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Characters / Mega Man Battle Network 3: White and Blue

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List of characters that debuted in Mega Man Battle Network 3: White and Blue.

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Supporting Characters

    Chisao Oyama 

Voiced by: Tomoko Ishimura (JP), Nathan Tipple (EN)

https://static.tvtropes.org/pmwiki/pub/images/exe3_chisao_3.png
Dex's younger brother who looks up to him.

  • Adaptational Personality Change: Chisao is far less bratty in the anime. His loyalty to Dex is downplayed and doesn't hold any animosity towards the others and even once rooted for Lan and MegaMan to defeat Dex and GutsMan in Axess.
  • Ascended Extra: He only appears in 3, 4, and Battle Chip Challenge, but shows up in every season of the anime, not that he does much.
  • Bratty Half-Pint: When he first shows up in the third game, he blocks the way into the subway station until his big brother, the so-called #1 Net Battler in town shows up but doesn't bother telling anyone who said brother/netbattler is. Then in Battle Chip Challenge, he tells Dex that in order to win, he should get rid of GutsMan and get a new Navi. Then in the fourth game, he fakes his own kidnapping and forces Lan to waste his time by finding him so that Lan would be disqualified for being a no show at the tournament.
  • Elmuh Fudd Syndwome: In the games, he's shown talking like this. Wether it is because he's young or because he was raised in Netopia is not clarified.
  • Foil: His midgethood is only emphasized next to his moving mountain of a big brother.
  • Supreme Chef: He works for WWW's curry shop just like Dex in Stream and is somehow able to make curry sherbet.
  • Tagalong Kid: In the third game and the anime.
  • Theme Naming: Dekao is a Punny Name based on the Japanese word for "huge", while Chisao is a Punny Name based on the Japanese word for "tiny".

    Shuuseki Ijuin 
The president of IPC and Chaud's father. His company sponsored the N1 Grand Prix.

  • All There in the Manual: His name is never mentioned in any way in the games or the anime, only mentioned on the Official Complete Works artbook, which is why it wasn't localized.
  • Punny Name: Another electronic/networking-themed wordplay, his name is derived from shuuseki kairo (集積回路, which means "integrated circuit".

    Mamoru Urakawa (Mamoru Ura) 
https://static.tvtropes.org/pmwiki/pub/images/exe3_mamoru.png

A gentle, shy young boy who's diagnosed with HBD, the same disease that took Hub's life. His mother is the owner of Ura Inn, and Tamako is his aunt. He was about to be operated (for the fourth time) when Anetta and PlantMan attacked the hospital with uncontrollable vines, but Lan and MegaMan saves the whole hospital in time for Mamoru's successful operation.

  • Foreshadowing: Some of it is lost in translation, but Mamoru's last name and the fact that his hospital room contains a specific collection of folded origami are big clues to his identity.
  • Hidden Depths: He explains that the main server of the Undernet is in fact beneath his family's inn, and that his father (a Scilab member) created it for the purpose of containing the Giga Freeze program. He's also the current admin of the Undernet, and it's heavily implied that Serenade is his NetNavi by virtue of their similar emblems.
  • Littlest Cancer Patient: He's younger than Lan when he gets his dreadful disease. Lan's mission is to help save him.
  • Meaningful Name: His full name (Mamoru Ura) gives away one of the biggest secrets in the game. "Ura" refers to the "Ura Internet", aka Undernet's Japanese name, and "Mamoru" means "protect", which fits him being the Undernet's admin.
  • Wheelchair Woobie: Always seen on a wheelchair.

    Dr. Cossak 
https://static.tvtropes.org/pmwiki/pub/images/exe3_cossak.png

The mysterious creator of Bass.EXE.

  • Alternate Self: Of the Classic series' Dr. Cossack. Concept art reveals that the original doctor's daughter Kalinka made it into the design phase, but she never made it into the games.
  • Chekhov's Gunman: He first appears as a random passerby when Lan and friends try to enter ACDC Academy to take back Dex's assignment. He later stumbles upon Lan during the BubbleMan scenario, helping him to compress MegaMan so that they can go through the narrow tiles in Yoka area and defeat BubbleMan. This programming skill of his comes up later on when it was revealed that he was the one who created Bass, one of if not the strongest Navi to ever exist.
  • The Law of Conservation of Detail: Since he's an NPC with a unique sprite in a series where Only Six Faces is in full effect, you just know he'll become important to the plot.

    Dr. Tadashi Hikari 

Voiced by: Takeshi Aono

https://static.tvtropes.org/pmwiki/pub/images/exe3_tadashi.png
Unused design

Yuichiro's father as well as Lan's grandfather. A kind, brilliant scientist who is responsible for the setting of the series due to the society choosing to fund his research over Dr. Wily's. While he was mentioned in the first game, he never makes an appearance until the third, where the remains of his data are kept in Alpha. This is also why Yuichiro doesn't want to delete Alpha despite the dangers it can cause if it falls under the wrong hands.

Battle Network 5 also reveals that he and Wily used to work on SoulNet in order to bring peace to the world by linking human souls via the Internet, though they decided to leave it up to their descendants to finish it in the end.

  • Adaptation Name Change: From "Thomas Light" to "Tadashi Hikari."
  • Adaptational Nationality: Related to Adaptation Name Change above, Thomas Light's laboratory is shown to be located in the USA in Mega Man 8, implying he is American. Here, however, he's Electopian (the Battle Network equivalent of Japanese), and his name is the Japanese "Tadashi Hikari."
  • Always Someone Better: The reason why Wily is jealous of him and aims for the destruction of the Net society.
  • Chekhov's Gun: Anything he is involved with is relevant to the plot.
  • Death by Adaptation: He's long dead before the series starts.
  • Decomposite Character: He has Thomas Light's status as Wily's partner who worked on designing the technology his universe runs on, while his son got Dr. Light's status as the creator of MegaMan.
  • For Want Of A Nail: Battle Network's premise basically boils down to "What if Dr. Light decided to focus on networking instead of robotics?"
  • Greater-Scope Paragon: The creator of the Cyberworld.
  • Meaningful Name: "Hikari" means light while "Tadashi" can mean right, referring to the debate on how his original counterpart's name should be spelled.
  • One-Man Industrial Revolution: Just like his counterpart in the classic series, Dr. Hikari's technological genius completely changed the world.
  • Posthumous Character: Died long before the series even began, but Lan and Mega get to meet the data remains of him at the end of the third game.
  • You Don't Look Like You: His unused artwork made for the first game looks very different from how he eventually appeared in Battle Network 3, where he bears a closer resemblance to his Classic counterpart and wears a Hawaiian tourist shirt. A flashback in the first season of the anime used this look for him. The Beast season of the anime does use 3's design for his alternate universe counterpart.

Civillian Netbattlers

Mr. Famous and Punk

See Mr. Famous's entry on the second game's character sheet.

    Punk.EXE 

Punk voiced by: Eiji Ito

  • Achilles' Heel: Punk can destroy any obstacles he comes into contact with, and it also applies for the projectile from the Yo-yo Chip. Punk will still take a single hit's worth of damage and be briefly stunned by getting hit The Zeta Yo-yo Program Advance gives you five seconds of unlimited Yo-yos, and permits you to fire again right after the projectile returns to you or if it gets destroyed. This means the Zeta Yo-yo Program Advance can hit him as fast as you can mash the A button within its 5-second duration.
  • Alternate Self: Punk is the Battle Network counterpart of the Mega Man Killer of the same name from Mega Man (Classic).
  • Confusion Fu: Punk rotates through multiple attack patterns and he moves while attacking in an erratic fashion to throw off the enemy's guard.

Tamako and MetalMan

    Tamako Shiraizumi 

Tamako voiced by: Takako Honda (JP), Willow Johnson (EN)

"Hey there, kid! You've got a cool-looking PET! I can tell you must be pretty hot at NetBattling!"
https://static.tvtropes.org/pmwiki/pub/images/exe3_tamako.png

A lady who runs a gift shop outside the Ura Inn. She also shows up in the N1 Grand Prix where she appears as one of the opponents in Hades Isle.

She makes another appearance in Battle Network 4 in the second tournament. Disappointed by Lan's apparent lack of fighting spirit, she sends him and MegaMan to train with her own master and gain some before their match.


  • Adaptation Relationship Overhaul:
    • While they have nothing to do with each other in the games, Tamako is one of Mr. Famous' disciples in the MegaMan NT Warrior manga, along with other Netbattlers like Tora, Raoul, and Saloma.
    • In a brief cameo during the finale of MegaMan NT Warrior Beast+, Tamako is seen sharing a hot spring with Mariko and Yuriko, with whom she appears to be friends.
  • All There in the Manual: Tamako has always been based at the Ura Inn merchandise stall, but her relationship with the other Ura Inn staff was never detailed. The RockMan.EXE no Himitsu artbook reveals that Kimie Urakawa, proprietress of the Ura Inn, is both Tamako's older sister and Mamoru's mother (which makes Tamako his aunt).
  • Ascended Extra: Tamako first appears in Battle Network 3, but has very little influence on the plot. In Battle Network 4, however, she and MetalMan get their own scenario.
  • Battle Boomerang: In MegaMan NT Warrior, Tamako can use her own hair decoration like one, and tries to use it to catch a small object before it fell out of reach.
  • Bigger on the Inside: In her debut episode from MegaMan NT Warrior, Tamako is so eager to challenge Lan that she starts ambushing him to do it—her hiding spots become more and more ridiculous, ultimately ranging into the absurd when she starts popping out of places or objects she shouldn't be able to fit in, like a bowl of food.
  • The Bus Came Back: While Lan and Tamako met in Battle Network 3, a Battle Network 4 Rewrite appears to delete that bit of continuity and has them meeting for the first time at the national tournament.
  • The Cameo: Tamako briefly appears in the background of the MegaMan NT Warrior manga as a silhouette among Mr. Famous' disciples.
  • Cool Aunt: She's Mamoru's aunt, and she's cool, but we never see the two interact.
  • Former Teen Rebel: Ishihara's design commentary on Tamako indicates that partway through her development, he became convinced that she had been a bad girl when she was younger, which led to her tougher final design.
  • Hot Springs Episode: In MegaMan NT Warrior Axess, Tamako appears in two episodes, both featuring hot springs. In an unusual act of restraint, the anime did not feature her with Fanservice, instead content with her relatively skimpy standard clothes. It did show her off when she cameoed in a couple late episodes of Beast+, wrapped in a Modesty Towel and soaking in the springs either by herself or with Mariko and Yuriko.
  • Iconic Item: Tamako wears a spiked gear as a hair dec; during her second appearance in MegaMan NT Warrior Axess, she uses it as a Battle Boomerang in an attempt to snag a small object before it fell out of reach.
  • Insane Troll Logic: In the MetalMan scenario of Battle Network 4, Tamako challenges Lan to Brick Break a boulder (a boulder as thick as Tamako is tall) to prove he has Heroic Resolve; Lan refuses on the grounds that it would be impossible. Tamako goes ahead and punches it herself, convinced she can do it anyway, but suffers a Surprisingly Realistic Outcome and can't break it, after all. She nonetheless decides that Lan's refusal to take her futile test means he really doesn't have fighting spirit and sends him on a quest to go get some.
  • Irony:
    • Tamako is built like a twig. MetalMan is built like a tank.
    • In Battle Chip Challenge, Dex's story is about his wish to justify how good he and GutsMan are as competitors. Completing the earliest tournament bracket of this story provides you with MetalMan, who outclasses GutsMan in every single stat.
  • Noodle People: Tamako is skinny.
  • Recurring Element: Tamako is yet another professional Operator who offers Optional Boss battles, like Sal, Miyu, Masa, Ribitta, and Ms. Millions before her.
  • Red Baron: Tamako is the (self-appointed) Princess of Ura Inn.
  • Remember the New Guy?: Don't Remember the Old Guy, rather. The script of the MetalMan scenario of Battle Network 4 behaves as though Lan and Tamako have never met before, despite her appearance in Battle Network 3.
  • Sibling Yin-Yang: Tamako is the Yang to her sister Kimie's Yin—in addition to being Tomboy and Girly Girl, Tamako loves a good fight while her sister is mostly a Non-Action Guy.
  • Spirited Competitor: She is eager to seek challenges from strong opponents like Lan and MegaMan.
  • Tomboy and Girly Girl: Tamako is wild, wears tight jeans and a skimpy tank-top in vibrant colors, and is an aggressive saleswoman. Her sister, Kimie, is elegant; dresses in a conservative, pastel kimono; and a graceful hostess.
  • Took a Level in Jerkass: While she is very happy to fight you in 3, her appearance in 4 has her denying Lan from battling her in the tournament just because he failed a Secret Test of Character she set up (never mind that she has absolutely no authority to deny him in the first place), despite them obviously showed their combat prowess in the previous game. She then asks him to go get some "fighting spirit" from her master so that they can beat her in a difficult minigame before their match started.
  • What the Fu Are You Doing?: At the start of her scenario in Battle Network 4, she asks Lan to break a giant boulder. When he refuses to attempt it, she tells him that she can do it and takes a punch. All she accomplishes is hurting herself. (She then berates Lan for not trying.)

