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NotJim
:3c



Joined: 13 Jun 2005
Posts: 973

PostPosted: Fri Feb 17, 2006 6:31 pm    Post subject: Reply with quote

DD: That's quite the folder there. Only suggestions I would make would be to substitute the Area Steals for Panel Steals, as you only need to grab the middle column anyway for the Kunais/GunDelSols. And if you don't draw Ojizousan, I would suggest placing in Otenko O if you don't have it already, so that you have another means of support.

Got bored last night, so I decided to make more EXE4 folders for Blue Moon. XD

Tatts Lotto
----------------------
4x Timpani *
3x Panel Steal *
2x Quick Gauge *
1x Heavy Gauge *
2x Blinder *
4x Invisible *
4x Attack+10 *
4x Numberball3 L
1x Bug Chain *
1x Bug Fix *
1x Full Custom * [Preset]
1x Laserman L
1x LasermanSP L
1x Forte Another X

Souls: Number, Junk

Navi Customizer:

[4][4][4][4][3]
[6][6][6][6][3]
[6][1][1][6][2]
[1][1][1][5][5]
[1][1][5][5][5]

1 - Custom + 2
2 - Charge + 1
3 - HP + 50
4 - HP + 200
5 - HP + 300
6 - HP + 400

NOTE: All parts are yellow coloured.

A select few of you might recognise this as a rip of the RFF Folder “Lucky Ball”. Basically, I've revamped this so as to squeeze the maximum possible benefit from it. Basically, since your Navi Customizer is rigged to have you lose 20 HP every second, whether you are in battle or in the custom menu, you want to play this as fast as possible. Basically, rip through your entire folder until you get to Bug Chain/ Big Fix. Along the way, you can Timpani the opponent down to set up some Numberballs, which can deal massive amounts of damage given your HP drain. NumberSoul can help you get the required chips MUCH easier. Timpani can be also thrown at the enemy via Junk Soul, too. While you've got the enemy held down, you can Laserman, press B+Left, and watch the opponent's Navi Customizer go bye-bye. Then you Bug Chain to give your HP bug to them, and use Bug Fix. They have that massive HP drain, no Navi Customizer, and you've stopped that HP drain from hurting you any more. And if you timed the Bug Stop correctly, you can keep sending in high-damage NumberBalls in, too. Forte Another is there for backup damage, and the spare Attack+10s can go on pretty much anything.
One huge problem with this folder, besides the fact that if you don't draw Bug Chain/Bug Fix quickly enough, you're screwed, if the opponent has Bug Fix and is holding it back, you'll face quite a few problems if you can't get Numberball in. >_O

EDIT: Took out the Numberball1s for a second Quick Gauge (This folder MUST have Quick Gauge) and a Heavy Gauge, so that when the opponent is experiencing the massive HP drain, they will suffer for longer. >D Panel Steal is just filler, obviously. Preset Full Custom to make this even faster - the Quick Gauge, hopefully, will be able to be drawn on turn 2.


Folder 2 (No Name)
-------------------------------
1x Full Custom * [Preset]
4x Vulcan 2 O
4x Vulcan 3 O
4x Metal Gear 3 *
3x Attack+10 *
4x Panel Steal O/*
3x Barrier200 O
2x Guard3 *
1x Attack+30 *
1x Double Point *
2x Color Point *
1x Ojisouzan O

Souls: Metal, Number

This folder's concept is much more basic. Lock down the opponent in one row with the Panel Steals + Metal Gear 3. Then place some power-ups on one of the vulcans, charge it with MetalSoul, and let it fly for lots of damage. It's not like it needs much explaining. XD

Any comments?
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Last edited by NotJim on Fri Feb 17, 2006 8:18 pm; edited 1 time in total
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TheWebbuilder
I support Rhythm x Blues!



Joined: 16 Mar 2005
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PostPosted: Thu May 11, 2006 5:41 am    Post subject: Reply with quote

Uh... revive? <_>

Anyways, I've been on an EXE 6 kick lately since I recently got my cartridge back from my brothers.

