| | = Megaman Battle Network 4 Red Sun/Blue Moon: Navi Boss Guide = | | By: Mastermind Chaud & The Dark Unknown Version: 1.2 Version 1.2 (11/11/2005): Fixed Aquaman Info - Thanks goes to lonelyinstrife. Version 1.1 (18/09/2005): Fixed all typos, incorrect information and so on. All attacks previously without attack powers now have them, and all of that stuff. :D Version 1.0 (19/07/2004): Finished "Revision" thar. Added TDU onto the Boss Guide 'team'. =o. Any suggestions, changes, problems with this Guide can be posted on the MegaMan Battle Network 4 Blue Moon Board at GameFAQs (www.gamefaqs.com). If you don't have an account there, MAKE ONE. If you really can't contact us, email/IM us. The Outro has our contact details. This Guide (MMBN4 RS/BM Boss Guide) is Copyright 2004 Mastermind Chaud and The Dark Unknown. Any attempts to plagerise, or to publish it as your own won't be dealt with politely. This Guide should only be posted on GameFAQs (www.gamefaqs.com) and nowhere else without my permission. And with all that legal stuff out of the way, you can start BALEETING some Navis! ______________________________ -|/ \|- | Section A) Table of Contents | -|\______________________________/|- | Section A) Table of Contents (You're here.) | Section B) So...what's new? | Section C) Red Sun Navis /C1) Gutsman /C2) Fireman /C3) Roll /C4) Windman /C5) Searchman /C6) Thunderman | Section D) Blue Moon Navis /D1) Aquaman /D2) Numberman /D3) Metalman /D4) Woodman /D5) Protoman /D6) JunkMan | Section E) RS/BM Shared Navis /E1) Burnerman /E2) Coldman /E3) Kendouman /E4) Laserman /E5) Shademan /E6) Sparkman /E7) Topman /E8) Videoman | Section F) RS/BM Special Navis /F1) Duo /F2) Bass/Forte /F3) Generic Green Navi /F4) Heel Navi | Section G) Navi Deleting Strategies **INCOMPLETE** /G1) Red Sun Navi Strategies /G2) Blue Moon Navi Strategies /G3) Shared Navi Strategies /G4) Special Navis Strategies | Section H) Effective Folders **INCOMPLETE** /H1) Tips to Building Folders /H2) Mastermind Chaud's Ovarshine /H3) The Dark Unknown's DreamSword Folder /H4) Asakura Yoh's Neo-Disco Inferno /H5) WhiteDragon Nall's Psycho Bouncer | Section I) Calculating SP/DS NaviChip Damage /I1) SP NaviChip Formula /I2) DS NaviChip Formula /I3) SP/DS NaviChip Damage Table | Section J) Outro ______________________________ -|/ \|- | Section B) So...what's new? | -|\______________________________/|- Okay. So in Megaman Battle Network 4, there are Navis right? Evil Navis. And you have to delete them. Using chips. Uh-huh. And that's essentially what this FAQ is all about - the various Navis you (as Megaman) come across and probably Netbattle in the game and how to beat them. Each Navi comes with his/her own section, along with details on each of their attacks and general strategies to defeat them. Of course, the stuff in this FAQ isn't set in stone (except maybe for the Navi statistics, but yeah), so feel free to use only the bits that help you or adapt your own strategy from the ones we give you. It's all about your playing style. These strategies are based on our styles, and yours probably differs. __________________________ -|/ \|- | Section C) Red Sun Navis | -|\__________________________/|- Say hello to the Navis exclusive to RockMan EXE 4: Red Sun! Not only are these Navis exclusive, but they are also the Red Sun Soul Unison Navis. =/ waht kewlness. There are 6 Red Sun Navis in total (Accompanied by 6 Souls). C1) GutsMan C2) FireMan C3) Roll C4) WindMan C5) SearchMan C6) ThunderMan ________________________________________________________________________________ _______________________ o o [-] Section C1) Gutsman [-] o_______________________o | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][G][_] G = GutsMan [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: V1: 500 V2: 900 V3: 1300 SP: 1700 * DS Normal: 500 * DS Hard: 900 * DS S.Hard: 1300 DS: 1500 [All of the above denoted with * are storyline encounters. Normal/Hard/S.Hard refers to the difficulty level you are playing on when you encounter the event] | Navi Location | ~Version 1~ Normal Mode - Densan Tournament, Second Round ~Version 2~ Normal Mode - (Set Encounter) ACDC Area 2: East Corner of large Platform. Hard Mode - Densan Tournament ~Version 3~ Hard Mode - (Set Encounter) ACDC Area 2: East Corner of large Platform. Super Hard Mode - Densan Tournament Super Hard Mode - (Set Encounter) ACDC Area 2: East Corner of large Platform. ~SP Version~ Normal/Hard/Super Hard - ACDC Area 2: Found randomly after you defeat the V2/V3 Set Encounter. ~DS Version~ Normal/Hard/Super Hard Mode: Hawk Tournament - After final Round. (Storyline) Super Hard Mode: Black Earth 2 - Mirror #1 (Red Sun only - Set Encounter). | Prizes for Deletion | Version 1: GutsSoul Soul Unison (Densan Tournament) Version 2: Gutsman Chip (Set Encounter) Version 3: Gutsman Chip (Set Encounter) SP Version: Gutsman, GutsMan SP or Gutsman DS Chip DS Version: Gutsman DS Chip | Special Abilities | [*]SuperArmor[*] GutsMan will not get stunned when hit with an attack, and will continue moving/ attacking after he has been hit as usual. It's exactly the same as MegaMan with the SuperArmor Navi Customizer Program. | Attacks | {~}GutsMachineGun{~} Attribute: Normal Description: Remember the Guts Machine Gun that comes with GutsSoul (EXE4), or GutsStyle (MMBN2/3)? That rapid-fire buster? Well, GutsMan has a copy. It's watered down so much that it's more like Guts Pellet Gun =/. Three shots are fired at you, with a range of 3 panels. Each shot STUNS Megaman, so it really hurts. Diagram: [_][_][_][_][_][_] G = GutsMan [M][X][X][X][G][_] M = MegaMan [_][_][_][_][_][_] X = Area of Effect Damage: V1 - 5/Bullet V2 - 15/Bullet V3 - 30/Bullet SP - 50/Bullet DS - 50/Bullet Potential Damage: ** Accuracy: * How to evade: It's dead simple. Just before GutsMan fires, he'll raise his arm, which has a buster-looking buster on it. He won't move, so either go up or down a panel, or move back out of its range. Alternatively, you could Areasteal/ Panelsteal, then stay on the back row so that you're out of range (See diagram). [_][_][_][A][_][_] G = GutsMan [M][X][X][X][G][_] A = Areasteal [_][_][_][A][_][_] < = Range of GPGun shot -- {~]Guts Mallet{~} Attribute: Piercing (only the mallet)/Panel Breaker Description: GutsMan's got a big mallet! =O. GutsMan smacks down on the floor with his uber-hammer, then cracks 4-5 Panels (Mostly on your side, but there are a few on his side of the stage). Then comes the super powerful bit. 3 Rocks fall from the sky, with 2 landing randomly and 1 which supposedly lands on your current spot. Actually, the hammer itself can do damage, if you walk into it, or is smacked by it. =/ Hopefully you can dodge very slow attacks. (Note that the following diagram is a example. The Rocks and Cracked panel locations are randomized) [R][C][C][_][_][_] G = GutsMan R = Falling Rocks [_][R][H][G][_][_] H = Hammer [C][R][_][C][_][_] C = Cracked Panel Damage: V1 - 20 (Mallet) V2 - 80 (Mallet) V3 - 160 (Mallet) SP - 200 (Mallet) DS - 200 (Mallet) Potential Damage: * Accuracy: ** How to Evade: Just step out of the rocks' landing spot. It's quite easy to see. A shadow will appear on the panel which a rock is going to land on. Steer clear of these panels and you'll easily dodge those rocks. -- {~}GutsPunch / RocketGutsPunch{~} Attribute: Normal Description: He's gotta utilize those giant fists, doesn't he? <_<. GutsMan appears in the frontmost row in front of MegaMan, and attempts to punch him with a GutsPunch. It only has a range of 1 panel, so don't panic. It's able to push obstacles like CountBomb, Rockcube and Fanfare-like obstacles. It can also knock MegaMan back 1 panel if it hits. It's exactly the same as the GutsPunch Secret Chip, only GutsMan's doesn't freeze time. Version 2/3/SP Extra: GutsMan's GutsPunch can fly out, like Rocket GutsPunch. This has a much larger range, being a projectile and all. It still has all the characteristics of the original GutsPunch, only it flys forward. Version 1 [_][_][_][_][_][_] M = MegaMan [_][M][P][G][_][_] G = GutsMan [_][_][_][_][_][_] P = GutsPunch (Range) Version 2/3/SP [M][_][_][_][_][_] M = MegaMan [<][<][<][G][_][_] G = GutsMan [_][_][_][_][_][_] < = GutsPunch (Range) Damage: V1 - 30 (GutsPunch only) V2 - 120 (GutsPunch/RocketGutsPunch) V3 - 240 (GutsPunch/RocketGutsPunch) SP - 300 (GutsPunch/RocketGutsPunch) DS - 200 (GutsPunch/RocketGutsPunch) Potential Damage: ** Accuracy: * (V1) to ** (V2+) How to evade: Step back. Don't stay in the front row. How hard can it get? For the Rocket GutsPunch, step up or down 1 row. It's not exceptionally difficult. ________________________________________________________________________________ _______________________ o o [-] Section C2) Fireman [-] o_______________________o Difficulty Level: * | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][F][_] F = FireMan [_][_][_][_][_][_] | General Stats | Element: Heat Hit Points: V1: N/A (500) V2: 1000 V3: 1500 SP: 2000 DS: 1600 | Location | ~Version 1~ Not Applicable. FireMan will not be found in Normal Mode, as EXE4 is programmed that way. (You can't receive FireSoul first, and therefore can't defeat FireMan first as Gutsman takes his place in Normal Mode.) ~Version 2~ Hard Mode - Densan Tournament. ~Version 3~ Super Hard Mode - Densan Tournament Super Hard Mode - Town Area 2 Upper Floor, (Set Encounter) ~SP Version~ Hard, Super Hard: Town Area 2. Found Randomly AFTER you defeat FireMan's (Set Encounter). (Set Encounter only appears once in the whole game, despite Difficulty levels) ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: N/A Version 2: FireSoul Soul Unison (Densan Tournament) Version 3: Fireman Chip (Set Encounter) SP Version: Fireman, Fireman SP or Fireman DS Chip DS Version: Fireman DS Chip | Special Abilities | [*]IronFeet[*] FireMan will not be affected by any Magma Panels that he steps on. It's the same as MegaMan's FloatShoes NCP, or WindSoul's Ability. | Attacks | {~}FireArm{~} Attribute: Fire Description: Alot of you MMBN2 Players should remember FireArm. For those of you who missed out, FireMan fires a jet of flame from his buster/arm, which travels across the whole row, similar to FireSoul's Charged Buster, or ElementFlare chip. The flame stays there for a few seconds before disappearing, so don't step back into it =/. [M][_][_][_][_][_] F = FireMan [X][X][X][X][F][_] M = MegaMan [_][_][_][_][_][_] X = Range of FireArm Damage: V1 - 20 V2 - 80 V3 - 160 SP - 200 DS - 200 Potential Damage: * Accuracy: ** How to evade: Simple enough. Just go up or down a row and you'll dodge FireMan and his FireArm easily. Just before it's fired, FireMan raises his buster cannon. However, you should still be cautious, since FireMan's Circle Flare and FlameLine attacks both have the same pre-attack animation. -- {~}Napalm Bomb{~} Attribute: Fire Description: Big balls of lava are headed towards you! Oh noes! It's not as bad as you think, really. FireMan stands there, then fires 2 Napalm Bombs from his head (Looks like 2 Flaming MiniBombs <_<). These land on your panels and will burn for a while. One MiniBomb will attempt to set fire to Megaman's head, while the other will fly off randomly. (Note that the following diagram is a example. The landing spots of the Bombs follow your movement). [_][_][N][_][_][_] F = FireMan [_][N][_][_][F][_] N = Napalm Bomb Landings (Random) [_][_][_][_][_][_] Damage: V1 - 10 V2 - 40 V3 - 80 SP - 100 DS - 100 Potential Damage: * Accuracy: * How to Evade: Firstly, move off your current panel, to dodge one of them. You shouldn't have problems with the second one, since it lands on a random panel. However, make sure you steer clear of the burning panel (Napalm Bomb leaves a flame on the panel) until the fire goes out. -- {~}FlameLine{~} Attribute: Fire Description: FireMan has yet another Buster-shot Flame attack! Similar to the FlameMan chip in EXE3, FireMan starts a Flame on the panel in front of him, which follows MegaMan, leaving a trail of fire. All the panels which the flames go on will keep burning for a while. [M][X][X][_][_][_] F = FireMan [_][_][_][X][F][_] M = MegaMan [_][_][_][_][_][_] X = Range/Direction of FlameLine If MegaMan was to move, then the trail of fire will still follow him, like so: [A][X][_][_][_][F] F = FireMan A = MegaMan (Position 2) [_][_][X][_][X][_] M = MegaMan (Position 1) [M][_][_][X][_][_] X = Range/Direction of FlameLine Damage: V1 - 20 V2 - 80 V3 - 160 SP - 200 DS - 200 Potential Damage: ** Accuracy: ** How to evade: You basically need to get in front of the flame, or at least next to the flame. The easiest way would be to stand at the bottom-left panel, then quickly go up or up and right when the Flameline approaches. Step 1 [_][_][_][_][_][_] F = FireMan [_][_][_][X][F][_] M = MegaMan [M][X][X][_][_][_] X = FlameLine Step 2 (Move all the way up) [M][_][_][_][_][_] F = FireMan [X][_][_][X][F][_] M = MegaMan [_][X][X][_][_][_] X = FlameLine -- {~}Circle Flare{~} Attribute: Fire Description: An enhanced version of FlameLine, which is a LOT more accurate. Again, FireMan burns the panel in front of him. Only this time, the flame goes up, across to the left, then down and right, forming a 3 x 3circle (More like a square, but meh). The flames will remain there for a while, but at least FireMan doesn't move. Direction which the Flame moves: [4][3][2][_][_][_] F = FireMan [5][_][1][F][_][_] 1-8 = How the flame moves, with 1 being the first spot, [6][7][8][_][_][_] then 2,3 until 8. Damage: V1 - 30 V2 - 100 V3 - 200 SP - 240 DS - 200 Potential Damage: ** Accuracy: *** How to evade: You need to stand 1 panel behind the first flame, so that you are in the middle of the circle. This is quite hard to do, since the flame quite quickly. [X][X][X][_][_][_] F = FireMan [X][M][X][F][_][_] M = MegaMan [X][X][X][_][_][_] X = Circle Flare flames However, you could AreaSteal, then stay in the back row. [_][X][X][Y][_][_] F = FireMan [M][X][_][Y][F][_] X = Circle Flare Flames [_][X][X][Y][_][_] Y = Areasteal range + Circle Flare flames. ________________________________________________________________________________ ____________________ o o [-] Section C3) Roll [-] o____________________o Difficulty Level: ** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][R][_] R = Roll [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: V1: 700 V2: 1000 V3: 1300 SP: 1500 Set Encounter: 1500 | Location | ~Version 1~ Normal Mode - Hawk Tournament ~Version 2~ Normal Mode - Town Area 3 Lower Area - . (Set Encounter). Hard Mode - Hawk Tournament ~Version 3~ Hard Mode - Town Area 3 Lower Area, (Set Encounter). Super Hard Mode - Hawk Tournament Super Hard Mode - Town Area 3 Lower Area, (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: Town Area 3. Found Randomly AFTER you defeat one of Roll's Set Encounters. ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: RollSoul Soul Unison (Hawk Tournament) Version 2: Roll Chip (Set Encounter) Version 3: Roll Chip (Set Encounter) SP Version: Roll, Roll SP or Roll DS Chip. DS Version: Roll DS Chip. | Special Abilities | [*]HoverShoes[*] Roll...HOVERS! Yes, she floats above the panel. That means she can go over any broken panels, as well as avoiding the negative effects of the panels, like FloatShoes. Roll won't be hit by MagmaPanels, nor be trapped by SandPanels. [*]RollWarp[*] We'd call it RollFlash, but that's her signature attack... Anyhow, Roll can teleport suddenly after she steps on a panel - normally teleport, teleport, then RollWarp. It gets pretty annoying :/. She will *always* RollWarp when she's using her "Virus Summon" Attack. | Attacks | {~}Roll Arrow{~} Attribute: Normal Description: Roll fires an Arrow, which does mediocre damage, but are really cheap >_>. It basically BREAKS all the chips you've selected/uploaded from the Custom Menu this turn. Poof! They're all gone. ;_; [_][_][_][_][_][_] R = Roll [M][<][<][<][R][_] M = MegaMan [_][_][_][_][_][_] < = Direction of the Roll Arrow Potential Damage: * Accuracy: * Damage: V1 - 30 V2 - 60 V3 - 120 SP - 200 DS - 120 How to evade: Luckily for us, Roll Arrow moves fairly slowly for a projectile, giving you time to step aside. Don't stand in the front row for a prolonged period of time, or you won't be able to dodge Roll Arrow. -- {~}Roll Flash{~} Attribute: Normal Description: Roll Flash, being a multi-hit attack, must be dodged if you want to survive (Unless your Folder is too uber, and you can delete her in 1 go). Roll teleports in front of MegaMan, then starts whipping (Not with a whip =/) him with her "Head-Bands". This can be quite a few times, so be careful. [_][_][_][_][_][_] R = Roll (Hits 1 panel in front) [_][M][R][_][E][_] M = MegaMan [_][_][_][_][_][_] E = Roll's original position Damage: V1 - 10 V2 - 20 V3 - 40 SP - 70 DS - 40 Potential Damage: *** Accuracy: ** How to Evade: As soon as you see Roll on your side of the panels, MOVE! Even though her range is 1 panel in front of her, it's still best if you move up or down. [_][#][_][_][_][_] M = MegaMan [#][M][R][_][_][_] R = Roll [_][#][_][_][_][_] # = Where MegaMan should move -- {~}Virus Summon{~} Attribute: Varies with Virus (Either Normal, Fire, Elec or Piercing) Description: Roll's cheating v_v. At low HP, she can summon a Virus to help her out. The actual Virus varies, but it's either a Mettool, a ElecBall, a Statue Virus or a Burner Virus. All of these are quite annoying, but they're not too hard to get rid of. Note that you only need to kill ROLL to win, and not the Virus. General Diagram [_][_][_][V][_][_] M = MegaMan [_][M][_][_][R][_] V = Virus [_][_][_][_][_][_] R = Roll Mettool Attack: ShockWave [_][_][_][#][_][_] T = Mettool [<][<][<][T][_][_] # = Panels which it can move onto [_][_][_][#][_][_] < = Direction/Range of its ShockWave Attack ElecBall Attack: ThunderBall [M][_][_][#][#][#] M = MegaMan T = ThunderBall Attack [T][_][_][#][#][#] E = ElecBall @ = ThunderBall's Path [@][@][@][E][#][#] # = Panels which it can move onto Burner Attack: Flameline or PanelBurner [_][F][_][#][_][_] B = Burner [F][_][F][B][_][_] F = FlameLine (Goes forward, trailing MegaMan) [_][_][_][#][_][_] # = Panels which it can move onto [_][X][_][#][_][_] B = Burner [X][_][_][B][_][_] X = PanelBurner (3 Random Panels are burnt) [_][_][X][#][_][_] # = Panels which it can move onto Statue Attack: Hammer [C][_][H][S][_][_] S = Statue H = Panel hit by Hammer [R][R][C][_][_][_] C = Cracked Panels [C][_][R][_][_][_] R = Rocks (Falling down) Note: Cracked Panel and Rock locations are randomized. Appox 3-4 Panels are cracked, and 3 rocks fall down. Damage: V1 - Depends on Virus V2 - Depends on Virus V3 - Depends on Virus SP - Depends on Virus DS - Depends on Virus Potential Damage: *** (Well, the Virus stays forever =/) Accuracy: * - ** (Depends on Virus) How to evade: Dodge the Virus's attacks as if you were fighting them normally. They are exactly the same, so you shouldn't have too much of a problem. You could also kill them, which is WAY more effective. They have a tendency to block your way too -_-;. ________________________________________________________________________________ _______________________ o o [-] Section C4) Windman [-] o_______________________o Difficulty Level: **** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][_][W] W = WindMan [_][_][_][_][_][_] | General Stats | Element: Wind/Normal Hit Points: V1: 800 V2: 1200 V3: 1500 SP: 1800 DS: 1500 | Location | ~Version 1~ Normal Mode - Hawk Tournament ~Version 2~ Normal Mode - Yumland Area. (Set Encounter). Hard Mode - Hawk Tournament ~Version 3~ Hard Mode - Yumland Area, (Set Encounter). Super Hard Mode - Hawk Tournament Super Hard Mode - Yumland Area, (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: Yumland Area. Found Randomly AFTER you defeat one of WindMan's set encounters. ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: WindSoul Soul Unison (Hawk Tournament) Version 2: Windman Chip (Set Encounter) Version 3: Windman Chip (Set Encounter) SP Version: Windman, Windman SP or Windman DS Chip. DS Version: Windman DS Chip. | Special Abilities | [*]HoverShoes[*] Roll's not the only Navi to float =/. WindMan floats as well! He isn't affected by any broken panels, nor any negative effects of Panels, such as Magma and Sand. However, Holy Panels still 1/2 his damage taken. [*]Monsoon[*] Major pain in the ass, this ability. Within the whole battle, WindMan has a Wind or a Fan effect. Usually, it's a Wind effect, where you are blown BACK. This helps WindMan's Triple-Bird attack to hit. This is changed to Fan, to suit WindMan's Typhoon attack. The only way to disable this ability temporarily is to use Invis (Since it's a 0 damage attack, Invis will make it go through you, so you aren't affected) ** For each attack, Windman will only use a certain 'type of wind'. This is listed as the "Active Effect" in the Attack Description. | Attacks | {~}Flock o' Birds{~} Active Effect: Wind (Blows you back) Attribute: Normal Description: WindMan fires three Bird-like projectiles, which travel down each row (1 per row). It works pretty much the same as the Moko Rush chips. They move fairly quickly too >_<. [<][<][B][_][_][_] W = WindMan [M][B][_][_][W][_] M = MegaMan [<][<][<][B][_][_] B = Birds < = Direction the birds travel Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: * Accuracy: *** How to evade: It's not hard to dodge it, yet you may want to shoot one of them down using your Charged Buster (Preferably something that does 50 damage; Use a Soul Unison). Alternatively, you should stand within the range of the third bird that comes towards you (The last one that appears. You need to work it out on the spot), then go onto the first bird's row once it goes off the screen. [_][_][_][_][2][W] M = MegaMan [_][_][1][_][_][_] W = WindMan [M][_][_][_][_][3] 1,2,3 = Birds [_][2][_][_][_][W] M = MegaMan @ = MegaMan's original position [M][_][_][_][_][_] W = WindMan [@][_][3][_][_][_] 2,3 = Birds (1 went off the screen) -- {~}PropellerBomb{~} Active Effect: Wind (Blows you back) Attribute: Normal Description: Annoying Rattons...V2! Remember the Ratton Virus and chips from the previous MMBN Titles? WindMan's Propeller Bomb is a remake of it. WindMan fires 2 Propellers from where he is standing (Usually the middle or back rows). It will travel forward until it goes onto the row which you are currently on. Then, it will change direction, and go up or down. It only turns once, like with Rattons. [_][v][<][<][P][_] M = MegaMan <, v, ^ = Direction it travels [_][M][_][_][W][_] W = WindMan [_][^][<][<][P][_] P = Propeller Bomb Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: * Accuracy: *** How to evade: Since the Propellers move down from the sides, MegaMan will have to stay in the middle. [_][_][_][_][P][_] [M][_][_][_][W][_] [_][_][_][_][P][_] You should stay in the back row (You're being blown back anyway <_<), and attempt to run past the Propellers to avoid them. The problem is, they move too SLOW, so you get blown back and get hit by them. [P][_][_][_][_][_] [#][_][<][_][_][_] [P][_][_][_][_][_] -- {~}Twister Swarm{~} Active Effect: Fan (Sucks you forward) Attribute: Wind Description: WindMan's Twister Swarm attack is by FAR the most annoying out of all the Red Sun Navi attacks. WindMan sucks you forward with the Fan effect, then he fires 3 Twisters, which travel around in a C shape. It doesn't make you flinch, so its damage potential is very VERY high. [_][_][2][1][_][_] M = MegaMan [_][M][3][_][W][_] W = WindMan [_][_][4][5][_][_] 1-5 = Direction which the Twisters move Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: *** Accuracy: *** How to Evade: This attack is quite impossible to dodge =/. Your bet bet is to place an obstacle in front of you, so that you don't go to the front row. There is no real way to dodge the whole attack. Use Invis and Mole sparingly; You'll need one to dodge Twister Swarm. [_][_][2][1][_][_] M = MegaMan 1-5 = Direction of Twisters (3 = R) [_][M][R][_][W][_] W = WindMan [_][_][4][5][_][_] R = RockCube (Or any other obstacle with decent HP) ________________________________________________________________________________ _________________________ o o [-] Section C5) Searchman [-] o_________________________o Difficulty Level: *** | Starting Positions | [_][_][B][_][_][_] M = MegaMan [_][M][_][_][_][S] S = SearchMan [_][_][_][B][_][_] B = Boulder Obstacles | General Stats | Element: Normal Hit Points: V1: 900 V2: 1200 V3: 1500 SP: 1800 DS: 1700 | Location | ~Version 1~ Normal Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi Data) ~Version 2~ Normal Mode - Undernet 1: (Set Encounter). Hard Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi Data) ~Version 3~ Hard Mode - Undernet 1, (Set Encounter). Super Hard Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi Data) Super Hard Mode - Undernet 1 (Set Encounter) ~SP Version~ Normal/Hard/Super Hard: Undernet 1 Area. Found Randomly AFTER you defeat one of SearchMan's Set Encounters. ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: SearchSoul Soul Unison (Red Sun Tournament) Version 2: Searchman Chip (Set Encounter) Version 3: Searchman Chip (Set Encounter) SP Version: Searchman, Searchman SP or Searchman DS Chip. DS Version: Searchman DS Chip. | Special Abilities | [*]Mole Dig[*] Just before SearchMan uses his Search-Grenade Attack, he will go into Mole. It's exactly the same as your Mole chips, and is therefore affected by any chips that hit panels. | Attacks | {~}SearchBomb x3{~} Attribute: Obstacle Description: SearchMan uses his "Mole-Dig Ability" (Uses Mole), then he throws 3 Search-Grenades onto random panels in your area. They land one after another, and explode in that order. [Note: The SearchGrenade landing locations are randomized. This is one example] [Q][_][B][_][_][_] M = MegaMan B = Boulder Obstacles [_][M][Q][_][_][S] S = SearchMan (With Mole-Dig Ability) [_][Q][_][B][_][_] Q = SearchGrenades Range of SearchBombs: [M][X][B][_][_][_] M = MegaMan Q = SearchGrenade [X][Q][X][_][S][_] S = SearchMan X = Hit Range [_][X][_][B][_][_] B = Boulders Damage: V1 - 30 V2 - 60 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: *** How to evade: If you're Normal Megaman, it's best to dodge the Grenades. Step out of the first grenades' range (A cross shape. It hits 1 panel above, below and beside the grenade). After the first one blows up, move out of the way before the 2nd/3rd grenade blows you up. [R][_][B][_][_][_] M = MegaMan # = Location after dodging Grenade 1 [#][@][_][_][_][S] Q = Grenade 1 R = Grenade 2 [M][Q][_][B][_][_] B = Boulders @ = Original Position However, if you have a Soul Unison, use your Charged Buster Shot to break the first Search-Grenade, then dodge the other 2. It makes your life easier. -- {~}SearchSnipe{~} Attribute: Normal Description: SearchMan suddenly stops in the middle row, usually straight after all the Search-Grenades explode. A crosshair will lock onto MegaMan, then SearchMan will fire 5 shots, like with SearchSoul's Charged Buster. SearchSnipe can hit up to 5 hits consecutively, so be sure to dodge it. [_][_][B][_][S][_] M = MegaMan (Who has moved back to dodge SearchSnipe) [_][M][C][_][_][_] S = SearchMan C = CrossHair [_][_][_][B][_][_] B = Boulder Obstacles Damage: V1 - 10/shot V2 - 20/shot V3 - 40/shot SP - 60/shot DS - 50/shot Potential Damage: *** Accuracy: ** How to evade: Step back. Step anywhere, actually. Since the crosshair doesn't move, you can basically move anywhere to avoid it. The only problem is that after SearchMan locks on, you have less than a second to move before he starts firing. -- {~}Satellite Tracker{~} Attribute: Normal/Panel Breaker Description: A crosshair appears, and will move about. If the crosshair locks onto you, SearchMan will fire a shot, which will crack that panel and hit the panels diagonally above and below it, forming a X shape. [M][X][_][_][_][_] M = MegaMan X = Hit Range [X][C][X][_][S][_] S = SearchMan B = Boulder Obstacles [_][X][_][B][_][_] C = Cracked Panel (Also hit) Damage: V1 - 30 V2 - 60 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: ** How to Evade: Either keep moving, or let yourself let locked on, then move sideways. It's not too hard to dodge, and you should have no problems with this if you can dodge the SearchBomb and SearchSnipe Attacks. ________________________________________________________________________________ __________________________ o o [-] Section C6) Thunderman [-] o__________________________o Difficulty Level: **** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][C][T] T = ThunderMan [_][_][_][_][_][_] C = ThunderCloud | General Stats | Element: Elec Hit Points: V1: 800 V2: 1200 V3: 1600 SP: 2000 DS: 1500 | Location | ~Version 1~ Normal Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi Data) ~Version 2~ Normal Mode - Netopia Area: (Set Encounter). Hard Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi Data) ~Version 3~ Hard Mode - Amerouppe Area, (Set Encounter). Super Hard Mode - Red Sun Tournament (In Blue Moon Tournament if you trade Navi Data) Super Hard Mode - Amerouppe Area, (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: Amerouppe Area. Found Randomly AFTER you defeat one of ThunderMan's (Set Encounter). ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: ThunderSoul Soul Unison (Red Sun Tournament) Version 2: Thunderman Chip (Set Encounter) Version 3: Thunderman Chip (Set Encounter) SP Version: Thunderman, Thunderman SP or Thunderman DS Chip DS Version: Thunderman DS Chip | Special Abilities | [*]Thunder Cloud[*] ThunderMan starts with a Cloud, which moves around in circles. If it goes onto the same row or column as MegaMan, it will fire a ThunderBall spark (Not homing; It just moves forward). This is explained in the Attacks Section. | Attacks | {~}ThunderCloud{~} Attribute: Elec Description: The ThunderCloud moves around in a circular pattern, like in the below diagram. When it goes onto the same row or column (As in anywhere directly above, below, or beside MegaMan), it will fire a ThunderBall, which will move forwards towards MegaMan. Since it doesn't change direction, you only step out of the way. [>][>][>][>][v][_] M = MegaMan < = Direction which the ThunderCloud moves [^][M][_][_][C][T] T = ThunderMan [^][<][<][<][<][_] C = ThunderCloud Damage: V1 - 20 V2 - 40 V3 - 60 SP - 80 DS - 80 Potential Damage: ***(******. If you can't get out of paralysis, you're dead) Accuracy: *** [In ALL diagrams, M = MegaMan, ^,v,>,< = ThunderBall movement, C = ThunderCloud and T = ThunderMan] How to evade: It's hard at the start, but once you get the pattern, it's quite easy. You start at the middle, like so: [_][_][_][_][_][_] [_][M][<][<][C][T] [_][_][_][_][_][_] Move up, then wait. You can move forward if you wish, but don't stay in the back row. [_][M][_][_][_][_] [_][_][_][_][_][T] [_][C][_][_][_][_] Once the Cloud reaches you, and fires another Ball, move FORWARD if you're in the middle panel of your row, and back one panel if you're at the front. [_][^][M][_][_][_] [_][^][_][_][_][T] [_][C][_][_][_][_] Then, you can wait for a bit again. When the Cloud goes behind you, it'll fire another ThunderBall. [C][>][M][_][_][_] [_][_][_][_][_][T] [_][_][_][_][_][_] Move down to dodge it. Then, the Cloud moves above you. Move back/left. Now you're back at the center panel. Keep on repeating it and you'll dodge the ThunderBalls EASY. -- {~}ThunderBeam{~} Attribute: Elec Description: ThunderMan goes to the front row, and fires a Lightning Bolt from his hand. This hits anything in front of it, in a straight line across the row. [M][_][_][_][C][_] T = ThunderMan [<][<][<][T][_][_] M = MegaMan [_][_][_][_][_][_] < = Direction and Range of ThunderBeam Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 DS - 200 Potential Damage: * Accuracy: * How to Evade: Step. up. or. down. Simple. Just be sure not to run into the ThunderCloud or the ThunderBalls. -- {~}Lightning Strike{~} Attribute: Elec (Also Panel Breaker) Description: ThunderMan stops on a panel in the middle row, then raises his arms. RUN AWAY! A bolt of Lightning will come down, hitting the panel you are on. This will crack the panel too. A total of 3 bolts of Lightning will come down, one after another. [#][_][@][_][T][_] T = ThunderMan $ = Position 3 (Also hit) [_][_][_][_][_][_] @ = Position 1 (Lightning hits there 1st) [$][M][_][_][_][_] # = Position 2 (Also hit) M = Megaman Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 DS - 200 Potential Damage: ** Accuracy: ** How to evade: Run FAR FAR away. Nah, just keep moving. The Lightning Bolt will only lock onto the panel you're on, and not you in general. Avoid running over all 3 cracked panels, or you'll trap yourself. ___________________________ -|/ \|- | Section D) Blue Moon Navis | -|\___________________________/|- Now that we're finished with the Red Sun Exclusive Navis, you Blue Moon-ers get your share of Boss Information! A total of 6 Navis are exclusive to Blue Moon: (Accompanied by 6 corresponding Souls). D1) AquaMan D2) NumberMan D3) MetalMan D4) WoodMan D5) JunkMan D6) Protoman ________________________________________________________________________________ _______________________ o o [-] Section D1) Aquaman [-] o_______________________o Difficulty Level: * | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][A][_] A = AquaMan [_][_][_][_][_][_] | General Stats | Element: Aqua Hit Points: V1: 500 V2: 1000 V3: 1500 SP: 1800 * DS Normal: 500 * DS Hard: 1000 * DS S.Hard: 1500 DS: 1500 [Those denoted with * are storyline encounters - the Normal/Hard/S.Hard refer to the difficulty level in which you encounter the event] [Thanks goes to lonelyinstrife for correcting Aquaman SP's Hit Points.] | Location | ~Version 1~ Normal Mode - Densan Tournament, Second Round ~Version 2~ Normal Mode - ACDC Area 1. (Set Encounter). Hard Mode - Densan Tournament ~Version 3~ Hard Mode - ACDC Area 1: (Set Encounter). Super Hard Mode - Densan Tournament Super Hard Mode - ACDC Area 1, (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: ACDC Area 2. Found Randomly AFTER you defeat AquaMan's Set Encounter. (You can only fight a Set Encounter once, so meh) ~DS Version~ Normal, Hard, Super Hard Mode: Hawk Tournament - After Final Round. (Storyline) Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: AquaSoul Soul Unison (Densan Tournament) Version 2: Aquaman Chip (Set Encounter) Version 3: Aquaman Chip (Set Encounter) SP Version: Aquaman, Aquaman SP or Aquaman DS Chip DS Version: Aquaman DS Chip | Special Abilities | [*]FreezeShoes[*] AquaMan won't slide across Ice Panels. At all. Doesn't make much of a difference anyhow, but it matters if you try and AirShot him or something. | Attacks | {~}AquaBomb{~} Attribute: Aqua Description: AquaMan throws a Bomb type item at where MegaMan is standing. When it lands, it will hit that panel and the one behind it. He does this attack so often that you'd think that's his only attack <_<;. [The AquaBomb lands on where MegaMan is/was standing when AquaMan throws it) [M][_][_][_][_][_] A = AquaMan X & B = Hit Range [_][X][B][_][A][_] M = MegaMan [_][_][_][_][_][_] B = BubbleBomb Damage: V1 - 20 V2 - 80 V3 - 160 SP - 200 DS - 200 Potential Damage: * Accuracy: ** How to evade: This time, it's better off moving up, or down. You usually don't have space to move forward, plus you need to move back 2 spaces for Megaman to completely dodge the Aqua-Bomb. [_][_][_][_][_][_] A = AquaMan [X][B][_][_][A][_] B,X = AquaBomb Hit range [_][_][_][_][_][_] B = Aqua-Bomb Landing Spot (Where MegaMan was/is) -- {~}AquaSpread{~} Attribute: Aqua Description: It's very similar to AquaBomb, only the bomb has a 3 x 3 blast radius if you're fighting his V3 and above, and a + shape if it's V1 or V2. AquaMan throws a Bomb Porjectile, which lands where MegaMan is, and hits that panel and some/all of the surrounding ones. Luckily, AquaMan only uses this a few times per battle, so it's no biggie. V1 & V2 - + Shape Hit Radius [_][X][_][_][_][_] A = AquaMan [X][B][X][_][A][_] B = AquaSpread Bomb landing spot + Hit Range [_][X][_][_][_][_] X = Hit Range V3 & SP - 3 x 3 Hit Radius [X][X][X][_][_][_] A = AquaMan [X][B][X][_][A][_] B = AquaSpread Bomb landing spot + Hit Range [X][X][X][_][_][_] X = Hit Range Damage: V1 - 20 V2 - 80 V3 - 160 SP - 200 DS - 200 Potential Damage: * Accuracy: ** -> *** How to Evade: You need to start off by standing anywhere BUT the middle panel, so that you have an escape route. There is no difference to the AquaBomb and AquaSpread animations, so you'll have to be quick. You basically need to stand on one side, then run to the other side as quick as possible. If it's the + shape bomb, it's easier to dodge, as you can move one step vertically and horizontally to avoid the bomb. [Thanks goes to lonelyinstrife for the + shape version of AquaSpread which was previously omitted] -- {~}AquaFountain{~} Attribute: Aqua/Obstacle Description: Aquaman summons one/two faucets, either on the top and bottom rows or one on the middle row. Once placed, Aquaman will move by himself and use his AquaBomb and AquaSpread Attacks, but the faucets will spray water two panels forwards from time to time. It does damage! omgomgomg. [_][<][<][F][_][_] M = MegaMan F = Fountains [_][M][_][A][_][_] A = AquaMan [_][<][<][F][_][_] < = Direction/Range of Fountains OR [_][_][_][_][_][_] M = MegaMan F = Fountains [M][<][<][F][A][_] A = AquaMan [_][_][_][_][_][_] < = Direction/Range of Fountains Damage: V1 - 20 V2 - 80 V3 - 160 SP - 200 DS - 200 Potential Damage: * Accuracy: ** How to evade: Stay either in the back row, or in the middle row where the sprays can't reach you. You need to dodge AquaMan's AquaBomb and AquaSpread, so don't trap yourself. [X][<][<][F][_][_] X = Where MegaMan can go [X][X][X][_][_][A] A = AquaMan [X][<][<][F][_][_] F = Fountain ________________________________________________________________________________ _________________________ o o [-] Section D2) Numberman [-] o_________________________o Difficulty Level: ** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][N][_] N = NumberMan [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: V1: N/A (500) V2: 900 V3: 1300 SP: 1600 DS: 1400 | Location | ~Version 1~ Does not exist. NumberMan can't be found in Normal Mode, for Storyline reasons. ~Version 2~ Hard Mode - Densan Tournament ~Version 3~ Hard Mode - Town Area 4: (Set Encounter). Super Hard Mode - Densan Tournament Super Hard Mode - Town Area 4, (Set Encounter) ~SP Version~ Hard, Super Hard: Town Area 4. Found Randomly AFTER you defeat NumberMan's Set Encounter. ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: N/A Version 2: NumberSoul Soul Unison (Densan Tournament) Version 3: NumberMan Chip (Set Encounter) SP Version: NumberMan, NumberMan SP or NumberMan DS Chip DS Version: NumberMan DS Chip | Attacks | {~}DiceBomb{~} Attribute: Obstacle Description: NumberMan throws a Dice Bomb into your Area. The location is random, but usually there is room to avoid it. Note that there is a number on the dice - the number acts as the multiplier for the damage (So if a 3 is rolled on a Numberman SP's dice, then it does 60 x 3). The dice will explode and damage anything in its 3 x 3 Blast Radius. At low HP, NumberMan (SP) may throw 2 DiceBombs, but with its long delay before exploding, it shouldn't be a problem. [The number will obviously be between 1 to 6] [X][X][X][_][_][_] [X][D][X][_][N][_] [X][X][X][_][_][_] Damage: V1 - 10 x # V2 - 30 x # V3 - 50 x # SP - 60 x # DS - 50 x # Potential Damage: *** Accuracy: *** How to evade: Move out of the DiceBomb's range, obviously. NumberMan never tosses the DiceBomb on the middle panel. Make sure you move as far away from the DiceBomb as possible. [X][D][X][_][_][_] N = NumberMan [X][X][X][_][N][_] D = DiceBomb X = Hit Range [M][M][M][_][_][_] M = Where MegaMan can go -- {~}NumberBall{~} Attribute: Obstacle Description: NumberMan goes onto the back row, and 3 NumberBalls appear. These will start to roll towards MegaMan (They go down the row they're on). That seems to leave you with no escape, right? Each NumberBall has a number on it, which indicates how much HP it has. There is usually a NumberBall with a low HP - around 20 to 30. All you have to do is break this one (And stay there). NumberMan uses the NumberBall Attack 3 times in a row. [<][<][<][<][B][_] [<][<][<][<][B][N] [<][<][<][<][B][_] Damage: V1 - 20 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: * Accuracy: *** How to Evade: You have two choices, really (Without Invis and Mole, of course). You could use a type of Shield; either Shield from the NCP, Reflect from BluesSoul and NCP or the MetGuard Chip Series. Either that, or you destroy the DiceBomb itself. Notice the number on them? That is how much HP it has. A fairly powerful Charged Buster Shot could take out the lowest HP one (Which varies from 20-30HP). Pack 1-2 Atk+1 NCPs, or use a Soul Unison's Charged Buster (Shot types are recommended). -- {~}Set-Squarang{~} Attribute: Normal Description: A triangular Boomerang appears on the front row of NumberMan's panels (The top one). After a few seconds, the Boomerang will fly forwards. If you are in the back row, then it will move in an "U" shape, hitting all of the back row. If you're standing anywhere else, the Boomerang flies forward. [X][_][X][D][_][_] M = MegaMan X = Boomerang's Hit range [M][_][X][_][N][_] N = NumberMan [X][X][X][_][_][_] D = Delta Boomerang [X][X][X][D][_][_] M = MegaMan X = Boomerang's Hit Range [_][M][_][_][N][_] N = NumberMan [_][_][_][_][_][_] D = Delta Boomerang Damage: V1 - 20 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: * Accuracy: * How to evade: Stay out of the back row and don't go to the top panels. Easy. ________________________________________________________________________________ ________________________ o o [-] Section D3) Metalman [-] o________________________o Difficulty Level: ** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [M][G][_][_][G][Q] Q = MetalMan [_][_][_][_][_][_] G = Gears | General Stats | Element: Normal Hit Points: V1: 800 V2: 1200 V3: 1600 SP: 2000 DS: 1500 | Location | ~Version 1~ Normal Mode - Eagle Tournament ~Version 2~ Normal Mode - UnderNet 3: (Set Encounter) Hard Mode - Eagle Tournament ~Version 3~ Hard Mode - UnderNet 3: (Set Encounter). Super Hard Mode - Eagle Tournament Super Hard Mode - UnderNet 3, (Set Encounter) ~SP Version~ Hard, Super Hard: UnderNet 3. Found Randomly AFTER you defeat MetalMan's Set Encounter. ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: MetalSoul Soul Unison (Hawk Tournament) Version 2: MetalMan Chip (Set Encounter) Version 3: MetalMan Chip (Set Encounter) SP Version: MetalMan, MetalMan SP or MetalMan DS Chip DS Version: MetalMan DS Chip => Special Abilities [*]MetalBody[*] MetalMan, being Metal and all, has SuperArmor, like the Navi Customizer Program . That means MetalMan will not be stunned and stop if you hit him. [*]MetalGears[*] Throughout the battle, there are two gears going back and forth over the middle row. These do damage if MegaMan steps over them. If you decide the break them, (BreakCharge, Piercing Chips etc), they will come back once MetalMan uses the "Gear-Change" Chip. (See Attacks - MetalGears for details) [*]AntiGravity[*] Meh. Metalman floats too! So much for being a hunk of metal. He isn't affected by Sand panels and such. | Attacks | {~}MetalGears{~} Attribute: Piercing Description: At the start of the battle, there will be 2 Gears moving back and forth; One on your Panels, and another on MetalMan's panels. These can be broken with piercing attacks (The Gears don't have too much HP). At some point in the battle, MetalMan may use his "Gear Change" Chip, which makes both Gears go into your area (Shown on the Diagrams; Mode 2). ~~Gear: Mode 1~~ [M][_][_][_][_][Q] M = MegaMan [<][G][>][<][G][>] Q = MetalMan [_][_][_][_][_][_] G = Gear < , > = Movement of Gears. [M][_][_][_][_][_] M = MegaMan [1][2][3][_][Q][_] Q = MetalMan [_][_][_][_][_][_] 1,2,3 = Movement of Gear (1 -> 2 -> 3 -> 2 -> 1 etc) ~~Gear: Mode 2~~ (After MetalMan uses the Gear Change Chip) [<][G][>][_][_][_] M = MegaMan [_][M][_][_][Q][_] Q = MetalMan [<][G][>][_][_][_] G = Gear < , > = Movement of Gears. [1][2][3][_][_][_] M = MegaMan [_][M][_][_][Q][_] Q = MetalMan [1][2][3][_][_][_] 1,2,3 = Movement of Gear (1 -> 2 -> 3 -> 2 -> 1 etc) Damage: V1 - 30 V2 - 60 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: * How to evade: Just move aside. They don't exactly pop up and suddenly whack you. They just move and happen to run over you. However, a bit of timing is necessary for you to dodge both the MetalGear and the other attacks MetalMan throws at you. -- {~}Rocket Barrage{~} Attribute: Normal Description: Metalman pauses...then he launches rockets from his back. Being a hovering block of steel really is fun. The rockets are 'smart' - they will home in on you. The range? It really doesn't need a diagram. Damage: V1 - 30 V2 - 60 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: ** How to Evade: Bleh? Evade? It's pretty hard to get hit by these, unless you get stopped by MetalSlicer or the MetalGear... -- {~}Metal Slicer{~} Attribute: Normal Description: MetalMan may throw a "Slicer" at MegaMan at any point in the battle. This Gear shaped Boomerang will go around the back of your area, like the Boomer Chip Series, or fly forward if MegaMan is in the middle row. This depends on where MegaMan stands initially (MetalMan goes in front of MegaMan before he throws the Slicer) [>][>][>][_][_][_] M = MetalMan [^][G][_][_][G][_] G = Gears [^][<][<][M][_][_] <, ^, > = Direction and Range of Metal Slicer [_][_][_][_][_][_] M = MetalMan [<][<][<][M][_][_] < = Direction and Range of Metal Slicer [_][_][_][_][_][_] Damage: V1 - 30 V2 - 60 V3 - 120 SP - 200 DS - 200 Potential Damage: * Accuracy: *** (When combined with Metal Gear) How to evade: You step out of the way. Simple. The only problem with this is that the MetalGears get in your way. You could either get rid of the MetalGear first, or stay in the middle row as much as possible. That triggers MetalMan's straight Slicer Shot, which is a lot easier to dodge. -- {~}MetalFist{~} Attribute: Piercing Description: Metalman simply teleports to the panel in front of Megaman and punches the panel with his fist. There is a fairly long delay between Metalman moving and him hitting the panel, so there shouldn't be any problems with this attack...on its own. [_][_][_][_][_][_] M = Metalman [_][X][M][_][_][_] X = Hit Range [_][_][_][_][_][_] Damage: V1 - N/A V2 - 100 V3 - 200 SP - 300 DS - 300 Potential Damage: *** Accuracy: * How to evade: Normally, I'd whack you and tell you that you simply move off the panel, but with Metalman it's a slightly different story. Since Metalman would normally have his MetalGears on the field, as well as the barrage of missiles and so on, it becomes a pain to dodge. It is recommended that you dodge this attack at the cost of getting hit by a gear or missile, as this attack is both piercing and highly damaging. Of course, Invis or similar chips is the best way to go - Mole will -not- work. ________________________________________________________________________________ _______________________ o o [-] Section D3) Woodman [-] o_______________________o Difficulty Level: ** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][W][_] W = WoodMan [_][_][_][_][_][_] | General Stats | Element: Wood Hit Points: V1: 1000 V2: 1500 V3: 2000 SP: 2500 DS: 1800 | Location | ~Version 1~ Normal Mode - Eagle Tournament ~Version 2~ Normal Mode - Park Area 1: (Set Encounter) Hard Mode - Eagle Tournament ~Version 3~ Hard Mode - Park Area 1: (Set Encounter). Super Hard Mode - Eagle Tournament Super Hard Mode - Park Area 1: (Set Encounter) ~SP Version~ Normal/Hard/Super Hard: Park Area 1. Found Randomly AFTER you defeat Woodman's Set Encounter. ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: WoodSoul Soul Unison (Eagle Tournament) Version 2: Woodman Chip (Set Encounter) Version 3: Woodman Chip (Set Encounter) SP Version: Woodman, Woodman SP or Woodman DS Chip DS Version: Woodman DS Chip | Special Abilities | [*]LumberRoll[*] Ye gods (OMG violated Yoh's copyright)...LUMBER rolls towards you. And you can't jump. Woodman has two innocent trees rolling from the right to the left side of the area. (See Attacks - Wooden Logs for further details) [*]BunnyHop[*] <_<. Woodman jumps from panel to panel, instead of teleporting. TreeBunny? =P | Attacks | {~}LumberRoll{~} Attribute: Wood Description: Oh god. Woodman sends logs rolling at us. What shall we do? Two logs roll from the right to the left side of the area...and that's it. The logs will either roll on the top and middle row or the middle and bottom row. If they roll on different rows, then you've got a bit of dodging to do. Same row? Cake. ~~Logs are coming! AHHHH~~ [M][_][_][_][<][L] M = MegaMan [ ][ ][<][L][<][L] W = WoodMan [_][_][<][L][W][_] L = Log (2 Ls) < = Movement of Logs. Damage: V1 - 30 V2 - 60 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: *** How to evade: It all depends on where they roll. If they are both rolling on the same two rows, just step onto the third row and let them pass. However, if you get logs rolling on different rows, then you have to quickly move up/down to the safe spot between the logs. Confusing? Nope. Look at this: [L][M][_][_][_][_] L = Log(s) ^ = Movement! [L][^][L][_][_][_] @ = Megaman's original position (To dodge the first log) [_][@][L][_][_][_] M = Megaman (Dodges the second log) Simple, isn't it? You need to time it pretty well though. -- {~}Advanced Slingshot{~} Attribute: Wood/Obstacle Description: Okay...so it isn't a slingshot :/. Think GutsMachineGun. Now, add Wooden Bullets and a round barrel. You got it! Woodman's 'pellet gun'. The bullets will travel all the way across the area, but they do NOT make you flinch or stun you. The only problem is that Woodman fires them when the logs are rolling...more dodging. Of course, since they only have 50HP... [M][_][_][_][_][_] M = MegaMan [B][B][B][B][W][_] W = Woodman [_][_][_][_][_][_] B = Bullets Damage: V1 - 10 V2 - 20 V3 - 40 SP - 60 DS - 100 Potential Damage: *** Accuracy: ** How to Evade: Talking about Invis is pointless. One solid way is to stand away from him or to stand anywhere other than in front of him. However, you have to mind the logs. Mind be best to take damage from the logs if you're desparate. It's not a lot compared to the damage Woodman's Gun can do. -- {~}GreenWood{~} Attribute: Wood Description: TreeBomb! OldWood! Now complete with Navi. Woodman jumps up as per usual, only he causes an earthquake (He will also crotch down). Four of your panels will flash yellow...and "GreenWoods" will poke up from them. The spikey logs :/. [_][G][_][_][_][_] W = WoodMan [_][M][G][_][W][_] G = Greenwood [_][_][G][_][_][_] M = Megaman ***The green woods appear in random places of your field, not always like the diagram*** Damage: V1 - 30 V2 - 60 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: ** How to evade: You could really say this is his signature move. How to avoid it? Well err... when the logs shoot up, the panels that turn yellow are where the logs will shoot up. Move away from them and that's it! ________________________________________________________________________________ ________________________ o o [-] Section D5) Protoman [-] o________________________o Difficulty Level: ** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][B][_] B = Blues/Protman [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: V1: 1000 V2: 1300 V3: 1600 SP: 1800 DS: 1500 | Location | ~Version 1~ Normal Mode - Blue Moon Tournament ~Version 2~ Normal Mode - Undernet 6: (Set Encounter) Hard Mode - Blue Moon Tournament ~Version 3~ Hard Mode - Undernet 6: (Set Encounter). Super Hard Mode - Blue Moon Tournament Super Hard Mode - Undernet 6: (Set Encounter) ~SP Version~ Hard, Super Hard: Undernet 6. Found Randomly AFTER you defeat Protoman's Set Encounter. ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: ProtoSoul Soul Unison (Hawk Tournament) Version 2: Protoman Chip (Set Encounter) Version 3: Protoman Chip (Set Encounter) SP Version: Protoman, Protoman SP or Protoman DS Chip DS Version: Protoman DS Chip | Special Abilities | [*]Reflect[*] Shield and Sword are always together. Protoman has them! =o. Proto's got a Reflect Shield for protection. This works just like the Reflect Shield that your Reflect NCP/ProtoSoul supplies. He uses it randomly from time to time, and sometimes blocks your attacks just when you hit him. That cheap bastage... | Attacks | {~}HeroSword{~} Attribute: Sword Description: OMG it's HeroSword! 3 Panel Range LongSword. Simple. [_][_][_][_][_][_] M = MegaMan [<][<][<][B][_][_] B = Blues [M][_][_][_][_][_] < = Slash area. Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: * How to evade: Run! Move aside. Move away as quick as possible. AntiSword works too. -- {~}TeleSlash{~} Attribute: Sword Description: OLD attack. Protoman goes to the row in front of you and slashes with a WideSword. Note that he can go onto YOUR panels. [_][(][_][_][_][_] M = MegaMan [M][(][B][_][_][_] B = Blues [_][(][_][_][_][_] ( = Slash area Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: ** How to Evade: Er... Move back? Move away? How else may I help you? -_-; Remember not to step on him =P. -- {~}Backdoor Slash!{~} Attribute: Sword Description: Ugh. All the same. ALL THE SAME. He does his crappy WideSword attack, only from behind. This one is slightly less predictable though. [_][)][_][_][_][_] ) = Slash area [B][)][M][_][_][_] B = Blues [_][)][_][_][_][_] M = Megaman Damage: V1 - -- V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: ** How to evade: Eek. Now he's behind you! Step forwards. -- {~}Delta! Ray! Edge!{~} Exclusive to: Light Megaman Attribute: Sword Description: Told ya, all the same. It's the ol' Delta Ray Edge! Protoman *suddenly* flashes (Yes, he actually flashes...omg) teleports and slashes you thrice! Before you can react! <_<. [Summary - Protoman's movement] [_][A][1][_][_][_] 1/2/3 = Where Protoman goes for the three slashes [2][B][_][_][_][_] M = Megaman B = Receives the full three hits from DRE [_][A][3][_][_][_] A = Receives two hits from DRE [Slash #1] [_][(][P][_][_][_] P = Protoman [_][(][_][_][_][_] ( = Sword Hit Range [_][_][_][_][_][_] [Slash #2] [_][)][_][_][_][_] P = Protoman [P][)][_][_][_][_] ) = Sword Hit Range [_][)][_][_][_][_] [Slash #3] [_][_][_][_][_][_] P = Protoman [_][(][_][_][_][_] ( = Sword Hit Range [_][(][P][_][_][_] Damage: V1 - --- V2 - --- V3 - 200 SP - 300 DS - 300 Potential Damage: *** Accuracy: *** How to evade: Just step out of range, preferably onto the back row. Protoman can't hit you from there! -- {~}Dark Cross{~} - Exclusive to: Dark Rockman Attribute: Sword Description: Oooh. Dark and Shiny. Protoman uses a StepCross type attack (Like the CrossSwipe attack for Neo-Variable). The middle panel receives two hits, and the side ones receive one each. [\][_][/][_][_][_] /,\,X = Slash area [_][X][B][_][_][_] B = Protoman [/][_][\][_][_][_] [1][_][1][_][_][_] B = Protoman [_][2][B][_][_][_] 1 = Panel receives one hit [1][_][1][_][_][_] 2 = Panel receives two hits Damage: V1 - 80 V2 - 160 V3 - 200 SP - 300 DS - 300 Potential Damage: *** Accuracy: ** How to evade: X-MAN! >_> Anyway. He slashes you with two stabbity slashes, so dodge them by stepping vertically or horizontally from the center panel. [\][M][/][_][_][_] M = Where Megaman could step [M][X][M][_][_][_] X, /, \ = Hit Range [/][M][\][_][_][_] ________________________________________________________________________________ _______________________ o o [-] Section D6) Junkman [-] o_______________________o Difficulty Level: *** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][_][J] J = Blues/Protman [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: V1: 800 V2: 1100 V3: 1500 SP: 1800 DS: 1600 | Location | ~Version 1~ Normal Mode - Blue Moon Tournament ~Version 2~ Normal Mode - Undernet 2: (Set Encounter) Hard Mode - Blue Moon Tournament ~Version 3~ Hard Mode - Undernet 2: (Set Encounter). Super Hard Mode - Blue Moon Tournament Super Hard Mode - Undernet 2: (Set Encounter) ~SP Version~ Normal/Hard/Super Hard: Undernet 2. Found Randomly AFTER you defeat Junkman's Set Encounter. ~DS Version~ Super Hard Mode: Black Earth 2 - Mirror (Set Encounter). | Prizes for Deletion | Version 1: JunkSoul Soul Unison (Blue Moon Tournament) Version 2: Junkman Chip (Set Encounter) Version 3: Junkman Chip (Set Encounter) SP Version: Junkman, Junkman SP or Junkman DS Chip DS Version: Junkman DS Chip | Attacks | {~}Junk...Junk?