History GameBreaker / MegaManBattleNetwork

12th Jun '16 3:42:32 PM Xlsfd
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* The Bug Frag Trader in the third area of the BonusDungeon offers a chance to obtain any chip in the game at the price of 10 Bug Frags (Giga Chips and the Navi Chips of Bowlman/Mistman excluded). And Bug Frags are laughably easy to obtain in Battle Network 3.
26th May '16 7:20:43 PM Loekman3
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** Supposedly, the guy who created this combo was kicked out of a tournament because he killed his opponent so quickly nobody would believe he hadn't cheated.

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** Supposedly, the guy who created this combo was kicked out of a tournament because he killed his opponent so quickly nobody would believe he hadn't cheated.
28th Apr '16 6:43:08 PM Gadjiltron
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* Multi-hitting attacks can get ridiculously powerful because Atk-boosting chips boost every single hit - more hits will multiply the overall damage boost. When it comes to chips that do many weak hits, stacking boosts on them will result in damage that can shred bosses. The following are notable examples across many games, but most chip-based {{Game Breaker}}s detailed further below are this in one form or another.

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* Multi-hitting attacks can get ridiculously powerful because Atk-boosting chips boost every single hit - more hits will multiply the overall damage boost. When it comes to chips that do many weak hits, stacking boosts on them will result in damage that can shred bosses. This only got emphasized with the introduction of Color/Double Point[[note]]Sacrifices your front row's panels for +10 or 20 Atk per panel to the next chip[[/note]] and Full Synchro to amplify any multi-hit chip. The following are notable examples across many games, but most chip-based {{Game Breaker}}s detailed further below are this in one form or another.



* Also in regards to ''Battle Network 5'', the S code is notorious for being rich in practical chips with respectable power. With the Life Sword, Big Noise and Wild Bird Program Advances available, along with Air Hockey easily obtainable in that code, it allows one to at least have a easy time playing the game to the end.

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* Also in regards to ''Battle Network 5'', the S code is notorious for being rich in practical chips with respectable power. With the Life Sword, Big Noise and Wild Bird Program Advances available, along with Air Hockey and Super Vulcan easily obtainable in that code, it allows one to at least have a easy time playing the game to the end.
28th Apr '16 2:08:27 AM Gadjiltron
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* The moment the Number Lotto becomes available from the third game onwards, you can immediately begin putting in all the number codes that you've jotted down (or learned online) to get several powerful chips or powerups [[DiscOneNuke way before the game expects you to have them]]. This comes to a peak in Double Team DS where one of the chips obtainable in this fasion is a secret Giga chip that hits ''the entire enemy area for 500 damage'' - enough to one-shot nearly every virus encounter.

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* The moment the Number Lotto becomes available from the third game onwards, you can immediately begin putting in all the number codes that you've jotted down (or learned online) to get several powerful chips or powerups [[DiscOneNuke way before the game expects you to have them]]. This comes to a peak in Double Team DS where one of the chips obtainable in this fasion is a secret Giga chip that hits ''the entire enemy area for 500 damage'' - enough to one-shot nearly every virus encounter.
encounter.[[note]]The game ''does'' provide the code by itself, but the NPC that does so only appears after you've finished the BonusDungeon.[[/note]]
27th Apr '16 8:29:24 PM Gadjiltron
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* Fighter/Knight/Hero Sword had a really long range and hit for a good amount of damage, but what also sells it was that in the first game you can put ''10'' copies of any 1 chip into your folder. Throw in Protoman chips and you also get to put together the 2x Hero Program Advance, that hits the entire enemy field for a total of 400 damage.

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* ** Fighter/Knight/Hero Sword had a really long range and hit for a good amount of damage, but what also sells it was that in the first game you can put ''10'' copies of any 1 chip into your folder. Throw in Protoman chips and you also get to put together the 2x Hero Program Advance, that hits the entire enemy field for a total of 400 damage.



* Certain attacks are considered game-breaking and thus frowned upon in one-on-one [=NetBattles=]. The legendary example is Gater, a Program Advance in ''Battle Network 2'' that deals 900 damage (''before'' boosting), freezes time, and hits everywhere.
** Battle Network 2 had several other powerful Program Advances. Life Sword 3 had its components all obtainable in * code so it can be used anywhere (although you can only do so in the postgame). Bodyguard dealt 18 100-damage hits (before boosting), allowing it to singlehandedly destroy most bosses at once.