***************
A Woman Scorned
***************

3 Grass Seed *
4 Fire Punch 2 R
1 Meteors R
2 Heat Dragoon R
1 Quick Gauge R
3 Kawarimi R
3 Area Steal *
3 White Pill *
3 Invis *
1 Killer Man *
1 Judge Man *
1 Roll V1/V2
1 Roll V2
1 Roll V3
1 Attack +30
1 Uninstall

Cross: Heat, HeatBeast.
NaviCust: SearchShuffle, Custom +1 and whatever.

****************

It's pretty much my usual, one-gimmick, throw whatever comes up at your opponent, folder. Get into HeatCross or HeatBeast and go wild.

Ideally, you should be able to drop a Sun and Moon on your opponent's head. But even if that rare combo doesn't turn up, a rowlocked Meteor still hurts. And you've got enough firepower there to put a small dent in your opponent even without the Meteors.

The Roll Chips are there for some easy hits, and healing while attacking is good. Dropping the +30 on Roll V3 is also an option should you give up on the PA.

I doubt that it'd stand up to most of the other folders here. But it's kinda fun to play with in-game.
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DD
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PostPosted: Thu May 11, 2006 7:36 am    Post subject: Reply with quote

It looks ok Web, I'd have to say find some way to put in Elementman * though, his Wood attack basically causes a Grass Stage effect, something this folder can make very good use of. As to not come empty handed I return with not one, but two EXE 6 folders.

Vulcan 1 D x5
Sword * x2
Wide Sword * x2
Long Sword * x2
Full Custom * [Preset]
Invisible * x3
Navi Scout *
Kawarimi * x3
Shirahadori * x2
White Capsule * x3
Killerman *
Diveman SP D
Django D
Django V2 D
Django V3 D
Cross Divide D

Cross: None, Full Synchro/Beast Out instead

Yes, a PA folder, but this time for the D-code. Vulcans are for the full synchro then you hit the opponent with attacks that do very large damage. Diveman SP will do 540 damage, Body Guard a massive 2000, Dream Sword a nice 800 and Cross Divide a very respectable 1000 damage, especially from a single chip. The Cross Over PA is quite good but suffers by not being able to have a White Capsule or attack modifiers added on to it, it still takes off a nice chunk of HP though. Beast Out can make range with Dream Sword a non issue and also gives the Vulcans a nice +30 damage.

And...

Rolling Log 3 W x3
Drill Arm W x3
Bamboo Sword W x3
Mega Boomerang W x3
Bamboo Lance W/* x2
Waraningyou * x2
Area Steal * x4
Full Custom *
Invisible * x3
Kawarimi * x2
Killerman *
Judgeman *
Elementman * [Preset]
Forte Another F

Cross: Tomahawk, Tomahawk Beast

Start the battle off with Wood Elementman for a quick 100 non-flinching damage and a Grass Stage for Grass Healing, this also sets up the Dark Messiah PA which will do a very large 900 damage on grass and is the only flinching attack in the entire folder. The rest is rather easy, Area Steal when needed and fire off charged up wood chips for double the damage and Drill Arm is a nice 210 non-flinching damage.
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Roll Soul
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PostPosted: Thu May 11, 2006 11:39 am    Post subject: Reply with quote

Seeing as how I've been working in BN5 lately, I decided I might as well post up my folder. *snickers* Liberation missions taught me the hard way about proper coding (something I don't really care about in BN3... Actually, I still don't) so I've been paying a bit more attention to that in this one... I still don't use many PAs though ^^;


WindRack B
AirSpin2 B
Recov50 B
Recov80 B
MarkCan2 D
Django D
Django SP D
Recov200 I
Recov80 K
Recov120 K
Recov120 K
WoodNose1 R
Roll R (regular chip)
Roll SP R
MarkCan1 S
Sword S
WideSword S
LongSword S
Katana1 S
AreaGrab S
AreaGrab S
Larkman S
Recov300 Y
BubbleWrap Y
Fan *
BusterUp *
Invisble *
Invisble *
AntiDamage *
CopyDamage *


