Megaman Battle Network 3 Renowned Folder FAQ

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                       (Ascii art provided by Xel23)

                               Version 2.0

                      This Joint FAQ was written by
                     CrimsonKnight(Michael Gelshion)
                                  and
                       Malinhion(Michael O'Connor)

Version 1.0
July 27, 2003

Version 1.01
July 29, 2003

Version 1.02
August 1, 2003

Version 1.10
August 13, 2003

Version 1.11
September 10, 2003

Version 1.20
September 30, 2003

Version 2.0
June 21, 2004
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Table of Contents:

I. Introduction

II. The Essentials for Proper Folder Construction

III. MMBN3 Terminology and Tips

 IIIa. Navi Customizer
 IIIb. Program Advance
 IIIc. Higsby's Chip Order
 IIId. Auras/Barriers
 IIIe. Variable Sword
 IIIf. Punch Chips
 IIIg. Sandstage
 IIIh. Volcano
 IIIi. Old Wood
 IIIj. Divine Chaos
 IIIk. Sensor

IV. Folders

  IVa. Bubonic Plague
  IVb. Roll Flash
  IVc. Disco Inferno
  IVd. Samurai Strike
  IVe. Allied Assault
  IVf. Third Time's the Charm
  IVg. Prismatic Edge
  IVh. Scourge of the Desert
  IVi. Sensorship
  IVj. Illusion of Gaia
  IVk. Flash Crusher
  IVl. Pleasant Dreams
  IVm. Accursed Twilight
  IVn. Hadouken!
  IVo. Iron Butterfly
  IVp. They're Heeeere!
  IVq. Creeping Death
  IVr. Drain
  IVs. Wet Nurse
  IVt. Hydro Blaster
  IVu. Double Edge
  IVv. High Impact
  IVw. Nature's Vengeance
  IVx. Hymn of the grave
  IVy. E-Defender

V. Navi Customizer Set-ups

VI. Frequently Asked Questions

VII. Credits

VIII. Update Info

IX. Legal Stuff

X. Contact Info
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I. Introduction

Much like in the previous two Battle Network games, folders play an essential
role to Megaman's survival in the Internet. Some serve to directly assault
opponents, using high damaging chips to end a fight quickly. Others might use
several chips to lock opponents down and slowly delete them. Needless to
say, some folder designs are better than others, which is where this FAQ comes
into play. Here you will find a collection of folders that are not only
unique, but capable of fully utilizing the chips that are stored within them.
However, while some folders may appear to be very powerful, no folder is truly
invincible, which is what makes proper folder construction more of a science
than an art.

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II. The Essentials for Proper Folder Construction

Sure, anyone can toss thirty chips in their folder, but the odds are that the
result will be exactly what you've made: a mish-mash of chips. To really build
a folder properly you need to consider a few essential points.

Focus/Basis/Theme
This is where you should start when building a folder. Figure out what you want
to build your folder around. It should be your main method of attack, or way
of dealing damage. Your focus should be the dominant element in your folder,
which will ensure that you see it often, and get it when you need it. When
building, keep in mind that everything in your folder should facilitate the
execution of whatever chip, program advance, or combo is your main focus.

Support
These are the chips that are mainly concerned with facilitating the execution
of your attack. Sometimes they are part of the focus itself. An example of such
a case would be FlashMan in a folder sporting HyperRat or Lance to set-up for
LifeSword. Other times the chips simply aide in executing your combo. AreaGrab
is useful for hitting with LifeSword, for example. While you may not see strong
synergy in your folders until you've been building for a while, the most
important thing to consider at this point is that your chips aren't clashing
with your main combo. For instance, having panel breaking chips in a folder
that relies heavily on obstacles is silly.

Defense
Defense is actually a type of support, as staying alive and not getting hit are
important, albeit obvious, keys to getting your focus executed. Not getting
hit while attacking explains why recoverchips are generally a bad idea. It's
better to negate the damage in the first place than it is to take it and
worry about fixing it later. Plus, you never know how much damage you could
take. Chips such as Invis and Shadow can prevent you from taking multiple heavy
hits, and are therefore much more useful. Always consider holes in your defense
and work to cover them. If you're vulnerable to Sensor and FlashMan, use
Shadow. If you're then vulnerable to swords, use the AntiSwrd combo with Shadow
or add Invis chips to your folder. This is why you'll see a lot of varied
defense in the folders here.

Fluidity
Fluidity is how well your folder runs. The easiest way to make your folder more
fluid is to cut down on chip codes. But remember that this isn't everything!
The combos in your folder also may slow you down. If you're packing ElemSwrd
and you only have one copy then waiting for those chips is going to slow
you down. This is where the Mega Chip issue can hurt a lot. Using BodyGuard
is slow because you can only have one Muramasa chip. Using 2xHero is faster,
but a Program Advance such as LifeSword, which only has three components is
even more fluid. Pretty much anything can have an effect on your folder in this
respect, from the number of attack+ chips to the number of Program Advances in
your folder. Keep in mind that you're often giving up power for fluidity, and
consider which is more worth it. As a general rule of thumb, it is usually
only worth sacrificing fluidity at the expense of having a strong focus. Don't
go wild with attack+ chips, though. Remember that those are support.

Utility
This is a gauge of how capable your folder is of handling different situations.
Can a folder that relies on HyperRat stand up against a Snake folder that
constantly breaks panels? Not quite. How many defenses can you get around? Can
you deal with a Rook? Can you keep the panels the way you want them with stage
changing chips? Consider all these things when building a folder. This includes
your variety of attacks, your variety of defense, and your ability to handle
different situations in NetBattles. An example of a chip that is good in many
situations is Rook. It has 500 HP, so it's durable. It blocks attacks, and it
holds area in tact.

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III. MMBN3 Terminology and Tips

This section is dedicated to explain certain aspects about the game as well
as provide advice about how certain chips could be utilized in a folder.
Remember not everything is what it seems.


IIIa. Navi Customizer(NC):

The Navi Customizer is the newest addition to the Battle Network series. It
lets you use various NC blocks to further enhance Megaman's abilities. There
are FAQ's which discuss this important aspect of the game further, so I will
only briefly explain its uses. Basically, these blocks that you find in the
game have bonuses such as Charge+1, Attack+1, etc. However, you only have a
limited space in which to use these blocks, and usually the blocks have weird
shapes, forcing you to recall your tetris skills to make the most of the 5x5
grid. Most of these folders don't really demand any specific NC block, but
if they do, it will be mentioned in their Overall Summary.


IIIb. Program Advances(PA):

When certain chips are uploaded in a particular order, there's a chance they
may advance into a more powerful type of chip so to speak. An example can
be seen with the popular PA, LifeSword. The chips used are Sword, WideSword,
and LongSword, all with the same code of course. Alone, these chips could do a
total of 240 damage, 80 apiece, but that's assuming you can land all 3 swipes.
However, when combined into LifeSword, the damage is increased to 400, a
substantial improvement. Before you couldn't even break LifeAura with each
chip, but now you can break HolyAuras. There are 32 PA's available in the
game. Some are devastating, while others leave something more to be desired.
If you wish to learn more about PA's and how to use them, refer to Zidanet129's
P.A. FAQ.


IIIc. Higsby's Chip Order:

Due to the lack of a duplication trick this time around, Capcom has fitted
MMBN3 with the Chip Order, so players can get more one of a kind chips for
their folders. Whenever you get a chip that you never had before, Higsby will
then carry 1 more of that chip, meaning if you get all 200 regular chips and 85
megachips, Higbsy will have them all for sale with at least one quantity. I say
at least one because there are ways to increase the amount of chips he has in
stock. Whenever a chip is used for either EnergyCharge or fed into a chip
trader. That chip will be sent to Higsby, meaning you can never lose a chip
forever. However, the chips available have a predetermined chip code,(eg,
WideSwords can only be purchased in C code, or HolyPanel can only be purchased
in U code, etc), so be aware that once you use certain chips, you may never see
them in that code again without luck from chip traders.


IIId. HolyAura/Fallen Light/Sacred Barrier

In MMBN2, HolyAura3 was a very strong form of defense. It utilized the rare
Sanctuary chip or a more common HolyPanel chip and the LifeAura3 Chip. The
concept is pretty simple. Sanctuary/HolyPanel reduces the damage dealt to
the person on the panel by 1/2. Now with LifeAura3 requiring 200 damage
minimum to break, having it activated while on a Holypanel means that at
least 400 damage would need to be dealt in order to break it. However, in
MMBN3, Sanctuary is much easier to acquire in the game, and those who have
the Blue Version of the game can also receive the DarkAura GigaChip by
completing the Serenade Time Trials. Fallen Light makes use of the Dark Aura
Chip and Sanctuary. Dark Aura is capable of withstanding all attacks under 300
damage, so by using Sanctuary/HolyPanel, that means you need to deal at least
600 damage to break it!  This is not an easy task, but fortunately there's a
chip called Northwind, which will remove auras instantly. If you don't use
that, you can attempt to wait it out as the auras only last for around 50
seconds. Another potentially powerful/frustrating form of defense is the
Sacred Barrier. This is done by using the Barrier500 PA(Barrier, Barrier100,
Barrier200 E/R codes) and either HolyPanel/Sanctuary. This set up allows you
to withstand up to 1,000 damage before the shield breaks.


IIIe. Variable sword:

This has become a very popular chip since the days of MMBN2. By Holding
down A and inputting a series of commands, this weapon is capable of
duplicating the effects of most sword chips in the game as well as two
abilities that are considered very powerful. The Elemental Sonic Wave(ESW) is
capable of dealing 640 damage to a single opponent, 880 if powered up by
Atk+30 and 3 Atk+10's, making it one of the most powerful regular chips in
the game. This is by far one of the most broken chips, alongside with Sensor.