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* Certain attacks are considered game-breaking and thus frowned upon in one-on-one [=NetBattles=]. The legendary example is Gater, a Program Advance in ''Battle Network 2'' that deals 900 damage (''before'' boosting), freezes time, and hits everywhere.
everywhere. Once you gain free reign to explore and jack in at Netopia, you can find a merchant who sells 2 parts of that Program Advance in *-code, and the *-code for the last chip can be easily obtained from the Super Chip Trader, also in Netopia.
** Battle Network 2 had several other powerful Program Advances. Life Sword 3 had its components all easily obtainable in * code *-code so it can be used anywhere (although you can these only do so appear in the postgame).BonusDungeon). Bodyguard dealt 18 100-damage hits (before boosting), allowing it to singlehandedly destroy most bosses at once.



* Hub Style in Battle Network 2 combined [[AllYourPowersCombined the abilities of every single Style, and then some]]. The drawback to this, however, is that the player's maximum HP is halved (not that it's an issue with a good enough folder), and the player needed to S-Rank ''every boss in the game'' to acquire it on their next Style Change. Naturally, this required being able to access all of the BonusDungeon, which in turn has its own set of requirements.

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* Hub Style in Battle Network 2 combined [[AllYourPowersCombined the abilities of every single Style, and then some]]. The drawback to this, however, is that the player's maximum HP is halved (not that it's an issue with a good enough folder), and the player needed to S-Rank ''every boss in the game'' to acquire it on their next Style Change. Naturally, this required being able to access all of the BonusDungeon, which in turn has its own set of requirements.
requirements. By the time you get it you only have one last undefeated enemy worth using it on, otherwise it crosses into BraggingRightsReward territory.




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* Double Team DS includes several bonuses if you happen to own [[OldSaveBonus previous Battle Network games]] and slot them into the DS' second slot. The biggest bonus applies if you have a GBA version of Battle Network 5 inserted - you get to use the GBA game's active folder as your Extra Folder. This not only makes Library completion much quicker, but you can potentially use an endgame folder ''[[DiscOneNuke right near the beginning of the game]]''.
24th Apr '16 12:53:27 AM Gadjiltron
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* The moment the Number Lotto becomes available from the third game onwards, you can immediately begin putting in all the number codes that you've jotted down (or learned online) to get several powerful chips or powerups [[DiscOneNuke way before the game expects you to have them]]. This comes to a peak in Double Team DS where one of the chips obtainable in this fasion is a secret Giga chip that hits ''the entire enemy area for 500 damage'' - enough to one-shot nearly every virus encounter.



** This combo rears its head in the third game. Unlike Snakeman, who's a Navi chip and thus the player can't put too many into the folder at once, Snake appears as a ''standard chip'', allowing the player to run up to 4 copies at once. Stack several attack-boosting chips on and it can deal plenty of damage once it reaches its full potential. It certainly says something when the developers acknowledge this combo and includes it as one of the Extra Folders, and said folder becomes one of the recommended ones to use for the [[ThatOneSidequest Time Trials]].



* Ever wonder why area locking was nerfed after 3[[note]]In 4 and onwards, you can't Area Grab the opponent's back row so they're not easily confined to a single panel[[/note]]? There were quite a few chips that deal more damage depending on how little space the opponent has. Like Meteor, which deals 40 per hit, and normally has 30 hits spaced out over 9 tiles, meaning a single target (which takes up only one) will get hit 3 (or 4) times, for 120 to 160 damage. Not so bad, right? Arealock the target to one square, and you have a single target being hit ''30'' times. That's ''1200'' damage. Oh, and it's multi-hit, which means you can stack attack-boosting chips, and due to the incredible number of hits this card makes, the damage reaches ludicrous levels capable of instantly killing [[BonusBoss Bonus Bosses]].

