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= Megaman Battle Network 4 Red Sun/Blue Moon: Navi Boss Guide =
| |
By: Mastermind Chaud & The Dark Unknown
Version: 1.2
Version 1.2 (11/11/2005): Fixed Aquaman Info - Thanks goes to lonelyinstrife.
Version 1.1 (18/09/2005): Fixed all typos, incorrect information and so on. All
attacks previously without attack powers now have them,
and all of that stuff. :D
Version 1.0 (19/07/2004): Finished "Revision" thar. Added TDU onto the Boss
Guide 'team'. =o.
Any suggestions, changes, problems with this Guide can be posted on the MegaMan
Battle Network 4 Blue Moon Board at GameFAQs (www.gamefaqs.com). If you don't
have an account there, MAKE ONE. If you really can't contact us, email/IM us.
The Outro has our contact details.
This Guide (MMBN4 RS/BM Boss Guide) is Copyright 2004 Mastermind Chaud and
The Dark Unknown. Any attempts to plagerise, or to publish it as your own won't
be dealt with politely. This Guide should only be posted on GameFAQs
(www.gamefaqs.com) and nowhere else without my permission.
And with all that legal stuff out of the way, you can start BALEETING some
Navis!
______________________________
-|/ \|-
| Section A) Table of Contents |
-|\______________________________/|-
| Section A) Table of Contents (You're here.)
| Section B) So...what's new?
| Section C) Red Sun Navis
/C1) Gutsman
/C2) Fireman
/C3) Roll
/C4) Windman
/C5) Searchman
/C6) Thunderman
| Section D) Blue Moon Navis
/D1) Aquaman
/D2) Numberman
/D3) Metalman
/D4) Woodman
/D5) Protoman
/D6) JunkMan
| Section E) RS/BM Shared Navis
/E1) Burnerman
/E2) Coldman
/E3) Kendouman
/E4) Laserman
/E5) Shademan
/E6) Sparkman
/E7) Topman
/E8) Videoman
| Section F) RS/BM Special Navis
/F1) Duo
/F2) Bass/Forte
/F3) Generic Green Navi
/F4) Heel Navi
| Section G) Navi Deleting Strategies **INCOMPLETE**
/G1) Red Sun Navi Strategies
/G2) Blue Moon Navi Strategies
/G3) Shared Navi Strategies
/G4) Special Navis Strategies
| Section H) Effective Folders **INCOMPLETE**
/H1) Tips to Building Folders
/H2) Mastermind Chaud's Ovarshine
/H3) The Dark Unknown's DreamSword Folder
/H4) Asakura Yoh's Neo-Disco Inferno
/H5) WhiteDragon Nall's Psycho Bouncer
| Section I) Calculating SP/DS NaviChip Damage
/I1) SP NaviChip Formula
/I2) DS NaviChip Formula
/I3) SP/DS NaviChip Damage Table
| Section J) Outro
______________________________
-|/ \|-
| Section B) So...what's new? |
-|\______________________________/|-
Okay. So in Megaman Battle Network 4, there are Navis right? Evil Navis. And
you have to delete them. Using chips. Uh-huh.
And that's essentially what this FAQ is all about - the various Navis you (as
Megaman) come across and probably Netbattle in the game and how to beat them.
Each Navi comes with his/her own section, along with details on each of their
attacks and general strategies to defeat them.
Of course, the stuff in this FAQ isn't set in stone (except maybe for the Navi
statistics, but yeah), so feel free to use only the bits that help you or adapt
your own strategy from the ones we give you. It's all about your playing style.
These strategies are based on our styles, and yours probably differs.
__________________________
-|/ \|-
| Section C) Red Sun Navis |
-|\__________________________/|-
Say hello to the Navis exclusive to RockMan EXE 4: Red Sun! Not only are these
Navis exclusive, but they are also the Red Sun Soul Unison Navis. =/ waht
kewlness.
There are 6 Red Sun Navis in total (Accompanied by 6 Souls).
C1) GutsMan
C2) FireMan
C3) Roll
C4) WindMan
C5) SearchMan
C6) ThunderMan
________________________________________________________________________________
_______________________
o o
[-] Section C1) Gutsman [-]
o_______________________o
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][G][_] G = GutsMan
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
V1: 500
V2: 900
V3: 1300
SP: 1700
* DS Normal: 500
* DS Hard: 900
* DS S.Hard: 1300
DS: 1500
[All of the above denoted with * are storyline encounters. Normal/Hard/S.Hard
refers to the difficulty level you are playing on when you encounter the event]
| Navi Location |
~Version 1~
Normal Mode - Densan Tournament, Second Round
~Version 2~
Normal Mode - (Set Encounter) ACDC Area 2: East Corner of large Platform.
Hard Mode - Densan Tournament
~Version 3~
Hard Mode - (Set Encounter) ACDC Area 2: East Corner of large Platform.
Super Hard Mode - Densan Tournament
Super Hard Mode - (Set Encounter) ACDC Area 2: East Corner of large Platform.
~SP Version~
Normal/Hard/Super Hard - ACDC Area 2: Found randomly after you defeat the
V2/V3 Set Encounter.
~DS Version~
Normal/Hard/Super Hard Mode: Hawk Tournament - After final Round. (Storyline)
Super Hard Mode: Black Earth 2 - Mirror #1 (Red Sun only - Set Encounter).
| Prizes for Deletion |
Version 1: GutsSoul Soul Unison (Densan Tournament)
Version 2: Gutsman Chip (Set Encounter)
Version 3: Gutsman Chip (Set Encounter)
SP Version: Gutsman, GutsMan SP or Gutsman DS Chip
DS Version: Gutsman DS Chip
| Special Abilities |
[*]SuperArmor[*]
GutsMan will not get stunned when hit with an attack, and will continue moving/
attacking after he has been hit as usual. It's exactly the same as MegaMan with
the SuperArmor Navi Customizer Program.
| Attacks |
{~}GutsMachineGun{~}
Attribute: Normal
Description: Remember the Guts Machine Gun that comes with GutsSoul (EXE4), or
GutsStyle (MMBN2/3)? That rapid-fire buster? Well, GutsMan has a copy. It's
watered down so much that it's more like Guts Pellet Gun =/. Three shots are
fired at you, with a range of 3 panels. Each shot STUNS Megaman, so it really
hurts.
Diagram: [_][_][_][_][_][_] G = GutsMan
[M][X][X][X][G][_] M = MegaMan
[_][_][_][_][_][_] X = Area of Effect
Damage: V1 - 5/Bullet
V2 - 15/Bullet
V3 - 30/Bullet
SP - 50/Bullet
DS - 50/Bullet
Potential Damage: **
Accuracy: *
How to evade: It's dead simple. Just before GutsMan fires, he'll raise his arm,
which has a buster-looking buster on it. He won't move, so either go up or down
a panel, or move back out of its range. Alternatively, you could Areasteal/
Panelsteal, then stay on the back row so that you're out of range
(See diagram).
[_][_][_][A][_][_] G = GutsMan
[M][X][X][X][G][_] A = Areasteal
[_][_][_][A][_][_] < = Range of GPGun shot
--
{~]Guts Mallet{~}
Attribute: Piercing (only the mallet)/Panel Breaker
Description: GutsMan's got a big mallet! =O. GutsMan smacks down on the floor
with his uber-hammer, then cracks 4-5 Panels (Mostly on your side, but there
are a few on his side of the stage). Then comes the super powerful bit. 3 Rocks
fall from the sky, with 2 landing randomly and 1 which supposedly lands on
your current spot. Actually, the hammer itself can do damage, if you walk into
it, or is smacked by it. =/ Hopefully you can dodge very slow attacks.
(Note that the following diagram is a example. The Rocks and Cracked panel
locations are randomized)
[R][C][C][_][_][_] G = GutsMan R = Falling Rocks
[_][R][H][G][_][_] H = Hammer
[C][R][_][C][_][_] C = Cracked Panel
Damage: V1 - 20 (Mallet)
V2 - 80 (Mallet)
V3 - 160 (Mallet)
SP - 200 (Mallet)
DS - 200 (Mallet)
Potential Damage: *
Accuracy: **
How to Evade: Just step out of the rocks' landing spot. It's quite easy to see.
A shadow will appear on the panel which a rock is going to land on. Steer clear
of these panels and you'll easily dodge those rocks.
--
{~}GutsPunch / RocketGutsPunch{~}
Attribute: Normal
Description: He's gotta utilize those giant fists, doesn't he? <_<. GutsMan
appears in the frontmost row in front of MegaMan, and attempts to punch him
with a GutsPunch. It only has a range of 1 panel, so don't panic. It's able to
push obstacles like CountBomb, Rockcube and Fanfare-like obstacles. It can also
knock MegaMan back 1 panel if it hits. It's exactly the same as the GutsPunch
Secret Chip, only GutsMan's doesn't freeze time.
Version 2/3/SP Extra: GutsMan's GutsPunch can fly out, like Rocket GutsPunch.
This has a much larger range, being a projectile and all. It still has all the
characteristics of the original GutsPunch, only it flys forward.
Version 1
[_][_][_][_][_][_] M = MegaMan
[_][M][P][G][_][_] G = GutsMan
[_][_][_][_][_][_] P = GutsPunch (Range)
Version 2/3/SP
[M][_][_][_][_][_] M = MegaMan
[<][<][<][G][_][_] G = GutsMan
[_][_][_][_][_][_] < = GutsPunch (Range)
Damage: V1 - 30 (GutsPunch only)
V2 - 120 (GutsPunch/RocketGutsPunch)
V3 - 240 (GutsPunch/RocketGutsPunch)
SP - 300 (GutsPunch/RocketGutsPunch)
DS - 200 (GutsPunch/RocketGutsPunch)
Potential Damage: **
Accuracy: * (V1) to ** (V2+)
How to evade: Step back. Don't stay in the front row. How hard can it get?
For the Rocket GutsPunch, step up or down 1 row. It's not exceptionally
difficult.
________________________________________________________________________________
_______________________
o o
[-] Section C2) Fireman [-]
o_______________________o
Difficulty Level: *
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][F][_] F = FireMan
[_][_][_][_][_][_]
| General Stats |
Element: Heat
Hit Points:
V1: N/A (500)
V2: 1000
V3: 1500
SP: 2000
DS: 1600
| Location |
~Version 1~
Not Applicable. FireMan will not be found in Normal Mode, as EXE4 is
programmed that way. (You can't receive FireSoul first, and therefore can't
defeat FireMan first as Gutsman takes his place in Normal Mode.)
~Version 2~
Hard Mode - Densan Tournament.
~Version 3~
Super Hard Mode - Densan Tournament
Super Hard Mode - Town Area 2 Upper Floor, (Set Encounter)
~SP Version~
Hard, Super Hard: Town Area 2. Found Randomly AFTER you defeat
FireMan's (Set Encounter). (Set Encounter only appears once in the whole game,
despite Difficulty levels)
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: N/A
Version 2: FireSoul Soul Unison (Densan Tournament)
Version 3: Fireman Chip (Set Encounter)
SP Version: Fireman, Fireman SP or Fireman DS Chip
DS Version: Fireman DS Chip
| Special Abilities |
[*]IronFeet[*]
FireMan will not be affected by any Magma Panels that he steps on. It's the
same as MegaMan's FloatShoes NCP, or WindSoul's Ability.
| Attacks |
{~}FireArm{~}
Attribute: Fire
Description: Alot of you MMBN2 Players should remember FireArm. For those of
you who missed out, FireMan fires a jet of flame from his buster/arm, which
travels across the whole row, similar to FireSoul's Charged Buster, or
ElementFlare chip. The flame stays there for a few seconds before disappearing,
so don't step back into it =/.
[M][_][_][_][_][_] F = FireMan
[X][X][X][X][F][_] M = MegaMan
[_][_][_][_][_][_] X = Range of FireArm
Damage: V1 - 20
V2 - 80
V3 - 160
SP - 200
DS - 200
Potential Damage: *
Accuracy: **
How to evade: Simple enough. Just go up or down a row and you'll dodge FireMan
and his FireArm easily. Just before it's fired, FireMan raises his buster
cannon. However, you should still be cautious, since FireMan's Circle Flare
and FlameLine attacks both have the same pre-attack animation.
--
{~}Napalm Bomb{~}
Attribute: Fire
Description: Big balls of lava are headed towards you! Oh noes! It's not as
bad as you think, really. FireMan stands there, then fires 2 Napalm Bombs from
his head (Looks like 2 Flaming MiniBombs <_<). These land on your panels and
will burn for a while.
One MiniBomb will attempt to set fire to Megaman's head, while the other will
fly off randomly.
(Note that the following diagram is a example. The landing spots of the Bombs
follow your movement).
[_][_][N][_][_][_] F = FireMan
[_][N][_][_][F][_] N = Napalm Bomb Landings (Random)
[_][_][_][_][_][_]
Damage: V1 - 10
V2 - 40
V3 - 80
SP - 100
DS - 100
Potential Damage: *
Accuracy: *
How to Evade: Firstly, move off your current panel, to dodge one of them. You
shouldn't have problems with the second one, since it lands on a random panel.
However, make sure you steer clear of the burning panel (Napalm Bomb leaves
a flame on the panel) until the fire goes out.
--
{~}FlameLine{~}
Attribute: Fire
Description: FireMan has yet another Buster-shot Flame attack! Similar to the
FlameMan chip in EXE3, FireMan starts a Flame on the panel in front of him,
which follows MegaMan, leaving a trail of fire. All the panels which the
flames go on will keep burning for a while.
[M][X][X][_][_][_] F = FireMan
[_][_][_][X][F][_] M = MegaMan
[_][_][_][_][_][_] X = Range/Direction of FlameLine
If MegaMan was to move, then the trail of fire will still follow him, like so:
[A][X][_][_][_][F] F = FireMan A = MegaMan (Position 2)
[_][_][X][_][X][_] M = MegaMan (Position 1)
[M][_][_][X][_][_] X = Range/Direction of FlameLine
Damage: V1 - 20
V2 - 80
V3 - 160
SP - 200
DS - 200
Potential Damage: **
Accuracy: **
How to evade: You basically need to get in front of the flame, or at least next
to the flame. The easiest way would be to stand at the bottom-left panel, then
quickly go up or up and right when the Flameline approaches.
Step 1
[_][_][_][_][_][_] F = FireMan
[_][_][_][X][F][_] M = MegaMan
[M][X][X][_][_][_] X = FlameLine
Step 2 (Move all the way up)
[M][_][_][_][_][_] F = FireMan
[X][_][_][X][F][_] M = MegaMan
[_][X][X][_][_][_] X = FlameLine
--
{~}Circle Flare{~}
Attribute: Fire
Description: An enhanced version of FlameLine, which is a LOT more accurate.
Again, FireMan burns the panel in front of him. Only this time, the flame
goes up, across to the left, then down and right, forming a 3 x 3circle
(More like a square, but meh). The flames will remain there for a while, but
at least FireMan doesn't move.
Direction which the Flame moves:
[4][3][2][_][_][_] F = FireMan
[5][_][1][F][_][_] 1-8 = How the flame moves, with 1 being the first spot,
[6][7][8][_][_][_] then 2,3 until 8.
Damage: V1 - 30
V2 - 100
V3 - 200
SP - 240
DS - 200
Potential Damage: **
Accuracy: ***
How to evade: You need to stand 1 panel behind the first flame, so that you
are in the middle of the circle. This is quite hard to do, since the flame
quite quickly.