Long Sword: Down, Down/Right, Right [Slices forward 2 panels]

Wide Sword: Up, Right, Down [Slices column in front of Megaman]

Hero Sword: Left, Down/Left, Down, Down/Right, Right [Slices down a row]

Life Sword: Down, Left, Up, Right, Down [Does a 2x3 area slice]

Tri Slash: Left, B, Right, B [Shoots 3 energy slashes across field]

Elemental Sonic Wave: B, B, Left, Down, Up [Shoots 4 slashes(1 of each element)
across field]


IIIf. Punch Chips:

Much like the Variable Sword, the punch chips(GutPunch, GutStrgt, and
GutImpct) have the ability to do more than just what their chip description
says. By holding A and inputting the following commands, you can get more
out of these somewhat neglected chips.

GutPunch
(Rocket Punch: Down, Down/Right, Right)
[This will launch the fist across a row, damaging anything in its way.]

GutStrgt
(Triple Punch: B, B, Down, Left, Right, B)
[Will punch panel in front of Megaman 3 times.]

GutImpct
(Rapid Punch: Left, B, Down, B, Down, B)
[Will punch panel in front of Megaman 5 times.]
This is technically one of the powerful regular chips in the game, hindered
only by its poor range. However, it has the potential to deal at least 500
damage. Not bad for just a single chip.


IIIg. SandStage:

This is a new area affect to the Battle Network Series, and it can either be a
great help or an incredible burden. For one, those who aren't using the
FloatShoes or HubBatch Blocks in their Navi Customizer will find moving on
sand more difficult, as there is almost a half second delay between each
step. However, certain chips and attacks are boosted by sand. These being
the whirlwind type chips such as Tornado, doubling its damage. Using the
Wind Chip causes sand to be flung at the opponent for 50 damage per panel.
Also,thosein a Wood Element for their style will notice their Charged Buster
Attack will do double damage as well.


IIIh. Volcano:

This firechip deals 150 damage to all targets in the enemy field. However,
if you have lavastage out, when you activate this chip, it will absorb all the
lava panels in your area and boost the attack of the volcano by 10 for each
panel, giving it the ability to do up to 320 damage. Unfortunately, you need
to have possession of 17 of the 18 total panels to get that damage, and you
can just as easily do 300 damage by using the chip on a grass stage.


IIIi. Old Wood:

Much like Volcano, this chip receives a damage bonus when an element is
affecting the field, in this case grass. Unlike Volcano, Old Wood works a
bit better. For each grass panel on the field, Old Wood's power is boosted
by 20, and this includes all grass panels, not just ones on your side.
However, to even use Old Wood you need to put a hole in the field, so
PanelOut1 is your best bet in order to maximize damage. If fully powered up
with Wood+30 chips, this chip can do 560 damage, 1120 if against electric,
which is nice indeed. Use this chip on a prism, and watch your damage double.
Unfortunately, Old Wood is a mega chip, so it's very difficult to work a
folder around it, especially without a lot of luck from chip/bug traders.


IIIj. Divine Chaos:

Geddon3 is a notorious chip that pollutes the entire field with a noxious gas,
slowly draining everyone of their life. Fortunately, you can take advantage of
this by using the repair chip, which rids your side of the field from this
nuisance. However, you can further improve this combo by using Sanctuary
instead of repair. Not only do you remove the poison from your side, but now
only take half the normal damage.


IIIk. Sensor

Originally Sensor was neglected and considered just a chip to throw into a
folder to fill space. However, players have discovered that this cycloptic
minion is a crucial chip when it comes to controlling your opponents' location.
If they move into the line of fire, they become paralyzed, thus vulnerable to
a bigger attack. If they don't move in order to avoid Sensor, they are just
sitting ducks for that same big attack. This alone makes it quite useful, but
add the fact that it can pierce invisibility, and benefits when used on
IceStage, and you can see why so many try to fit this into their
folders whenever possible.

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IV. Folders

Well, this is why you came here, isn't it?


IVa. Bubonic Plague
----------------------
3 Invis *
3 Ratton1 C
3 Ratton2 C
3 Ratton3 C
2 AreaGrab *
2 VarSwrd C
2 Shadow *
2 CrsShield1 C
2 CrsShield2 C
2 CrsShield3 C
2 Geddon3 C
2 Sanctuary C
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: Asakura Yoh
Customized by: CrimsonKnight

Preferred Style: Custom
Preferred Element: Any

Theme: Poison the field, and unleash HyperRat and EverCurse as much as possible

Pros:
-By utilizing the Divine Chaos combo(Geddon3+Sanc), you will have a consistent
source of damage that will pierce every form of defense besides Mole chips.
-This folder has several potent ways of dealing damage, either a quick 500
with HyperRat or 1,500 with EverCruse, while VarSwrd's ESW is always a great
source of damage.
-While the folder wasn't intended to be big on defense, it is a consequence
of the theme. Sanctuary + 5 defensive chips + 6 CrsShields = brick wall.

Cons:
-The main drawback of this folder is its offense requires a lot of luck and
precision timing to execute since no chip homes in on opponents. VarSwrd is
the exception in this case, though that can be stopped with field obstacles.
-Opponents who use folders that emphasize on stage changing will often cause
problems with your Divine Chaos combo.
-The fluidity of the folder suffers a bit compared to others as this folder
has two different PA's to work with. While the CrsShields are still useful
on their own, the Ratton chips are pretty crappy individually.

Mike's Final Thoughts:
Though this folder packs a deadly punch, there are many ways that it can fail.
This isn't a folder you can build and immediately start winning battles with;
you have to practically master every strategy this folder provides. If you
don't, you will quickly find yourself thrown on a heap of corpses, ready to
be burned.



IVb. Roll Flash
----------------------
4 AreaGrab R/*
3 Rook *
3 Invis *
2 Shadow *
3 HolyPanel R
3 Recov300 R
2 GrassStg R/*
3 Fire+30 *
1 Atk+30 *
1 RollV1 R
1 RollV2 R
1 RollV3 R
1 Meteors R
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: Asakura Yoh
Customized by: Malinhion

Preferred Style: Custom
Preferred Element: Wood

Theme: Wait for Meteors Behind a Wall of Defense

Pros:
-All the nostalgia a BN2 fanatic could ever want!
-BigHeart and Roll will still heal you even if the damage doesn't connect.
-With some 11th Chip Glitch abuse, you have a powerhouse and a Custom chip
collector on your hands.
-The first meteor will break Auras most of the time if it's pumped enough and
you have GrassStage.

Cons:
-It can take forever to get this right. Camping on a chip can be boring.
-The folder is only fun if/when you get the combo off.
-Even setting up is a complete and total pain to do.

Mike's Final Thoughts:
The point of the folder is to camp on Meteors. Also, waiting for GrassStage,
Meteors and enough Fire+30s can break Auras, and that's the main strength of
the current incarnation. To increase overall efficiency, the Fire+30s should be
swapped out for atk+10s, which can also be used for BigHeart. Also, the
GrassStages can be removed. It might be wise to 11th chip glitch Meteors,
especially if you're using this folder for virus busting. Remember that
nostalgia has a cost. In this case, it's efficiency.



IVc. Disco Inferno
---------------------
4 Sensor3 J
4 Prism J
3 HeatShot J
3 Heat-V J
3 HeatSide J
3 GrassStage J/*
3 Areagrab *
2 Shadow J/*
2 Invis *
1 Jealousy J
1 FoldrBak *
1 Fullcust * [preset]
---------------------
Concept by: Asakura Yoh
Customized by: CrimsonKnight/Asakura Yoh

Preferred style: Custom
Preferred Element: Elec

Theme: Abuse HeatSpread for High Damage Combos .

Pros:
-It does a LOT of elemental damage at once. Sure, HeatSpread is only 300, but
there's potential for 1800. Throw in Prism. Throw in Grass Stage. And then
it all depends on your opponent's style.
-You're also packing different elemental piercing damage in the form of
Sensor3, which can be used to guarantee a HeatSpread connection. Except this
time the stakes are higher.
-Intant Deletes. 'Nuff said.
-Jealousy is a NetBattler's worst nightmare. It does loads of uncounterable
damage and steals your opponent's chips, leaving him or her defenseless.
-HeatSpread and Prism alone can't break a DarkAura on Holy Panels, but you
have enough GrassStage chips to remedy that.

Cons:
-The folder really isn't that fluid because you're looking at a five-part combo
in GrassStage + Prism + HeatSpread.
-Lobbing the Prism takes a long time and leaves you open to hits. Using it is
also a logistical nightmare. It's so fragile, and your opponent can quell your
efforts by simply shooting his/her buster into it and taking one damage, which
will induce flinching. Then they can also run under it to take 100 damage.
-Sensor and Prism are both Class 2 field objects, so you can only have one on
the field at a time.

Mike's Final Thoughts:
Proper Prism use is a pain, but the benefits are great. The first few times you
should be able to catch an ignorant opponent off guard, who will be wondering
why their entire half of the screen just exploded and when the battle ended,
but eventually they will wisen up. Be sure to stun them first with the
ElecBuster (while they're trapped on one side of a Sensor) and then to lob the
Prism. You'll figure out when to use it and where to put it as you play, but
this folder is by no means a breeze to get adjusted to. In the hands of an
expert, it becomes a very deadly instrument.

..of doom.



IVd. Samurai Strike!
----------------------
4 AreaGrab Y/*
4 Sword Y
4 LongSwrd Y
4 WideSwrd Y
3 Invis *
3 Shadow *
2 Wind *
1 YamatoMan Y
1 YamatoManV2 Y
1 YamatoManV3 Y
1 YamatoManV4 Y
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: China Boy
Customized by: Malinhion

Preferred Style: Custom
Preferred Element: Any

Theme: Just attack.

