of your rows. -->If you lose both GrassStages (perhaps SetGrass as well), then half of your attacking chips are non-functional. -->No IceStg for Sensor and Plasma's double damage (You might want to add a IceStg, but then Spices will become useless) -->Folder sort of "contradicts" itself. BigWave cancels out GrassStg, and Sensor and Plasma cancel each other out. Rating: ***** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D4) Sensorship By: Crimson Knight Main Strategy: Sensor 3 + NO Beam 2 Codes: E, * NoBeam2 E x4 Sensor3 E x4 Mole3 E x3 Rook * x2 AreaGrab E x3 VarSword E x2 Barrier E x2 Barrier100 E x2 Barrier200 E x2 Killer Eye E x2 Sanctuary E x1 FullCust * x1 FolderBack * x1 IceStage * x1 (preset) Description: Although it seems, on first sight, that this Folder lacks firepower to be in the Deadly Folders Section, think about this: Sensor 3 stuns your opponent, then you use NO Beam 2. Your opponent stays paralysed until the next Sensor shot. Then another NO Beam 2. There is no way out of this combo once you've been paralysed. Not even Tango can save you... Furthermore, 500 Barrier and Mole 3 Es give a lot of defence to pull it off. They also provide cover if you plan on using VarSword (especially Elemental Sonic Wave) without Sensor or NO Beam to back you up. SetIce would seriously boost the power of this Folder, plus allowing you to preset FullCust, to finish the combo flawlessly. Pros: -->Similar to Call of Kudzu: once you're stunned, you're trapped in a headlock. No escape. -->Heavy on the stunning chips, stopping counter-attacks and defensive chips. Cons: -->Sensor 3, when not in the center row, will look down or up, making the combo ineffective. Rook can fix the problem, but you'd lose half your damage potential. -->500 Barrier, and even 1000 Barrier (Sanctuary + 500 Barrier) will not survive long under an experienced Netbattler. Rating: ***** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D5) Electric King By: Dragoon1 (modified by The Dark Unknown) Main Strategy: KillerEye + Sensor Codes: K, * AreaGrab * x4 KingmanV4-5 K x2 Killer Eye K x4 Invis * x2 Mole 2 * x2 Sensor 1 K x4 GrabBack K x2 Plasma 3 K x4 Ice Stage * x2 Team 1 * x2 Team 2 * x2 Description: You could consider this the best of Dragoon1's Folder building skills, since this Folder rivals that of CDI. Basically, the idea is to take the opponent down with the 4 Killer Eyes, and with Sensor 1 K and Plasma 3 K to support it. IceStg makes the damage double, doing more than 400 damage per KillerEye if used correctly. For people who aren't good at timing, and screw up the KillerEye roulette thing, just pump up the Yellow KillerEye, and madly push A when you use KillerEye, guaranteeing a 200 damage shot. People good at timing the KillerEye thing should pump up the SP version of KillerEye, for maximum damage. PrixPower (added in by The Dark Unknown) acts as another support. However, the Team 1 and 2 tend to get in the way of KillerEye and such chips. Pros: -->Once the first KillerEye/Sensor/Plasma 3 hits, the opponent is dead meat. -->High damage, rivals that of "Call of Kudzu" (D1) and "Disco Inferno: Custom" (RFF). -->Quick, VERY quick -->No problems with aiming, unlike Folders that use Sensor 3. (Sensor 1 only looks forward; Sensor 3 looks up and down depending on the row.) -->Heavy on the stunning and gives opponent no chance to fight back. -->No problems with Auras and such. -->No obstacles can block KillerEye and Sensor 1, due to their piercing + go through abilities. Cons: -->If you screw up and your opponent grabs a Dark Aura before your KillerEye stuns him/her, then you can't break it. -->No Shadow Breakers, except for Rush -->Mole tends to leave this Folder tactless. Rush is definitely needed to back Electric King up. Rating: ***** ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+ E) Fun Folders +-+-+-+-+-+-+-+ These Folders are just for fun, and are not intended for serious competition like Tournaments. However, do as you like with them! Usually, they are not practical for quick deletes, like Air Raid, which relies on Bomb Chips like Double and Triple Bomb. In order to locate the Folder you are looking for, Search the name of the Folder as shown in the Table of Contents using CTRL + F. -------------- E1) Air Raid E2) Fiery Death E3) Mowing the Lawn E4) The Gruesome Death of Poison E5) Lurker -------------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ E1) Air Raid By: The Dark Unknown and Mastermind Chaud Main Strategy: Single, Double, Triple Bomb Codes: E, * DoubleBomb * x4 Triple Bomb E x4 Zapring 3 E x2 Lance E x3 Areagrab E/* x3 MetaGel 2 E x2 Sensor 3 E x3 Invis * x4 Timpani * x2 Description: Not just your average Folder, filled with the usual Sensors, Swords and MomQuake, but a relatively original idea! Air Raid uses the DoubleBomb and Triple Bomb as one main source of damage (1 Bomb is 50 damage. 3 Bombs is 150 damage. 150 x 4= 600! 2 Bombs is 100. 100 x4 = 400! 600 + 400 = 1000!!!) Since Bombs are some of the least accurate chips in MMBN3, Sensors, Timpani and Zaprings are there to stop your opponent dead in their tracks, ready to be bombarded. Lance is just there for fun, to poke them out for Sensor and Bombs. Pros: -->Good for passing over lots of obstacles -->Does moderate damage in a short period of time -->Can be used as stunning combo Folder Cons: -->Bombs are seriously inaccurate without paralysis or Timpani. -->Bombs require a LOT of positioning -->The whole Folder relies on luck basically. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E2) Fiery Death By: MTG Main Strategy: Volcano/Magma Cannon 3 Codes: H, * AntiDmg H x4 MetaGel3 H x3 Volcano H x4 FireRatton H x4 LavaCan3 H x4 Invis * x4 LavaStage * x3 [PRESET] GaiaSword * GaiaBlade * Timpani * x2 Areagrab * x2 FullCust * FolderBack * How to use: All fire Chips, now that's a FIRST (off the J code that is >_<) Volcano and MagmaCannon, when powered up with LavaStg, can do immense damage. Then you can add FireRatton to the equation. Result? Massive Damage! And if that's not enough, GaiaBlade/Sword takes advantage of FireRatton, MetaGel 3 and Volcano's attack power to launch a strong hit. Lots of defence is provided, since Volcanoes and such aren't exactly the fastest chips in the world... Volcanoes are Wide Cannons, and have an easy time hitting your opponent, even if he/she is moving around like mad. [_][_][X][X][X][X] [_][M][X][X][X][X] [_][_][X][X][X][X] M= Megaman X= Volcano's range Unless defensive chips or obstacles are used, your opponent can't dodge this attack. However, since Volcano is so slow, they'll probably use Shield >_<. Pros: -->Big damage...nuff said -->WoodStyles are defeated VERY quickly. 1 Volcano with all LavaPanels would already do 640 damage! ElecStyles are prone to the GaiaBlade/Sword, which can be easily pumped up, since every attack chip has at least 100 damage, up to 220! -->Volcano has an excellent range, making it hard to dodge. Cons: -->Half of the Folder can be blocked with Shield. -->The MagmaCannons are not too accurate, and are slow. -->The Folder relies a lot on Areagrabs trapping opponents, or the Timpani, which is not a good thing. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E3) Mowing the Lawn By: Malinhion Main Strategy: GrassStg, then the various Fire Chips for 2X Damage. GrassStg * x4 Spice 1 * x2 Spice2 F x4 MetaGel2 F x4 AreaGrab * x2 Burner F x3 Burning F x3 Flameman V2-4 x3 Invis * x3 FullCust * [Preset] FolderBack * Description: Similar to the Folder BBQ, this Folder uses Spice, and Flameman for a nice combo. However, Malinhion here has added another Fire chip that's just as effective as Flameman, but doesn't burn everything, the BURNER! Both Burner and Burning have a small range, making it more practical than Flameman in a Folder where GrassStg is a must. Range of Burner [_][_][F][_][_][_] [_][F][M][F][_][_] [_][_][F][_][_][_] M= Megaman F= Range of Burner This is very good, since it only burns a bit of the stage, and still lets Spice work. Burning is more accurate, but burns a bit more grass on the opponent's side if used in the front row. Range of Burning [_][_][_][F][_][_] [_][_][M][F][F][_] [_][_][_][F][_][_] M= Megaman F= Range of Burning This is a lot more accurate, yet makes Spice less effective. Pros: -->Fire Chips do a lot on Grass, plus Spice can make the opponent run into Burner(ing) range, quite an effective combo. -->Flameman passes through obstacles, good if obstacles are blocking Burner(ing)'s range. -->Spice can be used by itself for lots of damage that can't be dodged. -->Very effective against both Elec (Spice does 2x damage) and Wood Styles (Flameman, Burner(ing) does 4X damage!) Cons: -->Without Grass, Spice is useless and the Fire chips can't do much damage -->Other Stage Chips would ruin your combo completely -->As more Fire chips are used, Spice's accuracy and range is affected badly. Rating: *** and 1/2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E4) The Gruesome Death of Poison By: MTG Main Strategy: Poison Pharaoh, HyperRatton. Codes: A, C, * PoisonFace A x2 PoisonMask A x2 Anubis A Hole * DarkAura A VarSword C x2 Ratton1 C x3 Ratton2 C x3 Ratton3 C x3 Geddon3 C x2 Sanctuary C x2 AreaGrab * x3 Rook * x2 Invis * x3 [PRESET] Description: This Folder is quite similar to the Folder "Death Wish". It relies on HyperRatton for lots of damage. However, MTG has added PoisonPharaoh PA and Geddon 3 for fun! The combo: Geddon 3 + Sanctuary, drains the opponent's HP whilst you're protected. Adding DarkAura and standing in the front row (still on HolyPanels) will keep the opponent on Poison panels. Poison Pharaoh speeds up the poisoning to extreme speeds, ensuring a quick win that'll make your opponent REALLY annoyed (hence being in the Fun Section ^_~). VarSword's Elemental Sonic, when combined with DarkAura, can't be stopped, and hammers down your opponent's HP really fast. Pros: -->HP Drain from Geddon3 and Poison Pharaoh goes through Invis -->VarSword can quickly do 800 damage, then you can drain the rest of his HP or use HyperRatton. -->DarkAura + Sanctuary can't be broken except with Prism and Bubble/HeatSpread or Proto/Alpha Arm Omega. Cons: -->PoisonPharaoh can be destroyed easily, due to lack of Areagrabs -->HyperRatton can also be dodged without paralysis. Rating: *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E5) Lurker By: Blademeister (Customized by: The Dark Unknown) Main Strategy: Rope, Stunning chips (Sensors etc) Code: E, * ZapRing3 E x4 Rope1 * x4 Rope2 E x4 Sensor3 E x4 Metagel2 E x3 Areagrab E/* x3 Invis * x3 KillerEye E x3 FullCust x1 [PRESET] FolderBack x1 Description: Ever tried the chip Rope? You'd know it could stun and hold opponents for a long time, right? Blademeister has taken that idea, and coupled it with paralyzing chips like Zapring and Sensors for maximum damage. By Arealocking the opponent, or at least pushing them to the back row, you can make sure Vine hits, then you can combine it with Sensor, Zapring, KillerEye or other Vines for an everlasting trap! Another method is to paralyze first, then use Vines and other stunning chips to trap the opponent again. Vine has a range of: [_][V][V][V][_][_] [_][_][M][V][_][_] [_][V][V][V][_][_] M = Megaman V = Vine Range Which means if the opponent is Areagrabbed twice, Vine can't miss. That also means if you concentrate and everything works out, you should be able to get Sensors or other chips into place to trap the opponent alternatively until he/she is defeated. Pros: -->Everlasting Stun -->Many Areagrabs to lock down and trap -->Once 1 chip hits and traps, the rest should easily hit. -->No reliance on Navis Cons: -->May become quite slow if strategy doesn't work out -->Very vulnerable when using Vine. You could easily be countered with a quick strategy. Rating: *** ===================================================================== End of Section 6: Effective Folders ===================================================================== <>--------------<> | 7) Styles Info | <>--------------<> This section is about all the 8 Styles and 5 elements available in MMBN3, as well as which ones are recommended. Styles play an important role in Netbattling, as they affect your Navi Customizer Setups, and support your Folder. Different Styles will work best with your style of battling. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+ i) Styles +-+-+-+-+-+ There are 7 Styles available in both versions, as well as an exclusive Style for each version. These are: BugStyle CustomStyle GutsStyle ShieldStyle TeamStyle NormalStyle White: GroundStyle Blue: ShadowStyle The info is arranged as shown: ~Name of Style~ Rating: (Out of 5 Stars: *) With 5 being the best Info: Details, specialties of the Style Pros: Pros of using this Style. Cons: Cons of using this Style How to get: How to get this Style Navi Customizer Blocks: NCPs gotten from levelling up this Style, plus a rating out of 5 for each 1. NC Block Colours: Colour of NCPs that can be used without a Code (White, Pink and Yellow are default and can be used by any Style.) ~BugStyle~ Rating: *** Info: Megaman gets automatically glitched by a random glitch. Here is a list of possible Glitches, and the chance of getting them. These Glitches are decided randomly at the Beginning of each battle. Name of Glitch: Chance out of 16 BusterMAX (Atk, Rapid and Charge +5): 5/16 Invincibility (Can't be hit for 10 seconds): 5/16 Start with 100 Barrier: 5/16 Full Custom Menu (Get 10 chips in Custom Menu): 1/16 3/8 Buster Shots are blanks: 4/16 Continuously moving up or down (only 1 direction): 6/16 HP Drain in Battle: 2/16 HP Drain in Custom Menu: 4/16 Pros: Good Glitches like: Invincibility and 100Barrier make you more powerful. Cons: High chance of Bad Glitch, especially the Moving Up or Down one. Very annoying in NetBattle. How to get: Keep your Navi Customizer Glitched for most battles. Navi Customizer Blocks obtained: BugStopper (*****), Dark License (*****). NC Block Colour: Dark (Black/Grey) ~CustomStyle~ Rating: ***** Info: Adds an extra chip to the Custom Menu (Turns selectable chips to 6 instead of 5). Relies on lots of chips used together in a turn to defeat the opponent. Not very effective with many coded Folders. Pros: Extra chips, which means getting Program Advances quicker, or other Combos. Can be used for Custom Dupe (11th Chip Trick), although no recommended. It's Cheating. Cons: None! How to get: Selecting multiple Chips in the Custom Menu in Virus Battles. Navi Customizer Blocks: Custom +1[Blue] (****), Custom +1 [Yellow] (****), Custom +2 (*****) NC Block Colour: Blue ~GutsStyle~ Rating: **** Info: Relies on sheer Buster Power. The Buster damage is doubled, meaning it does up to 10 damage per shot. Plus, rapidly tapping B will allow you to use "Guts-Machine-Gun" or GMG, which is a rapid fire Buster Shot, doing quite a bit of damage. Rapid is automatically lowered to 1, and cannot be increased. Pros: Effective if your Folder uses paralysis strategies, or other Stunning Chips, since you can fire your GMG at the opponent while they're stunned. Cons: Reduced Rapid. No real difference in Battles. How to get: Use your Buster a lot in Virus Battles Navi Customizer Blocks: SuperArmor (****), BreakBuster (**) and BreakCharge (***) NC Block Colour: Red ~ShieldStyle~ Rating: ***** Info: Receives a Barrier at the beginning of every battle. If the NCP Shield or Reflect blocks an opponent's attack, it recovers you that amount of damage. Highly Defensive. Pros: A "free" Recovery attack. Good Defence for Folders that concentrate on attack strategies. Cons: Practically none! How to get: Use lots of Recovery and Defensive Chips in Virus Battles. Navi Customizer Blocks: Block (*), Shield (***), Reflect (*****) NC Block Colours: Blue ~TeamStyle~ Rating: *** Info: Allows you to put an extra MegaClass Chip into your Folder. Can be used to obtain V4 Navi Chips by deleting them in 20 seconds. Pros: An extra MegaChip is always welcome! Cons: Not much use in NetBattle: no special power etc. Equal to Normal Style with an Elemental Buster. How to get: Use lots of MegaChips (Navis in particular) in Virus Battles. Navi Customizer Blocks: MegaFolder 1 [Green](***), MegaFolder 1 [Pink] (***), MegaFolder 2 (****) NC Block Colours: Green ~NormalStyle~ Rating: **** Info: The Normal Megaman, with Normal Everything. If you think about it, this is sort of the ideal Megaman for NetBattle. No Weakness, No Strength Pros: No weakness to elements, meaning you won't have to take that 2X Damage from elements. Cons: Can't use Elemental Buster Shots, or Element-only Chips (Bolt, Salamander etc). No strengths either. How to get: You start with it!!! Navi Customizer Blocks: None NC Block Colour: Only Default ~GroundStyle~ WHITE ONLY Rating: ** Info: Cracks panels beneath if the Charged Buster hits something. Pros: Cracks panels, to stop opponents from using attacks that travel on the panels. Can help with Snake Folders (If you have Heat Element Charged Buster) Cons: Makes no real difference to battles. How to get: Use lots of Stage changing Chips (AreaGrab, Stage chips like GrassStg) Navi Customizer Blocks: SetGrass (***), SetIce (***), SetMagma (***), SetHoly (*****) NC Block Colours: Green ~ShadowStyle~ BLUE ONLY Rating: ** Info: Default Charged Buster is Invis, which lasts for 3 seconds. Turns to Elemental LV1 if Weapon LV+1 is used. Slightly higher Movement Speed. Pros: Unlimited Invis, faster, so better at dodging. Cons: Invis doesn't last long. Loss of Charged Buster Power. How to get: Use Invis, and other similar chips like Shadow. Navi Customizer Blocks: ShadowShoes (***), FloatShoes (****), KawarimiMagic/AntiDmg (*****) NC Block Colour: Red +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+ ii) Elements +-+-+-+-+-+-+-+ There are 5 Elements that can be combined with Styles. Chips can also be one of these Elements. Compatible with Styles and Chips: Heat/Fire Aqua Elec Wood Compatible with Chips and Normal Style: Normal Info is shown like: ~Element Name~ ~Chips~ Strength: Does 2X Damage to this Element Effective with: (Chips this Element is effective with) ~Style Element~ Recommendation: (How useful it actually is. Out of 3 stars [* - ***]) Weakness: Receives 2X Damage when hit with this Element (only for Styles and Viruses) Style Special Ability (What ability Element has with Style) Style Element Pros: (Pros of Style Element) Style Element Cons: (Cons of Style Element) Buster Info: (Effect of Charged Buster) Damage: (Damage Buster does: LV1,2,3) Charge Speed (Time taken to charge. Out of 3 Stars) Buster Pros: (Pros of Buster) Buster Cons: (Cons of Buster) ~Heat/Fire~ ~*~Chips~*~ Strength: Wood Effective with: GrassStg because it does 2X Damage on it. Fire +30 adds damage. Clears away Grass Panels. ~*~Style Element~*~ Recommendation: * Weakness: Aqua Element Special Ability: Can stand on Magma Panel without Damage Style Element Pros: Can easily do lots of damage, with Salamander/StandOut. Style Element Cons: Bubbleman or BubbleSpreads are deadly against HeatStyles. A Bubbleman V5 could delete you in 1 go! Buster Info: Flamethrower. Megaman shoots a Flame that has a range of 3 panels, hitting all 3. Damage: LV1: 50. LV2: 80. LV3: 100 Charge Speed: ** Buster Pros: Hits Multiple Targets. Heavy Damage. Buster Cons: Flame is slow moving: requires good timing. Leaves you VERY vulnerable when the Flame is shot. ~Aqua~ ~*~Chips~*~ Strength: Heat/Fire Effective with: Aqua +30. Clears Magma Panels away. ~*~Style Element~*~ Recommendation: *** Weakness: Elec Element Special Ability: Does not slip on Ice Panels. Style Element Pros: Not many. Main advantage is really the Charged Buster. Style Element Cons: Powerful Elec Chips are plentiful. Fatal to use AquaStyle against Sensors or Bolt/Lightning unless you know how to counter everything. Buster Info: A Shot Type Buster. Fires Bubble-Shot, hitting both the panel the opponent/obstacle is on plus the panel behind on impact. Damage: LV1: 40. LV2: 50. LV3: 60 Charge Speed: *** Buster Pros: Fast charging and shooting. Hits up to 2 Panels. Buster Cons: Not much. ~Elec~ ~*~Chips~*~ Strength: Aqua Effective with: Elec +30, IcePanels. ~*~Style Element~*~ Recommendation: *** Weakness: Wood Style Special Ability: None. Style Element Pros: Lots of strong Elec Chips, especially Bolt/Lightning, which require ElecStyles. Style Element Cons: Easily overpowered by Plantman. Buster Info: Zapring. Paralyses opponent on impact. Damage: LV1: 20. LV2: 30. LV3: 40 Charge Speed ** Buster Pros: Paralyses, to make hitting with other Chips easier. Buster Cons: Slow, can be dodged quite easily. Blocked by obstacles. ~Wood~ ~*~Chips~*~ Strength: Elec Effective with: Wood +30 ~*~Style Element~*~ Recommendation: ** Weakness: Heat/Fire Style Special Ability: Recovers slowly (1 HP per second) on GrassPanels. Style Element Pros: Recovering on GrassStg plus Undershirt can help you survive separate single hit attacks (you recover, then get hit to 1 HP, then recover again). You're also allowed to use GaiaBlade/Sword, good for heavy damage. Style Element Cons: Many strong Heat Chips exist, so WoodStyles are easily wiped out. GrassStg + Heat Chips do 4x damage to you! Buster Info: Twister, like the chip. Hits 2 Panels forward. Multiple hits. Can be doubled using SandPanels Damage: 20/30/40 x 8 Charge Speed: * Buster Pros: Hits a lot of times for a lot of damage. Buster Cons: Slow, requires Areagrabs to hit more easily. ~Normal~ ~*~Chips~*~ Strength: None Effective with: Atk +10/30 ~*~Style Element~*~ Recommendation: ** Weakness: None Style Special Ability: None Style Element Pros: No weakness at all, so you can't really be killed in 1 hit (unlike other Style Elements. AquaStyle vs. Bolt and a few obstacles is practically an instant delete. Same with WoodStyle against HeatSpread + Prism) Style Element Cons: Unable to use Style Element Specific chips. Buster Info: Single Shot. Similar to Normal Buster Shot. Damage: 10. Damage can't be increased with Weapon LV+1 (LV S) Charge Speed: ** Buster Pros: Only thing good is that it's quick. Buster Cons: Mediocre damage, plus it's not very useful. An AirShot is as fast, yet does more damage. Not much point of using this Charged Buster. ===================================================================== End of Section 7: Styles Info ===================================================================== <>------------------<> | 8) Navi Customizer | <>------------------<> In this section, we will introduce some very useful NCPs (Navi Customizer Programs), but not only that, of course, we will provide you with the most useful and the best NC set-ups for Netbattle! Lets start with the Navi Customizer Programs themselves. Example: Name of NCP Shape of it: Original----Compressed Colour: of NCP Pros: What's good about it Cons: Weaknesses of it How to counter it: What strategies to use if the opponent uses this NCP. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ i) Navi Customizer Programs +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Beat Support [][]------------[][] [][][]------------[][] [][][]----------[][][] Colour: White Effect: Stops the first Mega class, Giga Class chip (including PAs) used by your opponent. Pros: Can stop powerful PAs like 2xhero, BodyGrd, GutsShoot etc. It can be reused if FolderBack is used. Cons: Only once per Battle (Without FolderBack) How to counter it: Use another MegaChip to remove its effects, then you're free to use MegaChips! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rush Support []--------[] [] Colour: Yellow Effect: Paralyzes the opponent if they use Invis, Mole or Shadow Pros: Very useful, since most players use Invis. It can be reused if FolderBack is used. Cons: It only affects 1 chip per Battle, plus it doesn't do damage. How to counter it: Don't use Invis, Shadow or Mole. Alternately, put some sort of defence (Rook, Sensor) and deliberately get paralysed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tango Support [][]---------[][] []-----------[] [][]---------[] [][]---------[][] Colour: Pink Effect: gives you're a 200 Barrier and heals 300HP when your HP turns Critical (Red, 1/4 HP) Pros: You won't need Recover Chips nor Barriers; Could be used as your back-up defence to make room it your Folder. Cons: It doesn't work if you die when you're above your Critical HP; such as Multi-hit chips that hit you down to 0HP before you get out of it, or Time-freezing PAs that hit you multiple times. It doesn't work in Stunning/Paralysing attacks, like Plasma or Delta Ray Edge. How to counter it: Use a powerful. Multi-hit PA before your opponent reaches Low HP, or use paralyzing chips. SaitoBatch [][][]------[][][] [][][]------[][] [][][]------[][][] Colour: Orange Effect: Gives you the NCPs: Shadow Shoes, Air Shoes, Float shoes, Custom+1, MegaFolder +1, Shield, Break Charge, Break Buster. Glitch: 1/2 HP (MAX HP turns to half) Pros: Has a wide range of effect. 