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* {{Padding}}: While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the initial postgame area requires 100 Standard Chips, the second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips. The 100 Standard Chips requirement isn't so bad (you'll likely have more than enough by the endgame if you've been playing decently), but the later ones force you to go scrounge the entire Net to farm viruses for their drops, which is time consuming and also somewhat difficult due to all the viruses getting upgraded by entering the postgame area.

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* {{Padding}}: {{Padding}}:
** The "Gow is missing" subplot seems designed purposefully to waste your time. Nothing of import is learned after Lan and [=MegaMan=] realize Gow is gone, and the game gives you the runaround before making go down to the depths of Oran Island for a third time just to watch him get kidnapped by Nebula.
**
While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the initial postgame area requires 100 Standard Chips, the second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips. The 100 Standard Chips requirement isn't so bad (you'll likely have more than enough by the endgame if you've been playing decently), but the later ones force you to go scrounge the entire Net to farm viruses for their drops, which is time consuming and also somewhat difficult due to all the viruses getting upgraded by entering the postgame area.
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** Knight Soul is all-around amazing. It charged attack hits in an area-of-effect in the eight panels around [=MegaMan=], [=MegaMan=] is invincible for 1 second whenever he uses a chip in the front row, and best of all, you can charge up Break chips for double power. A single charged Air Hockey or Drill Arm chip can shred through bosses and even groups of viruses if used correctly.

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** Knight Soul is all-around amazing. It Its charged attack hits in an area-of-effect in the eight panels around [=MegaMan=], [=MegaMan=] is invincible for 1 second whenever he uses a chip in the front row, and best of all, you can charge up Break chips for double power. A single charged Air Hockey or Drill Arm chip can shred through bosses and even groups of viruses if used correctly.
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It very annoyingly doesn't provide Super Armor.


** Knight Soul is all-around amazing. It gives you passive Super Armor (no flinching when attacked, no lost battle level for taking damage), its charged attack hits in an area-of-effect in the eight panels around [=MegaMan=], [=MegaMan=] is invincible for 1 second whenever he uses a chip in the front row, and best of all, you can charge up Break chips for double power. A charged Air Hockey chip in particular can shred through bosses and even groups of viruses if used correctly.

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** Knight Soul is all-around amazing. It gives you passive Super Armor (no flinching when attacked, no lost battle level for taking damage), its charged attack hits in an area-of-effect in the eight panels around [=MegaMan=], [=MegaMan=] is invincible for 1 second whenever he uses a chip in the front row, and best of all, you can charge up Break chips for double power. A single charged Air Hockey or Drill Arm chip in particular can shred through bosses and even groups of viruses if used correctly.
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** Colonel Soul is surprisingly underwhelming considering it's the final Double Soul obtained in ''Team Colonel''. The first problem is that it's fueled by Obstacle chips, and there aren't a lot that are both good on their own merits and simultaneously available in decent codes. The second problem is that Colonel Army is incredibly gimmicky and basically turns off your Obstacle chips, which are probably more powerful if you are indeed using the good ones. Finally, Arms Change allowing you to replace your charge shot with a Battle Chip sounds really cool and potentially useful, but in practice it's too restrictive (has to be a non-dimming, non-elemental Standard Chips) to bother with. Arms Change also kills the Buster's charge speed on top of that and cannot be reverted back to Screen Divide.

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** Colonel Soul is surprisingly underwhelming considering it's the final Double Soul obtained in ''Team Colonel''. The first problem is that it's fueled by Obstacle chips, and there aren't a lot that are both good on their own merits and simultaneously available in decent codes. The second problem is that Colonel Army is incredibly gimmicky and basically turns off your said Obstacle chips, which are probably more powerful if you are indeed using the good ones. Finally, Arms Change allowing you to replace your charge shot with a Battle Chip sounds really cool and potentially useful, but in practice it's too restrictive (has to be a non-dimming, non-elemental Standard Chips) Chip) to bother with. Arms Change also kills the Buster's charge speed on top of that and cannot be reverted back to Screen Divide.
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** Colonel Soul is surprisingly underwhelming considering it's the final Double Soul obtained in ''Team Colonel''. The first problem is that it's fueled by Obstacle chips, of which maybe one (Guardian, a Mega Chip) is good unless you really like using the Air Shot + Rock Cube combo. The second problem is that Colonel Army is incredibly gimmicky and basically turns off any other Obstacle chips you might want to use. Finally, Arm Change allowing you to replace your charge shot with a Battle Chip sounds really cool and potentially useful, but in practice it's too restrictive to bother with.