Pros:
-LifeSwrd packs quite a punch, and so does a well-used YamatoMan.
-If you do the button command right, you can land six hits with YamatoMan and
(with proper placement) not send your opponent into flinching with the final
poke.
-One AreaGrab and you're in business! Both YamatoMan and LifeSwrd connect on
a 2x3 area, making it impossible to dodge after an AreaGrab.
-Both main forms of attack break Shadows, and LifeSword is capable of taking
down most Auras.

Cons:
-One AreaGrab and you're in business! Eventually, a smart opponent will find
some way to keep you from grabbing. The most popular tactic is a Rook, and
versus LifeSwrd it's going to drop dead center in the front of their area.
Wind will hopefully keep them from doing this with MegaMan himself.
-Your opponent has complete control of the stage, so be weary of folders that
exploit chips such as IceStage, GrassStage, Panel Cracking, Sanctuary, or
Geddon3.

Mike's Final Thoughts:
This folder uses what I would call the meat and potatoes of folder building.
Area control, big-hitting high-percentage Program Advance, a set of powerful
Navi chips, and a bit of defense to top it off. This is a great entry level
folder. Not only because the chips are easy to obtain, but also because it's
easy for anyone to just pick up and play. The bad part is that without stage
control or much of a handle on different defenses you're open to some of the
more complex combos and whatnot.  Also, if you find that you just aren't
drawing AreaGrabs when you need them, you could opt to preset one to
guarentee you start off netbattles on the right foot.  Of course this
convenience comes at a price of hindering the flow of your folder a bit.



IVe. Allied Assault
----------------------
4 Slasher B
4 CstSwrd B
4 VarSwrd B
3 Invis *
2 Shadow *
2 Rook *
1 ProtomanV1 B
1 ProtomanV2 B
1 ProtomanV3 B
1 ProtomanV4 B
4 Atk+10 *
1 Atk+30 *
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: Cloud Strife765
Customized by: CrimsonKnight


Preferred Style: Custom
Preferred Element: Any

Theme: Step 1: Use 2xHero PA...Step 2: See Step 1.

Pros:
-If you're lazy, look no further. Both the Deux Hero and 2xHero PA's will deal
560 and 700 base damage respectively to everything on the field that isn't you.
Needless to say, this folder crushes viruses.
-Having four of a PA is a bit overkill, but makes sure you can almost always
have the right chips available, and this particular design flows rather well.
-Unlike most other PA's, these particular PA's are special in that their
components are quite effective alone, more specifically VarSwrd and ProtoMan.
VarSwrds ESW attack is just devastating, and ProtoMan can take out almost all
Auras, saving precious chips.


Cons:
-Just about every facet of this folder is based off swords, meaning AntiSwrd
could cause some problems. However, if you can make 2xHero in your initial
or second round draw, that shouldn't be much of a problem.
-Nothing pierces, so expect to be frustrated when your opponent is using either
Shield or Reflect every second. This folder doesn't have anyway to prevent
that, so your options are either to time everything carefully, or use an Elec
based style to hopefully sneak in a zapring.
-Rooks are your only means for keeping your area. Otherwise, you'll have to
stand in the front, and be vulnerable to just about any attack.
-This design also lacks any sort of stage control, leaving you at the mercy
of the opponent's stage chips.

Mike's Final Thoughts:
This is the kind of folder that you use when you're taking your first steps
towards good folder construction. It's fast, efficient, and powerful.
However, after you crush GutsMan, ProtoMan, KingMan and a few Beta Navi's,
the folder will lose its luster. While this isn't a bad folder to depend on,
there are many, more interesting designs to try. Your friends will agree, and
will force you to agree if necessary...



IVf. Third Time's the Charm
---------------------
4 AreaGrab *
2 MetaGel2 P
2 Rook *
4 TrplBmb P
3 Yo-Yo3 P
3 Invis *
2 Shadow *
1 PlantManV2 P
1 PlantManV3 P
1 PlantManV4 P
4 Atk+10 *
1 Atk+30 *
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: CrimsonKnight
Customized by: CrimsonKnight

Preferred style: Any
Preferred Element: Any

Theme: Abuse Stunning and Multi-Hit Chips

Pros:
-Almost everything in this folder is a multi-hit chip, so the atk+ chips can
go anywhere: PlantMan, TripleBomb, Yo-yo3.
-TripleBomb doesn't make your opponent flinch, so it's a lobbing good time if
you've got them under the spell of PlantMan or once you've AreaGrabbed twice.
Plus, you'll get props for using such an obscure chip like TripleBomb.
-Yo-yo3 breaks shadows, and hits three times if you connect at the right spot.
-The folder is AreaGrab intensive if you can't manage to get AreaGrabs off.
-While this folder doesn't abuse some of the more powerful P-Coded chips, as
it could, this is what makes it ridiculously fun to play.
-PlantMan: Area-Effect, Object Breaking, Stunning, Multi-Hitting. Broken.
-This folder runs so smoothly, because, despite having so much power, it has
no program advances.

Cons:
-No Invis piercing, but if you're desperate for it both Sensor3 and Sensor1
come in P code. So does Plasma3, but this folder is meant to be fun, not to
mercilessly slaughter your opponent.
-AreaGrabs aren't a reliable way to ensure a hit, but the upside is that when
playing you should be more concerned with using PlantMan for that purpose.
-TripleBomb takes quite a while to get off. This leaves you open to hits, but
if you're using it you should be ensuring a hit anyhow, and if not be sure
to have your defenses up. It takes about half a custom gauge (around two
seconds) to release all three bombs, so be wary when using it.

Mike's Final Thoughts:
I played this folder for a few hours straight after building it simply because
it's so much fun. Literally, you can just select five chips every round and go
absolutely nuts. Stunning stuff, throwing stuff, and completely forgetting
defense (which I actually found myself doing). Word of advice: don't forget
defense. I strongly suggest playing this folder, as it's one of the most fun
folders I've ever played.



IVg. Prismatic Edge
----------------------
4 AreaGrab *
3 MetaGel2 P
3 FireSwrd P
3 AquaSwrd P
3 ElecSwrd P
3 BambSwrd P
3 Invis *
2 Shadow *
1 IceStage *
1 PlantManV2 P
1 PlantManV3 P
1 PlantManV4 P
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: CrimsonKnight
Customized by: CrimsonKnight

Preferred Style: Custom
Preferred Element: Elec

Theme: Trap opponent with PlantMan, then use the ElemSword PA to your heart's
      content.

Pros:
-Area stealing chips and PlantMan ensure that the opponent will be in range
and vulnerable to the PA.
-IceStage benefits this folder in two ways. First, it makes it easy to
area steal opponents who aren't immune to slipping, and second, it doubles the
damage of the electric slash in the PA.
-This folder can tackle Shadow, Mole, and Aura chips, making its offense
quite versatile.

Cons:
-Because the ElemSword PA consists of four chips, its fluidity suffers some-
what simply because it's harder to draw a four chip PA compared to a three
chip PA. Also, because of this fact, the folder's utility suffers since you
have to use up 4/5 chips for the round on just the PA.
-Considering the PA is your only real source of damage, the AntiSword chip
can and will wreak havoc on you, so be weary of Shadow chip users who suddenly
use a chip that displays ???? on the screen.
-Despite PlantMan and AreaGrabs, the fact remains that the PA has a pitiful
attack range, and as a result, still has a chance of missing just because the
opponent is just slightly out of reach.

Mike's Final Thoughts:
I won't lie to you. The ElemSword PA sucks, especially considering VarSword
does the same thing, but with amazing range, with more damage, and only counts
as a single chip as opposed to a mammoth four chip PA. However, this folder
was designed mostly for fun for those who wish to use this subpar PA, and for
Single Player games, this folder is quite powerful and enjoyable. You may
opt to design such a folder around the N code since it's much easier to build,
however, the chips in that code don't effectively keep opponents within
striking distance quite like PlantMan+AreaGrab does, but it's purely your call.



IVh. Scourge of the Desert
----------------------
4 AreaGrab *
4 Tornado C
3 VarSwrd C
3 Invis *
3 Sensor1 C
2 Shadow *
2 Snctuary C
2 SndStage C
4 Atk+10 *
1 Atk+30 *
1 FolderBak *
1 FullCust * [preset]
----------------------
Concept by: CrimsonKnight
Customized by: CrimsonKnight

Preferred Style: Custom
Preferred Element: Wood

Theme: Restrict Movement and Connect with a Powerful Tornado.

Pros:
-The purpose of SandStage is twofold. First, it keeps your opponent from
running around like a chicken with his head cut off, so that you can connect
with Tornado's limited range. Second, it doubles your (hopefully) already
boosted Tornado damage to uber proportions!
-The WoodBuster serves as a back up to the main attack method of the folder.
-SandStage also limits opponent's mobility so that you can AreaGrab when they
step back.
-VarSwrd packs a nasty punch and is an effective backup damage tactic because
of its possibility for large range.

Cons:
-Tornado is pretty hard to connect with. Luckily, this folder facilitates that.
-You need two chips to set the Stage right, or you're impeding your own
movement, too. Luckily, by doing so, you're also helping your defense.
-Using AreaGrabs to restrict movement isn't as easy as it seems.

Mike's Final Thoughts:
While at first this may seem to be a folder just for fun, a good Tornado packs
quite a wallop. Surely enough to send Dorothy home crying.