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* Ever wonder why area locking was nerfed after 3[[note]]In 4 and onwards, subsequent games, you can't Area Grab the opponent's back row so they're not easily confined to a single panel[[/note]]? There were quite a few chips that deal more damage depending on how little space the opponent has. Like Meteor, which deals 40 per hit, and normally has 30 hits spaced out over 9 tiles, meaning a single target (which takes up only one) will get hit 3 (or 4) times, for 120 to 160 damage. Not so bad, right? Arealock the target to one square, and you have a single target being hit ''30'' times. That's ''1200'' damage. Oh, and it's multi-hit, which means you can stack attack-boosting chips, and due to the incredible number of hits this card makes, the damage reaches ludicrous levels capable of instantly killing [[BonusBoss Bonus Bosses]].Bosses]].
** This strategy is actually offered by one of the Extra Folders you can obtain in-game, allowing its otherwise horribly inaccurate chips to connect. Not only does it create holes to corner the opponent, but it also features Snake - a slightly watered down (but still pretty powerful) counterpart to Snakeman from the second game. After area-locking the opponent, you create holes in your entire area, then unleash a series of boosted Snake chips to pepper the opponent to oblivion. They don't cause MercyInvincibility, so you can chain multiples of them in quick succession. Said Extra Folder is recommended by many for tackling the [[ThatOneSidequest Time Trials]], but you can also adapt its strategy and build your own Snake folder with more efficient chips...



* Judgeman and Eraseman are Navi chips with a reasonable range and damage, but most importantly, ''bypass MercyInvincibility while also paralyzing their targets''. Number codes and side quests allow a player to obtain them in *-code regardless of version.

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* Judgeman and Eraseman are Navi chips with a reasonable range and damage, but most importantly, ''bypass MercyInvincibility while also paralyzing their targets''. Number codes and side quests allow a player to obtain them in *-code regardless of version. These two Mega Chips quickly became competitive staples.
23rd Apr '16 8:09:26 PM Gadjiltron
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* In general, there are 2 chips that are the single most game changing chips in the entire series starting from the second game, First is Area Grab, which is a simple chip that takes one row from the opponent's field. Second, is Full Cust, which as the name imply instantly fills the custom gauge. The former allows you to control the field, and essentially increases your winning chance by having more space to move, and how easy it is to score your attacks. The latter is a simple, yet deadly tool for increasing your folder speed. It's even more prominent in the second game, where you can have FIVE of them in your folder.

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* In general, there are 2 chips that are the single most game changing chips in the entire series starting from the second game, First is Area Grab, which is a simple chip that takes one row from the opponent's field. Second, is Full Cust, Custom, which as the name imply instantly fills the custom gauge. The former allows you to control the field, and essentially increases your winning chance by having more space to move, and how easy it is to score your attacks. The latter is a simple, yet deadly tool for increasing your folder speed. It's speed.
** Full Custom was an
even more prominent bigger problem in its debut game as the second game, where you can have FIVE player could put ''FIVE'' of them in your their folder. It always comes in *-code so it fits in anywhere, allowing the player to demolish bosses by unloading Program Advances in quick succession. That, and its MB requirement was low, allowing anyone to easily set it as a regular chip. Later games rebalanced it by both increasing the MB requirement and allowing the player to only run 1 copy of it in any folder.



** Several Program Advances can hit a ridiculous amount of times, which makes them a great candidate for this strategy. Look no further than Deux Hero or 2x Hero, which hit the entire enemy field up to 10 times at 40 damage apiece; Bodyguard, which can hit 10 or 18 times, depending on the source game; or the infamous Gater (detailed further below). Infinite Vulcan, despite it hitting an impressive ''24'' times, cannot be boosted this way due to the chip selection rules.

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** Several Program Advances can hit a ridiculous amount of times, which makes them a great candidate for this strategy. Look no further than Deux Hero or 2x Hero, which hit the entire enemy field up to 10 times at 40 70 damage apiece; Bodyguard, which can hit 10 or 18 times, depending on the source game; or the infamous Gater (detailed further below). Infinite Vulcan, despite it hitting an impressive ''24'' times, cannot be boosted this way due to the chip selection rules.



* Full Custom instantly fills the Custom Gauge, letting you quickly go back to selecting chips after expending your loaded ones. It always appears in * code so it goes in any folder. This being its debut game, there were a few balance issues: It was a standard chip, meaning a player can acquire and put in ''five copies'' of it, and it had a very low MB requirement, so it takes very little effort to set it as a regular chip, so players can easily see it in their opening hand. Gather enough of these and you can quickly destroy bosses by deploying PA after PA after PA. Later games righted this by increasing its MB and classing it as a Mega Chip, meaning the player can only run 1 copy of it.