[X][X][X][_][_][_] F = FireMan
[X][M][X][F][_][_] M = MegaMan
[X][X][X][_][_][_] X = Circle Flare flames
However, you could AreaSteal, then stay in the back row.
[_][X][X][Y][_][_] F = FireMan
[M][X][_][Y][F][_] X = Circle Flare Flames
[_][X][X][Y][_][_] Y = Areasteal range + Circle Flare flames.
________________________________________________________________________________
____________________
o o
[-] Section C3) Roll [-]
o____________________o
Difficulty Level: **
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][R][_] R = Roll
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
V1: 700
V2: 1000
V3: 1300
SP: 1500
Set Encounter: 1500
| Location |
~Version 1~
Normal Mode - Hawk Tournament
~Version 2~
Normal Mode - Town Area 3 Lower Area - . (Set Encounter).
Hard Mode - Hawk Tournament
~Version 3~
Hard Mode - Town Area 3 Lower Area, (Set Encounter).
Super Hard Mode - Hawk Tournament
Super Hard Mode - Town Area 3 Lower Area, (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: Town Area 3. Found Randomly AFTER you defeat
one of Roll's Set Encounters.
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: RollSoul Soul Unison (Hawk Tournament)
Version 2: Roll Chip (Set Encounter)
Version 3: Roll Chip (Set Encounter)
SP Version: Roll, Roll SP or Roll DS Chip.
DS Version: Roll DS Chip.
| Special Abilities |
[*]HoverShoes[*]
Roll...HOVERS! Yes, she floats above the panel. That means she can go over any
broken panels, as well as avoiding the negative effects of the panels, like
FloatShoes. Roll won't be hit by MagmaPanels, nor be trapped by SandPanels.
[*]RollWarp[*]
We'd call it RollFlash, but that's her signature attack... Anyhow, Roll can
teleport suddenly after she steps on a panel - normally teleport, teleport,
then RollWarp. It gets pretty annoying :/.
She will *always* RollWarp when she's using her "Virus Summon" Attack.
| Attacks |
{~}Roll Arrow{~}
Attribute: Normal
Description: Roll fires an Arrow, which does mediocre damage, but are really
cheap >_>. It basically BREAKS all the chips you've selected/uploaded from
the Custom Menu this turn. Poof! They're all gone. ;_;
[_][_][_][_][_][_] R = Roll
[M][<][<][<][R][_] M = MegaMan
[_][_][_][_][_][_] < = Direction of the Roll Arrow
Potential Damage: *
Accuracy: *
Damage: V1 - 30
V2 - 60
V3 - 120
SP - 200
DS - 120
How to evade: Luckily for us, Roll Arrow moves fairly slowly for a projectile,
giving you time to step aside. Don't stand in the front row for a prolonged
period of time, or you won't be able to dodge Roll Arrow.
--
{~}Roll Flash{~}
Attribute: Normal
Description: Roll Flash, being a multi-hit attack, must be dodged if you want
to survive (Unless your Folder is too uber, and you can delete her in 1 go).
Roll teleports in front of MegaMan, then starts whipping (Not with a whip =/)
him with her "Head-Bands". This can be quite a few times, so be careful.
[_][_][_][_][_][_] R = Roll (Hits 1 panel in front)
[_][M][R][_][E][_] M = MegaMan
[_][_][_][_][_][_] E = Roll's original position
Damage: V1 - 10
V2 - 20
V3 - 40
SP - 70
DS - 40
Potential Damage: ***
Accuracy: **
How to Evade: As soon as you see Roll on your side of the panels, MOVE! Even
though her range is 1 panel in front of her, it's still best if you move up
or down.
[_][#][_][_][_][_] M = MegaMan
[#][M][R][_][_][_] R = Roll
[_][#][_][_][_][_] # = Where MegaMan should move
--
{~}Virus Summon{~}
Attribute: Varies with Virus (Either Normal, Fire, Elec or Piercing)
Description: Roll's cheating v_v. At low HP, she can summon a Virus to help
her out. The actual Virus varies, but it's either a Mettool, a ElecBall, a
Statue Virus or a Burner Virus. All of these are quite annoying, but they're
not too hard to get rid of.
Note that you only need to kill ROLL to win, and not the Virus.
General Diagram
[_][_][_][V][_][_] M = MegaMan
[_][M][_][_][R][_] V = Virus
[_][_][_][_][_][_] R = Roll
Mettool
Attack: ShockWave
[_][_][_][#][_][_] T = Mettool
[<][<][<][T][_][_] # = Panels which it can move onto
[_][_][_][#][_][_] < = Direction/Range of its ShockWave Attack
ElecBall
Attack: ThunderBall
[M][_][_][#][#][#] M = MegaMan T = ThunderBall Attack
[T][_][_][#][#][#] E = ElecBall @ = ThunderBall's Path
[@][@][@][E][#][#] # = Panels which it can move onto
Burner
Attack: Flameline or PanelBurner
[_][F][_][#][_][_] B = Burner
[F][_][F][B][_][_] F = FlameLine (Goes forward, trailing MegaMan)
[_][_][_][#][_][_] # = Panels which it can move onto
[_][X][_][#][_][_] B = Burner
[X][_][_][B][_][_] X = PanelBurner (3 Random Panels are burnt)
[_][_][X][#][_][_] # = Panels which it can move onto
Statue
Attack: Hammer
[C][_][H][S][_][_] S = Statue H = Panel hit by Hammer
[R][R][C][_][_][_] C = Cracked Panels
[C][_][R][_][_][_] R = Rocks (Falling down)
Note: Cracked Panel and Rock locations are randomized. Appox 3-4 Panels are
cracked, and 3 rocks fall down.
Damage: V1 - Depends on Virus
V2 - Depends on Virus
V3 - Depends on Virus
SP - Depends on Virus
DS - Depends on Virus
Potential Damage: *** (Well, the Virus stays forever =/)
Accuracy: * - ** (Depends on Virus)
How to evade: Dodge the Virus's attacks as if you were fighting them normally.
They are exactly the same, so you shouldn't have too much of a problem. You
could also kill them, which is WAY more effective. They have a tendency to
block your way too -_-;.
________________________________________________________________________________
_______________________
o o
[-] Section C4) Windman [-]
o_______________________o
Difficulty Level: ****
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][_][W] W = WindMan
[_][_][_][_][_][_]
| General Stats |
Element: Wind/Normal
Hit Points:
V1: 800
V2: 1200
V3: 1500
SP: 1800
DS: 1500
| Location |
~Version 1~
Normal Mode - Hawk Tournament
~Version 2~
Normal Mode - Yumland Area. (Set Encounter).
Hard Mode - Hawk Tournament
~Version 3~
Hard Mode - Yumland Area, (Set Encounter).
Super Hard Mode - Hawk Tournament
Super Hard Mode - Yumland Area, (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: Yumland Area. Found Randomly AFTER you defeat
one of WindMan's set encounters.
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: WindSoul Soul Unison (Hawk Tournament)
Version 2: Windman Chip (Set Encounter)
Version 3: Windman Chip (Set Encounter)
SP Version: Windman, Windman SP or Windman DS Chip.
DS Version: Windman DS Chip.
| Special Abilities |
[*]HoverShoes[*]
Roll's not the only Navi to float =/. WindMan floats as well! He isn't affected
by any broken panels, nor any negative effects of Panels, such as Magma and
Sand. However, Holy Panels still 1/2 his damage taken.
[*]Monsoon[*]
Major pain in the ass, this ability. Within the whole battle, WindMan has a
Wind or a Fan effect. Usually, it's a Wind effect, where you are blown BACK.
This helps WindMan's Triple-Bird attack to hit.
This is changed to Fan, to suit WindMan's Typhoon attack. The only way to
disable this ability temporarily is to use Invis (Since it's a 0 damage attack,
Invis will make it go through you, so you aren't affected)
** For each attack, Windman will only use a certain 'type of wind'. This is
listed as the "Active Effect" in the Attack Description.
| Attacks |
{~}Flock o' Birds{~}
Active Effect: Wind (Blows you back)
Attribute: Normal
Description: WindMan fires three Bird-like projectiles, which travel down each
row (1 per row). It works pretty much the same as the Moko Rush chips. They
move fairly quickly too >_<.
[<][<][B][_][_][_] W = WindMan
[M][B][_][_][W][_] M = MegaMan
[<][<][<][B][_][_] B = Birds < = Direction the birds travel
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: *
Accuracy: ***
How to evade: It's not hard to dodge it, yet you may want to shoot one of them
down using your Charged Buster (Preferably something that does 50 damage; Use
a Soul Unison).
Alternatively, you should stand within the range of the third bird that comes
towards you (The last one that appears. You need to work it out on the spot),
then go onto the first bird's row once it goes off the screen.
[_][_][_][_][2][W] M = MegaMan
[_][_][1][_][_][_] W = WindMan
[M][_][_][_][_][3] 1,2,3 = Birds
[_][2][_][_][_][W] M = MegaMan @ = MegaMan's original position
[M][_][_][_][_][_] W = WindMan
[@][_][3][_][_][_] 2,3 = Birds (1 went off the screen)
--
{~}PropellerBomb{~}
Active Effect: Wind (Blows you back)
Attribute: Normal
Description: Annoying Rattons...V2! Remember the Ratton Virus and chips from
the previous MMBN Titles? WindMan's Propeller Bomb is a remake of it. WindMan
fires 2 Propellers from where he is standing (Usually the middle or back rows).
It will travel forward until it goes onto the row which you are currently on.
Then, it will change direction, and go up or down. It only turns once, like
with Rattons.
[_][v][<][<][P][_] M = MegaMan <, v, ^ = Direction it travels
[_][M][_][_][W][_] W = WindMan
[_][^][<][<][P][_] P = Propeller Bomb
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: *
Accuracy: ***
How to evade: Since the Propellers move down from the sides, MegaMan will have
to stay in the middle.
[_][_][_][_][P][_]
[M][_][_][_][W][_]
[_][_][_][_][P][_]
You should stay in the back row (You're being blown back anyway <_<), and
attempt to run past the Propellers to avoid them. The problem is, they move too
SLOW, so you get blown back and get hit by them.
[P][_][_][_][_][_]
[#][_][<][_][_][_]
[P][_][_][_][_][_]
--
{~}Twister Swarm{~}
Active Effect: Fan (Sucks you forward)
Attribute: Wind
Description: WindMan's Twister Swarm attack is by FAR the most annoying out of
all the Red Sun Navi attacks. WindMan sucks you forward with the Fan effect,
then he fires 3 Twisters, which travel around in a C shape. It doesn't make you
flinch, so its damage potential is very VERY high.
[_][_][2][1][_][_] M = MegaMan
[_][M][3][_][W][_] W = WindMan
[_][_][4][5][_][_] 1-5 = Direction which the Twisters move
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: ***
Accuracy: ***
How to Evade: This attack is quite impossible to dodge =/. Your bet bet is to
place an obstacle in front of you, so that you don't go to the front row. There
is no real way to dodge the whole attack. Use Invis and Mole sparingly; You'll
need one to dodge Twister Swarm.
[_][_][2][1][_][_] M = MegaMan 1-5 = Direction of Twisters (3 = R)
[_][M][R][_][W][_] W = WindMan
[_][_][4][5][_][_] R = RockCube (Or any other obstacle with decent HP)
________________________________________________________________________________
_________________________
o o
[-] Section C5) Searchman [-]
o_________________________o
Difficulty Level: ***
| Starting Positions |
[_][_][B][_][_][_] M = MegaMan
[_][M][_][_][_][S] S = SearchMan
[_][_][_][B][_][_] B = Boulder Obstacles
| General Stats |
Element: Normal
Hit Points:
V1: 900
V2: 1200
V3: 1500
SP: 1800
DS: 1700
| Location |
~Version 1~
Normal Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi
Data)
~Version 2~
Normal Mode - Undernet 1: (Set Encounter).
Hard Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi
Data)
~Version 3~
Hard Mode - Undernet 1, (Set Encounter).
Super Hard Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi
Data)
Super Hard Mode - Undernet 1 (Set Encounter)
~SP Version~
Normal/Hard/Super Hard: Undernet 1 Area. Found Randomly AFTER you defeat
one of SearchMan's Set Encounters.
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: SearchSoul Soul Unison (Red Sun Tournament)
Version 2: Searchman Chip (Set Encounter)
Version 3: Searchman Chip (Set Encounter)
SP Version: Searchman, Searchman SP or Searchman DS Chip.
DS Version: Searchman DS Chip.
| Special Abilities |
[*]Mole Dig[*]
Just before SearchMan uses his Search-Grenade Attack, he will go into Mole.
It's exactly the same as your Mole chips, and is therefore affected by any
chips that hit panels.
| Attacks |
{~}SearchBomb x3{~}
Attribute: Obstacle
Description: SearchMan uses his "Mole-Dig Ability" (Uses Mole), then he throws
3 Search-Grenades onto random panels in your area. They land one after another,
and explode in that order.
[Note: The SearchGrenade landing locations are randomized. This is one example]
[Q][_][B][_][_][_] M = MegaMan B = Boulder Obstacles
[_][M][Q][_][_][S] S = SearchMan (With Mole-Dig Ability)
[_][Q][_][B][_][_] Q = SearchGrenades
Range of SearchBombs:
[M][X][B][_][_][_] M = MegaMan Q = SearchGrenade
[X][Q][X][_][S][_] S = SearchMan X = Hit Range
[_][X][_][B][_][_] B = Boulders
Damage: V1 - 30
V2 - 60
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: ***
How to evade: If you're Normal Megaman, it's best to dodge the Grenades. Step
out of the first grenades' range (A cross shape. It hits 1 panel above, below
and beside the grenade). After the first one blows up, move out of the way
before the 2nd/3rd grenade blows you up.
[R][_][B][_][_][_] M = MegaMan # = Location after dodging Grenade 1
[#][@][_][_][_][S] Q = Grenade 1 R = Grenade 2
[M][Q][_][B][_][_] B = Boulders @ = Original Position
However, if you have a Soul Unison, use your Charged Buster Shot to break the
first Search-Grenade, then dodge the other 2. It makes your life easier.
--
{~}SearchSnipe{~}
Attribute: Normal
Description: SearchMan suddenly stops in the middle row, usually straight after
all the Search-Grenades explode. A crosshair will lock onto MegaMan, then
SearchMan will fire 5 shots, like with SearchSoul's Charged Buster. SearchSnipe
can hit up to 5 hits consecutively, so be sure to dodge it.
[_][_][B][_][S][_] M = MegaMan (Who has moved back to dodge SearchSnipe)
[_][M][C][_][_][_] S = SearchMan C = CrossHair
[_][_][_][B][_][_] B = Boulder Obstacles
Damage: V1 - 10/shot
V2 - 20/shot
V3 - 40/shot
SP - 60/shot
DS - 50/shot
Potential Damage: ***
Accuracy: **
How to evade: Step back. Step anywhere, actually. Since the crosshair doesn't
move, you can basically move anywhere to avoid it. The only problem is that
after SearchMan locks on, you have less than a second to move before he starts
firing.
--
{~}Satellite Tracker{~}
Attribute: Normal/Panel Breaker
Description: A crosshair appears, and will move about. If the crosshair locks
onto you, SearchMan will fire a shot, which will crack that panel and hit
the panels diagonally above and below it, forming a X shape.
[M][X][_][_][_][_] M = MegaMan X = Hit Range
[X][C][X][_][S][_] S = SearchMan B = Boulder Obstacles
[_][X][_][B][_][_] C = Cracked Panel (Also hit)
Damage: V1 - 30
V2 - 60
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: **
How to Evade: Either keep moving, or let yourself let locked on, then move
sideways. It's not too hard to dodge, and you should have no problems with this
if you can dodge the SearchBomb and SearchSnipe Attacks.