    MetalMan.EXE 

MetalMan voiced by: Susumu Chiba (JP), John Payne (EN)

https://static.tvtropes.org/pmwiki/pub/images/exe3_metalman.jpg

Tamako's NetNav. While he lacks much personality in the games, he enjoys heroics in the anime.


  • Absurdly Sharp Blade: MetalMan's Metal Wheels (Metal Blades in Battle Network 4)—these circular blades are embedded in his shoulders, but he can throw them as Battle Boomerangs.
  • Achilles' Heel: MetalMan's strategy relies on the Metal Gears to restrict his opponents' mobility and his attacks are designed to work in conjunction with them. Removing the gears, therefore, severely reduces his effectiveness.
  • Alternate Self: MetalMan is the Battle Network counterpart for the classic Robot Master of the same name from Mega Man 2; unlike the original Glass Cannon, however, MetalMan.EXE is a Mighty Glacier.
  • Armor-Piercing Attack:
    • The Metal Fist will pierce shields and shatter obstacles, and it's officially of the Break "element" in the fourth game.
    • In Battle Network 4, MetalMan's power is given to MegaMan in the form of Metal Soul, which lends the ability to pierce guards and destroy obstacles to MegaMan's buster and certain battle-chips.
  • Artificial Stupidity: Battle Network 4 makes one change to MetalMan's attack pattern, only for the worse. His Multidirectional Barrage hinges on the Metal Gears denying MegaMan safe access to the middle row, so in giving him the ability to move them out of the middle row into other rows, the fourth game's update just gives MegaMan more freedom of movement.
  • Dub Name Change: MetalMan is called Heavy MetalMan in the anime's English dub.
  • Evil Counterpart: MetalMan has one in the form of Zoano MetalMan.
  • Extraoredinary: MetalMan attacks with metallic weapons.
  • Hoist by His Own Petard:
    • MetalMan will easily jump into MegaMan's field to drop a Metal Fist on him; his intrusion on Mega's field can be punished with the Slasher chip.
    • The Metal Wheel attack has the sword attribute in Battle Network 3, which means it can be punished with Anti-Sword.
    • The Metal Soul's ability to break obstacles in Battle Network 4 makes it useful against MetalMan's own Metal Gears.
  • Macross Missile Massacre: The Metal Missile attack consists of a stream of missiles that target your current position.
  • Mighty Glacier: MetalMan in 3 embodies "strong but slow" as he usually stands still while attacking. This is compensated by the metal gears on the field that can hinder Mega's mobility. 4 makes him a little faster however.
  • Multi-Directional Barrage: Despite his Signature Move, most of MetalMan's fighting style in the core series consists of hemming MegaMan in with obstacles and projectiles. First he clogs up the middle row with Metal Gear obstacles and then either bombards your current position with Metal Missile or covers the edge of the field with Metal Wheel, pressuring you to keep moving in the hope of finding safety.
  • Mythology Gag:
    • Battle Network 4 renames his Absurdly Sharp Blade attack to Metal Blade, the same as the original Robot Master's Signature Move.
    • In the anime during their first battle, MegaMan gets an upper hand on MetalMan by utilizing one of his own sawblades against him. Unlike Mega Man 2 however, it isn't a One-Hit Kill.
  • Non-Elemental: MetalMan lacks any of the main four elements in Battle Network 3; in Battle Network 4, which treats every battle-chip mechanic or attribute as an "element", MetalMan has the Break element.
  • Optional Boss: While there are one or two plot-driven Boss Battles with Tamako and MetalMan in Battle Network 3, she can offer further rematches at a higher level if approached and asked.
  • Player-Guided Missile: MetalMan's navi-chip in Battle Network 3 summons him to strike the panel in front of him with a Metal Fist. However, it has a hidden function allowing the user to move MetalMan anywhere on the field if you use its Classic Cheat Codenote .
  • Red Mage: In the core games, MetalMan's Multi-Directional Barrage is carried out at Long Range, but his Signature Move is a Close Range attack.
  • Signature Move: Metal Fist, which consists of MetalMan dropping his Power Fist on a specific panel in front of himself, shattering his target's shields and even the ground they're standing on.
  • Stationary Boss: In Battle Network 3, MetalMan does technically Teleport around his field, but he takes his sweet time about it, making lobbed projectiles (normally too slow to be good against teleporters) a good tactic.
  • Version-Exclusive Content: MetalMan can be fought and Metal Soul unlocked in Battle Network 4, but only in the Hawk Tournament of Blue Moon.

Tropes related to MetalMan's appearance in Mega Man Battle Chip Challenge

  • Achilles' Heel: MetalMan loves to Spam punching chips; this gives him a natural weakness to any field with holes in it, which Close Range Break chips like Gold Fist can't cross. MetalMan will often carry a Repair chip to counter this precise tactic and let him keep on punching.
  • Always Someone Better: MetalMan does almost everything Crutch Character GutsMan does, but better, with more hit points, MB, higher accuracy and dodge rates, and a more powerful attack—without even having the Close-Range Combatant limitation. The only advantage GutsMan has is that his Signature Move Guts Punch is a Break-type attack, so it completely destroys any active shield rather than just pierces it like Metal Fist.
  • Armor-Piercing Attack:
  • Disc-One Nuke: In Dex's story, MetalMan—who for all intents and purposes is "GutsMan, but better in every way"—is available as early as the first class.
  • Lightning Bruiser: MetalMan has a large pool of hit points and an above-average dodge-rate, his Signature Move Metal Fist is tied for the third-most damage in the game, and it even pierces shields.
  • Optional Boss: In most storylines, MetalMan can only be battled for his navi chip in the HackersNet Open Battle.
  • The Rashomon:
  • Signature Move:
    • MetalMan's navi-attack is Metal Fist, which features him dropping his Armor Piercing Power Fist on the opponent.
    • MetalMan's strong-chip is Gold Fist, another Power Fist; unlike the Pierce damage done by Metal Fist, this chip does Break damage.
  • Spam Attack:
    • As an NPC, many of MetalMan's program-decks consist almost exclusively of the Gold Fist and its related battle-chips, so MetalMan will spend whole rounds doing nothing but punching his enemies into submission.
    • In Dex's story, where MetalMan appears early to fill in where GutsMan would normally be, he'll often have multiple columns in a row with cannons and high-cannons, leading to him engaging in Beam Spam.

Tora and KingMan

    Tora (Torakichi Aragoma) 

Tora voiced by: Masaya Onosaka (JP), Scott McNeil (EN)

"You have to look a few moves ahead to win the game!"
https://static.tvtropes.org/pmwiki/pub/images/exe3_tora_7.png

An initially arrogant boy with a talent in chess. He is a notable N1 contestant that ended up helping Lan and friends in 3's endgame scenario.


  • Adaptational Nice Guy: In the manga, he's less condescending compared to his game counterpart and is Innocently Insensitive at worst after he rescues Lan and MegaMan from FlameMan.
  • Always Someone Better: Tora's introduction in the manga features him and KingMan effortlessly crushing FlameMan in battle after the latter nearly kills Lan and MegaMan.
  • Ascended Extra: In the manga, he's one of Lan's major allies in the arc he first appears in.
  • Balls of Steel: Played With in the manga, where Tora scares Mayl into giving him a Groin Attack, but what ultimately causes him to shrug it off is the fact that he's starving and that pain is even worse.
  • The Chessmaster: On a much smaller scale than normal, but Tora's skill at chess is applied directly to his netbattles. It is surprisingly effective.
  • Demoted to Extra: In the third game, Tora was a major character and even played a part in the Very Definitely Final Dungeon, but his only anime appearance was in a filler episode during the first season.
  • Early-Bird Cameo: Tora and KingMan featured in a Filler episode of MegaMan NT Warrior (2002), which at the time was still The Anime of the Game adapting Battle Network 2, in order to advertise the release of Battle Network 3.
  • Humble Pie: Defeating KingMan in the semifinals awakens Arrogant Kung-Fu Guy Tora to the reality that he was merely a Normal Fish in a Tiny Pond.
  • Jerkass: When he first meets Lan, he tells him to go home instead of participating in the N1 Grand Prix. Lan justifiably asks him who Tora thinks he is bossing him around like that. Tora responds that kids are mannerless these days and provokes Lan during the N1 announcements and embarrasses him in front of the audience when Mega Man tells Lan to calm down by citing Lan as a baby an needing his Navi to nanny him. And when Sunayama is announcing the contestants, he tells him "Shut up and show us the fight arena!". Though this quickly disappears after the N1 as Haruka state that Tora has been polite during his stay at Lan's house and becomes more respectful towards Lan and decided he was the second best person from the N1 to learn from (the first person being Chaud) and politely but still hot bloodedly challenges Dex to a Net Battle.
  • Skippable Boss: Tora can challenge Lan to an optional preliminary encounter in the lobby of the TV station before the actual tournament.
  • Threshold Guardian: Downplayed. In the waiting time before the N1 Grand Prix actually begins, a certain NPC offers Lan and Mega the Break Charge NaviCust program, which gives Mega Man an Armor Piercing Charged Attack. At the same time the game also allows a preliminary fight with Tora and KingMan, whose chess pieces are normally shielded from damage, but which can be broken with just such an Armor-Piercing Attack.
  • Unknown Rival: To Chaud; Tora figures the N1 Grand Prix will be his chance to take on the big dog, and is served some Humble Pie when he loses to Lan in the semifinals.

    KingMan.EXE 

KingMan voiced by: Keikou Sakai (JP), Scott McNeil (EN)

https://static.tvtropes.org/pmwiki/pub/images/exe3_kingman_6.png

Tora's NetNavi and a regular opponent in Battle Network 3.

While thinly characterized in most appearances, in MegaMan NT Warrior (2001), he serves as a more sensible Foil to the brash Tora.