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** Colonel Soul is surprisingly underwhelming considering it's the final Double Soul obtained in ''Team Colonel''. The first problem is that it's fueled by Obstacle chips, of which maybe one (Guardian, and there aren't a Mega Chip) is lot that are both good unless you really like using the Air Shot + Rock Cube combo. on their own merits and simultaneously available in decent codes. The second problem is that Colonel Army is incredibly gimmicky and basically turns off any other your Obstacle chips chips, which are probably more powerful if you might want to use. are indeed using the good ones. Finally, Arm Arms Change allowing you to replace your charge shot with a Battle Chip sounds really cool and potentially useful, but in practice it's too restrictive (has to be a non-dimming, non-elemental Standard Chips) to bother with.with. Arms Change also kills the Buster's charge speed on top of that and cannot be reverted back to Screen Divide.
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** Meddy Soul is one of the weakest Double Souls. Firstly, the charge shot is a lobbed bomb attack identical to Meddy's, so it inherits the same issues. Secondly, the capsules it provides that alter chips are randomly selected each turn, and the purple one that inflicts the opponent with an HP bug doesn't even work in single-player. Finally, it's fueled by Healing chips, which are of incredibly dubious use outside of the Roll series.

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** Meddy Soul is one of the weakest Double Souls. Firstly, the charge shot is a lobbed bomb attack identical to Meddy's, so it inherits the same issues. Secondly, the capsules it provides that alter chips are randomly selected each turn, and the purple one that inflicts the opponent with an HP bug doesn't even work in single-player. Finally, it's fueled by Healing chips, which are of incredibly dubious use outside of the Roll series.series.
** Colonel Soul is surprisingly underwhelming considering it's the final Double Soul obtained in ''Team Colonel''. The first problem is that it's fueled by Obstacle chips, of which maybe one (Guardian, a Mega Chip) is good unless you really like using the Air Shot + Rock Cube combo. The second problem is that Colonel Army is incredibly gimmicky and basically turns off any other Obstacle chips you might want to use. Finally, Arm Change allowing you to replace your charge shot with a Battle Chip sounds really cool and potentially useful, but in practice it's too restrictive to bother with.
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Very minor edits. The white capsule is arguably the best one, since it has massive combo potential due to giving paralyzing properties to any chip. And Colonel Soul sucks too. I have yet to see any player put either of these Souls to good use outside of some super gimmicky folders.


** Meddy Soul is easily the weakest Double Soul. Firstly, the charge shot is a lobbed bomb attack identical to Meddy's, so it inherits the same issues. Secondly, the capsules it provides that alter chips are randomly selected each turn. The most powerful of the capsules (the purple one that inflicts the opponent with an HP bug) doesn't even work in single-player. Finally, it's fueled by Healing chips, which are of incredibly dubious use outside of the Roll series.

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** Meddy Soul is easily one of the weakest Double Soul.Souls. Firstly, the charge shot is a lobbed bomb attack identical to Meddy's, so it inherits the same issues. Secondly, the capsules it provides that alter chips are randomly selected each turn. The most powerful of turn, and the capsules (the purple one that inflicts the opponent with an HP bug) bug doesn't even work in single-player. Finally, it's fueled by Healing chips, which are of incredibly dubious use outside of the Roll series.
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** [=NumberMan=] is seen as the weakest member of the Team Colonel cast. His Charge Shot, like Meddy's, is a lobbed bomb, but it also has variable damage that can whiff if it makes direct contact with an enemy, and his unique chip is not as useful as the others when it is dependent on enemy movement. His Number Check ability can collect items and break traps without putting him into combat, but it doesn't liberate them either. It's generally recommended to switch him out with [=SearchMan=] in ''Double Team DS'', as [=SearchMan=] can liberate entire lines of item and trap panels and is a bit more competent in combat.