________________________________________________________________________________
__________________________
o o
[-] Section C6) Thunderman [-]
o__________________________o
Difficulty Level: ****
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][C][T] T = ThunderMan
[_][_][_][_][_][_] C = ThunderCloud
| General Stats |
Element: Elec
Hit Points:
V1: 800
V2: 1200
V3: 1600
SP: 2000
DS: 1500
| Location |
~Version 1~
Normal Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi
Data)
~Version 2~
Normal Mode - Netopia Area: (Set Encounter).
Hard Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi
Data)
~Version 3~
Hard Mode - Amerouppe Area, (Set Encounter).
Super Hard Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi
Data)
Super Hard Mode - Amerouppe Area, (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: Amerouppe Area. Found Randomly AFTER you defeat
one of ThunderMan's (Set Encounter).
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: ThunderSoul Soul Unison (Red Sun Tournament)
Version 2: Thunderman Chip (Set Encounter)
Version 3: Thunderman Chip (Set Encounter)
SP Version: Thunderman, Thunderman SP or Thunderman DS Chip
DS Version: Thunderman DS Chip
| Special Abilities |
[*]Thunder Cloud[*]
ThunderMan starts with a Cloud, which moves around in circles. If it goes onto
the same row or column as MegaMan, it will fire a ThunderBall spark (Not
homing; It just moves forward). This is explained in the Attacks Section.
| Attacks |
{~}ThunderCloud{~}
Attribute: Elec
Description: The ThunderCloud moves around in a circular pattern, like in the
below diagram. When it goes onto the same row or column (As in anywhere
directly above, below, or beside MegaMan), it will fire a ThunderBall, which
will move forwards towards MegaMan. Since it doesn't change direction, you
only step out of the way.
[>][>][>][>][v][_] M = MegaMan < = Direction which the ThunderCloud moves
[^][M][_][_][C][T] T = ThunderMan
[^][<][<][<][<][_] C = ThunderCloud
Damage: V1 - 20
V2 - 40
V3 - 60
SP - 80
DS - 80
Potential Damage: ***(******. If you can't get out of paralysis, you're dead)
Accuracy: ***
[In ALL diagrams, M = MegaMan, ^,v,>,< = ThunderBall movement, C = ThunderCloud
and T = ThunderMan]
How to evade: It's hard at the start, but once you get the pattern, it's
quite easy. You start at the middle, like so:
[_][_][_][_][_][_]
[_][M][<][<][C][T]
[_][_][_][_][_][_]
Move up, then wait. You can move forward if you wish, but don't stay in the
back row.
[_][M][_][_][_][_]
[_][_][_][_][_][T]
[_][C][_][_][_][_]
Once the Cloud reaches you, and fires another Ball, move FORWARD if you're in
the middle panel of your row, and back one panel if you're at the front.
[_][^][M][_][_][_]
[_][^][_][_][_][T]
[_][C][_][_][_][_]
Then, you can wait for a bit again. When the Cloud goes behind you, it'll fire
another ThunderBall.
[C][>][M][_][_][_]
[_][_][_][_][_][T]
[_][_][_][_][_][_]
Move down to dodge it. Then, the Cloud moves above you. Move back/left. Now
you're back at the center panel. Keep on repeating it and you'll dodge the
ThunderBalls EASY.
--
{~}ThunderBeam{~}
Attribute: Elec
Description: ThunderMan goes to the front row, and fires a Lightning Bolt from
his hand. This hits anything in front of it, in a straight line across the row.
[M][_][_][_][C][_] T = ThunderMan
[<][<][<][T][_][_] M = MegaMan
[_][_][_][_][_][_] < = Direction and Range of ThunderBeam
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
DS - 200
Potential Damage: *
Accuracy: *
How to Evade: Step. up. or. down. Simple. Just be sure not to run into the
ThunderCloud or the ThunderBalls.
--
{~}Lightning Strike{~}
Attribute: Elec (Also Panel Breaker)
Description: ThunderMan stops on a panel in the middle row, then raises his
arms. RUN AWAY! A bolt of Lightning will come down, hitting the panel you are
on. This will crack the panel too. A total of 3 bolts of Lightning will come
down, one after another.
[#][_][@][_][T][_] T = ThunderMan $ = Position 3 (Also hit)
[_][_][_][_][_][_] @ = Position 1 (Lightning hits there 1st)
[$][M][_][_][_][_] # = Position 2 (Also hit) M = Megaman
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
DS - 200
Potential Damage: **
Accuracy: **
How to evade: Run FAR FAR away. Nah, just keep moving. The Lightning Bolt will
only lock onto the panel you're on, and not you in general. Avoid running over
all 3 cracked panels, or you'll trap yourself.
___________________________
-|/ \|-
| Section D) Blue Moon Navis |
-|\___________________________/|-
Now that we're finished with the Red Sun Exclusive Navis, you Blue Moon-ers
get your share of Boss Information!
A total of 6 Navis are exclusive to Blue Moon: (Accompanied by 6 corresponding
Souls).
D1) AquaMan
D2) NumberMan
D3) MetalMan
D4) WoodMan
D5) JunkMan
D6) Protoman
________________________________________________________________________________
_______________________
o o
[-] Section D1) Aquaman [-]
o_______________________o
Difficulty Level: *
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][A][_] A = AquaMan
[_][_][_][_][_][_]
| General Stats |
Element: Aqua
Hit Points:
V1: 500
V2: 1000
V3: 1500
SP: 1800
* DS Normal: 500
* DS Hard: 1000
* DS S.Hard: 1500
DS: 1500
[Those denoted with * are storyline encounters - the Normal/Hard/S.Hard refer to
the difficulty level in which you encounter the event]
[Thanks goes to lonelyinstrife for correcting Aquaman SP's Hit Points.]
| Location |
~Version 1~
Normal Mode - Densan Tournament, Second Round
~Version 2~
Normal Mode - ACDC Area 1. (Set Encounter).
Hard Mode - Densan Tournament
~Version 3~
Hard Mode - ACDC Area 1: (Set Encounter).
Super Hard Mode - Densan Tournament
Super Hard Mode - ACDC Area 1, (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: ACDC Area 2. Found Randomly AFTER you defeat
AquaMan's Set Encounter. (You can only fight a Set Encounter once, so meh)
~DS Version~
Normal, Hard, Super Hard Mode: Hawk Tournament - After Final Round. (Storyline)
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: AquaSoul Soul Unison (Densan Tournament)
Version 2: Aquaman Chip (Set Encounter)
Version 3: Aquaman Chip (Set Encounter)
SP Version: Aquaman, Aquaman SP or Aquaman DS Chip
DS Version: Aquaman DS Chip
| Special Abilities |
[*]FreezeShoes[*]
AquaMan won't slide across Ice Panels. At all. Doesn't make much of a
difference anyhow, but it matters if you try and AirShot him or something.
| Attacks |
{~}AquaBomb{~}
Attribute: Aqua
Description: AquaMan throws a Bomb type item at where MegaMan is standing. When
it lands, it will hit that panel and the one behind it. He does this attack
so often that you'd think that's his only attack <_<;.
[The AquaBomb lands on where MegaMan is/was standing when AquaMan throws it)
[M][_][_][_][_][_] A = AquaMan X & B = Hit Range
[_][X][B][_][A][_] M = MegaMan
[_][_][_][_][_][_] B = BubbleBomb
Damage: V1 - 20
V2 - 80
V3 - 160
SP - 200
DS - 200
Potential Damage: *
Accuracy: **
How to evade: This time, it's better off moving up, or down. You usually don't
have space to move forward, plus you need to move back 2 spaces for Megaman
to completely dodge the Aqua-Bomb.
[_][_][_][_][_][_] A = AquaMan
[X][B][_][_][A][_] B,X = AquaBomb Hit range
[_][_][_][_][_][_] B = Aqua-Bomb Landing Spot (Where MegaMan was/is)
--
{~}AquaSpread{~}
Attribute: Aqua
Description: It's very similar to AquaBomb, only the bomb has a 3 x 3 blast
radius if you're fighting his V3 and above, and a + shape if it's V1 or V2.
AquaMan throws a Bomb Porjectile, which lands where MegaMan is, and
hits that panel and some/all of the surrounding ones. Luckily, AquaMan only
uses this a few times per battle, so it's no biggie.
V1 & V2 - + Shape Hit Radius
[_][X][_][_][_][_] A = AquaMan
[X][B][X][_][A][_] B = AquaSpread Bomb landing spot + Hit Range
[_][X][_][_][_][_] X = Hit Range
V3 & SP - 3 x 3 Hit Radius
[X][X][X][_][_][_] A = AquaMan
[X][B][X][_][A][_] B = AquaSpread Bomb landing spot + Hit Range
[X][X][X][_][_][_] X = Hit Range
Damage: V1 - 20
V2 - 80
V3 - 160
SP - 200
DS - 200
Potential Damage: *
Accuracy: ** -> ***
How to Evade: You need to start off by standing anywhere BUT the middle panel,
so that you have an escape route. There is no difference to the AquaBomb and
AquaSpread animations, so you'll have to be quick. You basically need to stand
on one side, then run to the other side as quick as possible. If it's the +
shape bomb, it's easier to dodge, as you can move one step vertically and
horizontally to avoid the bomb.
[Thanks goes to lonelyinstrife for the + shape version of AquaSpread which was
previously omitted]
--
{~}AquaFountain{~}
Attribute: Aqua/Obstacle
Description: Aquaman summons one/two faucets, either on the top and bottom rows
or one on the middle row. Once placed, Aquaman will move by himself and use
his AquaBomb and AquaSpread Attacks, but the faucets will spray water two
panels forwards from time to time. It does damage! omgomgomg.
[_][<][<][F][_][_] M = MegaMan F = Fountains
[_][M][_][A][_][_] A = AquaMan
[_][<][<][F][_][_] < = Direction/Range of Fountains
OR
[_][_][_][_][_][_] M = MegaMan F = Fountains
[M][<][<][F][A][_] A = AquaMan
[_][_][_][_][_][_] < = Direction/Range of Fountains
Damage: V1 - 20
V2 - 80
V3 - 160
SP - 200
DS - 200
Potential Damage: *
Accuracy: **
How to evade: Stay either in the back row, or in the middle row where the
sprays can't reach you. You need to dodge AquaMan's AquaBomb and AquaSpread,
so don't trap yourself.
[X][<][<][F][_][_] X = Where MegaMan can go
[X][X][X][_][_][A] A = AquaMan
[X][<][<][F][_][_] F = Fountain
________________________________________________________________________________
_________________________
o o
[-] Section D2) Numberman [-]
o_________________________o
Difficulty Level: **
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][N][_] N = NumberMan
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
V1: N/A (500)
V2: 900
V3: 1300
SP: 1600
DS: 1400
| Location |
~Version 1~
Does not exist. NumberMan can't be found in Normal Mode, for Storyline reasons.
~Version 2~
Hard Mode - Densan Tournament
~Version 3~
Hard Mode - Town Area 4: (Set Encounter).
Super Hard Mode - Densan Tournament
Super Hard Mode - Town Area 4, (Set Encounter)
~SP Version~
Hard, Super Hard: Town Area 4. Found Randomly AFTER you defeat NumberMan's Set
Encounter.
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: N/A
Version 2: NumberSoul Soul Unison (Densan Tournament)
Version 3: NumberMan Chip (Set Encounter)
SP Version: NumberMan, NumberMan SP or NumberMan DS Chip
DS Version: NumberMan DS Chip
| Attacks |
{~}DiceBomb{~}
Attribute: Obstacle
Description: NumberMan throws a Dice Bomb into your Area. The location is
random, but usually there is room to avoid it. Note that there is a number on
the dice - the number acts as the multiplier for the damage (So if a 3 is
rolled on a Numberman SP's dice, then it does 60 x 3). The dice will explode
and damage anything in its 3 x 3 Blast Radius. At low HP, NumberMan (SP) may
throw 2 DiceBombs, but with its long delay before exploding, it shouldn't be a
problem. [The number will obviously be between 1 to 6]
[X][X][X][_][_][_]
[X][D][X][_][N][_]
[X][X][X][_][_][_]
Damage: V1 - 10 x #
V2 - 30 x #
V3 - 50 x #
SP - 60 x #
DS - 50 x #
Potential Damage: ***
Accuracy: ***
How to evade: Move out of the DiceBomb's range, obviously. NumberMan never
tosses the DiceBomb on the middle panel. Make sure you move as far away from
the DiceBomb as possible.
[X][D][X][_][_][_] N = NumberMan
[X][X][X][_][N][_] D = DiceBomb X = Hit Range
[M][M][M][_][_][_] M = Where MegaMan can go
--
{~}NumberBall{~}
Attribute: Obstacle
Description: NumberMan goes onto the back row, and 3 NumberBalls appear. These
will start to roll towards MegaMan (They go down the row they're on). That
seems to leave you with no escape, right?
Each NumberBall has a number on it, which indicates how much HP it has. There
is usually a NumberBall with a low HP - around 20 to 30. All you have to do is
break this one (And stay there).
NumberMan uses the NumberBall Attack 3 times in a row.
[<][<][<][<][B][_]
[<][<][<][<][B][N]
[<][<][<][<][B][_]
Damage: V1 - 20
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: *
Accuracy: ***
How to Evade: You have two choices, really (Without Invis and Mole, of course).
You could use a type of Shield; either Shield from the NCP, Reflect from
BluesSoul and NCP or the MetGuard Chip Series.
Either that, or you destroy the DiceBomb itself. Notice the number on them?
That is how much HP it has. A fairly powerful Charged Buster Shot could take
out the lowest HP one (Which varies from 20-30HP). Pack 1-2 Atk+1 NCPs, or use
a Soul Unison's Charged Buster (Shot types are recommended).
--
{~}Set-Squarang{~}
Attribute: Normal
Description: A triangular Boomerang appears on the front row of NumberMan's
panels (The top one). After a few seconds, the Boomerang will fly forwards. If
you are in the back row, then it will move in an "U" shape, hitting all of the
back row.
If you're standing anywhere else, the Boomerang flies forward.
[X][_][X][D][_][_] M = MegaMan X = Boomerang's Hit range
[M][_][X][_][N][_] N = NumberMan
[X][X][X][_][_][_] D = Delta Boomerang
[X][X][X][D][_][_] M = MegaMan X = Boomerang's Hit Range
[_][M][_][_][N][_] N = NumberMan
[_][_][_][_][_][_] D = Delta Boomerang
Damage: V1 - 20
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: *
Accuracy: *
How to evade: Stay out of the back row and don't go to the top panels. Easy.
________________________________________________________________________________
________________________
o o
[-] Section D3) Metalman [-]
o________________________o
Difficulty Level: **
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[M][G][_][_][G][Q] Q = MetalMan
[_][_][_][_][_][_] G = Gears
| General Stats |
Element: Normal
Hit Points:
V1: 800
V2: 1200
V3: 1600
SP: 2000
DS: 1500
| Location |
~Version 1~
Normal Mode - Eagle Tournament
~Version 2~
Normal Mode - UnderNet 3: (Set Encounter)
Hard Mode - Eagle Tournament
~Version 3~
Hard Mode - UnderNet 3: (Set Encounter).
Super Hard Mode - Eagle Tournament
Super Hard Mode - UnderNet 3, (Set Encounter)
~SP Version~
Hard, Super Hard: UnderNet 3. Found Randomly AFTER you defeat MetalMan's Set
Encounter.
