Game Breaker: Mega Man Starforce

Oh my. Where do we begin?
  • Generally, almost everything that have something to do with Satellite admins count in some way. Like their Giga Cards.
    • Pegasus Magic in all its incarnations. Time it so your opponent can't block/evade it and you have an undodgable freezing attack. The same also goes to the Giga version. Both deal huge damage; however, the Giga doesn't do as much damage as its counterparts, but the freezing makes up for it.
    • Leo Kingdom GX, which deals a tremendous amount of Fire damage and breaks guards.
    • Dragon Sky GX is the worst offender. It hits 10 times, deals massive damage even when unboosted, blows away Auras, and to make matters worse, it's wood elemental, meaning that it doesn't give the enemy Mercy Invincibility.
  • The Best Combo system in the first game was by far the most broken mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (or worse) yet, you could receive one of these cards from each one of your brothers.
    • The current record is a total of 3000 damage, obtained by Muramasa spam.
  • The Blank Cards. You'll find 10 of these over the course of Star Force 2, and if you know the right codes, you can instantly turn them into practically any card in the game. Including Giga Cards from the first game and Purposefully Overpowered cards that don't register in the games' normal libraries. Capcom was originally going to sell the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.
    • They were so bad that some releases remove them entirely and replace them with about 2000 zennys. Which leads to some questions when Geo is basically stealing $20 notes from his bosom friends' bedrooms.
  • Tribe King in the second game. Oh god, Tribe King... It doubles the strength of every card, buffs up Wood, Electric and Fire cards even further, gives Super Armor and Side Select, and also the card charging ability of your game. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing 640 damage, piercing invisibility, and locking on anywhere on the field.
  • The Favorites system in the first 2 games. You can select six (four in the second game) cards to be your "favorite" cards. What's the advantage of doing this, you ask? You can use it with any card on your screen, turning them into white cards that ignore the selection restrictions, making them available at any time. But wait, there's more! You can have up to two non-Standard cards as Favorites, including Giga Cards! (The White Card system is substantially Nerfed in the third game, but you can use its password system to obtain the powerful cards early on).
    • Also, you can share your favorites through your Brother Band, which means when your friends' brother cards come up in battle, you can access a roulette of their Favorite cards and their version-exclusive Gigas, which are still white.
  • Cipher codes, the Star Force equivalent of the Lotto Numbers and the Number Trader. By sending special e-mails to either your Admin Satellite (in the first game) or Legendary Master Shin (in the second), the player could receive certain prizes, usually items or battle cards... like the SP-level Boss cards. Much like Battle Network, early-game access to endgame weapons broke the games in two. Incidentally, in the first two games this could all be done as soon as you can hit the Select button.
  • Capcom's Merchandise-Driven obsessions broke the Star Force games into tiny little pieces. The second and third installments have "secret" password menus that provide you with money, cards, and stupefying boosts to Mega's stats. The second game even provides you with free Tribe-On transformations, including instant access to the Tribe King. Because this system is code-based, you don't actually need to purchase anything, just look it up online. The third game's version of this mechanic, the Noise Kaizou Gear (see below), was so bad that the multiplayer mode allowed you to search for people without any such enhancements.
    • Most of the Noise Kaizou Gear was sealed off due to licensing issues, but you can still access it with a hacking device. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods) and Rezon Cards (which provide Mega's Finalize form with powerful stat mods).
  • Black Ace and Red Joker are almost notorious for their powerful, easy-to-use sword cards, especially the Bushido series, which works on the very principle of Blade Spam. Bushido cards are single sword slashes that power up depending on how many cards of the same type you load in a single turn: if you load two cards, each card gains Wide Sword range, but if you load three, each Bushido card gains Life Sword range, disperses Barriers and Auras, and pierces invisibility. Each Bushido card of the same type also gains 50 extra attack for each of its companions (150 extra damage max), and the weakest, Bushido 1, has an inherent 110 damage already. The X version of this card deals 200 damage by default, so that's 900 damage with insane range right there.
    • What makes sword cards even more dangerous is that there are three different Noise Changes that boost them. Black Ace favors Gemini Noise, which gives all Sword cards an extra paralyzing effect; Red Joker favors Wolf Noise, which gives non-dimming sword cards an extra 30 damage in its basic Noise Form (not coincidentally, Wolf-Gemini is a popular Merge Noise combo), and then there's Rogue Noise, the "secret" Noise that gives non-dimming Sword cards an extra 50 damage right out of the gate (Rogue Noise loves the Sword Fighter series, which unleash three or more near instant slashes for at least 50 damage each).
    • Beyond swords, the Gatling Good & Quad Damage combo (traditional even in the days of Battle Network) also makes an appearance. In the second and third games, you have access to both Mad Vulcan and Attack +10 right from the start. Mad Vulcan shoots 5 rounds at 10 damage apiece — 50 damage; one (1) Attack +10 makes that 100 damage, and you can, of course, add more (later in the game, you can collect Attack Panel, a Battle Card that creates a Quad Damage Field Power Effect). Also note, since Mad Vulcan is non-flinching, no matter how much it does, it won't interrupt your opponent, so you have an easier time attacking during their counter-window, which will earn you another card or even a Big Bang.
    • We mentioned paralysis and stunlock above, and we ought to take some time to demonstrate how terrifyingly effective this strategy is. Because so few bosses or enemies have Status Guard, it's impossible for them to defend against paralyzing attacks, which require them to sit there harmlessly while you continue to unload on them. The Thunder Zerker and Gemini Noise forms, which specialize in paralyzing attacks, abuse this to a fault, stealing almost all threat out of the games. So popular is this strategy that when Star Force 3 revealed new "Body"-type abilities that negate specific status effects, some began to whine about how Paralyze Body completely broke their stunlock strategies. (Protip: Destroy Upper negates all "Body" programs when it hits).
  • In the third game, the Noise system can be so heavily abused it isn't even funny. As Noise rises to 50%, your Noise Form becomes a Vibrant Noise, unlocking extra abilities, and when you reach 200%, you gain the option to Finalize. While you are welcome tonote , you should know that Noise at such a high level endows you with certain abuse-able "glitches", first and foremost the ability to ignore Mercy Invincibility. Combine this fact with any of the strategies mentioned above. DO IT.
    • Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. It gets worse when you combine it with Wolf Noise, which buffs your sword card power.
    • Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs a near Game Breaking Mega Chip and a very Game Breaking Giga Chip (Dragon Sky GX) mentioned above. It also buffs sword chip by making every hit leave targets confused.
  • Players of Black Ace get to use Black End Galaxy when they Finalize. It deals 500 damage, can't be avoided, and leaves any survivors immobile.
  • Meanwhile, Red Joker players get Red Gaia Eraser, which does 600 damage if the initial blast hits. Sadly, it doesn't have any status effects.