IVi. Sensorship
---------------------
4 KillerEye E
3 Sensor3 E
3 Mole3 E
3 Rook *
3 AreaGrab E
2 VarSwerd E
2 Barrier E
2 Barrier100 E
2 Barrier200 E
2 NOBeam2 E
1 Snctuary E
1 FullCust *
1 FolderBack *
1 IceStage * [preset]
---------------------
Concept by: CrimsonKnight
Customized by: CrimsonKnight

Preferred style: Custom
Preferred Element: Elec

Theme: Trade Off Stunning Between Sensor and NOBeam

Pros:
-Once you get it rolling, you're set. Use KillerEye for the initial lock
becuase it is a timefreeze attack, then drop a Sensor. Then another KillerEye.
Then maybe a NoBeam. Just keep it rolling. Eventually, they're dead. Unfair.
-Stun time gives you a window in which to get off the Elemental Sonic Wave
of VarSwrd, which does loads of damage, especially on Ice.
-Solid defense. There's Barrier500, which I wouldn't actually suggest waiting
on, in favor of using the chips passively as you sift through the folder. If
you run across it, great! If Sanctuary shows up and wants to make it a Sacred
Barrier, even better! Combine with Mole3 to make it Northwind proof and you're
set. Just remember that the folder is supposed to play more offensively.
-Rooks, which also serve as field objects for bouncing NOBeams off of, will sit
on the field with Sensor3s, and are great utility chips. They have a lot of HP
and will keep your area in tact as they block attacks.

Cons:
-Sensor/NOBeam synergy is lost if they're not in the middle row. This was a big
reason for cutting a few of them out during the revision of this folder.
-The folder loses quite a bit if your opponent is changing the stage
frequently. Without Elec double damage on Ice, it takes longer to kill. Just
remember to be patient and space out your Sensors (over time) and you should be
fine.

Mike's Final Thoughts:
After a bit of playing, you should be able to learn the quirks of this folder.
Again, once you get it rolling it's hard to lose. Just play smart.

The folder is nigh impossible to build. You can only get a KillerEye once for
every playthrough, and you'll have to recycle it (Thanks, Higsby!) for the
E-coded one. Past that, you need to find generous (read: stupid) friends to
cough theirs up, or you have to be willing to get another cart and run through
a couple of times. If you don't have the ability to do this, just sub these
out for a fourth Sensor3 and NOBeam2s past that. In Aqua style you may want to
add a few more IceStage chips and drop Sanctuary. This way, you will be able to
preset FullCust and will have more NC options. You may want to look into the
one that gives you IceStage, a full chip draw, and FastGauge (see NC section).



IVj. Illusion of Gaia
----------------------
4 Mine *
3 Invis *
3 AreaGrab *
3 VarSwrd C
3 CrsShld1 C
3 CrsShld2 C
3 CrsShld3 C
2 Shadow *
1 Snctuary C
1 FoldrBak *
1 GaiaBld *
1 FullCust *
1 GaiaSword * [preset]
----------------------
Concept by: CrimsonKnight
Customized by: CrimsonKnight

Preferred Style: Custom
Required Element: Wood

Theme: Use powerful chips as fodder for GaiaSword/Blade.

Pros:
-It's a ton of fun. If you love dumping massive amounts of damage on opponents
at once and then see the terror on their face as they watch their HP drain
even while you're selecting chips in the custom screen, this is for you!
-Powerful Elemental Attack in GaiaSwrd. ElecCustom being one of the most
powerful styles in the game, you're in for a treat if you're wielding this.
GaiaSwrds regularly tip the scales at 700+ damage with one swing. Expect
instant deletes.
-There are heavy hitters even if your Gaia chips miss. You might be able to
salvage a victory from EverCurse, Mine, and mostly VarSwrd.
-The folder is big on Defense. Between Sanctuary, Invis, Shadow and CurseShield
you should be good to go. With half the folder being possible defense chips you
can afford to wait on a Gaia chip.
-Can break Auras (mass damage), Shadows (VarSwrd/GaiaSwrd) and Invis (Mine).
-Can null opponent's stage effects with Sanctuary, though not too often.

Cons:
-Unless you 11th Chip Glitch GaiaSwrd or GaiaBlade, you're severely limiting
yourself as far as your main damage source goes. If you fail to connect, odds
are average that you're history.
-You MUST be in Wood Style for the Gaia Chips to function.
-Presetting GaiaBlade over FullCustom hurts the fluidity of the folder, but it
is necessary unless you're exploiting the 11th chip glitch.

Mike's Final Thoughts:
Like several other folders, this one is designed mostly for fun battles, and
not serious competition, though it has the damage potential to be a threat.
However, neither the Gaia chips and CurseShields are consistently easy to use.
Though VarSwrd provides good support damage, more often than not it will not
carry you to victory as far as netbattles are concerned.



IVk. Flash Crusher
----------------------
3 PanlGrb *
3 Ratton1 F
3 Ratton2 F
3 Ratton3 F
3 VarSwrd F
3 Plasma3 F
3 Invis *
2 Mole2 *
1 Fullcust *
1 FolderBk *
1 FlashManV1 F
1 FlashManV2 F
1 FlashManV3 F
1 FlashManV4 F
1 Icestage * [preset]
----------------------
Concept by: Daimou43
Customized by: CrimsonKnight/Malinhion

Preferred Style: Custom
Preferred Element: Aqua

Theme: Use FlashMan to set your opponent up for deadly attacks.


Pros:
-FlashMan is one of the ultimate stunning chips in that it requires no aiming
on your part, and the fact that it pierces invis just makes it broken beyond
repair.
-Once the opponent is dazed, you have several options for damage. VarSwrd's
ESW is deadly, especially when done on ice, while HyperRat is a solid 500
damage, and Plasma can deal up to 450 damage on ice.
-This folder can easily tackle Shadows, Auras, Invis, and Shields such as
Reflect.

Cons:
-If icestage is lost early, you take a hefty loss in damage as well as field
advantage while waiting for Foldrbak.
-HyperRat almost requires the opponent to be stunned since it's relatively
easy to dodge.
-Opponents using SuperArmor or HubBatch will not be caught in a stunlock if hit
by Plasma3.

Mike's Final Thoughts:
This folder goes straight for the throat with little concern for anything else.
The strategy is very straightforward: stun with Flashman, then hit the opponent
with any of the other offensive chips. Hell, if you get lucky, you can defeat
an opponent by simply stringing FlashMan chips and the occasional FoldrBak.
Because of this, this folder's success relies simply on your ability to hit the
'A' button quicker than your opponent.



IVl. Pleasant Dreams
----------------------
4 AreaGrab E/*
3 Sword E
3 WideSwrd E
3 LongSwrd E
3 Snctuary E
3 VarSwrd E
3 Mole3 E
2 Barrier E/*
2 Barrier 100 E/*
2 Barrier 200 E
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: Darkn3ss
Customized by: CrimsonKnight

Preferred Style: Custom
Preferred Style: Any

Theme: Make a relentless assault with blades, while being well defended.

Pros:
-This folder was the precursor to the highly versatile E-Defender folder. As
such, this folder was one of the first to tap into the best code in the game.
It combines the power of LifeSwrd and VarSwrd, with possibly the best defense
the game provides.
-Much like Samurai Strike, only one successful AreaGrab is needed to be able
to utilize any offensive chip you draw.
-Creating a sacred barrier and using Mole3 makes you virtually invincible.

Cons:
-All offensive chips are swords. Needless to say, AntiSwrd could quell your
chance for victory.
-While Sanctuary will ensure that your field is safe, this folder has no means
to control your opponent's field, which could cause problems of he/she also
uses the Sacred Barrier combo, or the very old GrassStge+Wood style trick.
-A Rook placed in the front middle row on the opponent's field will stop either
attack you try.
-As far as hitting through defensive chips goes, it can only handle Shadows,
but it does do that very very well at least.

Mike's Final Thoughts:
This is a very fun folder to use, albeit quite difficult to construct(Good luck
trying to get 3 VarSwrd E's and 3 Snctuary E's from friends or chip traders.)
Anything you fight will die quickly, especially if you draw multiple VarSwrds,
and you should NEVER die to anything in single player with this kind of
defense. The Bar500 PA serves mostly as a reward for being lucky. If you get
it, use it. If not, the individual barrier chips will serve as good delay
tools. The one downside I experienced was the fact that you may be using
VarSwrd practically all the time, rather than a balance between LifeSwrd and
itself. This isn't necessarily bad, but it does detract from the intent and
some of the fun from this folder.



IVm. Accursed Twilight
----------------------
4 MetaGel1 D
4 AreaGrab *
3 VarSwrd D
3 Rook D/*
3 Invis *
2 Shadow *
4 Atk+10 *
1 Atk+30 *
1 DarkmanV1 D
1 DarkmanV2 D
1 DarkmanV3 D
1 DarkmanV4 D
1 DarkManV5 D
1 FullCust * [preset]
----------------------
Concept by: Darkn3ss
Customized by: Malinhion

Preferred Style: Custom
Preferred Element: Elec

Theme: AreaGrab at least two columns and use DarkMan for massive damage.

Pros:
-DarkMan's damage potential is insane, capable of dealing over 1,000 damage
if the conditions are right. Unlike the chips Meteors, Serenade, and Bass,
you only need to steal two column as opposed to arealocking in order to
maximize DarkMan, which is significantly easier.
-Though having eight AreaGrab type chips may be excessive, it more or less
ensures that you will draw some when you need them.
-VarSwrd provides powerful support if your DarkMan offensive is struggling, and
makes quick work of pesky Shadow users.
-Rooks provide some defense, while it also protects stolen panels from being
stolen back by the opponent.

Cons:
-Holes on the field will virtually cut your area grabbing capabilities in half.
-Your DarkMan strategy and VarSwrd can both be stopped by an opponent's Rook
chips.
-Neither attack can pierce, or hit through Invis or Mole chips, making timing
even more crucial.
-The lack of FoldrBak may leave your folder empty if you fail to win quick.
-The excess of area stealing chips may crowd your Custom Screen.