1/2 HP Glitch can be removed using BugStopper. Cons: Requires a repair code to repair its effect so no EX codes can be used with it. How to counter it: None. Buster Max --[]-----------[] [][][]-------[][][] --[][]---------[] Colour: pink Effect: Attack +5, Rapid +5, Charge +5 Glitch: Chips are used automatically at the beginning of each turn. Pros: Works well with Charged Buster Shots, and Guts-Machine-Gun. Cons: Needs BugStopper to remove the side-effects. How to counter it: >_> Stop them from using Buster? Bug stopper []-------------[] []-------------[] []-------------[] [][][][]-------[][][] Colour: White Effect: Counter all Bugs. Note that all Program Blocks still need to be on the Command Line, even with BugStopper. Pros: Make a perfect NC system Cons: Big in size How to counter it: N/A FastGauge []------------[] [][][][][]----[][][][][] [] Colour: Pink Effect: Speeds up Custom Gauge (same effect as FastGauge Chip). No difference if 2 FastGauge NCPs or FastGauge NCP and Chip and used together. Pros: Allows you to get chips quicker, speeding up your Folder. Cons: Also allows an opponent to get chips quicker. How to counter it: Use SlowGauge DarkLicense [][]-------[][] [][][]-------[][] ----[]---------[] Colour: Dark (Grey) Effect: Allows you to use GigaChips that require the Chip Hole (Dark-Hole) without the Hole itself. GigaChips in White: Forte, Serenade. GigaChips in Blue: Forte Another, DarkAura. Pros: Allows you to use those GigaChips as soon as you get them, very useful for DarkAura (Since you can preset it) Cons: Takes lots of space, and is useless unless you NEED to rely on that GigaChip. How to counter it: Take the NCP, break it in half. Actually, using an AntiNavi, or Beat Support will stop Navis, but you can't stop the NCP. GigaFolder 1 [][][]--------[][][] --[]------------[] [][][][]------[][][] Colour: Purple Effect: Allow you to put 1 more GigaChip into your Folder. Pros: Adds more firepower to you Folder Cons: Waste of Space, requires code. How to counter it: Use Beat Support? (To stop Mega/Giga class chips) Set Holy [][][]-----[][][] [][][]-----[][][] [][][]-----[][][] --[]---------[] --[] Colour: Green Effect: when battle starts all of your normal panels become holy panels. Pros: Halved Damage, good for general Defence and doubling the damage taken by Barriers and Auras. Cons: Panels can be broken and stolen, which makes your NCP useless, or helps them. It also only turns the panels that start off as Normal into Holy. How to counter it: Destroy their panels! Custom + 1 [][]----------[] []------------[] [][]----------[][] Colour: blue Effect: You start with an extra chip in the Custom Menu. Pros: Useful for getting a good selection of chips for Combos or PAs. Cons: N/A How to counter it: Jealousy >_>. That's basically it. Custom + 2 []------------[] [][][]--------[][] [][][]--------[][][] Colour: Blue Effect: You will get 2 extra chips in your Custom Menu at the start of the battle. Pros: Useful for getting a good selection of chips for Combos or PAs. Cons: N/A How to counter it: Jealousy I suppose... +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+ ii) EX Codes +-+-+-+-+-+-+-+ EX Codes can be inserted into the Navi Customizer by pressing Select when it says OK after you select RUN on the NC. It will bring up a menu that allows you to insert a code, like the correction codes for the Navi Customizer Programs. These codes give you the effect as listen in the below table. We have only selected the most useful codes, and have listen them in the table below. Effect ------------- Code --------- Bugs ---------------------------------------------------------- Hp+350 ----------- GJHURIE2 ------ None HP+1000 ---------- CNJDU2EM ------ Panels become Swamp (When you step off) AirShoes --------- ZN3UDOIQ ------ Custom -1 FastGauge -------- XBCJF2RI ------ Custom -2 Float Shoes ------ PEOTIR2G ------ None KawarimiMagic ---- L3KJGUEO ------ Custom -1 MegaFolder +1 ---- JDKGJ1U2 ------ None MegaFolder +2 ---- 3DIVNEIQ ------ Custom -1 MegaFolder +5 ---- SKFBM3UW ------ Panels Become Poison/swamps ShadowShoes ------ GKHU1KHI ------ None Shield ----------- EIR3BM3I ------ None Super Armor ------ KTEIUE2D ------ None Reflect ---------- SK13EO1M ------ Custom -1 Undershirt ------- UIEU2NGO ------ None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+ NC Set-ups +-+-+-+-+-+-+ Ultimate Power! [E][B][B][B][B] [W][W][W][E][B] [S][S][S][M][B] [S][S][M][M][M] [S][S][S][M][E] S= Saito.Bat/Hub.Bat W= Weapon LV +1 M= BusterMAX B= BugStopper E= Empty Pros: power pressure Cons: Not much, as long as you can use it swiftly and powerfully Anti Mega and Giga!! [W][W][W][C][C] [Q][Q][Q][Q][Q] [M][M][B][B][Q] [M][M][B][B][B] [M][M][B][B][B] W= Weapon lvl+1 Q= Quick Gauge B= Beat support C= charge +1 M= Mega +2 Pros: Stop all Mega/Giga Combos Cons: only once per custom menu might leak some powerful PAs in. Navi Rush [M][M][W][W][W] [M][M][W][W][W] [M][A][U][2][2] [A][A][U][2][2] [A][A][C][2][2] M= Mega +1(green) A= Mega +1(pink) W= Weapon lvl+1 U= Undershirt C= Charge +1 2= Mega +2 Pros: Navi rush, trying to get as much Navis as possible on the first turn to knock down the enemies Cons: It's not very useful unless your Folder is very reliant on Navis, like Darkman Folders or Bubbleman. Full Open! (Works best with Custom Style) [C][C][W][W][W] [C][W][W][W][2] [C][Z][E][2][2] [E][Z][2][2][2] [Z][Z][W][W][W] C= Custom+1 (blue) Z= Custom+1 (yellow) W= Weapon lvl+1 E+ Empty 2= Custom+2 Pros: 10 chips, no custom dupe, can be used in tournaments Cons: not much other effects, use this with Custom or Shield style to add an EX code! Ultimate Stalling [C][C][W][1][2] [C][C][W][2][1] [C][U][W][T][R] [A][U][1][#][R] [A][A][R][R][R] C= Custom+1 E= Empty W=Weapon lvl+1 1= Charge + 1 2= Rapid + 1 #= Rush support R= Reflect U= Undershirt A= Attack + 1 Pros: Rush to prevent Invis, Glitch up Weapon lvl+1 to shoot out rock cubes instead of buster for defence, undershirt to prevent one kit KO, Custom +1 to have more chips to choose in custom menu, works best with a stalling folder like rook, heal, barrier, auras etc. Cons: not too much, except that you cannot attack with charge Buster Power Shield [T][T][W][W][W] [T][1][B][B][B] [T][S][S][S][B] [T][T][S][S][B] [1][S][S][S][B] S= SaitoBatch/HubBatch W= Weapon LV+1 T= TangoSupport 1= Charge +1 Pros: Using SaitoBatch's multi NCPs to mount your attack, then using SaitoBatch's Shield, and Tango Support to block/heal. Works nicely with Shield Style (Using Shield to recover) Cons: Buster is weak...nothing else. Invincibility!! (Only ideal with WoodShield or WoodGround Style) [R][R][R][C][W] [R][C][#][S][W] [R][U][S][S][W] [C][U][S][C][#] [W][W][W][#][C] R= Reflect S= set green U= undershirt W= weapon LV +1 C= charge +1 #= Rapid +1 Pros: set green for healing, undershirt for death prevention above 1Hp, Reflect for healing (only if you use it correctly along with shield style). The Charge +1s are there to increase charge speed to use weapon lvl+1 glitch, to shoot Rockcubes out. This makes it even better Cons: no AirShoes, buster is deals only 1 damage. Quicksand (NC by: Miyamoto Wannabe, owner please feel free to change the name of this NC set-up, this NC is to fit with his folder, Banzai!!) [S][C][S][F][F] [S][S][S][C][F] [S][S][S][D][F] [C][D][D][D][F] [C][E][D][E][F] C= Charge + 1 F= FastGauge D= Setsand E= Empty S= Saito Batch This NC Set-up combines the FastGauge ability to speed up Folders, with Setsand, slowing opponents down for Miyamoto's Banzai (Beginner Folders: A4) for the Yamatoman attack and LifeSword. Heavy Heat (NOTE: This NC Set-up is for quick levelling up of Styles, and for obtaining Ground Style in White ONLY. Do not use for NetBattle) [E][M][E][L][L] [M][M][M][L][L] [B][M][E][L][L] [B][E][L][L][L] [B][B][B][B][E] M: Buster MAX B: BugStopper L: SetLava/Magma E: Empty This combines a fast and furious (Yes, like just the movie :P) attack, making you easily win battles in easier areas (Mettools for example where they are instantly deleted), and the Buster MAX allows you to fire a few more shots of your Buster for easy wins. Custom Shadow (By: Miyamoto Wannabe) NOTE: This is for Shadow Style. [X][F][X][A][X] [F][F][X][A][A] [C][F][U][A][S] [C][F][U][S][S] [C][C][S][S][S] X: Empty (can put Charge +1 in them for Invis) F: FloatShoes C: Yellow Cust+1 (used twice) U: Undershirt S: Cust+2 (requires Mod-Code) A: SuperArmor This NC Set-up is a mixture of Custom and Shadow Style. An 8 chip Custom Menu, like CustomStyle, whilst retaining the Invis Charge Buster, and the infamous SuperArmor and FloatShoes all in one. Perfect for NetBattle (SuperArmor protects, and Invis is a lifesaver. FloatShoes avoids all those pesky bad Panel effects), and for pulling off a large Combo. Mirror-Reflector [C][C][B][B][B] [C][R][R][R][B] [S][#][S][R][B] [S][S][S][R][B] [S][S][S][C][1] C: Charge +1 B: Bugstopper R: Reflect S: Saito Batch #: Rush 1: Rapid + 1 This Set-up is a basic setup for reflect and shield masters. People, who can constantly pull their shield out correctly, should be able to use this Set-up well. However, if you are having a guts style, this set-up is not recommended for you, since the 10pt sh00ting is much better for a guts style. License of the Dark [F][F][W][W][W] [F][C][W][W][W] [F][C][D][D][R] [F][C][C][D][D] [F][5][5][5][D] D: Dark license F: FastGauge C: Custom +1 5: RegMem + 5 W: Weapon LV+1 R: Rush There, a Dark license NC, counters the dark effects of the program, but great as you do not need the hole chip, however, this is not a suggested set-up unless you REALLY need to use another chip instead of hole in your folder. MEMORY = 90MB! [1][2][3][3][3] [1][2][4][4][4] [1][2][E][5][7] [6][6][6][5][7] [8][8][8][8][7] 1,2,3,4,5,6,7,8= RegMem +5 E= Empty There, needs A LOT of trading. But this means you can preset blues v4 >_>. Has 90MB to preset really good chips then, but the consequence of 4 RegMem +5s in the command line might be awful... ===================================================================== End of Section 8: Navi Customizer ===================================================================== <>----------------<> | 9) Button Combos | <>----------------<> VARIABLE SWORD (VarSword) Button Combos (HOLD THE A BUTTON WHILE INPUTING THESE BUTTON COMMANDS). All hits do 160 (each, if you use TSW/ES). If the Button Combo fails, then it will revert to a Normal Sword that still does 160. Difficulty, Usefulness and Accuracy are all out of *****. ~~*~~*~~*~~*~~*~~*~~*~~*~~ In all VarSword diagrams: M= Megaman H= Hit Range ~~*~~*~~*~~*~~*~~*~~*~~*~~ 1) Long sword Button Command: Down, Right Range: [_][_][_][_][_][_] [_][M][H][H][_][_] [_][_][_][_][_][_] Difficulty: * Usefulness: * Accuracy: * 2) Wide sword Button Command: Up, Right, Down Range: [_][_][_][H][_][_] [_][_][M][H][_][_] [_][_][_][H][_][_] Difficulty: ** Usefulness: * Accuracy: ** 3) Paladin/Hero Sword Button Command: Left, Down, Right Range: [_][_][_][_][_][_] [_][M][H][H][H][_] [_][_][_][_][_][_] Difficulty: ** Usefulness: *** Accuracy: *** 4) Dream/ Life Sword Button Command: Down, Circle in clockwise direction (Down, Left, Up, Right, Down) Range: [_][_][H][H][_][_] [_][M][H][H][_][_] [_][_][H][H][_][_] Difficulty: *** Usefulness: *** Accuracy: **** 5) Tri-Slash Wave Button Command: Left, B, Right, B Range: W2 W1 [_][_][H][_][H][_] [_][M][H][_][H][_] [_][_][H][_][H][_] -----------> W= Wave (1/2/3) There are 3 waves in total, but each wave makes your opponent invincible (white) It's not good for multiple hits against Netbattlers, but can counter the Shadow + AntiSword Combo or break obstacles. All 3 waves travel in --> direction. Difficulty: **** Usefulness: **** Accuracy: ***** 6) Elemental Sonic Wave Button Command: B, B, Left, Down, Up Range: W3 W2 W1 [_][H][_][H][_][H] [M][H][_][H][_][H] [_][H][_][H][_][H] -----------------> W= Wave (1/2/3/4) All 4 waves travel in --> direction. Each wave is a different element. The first one is Heat/Fire, second is Aqua, third is Elec, and fourth is Wood. All four will hit (640 damage), since only the Wood one turn the opponent temporarily invincible (white). Adding GrassStg/IceStg will make it do lots more damage (+160, so 800). If your opponent is in any Style other than Normal, it will be weak to 1 of the waves (+160, so 960!) Difficulty: ***** (TDU mastered it ^_^) Usefulness: ***** Accuracy: ***** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GUTS PUNCH SERIES button combos (HOLD THE A BUTTON WHILE INPUTING THESE BUTTON COMMANDS) Normally, all of these Gutspunch Series chips are just Sword range (with the exception of GutsStraight being LongSword range). Adding the button combo will make them fly out, like a Cannon shot (with the exception of GutsImpact) Difficulty, Usefulness, and Accuracy are all out of *****. ~~*~~*~~*~~*~~*~~*~~*~~*~~*~~*~~ In all GutsPunch diagrams: M= Megaman H= Hit Range >= Direction Gutspunch travels ~~*~~*~~*~~*~~*~~*~~*~~*~~*~~*~~ Guts Punch Button Combo: Down, Right Range: [_][_][_][_][_][_] [_][M][>][>][>][H] [_][_][_][_][_][_] 1 Rocket GutsPunch fires out, hitting the closest opponent on the same row. It can also knock back obstacles as usual. Damage remains 90. Difficulty: * Usefulness: *** Accuracy: ** Guts Straight Button Combo: B, B, Down, Left, Right B Range: [_][_][_][_][_][_] [_][M][>][>][>][H] [_][_][_][_][_][_] Instead of 1 Rocket GutsPunch, like GutsPunch, this Command fires 3 