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: MetalSoul Soul Unison (Hawk Tournament)
Version 2: MetalMan Chip (Set Encounter)
Version 3: MetalMan Chip (Set Encounter)
SP Version: MetalMan, MetalMan SP or MetalMan DS Chip
DS Version: MetalMan DS Chip
=> Special Abilities
[*]MetalBody[*]
MetalMan, being Metal and all, has SuperArmor, like the Navi Customizer Program
That means MetalMan will not be stunned and stop if you hit him.
[*]MetalGears[*]
Throughout the battle, there are two gears going back and forth over the middle
row. These do damage if MegaMan steps over them. If you decide the break them,
(BreakCharge, Piercing Chips etc), they will come back once MetalMan uses the
"Gear-Change" Chip.
(See Attacks - MetalGears for details)
[*]AntiGravity[*]
Meh. Metalman floats too! So much for being a hunk of metal. He isn't affected
by Sand panels and such.
| Attacks |
{~}MetalGears{~}
Attribute: Piercing
Description: At the start of the battle, there will be 2 Gears moving back and
forth; One on your Panels, and another on MetalMan's panels. These can be
broken with piercing attacks (The Gears don't have too much HP).
At some point in the battle, MetalMan may use his "Gear Change" Chip, which
makes both Gears go into your area (Shown on the Diagrams; Mode 2).
~~Gear: Mode 1~~
[M][_][_][_][_][Q] M = MegaMan
[<][G][>][<][G][>] Q = MetalMan
[_][_][_][_][_][_] G = Gear < , > = Movement of Gears.
[M][_][_][_][_][_] M = MegaMan
[1][2][3][_][Q][_] Q = MetalMan
[_][_][_][_][_][_] 1,2,3 = Movement of Gear (1 -> 2 -> 3 -> 2 -> 1 etc)
~~Gear: Mode 2~~
(After MetalMan uses the Gear Change Chip)
[<][G][>][_][_][_] M = MegaMan
[_][M][_][_][Q][_] Q = MetalMan
[<][G][>][_][_][_] G = Gear < , > = Movement of Gears.
[1][2][3][_][_][_] M = MegaMan
[_][M][_][_][Q][_] Q = MetalMan
[1][2][3][_][_][_] 1,2,3 = Movement of Gear (1 -> 2 -> 3 -> 2 -> 1 etc)
Damage: V1 - 30
V2 - 60
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: *
How to evade: Just move aside. They don't exactly pop up and suddenly whack
you. They just move and happen to run over you. However, a bit of timing is
necessary for you to dodge both the MetalGear and the other attacks MetalMan
throws at you.
--
{~}Rocket Barrage{~}
Attribute: Normal
Description: Metalman pauses...then he launches rockets from his back. Being
a hovering block of steel really is fun. The rockets are 'smart' - they will
home in on you. The range? It really doesn't need a diagram.
Damage: V1 - 30
V2 - 60
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: **
How to Evade: Bleh? Evade? It's pretty hard to get hit by these, unless you
get stopped by MetalSlicer or the MetalGear...
--
{~}Metal Slicer{~}
Attribute: Normal
Description: MetalMan may throw a "Slicer" at MegaMan at any point in the
battle. This Gear shaped Boomerang will go around the back of your area, like
the Boomer Chip Series, or fly forward if MegaMan is in the middle row. This
depends on where MegaMan stands initially (MetalMan goes in front of MegaMan
before he throws the Slicer)
[>][>][>][_][_][_] M = MetalMan
[^][G][_][_][G][_] G = Gears
[^][<][<][M][_][_] <, ^, > = Direction and Range of Metal Slicer
[_][_][_][_][_][_] M = MetalMan
[<][<][<][M][_][_] < = Direction and Range of Metal Slicer
[_][_][_][_][_][_]
Damage: V1 - 30
V2 - 60
V3 - 120
SP - 200
DS - 200
Potential Damage: *
Accuracy: *** (When combined with Metal Gear)
How to evade: You step out of the way. Simple. The only problem with this is
that the MetalGears get in your way. You could either get rid of the MetalGear
first, or stay in the middle row as much as possible. That triggers MetalMan's
straight Slicer Shot, which is a lot easier to dodge.
--
{~}MetalFist{~}
Attribute: Piercing
Description: Metalman simply teleports to the panel in front of Megaman and
punches the panel with his fist. There is a fairly long delay between Metalman
moving and him hitting the panel, so there shouldn't be any problems with this
attack...on its own.
[_][_][_][_][_][_] M = Metalman
[_][X][M][_][_][_] X = Hit Range
[_][_][_][_][_][_]
Damage: V1 - N/A
V2 - 100
V3 - 200
SP - 300
DS - 300
Potential Damage: ***
Accuracy: *
How to evade: Normally, I'd whack you and tell you that you simply move off the
panel, but with Metalman it's a slightly different story. Since Metalman would
normally have his MetalGears on the field, as well as the barrage of missiles
and so on, it becomes a pain to dodge. It is recommended that you dodge this
attack at the cost of getting hit by a gear or missile, as this attack is both
piercing and highly damaging. Of course, Invis or similar chips is the best way
to go - Mole will -not- work.
________________________________________________________________________________
_______________________
o o
[-] Section D3) Woodman [-]
o_______________________o
Difficulty Level: **
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][W][_] W = WoodMan
[_][_][_][_][_][_]
| General Stats |
Element: Wood
Hit Points:
V1: 1000
V2: 1500
V3: 2000
SP: 2500
DS: 1800
| Location |
~Version 1~
Normal Mode - Eagle Tournament
~Version 2~
Normal Mode - Park Area 1: (Set Encounter)
Hard Mode - Eagle Tournament
~Version 3~
Hard Mode - Park Area 1: (Set Encounter).
Super Hard Mode - Eagle Tournament
Super Hard Mode - Park Area 1: (Set Encounter)
~SP Version~
Normal/Hard/Super Hard: Park Area 1. Found Randomly AFTER you defeat Woodman's
Set Encounter.
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: WoodSoul Soul Unison (Eagle Tournament)
Version 2: Woodman Chip (Set Encounter)
Version 3: Woodman Chip (Set Encounter)
SP Version: Woodman, Woodman SP or Woodman DS Chip
DS Version: Woodman DS Chip
| Special Abilities |
[*]LumberRoll[*]
Ye gods (OMG violated Yoh's copyright)...LUMBER rolls towards you. And you
can't jump. Woodman has two innocent trees rolling from the right to the left
side of the area.
(See Attacks - Wooden Logs for further details)
[*]BunnyHop[*]
<_<. Woodman jumps from panel to panel, instead of teleporting. TreeBunny? =P
| Attacks |
{~}LumberRoll{~}
Attribute: Wood
Description: Oh god. Woodman sends logs rolling at us. What shall we do?
Two logs roll from the right to the left side of the area...and that's it.
The logs will either roll on the top and middle row or the middle and bottom
row. If they roll on different rows, then you've got a bit of dodging to do.
Same row? Cake.
~~Logs are coming! AHHHH~~
[M][_][_][_][<][L] M = MegaMan
[ ][ ][<][L][<][L] W = WoodMan
[_][_][<][L][W][_] L = Log (2 Ls) < = Movement of Logs.
Damage: V1 - 30
V2 - 60
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: ***
How to evade: It all depends on where they roll. If they are both rolling on
the same two rows, just step onto the third row and let them pass.
However, if you get logs rolling on different rows, then you have to quickly
move up/down to the safe spot between the logs. Confusing? Nope. Look at this:
[L][M][_][_][_][_] L = Log(s) ^ = Movement!
[L][^][L][_][_][_] @ = Megaman's original position (To dodge the first log)
[_][@][L][_][_][_] M = Megaman (Dodges the second log)
Simple, isn't it? You need to time it pretty well though.
--
{~}Advanced Slingshot{~}
Attribute: Wood/Obstacle
Description: Okay...so it isn't a slingshot :/. Think GutsMachineGun. Now,
add Wooden Bullets and a round barrel. You got it! Woodman's 'pellet gun'.
The bullets will travel all the way across the area, but they do NOT make
you flinch or stun you.
The only problem is that Woodman fires them when the logs are rolling...more
dodging. Of course, since they only have 50HP...
[M][_][_][_][_][_] M = MegaMan
[B][B][B][B][W][_] W = Woodman
[_][_][_][_][_][_] B = Bullets
Damage: V1 - 10
V2 - 20
V3 - 40
SP - 60
DS - 100
Potential Damage: ***
Accuracy: **
How to Evade: Talking about Invis is pointless. One solid way is to stand away
from him or to stand anywhere other than in front of him. However, you have
to mind the logs. Mind be best to take damage from the logs if you're
desparate. It's not a lot compared to the damage Woodman's Gun can do.
--
{~}GreenWood{~}
Attribute: Wood
Description: TreeBomb! OldWood! Now complete with Navi. Woodman jumps up as
per usual, only he causes an earthquake (He will also crotch down). Four
of your panels will flash yellow...and "GreenWoods" will poke up from them.
The spikey logs :/.
[_][G][_][_][_][_] W = WoodMan
[_][M][G][_][W][_] G = Greenwood
[_][_][G][_][_][_] M = Megaman
***The green woods appear in random places of your field, not always like
the diagram***
Damage: V1 - 30
V2 - 60
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: **
How to evade: You could really say this is his signature move. How to avoid it?
Well err... when the logs shoot up, the panels that turn yellow are where the
logs will shoot up. Move away from them and that's it!
________________________________________________________________________________
________________________
o o
[-] Section D5) Protoman [-]
o________________________o
Difficulty Level: **
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][B][_] B = Blues/Protman
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
V1: 1000
V2: 1300
V3: 1600
SP: 1800
DS: 1500
| Location |
~Version 1~
Normal Mode - Blue Moon Tournament
~Version 2~
Normal Mode - Undernet 6: (Set Encounter)
Hard Mode - Blue Moon Tournament
~Version 3~
Hard Mode - Undernet 6: (Set Encounter).
Super Hard Mode - Blue Moon Tournament
Super Hard Mode - Undernet 6: (Set Encounter)
~SP Version~
Hard, Super Hard: Undernet 6. Found Randomly AFTER you defeat Protoman's Set
Encounter.
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: ProtoSoul Soul Unison (Hawk Tournament)
Version 2: Protoman Chip (Set Encounter)
Version 3: Protoman Chip (Set Encounter)
SP Version: Protoman, Protoman SP or Protoman DS Chip
DS Version: Protoman DS Chip
| Special Abilities |
[*]Reflect[*]
Shield and Sword are always together. Protoman has them! =o. Proto's got a
Reflect Shield for protection. This works just like the Reflect Shield that
your Reflect NCP/ProtoSoul supplies.
He uses it randomly from time to time, and sometimes blocks your attacks just
when you hit him. That cheap bastage...
| Attacks |
{~}HeroSword{~}
Attribute: Sword
Description: OMG it's HeroSword! 3 Panel Range LongSword. Simple.
[_][_][_][_][_][_] M = MegaMan
[<][<][<][B][_][_] B = Blues
[M][_][_][_][_][_] < = Slash area.
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: *
How to evade: Run! Move aside. Move away as quick as possible. AntiSword
works too.
--
{~}TeleSlash{~}
Attribute: Sword
Description: OLD attack. Protoman goes to the row in front of you and slashes
with a WideSword. Note that he can go onto YOUR panels.
[_][(][_][_][_][_] M = MegaMan
[M][(][B][_][_][_] B = Blues
[_][(][_][_][_][_] ( = Slash area
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: **
How to Evade: Er... Move back? Move away? How else may I help you? -_-;
Remember not to step on him =P.
--
{~}Backdoor Slash!{~}
Attribute: Sword
Description: Ugh. All the same. ALL THE SAME. He does his crappy WideSword
attack, only from behind. This one is slightly less predictable though.
[_][)][_][_][_][_] ) = Slash area
[B][)][M][_][_][_] B = Blues
[_][)][_][_][_][_] M = Megaman
Damage: V1 - --
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: **
How to evade: Eek. Now he's behind you! Step forwards.
--
{~}Delta! Ray! Edge!{~}
Exclusive to: Light Megaman
Attribute: Sword
Description: Told ya, all the same. It's the ol' Delta Ray Edge!
Protoman *suddenly* flashes (Yes, he actually flashes...omg) teleports and
slashes you thrice! Before you can react! <_<.
[Summary - Protoman's movement]
[_][A][1][_][_][_] 1/2/3 = Where Protoman goes for the three slashes
[2][B][_][_][_][_] M = Megaman B = Receives the full three hits from DRE
[_][A][3][_][_][_] A = Receives two hits from DRE
[Slash #1]
[_][(][P][_][_][_] P = Protoman
[_][(][_][_][_][_] ( = Sword Hit Range
[_][_][_][_][_][_]
[Slash #2]
[_][)][_][_][_][_] P = Protoman
[P][)][_][_][_][_] ) = Sword Hit Range
[_][)][_][_][_][_]
[Slash #3]
[_][_][_][_][_][_] P = Protoman
[_][(][_][_][_][_] ( = Sword Hit Range
[_][(][P][_][_][_]
Damage: V1 - ---
V2 - ---
V3 - 200
SP - 300
DS - 300
Potential Damage: ***
Accuracy: ***
How to evade: Just step out of range, preferably onto the back row. Protoman
can't hit you from there!
--
{~}Dark Cross{~} -
Exclusive to: Dark Rockman
Attribute: Sword
Description: Oooh. Dark and Shiny. Protoman uses a StepCross type attack
(Like the CrossSwipe attack for Neo-Variable). The middle panel receives two
hits, and the side ones receive one each.
[\][_][/][_][_][_] /,\,X = Slash area
[_][X][B][_][_][_] B = Protoman
[/][_][\][_][_][_]
[1][_][1][_][_][_] B = Protoman
[_][2][B][_][_][_] 1 = Panel receives one hit
[1][_][1][_][_][_] 2 = Panel receives two hits
Damage: V1 - 80
V2 - 160
V3 - 200
SP - 300
DS - 300
Potential Damage: ***
Accuracy: **
How to evade: X-MAN! >_> Anyway. He slashes you with two stabbity slashes,
so dodge them by stepping vertically or horizontally from the center panel.
[\][M][/][_][_][_] M = Where Megaman could step
[M][X][M][_][_][_] X, /, \ = Hit Range
[/][M][\][_][_][_]
________________________________________________________________________________
_______________________
o o
[-] Section D6) Junkman [-]
o_______________________o
Difficulty Level: ***
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][_][J] J = Blues/Protman
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
V1: 800
V2: 1100
V3: 1500
SP: 1800
DS: 1600
| Location |
~Version 1~
Normal Mode - Blue Moon Tournament
~Version 2~
Normal Mode - Undernet 2: (Set Encounter)
Hard Mode - Blue Moon Tournament
~Version 3~
Hard Mode - Undernet 2: (Set Encounter).
Super Hard Mode - Blue Moon Tournament
Super Hard Mode - Undernet 2: (Set Encounter)
~SP Version~
Normal/Hard/Super Hard: Undernet 2. Found Randomly AFTER you defeat Junkman's
Set Encounter.
~DS Version~
Super Hard Mode: Black Earth 2 - Mirror (Set Encounter).
| Prizes for Deletion |
Version 1: JunkSoul Soul Unison (Blue Moon Tournament)
Version 2: Junkman Chip (Set Encounter)
Version 3: Junkman Chip (Set Encounter)
SP Version: Junkman, Junkman SP or Junkman DS Chip
DS Version: Junkman DS Chip
| Attacks |
{~}Junk...Junk?{~}
Attribute: Piercing
Description: Junkman just tossed Junk at you? ZOMG NOES WE'RE GOING TO MELT.
