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< MegaMan Battle Network 3 >
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| 11th Chip Glitch FAQ |
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Table of Contents >
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I. Table of Contents
II. What is the 11th Chip Glitch?
-Description
-Benefits/Drawbacks
III. How To Do It
IV. Navi Customizer Setups
-For 11th Chip Glitching
-For 12th and 13th Chip Glitching
V. 12th and 13th Chip Glitches
VI. What to 11th Chip Glitch
-Criteria and Specific Chips
VII. What NOT to 11th Chip Glitch
VIII. Legal Stuff
IX. Contact Information
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What is the 11th Chip Glitch? >
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The 11th Chip Glitch is a bug in MegaMan Battle Network3 that allows you to
essentially "preset" any chip in your folder, regardless of its MB. You can use
this chip every turn, but it will be the first chip you use in any given round.
The good thing about this is that you can reuse chips that got a nerf by
becoming mega chips in BN3. Usually you'd only be able to use one without
FolderBack, but this remedies that situation. Also, the 11th chip glitch
functions regardless of the MB required to make a chip your regular chip. One
of the best parts about the 11th chip glitch is that the chip that you do
glitch can still show up in your custom draw, allowing you two uses of a
potentially broken chip per round. The main drawback of the 11th chip glitch is
the NC space you have to sacrifice for it.
Depending on the chip, you must determine whether or not it is worthwhile to
give up the NC space for reuse of a powerful or versatile chip. I'll go into
this more later in section VI.
The 11th Chip Glitch is also known as CustomDupe trick.
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How To Do It >
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Prior to the Battle:
1. Set up your Navi Customizer.
-In Custom Style, place Custom+5 (or more) into your NaviCust.
-In Shield Style, place Custom+6 (or more) into your NaviCust.
-In any other style, place Custom+6 (or more) in your NaviCust. Note that
doing this is a really bad idea as you're going to massively glitch
yourself, and the benefit of the 11th chip won't be worth the bugs you have
to put up with.
2. Place the chip you want to glitch in the 2nd chip slot in your folder
construction screen.
Once in battle, follow these steps:
3. Select any given chip.
-This chip does not have to be the same code as the 11th chip.
4. Move your cursor over the 10th chip in your selection screen, diagramed
below as an X:
_ _ _ _ _
[_][_][_][_][_]|[OK]
[_][_][_][_][X]|[ADD]
5. Move your cursor right one and select the 11th chip by pressing A.
-Note that the chip you first selected will still show its picture in the
chip diagram box, but the correct chip will appear on the vertical bar that
displays your selected chips.
6. Deselect the second chip (if you want).
-The previously selected chip will also appear in your list of selected
chips, in the second slot. Deselecting this chip has no effect on the 11th
chip.
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Navi Customizer Setups >
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Keep in mind that with the number of Custom Blocks you'll be using, the
potential for creative and different NC setups is severely limited. Open single
squares can be dedicated to Charge+1 or Rapid+1, or whatever floats your boat.
The point of this section is to show you how you can manage to get all the
Custom NCPs in. The filler is all up to you. Once you put a few of these
together you should notice the basic format and be able to work with it
yourself. Have fun with it.
Custom+5:*
[1][1][3][3][3]
[ ][1][ ][3][3]
[2][1][ ][ ][3]>
[2][2][ ][ ][ ]
[2][2][2][ ][ ]
1 - Custom1
2 - Custom2
3 - Custom2
*-for use with Custom Style only.
Custom+6:
[1][1][3][3][3]
[ ][1][ ][3][3]
[2][1][ ][2][3]>
[4][4][ ][2][ ]
[4][4][4][2][2]
1 - Custom1
2 - Custom1
3 - Custom2
4 - Custom2
Custom+7:**
[1][1][3][3][3]
[ ][1][4][3][3]
[2][1][4][4][3]>
[2][2][4][4][4]
[2][2][2][ ][ ]
1 - Custom1
2 - Custom2
3 - Custom2
4 - Custom2
**-This causes an HP drain bug.
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12th and 13th Chip Glitches >
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The 12th and 13th chip glitches occur when you load up your NC with an extreme
number of Custom blocks. These give you access to two other chips.