Rocket GutsPunches. All 3 travel down the same row, and they don't turn the opponent invincible, like the original chip, so all three can hit in succession for 390 damage. Each of them can knock back obstacles, like the original chip, and does 130 damage each Punch. Difficulty: **** Usefulness: **** Accuracy: ** Guts Impact Button Command: Left, B, Down, B, Down, B Range: [_][_][_][_][_][_] [_][M][S][H][_][_] [_][_][_][_][_][_] S= Where Megaman moves This one is quite irregular. It takes a heck of timing, and has a very small range. However, if all of Megaman's Punches and Kicks (which hit 1 panel) hit, then it can do 560 damage! Difficulty: ***** Usefulness: * Accuracy: * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Navi Button Commands- Metalman.exe Hold A and use D-Pad to position Metalman's Location (2 sec time limit) Beastman.exe Press the "A" button when Beastman's (2x damage) You can't see actually extra hits, but it does 2x damage. Desertman.exe A + Up-Right, A + Down-Right (either one, or both). It moves both Desertman's arms to that direction (Diagonally Up/Down) A + Up Right [_][_][B][B][C][B] [_][D][_][A][_][_] [_][_][A][_][_][_] D= Desertman A= Hand 1 B= Hand 2 C= Where the 2 Hands meet (2x damage) If A + Up Right is used, then the bottom hand will go diagonally up, making those panels into Sand, as well as hitting the opponent 2x damage on C. A + Down Right is inversed. [_][_][B][_][_][_] [_][D][_][B][_][_] [_][_][A][A][C][A] D= Desertman A= Hand 1 B= Hand 2 C= Where the 2 Hands meet (2x damage) Again, it's the same except Hand 2 goes down. Yamatoman.exe Rapidly tapping A+B (keep on tapping for more hits). However, only the multi-hit spear does more damage, not the long ranged one. Yamatoman's first attack [_][_][_][_][H][_] [_][_][Y][_][H][_] [_][_][_][_][H][_] Y= Yamatoman H= Hit range Only this attack is powered up with the button command (The attack keeps on going for a while longer if the button command is used) However: Yamatoman's second attack [_][_][_][_][_][_] [_][_][Y][H][H][H] [_][_][_][_][_][_] Y= Yamatoman H= Hit Range This will always only hit once, and is not powered up by the button command. Punk.exe 1) Shield + Claw Damage: 400 Press Left + B (like Shield/Reflect/Block NCP) when Punk appears. Punk fires his claw backwards, doing 400 damage on impact. [_][_][_][_][_][_] [<][P][_][O][H][<] [_][_][_][_][_][_] P= Punk <= Direction of Claw O= Opponent (Is not hit) H= Opponent hit. 2) Punk Claw Damage: 200 Down, right, down, right There are a few things you have to do first though: A) Obtain Mr. Famous' Wristband (NumberMan Lottery) B) Full charge Megaman's Buster. C) You must stand on the panel as shown on the diagram: [_][_][_][_][_][O] [P][_][_][S][H][_] [_][_][_][_][_][_] P= Punk (Where Megaman MUST stand) S= Where Punk steps forward H= Opponent Hit O= Opponent (Not hit) Flameman.exe Hold B, then up, upright, right, downright, down (This is a full 3x3 Flame) As shown: [_][_][_][F][F][F] [_][M][F][F][F][F] [_][_][_][F][F][F] M= Megaman (Flameman) F= Flame Range However: If you stand in the back row [_][_][F][F][F][_] [M][F][F][F][F][_] [_][_][F][F][F][_] It won't reach the end. Plus, if you press in incorrectly, things like this may happen: [_][_][_][F][_][_] [_][M][F][_][F][_] [_][_][_][_][_][_] [_][_][_][_][_][_] [_][M][F][F][_][_] [_][_][_][F][_][_] [_][_][_][F][_][_] [_][M][F][F][F][_] [_][_][_][F][F][_] In all 3 diagrams above: M= Megaman/Flameman F= Flame Range These are just a few examples of how it could go wrong. To make the Flame go up or down only, hold the button for the corresponding Direction (Up for up etc) Up only [_][_][_][_][F][_] [_][_][_][F][_][_] [_][M][F][_][_][_] Down Only [_][M][F][_][_][_] [_][_][_][F][_][_] [_][_][_][_][F][_] In both diagrams above: M= Megaman/Flameman F= Flame Range ===================================================================== End of Section 9: Button Commands ===================================================================== <>--------------------------<> | 10) General NetBattle Tips | <>--------------------------<> Some General Tips for you so that you can go kick some butt! These are categorized into "Offensive", "Defensive" and "What to do when the opponent..." +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+ i) Offensive +-+-+-+-+-+-+-+ Have only 1 to 2 Codes in your Folder Too many codes make getting lots of chips difficult. A Good Folder should only have 1-2 codes (not including * Code), so that you can at least get 3 chips every time you go to the Custom Menu. Always choose at least 1 chip every turn Even if it's a bad chip, you can still put it into use. Say it's a Rockcube: You can put it, and stand behind it (provided that the opponent doesn't have BreakCharge/Buster, and opponents won't be able to use Protoman, Roll and any other Shot Type Weapons. FastGauge and FullCust FastGauge lasts for the whole Battle, meaning you can get more chips quicker, so you don't get killed before using your "Finisher". FullCust can help you get Chips, quick! So if you've got a 2-part combo (say Prism and LifeSword), but they're different codes, you can get it before the opponent destroys your Prism. SlowGauge SlowGauge is painful if you can get a good strategy going. Poison Panels (Geddon 3) and Poison Pharaoh is very effective with SlowGauge, since the opponent can't get chips to get rid of the Poison. You can abuse CustomSword, by waiting for the CustomGauge to nearly hit full, then use it to deal he maximum damage possible. Watch to see if the opponent has AirShoes A good way to see if your opponent has AirShoes is by looking at his HP etc. If he seems to be using an EX Code, you can probably spot it. The really obvious one: Poison Panels (The panels turn to poison after they step off it). EX Code means no SaitoBatch, so use Geddon 2 to stop him moving, then strike with PAs, or Snakes. GutsStyle GutsStyle's Guts-Machine-Gun (Rapidly press B) is very effective with Buster MAX (It'll do 10 damage) when the opponent is trapped. Note: Using this while the opponent is moving around leaves you vulnerable to attacks. Using ADD The ADD button should only be used if you're REALLY stuck with absolutely useless chips. If you do use it, then remember to have some kind of defence, like Invis, or Mole. Use a strategy you're familiar with Don't go straight to Netbattling without testing your Strategy first. IF you don't know how your Combo works, or haven't thought of how it hits etc, you could be in for a beating. Always try your Strategy on a Navi first, preferably a Navi you can beat easily. I find Metalman to be a good tester for my combos. Stick to 1 - 2 Themes in your Folder Too many themes can make your Folder less effective, like if you rely on a strategy that needs GrassStg, but then it gets ruined when you try to use Geddon or something. Use Atk+, Navi+ and [Element]+ Chips The chips that power up your Chips are: Standard: Atk+10, Navi+20, Fire+30, Aqua+30, Elec+30, Wood+30 Mega: Atk+30, Navi+40 These chips can help you power up your attacks, especially multi-hit attacks, since EACH hit is powered up. Areagrab as much as possible Using lots of Areagrabs ensures your Attacks hit, and limits the range of your opponent's attacks. Adding Rooks help you to keep those Panels (See Rook Tip in Defensive Tips) Yamatoman You keep on pressing A + B to hit more times, correct? Well, if the last part (The long spear that goes 3 Panels forward) doesn't hit, the opponent doesn't turn invincible (He flashes White and can't be hit). Then, you can use another Chip (Yamatoman? :P) to finish him. Jealousy Jealousy is very annoying: it removes all chips from the opponent, making him an easy target for your superior combos. Using this at the very beginning of a turn (Try presetting it with enough RegMem +5s), then your opponent will have no obstacles etc. Their only means of attack will be Buster/Charged Buster and Reflect/AntiDmg. Now attack using quick Folders that can delete with 1-2 Turns and you'll win quite easily Sensor Sensor is a painfully powerful chip. It's ability to pierce Invis and obstacles; as well as paralysing capabilities have made it a chip for every Folder. It traps the opponent easily, since if they're paralysed they can't moved, but if they stay out of Sensor's range, they are still trapped. Areagrab/PanelGrab or MetaGel? Both Areagrab and MetaGel steal your opponent's panels, but which one is better? People might look and say: "MetaGel does a lot more damage than Areagrab".. However, Areagrabs can steal broken/missing panels, while MetaGels fall through. PanelGrabs can also steal past Rooks, which stop both Areagrab and MetaGels. Plus, (especially in White), there are Areagrab *s, good for all types of Folders. If you've got both, stick to Areagrabs. But, if you need massive Areagrabing for chips, use both. CustomStyle Using CustomStyle helps you to get more chips in the Custom Menu, giving you a higher chance of getting the chips needed for PAs or combos. CustomStyle also allows you to use Custom +1/2 without Mod Codes, so you can make your Custom Menu go up to 10 chips! (Or more) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+ ii) Defensive +-+-+-+-+-+-+-+ Invis Invis makes you immortal for a while, since the opponent can't see you, and most chips can't hit you. Unfortunately, Flashman goes through it. Shield Style Shield Style can recover you if your opponent hits your Shield with anything but a normal Buster Shot. Use Shield (SaitoBatch has it), and press B, <- at a regular interval (Try different times of pressing to find the best way), and you can keep the shield up for some time, whilst you wait for the Custom Gauge to be full. AntiNavi AntiNavi is very useful, since it "takes" the opponents Navi, and you use it on him. It's a very good way to deal counter-damage. Apparently this also works with GigaChip Navis (Serenade, Forte/Bass, V5s) and some PA (BigHeart, GutsShoot) AntiDmg AntiDmg can help you block attacks once, and if used well, it can block PAs, or other strong combos. Try to keep out of Buster Range of the opponent, that'll still trigger your AntiDmg. You can add Atk+ to AntiDmg, doing 150 x 3 at most. AntiRecover Not too useful, but it may just work in defeating BigHeart based Folders. Assuming an opponent can recover 300, meaning you'll do 600 damage. It hasn't been tested by anyone we know of, but it might be possible to counter Tango Support with AntiRecover. Anyone with proven info on this will be credited if they tell us the info... AntiSword Not bad, considering you can counter 2X Hero and Deux Hero (You won't BELIEVE how many newbies base their Folders on 2X Hero). A return of 300 damage can be increased to a weaker version of Tri-Slash-Wave (only all 3 waves hit ^_^). This could do 150 x 3, not bad for a counter chip. Shadow Non Sword Chips can't hit you with this, so if your opponent doesn't use Swords, you can attack back, or wait. Using AntiSword with Shadow makes you nearly "Invincible". See "Defensive Chip Combos" for details on this, and "What to do when the opponent uses Shadow" to see the weaknesses in this. There is a very big advantage of using Shadow over Invis: Flashman can't hit Shadow. Auras Aura can block attacks that do lower than 100 damage, which is not a lot. However, LifeAura can block 200, which is most chips, and Dark-Aura blocks an amazing 300 damage, which means only a few chips and PAs can break it. Reflect or AntiDmg? (NCPs) Can't decide whether to use Reflect or AntiDmg as your defensive Shield? Reflect: Can be used continuously, like Shield (Using Reflect again when your Shield turns Orange, Press <-- and B at the same time), does 100 damage back almost instantly, meaning it can't be dodged unless something is in the way. Can't block Normal Buster Shots if BreakBuster is used. AntiDmg: Very hard to time correctly. The only hint that you're using it is the ???, which only appears for 1 seconds, as opposed to Reflect's 2 second Shield. When you're hit, you jump up and fire 1 Shrunken, doing 100 damage. However, with good timing this can be dodged. AntiDmg can' be used continuously. As you can see, Reflect > AntiDmg. Rook Rook provides great defence against Shot Type Attacks. It can withstand 500HP's worth of piercing damage, plus blocking all non-piercing Shot Weapons (Cannons, Volcano etc). Great for defence. The most useful thing about Rook is their ability to stop Areagrabing. Putting it on your Panels means the opponent's Areagrab can't get past it. But beware; if you put it on your opponent's panels, then it'll become your problem. Don't let your opponent steal all your Panels This could spell Disaster for you; which is spelt D-I-S-A-S-T-E-R, unless you can counter his Areagrabs with Repair or your own Areagrabs. Best way to prevent them taking your Panels is a Rook (Explained in the above Tip on Rook) Mole Moles provide (at least Mole 2 and 3) a long lasting defence against most Navis, and PAs. However, it des have a lot more weaknesses than Invis. Two good ways to be "immortal" with Mole is to stand on a Missing (Broken, not Cracked) Panel, or use an Aura with Mole. 1000 Barrier You might say: "1000 Barrier? You n00b, there is no 1000 Barrier!" That's where you're wrong. The PA 500 Barrier in HolyPanel gets 1/2 damage, so it turns to 1000 Barrier. This is more useful than Auras; because there are may high damage attacks that break Auras easily. Furthermore, 1000 damage can gain you as much time as Invis or Shadow (6 seconds), or more, so you can pound the opponent down while they're trying to break your Barrier. Be careful of NorthWind though, it removes Barriers (as well as Auras) instantly. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ iii) What to do when the opponent... +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Has a ???. Fire your Buster at him, and prepare to dodge it if it's AntiDmg. If it's not then it's AntiNavi, AntiRecover, or AntiSword, one of the other. First thing, don't recover, especially using Recover300. However, recovering with Totems and Roll chips is fine (since it attacks as well, the game can't restrict you on that. Tango Support and Shield Style with Shield/Reflect should not count either) Now it's 50-50. So take your Chances. AntiSword is easier to counter, since you can just put a Rook to defend. If it really isn't AntiSword, then you got to think of a way to dodge your own Navi if it really is AntiNavi. Say Protoman: Stand behind an obstacle. Anything else, then Invis/Shadow is your best bet. Invis is ineffective against Flashman. Uses Invis Invis is a pain to take care of. The hard way is to wait for your opponent to appear, hoping he doesn't get another Invis. Rush Support (The Yellow Navi Customizer Block) can remove Invis once, so that helps too. The best way is to use Flashman. Flashman pierces Invis, which also leaves your opponent wide open for attack. Sensor or Mine also works, but requires your opponent to move a lot (easy if you're fighting an idio...newbie). Uses Shadow Shadow is not as hard to get rid of, but protects them from Invis' Weaknesses, like Flashman. If he/she use AntiSword with Shadow (This is discussed in the Defensive Chip Combo Section), you can easily break this by: using Invis or putting Rook in front of you, then using a multi-hit Sword. StepCross, or VarSword's Tri-Slash-Wave and Elemental Sonic work well. See the Button Combo Section for the VarSword Button Combos. Rush Support can also get rid of this once. Has Beat Support Use a weaker Navi Chip to get rid of Beat (Beat only works once per battle), then use your Stronger Navi or PA. Uses a Aura and Sanctuary (Or a Holy Panel) NOTE: This problem should only occur with Dream/LifeAura and DarkAura. Use North Wind! If you don't have it, then change the Stage with any other Stage Changing Chip (Not Repair and Sanctuary), then use a heavy hit. Has Tango Support Simply defeat your opponent before his HP goes down to 1/4 of MAX HP. A strong PA or multi-hit Chip works nicely. Remember, Tango Support doesn't work when you're paralysed. Puts a Sensor This insanely powerful chip has been the annoyance of NetBattle for ages. The best way to get rid of it is using BreakBuster, by firing at it as soon as it is put down. If you can't, a piercing Navi (Plantman or Drillman works nicely) or chip (Magnum, Poltergeist) can get rid of it. If you don't have any of these, then Mole or Shadow will save your butt. Remember, it's Invis Piercing. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +-+-+-+-+-+-+-+-+-+-+-+-+-+ iv) What you should NOT do +-+-+-+-+-+-+-+-+-+-+-+-+-+ 1) NEVER walk on the back rows unless it's necessary!! Once you walk on the back, your enemy will start grabbing all your panels away!! 2) Never use Guts Machine Gun when opponent is not in your firing range; the biggest weakness in Guts Machine gun is you can't stop once you start! 3) Never attempt to attack to break a Sensor when the aiming thing is moving close to you or prepare for a lot of damage. (Refer to Section 14: F for details) 4) Never choose a random chip and stick it into your Folder. It doesn't matter if that's the same code as your Folder; it has to have a use. (E.g. don't stick Vine into a GutsShoot Folder, or it'll lag) 5) Never start a turn empty-handed. You should always have a chip each time you exit the Custom Menu. ======================================================================== End of Section 10: General NetBattle Tips ======================================================================== <>-------------------------<> | 11) Chip List: By Ability | <>-------------------------<> I know this section name is weird, but we couldn't think of a better one. This is a list of chips, sorted by what they can do, hence their ability. Listed Chips that have "Series" at the end of their name mean all versions of this chip: e.g. Magnum Series means Magnum 1,2,3. Any chips marked with ~*~ are slightly different from the rest in terms of ability. Refer to the end of that section's list of chips, or in the introductory of each section. If a Navi is in the list, that means all versions of it. Here is the full list of sections: A) Piercing/Obstacle Removers B) Go-through C) Invis Removers D) Mole Damagers E) Sword Type/ Shadow Breakers F) Element Specific G) Recovery H) Stage Changers I) Fire Element J) Aqua Element K) Elec Element L) Wood Element M) Multi-Hitters Please search the name of the Section in order to find what you're looking for. (CTRL + F) Each section's chips are categorized in groups like so: ~~Standard Chips~~ (All Standard Class Chips) ~~MegaChips~~ (All MegaClass Chips) ~~Navis~~ (MegaClass Navis) ~~GigaChips~~ (GigaClass Chips) ~~Program Advances~~ (PAs. Refer to the Program Advance 1/2 Sections for info on each PA) ~~Navi Customizer Blocks~~ (NCPs that go in the Navi Customizer. Refer to Zidanet129's NC Guide on GameFAQs) ~~Special~~ (Any chips that don't fit well into any of those categories) ~~Element Specific~~ (Requires a certain Element ~Heat, Aqua, Elec, Wood~ Style to use) ~~ShieldStyle Specific~~ Must be in ShieldStyle for it to work ~~Stage Chips~~ (Stage Changing Chips) ~~Subchips~~ (Subchips. They don't work in battle, but do outside of battles. Refer to The Dark Unknown's Shop List on GameFAQs) Not all of these categories will appear in each section; only those with chips are shown. --------------------------------------------------------------------- A) Piercing Chips (Obstacle Removers) --------------------------------------------------------------------- These chips can all easily remove obstacles from both your Area and your opponent's Area. They are all "piercing" attacks ~~Standard Chips~~ Cannonball Series Plasma Series Hammer Vine Series Quake Series Poison Mask and Face Killer Eye Series GrabBack and GrabRevenge Rockcube Panic (Not confirmed) KillerEye MetaGel Series ~~MegaChips~~ ZeusHammer Guardian Anubis GodStone Jealousy Poltergeist ~~Navis~~ Flashman~ Plantman~ Drillman~ Metalman~ Bowlman~ Punk~ ~~GigaChips~~ Forte Another (Forte+) Balance Proto/Alpha Arm Omega Serenade ~~Program Advances~~ 2X Hero Deux Hero MomQuake MasterStyle PrixPower --------------------------------------------------------------------- B) Go-Through Chips --------------------------------------------------------------------- These Go-Thru chips can all pass through Obstacles, meaning they can't be blocked using Obstacles. Some of these can be stopped using Broken Panels. ~~Standard Chips~~ Magma Cannon Series Volcano Shockwave, SonicWave, DynaWave, GreatWave Shake Series N.O Beam Series Boomer Series Quake Series Totem Series Killer Eye Series Guard Mettool Killer Eye Scuttlst ~~MegaChips~~ Salamander WaterLine ~~Navis~~ Gutsman~ Desertman~ Flameman~ Drillman~ --------------------------------------------------------------------- C) Invis Removers --------------------------------------------------------------------- These chips are very handy, since they can damage the opponent when they're using Invis. ~~Standard Chips~~ Mine Sensor Series GrabBack GrabRevenge Killer Eye AntiRecover ~~MegaChips~~ Guardian Jealousy Anubis ~~Navis~~ Flashman~ ~~Navi Customizer Blocks~~ Rush Support NCP ~~Program Advances~~ Poison Pharaoh --------------------------------------------------------------------- D) Mole Damagers --------------------------------------------------------------------- These are the only chips that can injure a Mole or someone with a Mole chip. These chips hit the PANELS, instead of just the object/Navi, meaning a Broken/Missing Panel screws up these chips. ~~Standard Chips~~ GreatWave Vine Series Cannonball Series Magnum Series MetaGel Series Meteor Series (Random, Whole etc) Mine PanelOut 1/3 PanelGrab AreaGrab GrabBack GrabRevenge AntiDmg ~~MegaChips~~ Fountain Waterline Meteors Guardian Jealousy ~~Navis~~ Gutsman~ Plantman~ Metalman~ Bowlman~ ~~GigaChips~~ Balance Serenade Forte Another ~~Navi Customizer Blocks~~ Rush Support --------------------------------------------------------------------- E) Swords/ Shadow Breakers --------------------------------------------------------------------- All of these chips can be used to break Shadow since they're all Sword Types. However, some chips here are not Swords at all, it's just that, since they're spiky, then they can break Shadow too. ~~Standard Chips~~ Sword WideSword LongSword FireSword AquaSword ElecSword BambooSword AirSword CustomSword VarSword Slasher StepSword StepCross Yoyo Series Pawn Swordy AntiDmg AntiSword ~~MegaChips~~ Murmasa HeroSword GaiaSword GaiaBlade ~~Navis~~ Protoman Beastman Drillman Yamatoman ~~GigaChips~~ Delta Ray Edge ~~Program Advances~~ EvilCut 2X Hero Deux Hero BodyGrd ~~Navi Customizer Blocks~~ Rush Support (Removes Shadow) --------------------------------------------------------------------- F) Element Specific --------------------------------------------------------------------- These chips require a certain Element (of your Style) in order for you to use them. NOTE: ALL OF THESE CHIPS ARE MEGACHIPS. ~~Heat Styles~~ Prominence Salamander ~~Aqua Styles~~ Fountain WaterLine ~~Electric Styles~~ Lightning Bolt ~~Wood Style~~ GaiaSword GaiaBlade --------------------------------------------------------------------- G) Recovery --------------------------------------------------------------------- All these chips recover HP, and most are affected by AntiRecover. Be careful when using these. The "Shield Style Specific" section has all Shield type chips/NCPs that recover you when used with ShieldStyle. AntiRecover does NOT affect Roll and Totems, so you can use them anytime. ~~Standard Chips~~ Recover 10 Recover 30 Recover 50 Recover 80 Recover 120 Recover 150 Recover 200 Recover 300 Totem Series ~~Navis~~ Roll V1-3 ~~Program Advances~~ BigHeart ~~Navi Customizer Blocks~~ Tango Support ~~Subchips~~ Mini Energy Full Energy (These count, right? >_> <_<) ~~Shield Style Specific~~ Guard (Standard) Shield (NCP) Reflect (NCP) ~~Element Specific~~ GrassStg + WoodStyle --------------------------------------------------------------------- H) Stage Changing --------------------------------------------------------------------- All of these chips change the stage in 1 way or another. Section I) has chips that Break and Crack Panels, and Section II) has chips that change the type of panel. ------------------ 1) Panel Breakers ------------------ All of these either crack or break panels. Most of these can't break/crack panels when MetalStg has been used, so you may need other stage changing chips. Chips marked with a ~*~ can break/crack panels through MetalStg. ~~Standard Chips~ Cannonball GreatWave Magnum Series Knight PanelOut 1 PanelOut 3 Geddon 1 ~*~ Geddon 2 ~*~ Mettool - Mettool SP Virus Scuttlst/DreamBit - Elec Scuttlst ~~Navis~~ Gutsman~ Drillman~ Metalman~ ~~Gigachips~~ Forte/Bass + Serenade ~*~ They break through MetalStg ------------------- 2) Stage Changers ------------------- These chips change the type of panels on the stage. What they change depends on their range. E.g. LavaBall changes 1 panel 3 Panels ahead into LavaStg, but SandStage changes all panels to Sand. All of these chips counter each other (i.e. GrassStg cancels MetalStg etc, and IceBall cancels HolyPanel etc) ~~Standard Chips (Not Stage chips)~~ LavaBall IceBall MagmaCannon Series (Changes your LavaPanels to Normal) Volcano (Changes your LavaPanels to Normal) Fan/Wind (Removes SandStage from opponent's area) ~~Stage Chips (Standard)~~ LavaStage IceStage SandStage MetalStage GrassStage HolyPanel