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* Full Custom instantly fills the Custom Gauge, letting you quickly go back to selecting chips after expending your loaded ones. It always appears in * code so it goes in any folder. ** This being combo rears its debut game, there were head in the third game. Unlike Snakeman, who's a few balance issues: It was a standard chip, meaning a player can acquire Navi chip and put in ''five copies'' of it, and it had a very low MB requirement, so it takes very little effort to set it as a regular chip, so players can easily see it in their opening hand. Gather enough of these and you can quickly destroy bosses by deploying PA after PA after PA. Later games righted this by increasing its MB and classing it as a Mega Chip, meaning thus the player can't put too many into the folder at once, Snake appears as a ''standard chip'', allowing the player to run up to 4 copies at once. Stack several attack-boosting chips on and it can only run 1 copy deal plenty of it.damage once it reaches its full potential. It certainly says something when the developers acknowledge this combo and includes it as one of the Extra Folders, and said folder becomes one of the recommended ones to use for the [[ThatOneSidequest Time Trials]].



* Ever wonder why area locking was nerfed after 3? There were quite a few chips that deal more damage depending on how little space the opponent has. Like Meteor, which deals 40 per hit, and normally has 30 hits spaced out over 9 tiles, meaning a single target (which takes up only one) will get hit 3 times, for 120 damage. Not so bad, right? Arealock the target to one square, and you have a single target being hit ''30'' times. That's ''1200'' damage. Oh, and it's multi-hit, which means you can add atk+10. With 4? That bumps it up to 80 per hit, which doubles the output to 2400 damage. But it's also elemental, specifically, fire elemental, meaning you can add the element damage boosting chips, specifically fire+30. With 1 of those, you get 2100 damage, with 4 you get ''160 damage'' per hit, which does ''4800'' damage total, ''4960'' if Grass Stage is set up, and ''9920'' if the opponent is weak to fire. That's enough damage to easily take down someone who cheated to give themselves 9999 HP.
** Another combo that involves area-locking is Snake. For every hole on your side of the field, the opponent is dealt 40 damage. Normally you either trap yourself with holes setting this up, or you area lock your opponent and make holes everywhere possible. One of the extra-folders even has this combo built in, which shows the developers were aware of this, and is one of the recommended ones if you want to complete Serenade's Time Trials. Putting it in your own folder makes it even more powerful. Since it requires at least one space on your side to not be a hole, and it only has one snake per hole, it does 16 hits so it's not as much as Meteor... except that where Meteor is a Mega Chip, Snake is a ''regular chip'' meaning you can have multiple snake chips. Utilizing Area Lock and Geddon 2, one can easily set the stage up, and then Flashman to cause a stun at the end of a round before going to the custom screen, you're free to fill your folder with snake chips and Wood+30s. The best part is, even with all the damage done, the opponent acts as if they were hit with a very weak attack, only having a slight flinch instead of mercy invincibility. They can be hit during this flinch. What do you hit them with? The other snakes you chose at the beginning of the round. You can combo at least two of the chips, and with proper timing or ButtonMashing up to 4. If you can only get 2, you can simply choose two snake chips and load one with 3 Wood+30s as it is an elemental chip, and get up to 2720 damage, ''5440'' if the opponent is weak to Wood. If you can combo 3? 1920 at base, ''2880'' with two wood+30 chips, ''5760'' if the opponent is weak. If you can get 4, you have up to 2560, 3040 if wood+30 is added, ''6080'' if they're weak. You need Flashman to set it up as the move can be blocked or reflected. The kicker, though? You can couple this with the Meteor Combo mentioned above. It can be done after the snakes as it doesn't require holes, and arealocking lasts as long as you're in what would normally be the opponent's back row, and it CAN'T be blocked or counter, meaning it's a satisfying way to finish the opponent off.
* Speaking of Blocking or Reflecting, they were also subject to a much needed nerf after 3. Why? With a little practice and some rhythm, you can keep the shield/reflector up basically whenever you're not moving or attacking, leaving precious little opportunity to attack. Reflect was worse, as not only did it block attacks, it reflected ALL damage back to the entire row the reflector was on, meaning if you're trying to attack while the opponent is spamming the shield, you better not be directly in front of them in the very likely chance the attack will simply bounce off. This is why Navi Chips like Flashman were so good as they went through the reflection. This was nerfed later as they added a cooldown time, meaning you had to time your reflects instead of having a continuous shield and also let your opponent opportunities to attack, it also didn't reflect all damage and attacks that went through shields became much more common, getting their own type in "Breaker".