{~} Attribute: Piercing Description: Junkman just tossed Junk at you? ZOMG NOES WE'RE GOING TO MELT. These things are pretty easy to get rid of if you do it right, but they're hell if they're rushing towards. There is rarely a gap, so you can't slip through, and all three rows have junk flying towards you! [_][_][_][_][G][_] M = MegaMan [M][_][_][G][_][_] J = Junkman [_][G][_][_][_][J] G = Junk Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: ** Accuracy: *** How to evade: Bleh. Hit it once and its yellow 'toxic' coating is removed. Now, it can only be broken with one hit...that does 10 or more damage. Your Charged Buster should do the trick. -- {~}Bolt Missile{~} Attribute: Piercing Description: Junkman fires 3 Bolts at you, Alpha Arm Omega style. <_<. If you have NO idea whatsoever, then they just travel forwards. They're 'homing' too - they will stay on the row you're on. Extremely annoying. Virtually impossible to dodge :/. [_][_][_][_][_][_] M = MegaMan [M][_][B][_][B][_] J = Junkman [_][_][_][_][B][J] B = Bolts Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 DS - 200 Potential Damage: *** Accuracy: *** How to Evade: Hard as hell to dodge. You're better off with Shield or AntiDmg NCP. --- {~}JunkPress{~} Attribute: Piercing Description: Alright. Junkman extends his smelly hands and smashes you like garbage. He only uses this when his HP has gone below half. It'll hit the whole row. [M][_][_][_][_][_] |==== = extension of hands [|][=][=][=][=][J] B = Blues [_][_][_][_][_][_] M = Megaman Damage: V1 - 80 V2 - 120 V3 - 180 SP - 300 DS - 300 Potential Damage: ** Accuracy: ** How to evade: If you don't want to get smashed, move up or down a panel. Gotta be quick, as Junkman's arms are like ON CRACK... ______________________________ -|/ \|- | Section E) RS/BM Shared Navis | -|\______________________________/|- Quite a few shared Navis between Red Sun and Blue Moon. These Navis have shared Scenarios too. The DS Version information has been omitted as these Navis do NOT have DS Forms. Here are all of the Shared Navis. Search for the Section if you want...<_< E1) BurnerMan E2) ColdMan E3) KendouMan E4) LaserMan E5) ShadeMan E6) SparkMan E7) TopMan E8) Videoman ________________________________________________________________________________ _________________________ o o [-] Section E1) Burnerman [-] o_________________________o Difficulty Level: **** | Starting Positions | [_][_][_][_][F][_] M = MegaMan [_][M][_][_][_][B] B = BurnerMan [_][_][_][_][F][_] F = Burners | General Stats | Element: Heat Hit Points: V1: 700 V2: 1100 V3: 1500 SP: 1900 | Location | ~Version 1~ Normal Mode - Hawk/Eagle Tournament ~Version 2~ Normal Mode - Park Area 2 Dead End. (Set Encounter). Hard Mode - Hawk/Eagle Tournament ~Version 3~ Hard Mode - Park Area 2 Dead End (Set Encounter). Super Hard Mode - Hawk/Eagle Tournament Super Hard Mode - Park Area 2 Dead End, (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: Park Area 2. Found Randomly AFTER you defeat BurnerMan's Set Encounter. (Set Encounter only appears once in the whole game, despite Difficulty levels) | Prizes for Deletion | Version 1: N/A Version 2: BurnerMan Chip (Set Encounter) Version 3: BurnerMan Chip (Set Encounter) SP Version: BurnerMan, BurnerMan SP or BurnerMan DS Chip | Special Abilities | [*]Double Burner[*] BurnerMan has two "obstacles": Two Burners that move back and forth during the battle. They'll stop when Megaman is: A) In line with the Burner. B) Blocking the Burner's path (Either in front or behind) And shoot flames out - these have a two panel range. And here is a diagram of the possible places they stop, with A being Scenario A listed above, and B being B. [_][A][_][_][_][_] [_][_][_][_][_][_] [_][M][B][_][_][_] *More on this in the Attacks Section* | Attacks | {~}Double Burner{~} Attribute: Fire Description: BurnerMan has two "obstacles": Two Burners that move back and forth during the battle. They'll stop when Megaman is: A) In line with the Burner. B) Blocking the Burner's path (Either in front or behind) And they'll shoot flames out two panels forward. The movement of the Burners is quite regular - one burner moves forwards to where you are (Unless you block it), and the other one retreats to the back row of Burnerman's panels. [M][^][_][_][F][_] B = BurnerMan [_][^][_][_][_][B] M = MegaMan [_][F][_][_][_][_] F = Burners ^ = Range of Flames Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 Potential Damage: ** Accuracy: ** (*** When combined with Burnerman's other attacks) How to evade: You can either block the path of the Burner that's coming your way (Scenario B), but you need to move quickly to block the other one. This isn't as effective, because you're restricted on movement. You could also slip past the Burner as it stops. The best solution, of course, is to break them. MetalSoul's MetalFist Charged Buster works best (Block the Burner, then MetalFist it) [_][_][_][_][F][_] B = BurnerMan [_][_][_][_][_][B] M = MegaMan [_][M][F][_][_][_] F = Burners [_][_][F][_][_][_] B = BurnerMan [_][_][v][_][_][B] M = MegaMan @ = Where Megaman originally was [_][M][@][_][F][_] F = Burners v = Flames -- {~}Burner Blast{~} Attribute: Fire Description: Boring. Every Navi has this. Burnerman goes into the front row with his Burner (Buster) raised. OH NOES! Flames shoot out! They only go three panels across. [_][M][_][_][F][_] B = BurnerMan < = Range of Burner Blast [<][<][<][B][_][_] M = MegaMan [_][_][F][_][_][_] F = Burners Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 Potential Damage: ** Accuracy: ** (*** with Burners) How to Evade: It's hard to dodge if you're not ready. Stick to the middle row to lure Burnerman there, then step up or down to block the Burner, effectively dodging both attacks. If you really can't stay in the middle - especially if you've just blocked the Burner - then quickly move up/down one/two panels and go forwards. -- {~}PetrolDash{~} Attribute: Fire Description: USE THE BOOST! <_<. Burnerman's arms can be used as thrusters ._. Burnerman will dash horizontally across the row, hitting you if the panel in front of him (Or Burnerman himself) hits you. You'll notice that Burnerman 'shoots' flames one panel forward - that's why. [M][_][_][_][F][_] M = MegaMan F = Burners [B][<][<][<][T][_] B = BurnerMan [_][_][_][F][_][_] < = Where BurnerMan travels (Hit Range) Damage: V1 - 60 V2 - 120 V3 - 180 SP - 300 Potential Damage: ** Accuracy: ** (*** with Burners) How to evade: Easy, really. If you can, make a hole/broken panel in front of you. TripleCrack, if possible. Burnerman can't dash across holes. If not, then just step aside, but keep out of the Burners' range. ________________________________________________________________________________ _______________________ o o [-] Section E2) Coldman [-] o_______________________o Difficulty Level: ** | Starting Positions | [_][I][I][I][I][_] M = MegaMan [M][I][I][I][I][C] C = ColdMan [_][I][I][I][I][_] I = Ice Panels | General Stats | Element: Aqua Hit Points: V1: 800 V2: 1200 V3: 1500 SP: 1900 | Location | ~Version 1~ Normal Mode - Red Sun/Blue Moon Tournament ~Version 2~ Normal Mode - Sharo Area (Set Encounter). Hard Mode - Red Sun/Blue Moon Tournament ~Version 3~ Hard Mode - Sharo Area (Set Encounter). Super Hard Mode - Red Sun/Blue Moon Tournament Super Hard Mode - Sharo Area (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: Sharo Area. Found Randomly AFTER you defeat ColdMan's Set Encounter. (Set Encounter only appears once in the whole game, despite Difficulty levels) | Prizes for Deletion | Version 1: N/A Version 2: Coldman Chip (Set Encounter) Version 3: Coldman Chip (Set Encounter) SP Version: Coldman, Coldman SP or Coldman DS Chip | Attacks | NOTE: [Ice Panels have NOT been labeled, as they will not change without chips] {~}IceCubes!{~} Attribute: Aqua/Obstacle Description: ...Even Coldman has chips :/. This is always his initial attack - Coldman will freeze time and summon 3 IceCubes. They will appear on the middle column of Coldman's area (Unless you block it or something). [_][_][_][_][R][_] C = ColdMan [_][M][_][_][R][C] M = MegaMan [_][_][_][_][R][_] R = IceCube Potential Damage: N/A Accuracy: N/A How to evade: Eh. You can't avoid stationary objects...yet. Check out the next attack. -- {~}CubePush{~} **This attack is only used after Coldman uses the attack "IceCubes!". See the attack above** Attribute: Aqua Description: Coldman summons IceCubes that do nothing, yar? Nope. Coldman will proceed to push the IceCubes forwards - like what happens when you hit a Rockcube with AirShot/GutsPunch/AirRacket. Only one will go forwards, so you'll be fine. If the IceCube doesn't hit you, it will stay in the back row. Make sure you bring FloatShoes! [_][_][_][_][I][_] C = Coldman [I][<][<][<][<][C] I = IceCube (Only one is pushed) [_][_][_][_][I][_] < = Direction IceCube is pushed Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 Potential Damage: *** (If Coldman were to push all three <_<) Accuracy: * How to Evade: Step up. Step Down. Make a hole. It's EASY. -- {~}Cold-Bounce{~} Attribute: Aqua Description: Coldman's legs...VANISH. =O. <_<. Coldman jumps up (Yes, his legs are gone...) and lands on whatever panel you're on. Easy as hell to dodge. Think - Slow Knight in Kingman V1 battle. [_][_][_][_][_][_] @ = Coldman's original position [_][_][C][_][_][@] C = Coldman (He jumps =O. The panel also cracks) [_][_][_][_][_][_] Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 Potential Damage: ** Accuracy: * How to Evade: Err..get out of the way? -_-. It only affects one panel. -- {~}IceMist{~} Attribute: Aqua Description: Three 'Mists' things appear (Usually on Coldman's back row) and move towards you. If there are obstacles, they'll move up/down - but they WON'T move back onto your row unless you're moving when they're past the obstacle. [_][_][_][_][M][_] C = Coldman [Y][_][M][M][_][C] M = Mists (They're moving towards you. Pwned.) [_][_][_][_][_][_] Y = YOU! (Megaman <_<) Damage: V1 - 30 V2 - 80 V3 - 100 SP - 150 Potential Damage: ** Accuracy: *** How to evade: Hide behind some obstacle and it will never. NEVER. get you. ________________________________________________________________________________ _________________________ o o [-] Section E3) Kendouman [-] o_________________________o Difficulty Level: **** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][K][_] K = KendouMan [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: V1: 800 V2: 1200 V3: 1600 SP: 2000 | Location | ~Version 1~ Normal Mode - Red Sun/Blue Moon Tournament ~Version 2~ Normal Mode - Netfrica Area: C-Slider Platform (Set Encounter). Hard Mode - Red Sun/Blue Moon Tournament ~Version 3~ Hard Mode - Netfrica Area: C-Slider Platform (Set Encounter). Super Hard Mode - Red Sun/Blue Moon Tournament Super Hard Mode - Netfrica Area: C-Slider Platform (Set Encounter). ~SP Version~ Normal, Hard, Super Hard: Netfrica Area. Found Randomly AFTER you defeat Kendouman's Set Encounter. | Prizes for Deletion | Version 1: N/A Version 2: Kendouman Chip (Set Encounter) Version 3: Kendouman Chip (Set Encounter) SP Version: Kendouman, Kendouman SP or Kendouman DS Chip | Special Abilities | [*]Sideslip[*] Kendouman doesn't teleport. He usually moves diagonally, and occasionally teleports. =o | Attacks | {~}Dash!{~} Attribute: Sword Description: Kendouman dashes forwards with his Kendou...stick and attempts to stab you with bamboo :/. Kendouman should go through you and obstacles, so there isn't much point in Shielding. [_][_][_][_][_][_] K = KendouMan @ = Where Kendouman was [K][<][<][<][@][_] M = MegaMan [_][_][_][_][_][_] < = Movement of Kendouman Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 Potential Damage: ** Accuracy: ** How to evade: Just before he runs into you, you'll see his shadow fading. This is the time to counter him with your buster or whatever. You can also just move aside to avoid him. You could also sidestep, but be quick. Staying on the back row helps. -- {~}Slice!{~} Attribute: Sword Description: Kendouman steps onto the frontmost row and slashes you with a WideSword-like slash. He only uses it if you're in the front row. [_][_][(][_][_][_] K = KendouMan [_][M][(][K][_][_] M = MegaMan [_][_][(][_][_][_] ( = Slash Range Damage: V1 - 40 V2 - 80 V3 - 120 SP - 200 Potential Damage: * Accuracy: * How to Evade: Move back! -- {~}Stab!{~} Attribute: Sword Description: Kendouman will dash to the panel in front of you and stab you. Really Really Quick :/. Version 2/3/SP [_][_][_][_][_][_] M = MegaMan [_][M][K][_][@][_] K = Kendouman [_][_][_][_][_][_] @ = Where Kendouman was Damage: V1 - 20 V2 - 40 V3 - 60 SP - 100 Potential Damage: ** Accuracy: ** How to Evade: Move anywhere but forwards >_>. -- {~}Clonedoken!{~} **Courtesy of Asakura Yoh** Attribute: Sword Description: Kendouman has clones! =o =o =o. Yoh Clones vs Kendou Clones. Kendouman will split into three 'clones' - two are shadows, and one is the real thing. They will either appear in front or behind you, and hit the panel in front of them (The one they are facing). Since the hits do NOT make you flinch, you MUST move. [K][X][_][_][_][_] M = MegaMan @ = Where Kendouman could appear next. [_][Y][L][_][_][_] K = KendouMan #1 L = Kendouman #2 [@][M][@][_][_][_] X = Hit #1 Y = Hit #2 Damage: V1 - 20 V2 - 30 V3 - 40 SP - 50 Potential Damage: *** Accuracy: ** How to evade: Move up and down. It is best to stand on the back row for this attack. This way, they will only appear in front of you. Paralyzing the real Kendouman would work, but it's risky. ________________________________________________________________________________ ________________________ o o [-] Section E4) Laserman [-] o________________________o Difficulty Level: *** | Starting Positions | [_][_][_][_][_][G] M = MegaMan [_][M][_][_][L][_] L = Laserman [_][_][_][_][_][_] G = In-Battle GMD **If you don't break the GMD after defeating Laserman, you will get one of two Gigachips, depending on your version. Red Sun - BugCharge Blue Moon - Curse of Bug You can also get these chips in the same way with Shademan** | General Stats | Element: Normal Hit Points: V1: 1000 V2: 1400 V3: 1800 SP: 2200 | Location | ~Version 1~ Normal Mode - Meteor Comp 4 ~Version 2~ Hard Mode - Meteor Comp 4 ~Version 3~ Super Hard Mode - Meteor Comp 4 Super Hard Mode - Undernet 5, (Set Encounter) ~SP Version~ Super Hard: Undernet 5. Found Randomly AFTER you defeat Laserman's Set Encounter. | Prizes for Deletion | Version 1: N/A Version 2: N/A Version 3: N/A SP Version: Laserman, Laserman SP or Laserman DS Chip | Special Abilites | [*]I-Field[*] <_<. SuperArmor. Laserman won't be stunned. EVAR. Beam Shield? =o | Attacks | {~}Cross Laser{~} Attribute: Normal Description: Laserman fires a laser in a shape of a cross. It's easy to dodge, but you MUST have AirShoes. The center of the cross becomes cracked, and broken if you step over it/Laserman hits it again. [M][X][_][_][_][_] L = Laserman [X][C][X][_][L][_] M = MegaMan [_][X][_][_][_][_] X = Laser range C = Cracked Panel (Also hit) Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 Potential Damage: ** Accuracy: ** How to evade: Move away from the yellow panels when you see them flashing. It's easy, because there's a bit of delay. Use this chance to hit Laserman whilst he's not moving. Paralysis will stop his attack =o. -- {~}Disruption Beam{~} Attribute: Piercing/Timefreeze Description: Annoying as hell. Laserman FREEZES TIME, then fires a blue laser from his hand - this will hit the whole row, passing through obstacles and such. It also removes Invis (But you don't take damage from the laser with Invis). [M][_][_][_][_][_] L = LaserMan [(][(][(][(][(][L] M = MegaMan [_][_][_][_][_][_] ( = Laser Beam Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 Potential Damage: ** Accuracy: *** How to evade: Stay off his row as much as possible. He'll raise his hand JUST before the attack - you only have milliseconds to react :/. And don't use Invis. You won't take damage, but it'll disappear. -- {~}The Sky is falling!