  • Achilles' Heel:
    • DrillMan's Navi chip will destroy even shielded obstacles and hit every panel on the enemy field, tearing right through KingMan and his strategies.
    • The ZeusHammer Mega Chip attacks everything on the ground with breaking damage, which will shatter all chess pieces on the ground simultaneously (though it will also hit MegaMan if he's not equipped with Air Shoes).
    • KingMan's Knight pieces need ground to land on. Using a Geddon chip to remove the field entirely in conjunction with Air Shoes to move around regardless of broken panels will make the Knight pieces useless.
    • Armor Piercing Attacks that travel across the ground (like the Shockwave series) or bypass obstacles in their path (like the Totem series) are good at getting past the chess pieces on his side of the field.
  • Artificial Brilliance: KingMan will adapt his strategy to MegaMan's own, changing his pieces and their attack pattern depending on what the player does; this is done through the Plan B technique, which will implement any of three unique strategies.
  • Attack! Attack! Attack!: The purpose of the Knight piece is to chase an opponent around the field and punish him with a Shockwave Stomp to make things extra difficult. If the original Knight on the field is defeated by making it land on a hole, KingMan will replace the remaining pieces with a rook and two knights for double the pressure.
  • Chess Motifs: KingMan looks like a chess king; Tora also uses chips based on chess pieces and tactics resembling chess openings.
  • Chest Insignia: A white crown on a black background.
  • Convenient Weakness Placement: A copy of the Break Charge programnote , its error code, and the ModTools needed to use it, all become available between arriving on Beach Street and the first major encounter with KingMan. For players using a Guts Style, the Break Charge ability is available even sooner.
  • Cores-and-Turrets Boss: KingMan himself is the core, residing in the backmost column while his turret chess pieces do the fighting for him. (KingMan deals out his own Finishing Move, however).
  • Early-Bird Cameo: Tora and KingMan featured in a Filler episode of MegaMan NT Warrior (2002), which at the time was still The Anime of the Game adapting Battle Network 2, in order to advertise the release of Battle Network 3.
  • Finishing Move: If MegaMan is low on HP, KingMan'll use Checkmate to try and end the match quickly, using pawns to trap Mega and leaping across the arena to personally stomp him dead.
  • Flunky Boss: KingMan commands other chess pieces in battle while he stays in the back row. Pawns guard the front of his area and take a swing at MegaMan if he comes within range of their swords, knights vault from panel to panel and unleash a Shockwave Stomp wherever they land, and the rook closely guards KingMan himself.
  • Hoist by His Own Petard:
    • KingMan's chess pieces are central to both the offensive and defensive elements in his strategy, but they make juicy targets for the Bolt series of Mega chips, which target them to deal Splash Damage to every surrounding panel, including any KingMan himself is on.
    • KingMan won't leave the back row, which makes him a sitting duck for the Lance chip, which targets the back row exclusively.
    • Because KingMan's Knight pieces freely invade MegaMan's field, they can be used as the trigger for the Situational Sword N.O. Beam battle chips, which only fire if an obstacle is behind MegaMan.
  • Limit Break: KingMan, MistMan, and BowlMan, who are all Contest Winner Cameos, team up despite little in-universe connection for the Combination Attack Grand Prix Power.
  • My Rules Are Not Your Rules: During his Boss Battle, KingMan's Shockwave Stomp Finishing Move will work if he lands on a panel occupied by the opponent, but the version of this move available via his Navi Chip must land in an unoccupied panel or fail entirely.
  • Nigh-Invulnerable: KingMan's chess pieces cannot be destroyed. Breaking chips can incapacitate them, but only temporarily.
  • Non-Elemental: KingMan has no element of his own.
  • Shockwave Stomp: KingMan's knights will send Ground Waves leftward across the field from whatever panel they land in. KingMan's Signature Move Checkmate is another version of this, but only KingMan can use it directly on foes.
  • Stationary Boss: KingMan almost never leaves the back row.
  • Stone Wall:

Tropes related to KingMan's appearance in Mega Man Battle Chip Challenge

  • Always Someone Better: KingMan's stats mostly equal to TurboMan's, but he's outclassed by TurboMan in both HP and MB, and TurboMan's attack has an Element. The only advantage KingMan has is that his chip is available as early as the Yumland tier of the Free Battle.
  • Confusion Fu:KingMan's respectable Base MB gives him a good amount of program-deck capacity.
  • Fire, Ice, Lightning: As an NPC, KingMan will use Fire Blade, Aqua Blade, and Elec Blade in his Yumland Open Battle appearance.
  • Foil: AirMan and KingMan are both Non-Elemental Add All type attackers with above average MB, but AirMan's higher damage output makes him a Magic Knight while KingMan's greater MB and lower damage makes him a Squishy Wizard.
  • Luckily, My Shield Will Protect Me: As an NPC, KingMan will use a Curse Shield in most of his Open Battle matches and a shielding obstacle (either Remobit 2 or Rock Cube) during the Secret Final Campaign.
  • Mage Killer: Both KingMan's navi-attack Checkmate and his strong chip Zeus Hammer are Add All type attacks, which do Damage Over Time to all of an enemy's battle-chips. Some of his program decks add extra Add All or Random chips.
  • Magic Knight: KingMan himself has the stats of a Squishy Wizard, but as an NPC his program decks will often mix battle-chip damage with direct damage; his strong chip Zeus Hammer does both Break and Add All damage at once.
  • Optional Boss: KingMan doesn't lead any of the main tournaments; his Navi Chip can only be gained in the optional Yumland tier of the Free Battle.
  • Signature Move: Zeus Hammer is his strong chip.
  • Squishy Wizard: KingMan has hit points below the median and a mediocre dodge-rate, but his Base MB is in the highest tier of Navis that aren't Player Characters, Normal-Navis, or the True Final Boss.
  • Status Infliction Attack:
    • KingMan almost always has a Zap Ring chip in his program deck, which will stun the enemy and prevent them from using their own navi-attack against him.
    • In his Open Battle appearances, he will often use Mindbender as a Slot-In, which locks the enemy into the same path they took through the program deck flowchart that turn.
  • Varying Tactics Boss:
    • In his Open Battle appearances, KingMan's program decks will start with a choice between a defensive chip and a Zap Ring; in Class S he'll use only Zap Rings, but in the Secret Final Campaign he'll use only defensive chips; in his non-random battle late in the HackersNet Open, he'll use the strongest of both options.
    • In his Yumland Open Battle and his Random Encounters in later Open Battles, he'll use a couple of cannon series chips and an Area Grab in the second column, but in his other non-random encounters the column will be nothing but Zeus Hammers.
    • The third column of his program-deck varies widely depending on the precise match, either mixing Recovery chips with some Add All and Random chips or going all-in on damage with Mega Cannons or Yo-Yo 2s.

WWW (World Three) Hackers and NetNavis

Rei Saiko and FlashMan

    Rei Saiko 

Rei voiced by: Nobuyuki Hiyama

"Your name is on my organization's blacklist, Lan! If I kill you and that Navi of yours, I'll get a big, juicy promotion!"
https://static.tvtropes.org/pmwiki/pub/images/exe3_rei.png
Operator of FlashMan.EXE, he manages to steal the first Tetracode from the school network that is required to release Alpha in the third game.
  • All There in the Manual: According to the Rockman.EXE no Himitsu artbook, Rei Saiko was a professional TV-hypnotist, but was banned from the industry when his use of NetNavi hypnotism came to be seen as unethical. Dr. Wily, however, saw much potential.
  • Costume Inertia: In-universe. According to character design notes, Rei Saiko's quasi-Chinese outfit was the costume he wore on television as a hypnostist, but as a villain, he wears it all the time.
  • No-Nonsense Nemesis:
    • As much as a Starter Villain can get. When discovered, Rei considers killing the cast on the spot, though he doesn't follow through with it and opts for hypnosis instead.
    • He then decides to take off, rather than stick around for the boss battle, successfully accomplishing his mission of taking the TetraCode by remotely commanding FlashMan to see things through.
    • Additionally, both times FlashMan is defeated, Rei decides to have FlashMan utilize an attack to brick Lan's PET in order to ensure MegaMan won't be a further threat to the organization.
  • Punny Name: Read in Eastern order, his name sounds a lot like "psycho ray". FlashMan's signature move is a ray of light that causes people and devices to go haywire.
  • Smug Snake: Has the personality of one, and his character sprite is always wearing an arrogant smirk.
  • Spell My Name With An S: Battle Chip Challenge spell his name as "Ray".
  • Suspiciously Similar Substitute: Of Yahoot as depicted in MegaMan NT Warrior. Rei Saiko's whole character is a take-off of Yahoot's Evil Plan to distract the whole city with his television program and then hypnotize his audience with MagicMan.
  • Starter Villain: Of Battle Network 3.

    FlashMan.EXE 

FlashMan voiced by: Makoto Yasumura (JP), Clay St. Thomas (EN)

https://static.tvtropes.org/pmwiki/pub/images/exe3_flashman.jpg
"Ha ha ha! So you came to die!"

Rei Saiko's NetNavi and the first boss of the game. Unlike most Navis, whose powers are limited to the Cyberworld, FlashMan can emit a Hypno Ray from any screen and subject others to Mind Control.

In MegaMan NT Warrior (2002) he appears in Axess as a Darkloid, one of a gang of Navis with no operators who specialize in using Dark Chips, though he is ultimately brought down before the series ends. He is replaced in Stream by Asteroid FlashMan, who was given by Slur to Rei Saiko, a Neo-WWW operator.


  • Achilles' Heel:
    • Like other jumpy Fragile Speedster Navis, putting a Mine on his side of the field means he'll find it eventually.
    • All three of his attacks rely on panels to work, so Geddonnote +Snakenote  combo makes a short work of him.
  • Adaptational Superpower Change: In Mega Man 2, Flash Man's power was to freeze time; in Battle Network 3, FlashMan.EXE is a walking, talking Hypno Ray.
  • Alternate Self: FlashMan is the Battle Network counterpoint of the classic Robot Master from Mega Man 2.
  • Armor-Piercing Attack: FlashMan's Navi Chip attack pierces guards in addition to temporarily stunning them.
  • Boss Battle: FlashMan is the last opponent of the Thunder Tournament, a D Class block which tests more complicated strategies using Elemental Powers.
  • Calling Your Attacks: "SHINING BROWSER CRASHER!"
  • Confusion Fu: FlashMan employs three different varieties of his basic Neon Light attacknote  which each require different dodging methods, with only a split-second to figure out which pattern it is.
  • Convenient Weakness Placement:
    • The player starts with Cannon A and Cannon B in their folder at the start of the game and it's possible that Cannon C can be farmed along the way if the player does well busting Cannodumb viruses, providing access to the Zeta Cannon Program Advance before FlashMan's Boss Battle.
    • In White version, the Bamboo Sword battle-chip is on sale at ACDC square—its natural damage rating of 140 and Elemental superiority come a hair's breadth from being a One-Hit Kill for the 300 HP FlashMan. Using it with a simple Attack +10 will close the gap completely. (The trick at this point is just nailing him when he's in range).
  • Fragile Speedster: FlashMan jumps here and there all over his own side of the field, making him hard to pin down, but has very little in the way of hit points.
  • Heroic RRoD: Induces a temporary one by frying Lan's PET. He attempts to do so again later, though he's less successful due to KingMan's interference.
  • Light 'em Up: While technically an Elec-element Navi, FlashMan's attacks are mostly light-based.
  • Made of Iron: His anime incarnations that is, as both a Darkloid and Asteroid Navi. Whenever the episode focuses on him, a lot of punishment that usually kills the usual villain of the week just wounds him enough to finally get him to retreat. For example, his Asteroid debut has him cut into three seperate pieces by the heroe yet he still managed to escape and be a reoccuring threat for a good while. Fittingly, he served as the last of the Neo WWW Asteroid Navi's to be deleted.
  • Mind-Control Device: FlashMan himself—his signature ability is to hypnotize anyone who looks into his flashing lights, which he does to Lan's friends when they get in the way. This hypnosis will last until FlashMan himself either turns it off or is deleted.
  • No-Nonsense Nemesis: In battle, he demonstrates the way that Battle Network 3 bosses have much more Artificial Brilliance going for them than their predecessors by using attacks which are confusing to dodge or can't be dodged at all, as well as carrying chips specifically to deal with the only potential flaw in his unblockable combo.
  • Shock and Awe: FlashMan is an Elec Navi.
  • Status Effects: FlashMan will summon light bulb obstacles, that will periodically flash faster and faster until they go off—if they do, MegaMan will be paralyzed.
  • Unblockable Attack: FlashMan's Flashlight attack can't be thwarted by invisibility, by guards, or by SuperArmor, and leaves MegaMan paralyzed for long enough that it's impossible to dodge his followup Sparkarm attack. And just in case the player tries to avoid it by standing in the back row, FlashMan carries three copies of AreaGrab and uses them if he can't reach. Fortunately, his Navi Chips have all of the same properties and actually do damage on top of that, making them some of the best screen-clearing tools in the game if you can beat him well enough to claim them.