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** [=NumberMan=] is seen as the weakest member of the Team Colonel cast. His Charge Shot, like Meddy's, is a lobbed bomb, but it also has variable damage that can whiff if it makes direct contact with an enemy, and his unique chip is not as useful as the others when it is dependent on enemy movement. His Number Check ability can collect items and break traps without putting him into combat, but it doesn't liberate them either. It's generally recommended to switch him out with [=SearchMan=] in ''Double Team DS'', as [=SearchMan=] can liberate entire lines of item and trap panels and is a bit more competent in combat.combat.
** Meddy Soul is easily the weakest Double Soul. Firstly, the charge shot is a lobbed bomb attack identical to Meddy's, so it inherits the same issues. Secondly, the capsules it provides that alter chips are randomly selected each turn. The most powerful of the capsules (the purple one that inflicts the opponent with an HP bug) doesn't even work in single-player. Finally, it's fueled by Healing chips, which are of incredibly dubious use outside of the Roll series.
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Youtube comments identified the accent as both Russian and Australian, but it's apparently supposed to be Scottish? I'll just keep it simple and delete the adjective.


** ''Double Team DS'' makes the otherwise badass Colonel much more comical, thanks to his voice actor giving him a jarring Russian accent and delivering [[https://www.youtube.com/watch?v=0jsOAnG341U his lines]] in a spectacularly [[LargeHam hammy]] way. As a result, players tend to find his death quote ("I'm sorry, Baryl") hilarious, even though it's supposed to be a PlayerPunch.

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** ''Double Team DS'' makes the otherwise badass Colonel much more comical, thanks to his voice actor giving him a jarring Russian accent and delivering [[https://www.youtube.com/watch?v=0jsOAnG341U his lines]] in a spectacularly [[LargeHam hammy]] way. As a result, players tend to find his death quote ("I'm sorry, Baryl") hilarious, even though it's supposed to be a PlayerPunch.

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* {{Narm}}: Dr. Regal's master plan for corrupting the Soul Net with Nebula Gray in order to turn all of humanity evil sounds nightmarish in theory. But what the game actually shows to us...is just a bunch of people acting like rude and petty jerks, making it more reminiscent of the villain's plan from ''WesternAnimation/TheCareBearsMovie.''

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* {{Narm}}: {{Narm}}:
**
Dr. Regal's master plan for corrupting the Soul Net with Nebula Gray in order to turn all of humanity evil sounds nightmarish in theory. But what the game actually shows to us...is just a bunch of people acting like rude and petty jerks, making it more reminiscent of the villain's plan from ''WesternAnimation/TheCareBearsMovie.''''WesternAnimation/TheCareBearsMovie''.
** ''Double Team DS'' makes the otherwise badass Colonel much more comical, thanks to his voice actor giving him a jarring Russian accent and delivering [[https://www.youtube.com/watch?v=0jsOAnG341U his lines]] in a spectacularly [[LargeHam hammy]] way. As a result, players tend to find his death quote ("I'm sorry, Baryl") hilarious, even though it's supposed to be a PlayerPunch.
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* {{Narm}}: Dr. Regal's master plan for corrupting the Soul Net with Nebula Gray in order to turn all of humanity evil sounds nightmarish in theory. But what the game actually shows to us...is just a bunch of people acting like rude and petty jerks, making it more reminiscent of the villain's plan from ''WesternAnimation/TheCareBearsMovie.''
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* ThatOnePuzzle: The engine room on the Queen Bohemia requires an eight digit code to enter, with a hint provided by a crew mate via a riddle. The answer is a palindrome (11922911), but the problem is that the riddle (originally written with {{Goroawase Number}}s) is sloppily translated in English and is reliant on poor wordplay[[note]]The biggest issue with the way it's written is that you're somehow supposed to surmise that "tonight" means 2 and 9 for the fifth and sixth digits. Those two digits being 1 and 2 (i.e. midnight) would have been a more logical guess based on how the riddle is written.[[/note]]. The puzzle is extremely difficult to figure it out legitimately and has been known to make players quit the game if they didn't have a guide back in the day.