Mike's Final Thoughts:
This folder is pretty insane, just like any other folder that goes for an all
or nothing approach. However, the cons of this folder weigh heavily on the
performance, more so than usual. To combat the threat of field obstacles, use
Navi Cust Programs such as HubBatch or BreakBuster to remove them more quickly.
If you want to play it safe, you can swap out DarkManV5 for FoldrBak, unless
of course you don't have access to the Blue version. Though the Mega Chip
LifeAura can fit in easily with this folder, it's not always the best choice.
Most good folders can take down auras, and having only one cycling around isn't
reliable enough to merit using all the time. Of course, if the chip suits you,
then by all means go nuts.



IVn. Hadouken!
---------------------
4 VarSword B
3 Zapring2 B
2 Rook *
4 AreaGrab *
2 MetaGel B
3 Invis *
2 Shadow *
1 BeastManV2 B
1 BeastManV3 B
1 BeastManV4 B
1 BeastManV5 B
4 Atk+10 *
1 Atk+30 *
1 FullCust * [preset]
---------------------
Concept by: Magenta Galaxy
Customized by: CrimsonKnight

Preferred style: Any
Preferred Element: Elec

Theme: Set-Up for Multiple BeastMan Hits

Pros:
-Many AreaStealing chips means that you'll (hopefully) be able to get some area
stolen. If not, BeastMan is quite hard to land.
-If AreaLocking fails, there's ZapRing to stun.
-BeastMan can land up to six hits if your button tapping and aim is accurate.
Throw on some Atk+ chips, and watch his damage output reach deadly levels.
-VarSwrd packs a punch, can break shadows, and spreads across multiple
elements.

Cons:
-BeastMan is difficult to connect with.
-The folder, with the exception of VarSwrd, is not that powerful.
-A single Rook makes a fifth of your folder useless by nulling AreaGrabbing
possibilities. Without being able to do so, it'll to be difficult to land
BeastMan, which is the main attack. Obstacles also stop BeastMan's final
attack, thus lowering its damage potential by 1/3.
-No invis piercing or attacks that will hit Mole.

Mike's Final Thoughts:
Nothing is more fun than lunging headfirst into your opponent, other than doing
so six times? Unfortunately, more battles will be won by using just the
VarSwrd chips, simply because they are consistent and much easier to use than
BeastMan. To compensate for the lack of invis piercing, Sensor3's could be
inserted in place of ZapRings, and a FoldrBak never hurts if you have it
available. However, this folder is most definitely one that's more for fun
than for competition. Therefore, play it as such.



IVo. Iron Butterfly
----------------------
4 Snake E
4 AreaGrab E/*
3 Geddon1 *
3 DashAttack *
3 Invis E/*
3 Shadow *
3 Wood+30 *
2 BigWave E
2 VarSwrd E
1 Atk+30 *
1 FoldrBak *
1 FullCust * [Preset]
----------------------
Concept by: Malinhion
Customized by: Malinhion

Preferred Style: Custom
Preferred Element: Elec

Theme: Steal as much of the field as possible, and release a nest of snakes.

Pros:
-I'll cut to the chase. This folder's damage potential is insane. Though
realistically impossible, these snakes have the potential to inflict 2720
damage, 5440 against the ever popular elec element styles. If that wasn't
enough to please your palate, there's always the ever versatile ESW of VarSwrd
to deal tasty elemental damage.
-Though the folder can't break all panels instantly, it has been designed to
have several methods to destroy panels if you are unfortuante to not draw
Geddon1 chips, or if your opponent likes to change the stage. DashAttack will
break cracked panels in case you were wondering why they are in there.
-The snakes home in on enemies, meaning this folder is VERY deadly against in
game viruses and Navis.

Cons:
-The worst enemy of this folder is Rook. This chip can effectively stop
VarSwrd, and will greatly hinder your Snake offensive.
-Even if the opponent isn't using Rooks, you still have the challenge of trying
to possess most of the playing field, though with a few Wood+ chips, you won't
need as many panels to deal immense damage.
-Getting BigWave or Geddon chips when the field is already broken will render
them useless, and thus wasting precious Custom Screen space.
-Though more beneficial than Atk+10 chips, the folder's utility suffers a bit
since VarSwrd can't make use of Wood+ chips.

Mike's Final Thoughts:
As far as using such a folder for single player, there are few folders that
kill faster. However, taking Iron Butterfly into netbattles is another story.
You may get a few wins early against an unsuspecting opponent, but once he
catches on, expect victory to be much more difficult. If you wish, you could
also construct a powerful Snake folder using the D code. D code contains
DashAttack and Geddon, making those chips easier to obtain, while you can still
enjoy the benefits of VarSwrd. Also, you could make use of LifeAura to boost
your defense, though don't rely on getting it every battle.



IVp. G-Spot
---------------------
4 Rook *
4 RockCube *
2 Sensor2 G
3 Plasma2 G
2 Fanfare G
4 Mole2 G/*
2 AreaGrab *
2 PanlGrab *
1 Bolt *
1 Ligtning *
2 IceStage *
1 FullCust *
1 FoldrBak *
1 Poltrgst G [Preset]
---------------------
Concept by: Malinhion
Customized by: Malinhion

Preferred style: Custom
Necessary Element: Elec

Theme: Litter the field with junk, then either toss them at the opponent, or
      use them to increase the number of times bolt/lightning hit.

Pros:
-Dumping crap all over the field allows you to greatly hinder the movement of
opponents.
-All this stuff will serve as a makeshift wall, protecting you from many if not
all attacks, especially if the Rooks are at the front. Fanfare further adds to
the defense by making you invincible to everything.
-Poltrgst functions as both an offensive and defensive chip. Sure, you could
be aggressive and just throw stuff at your opponent, or you could choose to
use Poltrgst to counter something an opponent does such as laying down a rook,
or the very annoying Anubis.
-All these obstacle chips aren't just fodder for Poltrgst. They also help
boost the power of Bolt and Lightning. By placing obstacles in such a way that
they are adjacent to your opponent, Bolt will hit several times, and on ice,
that means devestating damage.

Cons:
-Having 1/3 of the folder dedicated to obstacles can often result in your
custom screen being flooded by abudent chips, delaying the appearance of more
useful chips.
-Setting up for a Bolt/Lightning attack is quite difficult if you don't
properly utilize your obstacle chips to pin the opponent in the back.
-The Plasma2 chips may be rendered useless if you draw them after you dumped
your obstacles onto the stage.
-Having a mix between AreaGrabs and PanelGrabs can cause redundancy.(ie, laying
down a PanelGrab one round, then an AreaGrab the following round)
-May struggle with normal virus battles, and navis with high amounts of hp.

Mike's Final Thoughts:
This is not an easy folder to use, though if used correctly, your opponent will
be overwhelmed by tons of crap all over the field. Having the ability to use
these obstacles as lightning rods, and then as fodder ensures that they are
never completely useless. However, the folder's main strategy is based on
just three chips, but luckily Poltrgst can be preset, slightly reducing your
dependence on luck.



IVq. Creeping Death
----------------------
4 PanlGrab A/*
3 Snctuary A
4 Mole2 *
2 Ratton1 A
2 Ratton2 A
2 Ratton3 A
4 PoisFace A/*
4 PoisMask A/*
1 Anubis A
1 SloGauge A/*
1 FullCust *
1 FoldrBak *
1 DarkAura A [preset]
----------------------
Concept by: Malinhion
Customized by: Malinhion

Required Style: Bug
Preferred Element: Any

Theme: Hide behind the most powerful defense in the game, while using HyperRat
      or Poison damage to thwart your foe.

Pros:
-With DarkAura preset, you will always have a monster defensive chip from the
get go. This will come in handy especially when you use FoldrBak.
-Sanctuary allows you to quash your opponent's plans for exploiting stage chips
such as Ice and/or Grass, and makes you virtually invincible with DarkAura.
Add a Mole chip, and you WILL be invincible.
-Poison damage with either Anubis, or the PoisPhar PA serves as a source of
almost unavoidable damage. Throw in a SloGauge to not only hinder your
opponent's offense, but to extend his/her time taking poison damage per round.
-HyperRat's 500 damage is a good way to end battles quicker, and is an
alternative source of damage if your poison strategy is struggling.

Cons:
-Your Navi Cust is basically shot with having to use DarkLicense, and GigFoldr1
You also would have to throw in a Custom 1 NCP just to cancel the DarkLicense
bug of Cust -1.
-As a result of the Navi Cust you will only be drawing 5 chips, but DarkAura
should provide a decent stall for most folders.
-Excess poison chips are rendered useless if you can't reach the opponent.
-HyperRat isn't the most reliable PA, so failing to use poison damage can be
fatal, despite your defense.
-The folder has no way to stop the opponent from reaping the benefits from
stages like Grass Stage(if he's using wood element) or Sanctuary.

Mike's Final Thoughts:
The fun with this folder is the fact that you have the single most defensive
chip in the game, that can be used on a whim, and can be recycled via FoldrBak.
Throw in some constant source of damage like poison, and you've got a great
passive folder. But since it's a passive folder, if either DarkAura/Poison
fails, you're left with a mediocre offense that will be crushed by folders such
as Call of Kudzu or Flash. Of course, in the hands of a seasoned netbattler,
this folder should prove to be challenging, and enjoyable, especially when
everything falls into place.



IVr. Drain
---------------------
4 Shadow *
3 Geddon3 Y
3 AntiSwrd Y
3 Invis *
2 Sword Y
2 WideSwrd Y
2 LongSwrd Y
2 Repair *
2 Recov150 *
2 Rook *
2 AreaGrab *
1 FullCust *
1 Balance Y
1 SloGauge * [preset]
---------------------
Concept by: Malinhion
Customized by: Malinhion

Preferred Style: Shield
Preferred Element: Any

Theme:  Discourage your opponent's attempts to do anything.

