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YMMV / Mega Man Battle Network 6: Cybeast Gregar and Cybeast Falzar

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  • Anti-Climax Boss: Gregar Beast MegaMan is a complete pushover, despite being the protagonist taken over and empowered by the titular beast. His only two attacks are a slow-moving thunder ball (which he doesn't use often) and a double slash with a long start-up. Also, due to a flaw in the programming, if the player places an obstacle on the field and stands behind it, the boss will stop attacking altogether.
  • Captain Obvious Reveal:
    • Mayor Cain's bodyguard and the recurring mysterious man is Chaud. The game lays it on kind of thick with the hints despite trying to keep his identity a mystery at the same time. It also becomes incredibly obvious after his Navi's first appearance, as ProtoMan is still identifiable under his cloak between his pose and very unique purple-pink sword arm.
    • The reveal that Iris is a NetNavi running around in a CopyBot isn't surprising. She displays strange behavior, has a little too much knowledge about what's going on, possesses odd powers, and her departures coincide with the sudden appearance of a CopyBot. Anyone familiar with Mega Man X4 will also instantly suspect she's related to Colonel (a NetNavi) somehow to mirror their relationship in the X series, and it's not hard to connect the dots when CopyBots are introduced shortly after Iris is in the first chapter of the game.
  • Cheese Strategy: If you're willing to save scum, you can completely ignore the riddles in AquariumComp and just blindly guess which tanks the Mr. Progs go in. While this method doesn't remove the worst parts of the dungeon's Escort Mission, it does negate the penalties for guessing incorrectly and saves a ton of time on the few remotely tricky riddles.
  • Complacent Gaming Syndrome:
    • While every Navi Chip can be slotted into any folder now since they all come in the universal "*" code, JudgeMan's, EraseMan's and ElementMan's chips are all considered staples in competitive play due to their powerful effects. The first two pierce most forms of protection and paralyze the opponent with good range, with JudgeMan also punishing the opponent for using Area Grabs and undoing them while EraseMan also destroys traps. ElementMan's is incredibly flexible since it has four different effects based on what element you choose (Fire, Aqua, Elec or Wood) that alter the field in some way, offering great stage control while being able to hit multiple Cross weaknesses.
    • The White Capsule chip is almost guaranteed never to leave the player's folder outside of competitive play, as it appends the paralysis status to any damaging chip, negating any Mercy Invincibility the chip might have otherwise granted in the process. This makes it vital for getting fast deletion times against bosses and makes hitting with powerful multi-hit chips a much simpler task.
    • Life Auranote  sees frequent play in PVP in spite of its incredibly awkward U code due to how powerful the chip is. Players often slot in multiple copies of Wind Rack specifically to counter it.
    • Due to its ability to cycle out up to 5 chips from your draw to the bottom of your folder and draw a new replacement, Dust Cross is popular amongst Falzar version players in competitive play. The charged shot of Dust Cross also offers a small form of field control.
  • Critical Dissonance: Battle Network 6 is the worst-rated game in the series, taking a beating from critics who were tired of Battle Network games releasing every year, but is seen as among the best in the series by fans. Battle Network 6 was not treated well at launch. It was the last game in a franchise nosediving in the wake of Battle Network 4's poor reception and general over-saturation due to annualization. It also released on GBA a couple years after the DS had been on the market, making the game old hat (not helping that it didn't get a DS version unlike its predecessor). Critics were tired of Battle Network and their scores were mixed. However, 6 is remembered fondly by fans as an underrated classic with strong PVP that works as a fitting Grand Finale to the franchise, and it is typically viewed as being at least on par with the fan-favorite Battle Network 3. In fact, the games are even the exact same ratingnote  on Gamefaqs!
  • Demonic Spiders: The Pulse Bulb viruses move in an unpredictable pattern, have a paralyzing attack that covers a wide area, and are invulnerable to non-piercing damage while not attacking. While fighting them as MegaMan is annoying enough, they become infuriating whenever they show up in the Virus Battler minigame, as the other viruses are ill-equipped to deal with themnote .
  • Ensemble Dark Horse: The Bomb Corn family of viruses from this game is one of the more popular and loved mooks among hardcore Battle Network fans due to the sheer ridiculousness of an evil ear of corn. The Corn Shot chips they drop are also legitimately useful and form a decent Program Advance.
  • Fan Nickname:
    • The creature summoned by the Scrap Reborn attack is often referred to as "Charlie" by the competitive community.