Tropes related to FlashMan's appearance in Mega Man Battle Chip Challenge

Takeo and BeastMan

    Takeo Inukai 

Inukai voiced by: Kiyoyuki Yanada

https://static.tvtropes.org/pmwiki/pub/images/exe3_inukai.png

Operator of BeastMan.EXE and a zookeeper of the Yoka Zoo. In the third game, he manages to steal the second Tetracode from the zoo after causing a disruption through electronic implants in every animal in the zoo.


  • All There in the Manual: Rockman.EXE no Himitsu reveals that Takeo was once the head of a circus troupe that was shut down due to poor management. During his time there, he gained the skill to manipulate animals.
  • The Beastmaster: Inukai's Evil Plan is to take control of the animals and cause them to run berserk while he steals the TetraCode.
  • The Computer Is a Cheating Bastard: His most common attack is to come over to your side of the field and attack with his claws with wide sword range. That's not too bad, but he can also attack Mega Man from behind.
  • Costume Inertia: Takeo wears the orange shirt of a Yoka Zoo employee, even during secret WWW meetings at the hideout.
  • The Gimmick: A wild animal and its zookeeper. BeastMan is obvious, but Takeo Inukai looks a bit like a gorilla and his Meaningful Name roughly translates into "Wild-Man Dog-Fang".
  • Gonk: Inukai is very brutish in appearance.
  • Good Scars, Evil Scars: Takeo has three scars over his left eye, presumably from something attempting to claw his eyes out.
  • You Have Failed Me: Wily disposes of them after their failure in the Rankings. They appear alive and well in Battle Chip Challenge, however.

    BeastMan.EXE 

BeastMan voiced by: Hiroshi Matsumoto (JP), Scott McNeil (EN)

https://static.tvtropes.org/pmwiki/pub/images/exe3_beastman.png
"Now, boy! Take the call of the wild to your grave!"

Takeo's Navi, responsible for driving the animals wild. He has a particular hatred for humanoid Navis, who often mistake his inhuman appearance for a virus.

In MegaMan NT Warrior (2002), BeastMan first appears in the Axess season without an Operator as a member of the Darkloids and a recurring opponent who ultimately dies in the throes of a Dark Chip overdose. In Stream, Slur creates a new Asteroid BeastMan and provides him to Takeo Inukai, a member of the Neo-WWW.


  • Achilles' Heel:
    • BeastMan has no ability to destroy obstacles, which means the Fanfare obstacle, which gives the user an Invincibility Power-Up, can persist unthreatened through the whole fight.
    • Like other jumpy Fragile Speedster Navis, putting a mine on his side of the field means he'll find it eventually.
    • Outside of his Omega form, none of his attacks deal 100 damage individually, so a simple Aura can shrug off all of his attacks.
  • All Animals Are Dogs: BeastMan doesn't precisely resemble a dog, but he growls, barks, howls, and his beta version resides in Lan's doghouse.
  • Beast Man: Ya think?
  • Detachment Combat: BeastMan's Wild Rush attack; his claws and head separate from his body to attack at different angles.
  • Dub Name Change: From BeastMan to SavageMan in the anime.
  • Eyes Do Not Belong There: His eyes are inside his mouth, behind the fangs.
  • Fantastic Racism: BeastMan has a hatred for Navis that look like humans because he believes they look down on him for his animal-like appearance (it doesn't help that Lan mistakes him for a virus at first).
  • Fragile Speedster: Like FlashMan, BeastMan hits fast and frequently and jumps around all over his field, though he still has comparatively little HP. Later rematches made him a Lightning Bruiser.
  • The Gimmick: A wild animal and its zookeeper. BeastMan is obvious, but Takeo Inukai looks a bit like a gorilla and his Meaningful Name roughly translates into "Wild-Man Dog-Fang".
  • Hoist by His Own Petard:
    • Most of BeastMan's attacks are sword-type, so Anti-Sword will punish him with sword-type damage simply for attacking.
    • BeastMan attacks by getting in MegaMan's face and taking a nasty swipe at him—with Slasher, a sword-type battle-chip that attacks any enemy on your side of the field, you can take a nasty swipe at him yourself.
    • His Beast Ray attack has him appear in the column in front of Mega Man, and approach diagonally, while his Jumping Claw has the same range as wide sword, but he's also susceptible to return fire at an angle with your own wide sword and elemental swords.
  • Mix-and-Match Critters: BeastMan has saberteeth, Wolverine Claws, and a lion's mane.
  • Non-Elemental: BeastMan has no element to speak of, though in Battle Network 3 his attacks have the sword attribute.
  • Signature Move: The attack featured by his Navi chip is Wild Rush, which sends damaging claws and fangs travelling straight across and at angles—the space three panels in front of MegaMan is guaranteed to be hit three times.
  • Spam Attack: BeastMan's Wild Rush is a multi-hit attack, which allows it to rack up damage quickly; like other multi-hit attacks the effect of Quad Damage battle-chips increase its damage exponentially.
  • Suspiciously Similar Substitute: BeastMan bears a striking resemblance to the classic Robot Master named Slash Man from Mega Man 7, another Beast Man with a wild mane and Wolverine Claws, but was given a different name. The name SlashMan would go on to be used for another navi introduced in the Post-Script Season Battle Network 6.
  • Wolverine Claws: BeastMan attacks with these.

Tropes related to BeastMan's appearance in Mega Man Battle Chip Challenge

  • Achilles' Heel: BeastMan's low MB pushes him to rely on his own Navi attack to do damage, so stunning him in advance will shut that part of his strategy down.
  • Armored But Frail: BeastMan's Hit Points are below the median, but with the highest possible dodge rate, he's almost impossible to hit anyway.
  • Boss-Arena Idiocy:
    • BeastMan appears in the Stream Tournament on an Ice stage, which gives him no advantage; he carries Repair chips to Slot-In so he can get rid of it.
    • Sometimes BeastMan appears on a Grass field, which doesn't give him any advantage and mostly just strengthens enemy Fire chips.
  • Lightning Bruiser: BeastMan has both the highest possible dodge rate and his Navi-attack does cumulative damage equal to SkullMan's Bone Crush, the second strongest individual attack in the game.
  • Magically Inept Fighter: BeastMan has great stats and a powerful Navi-attack, but low MB.
  • Optional Boss: BeastMan appears for a Boss Battle in the 20th round of the Netopia Free Battle.
  • Quad Damage: In his Master Tournament and Open Battle appearances, BeastMan will use Attack + chips to exponentially increase the damage done by his Spam Attacks. In the Master Tournament, he also uses Navi +20 to make his own navi-attack stronger in the same way.
  • Signature Move: His strong chip is Kunai 3, which deals bladed Spam Attack damage like his personal attack Wild Rush.
  • Spam Attack: In addition to Kunai 3 and his own Wild Rush, he also uses Yo-Yo chips in the Master Tournament, all of which do multi-hit damage.
  • Unskilled, but Strong: Like SkullMan's Bone Crush, BeastMan's Wild Rush does a lot of damage without many frills; as a multi-hit attack, however, Wild Rush has good Quad Damage potential.

BubbleMan

    BubbleMan.EXE 

Voiced by: Chiyako Shibahara (JP), Gabe Kouth (EN)

https://static.tvtropes.org/pmwiki/pub/images/exe3_bubbleman.png

A rather cowardly autonomous (self-reliant) Navi. In the third game, he devises a plan to have washing machines produced by World Three trap users in a sort of bubble bomb. DrillMan mentions that BubbleMan is like a close cousin to him.