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* ThatOnePuzzle: The engine room on the Queen Bohemia requires an eight digit code to enter, with a hint provided by a crew mate via a riddle. The answer is a palindrome (11922911), but the problem is that the riddle (originally was originally written with {{Goroawase Number}}s) is Number}}s, and the English script very sloppily translated in English and is tries to preserve this even though it doesn't entirely translate well, leaving it reliant on poor wordplay[[note]]The wordplay.[[note]]The biggest issue with the way it's written is that you're somehow supposed to surmise that "tonight" means 2 and 9 for the fifth and sixth digits. Those two digits being 1 and 2 (i.e. midnight) would have been a more logical guess based on how the riddle is written.[[/note]]. The puzzle [[/note]] Rewriting the riddle to lean on the fact that the code is a palindrome (11922911) would have probably been a better idea. It's extremely difficult to figure it out legitimately and has been known to make players quit the game if they didn't have a guide back in the day.
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** Capcom decided to take advantage of the DS's improved hardware for the ''Double Team DS'' version to clean up some animations and redo the soundtrack, making the game look and sound much nicer. ''Double Team DS'' also restores some content cut from the international versions (e.g. Bass Cross, a couple areas removed for space) and boasts a bunch of extra features, such the Party Battle System that lets you play as your team's Navis outside of Liberation Missions and even customize them.

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** Capcom decided to take advantage of the DS's improved hardware for the ''Double Team DS'' version to clean up some animations and redo the soundtrack, making the game look and sound much nicer. ''Double Team DS'' also restores some content cut from the international versions (e.g. Bass Cross, a couple areas removed for space) due to GBA memory limitations) and boasts a bunch of extra features, such the Party Battle System that lets you play as your team's Navis outside of Liberation Missions and even customize them.
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* {{Padding}}: While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the first section (and the postgame as a whole) requires 100 Standard Chips, the second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips. The Standard Chip requirements in particular force you to go farm viruses for their drops to fill out your Library, which is time consuming and also somewhat difficult due to all the viruses getting upgraded by entering the postgame area.

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* {{Padding}}: While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the first section (and the initial postgame as a whole) area requires 100 Standard Chips, the second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips. The 100 Standard Chip requirements in particular Chips requirement isn't so bad (you'll likely have more than enough by the endgame if you've been playing decently), but the later ones force you to go scrounge the entire Net to farm viruses for their drops to fill out your Library, drops, which is time consuming and also somewhat difficult due to all the viruses getting upgraded by entering the postgame area.
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Battle Chip selection is still super important because of Liberation Missions and Full Synchro.


* BreatherBoss: While the first fight against [=CloudMan=] is ThatOneBoss, the second is surprisingly easy despite him being stronger. Not only will you likely have way more options available to you between new Double Souls and better chip selection, but you're also not dealing with the restrictions imposed by Liberation Missions. He's especially a joke in ''Team Colonel'', as Tomahawk Chaos can spam Dark Lance to hit the back row for 400 Wood damage (which is then doubled to 800 due ElementalRockPaperScissors) to shred his HP incredibly quickly.

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* BreatherBoss: While the first fight against [=CloudMan=] is ThatOneBoss, the second is surprisingly easy despite him being stronger. Not only will you likely have way more options available to you between new Double Souls and better chip selection, but you're also not dealing with the restrictions imposed by Liberation Missions. He's especially a joke in ''Team Colonel'', as Tomahawk Chaos can spam Dark Lance to hit the back row for 400 Wood damage (which is then doubled to 800 due to ElementalRockPaperScissors) to shred his HP incredibly quickly.



* ComplacentGamingSyndrome: The S-code is universally seen as the optimal code to base a folder around in this entry, as it offers some great offensive chips (Cactus Ball, Drill Arm and Super Vulcan, to name a few) that synergize with [=PA=]s like Wild Bird, Big Noise and Life Sword.
* ContestedSequel: This game is the most polarizing in the series. While it has better reception than ''Battle Network 4'' -- near-universally agreed to be the weakest entry in the series -- ''Battle Network 5'' still holds onto many of the gameplay changes that occurred going from ''3'' to ''4'', namely the nerfing of battlechips and Program Advances in favor of gameplay balance focusing on Soul Unisons and their unique abilities. The story is also better regarded than ''4's'' ExcusePlot TournamentArc, but still not all that great compared to the stories of earlier games.