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* Ever wonder why area locking was nerfed after 3? 3[[note]]In 4 and onwards, you can't Area Grab the opponent's back row so they're not easily confined to a single panel[[/note]]? There were quite a few chips that deal more damage depending on how little space the opponent has. Like Meteor, which deals 40 per hit, and normally has 30 hits spaced out over 9 tiles, meaning a single target (which takes up only one) will get hit 3 (or 4) times, for 120 to 160 damage. Not so bad, right? Arealock the target to one square, and you have a single target being hit ''30'' times. That's ''1200'' damage. Oh, and it's multi-hit, which means you can add atk+10. With 4? That bumps it up to 80 per hit, which doubles the output to 2400 damage. But it's also elemental, specifically, fire elemental, meaning you can add the element damage boosting stack attack-boosting chips, specifically fire+30. With 1 of those, you get 2100 damage, with 4 you get ''160 damage'' per hit, which does ''4800'' damage total, ''4960'' if Grass Stage is set up, and ''9920'' if the opponent is weak to fire. That's enough damage to easily take down someone who cheated to give themselves 9999 HP.
** Another combo that involves area-locking is Snake. For every hole on your side of the field, the opponent is dealt 40 damage. Normally you either trap yourself with holes setting this up, or you area lock your opponent and make holes everywhere possible. One of the extra-folders even has this combo built in, which shows the developers were aware of this, and is one of the recommended ones if you want to complete Serenade's Time Trials. Putting it in your own folder makes it even more powerful. Since it requires at least one space on your side to not be a hole, and it only has one snake per hole, it does 16 hits so it's not as much as Meteor... except that where Meteor is a Mega Chip, Snake is a ''regular chip'' meaning you can have multiple snake chips. Utilizing Area Lock and Geddon 2, one can easily set the stage up, and then Flashman to cause a stun at the end of a round before going
due to the custom screen, you're free to fill your folder with snake chips and Wood+30s. The best part is, even with all incredible number of hits this card makes, the damage done, the opponent acts as if they were hit with a very weak attack, only having a slight flinch instead reaches ludicrous levels capable of mercy invincibility. They can be hit during this flinch. What do you hit them with? The other snakes you chose at the beginning of the round. You can combo at least two of the chips, and with proper timing or ButtonMashing up to 4. If you can only get 2, you can simply choose two snake chips and load one with 3 Wood+30s as it is an elemental chip, and get up to 2720 damage, ''5440'' if the opponent is weak to Wood. If you can combo 3? 1920 at base, ''2880'' with two wood+30 chips, ''5760'' if the opponent is weak. If you can get 4, you have up to 2560, 3040 if wood+30 is added, ''6080'' if they're weak. You need Flashman to set it up as the move can be blocked or reflected. The kicker, though? You can couple this with the Meteor Combo mentioned above. It can be done after the snakes as it doesn't require holes, and arealocking lasts as long as you're in what would normally be the opponent's back row, and it CAN'T be blocked or counter, meaning it's a satisfying way to finish the opponent off.
instantly killing [[BonusBoss Bonus Bosses]].
* Speaking of Blocking or Reflecting, they were also subject to a much needed nerf after 3. Why? With a little practice and some rhythm, you can keep the shield/reflector up basically whenever you're not moving or attacking, leaving precious little opportunity to attack. Reflect was worse, as not only did it block attacks, it reflected ALL damage back to the entire row the reflector was on, meaning if you're trying to attack while the opponent is spamming the shield, you better not be directly in front of them in the very likely chance the attack will simply bounce off. This is why Navi Chips like Flashman were so good as they went through the reflection. This was nerfed later as they added a cooldown time, meaning you had to time your reflects instead to the shield, reduced the power of having a continuous shield Reflect, and also let your opponent opportunities to attack, it also didn't reflect all damage and breaking attacks that went through (which shields couldn't block) became much more common, getting their own type in "Breaker".



* Judgeman and Eraseman are Navi chips with a reasonable range and damage, but most importantly, ''bypass MercyInvincibility while also paralyzing their targets''. Number codes allow a player to obtain them in * code regardless of version.