  • Achilles' Heel: The Elec-element. Not only is he naturally weak to it, his Bubble Wrap gives him increased defenses against every type of attack except the elec-element, which now does even more damage to him.
  • Adaptational Nice Guy: In the anime, he shows redeeming traits, something that his game counterpart didn't have. He is the only one of ShadeMan's underlings who is truly loyal to him, and later befriends IceMan and AquaMan.
  • Adaptational Wimp: He can't do anything to hurt MegaMan in the anime, unlike his game incarnation where his Dirty Coward tactics made him difficult to beat down.
  • A.I. Breaker: If BubbleMan is yanked out of the back column (e.g., by a Fan battle-chip) and the back-column is destroyed, his A.I. freaks out and shows unusual behaviors like an inability to Turn Red, even at low health.
  • Alternate Self: BubbleMan is the Battle Network counterpart to the classic Robot Master of the same name from Mega Man 2.
  • Butt-Monkey: In the anime, he's treated as joke by almost everyone, including his master ShadeMan. Ironically, when it seems BubbleMan is finally being acknowledged by ShadeMan, the latter ends up getting brutally killed by Regal.
  • Call-Back:
    • His Bubble Wrap technique is taken from the battle-chip series of the same name from the original Battle Network and Battle Network 2, where it was the Signature Move of the Ammonicule virus series.
    • His harpoons are reminiscent of the Trident battle-chip series from Battle Network and Battle Network 2, which duplicate the attacks of the Piranha virus series from the first game.
  • Cornered Rattlesnake: At low health, BubbleMan will abandon his cowardly defensive tactics and become desperately aggressive; where he would normally try to stay out of your row, he'll now insist on keeping you in his line of sight so he can skewer you with his harpoons.
  • A Day in the Limelight: Episode 22 of Axess and 14 of Stream focus on him along with IceMan and AquaMan.
  • Desperation Attack: Once he Turns Red, he shields himself in Bubble Wrap and becomes much more aggressive, starting to attack by rapid firing his harpoon.
  • Dirty Coward:
    • He spends an entire day running like hell from you, forcing you to chase his goons all over the Internet.
    • In battle, his strategy is to hide in the back column, behind a rock and a myriad of deadly bubble traps, and never in your row if he can help it.
    • Exaggerated by his Random Encounter navi-ghost, who is also a massive chicken—he can't be isolated by the element-hunting Fish program because the Beach Area where he resides is filled with other aqua-element viruses for him to hide among, and on top of that he'll only appear if MegaMan is at critical health (one-fourth his current max).
  • Dumbass Has a Point: While it doesn't kill MegaMan, his idea of befriending IceMan and AquaMan in MegaMan NT Warrior does allow him to actually score a victory by using MegaMan's friends against him. Even ShadeMan admitted that was actually a good idea since MegaMan's friends keep saving him.
  • Enemy Mine: In the finale of Axess, he helps the protagonists fight off a wave of viruses because they share a common enemy in Dr. Regal. However, he specifically saved IceMan and AquaMan, who he'd genuinely befriended earlier.
  • "Get Back Here!" Boss: BubbleMan's main strategy involves staying out of MegaMan's row and hiding behind his myriad obstacles.
  • Heel–Face Revolving Door: In the anime, he does antagonize Lan and MegaMan occasionally, but he befriends IceMan and AquaMan later. In the last episode of Axess, he helps the other navis fight some viruses to retaliate against Regal for deleting ShadeMan and helps the others cheer for Lan and MegaMan. At the end, he brings Rush back to the protagonists after kidnapping him earlier. Then in Stream, he goes back to being a villain, helping ShadeMan alter the past allowing Darkloids to rule the world, and in Beast, he hands over Trill to the heroes, terrorizes Net City by pretending to be a Cybeast, helps the Cross Fusion Team (sans the ones stuck in Beyondard) fight off the Beastized viruses, and in Beast+, he forms an allegiance with Blackbeard and Yuika.
  • Hoist by His Own Petard: BubbleMan's tricky, unfair tactics can be turned against him with the right battle-chips.
    • BubbleMan has a boulder on his side of the field to hide behind; the Bolt battle-chip series will use that same boulder as a conduit for Elec-element damage and destroy it in the process.
    • BubbleMan also has a permanent hole in his side of the field, which can be co-opted by Situational Sword Summon Magic chips like God Stone or Old Wood.
    • BubbleMan hangs out in the back column at all times, which means the Lance and Boomer chips, which attacks the back column, is guaranteed to take a nasty bite out of him.
    • BubbleMan uses a well-placed obstacle on his side of the field for defensive tactical purposes. His bubbles, on the other hand, assume an open field to travel across, so a player can use well-placed obstacle of their own to make the bubbles jam in place.
  • If I Were a Rich Man: He is in love with money in the manga.
  • I Surrender, Suckers: After being beaten, he begs Lan and MegaMan to spare him and promises to dispel the bubble bombs. When the heroes show him mercy, he instead attempts to set off the bombs, but is prevented from doing so when Chaud and ProtoMan show up and finish him off.
  • It's All About Me: When Mega defeats him in combat, the first thing out of his mouth is whining about how you're bullying him. Nevermind that he's holding thousands of people hostage with explosives, which is why Mega's hunting him down in the first place.
  • Making a Splash: He's an Aqua Navi who attacks with bubbles and harpoons imbued with the water element.
  • My Rules Are Not Your Rules: BubbleMan can simply leap over Press paths, which MegaMan cannot cross without the Navi Customizer program of the same name.
  • Mythology Gag: BubbleMan is not the first Mega Man villain to attack with explosives Floating in a Bubble—that would be Burst Man of Mega Man 7.
  • Not-So-Harmless Villain: In Battle Network 3, BubbleMan is a goofy guy with a goofy gimmick, a goofy Verbal Tic, and even goofier minions, and he comes within a hair's breadth of murdering half the country.
  • Odd Friendship: Not really friends but by the time he met IceMan and AquaMan in the anime, he was way over-shadowed by more powerful Navis (and was the butt of many jokes among the Darkloids). ShadeMan, however, seemed to have a soft spot for the guy almost bordering on being a father figure (gently inquiring on where BubbleMan had been). That couldn't last long given what ShadeMan was using.
  • The Pawns Go First: In order to buy himself time, BubbleMan sets up a special barrier made of bubbles and turns the special needle used to break it to his goons, whom he sends to hide in other places of the internet to keep it from MegaMan—they need to be chased down three times before the needle can be obtained.
  • Poke the Poodle: His initial plan in the anime is to cover everything in soap bubbles. Lan comments that it's the dumbest plan he's ever heard.
  • Recurring Element: He's the third Pintsized Aqua-type NetNavi in the series, after IceMan and ToadMan.
  • Spam Attack: His Navi-chip fires a series of harpoons that do separate amounts of damage, meaning that this can cause considerable devastation with Attack Plus chips, ESPECIALLY against Fire-element enemies.
  • Spared by the Adaptation: In the anime, he's the only Darkloid to avoid deletion.
  • The Slow Path: Gets stranded in the past after ShadeMan's final deletion. He hides for about a decade before Colonel finds him, at which point he's frozen by him until the first episode of Beast, which is 5 years from that point.
  • Turns Red: At critical health, he'll give himself a Bubble Wrap shield and adopt a more offensive policy, increasing the speed of his bubbles and pelting you with arrows.
  • Undying Loyalty: The only Darkloid who didn't betray ShadeMan in the anime.
  • Verbal Tic: In Japanese, he appends "puku" to the ends of his sentences (Pukupuku is the Japanese onomatopoeia for bubbling). In English, he says "blub" a lot; his blubs are placed such that they can be interpreted as an Invoked Sound-Effect Bleep.
  • Wake-Up Call Boss: BubbleMan is the first of the Cores and Turrets Bossesnote  who rely on remaining only in the back row, hiding behind obstacles, and attacking remotely with Flunkies—this demands a very different counter-strategy from what works on the jumpy, Teleport Spamming bosses who proceed BubbleMan.

Sunayama and DesertMan

    Noboru Sunayama and DesertMan.EXE 

Sunayama voiced by: Ken Narita (JP)

DesertMan voiced by: Kiyoyuki Yanada (JP), Ward Perry (EN)

"Viewers around the world watching through the hidden cameras! Observe Electopia's ace Net Battler surrender to the WWW."
https://static.tvtropes.org/pmwiki/pub/images/exe3_sunayama.png
Sunayama
https://static.tvtropes.org/pmwiki/pub/images/exe3_desertman.png
DesertMan.EXE
A flamboyant and very popular television actor, this man arranges the N1 Grand Prix tournament in the third game, which was ultimately an attempt to force Chaud to give up ProtoMan to him (while holding Chaud's father hostage) and announce the World Three's return live to the entire world. Operator of DesertMan.EXE.
  • Achilles' Heel:
    • The Aqua element. Hitting DesertMan with an attack of this variety will turn him to mud and force him to sit still, providing an opportunity to pile on more damage.
    • DesertMan's hands need to enter the same row as MegaMan before they attack, so a well-placed obstacle will jam their movement and create a completely safe row. If this obstacle is a Trumpy virus summoned by a Fanfare battle-chip, the Invincibility Power-Up will protect MegaMan from DesertMan's other attacks.
  • Adapted Out: DesertMan appears in the MegaMan NT Warrior manga, but his Operator does not.
  • Affably Evil: He's a bit pushy, but is really only interested in entertaining the people and putting on a good show. Even when the full extent of his evil plan is revealed, he's very enthusiastic.
  • All There in the Manual: Sunayama's age is unusually specified in the Rockman.EXE no Himitsu book as thirty-years-old.
  • Attention Whore: He very clearly wants people to know that HE beat everyone in the N1.
  • Climax Boss: Sunayama's arrest and the subsequent cancellation of the N1 tournament finals hyped up at the first half of the game marks the point where the story tones down the silliness seen in the previous scenarios and take a more dramatic shift. It also results in Chaud going from acting unnecessarily jerkish to a more calm reasonable figure from the end of Battle Network 2.
  • Combat Pragmatist: Like BubbleMan, he fights defensively, spending all his time in the back row with a lot of clutter in between him and any enemies. In his battle with ProtoMan, he also uses a crippling move to blind his foe before safely advancing.
  • Dishing Out Dirt: DesertMan is essentially a sand golem.
  • Field Power Effect: DesertMan's entire side of the field consists of sand panels, which dampens movement if MegaMan tries to cross them, and his hands can spread these panels across MegaMan's side of the field. In the DesertMan β fight, the whole field is covered in sand from the start.
  • Graceful Loser: While he tries to pull a Look Behind You, he surrenders quietly when apprehended and merely asks that he receives the TV ratings for the N1 Grand Prix.
  • Hoist by Their Own Petard:
    • DesertMan's hands, pillars, and cubes all count as obstacles, which means they make prime fodder for the Bolt series of battle-chips, which are all but guaranteed to strike him and destroy his entire array of obstacles in one fell swoop.
    • Sunayama sets things up so that the entire world can see Chaud surrendering his PET to the WWW on live TV, but this means that when Lan knocks Sunayama out cold with his thrown PET instead, he can't edit it.
  • Intelligible Unintelligible: DesertMan speaks in what one can only assume are sandstorm noises, but the game helpfully provides subtitles.
  • King of Beasts: DesertMan's arms can shapeshift into lion heads.
  • Large Ham: Somewhat fitting, since he works in television.
  • Logical Weakness: DesertMan vanishes after every hit...unless you deal Aqua damage, which turns him to mud and stalls him.
  • Lost in Translation: DesertMan β resides in the television of the Ura Inn, but the clue that alerts the player to this relies on a Japanese Pun (where the static interference that displays on an analog television with a bad signal is referred to as sand) that makes no sense in the west (where the same is called snow). Some Foreshadowing remains in the fact that virus battles in the Old TV Comp are littered with sand-panels.
  • Meaningful Name: "Noboru" is written in katakana, but it's also the pronunciation of a Japanese verb meaning "to climb", and "Sunayama" is comprised of the characters for "sand" and "mountain" (together, they mean "dune" or "sand hill"). All together, his name can be roughly read to mean, "to climb a mountain of sand".
  • One-Man Army: In the MegaMan NT Warrior manga, DesertMan shuts down a Hope Spot by revealing he's already murdered every single Official in the Official Center Lan and his friends were trying to connect to in a crisis.
  • Sentient Sands: DesertMan is made out of sand.
  • Stationary Boss: DesertMan will stay in his panel until enough damage has been dealt to him at once, prompting him to vanish and reassemble in a different panel.
  • Weaksauce Weakness: DesertMan's obstacle-based strategy and Aqua-element Achilles' Heel elevates the humble Bubbler series of battle-chips to devastatingly effective weapons against him, thanks to their ability to deal Aqua-type Splash Damage.

Anetta and PlantMan

    Anetta 

Anetta voiced by: Rie Kugimiya (JP), Marÿke Hendrikse (EN)

"I'll do anything to protect our environment, or my name isn't Annetta!"
https://static.tvtropes.org/pmwiki/pub/images/exe3_anetta.png

In the games, she is a nature-loving woman that has PlantMan.EXE take over the hospital network, causing the computer-controlled tree of life to grow vines that disrupted hospital services. In the end, she is successful in stealing the third Tetracode from the hospital.