{~} (SkyFall? =P) Attribute: Normal Description: Laserman shoots his Laser upwards. Yar, you heard/read correctly. After that, a total of 10 rocks will rain down (Much like the MomQuake PA in MMBN3). They'll land on you, mostly. [X][_][_][_][_][_] M = MegaMan [_][X][_][_][_][L] L = Laserman [X][_][M][_][_][_] X = Cubes Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 Potential Damage: *** Accuracy: * (*** with the broken panels and you without AirShoes) How to evade: Move aside when you find the panels flashing. Flashing panels = where the rocks will drop. -- {~}DarkLaser{~} Description: Laserman shoots a laser forwards onto a panel directly - this can either be on your panels or his. If a DarkHole is on the field, Laserman will regain HP. Only that one panel hit will do damage to you, so it's no biggie. Version 2/3/SP [_][_][_][_][_][_] M = MegaMan [_][M][_][H][<][L] L = Laserman [_][_][_][_][_][_] Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 Potential Damage: N/A (He heals...) Accuracy: N/A How to evade: Well, normally, it wouldn't hit you. It shouldn't bother anyone too much - if you're really having trouble with the healing, then get rid of the DarkHole using CrackOuts and the like, or Gun Del Sol. ________________________________________________________________________________ ________________________ o o [-] Section E5) Shademan [-] o________________________o Difficulty Level: ***** | Starting Positions | [_][_][_][_][_][G] M = MegaMan [_][M][_][_][S][_] S = Shademan [_][_][_][_][_][_] G = In-battle GMD **If you don't break the GMD after defeating Shademan, you will get one of two Gigachips, depending on your version. Red Sun - BugCharge Blue Moon - Curse of Bug You can also get these chips in the same way with Laserman** | General Stats | Element: Normal Hit Points: V1: 500 V2: 800 V3: 1200 SP: 1500 | Location | ~Version 1~ Normal Mode - Giant LoudSpeaker Computer 2 (Storyline) ~Version 2~ Normal Mode - Cielo Castillo Robot #4. (Storyline) Hard Mode - Giant LoudSpeaker Computer 2 (Storyline) ~Version 3~ Hard Mode - Cielo Castillo Robot #4. (Storyline) Super Hard Mode - Giant LoudSpeaker Computer 2 (Storyline) Super Hard Mode - Cielo Castillo Robot #4. (Storyline) ~SP Version~ Normal, Hard, Super Hard: Undernet 4 (After you finish Django's Sidequest) | Prizes for Deletion | Version 1: N/A Version 2: N/A Version 3: N/A SP Version: Shademan, Shademan SP or Shademan DS Chip | Special Abilities | [*]Bat Recoil[*] When Shademan is hit by an attack that does 10 or more damage, he will split into 4 Bats. ONE of them is the real Shademan - you will hit THROUGH the other three. Be careful with the shooting, you may accidentally hit the GMD. Gun Del Sols will damage Shademan without him spliting, and you can hit all of them if you split them with a Charged Buster Shot, then quickly use another large range attack (LifeSword PA for example), or a time-freeze chip (PileDriver PA, HolyDream and so on). | Attacks | {~}DarkWing{~} Attribute: Normal Description: Shademan summons 3 bats to attack you. These work like Rattons - they will turn when they go onto the same column as you. [<][<][<][B][B][S] S = Shademan [v][<][<][<][B][_] M = MegaMan [M][_][_][_][_][_] < , v = How the bats move. Damage: V1 - 20 V2 - 60 V3 - 100 SP - 200 Potential Damage: ** Accuracy: *** How to evade: Destroy them with your buster. Run around. Anything will do here. Just watch out for Shademan's other attacks while you run around like a headless chicken. -- {~}Echolocation{~} Attribute: Normal Description: Shademan (usually) steps onto your area and...well...uses his Echolocation to damage you. OMG TEH EARS? I mean, you can't even HEAR it... It hits the panel in front of Shademan, and three panels vertically in front of the first panel. (See Diagram -_-) [(][_][_][_][_][_] S = ShadeMan [(][(][S][_][_][_] M = MegaMan [(][M][_][_][_][_] ( = Echolocation Range Damage: V1 - 20 V2 - 60 V3 - 100 SP - 200 Potential Damage: ** Accuracy: ** How to Evade: Just move out of its range. The panels that will be affected will flash yellow, so just move off them. -- {~}ShadeTalon{~} *Shademan SP only* Attribute: Normal Description: Shademan swipes at you with a hand...ARISE CHICKEN HAND! It'll come up on one panel, then hit the panel in front of it. *Shademan SP only* [_][_][_][_][_][_] M = MegaMan X = Hit Range [M][_][_][_][_][S] S = Shademan [_][X][H][_][_][_] H = Hand Damage: V1 - N/A V2 - N/A V3 - N/A SP - 200 Potential Damage: ** Accuracy: * How to evade: Move aside when you find the panels flash. Don't step on the Hand =P. ________________________________________________________________________________ ________________________ o o [-] Section E6) Sparkman [-] o________________________o Difficulty Level: **** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][S][_] S = Sparkman [_][_][_][_][_][_] | General Stats | Element: Elec Hit Points: V1: 600 V2: 1000 V3: 1400 SP: 1800 | Location | ~Version 1~ Normal Mode - Densan Tournament ~Version 2~ Normal Mode - ACDC Area 3 (Set Encounter). Hard Mode - Densan Tournament ~Version 3~ Hard Mode - ACDC Area 3 (Set Encounter). Super Hard Mode - Densan Tournament Super Hard Mode - ACDC Area 3 (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: ACDC Area 3. Found Randomly AFTER you defeat Sparkman's Set Encounter. | Prizes for Deletion | Version 1: N/A Version 2: Sparkman Chip (Set Encounter) Version 3: Sparkman Chip (Set Encounter) SP Version: Sparkman, Sparkman SP or Sparkman DS Chip | Special Abilities | [*]Invisi-Flash[*] Noes, you don't die. Sparkman will VANISH (Hence the Invisi bit...) when he's not attacking - and nope, he's not just invisible. He's literally off the field, so you can only hit him when he's attacking or is about to attack. | Attacks | {~}Sparky{~} Attribute: Elec Description: Sparkman fires a spark which goes up and down! >_>. It'll go up one column, one panel to the left, and go back down. Think Serenade (MMBN3). [^][v][<][v][<][S] S = Sparkman [^][v][^][v][_][_] M = MegaMan [^][<][^][<][_][_] <, ^, v = Spark Movement Damage: V1 - 20 V2 - 60 V3 - 100 SP - 200 Potential Damage: ** Accuracy: *** (Or more) How to evade: ...Wow. One of the few attacks which are actually highly accurate. Anyway, if you play StarCraft, **Strategy by MMC removed** DON'T LISTEN TO MMC. You just need to find out where there is a 'gap' in the spark where you can step through. Here's an example: [M][v][<][_][_][_] M = Where you want to be [_][v][^][_][_][_] <,v,^ = Spark Movement [X][v][^][_][_][_] X = Where you don't want to be You want to be where the M is, and not the X, as you will get hit if you try and step through. Once the spark goes past the 'v' on the top row, you (Where M is) can move forwards, dodging the spark like so: [@][v][M][_][_][_] M = Megaman (You moved forwards!) [^][v][_][_][_][_] <,v,^ = Spark Movement [^][<][_][_][_][_] @ = Where you were (So, you move forwards...) -- {~}SparkLite{~} Attribute: Elec Description: Sparkman deploys a satellite object that will move across the row and off the stage UNLESS you either stand: 1) In range of its explosion 2) You block it from moving further down the row. And...=o. The Sparklite hits the four panels diagonally adjacent to it. [Scenario #1 - you're in range of its explosion] [_][M][_][M][_][_] L = Where the Sparklite stops [_][_][L][_][_][_] M = Where Megaman could be for the Sparklite to stop [_][M][_][M][_][_] [Scenario #2 - you're blocking its way] [_][X][_][X][_][_] L = Where the Sparklite stops [_][M][L][_][_][_] M = Where Megaman should be for the Sparklite to stop [_][X][_][X][_][_] X = Hit Range [SparkLite Hit Range] [X][_][X][_][_][_] S = SparkMan X = Hit Range [_][L][<][<][<][S] L = Sparklite [X][_][X][_][_][_] < = Direction of the Sparklite Damage: V1 - 20 V2 - 60 V3 - 100 SP - 200 Potential Damage: ** Accuracy: ** How to Evade: Move off the bomb's range (By stepping onto a panel adjacent to it after it stops). Gets a bit annoying when you're trying to kill Sparkman, so Invis works best. -- {~}MegaDS...Spark Mode{~} Attribute: Sword (Yes, sword) Description: Sparkman blinds you (No, not BLIND BLIND, he makes the whole screen flash white for a moment), then a Shadow Megaman will appear BEHIND you and attempt to slash you with a WideSword. [_][)][_][_][_][_] S = Sparkman [D][)][_][_][_][S] D = Shadow Megaman [_][)][_][_][_][_] ) = WideSword Hit Range Damage: V1 - 20 V2 - 60 V3 - 100 SP - 200 Potential Damage: ** Accuracy: ** How to evade: o_O Is it that hard? WideSword Attack #54 -_-. Just step forwards right after the flash. Gotta be quick too. ________________________________________________________________________________ ______________________ o o [-] Section E7) Topman [-] o______________________o Difficulty Level: *** | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][T][_] T = Topman [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: V1: 600 V2: 900 V3: 1200 SP: 1600 | Location | ~Version 1~ Normal Mode - Densan Tournament ~Version 2~ Normal Mode - Town Area 1. (Set Encounter). Hard Mode - Densan Tournament ~Version 3~ Hard Mode - Town Area 1 (Set Encounter). Super Hard Mode - Densan Tournament Super Hard Mode - Town Area 1 (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: Town Area 1. Found Randomly AFTER you defeat Topman's Set Encounter. | Prizes for Deletion | Version 1: N/A Version 2: Topman Chip (Set Encounter) Version 3: Topman Chip (Set Encounter) SP Version: Topman, Topman SP or Topman DS Chip | Attacks | {~}Top Rush{~} Attribute: Piercing Description: Topman basically tries to grind you with his top-ness. w00t. He'll only move in a straight line, and will spin back onto the panel he was on originally after he's done rolling. [M][_][_][_][_][_] T = Topman [X][X][X][X][T][_] M = MegaMan [_][_][_][_][_][_] X = Topman's path (Also the path he goes back on) Damage: V1 - 20 V2 - 60 V3 - 100 SP - 200 Potential Damage: ** Accuracy: * How to evade: Step aside. As simple as that. -- {~}PitTop{~} (Thought we'd make fun of PitRang/PitHock over and over again. Pitstop! omgz) Attribute: Piercing Description: This is helluva attack. Topman turns into a giant top and does the signature "AirHockey Style" Bounce - Topman will move diagonally until he reaches a wall, where he will rebound at an angle and continue moving diagonally. Law of Reflection, anyone? [Note that the path changes with Topman's initial position - Topman and all of his tops will always bounce off walls, so you need to think quick. Pause if necessary] [_][5][_][1][_][_] T = Topman [4][_][X][_][T][_] M = Megaman [M][3][_][7][_][_] 1-7 (X = 2/6) = Topman's path Damage: V1 - 20 V2 - 60 V3 - 100 SP - 200 Potential Damage: ** Accuracy: *** How to Evade: It's REALLY easy to dodge if you cheat a bit. Just when Topman changes to "Top Mode", Pause the game. You know that Topman bounces off walls, yes? Then figure out his path and find a safe spot. -- {~}Top Leap{~} Attribute: Piercing Description: Topman self-tops himself and leaps onto you O_o; [_][_][_][_][_][_] @ = Where Topman originally was [_][_][T][_][_][@] T = Topman (Also where you get PWNED) [_][_][_][_][_][_] Damage: V1 - 30 V2 - 90 V3 - 150 SP - 300 Potential Damage: *** Accuracy: * How to evade: move forwards as soon as you find him shooting a speck of light at you. -- {~}Top Mania!{~} Attribute: Piercing Description: Topman summons 3 Mini-Tops, and they all SIMUTANEOUSLY start spinning towards you, AirHock Style T_T. (PitHock if you want XP). They're all AirHocks wannabes, so just dodge them in the same fashion (if you can dodge AirHocks...) Version 2/3/SP [_][X][_][A][_][_] M = MegaMan t = tops [X][M][X][_][A][T] T = Topman [_][X][_][A][_][_] < = Direction of tops Damage: V1 - 20 V2 - 60 V3 - 120 SP - 200 Potential Damage: *** Accuracy: *** (Well, not if you know how to dodge it...) How to evade: Hell(n)o. Try dodging it...it's EASY, really. The tops will NEVER appear on other panels (Only the three indicated on the diagram above). You can stand on any of these panels to dodge it: [M][_][M][_][_][_] M = Where you can stand [_][M][_][M][_][_] (Ironically, going right in the middle of all the tops works [M][_][M][_][_][_] too) ________________________________________________________________________________ ________________________ o o [-] Section E8) Videoman [-] o________________________o Difficulty Level: ** | Starting Positions | [_][_][|][|][_][_] M = MegaMan [_][M][|][|][V][_] V = Videoman [_][_][|][|][_][_] | = Tape (Two vertical 'strands') | General Stats | Element: Normal Hit Points: V1: 800 V2: 1100 V3: 1400 SP: 1700 | Location | ~Version 1~ Normal Mode - Hawk/Eagle Tournament ~Version 2~ Normal Mode - Park Area 3. (Set Encounter). Hard Mode - Hawk/Eagle Yournament ~Version 3~ Hard Mode - Park Area 3 (Set Encounter). Super Hard Mode - Hawk/Eagle Tournament Super Hard Mode - Park Area 3 (Set Encounter) ~SP Version~ Normal, Hard, Super Hard: Park Area 3. Found Randomly AFTER you defeat Videoman's Set Encounter. | Prizes for Deletion | Version 1: N/A Version 2: Videoman Chip (Set Encounter) Version 3: Videoman Chip (Set Encounter) SP Version: Videoman, Videoman SP or Videoman DS Chip | Special Abilities | [*]Play Cassette![*] Two strands of cassette tape run endlessly on the front rows of both you and Videoman's panels. They are easily broken - a 1 damage buster shot will break them. However, they WILL block your attacks if you happen to hit them, and they push you around. The strand on your area pushes you BACK, and the strand on Videoman's area pushes you forwards. [_][_][(][)][_][_] ( = Your Strand. Pushes to the Left. [_][_][(][)][_][_] ) = Videoman's Strand. Pushes to the Right. [_][_][(][)][_][_] Just break both, then Areagrab/Panelgrab. Easy. [*]Rewind/Forward[*] IMO (TDU), Best. Chips. EVAR. When at >1/2HP, Videoman will start using time- freeze chip abilities. These last for the rest of the battle, so they r0x. Rewind - Videoman regains HP gradually! Forward - Videoman moves faster! Awesomeness to the max. | Attacks | {~}Play Video #1!