Pros:
-Shadow/AntSwrd synergy makes you immune to all damage besides poison panels.
It even stops the Rush NCP.
-Balance brings most opponents near the kill range of LifeSword.
-While Recov chips are normally excluded from any decent folder, they serve
several purposes. One is to avoid being deleted from your own poison, if
you're unable to get any Repairs. Another is to lessen the blow you'll take
by using Balance, and lastly it simply delays your demise a bit longer.
-Between Repair and Geddon3, you are the master of stage control.

Cons:
-This folder is designed exclusively for netbattles, so don't bother using
it for viruses/Navis.
-Since it's a passive folder, it does not kill quick. The exception to this
would be drawing Balance, LifeSword, and Geddon3 in the same round.
-Opponents with high hp will naturally take a big hit from Balance, but since
they have high hp, they may just outlast you.
-Since you don't have the luxury of FoldrBak, this folder does not allow many
mistakes. In fact, assume you can't make any at all.

Mike's Final Thoughts:
From its unusual design, you may question the effectiveness of such a folder.
However, you must remember that this is a passive folder, meaning victory is
not achieved by pummeling your opponent into the ground. SloGauge greatly
helps prolong the effects of Geddon3, as well as hinder offensive folders.
The only major drawback is the fact that you only have one shot to use each
chip, more specifically the Geddon3 chips. If you're facing off against a
folder that uses stage altering chips, and FoldrBak, prepare for an uphill
battle. Overall, though, this is an interesting approach to netbattles from
the usual button mashing strategy.



IVs. Wet Nurse
----------------------
3 Mole2 R/*
3 HolyPanel R/*
3 Recover300 R
3 Barrier10 R/*
3 Barrier100 R
3 Barrier200 R
2 Invis R/*
1 Roll R
1 RollV2 R
1 RollV3 R
4 Atk+10 *
1 Attack+30 *
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: Protomanexe21
Customized by: Malinhion

Preferred Style: Custom
Preferred Element: Any

Theme: Poke Away at Your Opponent Through a Heavy Defensive Shield

Pros:
-The defense in this folder is hard to get around. With Mole2 your Barr500
becomes Northwind-proof. If you decide to drop a HolyPanel somewhere and stand
on it, you have the possibility of a Sacred Barrier. Invis is also good for
early game defense, and can usually work you out of a pinch if for some reason
your barrier is down.
-Even if your defenses are somehow penetrated, Roll, BigHeart, and Recov300
are all efficient healers.
-Both Roll and BigHeart are timefreeze attacks, so you don't have to worry
about aiming, just timing.

Cons:
-If your opponent stands behind a rook, you're screwed. Roll or BigHeart will
never be able to hit him. If you're not in ElecStyle, try to flush him/her out
with your buster.
-Roll doesn't do a lot of damage on its own.
-Can't break shadows or pierce invis, and no way of breaking auras.
-No multiple deletes.
-Has problems dealing a lot of damage.
-Two Program Advances, which can hurt fluidity a bit.

Mike's Final Thoughts:
Obstacles can easily kill you. You may want to consider HubBatch or some
alternative form of BreakBuster for dealing with obstacles. Otherwise this can
be a blast to play. Just set up shop early and chip away at regular intervals.
Remember that timing is key, as you don't want to waste BigHeart when your
opponent is invisible or hiding behind a RockCube or some such. For this
reason, I wouldn't suggest playing this without FolderBack unless you're
extremely skilled.



IVt. Hydro Blaster
----------------------
4 Sensor3 B
4 PanlGrab *
2 AreaGrab *
2 Shadow *
3 Invis *
4 Aqua+30 *
4 Navi+20 *
1 Navi+40 *
1 BubblMan B
1 BubblMnV2 B
1 BubblMnV3 B
1 BubblMnV4 B
1 BubblMnV5 B
1 FullCust * [Preset]
----------------------
Concept by: Protomanexe21
Customized by: CrimsonKnight/Malinhion/Asakura Yoh

Preferred style: Custom
Preferred Element: Any

Theme: Knock Out the Middle Column to Set Up for Powered-Up BubbleMan

Pros:
-The folder simply can't be much more focused. The whole point it to eliminate
the center row and to fire off a powered-up BubbleMan.
-BubbleMan is a timefreeze attack and powered-up he does loads of damage.
-The folder's two main attacks are Sensor and BubbleMan, which are both
powerful and elemental. Sensor also pierces Invis.

Cons:
-The extent of the focus of the folder is at the expense of fluidity. You will
be waiting on a single combo for quite a while. Sifting through atk+ chips can
become boring and tiresome, but the good part is that once you do find the
combo (which usually doesn't take long) you're ready to kill.
-You need HubBatch in your NC to account for the sixth MegaChip in this folder.
If you need to drop a megachip because you much prefer a different NC setup,
lose Navi+40 for an atk+10.
-No way of breaking shadows. This can be remedied by adding in VarSwrd Bs.

Mike's Final Thoughts:
Hydro Blaster is very straightforward and methodical. Its main downfall is that
it can't deal with unorthodox strategies. When playing this folder you have to
have to play stubborn and quick, doing what you want to do and not worrying
about what's going on otherwise. Just grab up panels, drop a sensor, and fire
off a beefed up BubbleMan.



IVu. Double Edge
---------------------
3 Plasma2 M
3 AreaGrab *
3 ZapRing1 M
3 Yo-Yo3 M
3 Mole3 M
3 Invis *
3 Shadow *
3 AntiDamage M
3 Geddon3 M
1 Muramasa M
1 FoldrBak *
1 FullCust * [preset]
---------------------
Concept by: Protomanexe21
Customized by: CrimsonKnight

Preferred style: Custom
Preferred element: Elec

Theme: Take a lickin' and keep on tickin', followed by the deadly slash of
      the Muramasa.

Pros:
-THIS FOLDER DOES NOT CONTAIN THE BODYGUARD PA AND NEVER WILL!
-By utilizing the Navi Cust, your hp will be above the 2500 mark, making you
a brick ****house. This will allow you to use a fully powered Muramasa(999)
while still having well over the normal hp max.
-To compensate for the dependence on a single mega chip, the folder dedicates
12 chips for a wide variety of defense. This will ensure that you will have
a defense that your opponent cannot pierce.
-Geddon3 gives you good stage control, and will usually be more punishing on
your opponent than you since each hp lost will fuel the Muramasa.
-Though the other chips can deal some damage, their main purpose is to stun
the opponent to make sure your Muramasa doesn't go to waste.

Cons:
-The folder's main power comes from a single chip. No other folder's strategy
comes close to this one's dependency.
-This design is intended strictly for Netbattles and Navis, meaning its virus
busting capabilities are subpar.
-Can we say AntiSwrd?  Good. Unlike other sword-based folders, this chip can
practically stop the entire offense.
-Though Muramasa can make quick work of Auras/Barriers, you wouldn't want to
waste it on that. Therefore this folder is unable to dispatch such threats,
at least not conveniently.

Mike's Final Thoughts:
To want to use this folder for netbattles requires a certain lack of common
sense. Putting all your chips in one basket, well actually it's just one chip,
will often result in death, though you should expect that with this. However,
using this folder against Navis is really fun, but can sometimes be annoying
when you just cycle through excess defense chips just to draw Muramasa to get
the battle over with. Overall, this is a difficult folder to wield, but worth
the patience.

You could choose to throw in the the Grand PrixPower PA by replacing some chips
for Team1/Team2 and MistManV5. However, this boost to offense has a cost.
For one, Team1 and Team2 aren't that useful when used separately, though Team2
can provide decent healing if your health is low, but the major sacrifice is
losing FoldrBak for MistManV5. This will give you only one shot with Muramasa,
so make sure you will win by using it.



IVv. High Impact
----------------------
4 Guard *
4 DashAtk G/*
3 AreaGrab *
4 PanlGrab *
3 Invis *
2 Shadow *
2 Rook *
2 GutImpct G
1 GutsMan G
1 GutsManV2 G
1 GutsManV3 G
1 GutsManV4 G
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: Simon Belmont33
Customized by: Malinhion

Preferred style: Custom
Preferred Element: Any

Theme: Set-Up To Connect With GutShoot.

Pros:
-The folder has a lot of grab chips. If you can get a sufficient amount of area
grabbed and drop a Rook, you should be able to keep it. Then you're good for
doing the GutsImpact unleash.
-Against an opponent that doesn't have AirShoes, you can use GutsMan to crack
all the panels, and then DashAttack to break a whole row. Use this to set up
for GutShoot.
-While the GutsMan chips aren't the highest damage dealing chips in the game,
it's hard not to connect with them.
-Easy to make. Who doesn't have a million Guard *s?
-GutShoot is only a three part, uni-coded program advance, which makes it easy
to find multiples of while playing.

Cons:
-No Invis or Shadow piercing.
-The folder is very grab-oriented. If it can't do so, break-locking is a
strategy that often falls to the popular HubBatch.
-You can't break the stage and use Rooks.
-The GutsImpact unleash is possibly the hardest button combo to pull off in the
game.
-Guard, which is part of the GutShoot PA, is pretty much useless on its own.

Mike's Final Thoughts:
While the can be fun or effective against opponents who are new to NetBattling,
I strongly advise against using it in competetive situations. The ability to
walk over broken panels is what destroys this folder. With HubBatch so
popular the most effective method for playing this is left in the dust. That's
why there is so much reliance on grabbing chips, which is the second greatest
downfall of this folder. It's far too easy to just thwart all grabbing
attempts. Also, it's too risky to run around firing off GutShoots because they
just don't do enough damage to allow you to do so.