  • Adaptation Origin Connection: She was only masquerading as a nurse in Battle Network 3, but in Axess she spent a lot of time in the hospital.
  • Adaptational Heroism: Anetta debuts as a villain in the anime, but is nowhere as evil as her game incarnation. She eventually defects for good.
  • Adaptational Sympathy: In Battle Network 3, Anetta is a batty Heel whose brainwashing is so thorough that she can't be reasoned away from her attempt to shut down a hospital even if it will kill innocent people. In MegaMan NT Warrior, Anetta seeks Revenge against Chaud and ProtoMan because she mistakenly believes they killed her netnavi, Silk.
  • Ambiguously Brown: Anetta is strikingly a dark-skinned redhead, but it's unknown as to what it signifies. Anetta's Punny Name points to her being from the subtropics.
  • Costume Inertia: In Battle Network 3, Anetta is not indicated to be an actual employee of the hospital, but the nurse outfit she apparently wore to infiltrate the facility remains with her when she appears during the final act on Wily's island.
  • Eco-Terrorist: Anetta's more than willing to make sacrifices if it means protecting the nature, and since Wily has convinced her Net Society threatens the natural world, she's gladly willing to cause chaos at the hospital to help him bring it down.
  • Establishing Character Moment: Anetta enters the scene in Battle Network 3 when Lan makes his way to the control console of the great tree in the middle of the hospital, only to take offense at Lan's attempt to get rid of the vines she's grown; she makes some Valley Girl noises of disbelief when he tells her to put a stop to the vines and accuses him of being a net-society spy.
  • Evil Counterpart: As the villainous operator of a Wood-element net-navi who means to protect nature, Anetta the Eco-Terrorist is one to Sal the environmentalist of the first Battle Network game.
  • Gaia's Vengeance: Invoked in Battle Network 3, where Anetta and PlantMan commit Eco Terrorism by strangling networked facilities with large tangles of vines. The PlantMan scenario of Battle Network 3 features them doing this to a hospital, but the scenario begins with Lan receiving an e-mail relating that three factories have already sustained similar damage.
  • The Gimmick: Anetta is an environmentalist from the subtropics and PlantMan is a living tropical flower.
  • Heel–Face Turn: Anetta in the anime. She works for Regal at first and attempts to sabotage Chaud and ProtoMan with a Dark Chip as revenge for ProtoMan deleting her navi, Silk. Once she realizes it was a misunderstanding, she leaves Regal and exposes him as the leader of Nebula. Afterwards, she occasionally shows up to help Lan and Chaud.
  • Hospital Hottie: The evil kind.
  • Lack of Empathy: In Battle Network 3, hearing that Lan's friend is in the middle of an operation and will die because of her activities doesn't make her bat an eye.
  • Modesty Shorts: Anetta wears a pair under her nurse outfit. The character designer said that it is supposed to indicate that her nurse outfit is a disguise.
  • Punny Name: Anetta is a riff on anettai kikou (亜熱帯(あねったい)気候), which roughly translates to "subtropical climate".
  • Ship Tease: In the anime, she has a crush on Chaud and desires to get closer to him after her Heel–Face Turn. This puts her in a Love Triangle with Chaud and Yai.
  • Well-Intentioned Extremist: Wily made her join WWW by claiming that the destruction of the Net Society is important to preserve nature.

    PlantMan.EXE 

PlantMan voiced by: Hiroyuki Yoshino (JP), Brad Swaile (EN)

https://static.tvtropes.org/pmwiki/pub/images/exe3_plantman.png
"I shall enjoy plucking the petals from the wilting flower that is your life."

Anetta's Navi, who helps her commit eco-terrorism while they hunt for the Tetra Codes on Wily's behalf.


  • Achilles' Heel:
    • PlantManβ has an array of grass-panels on his stage, which (as they are for any Wood element Netnavi) are a double-edged sword. While they provide him with a Healing Factor, they also amplify Fire-element damage, which he's already weak to.
    • On top of that, they also allow the use of the Situational Sword Spice battle-chips to deal damage and confuse him; the Wood-element of these chips adds an element of Hoist by His Own Petard.
  • Adaptational Badass: While PlantMan is the easiest boss in 3, the anime makes him much stronger despite getting deleted in the same episode he appears in.
  • Adaptational Wimp: Downplayed. While his Leaf Shield heals him from any attack, even if its heat element, it only briefly holds in the anime.
  • Adapted Out: PlantMan appears in the MegaMan NT Warrior manga, but his Operator does not.
  • Alternate Self: PlantMan is the Battle Network counterpart for the classic Robot Master of the same name from Mega Man 6.
  • Always Accurate Attack: PlantMan's navi chip auto-targets every enemy simultaneously.
  • Armor-Piercing Attack: This is one of the reasons why PlantMan's Navi chip is very useful, as it pierces through shields and form under enemies.
  • Barrier Warrior: PlantMan's LeafShield will absorb the damage of any incoming attack, even Heat element attacks, and heal him by an equivalent amount.
  • Call-Back: PlantMan's Leaf Barrier technique is the Leaf Shield from the first two games under a new name, which is itself a Mythology Gag adaptation of Wood Man's Signature Move from Mega Man 2 and the original Plant Man's Plant Barrier in Mega Man 6.
  • Convenient Weakness Placement: The Hospital Comp. where he attacks has plenty of Fire viruses to farm chips from. In fact, the simple act of working your way through the dungeon will require you to farm them if you haven't got them already.
  • Death of a Thousand Cuts: The other reason his chip is useful. The time freeze animation shows the vines attacking enemies three times and when the clock starts ticking again, the vines continue to squeeze three more hits while preventing them from moving, allowing Mega Man to get in some easy hits.
  • Dub Name Change: From PlantMan to VineMan in the anime.
  • Elemental Motifs: PlantMan uses a lot of thorny rose imagery—his Plant Weed is a thorny vine and one of his main offensive techniques is Rose Needle.
  • Establishing Character Moment: PlantMan doesn't appear on screen until after Lan meets Anetta; when Lan tries to tell Anetta she's being used by Wily, her Navi immediately appears to reinforce her brainwashing by warning her that Wily says Net society is full of liars.
  • Field Power Effect: The PlantManβ Boss Battle has a selection of grass panels on both sides of the field, which allow him to heal damage when standing on them.
  • The Gimmick: Anetta is an environmentalist from the subtropics and PlantMan is a living tropical flower.
  • Green Thumb: PlantMan is a Wood Navi.
  • Mythology Gag: PlantMan's Leaf Barrier is a play on the Plant Barrier his Robot Master self used.
  • Purple Prose: PlantMan speaks with a lot of ornamental and poetic language, comparing MegaMan to a flower.
  • Secret A.I. Moves: Plant Weed as used in PlantMan's Navi chip is a vastly more effective version of the attack than the version used in his actual Boss Battle—rather than one tendril chasing MegaMan around the field square by square, the Navi-chip version automatically targets everything it can in one move. As a bonus, the Navi-chip version is a time-stopping attack, so the user isn't left vulnerable to retaliations.
  • Sissy Villain: PlantMan is a slender, ornate fellow who amuses himself by speaking of beauty at all times. Note the sassy pose in his character art.
  • Spike Shooter: PlantMan's Rose Needle is his most frequent attack, a volley of flying thorns that come shooting down the row.
  • Status Effects: PlantMan's flowers release pollen that cause status ailments; pink flower causes confusion and yellow flower causes paralysis.
  • Vampiric Draining: PlantMan's Plant Weed attack sends a creeping, thorny tendril to follow MegaMan around the field. If it catches MegaMan, it'll siphon Hit Points out of him. PlantMan's Navi Chip inflicts the Plant Weed attack on every enemy and obstacle on the field.
  • Warrior Poet: PlantMan immediately starts describing MegaMan poetically once they meet, but warns them that being so reckless will end their lives early.

Tropes related to PlantMan's appearance in Mega Man Battle Chip Challenge

Mr. Match and FlameMan

See Mr. Match's entry on the first game's World Three character sheet.

    FlameMan.EXE 

FlameMan voiced by: Takashi Nagasako (JP)

https://static.tvtropes.org/pmwiki/pub/images/exe3_flameman.jpg

Mr. Match's third straight Navi in as many games, he comes with Match to the latter's all-new job at SciLab and appears for the first time to help thwart a WWW attack. But Match sure seems to be up to something....


Tropes related to FlameMan's appearance in Mega Man Battle Chip Challenge

DrillMan

    DrillMan.EXE 

Voiced by: Satoshi Katougi (JP), Trevor Devall (EN)

"I'm going to drill you into a pile of dust!"
https://static.tvtropes.org/pmwiki/pub/images/exe3_drillman.png

Another autonomous WWW Navi, he considers BubbleMan to be somewhat of a cousin of sorts. When WWW successfully obtained all four of the Tetracodes, Wily calls on him to drill and break through SciLab security to steal the program containing Alpha.

  • Achilles' Heel:
    • DrillMan's drills are all shielded obstacles, which makes them a very big threat... unless they can be broken themselves. Anything with Break element (including and especially DrillMan's own BattleChip) will make the fight much less of a nightmare.
    • The Bolt series of Mega chips targets each obstacle on the field to do paralyzing Splash Damage to its surrounding panels; DrillMan's drills are obstacles, and DrillMan is permanently attached to one of them.
  • Alternate Self: DrillMan is the Battle Network counterpart to the classic Robot Master of the same name from Mega Man 4.
  • Armored But Frail: DrillMan has much lower HP than preceding bosses PlantMan and FlameMan, but with his drills serving as shielded obstacles, opportunities to damage him are that much harder to get.
  • Avenging the Villain: He desires to get revenge on MegaMan for deleting BubbleMan.
  • Ax-Crazy: "DELEEEEEEETE!" His swirly eyes should indicate how deranged he is.
  • Contrasting Sequel Antagonist: KnightMan from Battle Network 2 was also a shielded character who had the power to break shields, but where he was an enormous Mighty Glacier, DrillMan is a small Lightning Bruiser.
  • The Dragon: To Wily in 3.
  • Demoted to Extra: From one of Wily's elite commanders to a Monster of the Week near the end of the anime's first season. He's not even tied to WWW, instead being associated with a One-Shot Character.
  • Dynamic Entry: When he's resurrected as a tank, he very nearly takes out Lan by smashing through the wall.
  • Hoist by His Own Petard:
    • DrillMan's own Navi chip is one of the most effective weapons that can be used against him.
    • DrillMan's drills are all obstacles, which makes them very effective shields, but also magnets for the Bolt series of battle-chips, which punishes overuse of obstacles by using them as targets for Splash Damage.
  • Irony: DrillMan's Navi Chip, with its Armor-Piercing Attack patterns, is quite possibly the most effective weapon to use against DrillMan. The best thing for breaking DrillMan's drills is DrillMan's drils.
  • It's Personal with the Dragon: DrillMan seeks Revenge against Lan and MegaMan for the death of his cousin, BubbleMan.
  • Lightning Bruiser: Attacks fast and hard most of the time while being invulnerable to most attacks thanks to his drill head.
  • Psycho Supporter: Easily the most crazed WWW member, barring perhaps Wily himself. He's also fanatically loyal to Wily.
  • Simple, yet Awesome: DrillMan's Navi chip hits every panel in the standard enemy region up to three times with Armor Piercing damage and even opens up holes in the ground, making it one of the most useful single battle chips in the whole game.
  • There Is No Kill Like Overkill: His NaviChip. Three drills across the board, then he pops out of three enemy spaces, THEN drops rocks on them. Also, each wave of attack breaks shields.
  • This Is a Drill: Well, obviously. He even provides the page picture.
  • The Unfought: In the anime, DrillMan only had two major appearances followed by cameos in later episodes of Stream and never fought MegaMan.
  • Why Don't You Just Shoot Him?: He loses a prime chance to kill Lan because he insists on challenging Mega to a fight. There was absolutely nothing to stop him from attacking a defenseless Lan in his tank.