These things are pretty easy to get rid of if you do it right, but they're hell
if they're rushing towards. There is rarely a gap, so you can't slip through,
and all three rows have junk flying towards you!
[_][_][_][_][G][_] M = MegaMan
[M][_][_][G][_][_] J = Junkman
[_][G][_][_][_][J] G = Junk
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: **
Accuracy: ***
How to evade: Bleh. Hit it once and its yellow 'toxic' coating is removed. Now,
it can only be broken with one hit...that does 10 or more damage. Your Charged
Buster should do the trick.
--
{~}Bolt Missile{~}
Attribute: Piercing
Description: Junkman fires 3 Bolts at you, Alpha Arm Omega style. <_<. If you
have NO idea whatsoever, then they just travel forwards. They're 'homing' too -
they will stay on the row you're on. Extremely annoying. Virtually impossible
to dodge :/.
[_][_][_][_][_][_] M = MegaMan
[M][_][B][_][B][_] J = Junkman
[_][_][_][_][B][J] B = Bolts
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
DS - 200
Potential Damage: ***
Accuracy: ***
How to Evade: Hard as hell to dodge. You're better off with Shield or AntiDmg
NCP.
---
{~}JunkPress{~}
Attribute: Piercing
Description: Alright. Junkman extends his smelly hands and smashes you like
garbage. He only uses this when his HP has gone below half. It'll hit the
whole row.
[M][_][_][_][_][_] |==== = extension of hands
[|][=][=][=][=][J] B = Blues
[_][_][_][_][_][_] M = Megaman
Damage: V1 - 80
V2 - 120
V3 - 180
SP - 300
DS - 300
Potential Damage: **
Accuracy: **
How to evade: If you don't want to get smashed, move up or down a panel. Gotta
be quick, as Junkman's arms are like ON CRACK...
______________________________
-|/ \|-
| Section E) RS/BM Shared Navis |
-|\______________________________/|-
Quite a few shared Navis between Red Sun and Blue Moon. These Navis have
shared Scenarios too.
The DS Version information has been omitted as these Navis do NOT have DS
Forms.
Here are all of the Shared Navis. Search for the Section if you want...<_<
E1) BurnerMan
E2) ColdMan
E3) KendouMan
E4) LaserMan
E5) ShadeMan
E6) SparkMan
E7) TopMan
E8) Videoman
________________________________________________________________________________
_________________________
o o
[-] Section E1) Burnerman [-]
o_________________________o
Difficulty Level: ****
| Starting Positions |
[_][_][_][_][F][_] M = MegaMan
[_][M][_][_][_][B] B = BurnerMan
[_][_][_][_][F][_] F = Burners
| General Stats |
Element: Heat
Hit Points:
V1: 700
V2: 1100
V3: 1500
SP: 1900
| Location |
~Version 1~
Normal Mode - Hawk/Eagle Tournament
~Version 2~
Normal Mode - Park Area 2 Dead End. (Set Encounter).
Hard Mode - Hawk/Eagle Tournament
~Version 3~
Hard Mode - Park Area 2 Dead End (Set Encounter).
Super Hard Mode - Hawk/Eagle Tournament
Super Hard Mode - Park Area 2 Dead End, (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: Park Area 2. Found Randomly AFTER you defeat
BurnerMan's Set Encounter. (Set Encounter only appears once in the whole game,
despite Difficulty levels)
| Prizes for Deletion |
Version 1: N/A
Version 2: BurnerMan Chip (Set Encounter)
Version 3: BurnerMan Chip (Set Encounter)
SP Version: BurnerMan, BurnerMan SP or BurnerMan DS Chip
| Special Abilities |
[*]Double Burner[*]
BurnerMan has two "obstacles": Two Burners that move back and forth during the
battle. They'll stop when Megaman is:
A) In line with the Burner.
B) Blocking the Burner's path (Either in front or behind)
And shoot flames out - these have a two panel range.
And here is a diagram of the possible places they stop, with A being Scenario
A listed above, and B being B.
[_][A][_][_][_][_]
[_][_][_][_][_][_]
[_][M][B][_][_][_]
*More on this in the Attacks Section*
| Attacks |
{~}Double Burner{~}
Attribute: Fire
Description: BurnerMan has two "obstacles": Two Burners that move back and
forth during the battle. They'll stop when Megaman is:
A) In line with the Burner.
B) Blocking the Burner's path (Either in front or behind)
And they'll shoot flames out two panels forward. The movement of the Burners
is quite regular - one burner moves forwards to where you are (Unless you
block it), and the other one retreats to the back row of Burnerman's panels.
[M][^][_][_][F][_] B = BurnerMan
[_][^][_][_][_][B] M = MegaMan
[_][F][_][_][_][_] F = Burners ^ = Range of Flames
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
Potential Damage: **
Accuracy: ** (*** When combined with Burnerman's other attacks)
How to evade: You can either block the path of the Burner that's coming your
way (Scenario B), but you need to move quickly to block the other one. This
isn't as effective, because you're restricted on movement.
You could also slip past the Burner as it stops.
The best solution, of course, is to break them. MetalSoul's MetalFist Charged
Buster works best (Block the Burner, then MetalFist it)
[_][_][_][_][F][_] B = BurnerMan
[_][_][_][_][_][B] M = MegaMan
[_][M][F][_][_][_] F = Burners
[_][_][F][_][_][_] B = BurnerMan
[_][_][v][_][_][B] M = MegaMan @ = Where Megaman originally was
[_][M][@][_][F][_] F = Burners v = Flames
--
{~}Burner Blast{~}
Attribute: Fire
Description: Boring. Every Navi has this. Burnerman goes into the front row
with his Burner (Buster) raised. OH NOES! Flames shoot out! They only go
three panels across.
[_][M][_][_][F][_] B = BurnerMan < = Range of Burner Blast
[<][<][<][B][_][_] M = MegaMan
[_][_][F][_][_][_] F = Burners
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
Potential Damage: **
Accuracy: ** (*** with Burners)
How to Evade: It's hard to dodge if you're not ready. Stick to the middle row
to lure Burnerman there, then step up or down to block the Burner, effectively
dodging both attacks. If you really can't stay in the middle - especially if
you've just blocked the Burner - then quickly move up/down one/two panels and
go forwards.
--
{~}PetrolDash{~}
Attribute: Fire
Description: USE THE BOOST! <_<. Burnerman's arms can be used as thrusters ._.
Burnerman will dash horizontally across the row, hitting you if the panel
in front of him (Or Burnerman himself) hits you. You'll notice that Burnerman
'shoots' flames one panel forward - that's why.
[M][_][_][_][F][_] M = MegaMan F = Burners
[B][<][<][<][T][_] B = BurnerMan
[_][_][_][F][_][_] < = Where BurnerMan travels (Hit Range)
Damage: V1 - 60
V2 - 120
V3 - 180
SP - 300
Potential Damage: **
Accuracy: ** (*** with Burners)
How to evade: Easy, really. If you can, make a hole/broken panel in front of
you. TripleCrack, if possible. Burnerman can't dash across holes. If not, then
just step aside, but keep out of the Burners' range.
________________________________________________________________________________
_______________________
o o
[-] Section E2) Coldman [-]
o_______________________o
Difficulty Level: **
| Starting Positions |
[_][I][I][I][I][_] M = MegaMan
[M][I][I][I][I][C] C = ColdMan
[_][I][I][I][I][_] I = Ice Panels
| General Stats |
Element: Aqua
Hit Points:
V1: 800
V2: 1200
V3: 1500
SP: 1900
| Location |
~Version 1~
Normal Mode - Red Sun/Blue Moon Tournament
~Version 2~
Normal Mode - Sharo Area (Set Encounter).
Hard Mode - Red Sun/Blue Moon Tournament
~Version 3~
Hard Mode - Sharo Area (Set Encounter).
Super Hard Mode - Red Sun/Blue Moon Tournament
Super Hard Mode - Sharo Area (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: Sharo Area. Found Randomly AFTER you defeat
ColdMan's Set Encounter. (Set Encounter only appears once in the whole game,
despite Difficulty levels)
| Prizes for Deletion |
Version 1: N/A
Version 2: Coldman Chip (Set Encounter)
Version 3: Coldman Chip (Set Encounter)
SP Version: Coldman, Coldman SP or Coldman DS Chip
| Attacks |
NOTE: [Ice Panels have NOT been labeled, as they will not change without chips]
{~}IceCubes!{~}
Attribute: Aqua/Obstacle
Description: ...Even Coldman has chips :/. This is always his initial attack -
Coldman will freeze time and summon 3 IceCubes. They will appear on the middle
column of Coldman's area (Unless you block it or something).
[_][_][_][_][R][_] C = ColdMan
[_][M][_][_][R][C] M = MegaMan
[_][_][_][_][R][_] R = IceCube
Potential Damage: N/A
Accuracy: N/A
How to evade: Eh. You can't avoid stationary objects...yet. Check out the next
attack.
--
{~}CubePush{~}
**This attack is only used after Coldman uses the attack "IceCubes!". See
the attack above**
Attribute: Aqua
Description: Coldman summons IceCubes that do nothing, yar? Nope. Coldman will
proceed to push the IceCubes forwards - like what happens when you hit a
Rockcube with AirShot/GutsPunch/AirRacket.
Only one will go forwards, so you'll be fine. If the IceCube doesn't hit you,
it will stay in the back row. Make sure you bring FloatShoes!
[_][_][_][_][I][_] C = Coldman
[I][<][<][<][<][C] I = IceCube (Only one is pushed)
[_][_][_][_][I][_] < = Direction IceCube is pushed
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
Potential Damage: *** (If Coldman were to push all three <_<)
Accuracy: *
How to Evade: Step up. Step Down. Make a hole. It's EASY.
--
{~}Cold-Bounce{~}
Attribute: Aqua
Description: Coldman's legs...VANISH. =O. <_<. Coldman jumps up (Yes, his legs
are gone...) and lands on whatever panel you're on. Easy as hell to dodge.
Think - Slow Knight in Kingman V1 battle.
[_][_][_][_][_][_] @ = Coldman's original position
[_][_][C][_][_][@] C = Coldman (He jumps =O. The panel also cracks)
[_][_][_][_][_][_]
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
Potential Damage: **
Accuracy: *
How to Evade: Err..get out of the way? -_-. It only affects one panel.
--
{~}IceMist{~}
Attribute: Aqua
Description: Three 'Mists' things appear (Usually on Coldman's back row) and
move towards you. If there are obstacles, they'll move up/down - but they WON'T
move back onto your row unless you're moving when they're past the obstacle.
[_][_][_][_][M][_] C = Coldman
[Y][_][M][M][_][C] M = Mists (They're moving towards you. Pwned.)
[_][_][_][_][_][_] Y = YOU! (Megaman <_<)
Damage: V1 - 30
V2 - 80
V3 - 100
SP - 150
Potential Damage: **
Accuracy: ***
How to evade: Hide behind some obstacle and it will never. NEVER.
get you.
________________________________________________________________________________
_________________________
o o
[-] Section E3) Kendouman [-]
o_________________________o
Difficulty Level: ****
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][K][_] K = KendouMan
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
V1: 800
V2: 1200
V3: 1600
SP: 2000
| Location |
~Version 1~
Normal Mode - Red Sun/Blue Moon Tournament
~Version 2~
Normal Mode - Netfrica Area: C-Slider Platform (Set Encounter).
Hard Mode - Red Sun/Blue Moon Tournament
~Version 3~
Hard Mode - Netfrica Area: C-Slider Platform (Set Encounter).
Super Hard Mode - Red Sun/Blue Moon Tournament
Super Hard Mode - Netfrica Area: C-Slider Platform (Set Encounter).
~SP Version~
Normal, Hard, Super Hard: Netfrica Area. Found Randomly AFTER you defeat
Kendouman's Set Encounter.
| Prizes for Deletion |
Version 1: N/A
Version 2: Kendouman Chip (Set Encounter)
Version 3: Kendouman Chip (Set Encounter)
SP Version: Kendouman, Kendouman SP or Kendouman DS Chip
| Special Abilities |
[*]Sideslip[*]
Kendouman doesn't teleport. He usually moves diagonally, and occasionally
teleports. =o
| Attacks |
{~}Dash!{~}
Attribute: Sword
Description: Kendouman dashes forwards with his Kendou...stick and attempts
to stab you with bamboo :/. Kendouman should go through you and obstacles,
so there isn't much point in Shielding.
[_][_][_][_][_][_] K = KendouMan @ = Where Kendouman was
[K][<][<][<][@][_] M = MegaMan
[_][_][_][_][_][_] < = Movement of Kendouman
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
Potential Damage: **
Accuracy: **
How to evade: Just before he runs into you, you'll see his shadow fading.
This is the time to counter him with your buster or whatever. You can also
just move aside to avoid him.
You could also sidestep, but be quick. Staying on the back row helps.
--
{~}Slice!{~}
Attribute: Sword
Description: Kendouman steps onto the frontmost row and slashes you with a
WideSword-like slash. He only uses it if you're in the front row.
[_][_][(][_][_][_] K = KendouMan
[_][M][(][K][_][_] M = MegaMan
[_][_][(][_][_][_] ( = Slash Range
Damage: V1 - 40
V2 - 80
V3 - 120
SP - 200
Potential Damage: *
Accuracy: *
How to Evade: Move back!
--
{~}Stab!{~}
Attribute: Sword
Description: Kendouman will dash to the panel in front of you and stab you.
Really Really Quick :/.
Version 2/3/SP
[_][_][_][_][_][_] M = MegaMan
[_][M][K][_][@][_] K = Kendouman
[_][_][_][_][_][_] @ = Where Kendouman was
Damage: V1 - 20
V2 - 40
V3 - 60
SP - 100
Potential Damage: **
Accuracy: **
How to Evade: Move anywhere but forwards >_>.
--
{~}Clonedoken!{~}
**Courtesy of Asakura Yoh**
Attribute: Sword
Description: Kendouman has clones! =o =o =o. Yoh Clones vs Kendou Clones.
Kendouman will split into three 'clones' - two are shadows, and one is the
real thing.
They will either appear in front or behind you, and hit the panel in front
of them (The one they are facing). Since the hits do NOT make you flinch, you
MUST move.
[K][X][_][_][_][_] M = MegaMan @ = Where Kendouman could appear next.
[_][Y][L][_][_][_] K = KendouMan #1 L = Kendouman #2
[@][M][@][_][_][_] X = Hit #1 Y = Hit #2
Damage: V1 - 20
V2 - 30
V3 - 40
SP - 50
Potential Damage: ***
Accuracy: **
How to evade: Move up and down. It is best to stand on the back row for
this attack. This way, they will only appear in front of you.
Paralyzing the real Kendouman would work, but it's risky.
________________________________________________________________________________
________________________
o o
[-] Section E4) Laserman [-]
o________________________o
Difficulty Level: ***
| Starting Positions |
[_][_][_][_][_][G] M = MegaMan
[_][M][_][_][L][_] L = Laserman
[_][_][_][_][_][_] G = In-Battle GMD
**If you don't break the GMD after defeating Laserman, you will get one of
two Gigachips, depending on your version.