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* Judgeman and Eraseman are Navi chips with a reasonable range and damage, but most importantly, ''bypass MercyInvincibility while also paralyzing their targets''. Number codes and side quests allow a player to obtain them in * code *-code regardless of version.
22nd Apr '16 10:53:57 AM Gadjiltron
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*** Or in ''[=BN5=]'', Gyro Soul. Using any non-dimming wind Chip (even the humble Air Shot) gets its propeller spinning, doubling the strength of the next wind or neutral chip. This lets it boost both the Tornado and Silver Bullet combos without needing to time

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*** Or in ''[=BN5=]'', Gyro Soul. Using any non-dimming wind Chip (even the humble Air Shot) gets its propeller spinning, doubling the strength of the next wind or neutral chip. This lets it boost both the Tornado and Silver Bullet combos without needing to time a Counter Hit.



* Fighter/Hero/Knight Sword had a really long range and hit for a good amount of damage, but what also sells it was that in the first game you can put ''10'' copies of any 1 chip into your folder. Throw in Protoman chips and you also get to put together the 2x Hero Program Advance, that hits the entire enemy field for a total of 400 damage.
* Guts Shoot. Its easy to construct since it uses Guard and Dash attack alongside Gutsman, all a pretty common chip in their own right. It does 500 damage to one enemy on the row you are standing on. Consider that bosses max out at 1000 HP...

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* Fighter/Hero/Knight Fighter/Knight/Hero Sword had a really long range and hit for a good amount of damage, but what also sells it was that in the first game you can put ''10'' copies of any 1 chip into your folder. Throw in Protoman chips and you also get to put together the 2x Hero Program Advance, that hits the entire enemy field for a total of 400 damage.
* Guts Shoot. Its easy to construct since it uses Guard and Dash attack alongside Gutsman, all a pretty common chip of which are easily obtained early in their own right.the game. It does 500 damage to one enemy on the row you are standing on. Consider that bosses max out at 1000 HP...



** Battle Network 2 had several other powerful Program Advances. Life Sword 3 had its components all obtainable in * code so it can be used anywhere. Bodyguard dealt 18 100-damage hits (before boosting), allowing it to singlehandedly destroy most bosses at once.

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** Battle Network 2 had several other powerful Program Advances. Life Sword 3 had its components all obtainable in * code so it can be used anywhere.anywhere (although you can only do so in the postgame). Bodyguard dealt 18 100-damage hits (before boosting), allowing it to singlehandedly destroy most bosses at once.



** ''Battle Network 2'' is notorious for the Darkness ([=DarkMessiah=] in Japan) PA (Bass V3 X + [=AntiNavi=] X + Any Gospel chip X), where Gospel appears and uses his dark breath on the front and middle columns of the enemy's side of the field. If anything survived the initial onslaught, Bass would attack the back column. The kicker? Both attacks did 3000 damage each. The first attack alone is enough to [[BeatThemAtTheirOwnGame kill the final boss himself in one hit]]-- and it pierces shields, so you don't even have to wait for him to open his mouth! however this PA brokeness was actually balanced out by the fact the Gospel chips were hidden, event-only chips that never saw official release outside of Japan, and so this PA was unobtainable without hacking... until the virtual console release of ''Battle Network 2'', which made available the event chips (plus the secret chips obtained through netbattles) by just accessing the Network option in the game, in compensation for the lack of connectivity between cartidges, so have fun with that.

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** ''Battle Network 2'' is notorious for the Darkness ([=DarkMessiah=] in Japan) PA (Bass V3 X + [=AntiNavi=] X + Any Gospel chip X), where Gospel appears and uses his dark breath on the front and middle columns of the enemy's side of the field. If anything survived the initial onslaught, Bass would attack the back column. The kicker? Both attacks did 3000 damage each. The first attack alone is enough to [[BeatThemAtTheirOwnGame kill the final boss himself in one hit]]-- and it pierces shields, so you don't even have to wait for him to open his mouth! however However this PA brokeness was actually balanced out by the fact the Gospel chips were hidden, event-only chips that never saw official release outside of Japan, and so this PA was unobtainable without hacking... until the virtual console release of ''Battle Network 2'', which made available the event chips (plus the secret chips obtained through netbattles) by just accessing the Network option in the game, in compensation for the lack of connectivity between cartidges, so have fun with that.



** E code has Sanctuary[[Turns your field into damage-halving Holy Panels[[/note]], Sensor 3, Variable Sword, the Barrier 500 PA, Bubble Spread, [[BFS Life Sword]] and Lance, along with several area-stealing chips to support the strategy.