Alpha

    Alpha (Proto) 
https://static.tvtropes.org/pmwiki/pub/images/exe3_alpha.png
A prototype network of the internet, it was riddled with bugs that were thought to be of Bass's doing, but were later discovered to originate from Alpha itself. Alpha had become sentient, and its bugs began to absorb networks and cause affected devices to malfunction. All links to the internet were taken down for several weeks while Alpha was quarantined and sealed. Wily seeks to release Alpha in the third game, in which everything by then had some sort of link to the internet, to destroy the world.
  • Adapted Out: Never appears in any way or form in the Anime.
  • The Assimilator: After gaining its rudimentary intelligence, it started devouring everything in sight and incorporating itself into anything plugged into the net. Once Wily started decoding it, portions broke off and started infecting devices plugged into the net. MegaMan even notes that the viruses are trying to absorb him rather than delete him.
  • Blob Monster: Alpha is effectively an amoeba consuming the whole cyberworld.
  • Captain Ersatz: As an Eldritch Abomination Blob Monster from Cyberspace that spawns agents to act on its behalf while it consumes the world around it, Alpha is a pointed duplicate of the D-Reaper from Digimon Tamers, even before you point out that both are blood red. Alpha's overworld sprite, being a mountain of red goo with fins radiating out from the crown and a Cyber Cyclops eye, is almost identical to the D-Reaper's Mother Reaper form.
  • Chekhov's Gun:
    • It first appears as a harmless-looking little cube guarded by four doors you can see in the SciLab area. In plain sight, even.
    • During the finale, it's revealed Alpha has a Pocket Dimension inside containing Tadashi Hikari's data, which is what saved MegaMan from complete deletion.
  • Chromatic Arrangement: The three major stages of alpha-bug come in an arrangement of the traditional primary colors, red, blue, and yellow.
  • Cool Gate:
    • Alpha and the alpha-bugs emerge from unique holes to what appears to be Another Dimension. The fact that the region on the other side of the gate is a bright and glowing green suggests it may be the same region that DrillMan.EXE tunneled through when first stealing Alpha's container.
    • In the manga, Alpha itself was a Cool Gate to the dark world, which was used by the Dark Quartet to infest the world with dark power and from which Forte GS emerged.
  • Depending on the Artist: Alpha as depicted in the overworld is a giant mass of liquid Meat Moss and appears when a mass of this substance rises up into a hill. Alpha as depicted in battle is a monster emerging from a Cool Gate to Another Dimension.
  • Desperation Attack: Two of them. One is a giant missile that produces a massive explosion upon hitting the leftmost column, and the other is a BFG that generates electric currents. Each of these is available to the player as Version-Exclusive Content in the form of a giga-chip.
  • Digital Abomination: It's a prototype of the Internet and takes the form of a red blob covered in armor.
  • Dub Name Change: It was named Proto in the original, but renamed to Alpha in the dubs to avoid confusion with ProtoMan.
  • Final Boss: Of Battle Network 3.
  • Generic Doomsday Villain: It isn't even intelligent, having the mental capacity of an amoeba. Its only instinct is to devour and assimilate everything around it.
  • Genius Loci: Alpha is a Blob Monster so big that the final stage consists of an internet zone coated in the blob itself, which MegaMan must walk across.
  • Greater-Scope Villain:
    • Alpha is the reason Bass turned out the way he is. When Alpha disrupted the network years ago, the latter was blamed, kickstarting a series of events that caused him to lose his faith in humanity and become a genocidal maniac.
    • Wily's master plan involves reviving the creature, which not only ties Alpha to WWW, but to Gospel as well.
  • Hero Killer: Came far closer to ending MegaMan than any other foe. When MegaMan and Lan were making their escape after beating it, a piece of Alpha was revealed to still be alive and captured the two. MegaMan used the last of his power to help Lan escape back to the real world before the cyberspace where Alpha lived completely collapsed on itself. Though, luckily, MegaMan did find his way into the pocket dimension where Tadashi Hikari's data was and managed to avoid complete deletion. If not for that, Yuichiro would've never gotten him back.
  • Instant A.I.: Just Add Water!: Played With. Alpha began acting on its own, but doesn't display any more intelligence than a single-celled organism.
  • King Mook: Alpha is naturally the source of the AlphaBug viruses.
  • Leaking Can of Evil: Alpha itself is sealed behind four layers of SciLab security until the final act of the game, but basic alpha-bugs have already begun appearing in the Ura Inn's hot spring computer and the Hades Isle devil statue computer by the time Lan and MegaMan arrive.
  • Logical Weakness: In the Battle Story, in order to prevent Alpha's immense field of Meat Moss from swallowing them, Lan and MegaMan use the Ground Style to preemptively freeze the area.
  • Meaningful Name:
    • It's the prototype of the Internet.
    • A piece of software in its alpha phase is unfinished and in the early testing stages.
    • In English, its True Final Boss name is Alpha Omega, quite fitting considering he's the first thing you need to defeat to start unlocking content, while his Omega form is the final thing you have to do for 100% Completion.
  • Meat Moss: A fluid variant. Alpha's body looks like it's made of bloody gelatin, and this substance covers the entire final level of the Very Definitely Final Dungeon.
  • Monster Progenitor: It is the source of the AlphaBug viruses.
  • Mythology Gag: As a Cyber Cyclops Blob Monster its design is taken from the many Bio-Devils of the Classic timeline, and its myriad AlphaBugs resemble the Devils' ability to split into little parts. However, it has a radically different narrative function.
  • Non-Malicious Monster: Alpha is basically just a giant amoeba (compare the Life Virus, which at least has the brute intelligence of virus-kind).
  • One-Steve Limit: Proto is changed to Alpha in the English version to avoid confusion with ProtoMan (not a problem in the original Japanese, where the net-navi is named Blues).
  • Psycho Prototype: Alpha was the prototype for the Internet itself, but malfunctioned and started devouring the entire network. Its destructive nature led to it being labeled as "The Great Disaster".
  • Sealed Evil in a Can: It was sealed away after being captured by the net officials, but not before destroying every single piece of machinery it came into contact with. At the end of the game it's revealed that Lan's dad could have deleted it at any time, but chose not to because it held the preserved data of Tadashi Hikari, his father and Lan's Grandfather.
  • Sealed Good in a Can: Alpha also turns out to be a can holding the data of Tadashi Hikari, who willingly sealed himself in along with Guardian to reinforce Alpha's own can.
  • Signature Move: The Alpha Arm Σ and Alpha Arm Ω Desperation Attacks are preserved in giga-class battle-chips that can be obtained by the player.
  • Suspiciously Similar Substitute: Downplayed. As a Cyber Cyclops Blob Monster, Alpha reminds one of the Devils of Mega Man (Classic) and later series in the original timeline.
  • Walking Spoiler: It's alluded to throughout Battle Network 3, but its true nature isn't revealed until the end.

The Ranking

    CopyMan.EXE 
"You're pretty sharp. I'm not GutsMan. I'm the Navi ranked #3! I'm CopyMan! I can copy the data of any Navi I see, and make it my own!"

A mysterious Navi who belongs to the Undernet governance system called the Ranking. His true face is never seen, but he appears in the form of GutsMan.

  • Ditto Fighter: CopyMan.EXE fights by taking the form of other Navis (in this case GutsMan). His true form is unknown.
  • Power Copying: CopyMan can take the form and abilities of any Navi he sees just by looking at them.
  • The Sneaky Guy: He first tries to kill MegaMan through his subordinates leading him into a blind alley, never shows his true face, and when he loses he tries to skulk off with his rank sill in tow.
  • Threshold Guardians: He stands between MegaMan and an encounter with S.
  • Voluntary Shapeshifting: He's capable of taking GutsMan's form after witnessing him take on the sixth, fifth, and fourth-ranked Navis.
  • We Hardly Knew Ye: CopyMan, despite having Nominal Importance and providing an Info Dump, is in and out of the series in only a couple of cutscenes.

    BowlMan.EXE 

Voiced by: Tōru Ōkawa (JP), Colin Murdock (EN)

https://static.tvtropes.org/pmwiki/pub/images/exe3_bowlman.png

A Navi with a bowling theme associated with the Undernet in the third game's Blue version.

  • Achilles' Heel: BowlMan relies so heavily on the field that destroying the middle row on his side of the field will cripple his attack pattern. In particular, his gatling attack will only shoot projectiles down his row and an adjacent row, so if the middle row is gone, whichever row he's not in is safe.
  • Adaptational Villainy: While he can't be considered a hero in Battle Network 3 since he's associated with the Undernet, he wasn't a villain in any sense either, honoring his agreement of telling Mega Man everything he knows about Serenade if MegaMan wins in battle. In the anime, he's a Darkloid.
  • Armor-Piercing Attack: His bowling pins and balls deal breaking damage.
  • Asshole Victim: True, while in the anime he is a Darkloid and thus a villain, it's not like had a choice in that matter as he like, ProtoMan was turned into one thru a Dark Chip. However unlike ProtoMan, the protagonists never got to knew that fact so unfortunately for him...
  • Even Evil Has Standards: He does not tolerate cheating (or attempts) at bowling.
  • Evil Counterpart: To MistMan in a meta sense. They're both version exclusive bosses and fulfill the same plot role of being the #2 ranked Undernet Navi.
  • The Gimmick: The sport of bowling.
  • Heart Is an Awesome Power: You'd think a bowling-themed Navi would be a joke, but not only does he actually present a fair challenge, he's considered the second strongest Navi in the Undernet rankings, behind only Serenade.
  • Hoist by His Own Petard: One of BowlMan's attacks summons obstacles to MegaMan's side of the field, which can be used to fill the condition for the Situational Sword No-Beam chips. Since he must get into the same row as the obstacle to use the next phase of the attack, he's really asking for it.
  • I Know Madden Kombat: A NetNavi based on a bowler.
  • Spam Attack: The attack where he shoots bowling pins at you. It's not hard to dodge and can be easily interrupted, but it does go on for a while.
  • Threshold Guardians: As the penultimate member of the ranking, he stands between MegaMan and an audience with S.

    MistMan.EXE 

Voiced by: Jurota Kosugi (JP), Ron Halder (EN)

"If you can beat me, I'll tell you all about "S". And if you can't...Deletion will be your only comfort!"
https://static.tvtropes.org/pmwiki/pub/images/exe3_mistman.png

A genie-esque Navi associated with the Undernet in the third game's White version.

  • Attack Its Weak Point: When you're fighting him, you're supposed to attack his lamp, not MistMan himself.
  • Adaptational Heroism: He wasn't really a villain in the games, but he's still associated with the Undernet. In the anime, he's an ally to MegaMan, Lan, and Mayl.
  • Desperation Attack: Soul Gang, in which shadow-monsters chase MegaMan around his own field to pin him down while the MistMan lamp fires genies down the row.
  • Flunky Boss: The Soul Gang are a pair of shadowy monsters who are summoned assist MistMan when the Navi is at low health.
  • The Gimmick: A genie and his lamp.
  • Good Counterpart: To BowlMan in a meta sense. They're both version exclusive bosses and fulfill the role of being the #2 ranked Undernet Navi. Unlike BowlMan however, MistMan was not turned into a Darkloid in the anime.
  • My Master, Right or Wrong: Hilariously justified since he has to obey whoever's holding his lamp. If Mayl is holding it, MistMan attacks SwordMan and FridgeMan, if Ms. Yuri is holding it, MistMan attacks Cross Fusion MegaMan.
  • Our Genies Are Different
  • Poisonous Person: He can use mist like poison as an attack.
  • Threshold Guardians: As the penultimate member of the ranking, he stands between MegaMan and an audience with S.