The 12th Chip Glitch allows you to use the same chip as the 11th Chip once the
11th chip has ALREADY BEEN SELECTED. For example, you can CustomDupe (any
glitch) the chip that has already been CustomDuped in the same fashion as you
would with the 11th chip.
As far as the 13th chip glitch, you can use it as previously described for the
12th chip glitch. You'll get a third chip of your choice. Now, for certain
chips this can be useful, but keep in mind that for others it is simply
ridiculous. Also, your HP will be dropping at an incredible rate, so be sure
to consider whether or not this ability is worth it. Most of the time, it
isn't.
One final thing to consider when thinking about multiple CustomDuping. Each
time you select a new chip, the chip after that chip will change. It is always
a random chip from your folder (the next to appear in the order) and the
code of the chips that you're CustomDuping over is the code that you're
selecting chips in.
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What to 11th Chip Glitch >
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Here are some things to consider when deciding what to 11th chip glitch:
1. Will this chip be useful every (or almost every) round?
2. Will having more than one of this chip be useful to me?
3. Will using this chip at the beginning of a round give me a distinct
advantage?
4. Is this chip useful enough that, even if I only technically need it once,
it will make up for using my 11th chip glitch slot on it?
5. How useful is this chip on a turn-to-turn basis?
6. Does glitching this chip have any distinct advantage over presetting it (if
it is possible to do so)?
The answers to these questions will aide you in deciding whether or not to 11th
chip glitch one chip over another, or whether it is worthwhile use the NaviCust
space to do so at all. The following is a list of chips that it is a good idea
to 11th chip glitch (listed alphabetically):
<| AreaGrab |>
Usefulness: ***
Having an AreaGrab every turn can never hurt your case, and if you've already
arealocked the opponent, then you don't even need to select it, as it has, at
that point, fulfilled its function. This is especially useful in folders that
work around chips that aim to kill in one blow, or folders whose attack ranges
are limited.
<| Balance |>
Usefulness: **
While it's not too hard to preset this, using up the two NC slots for RegMem+5s
is bothersome. Reuse of a giga-class chip is also a nifty trick, especially in
the case of balance. Every turn, just balance and then go about doing damage
normally (or stack up on defense). This adds up fast. 500. 250. 125. Soon
they're in easy kill range. The downside is that so are you. If you're smart
you've been defending well the past few turns and you have a quick kill chip
ready to go when they are. If you're going this route I'd also suggest looking
into the +1000 HP EXCode (CNJDU2EM). It turns panels to poison when you get off
them, but with adequate defense you should be able to stand still.*
*-See Drain in the RFF for a folder that utilizes this strategy.
<| Defensive Chips |>
Usefulness: ****
When I say defensive chips, I don't mean stuff like AntiSwrd. I mean the
standard lines of defense that go in pretty much every folder that can fit
them: Invis, Mole2, Shadow. With FastGauge equipped you're guaranteed to get
through every turn with your defense still active. And by the next turn, you
can renew it without ever being defenseless. The only way your opponent is
going to manage to win is by finding some way through your defenses.
<| FlashMan |>
Usefulness: ****
Talk about cruel. This area-effect Navi pierces almost everything and will stun
your opponent for just over two seconds (half a FastGauge turn), while it ALSO
leaves them vulnerable.
<| FoldrBak |>
Usefulness: *****
Doing this is a good way to lose friends fast. Use of FolderBack is already a
good way to annoy someone, but every turn can become an overwhelming nuisance.
With FullCust preset you can look for combos, use them, and end the turn
whenever you damn well please. Using this method against anything carbon-based
is strongly discouraged.
<| FullCust |>
Usefulness: **
FullCustom is a popular choice for a preset chip, so you'll find it less often
in an 11th chip glitch slot. Though it is possible to both preset and glitch
this chip, doing so is redundant: you get the 11th chip each turn anyhow. At
10mb you're probably better off presetting this and gltiching something more
worthwhile. While I won't deny the potency of being able to keep sifting
through your chips until you get what you need, doing so can land you in deep
trouble when you run out of chips.