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** E code has Sanctuary[[Turns Sanctuary[[note]]Turns your field into damage-halving Holy Panels[[/note]], Sensor 3, Variable Sword, the Barrier 500 PA, Bubble Spread, [[BFS Life Sword]] Sword and Lance, along with several area-stealing chips to support the strategy.



** Shadow Chaos. Its Dark Chip, [=DarkInvis=], makes you invulnerable to ANY attack for a long period and causes Mega to go berserk. Althrough you can order him to use other equipped battlechips, he teleports around and doesn't respond to other controls... while able to use ANY chip or [[LimitBreak Program Advance]] you've used previously. It's a random ability so sometimes Mega Man might waste it on normal Buster shots, but there no downside whatsoever to playing with it.
** Search Chaos, especially when the enemy is area rowlocked. The target will instantly eat somewhere in the realm of 800-1200 damage as a result. The attack also completely cancels out the two most common forms of defense, [[MercyInvincibility Invis]] and Anti Damage! The only thing that will completely prevent taking damage from this is a Life Aura + Sanctuary combo, and everyone knows how hard that is to set up.

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** Shadow Chaos. Its Dark Chip, [=DarkInvis=], makes you invulnerable to ANY attack for a long period and causes Mega to go berserk. Althrough Although you can order him to use other equipped battlechips, he teleports around and doesn't respond to other controls... while able to use ANY chip or [[LimitBreak Program Advance]] you've used previously. It's a random ability so sometimes Mega Man might waste it on normal Buster shots, but there no downside whatsoever to playing with it.
** Search Chaos, especially when the enemy is area rowlocked.area-locked. The target will instantly eat somewhere in the realm of 800-1200 damage as a result. The attack also completely cancels out the two most common forms of defense, [[MercyInvincibility Invis]] and Anti Damage! The only thing that will completely prevent taking damage from this is a Life Aura + Sanctuary combo, and everyone knows how hard that is to set up.


Added DiffLines:

* The game is all too happy to hand the player *-coded chips if they know where to look. The first commonly observed instance of this behaviour? Finding the components to Life Sword * by the ''second dungeon''.
22nd Apr '16 10:42:53 AM Gadjiltron
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** Speaking of ''[=BN3=]'', P code, E code, and F code. Basically, all three of those codes carry several varieties of Battle Chips, including the ability to turn a battle into a complete stunlock and have access to strong Program Advances. However, the E code stands out the most, thanks to its ridiculous versatility, and near invincible defensive chips.

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** Speaking of ''[=BN3=]'', * P code, E code, and F code. Basically, all three of those codes carry several varieties of Battle Chips, including in this game, mainly due to the ability to turn a battle into a complete stunlock strong chips and have Program Advances at their disposal:
** P code has
access to strong Plantman [[note]]Multi-hitting, guard-piercing and stuns affected targets for a few seconds[[/note]] and the components of Evil Cut[[note]]Does a total of 600 damage if all hits connect, and its component chips are respectablly powerful[[/note]] and Element Sword[[note]]Hits with all 4 elements, doing a total of 750 damage to anyone with an elemental weakness[[/note]].
** F code has Flashman[[note]]Hits everywhere, pierces guards, paralyzes and bypasses MercyInvincibility[[/note]] and the powerful Hyper Ratton
Program Advances. However, the Advance.
**
E code stands out has Sanctuary[[Turns your field into damage-halving Holy Panels[[/note]], Sensor 3, Variable Sword, the most, thanks to its ridiculous versatility, Barrier 500 PA, Bubble Spread, [[BFS Life Sword]] and near invincible defensive chips.Lance, along with several area-stealing chips to support the strategy.
22nd Apr '16 7:52:26 AM Gadjiltron
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* Multi-hitting attacks can get ridiculously powerful because Atk-boosting chips boost every single hit - more hits will multiply the overall damage boost. When it comes to chips that do many weak hits, stacking boosts on them will result in damage that can shred bosses. The following are notable examples across many games, but most chip-based GameBreakers detailed further below are this in one form or another.

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* Multi-hitting attacks can get ridiculously powerful because Atk-boosting chips boost every single hit - more hits will multiply the overall damage boost. When it comes to chips that do many weak hits, stacking boosts on them will result in damage that can shred bosses. The following are notable examples across many games, but most chip-based GameBreakers {{Game Breaker}}s detailed further below are this in one form or another.
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http://tvtropes.org/pmwiki/article_history.php?article=GameBreaker.MegaManBattleNetwork