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* ComplacentGamingSyndrome: The S-code is universally widely seen as the optimal code to base a folder around in this entry, as it offers some great offensive chips (Cactus Ball, Drill Arm and Super Vulcan, to name a few) that synergize with [=PA=]s like Wild Bird, Big Noise and Life Sword.
* ContestedSequel: This game is the most polarizing in the series. While it has better reception than ''Battle Network 4'' -- near-universally agreed to be the weakest entry in the series -- ''Battle Network 5'' still holds onto many of the gameplay changes that occurred going from ''3'' to ''4'', namely the nerfing of battlechips and Program Advances in favor of and gameplay balance focusing on Soul Unisons Double Souls and their unique abilities. The story is also better regarded than ''4's'' ExcusePlot TournamentArc, but still not all that great compared to the stories of earlier games.
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* BreatherBoss: While the first fight against [=CloudMan=] is ThatOneBoss, the second is surprisingly easy despite him being stronger. Not only will you likely have way more options available to you between new [=DoubleSouls=] and better chip selection, but you're also not dealing with the restrictions imposed by Liberation Missions. He's especially a joke in ''Team Colonel'', as Tomahawk Chaos can spam Dark Lance to hit the back row for 400 Wood damage (which is then doubled due his weakness) to shred his HP incredibly quickly.

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* BreatherBoss: While the first fight against [=CloudMan=] is ThatOneBoss, the second is surprisingly easy despite him being stronger. Not only will you likely have way more options available to you between new [=DoubleSouls=] Double Souls and better chip selection, but you're also not dealing with the restrictions imposed by Liberation Missions. He's especially a joke in ''Team Colonel'', as Tomahawk Chaos can spam Dark Lance to hit the back row for 400 Wood damage (which is then doubled to 800 due his weakness) ElementalRockPaperScissors) to shred his HP incredibly quickly.
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* ScrappyWeapon: The Evil status has been heavily {{nerf}}ed due to the changes to Dark Chips, so it's of very dubious use. The marginal benefits of the status do not outweigh the huge downsides, especially when it locks [=MegaMan=] out of Double Soul and Full Synchro. Additionally, Chaos Unison allows for near-indiscriminate Dark Chip abuse, making Evil more irrelevant.

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* ScrappyWeapon: The Evil status has been heavily {{nerf}}ed due to the changes to Dark Chips, so it's of very dubious use. The marginal benefits of the status it provides do not outweigh the huge downsides, especially when it locks [=MegaMan=] out of Double Soul and Full Synchro. Additionally, Chaos Unison allows for near-indiscriminate Dark Chip abuse, abuse and the potential to spam them multiple times, making Evil more irrelevant.
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* ScrappyWeapon: The Evil status has been heavily {{nerf}}ed due to the changes to Dark Chips, so it's of very dubious use. The marginal benefits of the status do not outweigh the huge downsides, especially when it locks [=MegaMan=] out of [=DoubleSoul=] and Full Synchro. Additionally, Chaos Unison allows for near-indiscriminate Dark Chip abuse, making Evil more irrelevant.

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* ScrappyWeapon: The Evil status has been heavily {{nerf}}ed due to the changes to Dark Chips, so it's of very dubious use. The marginal benefits of the status do not outweigh the huge downsides, especially when it locks [=MegaMan=] out of [=DoubleSoul=] Double Soul and Full Synchro. Additionally, Chaos Unison allows for near-indiscriminate Dark Chip abuse, making Evil more irrelevant.
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* ScrappyWeapon: The Evil status has been heavily {{nerf}}ed due to the changes to Dark Chips, so it's of very dubious use. The marginal benefits of the status do not outweigh the huge downsides, especially when it locks [=MegaMan=] out of [=DoubleSoul=] and Full Synchro. Additionally, Chaos Unison allows for near-indiscriminate Dark Chip abuse, making Evil more irrelevant.
Is there an issue? Send a MessageReason:
None


* BreatherBoss: While the first fight against [=CloudMan=] is ThatOneBoss, is second is surprisingly easy despite him being stronger. Not only will you likely have way more options available to you, but you're also not dealing with the restrictions imposed by Liberation Missions. He's especially a joke in ''Team Colonel'', as Tomahawk Chaos can spam Dark Lance to hit the back row for 400 Wood damage (which is then doubled due his weakness) to shred his HP incredibly quickly.