<| GaiaSwrd/GaiaBlade |>
Usefulness: ****
Since you should be using these chips as the first in your selection, setting
them as your 11th chip is a good idea. If your folder is loaded with chips with
high attack powers, these are two chips that will often come in handy, and can
deal a crushing blow. Also, they're elemental! Not many wood chips are that
popular, which is a strong point behind the ever-popular electric styles.
Presetting one of these two chips can eliminate a shortcoming that Gaia
folders* are often criticized of having: once you miss, you're dead. These
folder have often relied on FolderBack for getting their Gaia chips again, but
in doing so you must wait for both the FolderBack and the Gaia chips when you
want to use them. The only place this can go sour is where you do not properly
set up before using it. Remember that Gaia chips absorb every chip selected
after them!
*-See Illusion of Gaia in the Renowned Folder FAQ for an example.
<| Geddon1/Geddon2 |>
Usefulness: **
Fire off one of these every other round or so and an opponent without AirShoes,
FlotShoes, or HubBatch is doomed.
<| Guardian |>
Usefulness: ****
Oh, man. This is buckets of fun. Watch your friend whimper in pain as he
realizes his LifeSword will turn into 400 piercing damage the other way when
you dump two Guardians in the front of your area. Guardians can be really
annoying, and to harness the capability to use them turn after turn is just
sadistic. While already a good virus busting technique, it is possible with
Custom style to 11th chip glitch this and have SetIce in your NaviCust, for
those pesky high HP viruses.
<| Meteors |>
Usefulness: *****
11th chip glitching meteors is a famous virus busting method. Just load up your
folder with Fire+30s, Atk+10s, Atk+30s, AreaGrabs and GrassStages, and you're
ready to go! While Meteors kills viruses separately, it does so in time freeze,
causing multiple deletes. Abuse this to collect your favorite custom drops.
<| Muramasa |>
Usefulness: *
As a megachip, Muramasa is fun to use multiple times. If you connect with it,
it essentially does serve as a "balance" chip by damaging the opponent for as
much as you've taken. In the right folder this can work and can be severely
deadly, but on the whole it's not that great.
<| NavRcycl |>
Usefulness: **
This is best in folders that center around Navi chips. Though folders
containing fifteen Navi chips are possible, you can't possibly set up your
NaviCust to do that AND to 11th chip glitch something. The best you can do in
an appropriate style is the MegaFolder5 EX Code (SKFBM3UW) which is probably
more than enough to satisfy any Navi nut. No matter how many NaviRecycle chips
you use, NaviRecycle will always dupe the last Navi you used (and any bonuses
you gave it).
<| PlantMan |>
Usefulness: ****
While this doesn't get around the popular Invis, as FlashMan does, it does take
out moles and leave the opponent vulnerable (and taking damage). Plus, it's
multi-hit and area-effect. What more could a boy ask for?
<| Poltrgst |>
Usefulness: **
Load up your folder with field objects and go to town! Loads of fun for the
whole family! Note that the damage amount drops each time you use it, though.
<| Recov300 |>
Usefulness: *
300 health back every turn could get awfully annoying, don't you think? In all
reality, you're probably still fried against a strong opponent using a fast
folder. I recommend using this in Geddon3/SlowGauge/Balance/Defensive type
folders above all. In your standard competitive folder, it's probably not such
a good idea.
<| Rook |>
Usefulness: ***
Any seasoned NetBattler knows that Rook is good in virtually any situation. It
holds its ground, it has a ton of HP (500, to be exact), it keeps your area
(including what you've stolen) in tact, and it blocks a variety of attacks.
What's not to like? You can have two on the field at once, so you're not going
to clutter the field by dropping one every turn.
<| SloGauge |>
Usefulness: **
Using this multiple times does have its benefits. First you can null the
FastGauge that your opponent will often use at the beginning of combat or
include in his or her NaviCust, and then you can actually slow that time to
even more. The more times an opponent can FastGauge, the more useful this
becomes. Still, it is not exactly an efficient choice to 11th chip glitch
SlowGauge, as the effects don't stack past the first time you use it (which
is a good thing--could you imagine dismally slow 64 second turns?)