{~} Description: Videoman plays a video of YARS (Megaman) using WideSword. OMG you're stabbing yourself. [_][(][_][_][_][_] V = Videoman R = Fake Megaman [M][(][R][_][_][V] M = MegaMan [_][(][_][_][_][_] ( = Widesword range. Damage: V1 - 80 V2 - 120 V3 - 160 SP - 200 Potential Damage: ** Accuracy: * How to evade: Walk backwards. As simple as that. You should know it by now right? >_> -- {~}Play Video #2!{~} Description: Videoman plays a tape of yars using Tornado - another easy to dodge attack. [M][_][_][_][_][_] T = Twister R = Fake Megaman [_][_][_][_][_][_] M = MegaMan [T][_][R][V][_][_] V = Videoman Damage: V1 - 20 x 8 V2 - 25 x 8 V3 - 30 x 8 SP - 35 x 8 Potential Damage: *** Accuracy: * How to Evade: Uh...move? It only affects one panel... -- {~}Play Video #3!{~} Description: Videoman rolls a Video of YOU throwing an EnergyBomb! The Bomb will always fly three panels forwards and hit the panel thrice. [M][_][_][_][_][_] E = EnergyBomb R = Fake Megaman [_][_][_][_][_][_] M = MegaMan [E][_][_][R][V][_] V = Videoman Damage: V1 - 20 x 3 V2 - 30 x 3 V3 - 40 x 3 SP - 50 x 3 Potential Damage: *** Accuracy: * How to Evade: Dear god. Easy as hell. Just move. -- {~}Roll Film!{~} Description: Videoman summmons some tape and tries to tape you (Not to be confused with other words >_>). The roll of tape covers a 2 x 2 area, but you do get quite a warning. The panels affected will flash yellow first. [M][_][_][_][_][_] T = Tape [T][T][_][_][_][_] M = MegaMan [T][T][_][_][V][_] V = Videoman Damage: V1 - 20 x 3 V2 - 30 x 3 V3 - 40 x 3 SP - 50 x 3 Potential Damage: *** Accuracy: *** How to Evade: Get off the flashing yellow panels and you'll be fine. Since it has a 2 x 2 hit radius, stay on the middle row so that you will only need to step up/down once. _________________________________ -|/ \|- | Section F) RS/BM Special Bosses | -|\_________________________________/|- Welcome these 4 special bosses, two of which are weaklings while the other two being muscular. Taaa DA! => Duo => Forte => Generic Navi => Generic Evil Navi ___________________ o o [-] Section F1) Duo [-] o___________________o Difficulty Level: ***** | Starting Positions | [_][_][_][_][D][D] M = MegaMan [_][M][_][_][D][D] D = Duo (He takes up the back two rows - these panels do not [_][_][_][_][D][D] exist) | General Stats | Element: Normal Hit Points: V1: 2000HP V2: 2500HP V3: 3000HP SP: 3500HP | Location | ~Version 1~ Normal Mode - Control Area (Meteor Comp 5) ~Version 2~ Hard Mode - Control Area (Meteor Comp 5) ~Version 3~ Super Hard Mode - Control Area (Meteor Comp 5) ~SP Version~ After obtaining all 7 icons on your title screen, Go back to where Duo was to meet Duo SP (which is also Control Area/Meteor Comp 5 >>;). | Prizes for Deletion | You do not receive any material rewards for defeating Duo. After defeating Duo V1 for the first time (in Normal Mode), you will receive your first icon (which is either the Meteo Red Sun or the Blue Moon Ray symbol). | Movement | Duo takes up the back two rows of his area, and he is -not- actually on any panels - this means you will not be able to hit Duo with any attacks that affect panels and hit indirectly (eg AirHock, Magnum). Chips like Lance will also fail to hit. Duo starts off on the center row (Which row he's on is determined by the row his chest...light thing is on - ie. his vulnerable spot), and will jump upwards and land on a different row after an attack - yes, his sprite does go off the stage. He is limited to three positions, basically. | Special Abilities | [*]Take-up-the-goddamn-back-two-rows[*] Yep >_>. Duo takes up the back two columns of what normally is the enemy's area. This means you are limited to having 4 columns at most. Note that Duo is not actually on those panels, he actually removes them from the stage permanently. | Attacks | {~}Duo Missile x Duo Mine{~} Attribute: Normal/Obstacle Description: Duo will fire a missile and a mine simutaneously. The missile will travel forwards down the middle row, and the mine will move in a zigzag function down two of the rows (usually the one you're on.) Duo Missile [M][_][_][_][D][D] D = Duo [<][<][<][<][D][D] M = MegaMan [_][_][_][_][D][D] < = Direction of the Missile Duo Mine [M][X][_][X][D][D] D = Duo [Z][_][Z][_][D][D] M = MegaMan [_][Y][_][Y][D][D] X & Z = Path 1 of Mine Y & Z = Path 2 of Mine (The mine will either travel down the top two or the bottom two rows) Damage: V1 - 50 V2 - 100 V3 - 150 SP - 200 Potential Damage: ** Accuracy: *** How to evade: You could either try to avoid both of them (which is pretty hard, since they cover most of the panels on your field), or you could take them out with a Charged Buster shot. -- {~}Judgement Fist{~} Attribute: Piercing Description: Duo fires his fists and hits a 2 x 2 area on your field. The panels that will be hit turn yellow for a while before Duo actually hits them, so it's no biggie. [M][_][_][_][D][D] D = Duo [S][S][_][_][D][D] M = MegaMan [S][S][_][_][D][D] S = Smash Area Damage: V1 - 100 V2 - 200 V3 - 300 SP - 400 Potential Damage: *** Accuracy: ** How to Evade: If you see yellow flashing panels, simply step off them, but make sure you're dodging whatever other attacks Duo's throwing at you. -- {~}Duo Hook{~} Attribute: Normal Description: Duo swings his fists across two of your columns...twice. His first hook hits the front two columns (the two you have without any Areagrabbing), and his second targets the back two. As the panel is hit, it will turn yellow. It's not much help, but you can see that it only hits 4 panels at once. Hook #1 [_][S][S][_][D][D] M = MegaMan [M][S][S][_][D][D] D = Duo [_][S][S][_][D][D] S = Hook Range Hook #2 [S][S][_][_][D][D] M = MegaMan [S][S][M][_][D][D] D = Duo [S][S][_][_][D][D] S = Hook Range Damage: V1 - 100 V2 - 200 V3 - 300 SP - 400 Potential Damage: *** Accuracy: *** How to evade: You could either Areagrab the row at the front and stay there (so both Hooks are out of range), or you could attempt to dodge both by staying in the back row at Hook #1, and then quickly moving to the front row before Hook #2 lands. -- {~}Duo Beam{~} Attribute: Super-Piercing Description: Duo fires a beam down the middle row - and this -stays- there until the rest of the attack is finished. Note that all parts of this attack are super-piercing - they will go through Invis. After the beam is fired, rings will appear on certain columns - this means that entire column will be hit. Luckily, the rings disappear (so when Ring #2 appears #1 goes away etc), and there is a set pattern to them. Duo Beam [_][_][_][_][D][D] D = Duo [B][B][B][B][D][D] B = Beam [_][_][_][_][D][D] Ring #1 [_][1][_][_][D][D] D = Duo [B][B][B][B][D][D] B = Beam [_][1][_][_][D][D] 1 = Ring #1 Ring #2 [_][_][_][2][D][D] D = Duo [B][B][B][B][D][D] B = Beam [_][_][_][2][D][D] 2 = Ring #2 Ring #3 [_][_][3][_][D][D] D = Duo [B][B][B][B][D][D] B = Beam [_][_][3][_][D][D] 3 = Ring #3 Ring #4 [4][_][_][_][D][D] D = Duo [B][B][B][B][D][D] B = Beam [4][_][_][_][D][D] 4 = Ring #4 Damage: V1 - 100 V2 - 200 V3 - 300 SP - 400 Potential Damage: *** Accuracy: *** How to evade: Well, since all 4 columns are affected, there is no definite safe spot. The easiest way to avoid the attack would be to stay in the back row (since most of Duo's other attacks are easier to dodge from the back row anyway) until the first Ring is done, and then move forwards one panel (so that you are out of range of the other three). -- {~}Meteor Smash{~} Description: Duo randomly hits your panels with fists - these target single panels. The panels that do get hit may become cracked, so keep a lookout for those whilst you're dodging. [_][S][_][_][D][D] M = MegaMan [M][_][S][_][D][D] D = Duo [_][S][S][_][D][D] S = Fists Damage: V1 - 100 V2 - 200 V3 - 300 SP - 400 Potential Damage: *** Accuracy: ** How to evade: You just have to keep moving. Since Duo only targets your original three columns, you can Areagrab and stay in the front to dodge the attack entirely. This is also a good time to counterattack, since Duo will not move for a lengthy period of time. -- {~}Duo Face BEEEEAM!{~} Attribute: Description: Duo only uses this attack when he is down to low HP. Basically, he fires some sort of face (...), which hits your front two rows and cracks all 6 panels. [_][F][F][_][D][D] M = MegaMan [M][F][F][_][D][D] D = Duo [_][F][F][_][D][D] F = Face Beam Damage: V1 - 100 V2 - 200 V3 - 300 SP - 400 Potential Damage: ** Accuracy: *** How to evade: Simply stay in the back column, or the frontmost one (if you have Areagrabbed it). Both columns won't be affected by this attack. ________________________________________________________________________________ __________________________ o o [-] Section F2) Forte/Bass [-] o__________________________o ******Due to popular demand...For more info on Forte, please read the Forte FAQ by WhiteDragon Nall****** Link: http://db.gamefaqs.com/portable/gbadvance/file/rockman_exe_4_forte.txt ________________________________________________________________________________ _______________________________ -|/ \|- | Section F3) Generic Green Navi | -|\_______________________________/|- Difficulty Level: * | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][G][_] G = Generic Green Navi [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: Storyline: 230 V1: 300 V2: 800 V3: 1200 | Location | ~Storyline~ Various Set Encounters/Mini-bosses throughout storyline. ~Version 1~ Normal Mode: Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's walkthrough for listed scenarios] - DenTown (Densan): Ghost-busting! - Cielo Castello (Hawk/Eagle): Battle of Cooking! Culinary Battle Skill! - Ameroupe (Red Sun/Blue Moon): Shoot to Goal! ~Version 2~ Hard Mode: Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's walkthrough for listed scenarios] - DenTown (Densan): Ghost-busting! - Cielo Castello (Hawk/Eagle): Battle of Cooking! Culinary Battle Skill! - Ameroupe (Red Sun/Blue Moon): Shoot to Goal! ~Version 3~ Super Hard Mode: Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's walkthrough for listed scenarios] - DenTown (Densan): Ghost-busting! - Cielo Castello (Hawk/Eagle): Battle of Cooking! Culinary Battle Skill! - Ameroupe (Red Sun/Blue Moon): Shoot to Goal! | Prizes for Deletion | None. | Special Abilities | [*]Utilize Chips[*] Generic Green Navis are able to use some chips - usually Fan, Fanfare and such obstacles. If they have chips, the [?] icon will appear above the Navi. As with Netbattles, these chips can be broken using RollArrow, Jealousy or similar chips. | Attacks | {~}Cannon{~} Attribute: Normal Description: Whee Cannon. And it's a really slow moving projectile, unlike your Cannon chips. The panel the Cannon projectile is on actually turns yellow. -_-; [M][_][_][_][_][_] M = MegaMan [<][<][<][<][G][_] Q = Generic Green Navi [_][_][_][_][_][_] < = Direction of Cannon projectile Damage: Storyline - 10 V1 - 20 V2 - 60 V3 - 100 Potential Damage: * Accuracy: * How to evade: Just move aside. Seriously. Or use Shield or something equally humiliating. -- {~}Sword{~} * Note: Fan is usually active when the Generic Green Navi Attribute: Sword Description: Generic Green Navi uses Sword. Yes. Generic Green Navis will only use this attack if you are in the front row (ie in range of Sword). [_][_][_][_][_][_] M = MegaMan [_][M][X][G][_][_] G = Generic Green Navi [_][_][_][_][_][_] X = Sword Range Damage: Storyline - 20 V1 - 30 V2 - 90 V3 - 150 Potential Damage: * Accuracy: * How to Evade: First of all, it barely has any range. Second of all, you could simply sidestep/move backwards to dodge it. Thirdly, you shouldn't even be in range of Sword at all. -- {~}Bomb{~} Attribute: Normal Description: Generic Green Navis sure have helluva decent Folders. Now they have SingleBombs (Refer to EXE3/MMBN3). Basically, the Navi throws a bomb (like a Minibomb) three spaces forwards. It'll hit the panels vertically adjacent to whereever it lands. At least it hits more than one panel this time... [_][X][_][_][_][_] M = Megaman [M][X][_][_][G][_] G = Generic Green Navi [_][X][_][_][_][_] X = Range of Bomb Damage: Storyline - 10 V1 - 20 V2 - 60 V3 - 100 Potential Damage: * Accuracy: ** (Relative to his other attacks, anyway) How to evade: He'll throw it onto your column, so it's best to move forwards or backwards one panel. It's not hard to dodge at all, but it has a higher chance of hitting than the other two attacks. ________________________________________________________________________________ ______________________ -|/ \|- | Section F4) Heel Navi | -|\______________________/|- Difficulty Level: * | Starting Positions | [_][_][_][_][_][_] M = MegaMan [_][M][_][_][H][_] H = Heel Navi [_][_][_][_][_][_] | General Stats | Element: Normal Hit Points: Storyline 1: 100 Storyline 2: 300 Storyline 3: 500 Storyline 4: 700 V1: 300 V2: 800 V3: 1100 SP: 1400 | Location | ~Storyline~ Various Set Encounters/Mini-bosses throughout storyline. They grow stronger as you progress through the game (Encounter 1 refers to the first time you fight a Heel Navi outside of a Tournament contestant, and so on) ~Version 1~ Normal Mode: Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's walkthrough for listed scenarios] - DenTown (Densan): Gantetsu's Battle - Cielo Castello (Hawk/Eagle): NetMafia at it Again - Ameroupe (Red Sun/Blue Moon): Africk Adventure! ~Version 2~ Hard Mode: Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's walkthrough for listed scenarios] - DenTown (Densan): Gantetsu's Battle - Cielo Castello (Hawk/Eagle): NetMafia at it Again - Ameroupe (Red Sun/Blue Moon): Africk Adventure! ~Version 3~ Super Hard Mode: Various Contestants in Tournaments [Refer to Magenta Galaxy/Malinhion's walkthrough for listed scenarios] - DenTown (Densan): Gantetsu's Battle - Cielo Castello (Hawk/Eagle): NetMafia at it Again - Ameroupe (Red Sun/Blue Moon): Africk Adventure! | Prizes for Deletion | None. | Attacks | {~}HeroSword{~} Attribute: Sword Description: Heel Navis have HeroSwords, whee. HeroSwords are essentially LongSwords, only they hit the three panels in front instead of