I don't really have it completely geared towards one Soul or the other, although there are things in there to make using some of them easier. The double Invisibles are to help Search Soul pull off more charge shots (something I utterly destroyed Cosmoman with at the end of the game; BubbleWrap, and Search Soul's charge shot). The fan, originally put there at the beginning of the game to help Protoman, now helps Proto Soul (and also gives me a way to get Gyro Soul without sacrificing an attack chip, the same way CopyDamage is there for Search Soul). And all my Recovery chips (a habit of mine, since I like to keep my HP up) make it easy to use Medi Soul, while those same Invisibles, plus the BusterUp, aid it in battle. The Larkman is there simply because I like him, and he's a good hit (if I can ever rememeber to stand close enough ¬.¬; ) and I don't have the heart to remove the two Django chips without a GunDelSol for the PA (besides, in the Undernet they really help, for me anyway ^^;; ). And speaking of PAs, the only real one I've got in there is LifeSword; it's my favorite, and if I'm ever lucky enough to draw the Katana with them, I can go blade crazy on my enemies with Proto Soul *snickers* Oh and the BubbleWrap is there because I like its regenerating qualities, although I take it off if I'm in an area with a bunch of Elec viruses...
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NotJim
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Posts: 973

PostPosted: Fri May 12, 2006 3:58 am    Post subject: Reply with quote

DD: I thought you couldn't have more than one Shirahadori in one folder. Seems that I have been mistaken. ^^; Nothing much more to say here, although Area Steals look like they are required here so that you don't suffer by being area locked.

RS: One thing about a good folder is that you will need a focused and coherent strategy, like Web and DD have both done. Unfortunately, your folder seems to be lacking that muchly. ^^; My suggestion would be to re-build the folder entirely and look into a decent strategy (looking at the S-coded chips in there, I'd suggesting looking into investing in the sheer power of that code) and then obtain the chips required (much easier said than done, I know) to make that folder.

Also, PAs are not the have-all and end-all (if I used the correct axiom or whatever it was called again >_>) of EXE5, considering you can only use every PA once per battle.
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Midnight
This is a Hilbert Space


Age: 37
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PostPosted: Fri May 12, 2006 7:48 am    Post subject: Reply with quote

Roll, I'm going to try and help the best I can with what you have. This assumes that this folder is going to be used solely for liberations, but if it is otherwise, I'd be more than happy to aid you in that respect as well.

Building folders for liberations and building folders for general PvP play is different, since each event has different objectives. The former focuses on speed and the ability to hit multiple targets with sufficient force, while the latter does not focus that heavily on speed and is designed to take out one target and only one target.

WindRack B
AirSpin2 B
Recov50 B
Recov80 B

This series is a little unnerving to me. I honestly don't see any use for any of the chips besides the Windrack, and in Liberation missions, you generally want to pull your opponent to the front rather than push them away, especially when playing as Blues. The recovery is okay, but it would be much better * coded. I do believe Recov80 *'s are sold in Oran 1...

MarkCan2 D
Django D
Django SP D

The MarkCannon is good. If you want to use it a lot, bump it up to more copies. From my understanding, Django isn't a terribly useful navi, and DjangoSP only gains power for each turn that passes. This is ill-suited to liberation missions, since at most you will get three turns per combat. I suggest losing him in favor of other navis.

Recov200 I
Recov80 K
Recov120 K
Recov120 K

Is this much recovery necessary? The Recov200 is especially cramping because it is in a terrible code, and chances are if you draw it, you won't be doing much else than recovering that turn. Try to slim away the chips, the 200 being the first to go.

WoodNose1 R
Roll R (regular chip)
Roll SP R

Hmm. RollSP gains power based on the number of Holy Panels in play, but she is still a useful navi to employ, as she fits well with attack modifiers and gives you life equal to the damage she deals or would have dealt. The Woodnose I'm a bit neutral about.

MarkCan1 S
Sword S
WideSword S
LongSword S
Katana1 S
AreaGrab S
AreaGrab S
Larkman S

This seems to be the meat of the folder. Dreamsword is good--even though you are only allowed one copy of it per combat, I still suggest bumping the components up to two, since the swords are decent on their own. MarkCannon is nice, as it stuns. The Areagrabs are a plus, and should be bumped up higher if at all possible. With Larkman in there, throw in at least one more copy of Katana1 S so that you have a possibility of utilizing the WildBird PA, which can be quite devastating if used on a single, well-placed enemy or a clump of enemies on adjacent ranks.