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* BreatherBoss: While the first fight against [=CloudMan=] is ThatOneBoss, is the second is surprisingly easy despite him being stronger. Not only will you likely have way more options available to you, you between new [=DoubleSouls=] and better chip selection, but you're also not dealing with the restrictions imposed by Liberation Missions. He's especially a joke in ''Team Colonel'', as Tomahawk Chaos can spam Dark Lance to hit the back row for 400 Wood damage (which is then doubled due his weakness) to shred his HP incredibly quickly.
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* BreatherBoss: In ''Team Colonel'', all battles against [=CloudMan=] past the first encounter can be trivialized with Tomahawk Chaos' charge shot, which hits the back row for 400 Wood damage. Since the boss never leaves the rightmost row and takes double damage from Wood attacks, two charge shots is all it takes to defeat even its strongest form.

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* BreatherBoss: In While the first fight against [=CloudMan=] is ThatOneBoss, is second is surprisingly easy despite him being stronger. Not only will you likely have way more options available to you, but you're also not dealing with the restrictions imposed by Liberation Missions. He's especially a joke in ''Team Colonel'', all battles against [=CloudMan=] past the first encounter can be trivialized with as Tomahawk Chaos' charge shot, which hits Chaos can spam Dark Lance to hit the back row for 400 Wood damage. Since the boss never leaves the rightmost row and takes double damage from Wood attacks, two charge shots (which is all it takes then doubled due his weakness) to defeat even its strongest form.shred his HP incredibly quickly.
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** The [=TinHawks=] in Liberation Missions have a huge out-of-combat attack range and will slowly whittle you down each turn. While they're fragile thanks to relatively low HP, they also like to spend most of the time flying above of the playing field. This means you can't hit them outside of the specific windows when they dive-bomb you to attack, and the timing gets tighter the higher the level they are.

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** The [=TinHawks=] in Liberation Missions have a huge out-of-combat attack range and will slowly whittle you down each turn. While they're fragile thanks to relatively low HP, they also like to spend most of the time flying above of the playing field. This means you can't hit them outside of the specific windows when they dive-bomb you to attack, and the timing gets tighter the higher the level they are.
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** Meddy is almost helpless. She has the second-lowest HP of all the Navis on Team [=ProtoMan=], her Twin Liberation ability is AwesomeButImpractical because of how circumstantial and difficult it is to pull off, her charged attack is a lobbed capsule bomb that makes her incredibly reliant on chips (especially problematic in her debut mission due to the presence of Dominerd viruses, which have to be hit in melee range), and her unique Battlechip is nearly identical to her charged attack. The only good thing about her is [[GoodBadBug a useful bug with Twin Liberation in the Japanese release]], and said bug makes her skip a turn of combat anyway.

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** Meddy is almost helpless. She has the second-lowest HP of all the Navis on Team [=ProtoMan=], her Twin Liberation ability is AwesomeButImpractical because of how circumstantial and difficult it is to pull off, her charged attack is a lobbed capsule bomb that makes her incredibly reliant on chips (especially problematic in her debut mission due to the presence of Dominerd viruses, which have to be hit in melee range), and her unique Battlechip Battle Chip is nearly identical to her charged attack. The only good thing about her is [[GoodBadBug a useful bug with Twin Liberation in the Japanese release]], and said bug makes her skip a turn of combat anyway.
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* {{Padding}}: While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the first section (and the postgame as a whole) requires 100 Standard Chips, the second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips. The Standard Chip requirement in particular forces you to go farm viruses for their drops to fill out your Library, which is time consuming and also somewhat difficult due to all the viruses getting upgraded by entering the postgame area.

to:

* {{Padding}}: While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the first section (and the postgame as a whole) requires 100 Standard Chips, the second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips. The Standard Chip requirement requirements in particular forces force you to go farm viruses for their drops to fill out your Library, which is time consuming and also somewhat difficult due to all the viruses getting upgraded by entering the postgame area.
Is there an issue? Send a MessageReason:
None


** Bass Cross is crazy. If gives [=MegaMan=] a substantial HP boost, a powerful [=NaviCust=] program (Super Armor in ''Team [=ProtoMan=]'', Float Shoes in ''Team Colonel'') he otherwise wouldn't have for quite some time, and a new charge shot. While it's initially underwhelming due to the charge shot scaling with [=MegaBuster=] stats, it becomes disgustingly strong after you gain access to the Number Trader and can get the Buster Pack. This allows you to max out the Buster's stats to throw out stupidly strong attacks that wipe out groups of viruses and chunk the HP of bosses without relying on Battle Chips.