Red Sun - BugCharge
Blue Moon - Curse of Bug
You can also get these chips in the same way with Shademan**
| General Stats |
Element: Normal
Hit Points:
V1: 1000
V2: 1400
V3: 1800
SP: 2200
| Location |
~Version 1~
Normal Mode - Meteor Comp 4
~Version 2~
Hard Mode - Meteor Comp 4
~Version 3~
Super Hard Mode - Meteor Comp 4
Super Hard Mode - Undernet 5, (Set Encounter)
~SP Version~
Super Hard: Undernet 5. Found Randomly AFTER you defeat Laserman's Set
Encounter.
| Prizes for Deletion |
Version 1: N/A
Version 2: N/A
Version 3: N/A
SP Version: Laserman, Laserman SP or Laserman DS Chip
| Special Abilites |
[*]I-Field[*]
<_<. SuperArmor. Laserman won't be stunned. EVAR. Beam Shield? =o
| Attacks |
{~}Cross Laser{~}
Attribute: Normal
Description: Laserman fires a laser in a shape of a cross. It's easy to dodge,
but you MUST have AirShoes. The center of the cross becomes cracked, and
broken if you step over it/Laserman hits it again.
[M][X][_][_][_][_] L = Laserman
[X][C][X][_][L][_] M = MegaMan
[_][X][_][_][_][_] X = Laser range C = Cracked Panel (Also hit)
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
Potential Damage: **
Accuracy: **
How to evade: Move away from the yellow panels when you see them flashing.
It's easy, because there's a bit of delay. Use this chance to hit Laserman
whilst he's not moving. Paralysis will stop his attack =o.
--
{~}Disruption Beam{~}
Attribute: Piercing/Timefreeze
Description: Annoying as hell. Laserman FREEZES TIME, then fires a blue
laser from his hand - this will hit the whole row, passing through obstacles
and such. It also removes Invis (But you don't take damage from the laser
with Invis).
[M][_][_][_][_][_] L = LaserMan
[(][(][(][(][(][L] M = MegaMan
[_][_][_][_][_][_] ( = Laser Beam
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
Potential Damage: **
Accuracy: ***
How to evade: Stay off his row as much as possible. He'll raise his hand JUST
before the attack - you only have milliseconds to react :/. And don't use
Invis. You won't take damage, but it'll disappear.
--
{~}The Sky is falling!{~}
(SkyFall? =P)
Attribute: Normal
Description: Laserman shoots his Laser upwards. Yar, you heard/read correctly.
After that, a total of 10 rocks will rain down (Much like the MomQuake PA
in MMBN3). They'll land on you, mostly.
[X][_][_][_][_][_] M = MegaMan
[_][X][_][_][_][L] L = Laserman
[X][_][M][_][_][_] X = Cubes
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
Potential Damage: ***
Accuracy: * (*** with the broken panels and you without AirShoes)
How to evade: Move aside when you find the panels flashing. Flashing
panels = where the rocks will drop.
--
{~}DarkLaser{~}
Description: Laserman shoots a laser forwards onto a panel directly - this
can either be on your panels or his. If a DarkHole is on the field, Laserman
will regain HP.
Only that one panel hit will do damage to you, so it's no biggie.
Version 2/3/SP
[_][_][_][_][_][_] M = MegaMan
[_][M][_][H][<][L] L = Laserman
[_][_][_][_][_][_]
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
Potential Damage: N/A (He heals...)
Accuracy: N/A
How to evade: Well, normally, it wouldn't hit you. It shouldn't bother anyone
too much - if you're really having trouble with the healing, then get rid of
the DarkHole using CrackOuts and the like, or Gun Del Sol.
________________________________________________________________________________
________________________
o o
[-] Section E5) Shademan [-]
o________________________o
Difficulty Level: *****
| Starting Positions |
[_][_][_][_][_][G] M = MegaMan
[_][M][_][_][S][_] S = Shademan
[_][_][_][_][_][_] G = In-battle GMD
**If you don't break the GMD after defeating Shademan, you will get one of
two Gigachips, depending on your version.
Red Sun - BugCharge
Blue Moon - Curse of Bug
You can also get these chips in the same way with Laserman**
| General Stats |
Element: Normal
Hit Points:
V1: 500
V2: 800
V3: 1200
SP: 1500
| Location |
~Version 1~
Normal Mode - Giant LoudSpeaker Computer 2 (Storyline)
~Version 2~
Normal Mode - Cielo Castillo Robot #4. (Storyline)
Hard Mode - Giant LoudSpeaker Computer 2 (Storyline)
~Version 3~
Hard Mode - Cielo Castillo Robot #4. (Storyline)
Super Hard Mode - Giant LoudSpeaker Computer 2 (Storyline)
Super Hard Mode - Cielo Castillo Robot #4. (Storyline)
~SP Version~
Normal, Hard, Super Hard: Undernet 4 (After you finish Django's Sidequest)
| Prizes for Deletion |
Version 1: N/A
Version 2: N/A
Version 3: N/A
SP Version: Shademan, Shademan SP or Shademan DS Chip
| Special Abilities |
[*]Bat Recoil[*]
When Shademan is hit by an attack that does 10 or more damage, he will split
into 4 Bats. ONE of them is the real Shademan - you will hit THROUGH the other
three.
Be careful with the shooting, you may accidentally hit the GMD.
Gun Del Sols will damage Shademan without him spliting, and you can hit all of
them if you split them with a Charged Buster Shot, then quickly use another
large range attack (LifeSword PA for example), or a time-freeze chip
(PileDriver PA, HolyDream and so on).
| Attacks |
{~}DarkWing{~}
Attribute: Normal
Description: Shademan summons 3 bats to attack you. These work like Rattons -
they will turn when they go onto the same column as you.
[<][<][<][B][B][S] S = Shademan
[v][<][<][<][B][_] M = MegaMan
[M][_][_][_][_][_] < , v = How the bats move.
Damage: V1 - 20
V2 - 60
V3 - 100
SP - 200
Potential Damage: **
Accuracy: ***
How to evade: Destroy them with your buster. Run around. Anything will do here.
Just watch out for Shademan's other attacks while you run around like a
headless chicken.
--
{~}Echolocation{~}
Attribute: Normal
Description: Shademan (usually) steps onto your area and...well...uses his
Echolocation to damage you. OMG TEH EARS? I mean, you can't even HEAR it...
It hits the panel in front of Shademan, and three panels vertically in front
of the first panel. (See Diagram -_-)
[(][_][_][_][_][_] S = ShadeMan
[(][(][S][_][_][_] M = MegaMan
[(][M][_][_][_][_] ( = Echolocation Range
Damage: V1 - 20
V2 - 60
V3 - 100
SP - 200
Potential Damage: **
Accuracy: **
How to Evade: Just move out of its range. The panels that will be affected
will flash yellow, so just move off them.
--
{~}ShadeTalon{~}
*Shademan SP only*
Attribute: Normal
Description: Shademan swipes at you with a hand...ARISE CHICKEN HAND!
It'll come up on one panel, then hit the panel in front of it.
*Shademan SP only*
[_][_][_][_][_][_] M = MegaMan X = Hit Range
[M][_][_][_][_][S] S = Shademan
[_][X][H][_][_][_] H = Hand
Damage: V1 - N/A
V2 - N/A
V3 - N/A
SP - 200
Potential Damage: **
Accuracy: *
How to evade: Move aside when you find the panels flash. Don't step on the
Hand =P.
________________________________________________________________________________
________________________
o o
[-] Section E6) Sparkman [-]
o________________________o
Difficulty Level: ****
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][S][_] S = Sparkman
[_][_][_][_][_][_]
| General Stats |
Element: Elec
Hit Points:
V1: 600
V2: 1000
V3: 1400
SP: 1800
| Location |
~Version 1~
Normal Mode - Densan Tournament
~Version 2~
Normal Mode - ACDC Area 3 (Set Encounter).
Hard Mode - Densan Tournament
~Version 3~
Hard Mode - ACDC Area 3 (Set Encounter).
Super Hard Mode - Densan Tournament
Super Hard Mode - ACDC Area 3 (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: ACDC Area 3. Found Randomly AFTER you defeat
Sparkman's Set Encounter.
| Prizes for Deletion |
Version 1: N/A
Version 2: Sparkman Chip (Set Encounter)
Version 3: Sparkman Chip (Set Encounter)
SP Version: Sparkman, Sparkman SP or Sparkman DS Chip
| Special Abilities |
[*]Invisi-Flash[*]
Noes, you don't die. Sparkman will VANISH (Hence the Invisi bit...) when he's
not attacking - and nope, he's not just invisible. He's literally off the
field, so you can only hit him when he's attacking or is about to attack.
| Attacks |
{~}Sparky{~}
Attribute: Elec
Description: Sparkman fires a spark which goes up and down! >_>. It'll go up
one column, one panel to the left, and go back down. Think Serenade (MMBN3).
[^][v][<][v][<][S] S = Sparkman
[^][v][^][v][_][_] M = MegaMan
[^][<][^][<][_][_] <, ^, v = Spark Movement
Damage: V1 - 20
V2 - 60
V3 - 100
SP - 200
Potential Damage: **
Accuracy: *** (Or more)
How to evade: ...Wow. One of the few attacks which are actually highly
accurate. Anyway, if you play StarCraft, **Strategy by MMC removed**
DON'T LISTEN TO MMC.
You just need to find out where there is a 'gap' in the spark where you can
step through. Here's an example:
[M][v][<][_][_][_] M = Where you want to be
[_][v][^][_][_][_] <,v,^ = Spark Movement
[X][v][^][_][_][_] X = Where you don't want to be
You want to be where the M is, and not the X, as you will get hit if you
try and step through.
Once the spark goes past the 'v' on the top row, you (Where M is) can move
forwards, dodging the spark like so:
[@][v][M][_][_][_] M = Megaman (You moved forwards!)
[^][v][_][_][_][_] <,v,^ = Spark Movement
[^][<][_][_][_][_] @ = Where you were (So, you move forwards...)
--
{~}SparkLite{~}
Attribute: Elec
Description: Sparkman deploys a satellite object that will move across the
row and off the stage UNLESS you either stand:
1) In range of its explosion
2) You block it from moving further down the row.
And...=o. The Sparklite hits the four panels diagonally adjacent to it.
[Scenario #1 - you're in range of its explosion]
[_][M][_][M][_][_] L = Where the Sparklite stops
[_][_][L][_][_][_] M = Where Megaman could be for the Sparklite to stop
[_][M][_][M][_][_]
[Scenario #2 - you're blocking its way]
[_][X][_][X][_][_] L = Where the Sparklite stops
[_][M][L][_][_][_] M = Where Megaman should be for the Sparklite to stop
[_][X][_][X][_][_] X = Hit Range
[SparkLite Hit Range]
[X][_][X][_][_][_] S = SparkMan X = Hit Range
[_][L][<][<][<][S] L = Sparklite
[X][_][X][_][_][_] < = Direction of the Sparklite
Damage: V1 - 20
V2 - 60
V3 - 100
SP - 200
Potential Damage: **
Accuracy: **
How to Evade: Move off the bomb's range (By stepping onto a panel
adjacent to it after it stops). Gets a bit annoying when you're trying to
kill Sparkman, so Invis works best.
--
{~}MegaDS...Spark Mode{~}
Attribute: Sword (Yes, sword)
Description: Sparkman blinds you (No, not BLIND BLIND, he makes the whole
screen flash white for a moment), then a Shadow Megaman will appear BEHIND
you and attempt to slash you with a WideSword.
[_][)][_][_][_][_] S = Sparkman
[D][)][_][_][_][S] D = Shadow Megaman
[_][)][_][_][_][_] ) = WideSword Hit Range
Damage: V1 - 20
V2 - 60
V3 - 100
SP - 200
Potential Damage: **
Accuracy: **
How to evade: o_O Is it that hard? WideSword Attack #54 -_-. Just step forwards
right after the flash. Gotta be quick too.
________________________________________________________________________________
______________________
o o
[-] Section E7) Topman [-]
o______________________o
Difficulty Level: ***
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][T][_] T = Topman
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
V1: 600
V2: 900
V3: 1200
SP: 1600
| Location |
~Version 1~
Normal Mode - Densan Tournament
~Version 2~
Normal Mode - Town Area 1. (Set Encounter).
Hard Mode - Densan Tournament
~Version 3~
Hard Mode - Town Area 1 (Set Encounter).
Super Hard Mode - Densan Tournament
Super Hard Mode - Town Area 1 (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: Town Area 1. Found Randomly AFTER you defeat
Topman's Set Encounter.
| Prizes for Deletion |
Version 1: N/A
Version 2: Topman Chip (Set Encounter)
Version 3: Topman Chip (Set Encounter)
SP Version: Topman, Topman SP or Topman DS Chip
| Attacks |
{~}Top Rush{~}
Attribute: Piercing
Description: Topman basically tries to grind you with his top-ness. w00t.
He'll only move in a straight line, and will spin back onto the panel he was
on originally after he's done rolling.
[M][_][_][_][_][_] T = Topman
[X][X][X][X][T][_] M = MegaMan
[_][_][_][_][_][_] X = Topman's path (Also the path he goes back on)
Damage: V1 - 20
V2 - 60
V3 - 100
SP - 200
Potential Damage: **
Accuracy: *
How to evade: Step aside. As simple as that.
--
{~}PitTop{~}
(Thought we'd make fun of PitRang/PitHock over and over again. Pitstop! omgz)
Attribute: Piercing
Description: This is helluva attack. Topman turns into a giant top and does the
signature "AirHockey Style" Bounce - Topman will move diagonally until he
reaches a wall, where he will rebound at an angle and continue moving
diagonally. Law of Reflection, anyone?
[Note that the path changes with Topman's initial position - Topman and all
of his tops will always bounce off walls, so you need to think quick. Pause
if necessary]
[_][5][_][1][_][_] T = Topman
[4][_][X][_][T][_] M = Megaman
[M][3][_][7][_][_] 1-7 (X = 2/6) = Topman's path
Damage: V1 - 20
V2 - 60
V3 - 100
SP - 200
Potential Damage: **
Accuracy: ***
How to Evade: It's REALLY easy to dodge if you cheat a bit. Just when Topman
changes to "Top Mode", Pause the game. You know that Topman bounces off walls,
yes? Then figure out his path and find a safe spot.
--
{~}Top Leap{~}
Attribute: Piercing
Description: Topman self-tops himself and leaps onto you O_o;
[_][_][_][_][_][_] @ = Where Topman originally was
[_][_][T][_][_][@] T = Topman (Also where you get PWNED)
[_][_][_][_][_][_]
Damage: V1 - 30
V2 - 90
V3 - 150
SP - 300
Potential Damage: ***
Accuracy: *
How to evade: move forwards as soon as you find him shooting a
speck of light at you.
--
{~}Top Mania!{~}
Attribute: Piercing
Description: Topman summons 3 Mini-Tops, and they all SIMUTANEOUSLY start
spinning towards you, AirHock Style T_T. (PitHock if you want XP). They're all
AirHocks wannabes, so just dodge them in the same fashion (if you can dodge
AirHocks...)
Version 2/3/SP
[_][X][_][A][_][_] M = MegaMan t = tops
[X][M][X][_][A][T] T = Topman
[_][X][_][A][_][_] < = Direction of tops
Damage: V1 - 20
V2 - 60
V3 - 120
SP - 200
Potential Damage: ***
Accuracy: *** (Well, not if you know how to dodge it...)
How to evade: Hell(n)o. Try dodging it...it's EASY, really. The tops will
NEVER appear on other panels (Only the three indicated on the diagram above).