Sanctuary Geddon 3 (Poison) Repair (Normal) ~~Navis~~ Desertman~ ~~Special~~ All Fire Chips (Removes all GrassStg in Range) [See Section I] All Aqua Chips (Removes all LavaStg in range) [See Section J] --------------------------------------------------------------------- I) Fire Element --------------------------------------------------------------------- All of these chips are of the Fire Element. They all have a Fire Symbol (A Flame) on the chip. These all do double damage if the opponent is standing on GrassPanels, or if it hits a WoodStyle opponent or Wood element Viruses/Navis. They also remove any GrassPanels within their range. ~~Standard Chips~~ MagmaCannon Series Volcano HeatShot Heat-V HeatSide LavaBall BlkBomb Series FireSword BodyBurn Burner FireRatton RedWave Magnum Series Meteor Series Totem Series LavaStg Spikey Swordy (FireSwordy) Scuttlst/DreamBit (Fire Scuttlst) Fire +30 ~~MegaChips~~ Prominence ~*~ Salamander ~*~ Meteors ~~Navis~~ Flameman~ ~~Program Advances~~ HeatSpread ~~Special~~ VarSword: Elemental Sonic, First Wave ~*~ Requires HeatStyle --------------------------------------------------------------------- J) Aqua Element --------------------------------------------------------------------- These chips listed are all Aqua element. All of them have an Aqua Symbol on them (3 Drops of water) They are do double damage on HeatStyles and Fire Element Virus/Navis, and wipe out any LavaPanels within their range. ~~Standard Chips~~ BubbleShot Bubble-V BubbleSide ColdBall AquaSword IceWave Series Tsunami/Wave Geyser MetaGel Series IceStg Aqua +30 Swordy (AquaSwordy) Scuttlst/DreamBit (Aqua Scuttlst) ~~Megachips~~ WaterLine ~*~ Fountain ~*~ ~~Navis~~ Bubbleman~ ~~Program Advances~~ BubbleSpread GelRain ~~Special~~ VarSword: Elemental Sonic, Second Wave ~*~ Requires AquaStyle --------------------------------------------------------------------- K) Elec Element --------------------------------------------------------------------- All of these chips are Elec Element, and have the Elec Symbol on the chip (Lightning Bolt) They all do Double Damage on IcePanels, and double damage to AquaStyles or Aqua Viruses/Navis Most of Elec Chips can paralyse. All chips able to paralyse are marked with a ~*~ ~~Standard Chips~~ ElecSword ZapRing Series ~*~ Arrow Series Plasma Series Sensor Series ~*~ Bunny ~*~ KillerEye ~*~ Scuttlst/DreamBit (Elec Scuttlst) Elec +30 ~~MegaChips~~ Lightning ~**~ Bolt ~**~ ~~Navis~~ Flashman~ ~*~ ~~Special~~ VarSword: Elemental Sonic, Third Wave ~*~ Paralyses ~**~ Requires ElecStyle --------------------------------------------------------------------- L) Wood Element --------------------------------------------------------------------- All of these chips are Wood element, marked with a Wood Symbol (a Leave) on the chip. They all do Double damage against ElecStyles and Elec element Viruses/Navis ~~Standard Chips~~ BambooSword MudWave Spice Series Boomer Series Rope/Vine Series Snakes Lance GrassStg Wood +30 Mushy (?) Scuttlst/DreamBit (Wood Scuttlst) ~~Megachips~~ GaiaSword ~*~ GaiaBlade ~*~ OldWood ~~Navis~~ Plantman ~~Special~~ VarSword: Elemental Sonic, Fourth Wave ~*~ Requires WoodStyle --------------------------------------------------------------------- M) Multi-Hitters --------------------------------------------------------------------- All of these chips hit multiple times (with just itself), or can the attack spans over many hits. That means any Atk+ chips added onto these will make EACH hit do more damage, increasing the total damage dramatically. However, these chips can't break LifeAuras, and some can't break Auras because each hit does low damage. ~~Standard Chips~~ DoubleBomb TripleBomb StepCross Yoyo Series Shake Series Twister Plasma Series Meteor Series Needler Series Totem Series Sensor 3 Pawn Snakes GrabBack GrabRevenge ~~MegaChips~~ Meteors GodStone ~~Navis~~ Roll~ Bubbleman~ Plantman~ Drillman~ Beastman~ Mistman~ Bowlman~ Darkman~ Yamatoman~ ~~GigaChips~~ Serenade Forte/Bass Delta Ray Edge ~~Program Advances~~ All Zeta-PAs (Refer to Program Advances 2: Zetas) Hyper Burst Elemental Sword EvilCut Gel Rain EverCurse MomQuake BodyGrd BigHeart DeuxHero 2X Hero MasterStyle Prix Power ~~Special~~ VarSword: Tri-Slash-Wave, Elemental-Sonic ===================================================================== End of Section 10: Chip List: By Ability ===================================================================== <>----------<> | 11) Others | <>----------<> +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ A) Busting Level Calculation +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ It is possible to calculate the Busting Level in NetBattle, just like in normal Virus Battles. Basically, you calculate each section and then add them together. 1) Time: 0:00:00 to 00:30:00: +10 00:30:01 to 00:45:00: +8 0:45:01 to 01:00:00: +6 01:00:01 to 99:59:99: +4 2) HP Left MAX: +3 3/4 of MAX or above: +2 1/2 to 3/4: +1 Below 1/2: 0 3) Number of Recovers used (Chips, ShieldStyle + Shield/Reflect, Tango Support etc) 3 or above: -4 2 Times: -2 Once: -1 O Times: 0 4) Opponent's HP - Your HP If your HP is Higher than opponent's HP by: 400 or more: -4 200 to 390: -2 100 to 190: -1 0 to 99: 0 If your opponent's HP is higher than your HP by: 100 to 190: +1 200 to 390: +2 400 or more: +4 Add these together (subtract for - ones) and you'll get your total, which should range from 1 to 17 (11 or above is S Rank). Your Netbattling Deleting LV (Busting LV) ranges from 1 to 10 and S. This stuff has a big effect to obtaining the GigaChips from Netbattling. Apparently, a perfect 17 rank with a very low time (best attempted was 1 chip, 00:02:54, with SetIce NCP, and Plasma 3 preset against an Aqua Style. Winning Player had 500 less HP) meant a very high chance of getting Balance or Delta Ray Edge (First time with that...amazingly lucky isn't it?) ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ B) Estimation using Number of Stars +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ You can tell some stuff about your opponent's Folder and strategy simply by the number of Stars he or she has. NOTE: This is estimating, and it is possible that these are wrong. Navi Customizer Blocks, Standard and Mega Chips can be traded. The only thing you can be sure of is GigaChips. 0 Stars: Only GigaChip should be NaviRecycle or FolderBack. Should not have 2X Hero, PrixPower. Should not be using SaitoBatch/HubBatch, GigaFolder 1. Folder should not be over powerful. It is possible that they have Balance or Delta Ray Edge, but not very likely. Class: Newb 1 Star: Only GigaChip: NaviRecycle/FolderBack. Should not have any other GigaChips, and should not have PrixPower. Should not have GigaFolder 1. Class: Beginner 2 Stars: Should have NaviRecycle/FolderBack, but no other GigaChip. No Prix Power. Class: Novice 3 Stars: Must have NaviRecycle/Folder Return and Forte/Forte Another. Possible but low chance of Balance/Delta Ray Edge. Class: Intermediate 4 Stars: Has NaviRecycle/Folder Back, Forte/Forte Another and Serenade/Dark-Aura. Should have a fairly good strategy, as well as most of the chips. Be prepared for a good Folder. He/she could possibly Balance or Delta Ray Edge. Class: Advanced 5 Stars: Has NaviRecycle/FolderBack, Forte/Forte Another and Serenade/Dark-Aura. Any V5 Chips are possible. All PAs are possible. Has all available Standard and MegaChips. Class: Advanced WITH Netbattling Friends. 6 Stars: Has all of V5 Chips most likely. Should only be missing a MAX of 2 GigaChips (Proto/Alpha Arm S/O and Balance/Delta Ray Edge) Class: Ultimate Netbattler 7 Stars: Be prepared for anything in this game. Should have at least: S200/M85/G18. Class: MMBN3 Expert 7 Stars EX: [S200/M85/G20] Every single chip in the game collected. Must have had some Netbattling Experience (DRE/Balance). Be prepared for some of the best Folders in the game. (Me and the people I know who play MMBN3 are all at this point ^_^). Well, yes others could be a cheater, but that's besides the point here... Class: MMBN3 Master ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+ C) Obstacle HP +-+-+-+-+-+-+-+ I know this may seem a bit pointless, but it helps to determine how much damage is needed to break each of these obstacles, if you don't have BreakBuster or BreakCharge. It also helps to see how much protection it can provide. If AirShot or GutsPunch pushes these obstacles onto an opponent, it will do the damage equal to its HP. The Obstacles are listed in Alphabetical Order based on the name of the chip or Program Advance. There are a total of 30 obstacles. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Anubis: 50HP. Appears when the chip Anubis is used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) Boulder: 500HP. Appears only in Hades Isle Network and Bubbleman. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) BreakBomb: 100HP. Appears sometimes in Heavy Weight. Also appears when the chip BreakBomb 1/2/3 is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4) Fan: 80HP. Appears when the chip Fan is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5) FireRatton: 200HP. Appears when the chip FireRatton is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6) Flag: 1000HP. Only appears in Mid/HeavyWeight Battles. It displays the HP left (because if the Flag is deleted, the owner of that Flag loses). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7) Giga TimeBomb: 200HP. Appears when the PA Giga TimeBomb is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8) Guardian: 10HP. Breaks when hit by anything (except for attacks that do less than 10 damage, like Buster without BreakBuster), does 200 damage to the person who hit it. Appears in Heavy Weight and when the chip Guardian is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 9) Gear V1: 50HP. Appears in Metalman, and Tamako's HP. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10) Gear V2: 80HP. Only in NetBattle. Stronger Version of Gear V1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 11) IceCube: 200HP. Can be broken in 1 hit using Elec Type Chips/Buster. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 12) Knight V1: 100HP. Appears when fighting Kingman only. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 13) Knight V2: 300HP. Appears when the chip Knight is used only. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 14) MetalCube: 500HP. A stronger version of Rockcube. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 15) Meteor Tower: 1HP. Appears when the chip Random/Whole/Shot Meteor is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 16) Needler Machine 1/2/3: 10/50/100HP. Appears when the chip Needler 1/2/3 is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 17) Poison Pharaoh: 300HP. Appears when the PA Poison Pharaoh is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 18) Plasma 1/2/3: 10/30/50HP. Appears when the chip Plasma 1/2/3 is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 19) Pawn V1: 5HP. Appears when fighting Kingman only. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 20) Pawn V2: 10HP. Appears only when the chip Pawn is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 21) Prism: 1HP, because it breaks in 1 hit from BreakBuster (Atk LV1), but deflects any non-piercing attacks. Appears when the chip Prism is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 22) Rockcube: 200HP. Commonly seen in Lightweight or mid weight NetBattle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 23) Rook: 500HP. Appears when fighting Kingman, and using the Chip Rook. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 24) Saxophone: 40HP. Appears when the chip Fanfare/Timpani/Discord is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 25) Sensor 1/2/3: 40HP/Inf/Inf (without piercing chips/buster). Appears when the chip Sensor1/2/3 is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 26) Team 1/2: 40HP. Appears when the chip Team 1/2 is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 27) TimeBomb: 50HP. Appears when the chip TimeBomb is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 28) Totem: 50HP. Appears when the chip Totem 1/2/3 is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 29) Wind: 80HP: Appears when the chip Wind is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 30) Yoyo: 1HP. Appears when the Yoyo from the chip Yoyo 1/2/3 is used. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+ D) Panel Effects +-+-+-+-+-+-+-+-+ This section is about the effect of each type of Panel. Types of Panels: Broken Permanently Broken (PBP) Cracked Grass Holy Ice Magma/Lava Metal Normal Poison Sand ~Broken~ Info: Can't be stepped on unless using AirShoes. Made by: Chips, PanelOut, Geddon 2, and Cracked Panels that got stepped on. Other chips that have the effect of Breaking Panels like: Forte/Bass Another, Magnum, Metalman, and Drillman. Effective With: Snakes, Geyser, anything that requires broken panels. ~Permanently Broken (PBP)~ Info: Can't be stepped on without AirShoes, same as Broken Panels. This panel is broken at the beginning of the battle (perhaps Missing would be better), and can't be repaired, or AreaGrabbed. Made by: Nothing. Appears in NetBattle in certain layouts. Effective with: OldWood, GodStone, Geyser. ~Cracked~ Info: If stepped on without ShadowShoes, they will turn to Broken Panels Made By: Chips, Geddon 1, and GroundStyle Charged Buster. Some other chips have the effect of cracking panels too, like Scuttlst Family (Elec), GreatWave, Knight, Serenade, and Gutsman. Effective with: None ~Grass~ Info: Heals Wood Type Viruses, as well as WoodStyles. Doubles damage of Heat/Fire Chips and Attacks. Heals WoodStyles slowly. Made By: SetGrass NCP, GrassStg Chip. Effective with: WoodStyle, Heat Element Chips. ~Holy~ Info: Halves Damage (1/2) when you or your opponent is standing on it. Double Healing/Recovery. Made By: Set Holy NCP, HolyPanel, and Sanctuary. Effective with: Roll, Recover chips, Auras, Barriers. ~Ice~ Info: Megaman, and any other opponents that stand on the panel slides onto the next non-Ice Panel or to the last Panel in that direction. Aqua Styles don't slide. Made By: SetIce NCP, IceStg, and IceBall. Effective with: Electric Chips, Flashman etc. ~Magma/Lava~ Info: Stepping onto these will do 50 damage to that object/you/opponent. These Panels don't hurt Heat Styles. Sets off FireRatton, powers up Volcano, Magma Cannons. Made By: SetMagma NCP, LavaStage, and HeatBall. Effective with: Volcano, Magma Cannon, and FireRatton. ~Metal~ Info: Makes Panels unbreakable, unless you use a Stage Changing Chip. Made by: SetMetal NCP, MetalStg. Effective with: More like Against: Panel Breaking Viruses, chips. ~Normal~ Info: Does nothing. You can step on them freely. Made by: More like RE-made...Repair Effective with: anything that requires Panels. ~Poison~ Info: Drains HP if you step on it. Made by: Geddon 3, NC Glitch. Effective with: Use Geddon 3, then Sanctuary or Repair. This makes your panels Normal/Holy and opponent's panels stay Poison. ~Sand~ Info: Doubles damage of Twister, and makes Fan/Wind do 50 damage. Makes anything that steps on it slower. Shockwave type attacks can't be started on these Panels. Made by: SetSand, SandStage, Desertman Effective with: Twister and Wind/Fan ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ E) Recommended Preset Chips +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ This section tells you what you could preset, and what is good for Presetting etc. They're listed as: Name: Amount of Memory required. Then in brackets: (Number of RegMem +5 NCPs required at 50MB, if any) The maximum number of RegMem possible in MMBN3 without the use of cheating devices is 90MB (50MB from RegMem Ups, and 40MB from 8 RegMem +5 NCPs in the Navi Customizer.) NOTE: MOST STANDARD CHIPS CAN BE PRESETTED, SO ONLY THE SUPPORT AND DEFENSE CHIPS ARE LISTED. i) General NetBattle FastGauge: 40MB SlowGauge: 20MB FullCust: 10MB AreaGrab: 15MB MetaGel 1: 18MB MetaGel 2: 28MB MetaGel 3: 38MB ~~STANDARD CHIPS~~ ii) Stages GrassStg: 10MB Magma/LavaStage: 22MB IceStg: 20MB SandStage: 18MB Repair: 8MB MetalStg: 26MB Sanctuary: 54MB (1 RegMem +5) Geddon 2: 50MB iii) Offensive Prism: 60MB (2 RegMem +5) Hole: 55MB (1 RegMem +5) Atk +10: 4MB Fire +30: 20MB Aqua +30: 21MB Elec +30: 23MB Wood +30: 26MB Navi +20: 34MB iv) Defence Rook 30MB Invis: 11MB Shadow: 60MB (2 RegMem +5) AntiDmg: 45MB AntiNavi: 60MB (2 RegMem +5) Mole 1: 28MB Mole 2: 35MB Mole 3: 42MB Aura: 55MB ~~MEGACHIPS~~ v) Offensive Atk +30: 50MB Navi +40: 60MB (2 RegMem +5) Poltergeist: 58MB (2 RegMem + 5) Bolt: 52MB (1 RegMem + 5) GaiaSword: 28MB GaiaBlade: 55MB (1 RegMem +5) Salamander: 50MB Fountain: 48MB vi) Defensive vii) Navis Bubbleman V1: 50MB Plantman V1: 60MB (2 RegMem +5) Metalman V1/2: 40/60MB (V2: 2 RegMem +5) Flashman V1/2: 39/59MB (V2: 2 RegMem +5) Flameman V1/2: 32/52MB (V2: 1 RegMem +5) Desertman V1/2: 38/52MB (V2: 1 RegMem +5) Roll V3: 34MB Gutsman V2/3: 41/57MB (V2: 2 RegMem +5) Kingman V2/3: 48/60MB (V2: 2 RegMem +5) Beastman V1/2: 38MB/60MB (V2: 2 RegMem +5) ~~GIGACHIPS~~ viii) GigaChips Navi Recycle: 50MB DarkAura: 55MB (1 RegMem +5) Balance: 60MB (2 RegMem +5) ~~60+ MB~~ ix) These chips require more than 60MB, meaning you'll need to trade RegMem +5 to this cart. Metalman V3: 70mb (4 RegMem +5) Plantman V3: 70mb (4 RegMem +5) Flashman V3: 69mb (4 RegMem +5) Protoman V1: 68mb (4 RegMem +5) ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ +-+-+-+-+-+-+-+-+-+-+-+-+-+ F) How to break a Sensor +-+-+-+-+-+-+-+-+-+-+-+-+-+ As you may already know, Sensor is very powerful in NetBattle. Sometimes, the difference of winning and losing a battle depends on you dodging a Sensor, or your Sensor hitting. This section tells you how to avoid being hit with Sensors, so that you can avoid it in future, or use other chips to cover up the flaws if you're the one with the Sensors. ~Method 1 and 4 are based on Sensors in the middle row~ ~Method 2 and 3 are for all Sensor situations~ ~*~*~*~*~*~*~*~*~*~ In all diagrams: M = Megaman S = Sensor < = Sensor Beam > = Buster Shot ~*~*~*~*~*~*~*~*~*~ >------------------------------< | Method 1: Dodging the Sensor | >------------------------------< The most annoying Sensor is one placed in the middle row, since it heavily limits the area which you can move in, leaving you vulnerable to shot type chips and PAs like Heat/BubbleSpread. There isn't a way to dodge a Sensor if it's too close to you: [M][_][_][_][_][_] [_][_][S][M][_][_] [_][_][_][_][_][_] Or [M][_][_][_][_][_] [_][S][M][_][_][_] [_][_][_][_][_][_] Is considered too close. If the Sensor in the middle row is 2 panels or less away from you, don't even THINK of running past it. The best way is to use Defensive chips. Refer to Method 2 for more details. However, if the Sensor is far away from you: [M][_][_][_][_][_] [_][_][_][S][M][_] [_][_][_][_][_][_] Or [M][_][_][_][_][_] [_][_][_][_][S][M] [_][_][_][_][_][_] If it is 3 or more panels away from you, it is considered "far". Depending on how far the Sensor is, you can do 2 things. A) Run past it and let it fire This is the safest way to remove a Sensor 1 or 2, by running past it, either from the top end to the bottom end, or vice versa, depending on your current location. You need to stand in the back row for the maximum distance from you to the Sensor. This Method MUST be applied to scenarios like so: [M][_][_][_][_][_] [_][_][_][S][M][_] [_][_][_][_][_][_] Where the Sensor is 3 panels away from you. If you attempt to fire your buster while passing, then you WILL get hit, although the Sensor will break too. If it is a Sensor 1 or 2, it will disappear once it fires, leaving the area clear. If it is a Sensor 3, then a slightly different method should be used: After the Sensor 3 fires, and you've dodged it. [_][_][_][_][_][_] [<][<][<][S][M][_] [M][_][_][_][_][_] Wait for the Sensor beam to COMPLETELY disappear first (if it's partly there, it will still hit you). Then, as soon as the beam is gone, step back up (or down) and fire your buster at it. You need to be quite quick, or the Sensor 3 will fire again. After dodging: [_][_][_][_][_][_] [M][>][>][S][M][_] [_][_][_][_][_][_] Go back up and fire your buster (with BreakBuster) >---------------------------< | Method 2: Defensive Chips | >---------------------------< Another, more obvious way to break Sensors is with Defensive chips. Note the Golden Rule of Sensor Breaking: ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ +-----------------------------------+ | NEVER USE INVIS TO AGAINST SENSOR | +-----------------------------------+ ~*~*~*~*~*~*~*~~*~*~*~*~*~*~*~*~*~*~*~~*~*~ There you go, a nice, big plaque to remind you that Sensor pierces Invis, making it no use against them. Your best bets are: Mole Shadow Shadow is safest, since you'll stay invulnerable to the Sensor for the next 6 seconds, and I think that's enough for firing your buster once at the Sensor, don't you? Basically, you just walk to the Sensor and fire your buster at it, regardless if it fires, disappears anyway, or turns to Dr Wily. (Okay, so maybe NOT that last 1) Onto Mole. With Mole, you need to be more careful, since if you pop-up in the Sensor's line of fire, the Sensor will fire, paralysing you. The best way is to dodge it, like in Method 1. Before [M][_][_][_][_][_] [_][S][M][_][_][_] [_][_][_][_][_][_] After [_][_][_][_][_][_] [<][S][M][_][_][_] [M][_][_][_][_][_] It is possible to dodge close Sensors with Mole, as long as you don't pop-up. If it's a Sensor 3, then (referring to Method 1), go back when the Sensor's beam is completely gone and fire your buster at it. UPDATE: [UNTESTED] It seems that Mole doesn't trigger off Sensor to fire. If it doesn't, then the above Mole Strategy will NOT work. Mole will only allow you to PASS the Sensor unharmed, not destroy it. >-----------------------------< | Method 3: Obstacle breakers | >-----------------------------< Just as obvious as Method 2, use obstacle breaking chips to break the Sensor. All of the possible chips are listed in the "Chip List", under Section A, Obstacle Removers. The best ones are: Poltergeist Magnum ZeusHammer MetaGel Or Navis: Plantman Drillman Flashman Metalman All of these don't require any positioning. Just use them and they'll break the Sensor. Be careful with MetaGel and Magnum, since Magnum needs it to be on your opponent's panels (Magnum 1/3), or in the opponent's back 3 rows (Magnum 2). MetaGel also requires them to be on your opponent's panels. >---------------------------< | Method 4: Suicidal Attack | >---------------------------< I agree, the title is not welcoming. And, No, this method is NOT about committing suicide, but if it backfires, then you'll probably lose. First off: you will need the Sensor to be far: [M][_][_][_][_][_] [_][_][_][S][M][_] [_][_][_][_][_][_] Or even further back. Now, for the insane moment, we use GUARDIAN! It's very tricky to get it right every time. Here's how you do it (if you haven't figured it out): First, step down, like when you're dodging it in Method 1. [_][_][_][_][_][_] [M][_][_][S][M][_] [_][_][_][_][_][_] The Sensor should start firing, right? Now, place the GUARDIAN (Note, this must be in the middle) [_][_][_][_][_][_] [M][G][<][S][M][_] [_][_][_][_][_][_] G = Guardian Now, quickly finish dodging it, by stepping down. [_][_][_][_][_][_] [<][G][<][S][M][_] [M][_][_][_][_][_] G = Guardian The Guardian will break, doing 200 damage to the opponent, plus paralysing him/her, giving you a chance to break his/her Sensor, then attack back. However, if this messes up, you'll be hit with the Sensor, and both of you will be paralysed. From experience, usually the person struck with Guardian comes out of Paralysis first, so he/she will attack first. Armed with Sensor dodging/breaking knowledge, you're ready to take Folders like Sensorship, Call of Kudzu: Sense Version and Song of the Sentinels head on! ===================================================================== End of Section 12: Others ===================================================================== <>------------------------------<> | 13) Frequently Asked Questions | <>------------------------------<> Q1. How come we entered a Tournament? A1. We want to give glory to the GameFAQs-MMBN3 W/B Board Society. But unfortunately we lost to a painful combination of Flashman and Plasma. See the "Flashback" or "Call of Kudzu" Folders for an example. Q2. How come the PAs 2X Hero and GutsShoot cannot be recycled? They're Navis! A2. It seems that it's not counted as a Navi PA. However, we tested all the other PAs and assured that Big Heart, All Navis, PrixPower CAN be recycled Q3. In your opinions, which Version, White or Blue is more suitable for Netbattling? A3. Its all up to you... we mean... like... Blue has Dark Aura, Forte Another, Delta Ray Edge and Folder Back... White has Serenade, Forte, Balance and Navi recycle... its actually up to how you use the chip in stead of the comparison between chips. But in comparison of GigaChips, White - Blue 1) Serenade > Dark Aura 2) Forte > Forte Another 3) Balance ~ Delta Ray edge (this really depends, Delta can be better OR worse...) 4) Navi Recycle = FolderBack (this depends on your personal opinion...) 