    • The combination of the Gun Del Sol 3 and Colonel Force chips is known as "Q Force" due to both using the Q code and being a popular game closer for Gregar version players.
    • The ProtoMan and BlastMan chips are typically known as "B Brothers" since they both share the B code and combo well together.
  • Game-Breaker:
    • The Mettaurs' Reflector chips are among the first weapons the player can obtain and trigger a near-instant energy blast that almost always delivers a Counter Hit and makes MegaMan enter Full Synchro. They are also much stronger than in earlier games, with the third version dealing a generous 200 damage, and they all come in the "*" code, making them fit pretty much every folder.
    • Beast Out enables MegaMan to put out ridiculous amounts of damage between the new Buster, auto-locking Battle Chips, and the special charge attacks. Also, unlike Crosses, you can still enter Full Synchro while in Beast Out (but not Beast Cross), leading to further potential abuse. Any remotely difficult encounter can be shredded by using the transformation, and it's only slightly held back by the turn timer.
    • The Legacy Collection release gives easy access to every Patch Card and the Buster MAX Mode to buff up MegaMan's Mega Buster. Some of the Patch Cards grant items, which include a bunch of Mega and Giga Chips that act as easy-access field nukes that are obtainable before you even do the tutorial. While Buster MAX Mode is available for every game in the Legacy Collection, it is probably the most broken here since it also happens to apply to each Beast Over's rapid-fire buster. The Gregar Buster in particular can shred through the superbosses in mere seconds.
  • Genius Bonus: While the mechanics of Erase Cross's One-Hit Kill ability being tied to the number 4 can be traced to the Four Is Death concept, the franchise's basis in technology and the internet means it may also be a reference to 404 errors and link rot.
  • Goddamn Bats:
    • Kettle Viruses lack proper HP and instead have a temperature count that increases when they are hurt, and once it reaches 100 degrees they explode. Notably, their temperature will quickly drop if you aren't attacking them, and later variants gain less temperature when attacked, making them a pain to kill.
    • Big Hats throw bombs on your side of the field that cause some sort of Interface Screw if they're not destroyed before they explode. While totally harmless on their own, they're always paired with other viruses and will make them more threatening by proxy. They'll actually misfire their bombs onto their own side if their shades are blown away via wind, but good luck knowing this.
    • ScareCrows have an incredibly predictable attack pattern, only hitting in their row and never moving. However, they also fully heal themselves every time they do attack. They can easily kill your Busting Rank or potentially drag out an encounter.
  • Goddamned Boss: DiveMan isn't a super difficult fight, but he is really annoying. He spends most of the time hiding below the surface, where he's immune to most forms of damage. While this isn't entirely awful on its own due to his slow movement, he combines this with consistently spamming torpedoes that force you to keep moving and make it harder to line up attacks when he's vulnerable.
  • Good Bad Bugs: Elec Cross has a Difficult, but Awesome glitch where charging an Elec chip, releasing the button while moving in a way that prevents MegaMan from immediately activating the chip, and then quickly opening the Custom Screen causes the first chip of the following turn to activate with paralysis properties regardless of the chip's element. It even works on dimming chips.
  • Low-Tier Letdown: EraseMan is considered the single worst LinkNavi. He has a weak and slow Charge Shot with an oddly specific range (a 1×3 Wide Sword-esque slash, except two columns ahead of him), an underwhelming Special Chip, and his only passive benefit is a nice-but-not-amazing +30 damage to Cursor chips.
  • Mis-blamed: For the longest time, American fans have been mad about not being able to play the additional Boktai content, and have blamed the matter on Boktai's limited popularity in the west. Not so — the actual reason is that the game's memory was so jammed full of content that material had to be removed to make room for the English script. The Boktai content, being cool but largely unimportant, therefore got the axe.
  • Periphery Demographic: Thanks to specific quirks with balancing compared to previous games, Battle Network 6 has maintained a small but dedicated competitive PVP scene that has lasted over 15 years after the game's release.
  • Replacement Scrappy:
    • Tab acts as a replacement for Mr. Higsby as the local Chip dealer and is also trying to fulfill a role in Lan's supporting cast as one of his friends, but fails to live up to either legacy. He has no personality outside of "generically nice," doesn't get any focus or Character Development, and his unending worship of Lan can quickly get grating.