You can stand on any of these panels to dodge it:
[M][_][M][_][_][_] M = Where you can stand
[_][M][_][M][_][_] (Ironically, going right in the middle of all the tops works
[M][_][M][_][_][_] too)
________________________________________________________________________________
________________________
o o
[-] Section E8) Videoman [-]
o________________________o
Difficulty Level: **
| Starting Positions |
[_][_][|][|][_][_] M = MegaMan
[_][M][|][|][V][_] V = Videoman
[_][_][|][|][_][_] | = Tape (Two vertical 'strands')
| General Stats |
Element: Normal
Hit Points:
V1: 800
V2: 1100
V3: 1400
SP: 1700
| Location |
~Version 1~
Normal Mode - Hawk/Eagle Tournament
~Version 2~
Normal Mode - Park Area 3. (Set Encounter).
Hard Mode - Hawk/Eagle Yournament
~Version 3~
Hard Mode - Park Area 3 (Set Encounter).
Super Hard Mode - Hawk/Eagle Tournament
Super Hard Mode - Park Area 3 (Set Encounter)
~SP Version~
Normal, Hard, Super Hard: Park Area 3. Found Randomly AFTER you defeat
Videoman's Set Encounter.
| Prizes for Deletion |
Version 1: N/A
Version 2: Videoman Chip (Set Encounter)
Version 3: Videoman Chip (Set Encounter)
SP Version: Videoman, Videoman SP or Videoman DS Chip
| Special Abilities |
[*]Play Cassette![*]
Two strands of cassette tape run endlessly on the front rows of both you
and Videoman's panels. They are easily broken - a 1 damage buster shot will
break them. However, they WILL block your attacks if you happen to hit them,
and they push you around.
The strand on your area pushes you BACK, and the strand on Videoman's area
pushes you forwards.
[_][_][(][)][_][_] ( = Your Strand. Pushes to the Left.
[_][_][(][)][_][_] ) = Videoman's Strand. Pushes to the Right.
[_][_][(][)][_][_]
Just break both, then Areagrab/Panelgrab. Easy.
[*]Rewind/Forward[*]
IMO (TDU), Best. Chips. EVAR. When at >1/2HP, Videoman will start using time-
freeze chip abilities. These last for the rest of the battle, so they r0x.
Rewind - Videoman regains HP gradually!
Forward - Videoman moves faster!
Awesomeness to the max.
| Attacks |
{~}Play Video #1!{~}
Description: Videoman plays a video of YARS (Megaman) using WideSword. OMG
you're stabbing yourself.
[_][(][_][_][_][_] V = Videoman R = Fake Megaman
[M][(][R][_][_][V] M = MegaMan
[_][(][_][_][_][_] ( = Widesword range.
Damage: V1 - 80
V2 - 120
V3 - 160
SP - 200
Potential Damage: **
Accuracy: *
How to evade: Walk backwards. As simple as that. You should know it
by now right? >_>
--
{~}Play Video #2!{~}
Description: Videoman plays a tape of yars using Tornado - another easy to
dodge attack.
[M][_][_][_][_][_] T = Twister R = Fake Megaman
[_][_][_][_][_][_] M = MegaMan
[T][_][R][V][_][_] V = Videoman
Damage: V1 - 20 x 8
V2 - 25 x 8
V3 - 30 x 8
SP - 35 x 8
Potential Damage: ***
Accuracy: *
How to Evade: Uh...move? It only affects one panel...
--
{~}Play Video #3!{~}
Description: Videoman rolls a Video of YOU throwing an EnergyBomb! The Bomb
will always fly three panels forwards and hit the panel thrice.
[M][_][_][_][_][_] E = EnergyBomb R = Fake Megaman
[_][_][_][_][_][_] M = MegaMan
[E][_][_][R][V][_] V = Videoman
Damage: V1 - 20 x 3
V2 - 30 x 3
V3 - 40 x 3
SP - 50 x 3
Potential Damage: ***
Accuracy: *
How to Evade: Dear god. Easy as hell. Just move.
--
{~}Roll Film!{~}
Description: Videoman summmons some tape and tries to tape you (Not to be
confused with other words >_>). The roll of tape covers a 2 x 2 area, but you
do get quite a warning. The panels affected will flash yellow first.
[M][_][_][_][_][_] T = Tape
[T][T][_][_][_][_] M = MegaMan
[T][T][_][_][V][_] V = Videoman
Damage: V1 - 20 x 3
V2 - 30 x 3
V3 - 40 x 3
SP - 50 x 3
Potential Damage: ***
Accuracy: ***
How to Evade: Get off the flashing yellow panels and you'll be fine. Since it
has a 2 x 2 hit radius, stay on the middle row so that you will only need to
step up/down once.
_________________________________
-|/ \|-
| Section F) RS/BM Special Bosses |
-|\_________________________________/|-
Welcome these 4 special bosses, two of which are weaklings while the other
two being muscular. Taaa DA!
=> Duo
=> Forte
=> Generic Navi
=> Generic Evil Navi
___________________
o o
[-] Section F1) Duo [-]
o___________________o
Difficulty Level: *****
| Starting Positions |
[_][_][_][_][D][D] M = MegaMan
[_][M][_][_][D][D] D = Duo (He takes up the back two rows - these panels do not
[_][_][_][_][D][D] exist)
| General Stats |
Element: Normal
Hit Points:
V1: 2000HP
V2: 2500HP
V3: 3000HP
SP: 3500HP
| Location |
~Version 1~
Normal Mode - Control Area (Meteor Comp 5)
~Version 2~
Hard Mode - Control Area (Meteor Comp 5)
~Version 3~
Super Hard Mode - Control Area (Meteor Comp 5)
~SP Version~
After obtaining all 7 icons on your title screen, Go back to where Duo was to
meet Duo SP (which is also Control Area/Meteor Comp 5 >>;).
| Prizes for Deletion |
You do not receive any material rewards for defeating Duo. After defeating Duo
V1 for the first time (in Normal Mode), you will receive your first icon (which
is either the Meteo Red Sun or the Blue Moon Ray symbol).
| Movement |
Duo takes up the back two rows of his area, and he is -not- actually on any
panels - this means you will not be able to hit Duo with any attacks that affect
panels and hit indirectly (eg AirHock, Magnum). Chips like Lance will also fail
to hit.
Duo starts off on the center row (Which row he's on is determined by the row his
chest...light thing is on - ie. his vulnerable spot), and will jump upwards and
land on a different row after an attack - yes, his sprite does go off the stage.
He is limited to three positions, basically.
| Special Abilities |
[*]Take-up-the-goddamn-back-two-rows[*]
Yep >_>. Duo takes up the back two columns of what normally is the enemy's area.
This means you are limited to having 4 columns at most. Note that Duo is not
actually on those panels, he actually removes them from the stage permanently.
| Attacks |
{~}Duo Missile x Duo Mine{~}
Attribute: Normal/Obstacle
Description: Duo will fire a missile and a mine simutaneously. The missile will
travel forwards down the middle row, and the mine will move in a zigzag function
down two of the rows (usually the one you're on.)
Duo Missile
[M][_][_][_][D][D] D = Duo
[<][<][<][<][D][D] M = MegaMan
[_][_][_][_][D][D] < = Direction of the Missile
Duo Mine
[M][X][_][X][D][D] D = Duo
[Z][_][Z][_][D][D] M = MegaMan
[_][Y][_][Y][D][D] X & Z = Path 1 of Mine Y & Z = Path 2 of Mine
(The mine will either travel down the top two or the bottom
two rows)
Damage: V1 - 50
V2 - 100
V3 - 150
SP - 200
Potential Damage: **
Accuracy: ***
How to evade: You could either try to avoid both of them (which is pretty hard,
since they cover most of the panels on your field), or you could take them out
with a Charged Buster shot.
--
{~}Judgement Fist{~}
Attribute: Piercing
Description: Duo fires his fists and hits a 2 x 2 area on your field. The panels
that will be hit turn yellow for a while before Duo actually hits them, so it's
no biggie.
[M][_][_][_][D][D] D = Duo
[S][S][_][_][D][D] M = MegaMan
[S][S][_][_][D][D] S = Smash Area
Damage: V1 - 100
V2 - 200
V3 - 300
SP - 400
Potential Damage: ***
Accuracy: **
How to Evade: If you see yellow flashing panels, simply step off them, but make
sure you're dodging whatever other attacks Duo's throwing at you.
--
{~}Duo Hook{~}
Attribute: Normal
Description: Duo swings his fists across two of your columns...twice. His first
hook hits the front two columns (the two you have without any Areagrabbing),
and his second targets the back two. As the panel is hit, it will turn yellow.
It's not much help, but you can see that it only hits 4 panels at once.
Hook #1
[_][S][S][_][D][D] M = MegaMan
[M][S][S][_][D][D] D = Duo
[_][S][S][_][D][D] S = Hook Range
Hook #2
[S][S][_][_][D][D] M = MegaMan
[S][S][M][_][D][D] D = Duo
[S][S][_][_][D][D] S = Hook Range
Damage: V1 - 100
V2 - 200
V3 - 300
SP - 400
Potential Damage: ***
Accuracy: ***
How to evade: You could either Areagrab the row at the front and stay there (so
both Hooks are out of range), or you could attempt to dodge both by staying in
the back row at Hook #1, and then quickly moving to the front row before Hook
#2 lands.
--
{~}Duo Beam{~}
Attribute: Super-Piercing
Description: Duo fires a beam down the middle row - and this -stays- there until
the rest of the attack is finished. Note that all parts of this attack are
super-piercing - they will go through Invis.
After the beam is fired, rings will appear on certain columns - this means that
entire column will be hit. Luckily, the rings disappear (so when Ring #2 appears
#1 goes away etc), and there is a set pattern to them.
Duo Beam
[_][_][_][_][D][D] D = Duo
[B][B][B][B][D][D] B = Beam
[_][_][_][_][D][D]
Ring #1
[_][1][_][_][D][D] D = Duo
[B][B][B][B][D][D] B = Beam
[_][1][_][_][D][D] 1 = Ring #1
Ring #2
[_][_][_][2][D][D] D = Duo
[B][B][B][B][D][D] B = Beam
[_][_][_][2][D][D] 2 = Ring #2
Ring #3
[_][_][3][_][D][D] D = Duo
[B][B][B][B][D][D] B = Beam
[_][_][3][_][D][D] 3 = Ring #3
Ring #4
[4][_][_][_][D][D] D = Duo
[B][B][B][B][D][D] B = Beam
[4][_][_][_][D][D] 4 = Ring #4
Damage: V1 - 100
V2 - 200
V3 - 300
SP - 400
Potential Damage: ***
Accuracy: ***
How to evade: Well, since all 4 columns are affected, there is no definite safe
spot. The easiest way to avoid the attack would be to stay in the back row
(since most of Duo's other attacks are easier to dodge from the back row anyway)
until the first Ring is done, and then move forwards one panel (so that you
are out of range of the other three).
--
{~}Meteor Smash{~}
Description: Duo randomly hits your panels with fists - these target single
panels. The panels that do get hit may become cracked, so keep a lookout for
those whilst you're dodging.
[_][S][_][_][D][D] M = MegaMan
[M][_][S][_][D][D] D = Duo
[_][S][S][_][D][D] S = Fists
Damage: V1 - 100
V2 - 200
V3 - 300
SP - 400
Potential Damage: ***
Accuracy: **
How to evade: You just have to keep moving. Since Duo only targets your original
three columns, you can Areagrab and stay in the front to dodge the attack
entirely. This is also a good time to counterattack, since Duo will not move
for a lengthy period of time.
--
{~}Duo Face BEEEEAM!{~}
Attribute:
Description: Duo only uses this attack when he is down to low HP. Basically, he
fires some sort of face (...), which hits your front two rows and cracks all 6
panels.
[_][F][F][_][D][D] M = MegaMan
[M][F][F][_][D][D] D = Duo
[_][F][F][_][D][D] F = Face Beam
Damage: V1 - 100
V2 - 200
V3 - 300
SP - 400
Potential Damage: **
Accuracy: ***
How to evade: Simply stay in the back column, or the frontmost one (if you
have Areagrabbed it). Both columns won't be affected by this attack.
________________________________________________________________________________
__________________________
o o
[-] Section F2) Forte/Bass [-]
o__________________________o
******Due to popular demand...For more info on Forte, please read the Forte
FAQ by WhiteDragon Nall******
Link:
http://db.gamefaqs.com/portable/gbadvance/file/rockman_exe_4_forte.txt
________________________________________________________________________________
_______________________________
-|/ \|-
| Section F3) Generic Green Navi |
-|\_______________________________/|-
Difficulty Level: *
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][G][_] G = Generic Green Navi
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
Storyline: 230
V1: 300
V2: 800
V3: 1200
| Location |
~Storyline~
Various Set Encounters/Mini-bosses throughout storyline.
~Version 1~
Normal Mode:
Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's
walkthrough for listed scenarios]
- DenTown (Densan): Ghost-busting!
- Cielo Castello (Hawk/Eagle): Battle of Cooking! Culinary Battle Skill!
- Ameroupe (Red Sun/Blue Moon): Shoot to Goal!
~Version 2~
Hard Mode:
Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's
walkthrough for listed scenarios]
- DenTown (Densan): Ghost-busting!
- Cielo Castello (Hawk/Eagle): Battle of Cooking! Culinary Battle Skill!
- Ameroupe (Red Sun/Blue Moon): Shoot to Goal!
~Version 3~
Super Hard Mode:
Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's
walkthrough for listed scenarios]
- DenTown (Densan): Ghost-busting!
- Cielo Castello (Hawk/Eagle): Battle of Cooking! Culinary Battle Skill!
- Ameroupe (Red Sun/Blue Moon): Shoot to Goal!
| Prizes for Deletion |
None.
| Special Abilities |
[*]Utilize Chips[*]
Generic Green Navis are able to use some chips - usually Fan, Fanfare and such
obstacles. If they have chips, the [?] icon will appear above the Navi.
As with Netbattles, these chips can be broken using RollArrow, Jealousy or
similar chips.
| Attacks |
{~}Cannon{~}
Attribute: Normal
Description: Whee Cannon. And it's a really slow moving projectile, unlike your
Cannon chips. The panel the Cannon projectile is on actually turns yellow. -_-;
[M][_][_][_][_][_] M = MegaMan
[<][<][<][<][G][_] Q = Generic Green Navi
[_][_][_][_][_][_] < = Direction of Cannon projectile
Damage:
Storyline - 10
V1 - 20
V2 - 60
V3 - 100
Potential Damage: *
Accuracy: *
How to evade: Just move aside. Seriously. Or use Shield or something equally
humiliating.
--
{~}Sword{~}
* Note: Fan is usually active when the Generic Green Navi
Attribute: Sword
Description: Generic Green Navi uses Sword. Yes. Generic Green Navis will only
use this attack if you are in the front row (ie in range of Sword).
[_][_][_][_][_][_] M = MegaMan
[_][M][X][G][_][_] G = Generic Green Navi
[_][_][_][_][_][_] X = Sword Range
Damage:
Storyline - 20
V1 - 30
V2 - 90
V3 - 150
Potential Damage: *
Accuracy: *
How to Evade: First of all, it barely has any range. Second of all, you could
simply sidestep/move backwards to dodge it. Thirdly, you shouldn't even be in
range of Sword at all.
--
{~}Bomb{~}
Attribute: Normal
Description: Generic Green Navis sure have helluva decent Folders. Now they have
SingleBombs (Refer to EXE3/MMBN3). Basically, the Navi throws a bomb (like a
Minibomb) three spaces forwards. It'll hit the panels vertically adjacent to
whereever it lands. At least it hits more than one panel this time...