Recov300 Y
BubbleWrap Y

I dunno about these...though I like the defensive nature of the Bubblewrap, it's in a terrible code. I'd suggest looking for other chips to defend yourself. Ditto on the Recovery.

Fan *
BusterUp *
Invisble *
Invisble *
AntiDamage *
CopyDamage *

Fan is great. It brings enemies to the front lines where a Widesword can take them out. Busterups are nice fillers if you don't have anything to put in. Invisibles are staples. Bump to four as soon as possible. Antidamage is also quite nice. CopyDamage serves its uses in Liberation missions, especially when surrounded or when dealing with an especially tough set of enemies.

I suggest throwing in Slowgauge *, as it doubles the length of each turn and is therefore invaluable, and other *-coded chips to reduce the number of codes that you use. In a pinch, you can use Guardian, as it's 200 to everything, but its again in a bad code, and thus hampers the fluidity of it.
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Roll Soul
Rolling Cutter


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PostPosted: Fri May 12, 2006 11:48 am    Post subject: Reply with quote

Well honest to god, the only reason the WindRack is in there is to change into Gyro Soul. That's it. I think the last time I actually used it to fight was... well, just after I gained Megaman back earlier in the game XD; Whenever I remake my folder, I just stick it in out of habit, or to have more than one code.

As for my high number of Recov chips, I'm one of those people who don't dodge very well. And as I kinda said earlier, my HP is the biggest thing to me; I have 1020 of it on a regular basis, and I keep a number of Recov chips in my folder. The 200 is a normal one of mine (kinda to make up for FullEnerg, which I always seem to be lacking x_X) but the 300 is left over from the NebulaGrey battle. I should probably take it out ^^;...

The two Djangos usually helped me get a bunch of 1-turn liberations (yes, I'm cheap) and with me at a point of redoing them to get chips, I'll probably leave them in, for a while yet... At least the SP one.

Believe it or not, those ARE all of my Invisible chips. Given the fact that I'm terrible at getting chips (and, heck, even money) I don't always get the opportunity to get some fodder for good folders. I don't even have a Slowgauge * yet (although I'm currently in the process of getting a couple, but that was before I'd read here). Or Guardian. Or... Well, pretty much most of the good chips out there. I guess what's important is that this folder does fit my battle style... I only go into battle with 2-3 chips loaded, sometimes 1, sometimes even none (although that's usually after a unison, usually Search Soul). I use my buster a lot (have been for a while; probably why I kept getting Guts styles in 3 XD ) and have been known to use a chip, then let my CustGauge hang as I concentrate more on charge shots. Therefore, coding isn't always important to me, although liberation missions have made it a little moreso than in the past.

But that's not saying I won't take the hints to heart, not by any means. I'll remake a folder with these tips in mind (after I'm done going around with Collect on ^^; ) and see what I come up with.
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Midnight
This is a Hilbert Space


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Joined: 18 Mar 2005
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Location: The AfterMath. Otherwise, New York City.

PostPosted: Fri May 12, 2006 12:50 pm    Post subject: Reply with quote

If you want GyroSoul, Roll, might I suggest Airshot? It's cheap, common, and in a pinch can help you set up for GyroSoul if that is all you want from it. I use it all of the time.

I can understand about your wanting of Recoveries, and it makes sense. Just try to find some in either all of one code, or in * if at all possible. I believe the highest denomination that falls in * code is 80, though I wouldn't be surprised if a Recov120 * existed in the game.

I do remember that Invis chips are hard to obtain, though I think that they are somewhat uncommon on the Internet--since I managed to get my hands on a set fairly early on. Just keep looking.