5) Proto/Alpha Arm Sigma > Proto/Alpha Arm Omega As you can probably see... in our opinion... its more like balanced... but... it's up to how you use the chip... all of those 4 chips are powerful if used correctly. We both have the White and Blue Carts (TDU finished both carts with 7 Stars, MMC got 7 Stars on White only). You can also go read TDU's Differences Guide. Link: http://db.gamefaqs.com/portable/gbadvance/file/rockman_exe_3_differences .txt Q4: How does "so and so" PA work? A4: Refer to the Program Advances Sections (1/2). If those are lacking information, there is a PA Guide available by zidanet129 at www.gamefaqs.com. We suggest you use that as well. Q5: <Insert Chip Combo> doesn't work, why? A5: Most likely it's because you didn't positioned it correctly. Try to understand how each chip works before attempting to use them in Battles. Q6: The Button Combos aren't correct! I've tried many times! A6: Are you sure you didn't run out of time before completing the Button Combo? There is a time limit of 2-3 seconds. The Button Combos listed have been confirmed by many people, and should not be wrong. We both have checked through the Button Commands many times. Q7: How the heck does Slasher work? A7: You press A when the opponent or Virus goes into your area/panels. WE suggest you just use it for 2X Hero, since it's not especially useful in NetBattles. Q8: How come some of the names of your Chips/Navis etc are different? For example, there's no Yamatoman, only Japanman. A8: Yes we have tried to stick to the English names, but there are some really stupid ones like Japanman, Flamman, so we decided to use a few traditional Japanese Names. Q9: I don't know if my Folder is good enough. Can you guys help me? A9: We'd (or at least TDU would) prefer you to post it on the "Official Folder Rating Center" on the Megaman Battle Network 3 Blue Board (White is fine, just that we don't visit it as much.) Q10: What is this legendary Folder called: Disco Inferno: Custom or CDI? A10: A Folder made by Asakura Yoh and Crimson Knight, this Folder is known as the most (or one of) powerful Folder in MMBN3. It consists of HeatSpread, as it's main strategy. If you want to see it, go to the Renowned Folders Guide at GameFAQs MMBN3 W/B FAQ/Guides. Q11: I have a really good Folder/Combo/NC Set-up I want to submit, how can I give it to you guys? A11: What you could do is post it on the GameFAQs MMBN3 Blue Message Board. If it's urgent etc, or you don't have an account there, please email us (see Contact Us), stating your designated Alias/Nickname that you want to be credited as, the Folder/Combo/NC Set-up itself, a Name of the NC Folder/Folder, and perhaps a description of how to use it etc (not compulsory). Q12: I need a good Virus Deleting Folder! And there's nothing useful in here! A12: Are you COMPLETELY blind?! It SAYS NetBattle Strategy Guide. You can use the Folders in the Folders section for normal battles; they work fine with the exception of 3-4 that only work well in NetBattles. Q13: I can't build ANY of those Folders in the Folder Section! In fact, I'm not even going to ~*~try to collect the chips from Higsby's Chip Order or Viruses~*~! A13: In fact, you've just answered how to get those chips, through Higsby's Chip Order, or Virus battles. The Chip Traders are a less-reliable source for chips, but work nevertheless. And if you know where to get the chip, but just are too lazy, go away. Q14: You missed ___________ in your explanation/description of this section! A14: Well, see A11 for what you should do... Q15: How can I contact you guys if I want to compliment, flame, point out mistakes etc? A15: Go to the Contact Us Section and the end of this Guide. Email us or post at the Megaman Battle Network 3 Blue/White Board. ===================================================================== End of Section 13: Frequently Asked Questions ===================================================================== <>-------------------<> | 16) Important Stuff | <>-------------------<> i) History Version 1.5: Mostly reformatted the dividers and such. Patches here and there. This may yet be the Final Version of this NBG. Version 1.4: Redid the Chip Combos. Now they look spiffy! Added a few more Folders: Lurker, BubbleBeam: Chaos and Wahoo Versions. Version 1.3A: Not too much this time: Minor mistakes in the Folders, added a list for Searching Program Advances. Version 1.3: After a heap of mistakes found, a lot of them have been corrected. Well, what do you expect? V1.2 was massively updated! Corrected all of the mistakes pointed out by people on the GameFAQs Message Board users. Added the Heavy Weight Layouts (Thanks to Shinryu ^_^). Also, we added a How to break Sensors Section, since TDU noticed MMC didn't know when to break them and when not (I suppose same goes for some other Netbattlers). Version 1.2: It's been a while since we added anything. Again, lots more new content, the biggest update by far (not including the first version), so much that it needs point form O_O ~Changed ASCII Title ~Added Bad PAs Section (Zetas/3 code) ~Completely redone Folders Section, adding lots more info on the Folders, unlike the crappy stuff we had before ^_^. ~Added 9 new Folders ~Added more NC Set-ups and descriptions ~Redone NetBattle Types, with Layouts and a revised description ~Added 6 Sections to Chip List (Fire, Aqua, Elec, Wood, Recovery, Multi-Hitters) ~Redid Button Commands Section, with Descriptions and diagrams of each button combo. ~Added the References section, for referring to other Guides. ~Added minor bits to the overall presentation: Complete Spell Check, correction of grammatical problems, and all the technical stuff. This Guide looks as if it's been transformed (for the better)! ^_^ Cheers! Version 1.0: Major update! We sorted the GigaChips, as well as added descriptions for each exclusive GigaChip in the game. Also added were Xel23's Folders (2), from the RFF itself! Version 0.9: Again, more updates. Added 2 Folders, a few NB Tips, 2 new Sections in the Chip List, and added some Questions into the FAQ! Some hard work these few days. Seems updates are never going to end as long as new ideas come, people play MMBN3, and most importantly, MMBN3 will remain the best of the MMBN series!! Version 0.8: Lots of new Folders ^__^ Version 0.7A: Minor Mistake in GigaChips Section. Version 0.7: Added all the rest of the Obstacles, added Sections: "What makes a good Folder" and "Recommended Preset Chips" Version 0.6A: Fixed small mistake in Combo Section. Version 0.6: Yet another Folder, 1 more Combo too. Version 0.5A: Added folder + NC Set-ups from the OFRT-V3 from the MMBN3W board, corrected various Minor mistakes. Version 0.5: Added 2 new Folders, and that sort of thing. Version 0.4: Added yet MORE stuff (Look how big our FAQ is!) Version 0.3: Fixed that Title (It got wonky). Added extra Material to NC Section, Tips, Folders, Combos, corrected minor mistakes. Version 0.2: Added ASCII Title (Thanks to Ratix0's help) corrected various mistakes pointed out by people. Fixed the messed up NC ASCII art. Version 0.1: ~The first final copy~ We, The Dark Unknown and Mastermind Chaud teamed up, did all of the sections. ii) Acknowledgement/Special Thanks Nintendo: Creating GBA/Game Boy Advance Capcom: For making MMBN3 (Megaman Battle Network 3), the best Megaman Battle Network Game by far! Us: Why Not? Hong Kong MMBN3 Tournament sponsored by Capcom & Sony: For the "inspiration" of making this Guide (We both lost in it v_v) GameFAQs Megaman Battle Network 3 White/Blue Message Boards and its users: For providing us with tips, help and lots of information, as well as giving a place to display this guide. GameFAQs and CJayC: For accepting and posting this guide at GameFAQs, as well as giving us a place to put it. TDU's Rockman EXE 3 Battle Master Guide (Japanese Guide): For info on various sections. Ratix0: Help with ACSII Art Title. Crimson Knight, Asakura Yoh: For letting us use a few of the Folders in the RFF for basis and comparison, as well as giving TDU a general idea of what a good Folder Description was. Yes, our Folder section was really bad until TDU looked at the RFF. ^_^ Shinryu: Contribution of ALL Heavy Weight Layouts Asakura Yoh: For method of using Delta Ray Edge. Malinhion: Suggestion for NetBattle Layouts Corrections throughout the Guide --------------------------------- SushiSquid (NB GigaChip) Asakura Yoh NeoDelux Warrior99999 Simon Belmont33 Zidanet129 DarkEagle6 Charlie G. (NB GigaChip) Tokuseu (Prism Combo) StoneRoseKnight (Navi Recycle) TPie (SetHoly) The Mega Cheat (Styles: Guts and Shield) Contribution ------------- Ratix0 (Combo) Nessie (Combo) Jason (TDU's bro) (NB Tips) Miyamoto Wannabe: NC Set-up: Custom Shadow Asakura Yoh (DRE Method) Shinryu (HeavyWeight Layouts) For their outstanding Folders: Name: (Folders) -------------- The Dark Unknown (Writer of this NBG): For Hero Gathering, Multi-Hit Madness, Call of Kudzu, Call of Kudzu: Sense Version, and Air Raid~ Mastermind Chaud (Writer of this NBG): For Flashback, Electric Guts and Death Wish~ MTG: For Master of the Elements, Fiery Death and Gruesome Death of Poison~ SushiSquid: For Paralysis Power, Spicey and Pikachu (Joint with ZapRats)~ JezterMan EXE: For Song of the Sentinel (Joint)~ Blademeister: For Song of the Sentinel (Joint), Typhoon (Joint), Lurker and Serpent Meteors ~ Warrior99999: For N.O Escape (Joint)~ DragoonMan: For Avalanche~ Dim Mak Mofo: For A-Hole~ Ratix0: For Divine Blade~ Guardian Auron/Magenta Galaxy: For Pack Leader~ Jason (TDU's bro): For Hero Guard~ NeoDelux: For N.O Escape (Joint)~ Malinhion: For It Tingles! It Tingles! Mowing the Lawn, and ZapRats (Joint w/ Pikachu)~ Nessie: For Electric Spike, Solid Thunder, BBQ, Song of the Sentinel (Joint)~ Miyamoto Wannabe: For LifeLance, Netbattler Q and Banzai!! ~ Crimson Knight: For SensorShip~ Zidanet129: For E-Defender~ Xel23: For Volcanic Equilibrium, Hymn of the Grave~ Dragoon1: For Electric King~ Linkman 145: For Typhoon (Joint), BubbleBeam Chaos and Wahoo Versions ~ Total: 38 Folders! NOTE: Almost all of the Folders are from the "Official Folder Rating Topic/Center", set up by The Dark Unknown for rating Folders on both the MMBN3 White and Blue Boards. The other Folders are from other sources related on GameFAQs, with the exception of The Dark Unknown's and Mastermind Chaud's Folders, which are partly from GameFAQs, and also from various other sources. The Official Folder Rating Topic/Center is still around, if you're interested. iii) References In various parts of this Guide, we tell you to refer to other Guides, mainly on www.gamefaqs.com (GameFAQs). These are all located either on the Megaman Battle Network 3 White or Blue FAQ/Guide Sections. 1) Shop List Author: The Dark Unknown (Co-writer of this FAQ) Description: A Guide that lists all of the merchandise sold in all the shop of MMBN3 White and Blue (White and Blue have different chips in shops). It also lists NCP Shops, if you need to find a certain NCP, and the most useful bit: Higsby's Chip Order. This Guide has a list of all the chips (+ codes) sold in Higsby's Chip Order, useful for Folder Building. 2) 7 Star Guide Author: Freezeman Description: A guide that shows you how to obtain each of the 7 Stars in MMBN3. You can only get certain GigaChips after obtaining those Stars (partly Storyline related). The Stars are mentioned in the "Estimation - No of Stars" Section. 3) Navi Customizer Guide Author: Zidanet129 Description: A guide that tell you every you need to know about the Navi Customizer. It has a How to use section, every single NCP, plus Mod Codes for them. It also has all the EX Codes listed, useful for many occasions. This helps in making the best of your Navi Customizer, plus helps you to understand the Navi Customizer Set-up we have in the NC Section. 4) Differences Guide Author: The Dark Unknown (Co-writer of this Guide) Description: A guide that basically tells you all of the differences between each game, including Gigachips, Navis, Styles and a bit more. Helpful for those who haven't got the game yet and are deciding, or those who'd like to just take a look to see what they've missed out from the other version. iv) Copyright Agreement This FAQ/Guide belong to us: The Dark Unknown and Mastermind Chaud, and it doesn't and will not belong to anyone else. If we see this guide with your name on it, we will come and delete you. Seriously, we will come and sue you. Rockman/Megaman, Megaman Battle Network/Rockman EXE, Lan and any names, characters related are trademarks of Capcom. Using them as your own and that Capcom guy is going to go and knock your door down or something... v) Contact Us If you want to use this Guide, please send an email to [email protected] or [email protected] stating where you're going to put it, why you want use it. Any SPAM mail sent to us will be deleted and you will be beaten to a pulp. Otherwise, if it's just a passing comment about the FAQ, just post it on the Megaman Battle Network 3 Blue Message Board on GameFAQs.