Post-End Game Content Navis

    DarkMan.EXE 

Voiced by: Naoki Bando

"Prepare to enter the dark...Forever!"
https://static.tvtropes.org/pmwiki/pub/images/exe3_darkman.png

An assassin Navi residing in the first secret area of the Undernet. He's been stationed at the end of the first area, waiting for Navis to come along so he can kill them—once he kills enough, Serenade has deigned to fight him in a rematch.

  • Achilles' Heel:
    • DarkMan moves in a simple pattern and his attacks are all straightforward, which leaves him helpless against indirect attacks.
    • DarkMan's Signature Move opens batcaves only behind the leftmost three columns, and can be evaded completely with a simple Area Steal.
  • Adaptational Villainy: In the manga, he is promoted to Big Bad of the third arc as Wily was Killed Off for Real in the first arc, and he's suggested to have played a part in Sean's turn to evil in the previous arc.
  • Alternate Self: DarkMan is the Battle Network counterpart to a four-man group of Robot Masters with the same name from Mega Man 5.
  • Ambiguously Related:
    • DarkMan's Special Attack Dark Shadow summons a shadow that takes the form of a bladed weapon to attack the player, exactly like the Shadow series of viruses.
    • Three of the five evil-chips needed to open the portal to Black Earth in Battle Network 4 are Anubis, Muramasa, and Black Wing, the Signature Moves of PharaohMan, ShadowMan, and DarkMan.
  • Arc Villain: He leads the dark forces who are the main enemy of Arc 3 in the NT Warrior manga.
  • The Bad Guy Wins: Successfully kidnaps Iris and Trill and uses a device to crack space letting him return to Beyondard which is a major plot point as he unintentionally brings the heroes with him. However, the next episode has Iris put Trill in her PET pen and throw it away keeping him out of both Gregar and Falzer's reach.
  • The Beastmaster: His Signature Move Black Wing opens up tunnels in midair above the opponent's three field; bats fly out of these and down across each column beneath a tunnel.
  • Call-Back: While DarkMan himself only appears in Battle Network 3, his Signature Move Black Wing reappears in Battle Network 4 as one of the evil-chips needed to access Black Earth.
  • Casting a Shadow: DarkMan's Dark Shadow technique creates shadows that shapeshift into axes and swords.
  • Color-Coded for Your Convenience: DarkMan changes colors between purple, blue, and yellow depending on what elemental attack he's using. The colors may be an allusion to the multicolored team of Dark Men from Mega Man 5.
  • Combat Pragmatist: His Beta version shows a little of his assassin flair by refusing to appear unless MegaMan is suffering a glitch from the Navi Customizer.
  • Dark Is Evil: Let's just say he's less honorable than JapanMan.
  • Death of a Thousand Cuts: His chip opens holes on the opponent's columns and have bats fly out, each dealing the damage shown on his chip.
  • Fire, Ice, Lightning: DarkMan alternates between three colors, which signal what element he will use; purple (his default) for fire, blue for ice, yellow for lightning.
  • Immune to Flinching: DarkMan has Super Armor built-in.
  • Late-Arrival Spoiler: It takes until Beast for him to show up in the anime.
  • Soft-Spoken Sadist: Implied in the games. His first action upon appearing is to try and soothe MegaMan into lowering his voice, all while telling him that he intends to kill him.
  • Spikes of Villainy: He has them on his Shoulders of Doom.
  • Threshold Guardians: He stands between MegaMan and an encounter with Serenade.
  • Turns Red: Downplayed. The only change that occurs once DarkMan is reduced to half health is that his attack pattern reverses.

    JapanMan (YamatoMan.EXE) 

Voiced by: Taro Yamaguchi

"Are you ready to meet your maker!? I usually don't like to take on kids, but orders are orders...En Garde!"
https://static.tvtropes.org/pmwiki/pub/images/exe3_yamatoman.png

A samurai Navi residing in the secret area of the Undernet and one of Serenade's minions.

  • Achilles' Heel:
    • His miniature soldiers can't cross holes, so putting holes in the field shuts down his Desperation Attack completely.
    • His β version has grass panels on the field, which amplify Heat damage.
  • Adaptational Villainy: He shows up in the anime as an Asteroid Navi and Zoanoroid.
  • Alternate Self: JapanMan is the Battle Network counterpart to a classic Robot Master named YamatoMan from Mega Man 6.
  • Boss-Arena Idiocy: YamatoMan β has grass-panels on his stage—these serve no purpose except to make him potentially vulnerable to heat damage. Unlike PlantMan, who gets a Healing Factor from them, he gets nothing at all.
  • Desperation Attack: At low health, YamatoMan will summon little soldiers to run across the field and steal one panel from MegaMan's area at a time. If it succeeds, MegaMan will be restricted to one column of area total.
  • Dub Name Change: The English version changes his name to JapanMan (and later SamuraiMan in the Legacy Collection's Battle Network 6 port), despite being named Yamato Man in the Classic series.
  • Flunky Boss: He commands a legion of miniature soldiers.
  • Interservice Rivalry: He doesn't get along well with DarkMan even though they share a common goal; guarding Serenade.
  • Laser Blade: A laser-pointed spear as his main weapon.
  • Punch-Clock Villain: He sees MegaMan as a child and feels bad for fighting him, but he's only following Serenade's orders.
  • Samurai: What he is based on.
  • Spin to Deflect Stuff: He does this if you try to attack him with gun type attacks, including the Mega Buster.
  • Threshold Guardians: He stands between MegaMan and an encounter with Serenade.
  • Tin Tyrant: Especially as a Zoanoroid.
  • Zerg Rush: On low health, he summons his foot soldiers to swarm the battlefield and steal MegaMan's panels.

    Serenade.EXE 
"I love and respect my enemy and thereby win. Come now. Let me show you."
https://static.tvtropes.org/pmwiki/pub/images/exe3_serenade.jpg

The ruler of the Undernet.


  • Adaptational Badass: In the Mega Man NT Warrior manga, they delivered a Curbstomp Battle to Bass the first time they fought, but in the game, the battle took days and was a lot closer.
  • Adapted Out: Much like Alpha, Serenade does not appear in the anime at all .
  • Ambiguous Gender: In the original Japanese, Serenade is female. In English, on the other hand, Serenade is referred to with masculine pronouns. However, according to Capcom, they're intended to be seen as a perfect being without gender. In the words of a certain Let's Player, it's really up to you.
    • For what it's worth, Serenade is referred to with singular they/them pronouns in the Legacy Collection.
  • Asskicking Leads to Leadership: The ruler of the UnderNet, a Wretched Hive where rule is determined by power. To drive the point home, they once took on Bass and won when MegaMan couldn't even scratch him, though by the post-game, it's clear that fusing with Gospel has made him the more powerful one.
  • Attack Reflector: The ribbons on Serenade's back will repel most attacks, so choose wisely.
  • Call-Back: Despite being a Battle Network original, Serenade expands the character theming and designs of Mega Man (Classic)—not only do they add to the Musical Theme Naming, their helmet is almost identical to classic Mega Man's.
  • Dark Is Not Evil: They're the ruler of the Undernet, but their purpose is to guard Gigafreeze in case it needs to be used against Alpha.
  • The Dreaded: A being so powerful that the Undernet denizens are afraid of saying Serenade's full name.
  • Eldritch Location: The Secret Area, Serenade's domain; unlike most internet areas, which are depicted as thin platforms hovering over Bottomless Pits, the Secret Area is a land of pale monoliths and chunky stone towers emerging from an ocean.
  • Foil: To Bass, another powerful Navi with a musical-themed name and a gold color scheme. While Bass is a dark-infused Person of Mass Destruction, Serenade has a divine-like presence and personality.
  • Gold and White Are Divine: Serenade's metaphysical status is never declared in-game, but they're one of the most mysterious and ethereal characters in the series. Their harem pants are solid white, making it one of the predominant colors of their outfit, while the helmet and braces are solid gold.
  • Greater-Scope Paragon: Serenade resides in the deepest pits of the Undernet, guarding the Giga-Freeze and preventing thereby an Apocalypse How.
  • Hero Antagonist: Serenade is, in a technical sense, a Face, but has their own agenda and takes no direct action to assist the heroes; they will, on the other hand, test the heroes and do combat with them when the right conditions are met.
  • MacGuffin Guardian: Serenade possesses the Giga Freeze program, a weapon that can freeze any program it's used on, including the entire internet, only meant to be used as a last resort against Alpha, and Mega Man must convince its guardian to hand it over.
  • Non-Standard Character Design: As a rule, NetNavi costumes consist of (virtual) plastic, metallic, or other synthetic materials, but Serenade's outfit features actual cloth fabric in the form of harem pants. The only other Navi to wear fabric by this point in the series is Bass, who wears a tattered cloak.
  • No Biological Sex: According to Capcom.
  • One-Steve Limit: Averted. One of Serenade's Special Attacks is named "Sonic Boom", Downplayed Trope an attack name also used by ProtoMan.EXE's Sword Beams.
  • Only the Worthy May Pass:
    • Serenade only grants Mega Man the Giga Freeze program after warning him that the program will freeze anyone who isn't The Chosen One.
    • Serenade can only be encountered face-to-face at the tail-end of the Bonus Dungeon, past a long string of barriers that demand certain requirements be met before opening.
    • Defeating Serenade is the requirement for a couple of special curtains found deep in the undernet that will only part for the King of the Undernet.
    • The Secret Area is Serenade's domain and certain features, including Serenade's time trials, will only unlock once even more requirements have been met—this can include defeating tough enemies that can only be beaten in certain ways or accomplishing specific milestones on the road to 100% Completion.
  • Otherworldly and Sexually Ambiguous: Serenade.EXE, an otherwise normal Net Navi, looks the part, likely to emphasise their "holy/angelic" theme (and not to mention their vast powers). Greatly enhanced in the manga adaptation.
  • Our Angels Are Different: The barriers surrounding Serenade closely resemble tenne, the flowing scarf often worn by Tennyo, a divine spiritual being in Japanese Buddhism, and also by boddhisatvas and the gods in Japanese art. Fittingly, Serenade governs and resides in the heavenly-looking Secret Area.
  • She Is the King: Serenade is the king of the Undernet, but given female pronouns in Japanese.
  • Spin to Deflect Stuff: Serenade turns their back to deflect any damage and reflects it back at MegaMan.
  • Super Boss: The last one before the fight with Bass in 3's post game.
  • Theme Naming: Serenade is a notable addition to the same Musical Theme Naming imported to Battle Network from Mega Man (Classic), joining the likes of Rock & Roll, Blues, Forte, and Gospel.
  • Villain Respect: More of a rival than a villain, Serenade is genuinely respectful towards their opponents, going as far as to say mercy is the source of their power.
  • Ultimate Life Form: According to Capcom, although Bass would probably fit the description more accurately.
  • Wowing Cthulhu: After transmitting the giga freeze program to Mega Man, S initially misjudges Mega Man to have been frozen only to be astonished when Mega Man ultimately is authorized to use it.
  • Yin-Yang Bomb: Serenade is at least a vague Face (being opposed to clear Heels like Bass and overseeing Sci-Lab projects like the Undernet) and has a Light Is Good motif, with powers described as holy and saintly—yet their battle chip can't be used unless a dark-hole has been opened on the field, indicating it to be a dark chip.

Alternative Title(s): Mega Man Battle Network 3

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