<| Stage Chips |>
Usefulness: ****
GrassStage, IceStage, LavaStage, Geddon3, Repair, et cetera. Presetting these
serves multiple purposes. You will probably only need to use the average stage
chip once, and early on in the battle. Glitching it ensures that you will have
it on that opening turn. Also, the most you should ever have to use a stage
chip in a turn is once. If your opponent (assuming that you're fighting a human
opponent--or a brushman) elects to change the stage type, you're free to change
it back to the way you desire at the beginning of the next turn. Undoubtedly,
he or she will run out of stage chips before you, as you have an infinite
supply. By glitching a stage chip, and allowing yourself use of it every turn,
you are also able to free up folder space. Glitching stage chips can keep
opponents wielding popular electric-heavy folders from dealing massive damage
because of IceStage, cut five chip combos down to four*, and null that annoying
poison panel bug from using broken EXCodes.
*-GrassStage+Prism+HeatSpread is a popular combo from Disco Inferno (see RFF).
<| ZuesHamr |>
Usefulness: **
Another great virus busting technique. ZuesHammer gained 50 additional points
of damage over its Battle Network 2 counterpart, but experienced a huge nerf
in becoming a mega-class chip. While technically you could only get one in
Battle Network 2, also, there was GospelDuping to fix that. On the upside, you
can at least guarantee yourself one if you glitch it. The downside here is that
you can't avoid the damage, unless you're in shield style, which gives an
instant barrier. You'll have to go back to soft resetting over and over if
you're looking to use this as a custom chip collecitng technique.
Note: A usefulness rating of 0/5 stars would be equal to the benefit of just
presetting an average chip, which is generally not worth it.
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What NOT to 11th Chip Glitch >
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<| FastGauge |>
You're wasting NC space that this could be in. Unless your opponent has some
obsession with SlowGauge, this is just wasted.
<| Dark Chips |>
Bass/Bass+/Serenade/DarkAura. To use them you have to have a hole. It takes
about seven seconds for a hole to open up, and you only have a window of a few
seconds to get one of these off. Meaning it's useless to have more than one,
because you'd have to drop another hole. Not to mention the fact that because
Bass is X-coded (not as much so for Serenade in S and DarkAura in A) you're
preventing yourself from doing anything else on the turn in which you use it.
It may seem as if this is exploitable, but to use DarkLicense you need
Custom+6, because without BugStopper DarkLicense gives a -1 Custom draw
penalty. Simply put, there is no way to fit all that in there.
<| Hole |>
While less of a bad idea than presetting a Dark chip itself, this is still a
bad idea. Why? Because when you use up the NaviCust space for 11th chip
glitching something, you completely eliminate the possibility of putting
GigaFolder in your NC, limiting yourself to one Dark chip and making your
preset hole useless.
<| Atk+ Chips |>
The element series chips, Navi+ chips, and just general attack chips are great
to have because you can just toss them on anything, but keep in mind that they
have to go BEHIND other chips. This is what makes them a horrible choice for
CustomDuping.
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Legal Stuff >
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MegaMan and all other stuff like that are licensed trademarks of Capcom. And
this guide is mine. If you want to use it odds are I'll be willing to share.
Be sure to ask me first, though.
This FAQ is Copyright 2004 Malinhion (Michael O'Connor). The information in
this FAQ, unless otherwise stated, belongs to me. Copying, editing, selling,
reposting of this FAQ is STRICTLY prohibited by international copyright law.
You copy, I sue.
The ONLY site this guide should be posted on is GameFAQs.com. Violation of the
above agreement WILL result in legal action if you are found out. Break this
copyright, and under Title 17 Chapter 5 Section 506(d) of US Copyright Law
you can be fined for up to $2,500.
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Contact Information >
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You can e-mail me at
[email protected] if you have any questions,
comments complaints, or suggestions regarding this FAQ. However, do not contact
me regarding MMBN questions other than those related to the content of this
FAQ.