IVw. Nature's Vengeance
----------------------
4 Plasma3 P
2 StepSwrd P
2 StepCros P
1 HeroSwrd P
3 Invis *
2 Shadow *
4 AreaGrab *
1 MetaGel P
4 Atk+10 *
1 Atk+30 *
1 PlantMan P
1 PlantManV2 P
1 PlantManV3 P
1 PlantManV4 P
1 FoldrBak *
1 FullCust * [preset]
----------------------
Concept by: Simon Belmont33
Customized by: Malinhion

Preferred Style: Custom
Preferred Element: Elec

Theme: Trap with PlantMan/AreaGrabs and then Unleash EvilCut and Plasma3

Pros:
-Power. When it comes to power, this folder is just sick. There are a variety
of multi-hit chips that are powerful enough on their own to take out your
average opponent.
-Atk+ chips can go on virtually anything. Whether it be Plasma3, EvilCut, or
PlantMan
-PlantMan provides an area effect stun that also breaks obstacles.
-Two types of elemental attack (PlantMan and Plasma). You could count MetaGel,
too, but its main function is not damage.
-There's enough AreaGrabbing to take care of setting up for damage sources
if PlantMan won't show up.
-There are sword components to break Shadow.

Cons:
-You have to wait a bit for EvilCut sometimes.
-Unless you're running HubBatch you're going to have to dump a megachip. I
suggest PlantMan, as the folder has enough area stealing capability to make
up for his absence.

Mike's Final Thoughts:
This folder does a good job of abusing the sheer power of PlantMan. EvilCut is
pretty hard to land all of your hits with, but you're in good shape if you do.
One AreaGrab and Plasma is hitting every square. If you're in a pinch for a
small amount of damage, EvilCut is guaranteed to hit every square if you place
it right. The folder has a decent amount of defense that you have to be careful
about remembering to use. Going all out offensive can be deadly, but dangerous.



IVx. Hymn of the Grave
----------------------
4 AreaGrab *
4 RockCube *
3 MetaGel3 S
3 Rook *
3 AirShot3 *
3 Invis S/*
2 Shadow *
4 Atk+10 *
1 Atk+30 *
1 GodStone S
1 Serenade S
1 FullCust * [preset]
----------------------
Concept by: Xel23
Customized by: Asakura Yoh

Preferred style: Shield/Custom
Preferred Element: None

Theme: Wait on MomQuake or Serenade for Massive Damage.

Pros:
-This folder uses two very strong methods of attack: Serenade and MomQuake.
Unlike most folders that wait on heavy hitters, this has two. Unfortunately,
both need multiple chips to work. Serenade requires atk+ chips and MomQuake
is a three part program advance.
-Both methods of attack rely on AreaLocking, so there is synergy in your setup
while you're waiting on chips.
-Spare RockCubes can be used as damage fodder with AirShots. The 200 damage is
hefty and clutters your opponent's area with a virtually indestructible objects
if you miss.

Cons:
-You need a hole or DarkLiscence to use Serenade, and DarkLiscence is often
wasted NC space.
-The folder can only be constructed in White.
-You have to Arealock and wait on chips.
-It's NEVER good to rely on AreaGrabbing. The strategy is too easily
compromised by a single Rook. BreakBuster and a BusterMAX are the only things
that can help you if you're faced with one, and this isn't that reliable of
a strategy.
-For as much waiting as you're going to be doing, five defense chips is a bit
light in the defense department.

Mike's Final Thoughts:
Everyone loves to build a powerhouse around a single chip every now and again.
What this folder does is utilize one of the few codes where you can use two.
While you lose a lot without FolderBack, you don't have that option in White
anyhow. This can be especially fun to play if your opponent isn't such a
seasoned NetBattler, but most players won't let you completely AreaLock them,
which this more or less requires.



IVy. E-Defender
---------------------
4 Sensor3 E
3 VarSwrd E
3 BubShot E
3 Buble-V E
3 BubSide E
3 Mole3 E
2 Barrier E/*
2 Barr100 E/*
2 Barr200 E
2 Snctuary E
1 IceStage *
1 FolderBk *
1 FullCust * [preset]
---------------------
Concept by: Zidanet129
Customized by: Malinhion

Preferred style: Custom
Preferred Element: Elec

Theme: Overpower Your Opponent with Strong Defense and Superior Offense

Pros:
-E-Defender is a defensive powerhouse. It uses Sacred Barrier (a 1000 barrier
made by combining Barr500 and Sanctuary) and Mole3. When you're using Mole3,
you become immune to all types of poison (with the exception of Geddon3 poison)
and your Sacred Barrier can't be broken by NorthWind. Barrier parts can be
broken down for early defense, and combined with Mole they're also a nuisance.
Both render you immune to FlashMan on their own.
-You can control the stage with IceStage and Sanctuary.
-Two very strong elemental attacks in BubSpread and Sensor3. VarSwrd covers
the rest of those with ElemSonic, which deals loads of damage, even more on
IceStage.
-Can pierce Invis (Sensor3), can break Shadows (VarSwrd), and can take down
most Auras (BubSpread).
-IceStage limits maneuverability and so does Sensor3. When you combine the two
your opponent is looking at either a lot of damage and being stunned for
BubSpread, or simply taking a BubSpread to the face. The Sensor/BubSpread
synergy is strong.

Cons:
-E-Defender uses multiple Program Advances, slowing fluidity. The good thing
is that with so much defense you can afford to wait on them.
-You're vulnerable to being AreaGrabbed. If this is a consistent problem for
you, add Rooks.

Mike's Final Thoughts:
Personally, I feel that E-Defender is the most powerful folder in the game. The
reason being that most folders can't deal enough damage to even touch you,
especially without FolderBack, is what makes it so good. That and the fact
that you're pretty much immune from the most popular and powerful combos
featured here with the methods of defense used qualifies this as a contender to
deal with on the defensive ends. On the other end, high-powered elemental
attacks that work in unison to ensure a hit, and the ability to break almost
any form of defense make this titan a force that it's virtually impossible to
reckon with.
Another good thing about this folder is the ability to customize it. If you're
more of a defensive player you can swap a BubSpread for a Barr500. Drop a
VarSwrd for a Mole3, or make any number of changes as you see fit. Look into
Invis E/* if you're having PlantMan troubles (which you shouldn't). The E code
offers a wide variety of powerful chips so that you can customize this however
you see fit. Have fun with it.

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

V. Navi Customizer Set-ups

This section is unique to this Folder FAQ since MMBN3 first introduced this
specialized feature. As you have probably figured out by now, effective folder
construction is vital to your survival, but also having a properly set up NC is
almost as important. What good is the ultimate folder, if you're constantly
glitched, or unable to use some of the chips in your folder such as Dark Aura,
Bass+, etc. Here we provide a small list of well done set ups that will
greatly enhance just about any folder you can think of. Some set ups are
better suited for certain folders than others, but one thing seems to be common
for almost all of the following set ups, Custom/Shield is the preferred style.
This is not unusual as the Blue NC Blocks are some of the most powerful in the
game (ie: Custom+2 or Reflect). Anyway, this list doesn't include all possible
NC set ups, just some of the more useful, so whether you incorporate them into
your Navi Cust or not is entirely up to you.


1.
Submitted By: Xel23
Preferred Style: Custom/Shield

1 = FastGauge
2 = Reflect
3 = Custom 2
4 = Custom 1
5 = UnderSht

[1][1][3][3][3]
[1][4][4][3][3]
[1][2][4][5][3]
[1][2][4][5][ ]
[1][2][2][2][ ]

Folders that could best use this:
Flash Crusher
Illusion of Gaia


2.
Submitted By: Asakura Yoh
Preferred Style: Any

1=HubBatch
2=Weapon level+1
3=Bugstop
4=BusterMax

[1][1][1][4][ ]
[1][1][4][4][4]
[1][1][1][4][3]
[2][2][2][ ][3]
[ ][3][3][3][3]

Folders that could best use this:
Any


3.
Submitted By: CrimsonKnight
Preferred Style: Custom/Shield

1=FstGauge
2=HubBatch
3=Rush
4=Custom 2
5=Charge+1

[5][4][4][4][1]
[5][5][4][4][1]
[2][3][2][4][1]
[2][2][2][5][1]
[2][2][2][1][1]

Folders that could best use this:
Flash Crusher
Illusion of Gaia


4.
Submitted By: Xel23
Preferred Style: Any

1 = HubBatch
2 = BusterMax
3 = BugStop
4 = Custom 1

[ ][2][3][3][3]
[2][2][2][ ][3]
[1][2][1][4][3]
[1][1][1][4][3]
[1][1][1][4][4]

Folders that could best use this:
Any, E-Defender


5.
Submitted By: CrimsonKnight
Preferred Style: Custom

1=Charge+1
2=Custom 2
3=Custom 1
4=Reflect
5=Dark License
6=Undersht

[1][2][2][2][1]
[3][3][2][2][1]
[4][3][5][2][6]
[4][3][5][5][6]
[4][4][4][5][5]

Folders that could best use this:
Hymn of the Grave
Accursed Twilight


6.
Submitted By: Asakura Yoh
Preferred Style: Custom/Shield

1=HubBatch
2=Custom 2
3=Tango
4=Charge+1

[4][1][1][1][4]
[4][1][1][3][3]
[2][1][1][1][3]
[2][2][4][ ][3]
[2][2][2][3][3]

Folders that could best use this:
Any

7.
Submitted By: Asakura Yoh
Preferred Style: Any

1=Gigfldr1
2=Weapon level+1
3=BugStopper
4=BusterMAX

[1][1][1][4][ ]
[ ][1][4][4][4]
[1][1][1][4][3]
[2][2][2][ ][3]
[ ][3][3][3][3]

Folders that could best use this:
Any that want to have more than 1 giga chip


8.
Submitted By: Asakura Yoh
Preferred Style: Custom/Shield

1=Charge+1
2=Custom 1
3=HubBatch
4=Weapon level+1
5=Reflect
6=Rush

[1][3][3][3][1]
[1][3][3][3][1]
[2][3][6][3][5]
[2][4][4][4][5]
[2][2][5][5][5]

Folders that could best use this:
Any

Note: Reflect DOES override HubShield with this because it's located further
     right on the command line.