two. The Heel Navi tends to move to the front row before using this attack. [M][_][_][_][_][_] M = MegaMan [X][X][X][H][_][_] H = Heel Navi [_][_][_][_][_][_] X = HeroSword Range Damage: Storyline 1 - 20 Storyline 2 - 50 Storyline 3 - 100 Storyline 4 - 150 V1 - 20 V2 - 60 V3 - 100 SP - 200 Potential Damage: * Accuracy: ** How to Evade: You just step up or down one panel. It is likely that the Heel Navi will move to the frontmost column to use HeroSword, so you probably will not be able to dodge it by moving backwards. -- {~}Cannonball{~} Attribute: Piercing Description: The Heel Navi simply throws a Cannonball at whatever panel you're on. Please note that the Cannonball thrown -will- land on the panel you're standing on whether or not the Heel Navi is three spaces in front of you. Essentially, the Heel Navi can throw it from anywhere. If the Cannonball lands on you, the panel gets cracked - if it doesn't, that panel is broken instead. [M][_][_][_][_][_] M = MegaMan [X][_][_][_][H][_] H = Heel Navi [_][_][_][_][_][_] X = CannonBall range (Panel is broken) Damage: [Storyline Heel Navis do -not- use the attack CannonBall] Storyline 1 - N/A Storyline 2 - N/A Storyline 3 - N/A Storyline 4 - N/A V1 - 30 V2 - 60 V3 - 120 SP - 200 Potential Damage: * Accuracy: * How to evade: Move onto another panel. Make sure you anticipate Cannonballs from anywhere on the field so that you don't get caught offguard. -- {~}SmokeBomb{~} Attribute: Normal Description: This attack varies with the level of the Heel Navi using it. With a Storyline 1-2 Heel Navi, it'll be a SingleBomb type attack (See EXE3/MMBN3)- this bomb hits the panel it lands on and the two panels vertically adjacent, similar to the Generic Green Navi's attack. With more powerful Heel Navis, it becomes a BigBomb - this hits all adjacent panels (totalling to 9 panels). Pretty good for a Generic Navi, and more accurate than most Navis to say the least. SmokeBomb [SingleBomb type] [_][X][_][_][_][_] M = Megaman [M][X][_][_][H][_] G = Heel Navi [_][X][_][_][_][_] X = Range of SmokeBomb SmokeBomb [BigBomb type] [X][X][X][_][_][_] M = Megaman [X][X][X][_][H][_] G = Heel Navi [X][X][X][_][_][_] X = Range of SmokeBomb Damage: Storyline 1 - 20 Storyline 2 - 50 Storyline 3 - 100 Storyline 4 - 150 V1 - N/A V2 - N/A V3 - N/A SP - N/A Potential Damage: * Accuracy: ** to *** How to evade: If it's the weaker SmokeBomb, then you ought to move forwards or backwards one panel (since it hits the entire column). If it's the BigBomb, I suggest you stay off the center panel at all times when fighting the Heel Navi, so that you can avoid having the bomb thrown at the middle panel (leaving you with no safe panels). If you're on the sides and the Heel Navi throws a Bomb, move horizontally or vertically two panels to get out of range. ____________________________________ -|/ \|- | Section G) Navi Deleting Strategies | -|\____________________________________/|- ***To be added*** _____________________________ -|/ \|- | Section I) Effective Folders | -|\_____________________________/|- ***To be added*** _____________________________________________ -|/ \|- | Section I) Calculating SP/DS NaviChip Damage | -|\_____________________________________________/|- The following three sections contain formulae (and a table) for you to work out exactly how much damage your SP/DS Navi chips will do and so on. __________________________________________ o o [-] Section I1) SP NaviChip Damage Formula [-] o__________________________________________o SP Navi Chips are gotten from S Ranking the corresponding SP Navi (They're found randomly in the area where the V2 was once you've deleted the V2 Navi), and the time you used to delete him/her is recorded into the Records section. (At the Megaman Screen on the PET. There are 2 options: Navi Customizer and Records) Since the damage your SP Navi Chip does is in relation to the time taken for you to delete him or her, the way to alter the damage permanently(Raise it of course. Why would you want to lower it? >_>) is to delete the SP Navi with a quick(er) time. There is a formula that the game uses to calculate the damage of your SP Navi Chip, which is as follows: (Note that 30 seconds is the top cap for an S Rank) Initial Damage + 50/100 x (30 - Busting Time)/30 That's not clear? >_>. Fine y + 50/100 x (30 - z) = SP Navi Chip Damage -------- 30 Where: y = Initial Damage of the SP Navi Chip z = Busting Time (So if it says 0:23:56, then it's 30 - 23.56) Here, I'll word it out s-l-o-w-l-y for you people to understand how it works. -> 50/100 is the MAX damage that can be added to the Navi chip. In theory, all Navi chips that do multiple hits will get a MAX boost of 50 damage, and single hit chips can a boost of 100. (Eg. Metalman = Single Hit, and Burnerman = Multi-hit) -> 30 is the highest Time you can get an S Rank with. Any higher and it's Rank 9 or below (30 Time assumes you haven't got hit though). So, 30 - Busting Time would give you the difference, and that over 30 does something else. >_> <_<. -> MAX x 30 - z would mean that you get the difference between your Busting ------ Time and 30, divided by 30, then Multiplied by [MAX] (The 50 30 or 100) would give you the amount boosted -> Initial Damage + [Above Formula] would be adding the 2 values together (Since damage can't go lower than the Initial), to give the total damage. So, let's take the example of the Aquaman SP chip, which has an Initial Damage of 80. The max amount of damage that can be added is 100. Assume your Busting Time was 0:00:00 (>_> Impossible, yes). 80 + 100 x 30 - 0 = ------ 30 80 + 100 x 1 = 180 That would be the maximum damage, since 0:00:00 is the lowest damage possible. Realistically, your Busting Time may be something like 0:15:44 for Aquaman. So, it would be: 80 + 100 x 30 - 15.44 = ---------- 30 80 + 100 x 0.485 = 80 + 48.5 = 128.5. This rounds up (or down) to the next 5 or 10 damage, so the final damage would be 130. If you don't have a record for that SP Navi Chip, then it will only be the Initial damage, until you delete the SP Navi and get a better record. **Refer to Section I3) SP/DS NaviChip Damage Table for all of the damage amounts for each NaviChip and so on.** _______________________________________________________________________________ __________________________________________ o o [-] Section I2) DS NaviChip Damage Formula [-] o__________________________________________o DS Navi Chip are Dark Soul Navi Chips, which are obtained by having a Dark Hole on the stage/field when the corresponding SP Navi is deleted (With an S Rank). You will get the DS Navi Chip instead. You can also get them from GMDs in the Black Earth Areas. The way to alter the damage of the Dark Soul Navi Chips is to open Dark Holes on the stage. The more Dark Holes, the more damage it does. The formula for calculating the damage is: y + n x 5/10 Where:y = Initial Damage n = Number of Dark Holes It can also be written as: Initial Damage + No. of Dark Holes x 5/10 Explaination: -> n = Dark Holes, as Dark Holes are "Symbols of Darkness", and you can put multiple with Dark Hole and Dark Line chips to boost the power significantly. -> 5/10 is the damage per Dark Hole (1 Dark Hole adds 10 or 5 damage to the damage of the DS Navi Chip). Like with SP Navi Chips, multi-hit Navis get a 5 damage boost per Dark Hole, and Single Hit Navis get a 10 damage boost. -> Adding the Initial damage, since damage can't be lower than that of the Initial, and well, it's a INCREASE in damage. Again, using Aquaman as the example, Aquaman DS's initial damage is 80. If there are 3 Dark Holes on the field. It's 10 damage per Dark Hole, so it's: 80 + 10 x 3 = 80 + 30 = 110 Simple as that, really. **Refer to Section I3) SP/DS NaviChip Damage Table for all of the damage amounts for each NaviChip and so on.** ________________________________________________________________________________ ___________________________________________ o o [-] Section I3) SP/DS NaviChip Damage Table [-] o___________________________________________o The Times for deletion have been substituted by letters, as they do not fit... T_T. The Times are listed just below here, before the Table. *You MUST get an S Rank for the times to be registered - do NOT get hit without SuperArmor, or you'll get a 10 Rank* A - 00:28:01 ~ 00:30:00 B - 00:26:01 ~ 00:28:00 C - 00:24:01 ~ 00:26:00 D - 00:22:01 ~ 00:24:00 E - 00:20:01 ~ 00:22:00 F - 00:18:01 ~ 00:20:00 G - 00:16:01 ~ 00:18:00 H - 00:14:01 ~ 00:16:00 I - 00:12:01 ~ 00:14:00 J - 00:10:01 ~ 00:12:00 K - 00:00:00 ~ 00:10:00 +-----------------------------------------------------------------+ | SP Navi Deletion Time (Your Records) *SEE ABOVE FOR TIMES* | +-----------|-----------------------------------------------------------------| | Navi | A | B | C | D | E | F | G | H | I | J | K | +-----------+-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----+ | Gutsman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | | Fireman | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 | | Roll | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | | Windman | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 | | Searchman | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | | Thunderman| 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | +-----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----| | Aquaman | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | | Numberman | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | | Metalman | 200 | 210 | 220 | 230 | 240 | 250 | 260 | 270 | 280 | 290 | 300 | | Woodman | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 | | Junkman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | | Protoman | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | +-----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----| | Burnerman | 70 | 75 | 80 | 85 | 90 | 95 | 100 | 115 | 120 | 125 | 130 | | Coldman | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | | Kendouman | 80 | 85 | 90 | 95 | 100 | 105 | 110 | 115 | 120 | 125 | 130 | | Laserman | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | | Shademan | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | | Sparkman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | | Topman | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | | Videoman | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------+ | Number of DarkHoles on Field (Yours and your opponent's) | +-----------|-----------------------------------------------------------------| | Navi | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10+ | +-----------+-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----+ | Gutsman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | | Fireman | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 | | Roll | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | | Windman | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 | | Searchman | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | | Thunderman| 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | +-----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----| | Aquaman | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | | Numberman | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | | Metalman | 200 | 210 | 220 | 230 | 240 | 250 | 260 | 270 | 280 | 290 | 300 | | Woodman | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 | | Junkman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | | Protoman | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | +-----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----| | Burnerman | 70 | 75 | 80 | 85 | 90 | 95 | 100 | 115 | 120 | 125 | 130 | | Coldman | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | | Kendouman | 80 | 85 | 90 | 95 | 100 | 105 | 110 | 115 | 120 | 125 | 130 | | Laserman | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | | Shademan | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | | Sparkman | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | | Topman | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | | Videoman | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | +-----------------------------------------------------------------------------+ _________________ -|/ \|- | Section J) Outro | -|\_________________/|- No text here...keep scrolling ________________________________________________________________________________ ____________________ o o [-] Special Thankies [-] o____________________o Special Thanks? No doubt you don't get any. =p Nintendo: Creating Game Boy Advance. omgitstehbesthandheldevar! <_< Capcom: For making Megaman Battle Network 4: Red Sun/Blue Moon, one of the best GBA games, and probably the best MMBN Game ever! (Suure...>_>) CJayC: For running the best gaming site today, yesterday and three years later! Where would we be without GameFAQs? GameFAQs Rockman EXE 4 Blue Moon/Red Sun Message Boards and its users: Hell of a lot. You people are the only reason we're doing this :/. RockMan EXE 4: RS/BM Battle Master Guide: Plenty of information from there. You pwnage Guide, you. lonelyinstrife: Correction on Aquaman info. _______________________________________________________________________________ __________________________ o o [-] Boring Copyright Stuff [-] o__________________________o This FAQ/Guide belongs ONLY to Mastermind Chaud and The Dark Unknown. You wouldn't want other people stealing your work, would you? Neither do we. Keep your plagerising fetishes to yourself please. Want to use this Guide in other places? THIS GUIDE? I think not...unless you ask permission first. Email me, and I'll consider your offer. You are welcome to link to it though. You're also welcome to save a copy on your hard disk! This Guide should only be posted on GameFAQs (www.gamefaqs.com). If I do find this Guide anywhere else, you'll become a pulp within 24 hours. Seriously. ________________________________________________________________________________ ___________________ o o [-] Contact Details [-] o___________________o Now comes the best bit! >_> <_<. Mastermind Chaud (Martin Lee) Email: protommc AT gmail.com MSN: aile_strike AT hotmail.com AIM: GaiaBusterBlader GameFAQs Username: Mastermind Chaud The Dark Unknown (Brian Fong) Email: callofkudzu AT gmail.com MSN: powerclash_192 AT hotmail.com AIM: Call of Kudzu GameFAQs Usernames: The Dark Unknown Thanks for reading!