    • Mick and his Navi are essentially poor replacements for Dex and GustMan. They start off as standoffish jerkasses who are very confident in their Net Battling abilities and proclaim they're going to beat Lan, except they're never shown as being remotely competent like their predecessors and remain The Unfought. The two are also very rarely ever helpful, getting into trouble and bordering on being The Load at points. Additionally, Mick's Navi doesn't get the same Character Development his operator does, so he doesn't properly display that he's a Jerk with a Heart of Gold and stays unlikable. To top it all off, said Navi is never given a name and his design is that of a slightly altered Normal Navi, making him feel like an afterthought.
  • Rescued from the Scrappy Heap: Aqua Soul was considered one of the worst Double Souls in Battle Network 4 due to its weak charge shot and the lack of good Aqua chips to abuse. Spout/Aqua Cross, its successor, is a significant improvement: the charge shot is a lot stronger, Battle Network 6's Aqua chip selection is a significant improvement over 4's, and the Cross now has a Healing Factor where using non-dimming Aqua chips restores a small amount of MegaMan's HP.
  • Scrappy Mechanic:
    • You can only take on one help board sidequest at a time. This seems to exist purely to pad out the game's length by forcing you to return to AsterLand to get new jobs.
    • Travelling between towns in this game involves watching a slow unskippable animation of the public transport used, in contrast to the near instantaneous systems of the previous games.
    • For Player Versus Player, Bug Rise Sword and Bug Death Thunder costing BugFrags is a massive pain since this requirement is not removed for multiplayer battles, forcing players to grind single-player to use the chips at their full power.
  • Sequel Difficulty Drop: Crosses, Beast Out, and easy access to *-code Navi Chips give you a lot more ways to break the single player campaign compared to previous games, especially since Battle Network 6 is NOT balanced around those mechanics due to bringing back the enemy power scaling from the first three games while still retaining Full Synchro. Even the ever difficult Superboss Bass can fold like paper if you know what you're doing. Whether this is good or bad depends on who you ask.
  • That One Attack: Bass' basic rapid-fire shots no longer trigger Mercy Invincibility in this game, so he can easily tear out a good chunk of your HP in a blink of an eye. Preventing or avoiding this attack has become more important than before!
  • That One Level: The AquariumComp is an Escort Mission that involves leading several Mr. Progs through a shark-infested maze one at a time. Sounds simple, but the screen size and isometric view makes it difficult to see incoming threats, tell the path the shark viruses take, or find the way back. Some sharks are also faster than MegaMan even when he runs, and if they "eat" your quarry, you have to go back through the maze to pick them back up at their starting points. You also have to put the Mr. Progs in the correct tanks lest you be forced to start over, and some of the hints are vague enough that it can be difficult to guess the correct one. While the game has the benevolence to turn off random battles while a Mr. Prog is being escorted, Save Scumming to cut down on time will likely be the go-to option here.
  • That One Sidequest:
    • TenguMan's LinkNavi mission involves collecting scrolls in Green Area while avoiding contact with the local crows, otherwise you have to start over. The limited field-of-view provided by the game's isometric perspective combined with the completely random spawn placements of the crows make this far more frustrating than it sounds, as you can't see where you need to go or properly judge the crows' positions to avoid them. It's also possible to get screwed by the game when using the warp tiles and teleporting into a poorly placed crow, wasting time.
    • "Self Research" is a 2-star job that requires completing a Program Advance and showing the record to the requester. The problem is that said Program Advance is PoisPhar, which is made up of two copies of PoisSeed and an Anubis. At least one PoisSeed must be purchased from a BugFrag Trader, and it costs a fairly expensive 48 BugFrags. The Anubis chip, meanwhile, is found in the Graveyard, an area that can only be entered after beating Bass. No other Request BBS job involves doing anything nearly as hard as fighting a Superboss, and it's unreasonable to complete before reaching the postgame.
    • Doing every part of the Virus Battler minigame if you want to get 100% Completion is a pain. First, you need to go out and hunt down rare versions of viruses to be able to use their data in the actual minigame. This involves knowing the specific locations where they spawn, killing a large number of their specific to trigger the spawn, and hoping that they show up. Then, you actually have to do the minigame, which boils down to a Luck-Based Mission since you have no direct control over your viruses and have to pray they deplete the HP of their opponents before the end of each round. And you have to outright win, as the game doesn't consider ties or having higher HP when the timer runs out to be valid. When combined with the MB rating restriction determining which combinations of viruses you can field (which doesn't apply to your opponents, by the way), it feels like the entire thing is stacked against you.
  • Underused Game Mechanic: The CopyBot allows MegaMan to walk around in a robot body and interact with the real world. While this could have potentially allowed for new types of puzzles or overworld exploration, this mechanic is restricted to only a couple early sections of the game that are heavily scripted.

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