9.
Submitted By: Asakura Yoh
Preferred Style: Bug

1=Custom 1
2=Dark License
3=BugStopper
4=BusterMAX
5=Rush

[1][1][2][2][ ]
[3][1][ ][2][2]
[3][1][5][4][2]
[3][ ][4][4][4]
[3][3][3][4][ ]

Folders that could best use this:
Hymn of the Grave
Accursed Twilight


10.
Submitted By: Asakura Yoh
Preferred Style: Custom/Shield

1=Custom 1
2=Custom 2
3=BugStopper
4=Rush
5=BusterMAX

[1][1][2][2][2]
[3][1][ ][2][2]
[3][1][4][5][2]
[3][ ][5][5][5]
[3][3][3][5][ ]

Folders that could best use this:
Disco Inferno


11.
Submitted By: CrimsonKnight
Preferred Style: Any

1=Charge+1
2=FstGauge
3=HubBatch
4=BugStopper
5=Rush

[1][4][4][4][2]
[1][1][1][4][2]
[3][5][3][4][2]
[3][3][3][4][2]
[3][3][3][2][2]

Folders that could best use this:
Flash Crusher
Illusion of Gaia


12.
Submitted By: CrimsonKnight
Preferred Style: Custom

1=Charge+1
2=BugStopper
3=Custom 1
4=HubBatch

[3][3][2][2][2]
[1][3][3][3][2]
[4][3][4][3][2]
[4][4][4][3][2]
[4][4][4][1][1]

Folders that could best use this:
Any


13.
Submitted by: Asakura Yoh
Style: Custom/Shield

1= FstGauge
2= Custom 2
3= Rush
4= UnderShirt
5= Charge+1

[1][1][2][2][2]
[1][5][4][2][2]
[1][2][4][3][2]
[1][2][2][5][5]
[1][2][2][2][5]

Folders that can best use this:
Disco Inferno


14.
Submitted by: Protomanexe21
Style: Custom

1= HP+200
2= HP+500
3= Custom 1
4= UnderShirt
5= Charge+1

[3][3][1][1][1]
[5][3][5][1][1]
[ ][3][ ][4][ ]
[2][2][2][4][2]
[2][2][2][2][2]

Folders that could best use this:
Double Edge


15.
Submitted by: rockmanxv3
Style: Guts or Custom
1 - Charge+1
2 - FstGuage
3 - Custom 1
4 - Custom 2
5 - SprArmor

[1][1][1][1][2]
[5][ ][3][3][2]
[5][5][4][3][2]
[5][4][4][3][2]
[4][4][4][2][2]
EXCode: CNJDU2EM = HP +1000 (Giving a Grand total of 2700 HP)

Folders that could best use this:
Any


16.
Submitted by: Malinhion
Style: Custom/Shield
1 - FstGauge
2 - Custom 2
3 - SetIce/SetGreen
4 - Charge+1/Rapid+1

[4][2][2][2][1]
[4][4][2][2][1]
[2][3][3][2][1]
[2][2][3][3][1]
[2][2][2][1][1]
EXCode: JHGIUTOP/ALSK3W2R (Error Code for SetGreen/Ice)

Folders that could best use this:
Disco Inferno, Sensorship, E-Defender


17.
Submitted by: CrimsonKnight
Style: Bug

1 - Charge+1
2 - Darklicense
3 - Gigfldr1
4 - Rush
5 - Custom 1
6 - Reg+5

[1][1][2][2][1]
[3][3][3][2][2]
[4][3][E][5][2]
[3][3][3][5][1]
[6][6][6][5][5]
EXCode: G2G: CVVDS2WR (Error Code for Gigfldr1)

Folders that could best use this:
Creeping Death

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

VI. Frequently Asked Questions

Here we attempt to answer common questions in order to save both your and our
time.


Q: A lot of folders use the FoldrBak chip. Where can I get it?
A: This highly prized Giga Chip can only be obtained in the Blue Version
  of the game. The White Version has NaviRecycle instead. Refer to
  The Dark Unknown's White/Blue Differences FAQ located in the
  'FAQs and Guides' section for either version of the game for more
  information.

Q: I think my folder is really good. Can I submit it for this FAQ?
A: We are not looking for any new folders at this time. We may at a future
  date, and will make an announcement on the GameFAQs board if we decide to
  to that.

Q: I KNOW that my folder is superior than <insert name>'s folder. Why won't
  you replace his with mine?
A: We have extensively redesigned all folders, so that they are optimized.
  And yes, we know that some folders don't have Sensors/Plasmas even though
  they could. But if you have such a fixation with that, just build the
  folder with the aforementioned chips.

Q: I think I have a NaviCust set up that is better than some you have listed.
  Could I submit it?
A: We're not going to trouble CJayC for one slight update to the FAQ. If you
  wish, e-mail it to us, and we'll decide if we should add it or not.

Q: I don't like you or your FAQ. Where do you live, so I can beat you up?
A: That's classified, my violent friend.

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

VII. Credits:

And here is the credits section, where we thank everyone who contributed to
the FAQ!

Asakura Yoh for his contributions for the previous FAQ versions as well as
being the Co-Creator.

Dark RPG Wizard06 for inspiring us to create this FAQ and providing the
format.

Folder Contributors:
Cloud Strife765
NeoDelux
Darkn3ss
Protomanexe21
Daimou43
China Boy
Warrior9999
Simon Belmont
Xel23 for Hymn of the Grave
Zidanet129
Magenta Galaxy

GeminiPilot for inventing the Meteoric Hell combo!

All other GameFAQs users who participated in the topic.

Capcom for making such a great game series!

Nintendo for making the GBA we play it on!

And last but probably most importantly,
CJayC for creating GameFAQ's and posting this FAQ!

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

VIII. Updates:

[Ver. 1.0]
=======
7/18/03
=======
-Added in Introduction and Novice Folder Description
-Added Terminology and Tips Section

=======
7/19/03
=======
-Added EvilCut Folder
-Added Flash Crusher
-Added Bubonic Plague
-Added Bigheart Folder
-Added Snake Plague
-Added 2xHero Folder

=======
7/26/03
=======
-Added Experienced/Expert/Insane Folders Descriptions

=======
7/27/03
=======
-Added in a Good Folder Construction Section
-Added Tornado Folder
-Added Eternal Poison
-Added ElemSword Folder
-Added Accursed Twilight
-Added Illusion of Gaia
-Added N.O. name
-Added BubbleMan Folder
-Added GutShoot
-Added Disco Inferno
-Added Samurai Strike
-Added LifeSword Folder
-Added Roll Flash

[Ver. 1.01]
=======
7/29/03
=======
-Made minor spelling corrections
-Fixed a few legal and credits mistakes
-Added comments concerning Blue and White versions
for introduction

[Ver. 1.02]
=======
8/01/03
=======
-More minor fixes
-Fixed Cloud's name in credits
-Revamped 2xhero folder

=======
8/06/03
=======
-Corrected layout problems
-Made some folder corrections


=======
8/07/03
=======
-Added more content to some folders
-Named 2xhero Allied Assault

=======
8/08/03
=======
-Named GutShoot High Impact

=======
8/11/03
=======
-Named EvilCut Nature's Vengeance
-Modified Nature's Vengeance
-Named ElemSword Prismatic Edge

=======
8/12/03
=======
-Finished naming all remaining folders!

[Ver. 1.10]
=======
8/13/03
=======
-Added Xel23's Hymn of the Grave and
Volcanic Equilibrium
-Added 'Navi Customizer' Section!

=======
8/14/03
=======
-Added a FAQ section.

[Ver. 1.11]
=======
8/28/03
=======
-Fixed things.

=======
9/10/03
=======
-More attempts at fixing the layout.
-Moved Flash Crusher into Novice Section.
-Added some more NC setups.

[Version 1.20]
=======
9/30/03
=======
-Tweaked some already accepted folders a bit.
-Added Double Edge
-Added Hadouken
-Added Sensorship
-Added Tsumetai no Jigoku
-Added more NC set-ups
-Add Disco Inferno: Custom!

[Version 2.0]
=======
5/05/04
=======
-Dumped Tsumetai no Jigoku
-Dumped NO Name
-Dumped Eternal Poison
-Dumped Volcanic Equilibrium
-Dumped Snake Plague

=======
5/19/04
=======
-All remaining folders were optimized.

=======
6/03/04
=======
-All folder descriptions updated based on new designs.
-Added some NC set-ups.

=======
6/14/04
=======
-Made some changes in Terminology section.

=======
6/21/04
=======
-Fixed certain formatting problems.
-Revamped the Folder Construction section.
-------------------------------------------------------------------------------

IX. Legal Stuff:

This FAQ is Copyright 2004 CrimsonKnight (Michael Gelshion) and Malinhion
(Michael O'Connor). The information in this FAQ,  unless otherwise stated,
belongs to us. Copying, editing, selling, reposting of this FAQ is STRICTLY
prohibited by international copyright law. You copy, we 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.

MegaMan, MegeMan Battle Network and all related references are licensed
properties of Capcom.

Illusion of Gaia is a licensed trademark of Square-Enix.

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X. Contact Info:

If you have any comments or corrections for this FAQ, feel free to e-mail
either:
Crimsonknight(Nevalis10000|a|hotmail.com)
or
Malinhion(Malinhion|a|hotmail.com)

-change the |a| into @ obviously-

P.S. Mal loves receiving e-mails, so send to him first!
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