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** Bass Cross is crazy. If It gives [=MegaMan=] a substantial HP boost, a powerful [=NaviCust=] program (Super Armor in ''Team [=ProtoMan=]'', Float Shoes in ''Team Colonel'') he otherwise wouldn't have for quite some time, and a new charge shot. While it's initially underwhelming due to the charge shot scaling with [=MegaBuster=] stats, it becomes disgustingly strong after you gain access to the Number Trader and can get the Buster Pack. This allows you to max out the Buster's stats to throw out stupidly strong attacks that wipe out groups of viruses and chunk the HP of bosses bosses, and without relying on Battle Chips.
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** Capcom clearly didn't want people SaveScumming in Liberation Missions to manipulate Bonus Panels for specific outcomes or fish for good Battle Chip hands to enable 1 Turn Liberations, so you're only allowed to Save once per turn (twice in a specific postgame mission). However, the Wii U Virtual Console has a built-in save state feature, letting you do exactly that.

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** Capcom clearly didn't want people SaveScumming in Liberation Missions to manipulate Bonus Panels for specific outcomes or fish for good Battle Chip hands to enable 1 Turn Liberations, so you're only allowed to Save save once per turn player phase (twice in a specific postgame mission). However, the Wii U Virtual Console has a built-in save state feature, letting you do exactly that.that in that release.

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Bass Cross was obtained via eReader in Japan, so moving. There's still a Gameplay Derailment example to be made, however.


** Bass Cross is crazy. If gives [=MegaMan=] a substantial HP boost, a powerful [=NaviCust=] program (Super Armor in ''Team [=ProtoMan=]'', Float Shoes in ''Team Colonel'') he otherwise wouldn't have for quite some time, and a new charge shot. While it's initially underwhelming due to the charge shot scaling with [=MegaBuster=] stats, it becomes disgustingly strong after you gain access to the Number Trader and can get the Buster Pack. This allows you to max out the Buster's stats to throw out stupidly strong attacks that wipe out groups of viruses and chunk the HP of bosses without relying on Battle Chips.



** The UsefulNotes/WiiU Virtual Console release just gives you access to Bass Cross for free, as it would be impossible to obtain otherwise without modifying the game. Bass Cross is supposed to be a BraggingRightsReward reserved for expert players that's PurposelyOverpowered, so you can imagine how it breaks the difficulty of the game for normal players.

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** The UsefulNotes/WiiU Capcom clearly didn't want people SaveScumming in Liberation Missions to manipulate Bonus Panels for specific outcomes or fish for good Battle Chip hands to enable 1 Turn Liberations, so you're only allowed to Save once per turn (twice in a specific postgame mission). However, the Wii U Virtual Console release just gives has a built-in save state feature, letting you access to Bass Cross for free, as it would be impossible to obtain otherwise without modifying the game. Bass Cross is supposed to be a BraggingRightsReward reserved for expert players that's PurposelyOverpowered, so you can imagine how it breaks the difficulty of the game for normal players.do exactly that.
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* AuthorsSavingThrow: The GBA releases prevented the player from opening the menu during Liberation Missions, not only making it impossible to edit the chip folder, but also restricting the ability to save the game to a once-per-turn command that can only be used by the team leaders and [=ToadMan=]/Meddy. The DS version doesn't feature this restriction, greatly alleviating the Liberation Missions' difficulty.

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* AuthorsSavingThrow: The GBA releases prevented the player from versions prevent opening the menu during Liberation Missions, not only making it impossible to edit the chip folder, but also restricting the ability to save the game to a once-per-turn command that can only be used by the team leaders and [=ToadMan=]/Meddy. The DS version doesn't feature this restriction, greatly alleviating the Liberation Missions' difficulty.



* {{Padding}}: While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the first section (and the postgame as a whole) requires 100 Standard Chips, and second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips. The Standard Chip requirement in particular forces you to go farm viruses for their drops to fill out your Library, which is time consuming and also somewhat difficult due to all the viruses getting upgraded by entering the postgame area.