[_][X][_][_][_][_] M = Megaman
[M][X][_][_][G][_] G = Generic Green Navi
[_][X][_][_][_][_] X = Range of Bomb
Damage:
Storyline - 10
V1 - 20
V2 - 60
V3 - 100
Potential Damage: *
Accuracy: ** (Relative to his other attacks, anyway)
How to evade: He'll throw it onto your column, so it's best to move forwards
or backwards one panel. It's not hard to dodge at all, but it has a higher
chance of hitting than the other two attacks.
________________________________________________________________________________
______________________
-|/ \|-
| Section F4) Heel Navi |
-|\______________________/|-
Difficulty Level: *
| Starting Positions |
[_][_][_][_][_][_] M = MegaMan
[_][M][_][_][H][_] H = Heel Navi
[_][_][_][_][_][_]
| General Stats |
Element: Normal
Hit Points:
Storyline 1: 100
Storyline 2: 300
Storyline 3: 500
Storyline 4: 700
V1: 300
V2: 800
V3: 1100
SP: 1400
| Location |
~Storyline~
Various Set Encounters/Mini-bosses throughout storyline. They grow stronger
as you progress through the game (Encounter 1 refers to the first time you
fight a Heel Navi outside of a Tournament contestant, and so on)
~Version 1~
Normal Mode:
Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's
walkthrough for listed scenarios]
- DenTown (Densan): Gantetsu's Battle
- Cielo Castello (Hawk/Eagle): NetMafia at it Again
- Ameroupe (Red Sun/Blue Moon): Africk Adventure!
~Version 2~
Hard Mode:
Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's
walkthrough for listed scenarios]
- DenTown (Densan): Gantetsu's Battle
- Cielo Castello (Hawk/Eagle): NetMafia at it Again
- Ameroupe (Red Sun/Blue Moon): Africk Adventure!
~Version 3~
Super Hard Mode:
Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's
walkthrough for listed scenarios]
- DenTown (Densan): Gantetsu's Battle
- Cielo Castello (Hawk/Eagle): NetMafia at it Again
- Ameroupe (Red Sun/Blue Moon): Africk Adventure!
| Prizes for Deletion |
None.
| Attacks |
{~}HeroSword{~}
Attribute: Sword
Description: Heel Navis have HeroSwords, whee. HeroSwords are essentially
LongSwords, only they hit the three panels in front instead of two. The Heel
Navi tends to move to the front row before using this attack.
[M][_][_][_][_][_] M = MegaMan
[X][X][X][H][_][_] H = Heel Navi
[_][_][_][_][_][_] X = HeroSword Range
Damage:
Storyline 1 - 20
Storyline 2 - 50
Storyline 3 - 100
Storyline 4 - 150
V1 - 20
V2 - 60
V3 - 100
SP - 200
Potential Damage: *
Accuracy: **
How to Evade: You just step up or down one panel. It is likely that the Heel
Navi will move to the frontmost column to use HeroSword, so you probably will
not be able to dodge it by moving backwards.
--
{~}Cannonball{~}
Attribute: Piercing
Description: The Heel Navi simply throws a Cannonball at whatever panel you're
on. Please note that the Cannonball thrown -will- land on the panel you're
standing on whether or not the Heel Navi is three spaces in front of you.
Essentially, the Heel Navi can throw it from anywhere.
If the Cannonball lands on you, the panel gets cracked - if it doesn't, that
panel is broken instead.
[M][_][_][_][_][_] M = MegaMan
[X][_][_][_][H][_] H = Heel Navi
[_][_][_][_][_][_] X = CannonBall range (Panel is broken)
Damage: [Storyline Heel Navis do -not- use the attack CannonBall]
Storyline 1 - N/A
Storyline 2 - N/A
Storyline 3 - N/A
Storyline 4 - N/A
V1 - 30
V2 - 60
V3 - 120
SP - 200
Potential Damage: *
Accuracy: *
How to evade: Move onto another panel. Make sure you anticipate Cannonballs
from anywhere on the field so that you don't get caught offguard.
--
{~}SmokeBomb{~}
Attribute: Normal
Description: This attack varies with the level of the Heel Navi using it. With
a Storyline 1-2 Heel Navi, it'll be a SingleBomb type attack (See EXE3/MMBN3)-
this bomb hits the panel it lands on and the two panels vertically adjacent,
similar to the Generic Green Navi's attack.
With more powerful Heel Navis, it becomes a BigBomb - this hits all adjacent
panels (totalling to 9 panels). Pretty good for a Generic Navi, and more
accurate than most Navis to say the least.
SmokeBomb [SingleBomb type]
[_][X][_][_][_][_] M = Megaman
[M][X][_][_][H][_] G = Heel Navi
[_][X][_][_][_][_] X = Range of SmokeBomb
SmokeBomb [BigBomb type]
[X][X][X][_][_][_] M = Megaman
[X][X][X][_][H][_] G = Heel Navi
[X][X][X][_][_][_] X = Range of SmokeBomb
Damage:
Storyline 1 - 20
Storyline 2 - 50
Storyline 3 - 100
Storyline 4 - 150
V1 - N/A
V2 - N/A
V3 - N/A
SP - N/A
Potential Damage: *
Accuracy: ** to ***
How to evade: If it's the weaker SmokeBomb, then you ought to move forwards or
backwards one panel (since it hits the entire column). If it's the BigBomb,
I suggest you stay off the center panel at all times when fighting the Heel
Navi, so that you can avoid having the bomb thrown at the middle panel (leaving
you with no safe panels). If you're on the sides and the Heel Navi throws a
Bomb, move horizontally or vertically two panels to get out of range.
____________________________________
-|/ \|-
| Section G) Navi Deleting Strategies |
-|\____________________________________/|-
***To be added***
_____________________________
-|/ \|-
| Section I) Effective Folders |
-|\_____________________________/|-
***To be added***
_____________________________________________
-|/ \|-
| Section I) Calculating SP/DS NaviChip Damage |
-|\_____________________________________________/|-
The following three sections contain formulae (and a table) for you to work out
exactly how much damage your SP/DS Navi chips will do and so on.
__________________________________________
o o
[-] Section I1) SP NaviChip Damage Formula [-]
o__________________________________________o
SP Navi Chips are gotten from S Ranking the corresponding SP Navi (They're
found randomly in the area where the V2 was once you've deleted the V2 Navi),
and the time you used to delete him/her is recorded into the Records section.
(At the Megaman Screen on the PET. There are 2 options: Navi Customizer and
Records)
Since the damage your SP Navi Chip does is in relation to the time taken for
you to delete him or her, the way to alter the damage permanently(Raise it of
course. Why would you want to lower it? >_>) is to delete the SP Navi with a
quick(er) time.
There is a formula that the game uses to calculate the damage of your SP Navi
Chip, which is as follows: (Note that 30 seconds is the top cap for an S Rank)
Initial Damage + 50/100 x (30 - Busting Time)/30
That's not clear? >_>. Fine
y + 50/100 x (30 - z) = SP Navi Chip Damage
--------
30
Where:
y = Initial Damage of the SP Navi Chip
z = Busting Time (So if it says 0:23:56, then it's 30 - 23.56)
Here, I'll word it out s-l-o-w-l-y for you people to understand how it works.
-> 50/100 is the MAX damage that can be added to the Navi chip. In theory, all
Navi chips that do multiple hits will get a MAX boost of 50 damage, and single
hit chips can a boost of 100. (Eg. Metalman = Single Hit, and Burnerman =
Multi-hit)
-> 30 is the highest Time you can get an S Rank with. Any higher and it's Rank
9 or below (30 Time assumes you haven't got hit though).
So, 30 - Busting Time would give you the difference, and that over 30 does
something else. >_> <_<.
-> MAX x 30 - z would mean that you get the difference between your Busting
------ Time and 30, divided by 30, then Multiplied by [MAX] (The 50
30 or 100) would give you the amount boosted
-> Initial Damage + [Above Formula] would be adding the 2 values together
(Since damage can't go lower than the Initial), to give the total damage.
So, let's take the example of the Aquaman SP chip, which has an Initial Damage
of 80. The max amount of damage that can be added is 100. Assume your Busting
Time was 0:00:00 (>_> Impossible, yes).
80 + 100 x 30 - 0 =
------
30
80 + 100 x 1 = 180
That would be the maximum damage, since 0:00:00 is the lowest damage possible.
Realistically, your Busting Time may be something like 0:15:44 for Aquaman.
So, it would be:
80 + 100 x 30 - 15.44 =
----------
30
80 + 100 x 0.485 =
80 + 48.5 = 128.5. This rounds up (or down) to the next 5 or 10 damage, so the
final damage would be 130.
If you don't have a record for that SP Navi Chip, then it will only be the
Initial damage, until you delete the SP Navi and get a better record.
**Refer to Section I3) SP/DS NaviChip Damage Table for all of the damage
amounts for each NaviChip and so on.**
_______________________________________________________________________________
__________________________________________
o o
[-] Section I2) DS NaviChip Damage Formula [-]
o__________________________________________o
DS Navi Chip are Dark Soul Navi Chips, which are obtained by having a Dark
Hole on the stage/field when the corresponding SP Navi is deleted (With an S
Rank). You will get the DS Navi Chip instead. You can also get them from GMDs
in the Black Earth Areas.
The way to alter the damage of the Dark Soul Navi Chips is to open Dark Holes
on the stage. The more Dark Holes, the more damage it does.
The formula for calculating the damage is:
y + n x 5/10
Where:y = Initial Damage
n = Number of Dark Holes
It can also be written as:
Initial Damage + No. of Dark Holes x 5/10
Explaination:
-> n = Dark Holes, as Dark Holes are "Symbols of Darkness", and you can put
multiple with Dark Hole and Dark Line chips to boost the power significantly.
-> 5/10 is the damage per Dark Hole (1 Dark Hole adds 10 or 5 damage to the
damage of the DS Navi Chip). Like with SP Navi Chips, multi-hit Navis get a
5 damage boost per Dark Hole, and Single Hit Navis get a 10 damage boost.
-> Adding the Initial damage, since damage can't be lower than that of the
Initial, and well, it's a INCREASE in damage.
Again, using Aquaman as the example, Aquaman DS's initial damage is 80. If
there are 3 Dark Holes on the field. It's 10 damage per Dark Hole, so it's:
80 + 10 x 3 =
80 + 30 = 110
Simple as that, really.
**Refer to Section I3) SP/DS NaviChip Damage Table for all of the damage
amounts for each NaviChip and so on.**
________________________________________________________________________________
___________________________________________
o o
[-] Section I3) SP/DS NaviChip Damage Table [-]
o___________________________________________o
The Times for deletion have been substituted by letters, as they do not fit...
T_T. The Times are listed just below here, before the Table.
*You MUST get an S Rank for the times to be registered - do NOT get hit without
SuperArmor, or you'll get a 10 Rank*
A - 00:28:01 ~ 00:30:00
B - 00:26:01 ~ 00:28:00
C - 00:24:01 ~ 00:26:00
D - 00:22:01 ~ 00:24:00
E - 00:20:01 ~ 00:22:00
F - 00:18:01 ~ 00:20:00
G - 00:16:01 ~ 00:18:00
H - 00:14:01 ~ 00:16:00
I - 00:12:01 ~ 00:14:00
J - 00:10:01 ~ 00:12:00
K - 00:00:00 ~ 00:10:00
+-----------------------------------------------------------------+
| SP Navi Deletion Time (Your Records) *SEE ABOVE FOR TIMES* |
+-----------|-----------------------------------------------------------------|
| Navi | A | B | C | D | E | F | G | H | I | J | K |
+-----------+-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----+
| Gutsman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Fireman | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 |
| Roll | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 |
| Windman | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 |
| Searchman | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 |
| Thunderman| 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 |
+-----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| Aquaman | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 |
| Numberman | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 |
| Metalman | 200 | 210 | 220 | 230 | 240 | 250 | 260 | 270 | 280 | 290 | 300 |
| Woodman | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 |
| Junkman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Protoman | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 |
+-----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| Burnerman | 70 | 75 | 80 | 85 | 90 | 95 | 100 | 115 | 120 | 125 | 130 |
| Coldman | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 |
| Kendouman | 80 | 85 | 90 | 95 | 100 | 105 | 110 | 115 | 120 | 125 | 130 |
| Laserman | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 |
| Shademan | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 |
| Sparkman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Topman | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 |
| Videoman | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 |
+-----------------------------------------------------------------------------+
+-----------------------------------------------------------------+
| Number of DarkHoles on Field (Yours and your opponent's) |
+-----------|-----------------------------------------------------------------|
| Navi | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10+ |
+-----------+-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----+
| Gutsman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Fireman | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 |
| Roll | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 |
| Windman | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 |
| Searchman | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 |
| Thunderman| 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 |
+-----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| Aquaman | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 |
| Numberman | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 |
| Metalman | 200 | 210 | 220 | 230 | 240 | 250 | 260 | 270 | 280 | 290 | 300 |
| Woodman | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 |
| Junkman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Protoman | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 |
+-----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| Burnerman | 70 | 75 | 80 | 85 | 90 | 95 | 100 | 115 | 120 | 125 | 130 |
| Coldman | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 |
| Kendouman | 80 | 85 | 90 | 95 | 100 | 105 | 110 | 115 | 120 | 125 | 130 |
| Laserman | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 |
| Shademan | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 |
| Sparkman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Topman | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 |
| Videoman | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 |
+-----------------------------------------------------------------------------+
_________________
-|/ \|-
| Section J) Outro |
-|\_________________/|-
No text here...keep scrolling
________________________________________________________________________________
____________________
o o
[-] Special Thankies [-]
o____________________o
Special Thanks? No doubt you don't get any. =p
Nintendo: Creating Game Boy Advance. omgitstehbesthandheldevar! <_<
Capcom: For making Megaman Battle Network 4: Red Sun/Blue Moon, one of the best
GBA games, and probably the best MMBN Game ever! (Suure...>_>)
CJayC: For running the best gaming site today, yesterday and three years later!
Where would we be without GameFAQs?
GameFAQs Rockman EXE 4 Blue Moon/Red Sun Message Boards and its users: Hell
of a lot. You people are the only reason we're doing this :/.
RockMan EXE 4: RS/BM Battle Master Guide: Plenty of information from there.
You pwnage Guide, you.
lonelyinstrife: Correction on Aquaman info.
_______________________________________________________________________________
__________________________
o o
[-] Boring Copyright Stuff [-]
o__________________________o
This FAQ/Guide belongs ONLY to Mastermind Chaud and The Dark Unknown. You
wouldn't want other people stealing your work, would you? Neither do we.
Keep your plagerising fetishes to yourself please.
Want to use this Guide in other places? THIS GUIDE? I think not...unless you
ask permission first. Email me, and I'll consider your offer. You are welcome
to link to it though. You're also welcome to save a copy on your hard disk!
This Guide should only be posted on GameFAQs (www.gamefaqs.com). If I do find
this Guide anywhere else, you'll become a pulp within 24 hours. Seriously.
________________________________________________________________________________
___________________
o o
[-] Contact Details [-]
o___________________o
Now comes the best bit! >_> <_<.
Mastermind Chaud (Martin Lee)
Email: protommc AT gmail.com
MSN: aile_strike AT hotmail.com
AIM: GaiaBusterBlader
GameFAQs Username: Mastermind Chaud
The Dark Unknown (Brian Fong)
Email: callofkudzu AT gmail.com
MSN: powerclash_192 AT hotmail.com
AIM: Call of Kudzu
GameFAQs Usernames: The Dark Unknown
Thanks for reading!