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* {{Padding}}: While the postgame is fairly meaty, with three HarderThanHard Liberation Missions and a bunch of extra boss fights, it's artificially lengthened by the fact that each section is locked behind Library completion requirements. Accessing the first section (and the postgame as a whole) requires 100 Standard Chips, and the second section requires 140, and the final section requires 40 Mega Chips and all 180 Standard Chips. The Standard Chip requirement in particular forces you to go farm viruses for their drops to fill out your Library, which is time consuming and also somewhat difficult due to all the viruses getting upgraded by entering the postgame area.
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* AuthorsSavingThrow: The GBA releases prevented the player from opening the menu during Liberation Missions, not only making it impossible to edit the chip folder, but also restricting the ability to save the game to a once-per-turn command that can only be used by the team leaders and [=ToadMan=]/Meddy. The DS version doesn't feature this restriction, greatly alleviating the Liberation Missions' difficulty.


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* BreatherBoss: In ''Team Colonel'', all battles against [=CloudMan=] past the first encounter can be trivialized with Tomahawk Chaos' charge shot, which hits the back row for 400 Wood damage. Since the boss never leaves the rightmost row and takes double damage from Wood attacks, two charge shots is all it takes to defeat even its strongest form.
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* ThatOneBoss: [=CloudMan=]'s fights are aggravating due to him hiding in the back row and shielding himself with respawning clouds a'la [=BubbleMan=]'s bubbles. The clouds also spit out sparks that can paralyze if they hit, and when he combines those with the clouds that attack in a + formation it's easy to get trapped and hurt. Then he ramps up the annoying factor with his overworld ability during Liberation Missions, where he paralyzes nearby Navis for two turns, making them unusable until the paralysis wears off.

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* ThatOneBoss: [=CloudMan=]'s fights are aggravating due to him hiding in the back row and shielding himself with respawning clouds a'la [=BubbleMan=]'s bubbles. The clouds also spit out sparks that can paralyze if they hit, and when he combines those with the clouds that attack in a + formation it's easy to get trapped and hurt. Then he This is before taking into account the fact he's first fought in a Liberation Mission, which means you have to deal with the 3 turn time limit. He also ramps up the annoying factor with his overworld ability during Liberation Missions, where he attack, which paralyzes nearby Navis the target for two turns, making them unusable until the paralysis wears off.turns.



** The Samurai-Whacking minigame in [=NumberMan=]/[=SearchMan=]'s scenario is mandatory for plot progression, and you'll have to knock away 100 robots to complete it. The robots appear quickly and without following a pattern, and if even one of them touches Lan the challenge starts over. This is made even more awkward by the game's isometric view, meaning you're trying to be precise with diagonal movement on a d-pad. It's even worse in the DS version, where this minigame must be played over and over if the player wishes to obtain the ''VideoGame/{{Boktai}}''-themed chips.
* ThatOnePuzzle: The engine room on the Queen Bohemia requires an eight digit code to enter, with a hint provided by a crew mate via a riddle. The answer is a palindrome (11922911), but the problem is that the riddle (originally written with {{Goroawase Number}}s) is sloppily translated in English and is reliant on poor wordplay[[note]]You're somehow supposed to surmise that "tonight" means 2 and 9 for the fifth and sixth digits. Those two digits being 1 and 2 (i.e. midnight) would have been a more logical guess based on how the riddle is written.[[/note]]. The puzzle is extremely difficult to figure it out legitimately and has been known to make players quit the game if they didn't have a guide back in the day.

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** The Samurai-Whacking minigame in [=NumberMan=]/[=SearchMan=]'s scenario is mandatory for plot progression, and you'll have to knock away 100 robots to complete it. The robots appear quickly and without following a pattern, and if even one of them touches Lan the challenge starts over. This is made even more especially awkward by the game's isometric view, meaning you're trying to be precise with diagonal movement on a d-pad. It's even worse in the DS version, where this minigame must be played over and over if the player wishes to obtain the ''VideoGame/{{Boktai}}''-themed chips.
* ThatOnePuzzle: The engine room on the Queen Bohemia requires an eight digit code to enter, with a hint provided by a crew mate via a riddle. The answer is a palindrome (11922911), but the problem is that the riddle (originally written with {{Goroawase Number}}s) is sloppily translated in English and is reliant on poor wordplay[[note]]You're wordplay[[note]]The biggest issue with the way it's written is that you're somehow supposed to surmise that "tonight" means 2 and 9 for the fifth and sixth digits. Those two digits being 1 and 2 (i.e. midnight) would have been a more logical guess based on how the riddle is written.[[/note]]. The puzzle is extremely difficult to figure it out legitimately and has been known to make players quit the game if they didn't have a guide back in the day.

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