If you intend on using the Buster, then by all means fill up on BusterUps. They will help immensely, especially that you're not using a heavily chip-based strategy.
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Ignis




Joined: 12 Jan 2006
Posts: 43
Location: Eilat, Israel

PostPosted: Sun May 14, 2006 11:43 pm    Post subject: Reply with quote

Well, here's my EXE5DS folder, for ToC:
2X Invisible *
Vulcan 1 C
Vulcan 2 C
ElecReel 1 C
Cannon Ball C
Colonel C
3X Attack+10 *
Cloudman SP C
Cosmoman C
CrossDivide C
SpShake 2 C
Quick Gauge */Heavy Gauge * in Liberation missions [Regular]
Wavepit *
Lava Seed *
2X Crack Bomb *
Cannon *
Number Ball *
Pannel Grab *
Vulcan 1 *
Buster Up *
Fanfare *
Dark Invisible *
Rock Cube *
Sea Seed *
Air Shot *
Area Steal *

Yeah, it really random.
I area steal and sea seed their center pannel, and than use wave pit.
The aqua pannels power up my elec chips and slows the oppent down.
I put both rock cube and fanfare in the field and use cosmoman.
I use the vulcans for full syncro and then use cross divide with 3 attack+10 for my stronges attack here, 1000 damage.
Help me improve it :X
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ElecmanEXE
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PostPosted: Mon May 15, 2006 1:13 am    Post subject: Reply with quote

Your folder is an example of how a unicode folder isn't perfect. It needs to have some sort of strategy instead of a couple of random attack patterns which you might rely on too much.

I've only played ToB, but I think I can give a few pointers. Since you seem to be using a C code folder, might I recommend getting some Asteroid3 C chips to go along with your CosmomanSP chip? It'll make a program advance called "Cosmo Prison" or something like that. You know how Cosmoman has an attack where he sends a million asteroids your way? It's that. Couple that PA with an Atk+30 or something and you'll probably have a blast (no pun intended).

The Cannonball chip has to go. Even if it has a high attack rating, you wouldn't be able to hit enemies 100%. The Asteroid chips I mentioned would be able to hit more and do more damage at the same time.

I really don't know what else to say. One thing is for sure...Lessen the variety of chips and try to stick with fewer but more easily attainable combos.
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Midnight
This is a Hilbert Space


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PostPosted: Mon May 15, 2006 6:48 am    Post subject: Reply with quote

ElecmanEXE wrote:
Your folder is an example of how a unicode folder isn't perfect.


You stole the words right out of my mouth.

It's not enough that a folder is uni-coded. Yes, it ensures that you will be likely to play four or five chips every turn, but it doesn't mean squat if your chips are all over the place.

This folder looks like it's a smattering of chips of the C-code. In fact, I really can't even see a win condition in the damned folder. The Cross Divide, maybe, but none of the other chips that you have in the folder help to support this theme. A unified theme is important--what good is a deck that both aims to kill your opponent and mill their library in the same draw pile? When you try to do two things, you often can do neither.

There seem to be two schools of thought in this folder--the electrical chips and their doubled power on ocean panels, and the Cross Divide chip. If you want to improve this folder, choose one or the other and build up on that theme to the exclusion of all other strategies. Of course, you want to have staple chips in the folder like Invis * and other important *-coded chips, but other than that, it's all up to your theme and how you want to develop it. It doesn't matter what the theme is--you just have to stick to it.
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PlaguedOne
a.k.a. Pyo
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PostPosted: Mon May 15, 2006 9:08 am    Post subject: Reply with quote

Never use Cosmo Prison. It is, flat out, a bad Program Advance. Why? Because the chips used separately can do more damage than the PA. They're just more useful alone.
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NotJim
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PostPosted: Tue May 16, 2006 3:14 am    Post subject: Reply with quote

PlaguedOne wrote:
Never use Cosmo Prison. It is, flat out, a bad Program Advance. Why? Because the chips used separately can do more damage than the PA. They're just more useful alone.


Indeed. To do the mathematics...

Cosmo Prison by itself will deal 330 damage minimum, and around 590 damage maximum (forgot the precise figures).

CosmomanSP, however, is maxed out at 130 x 3 = 390 damage, which is already more than the minimum value of Cosmo Prison by itself. In addition, any obstacles next to you are sucked up and spewed out as more meteors, dealing 390 + 260 = 650 damage with two obstacles on the field. MUCH more useful than the PA, ne?

Besides, if the enemy is standing at the edges or has an obstacle right in front of them, Cosmo Prison will have its damage reduced, something CosmomanSP is potentially able to correct.
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FireMan2000
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PostPosted: Tue May 16, 2006 4:45 pm    Post subject: Reply with quote

Hear is mine
EXE 5 DS Protoman

M-Cannon X1
MrkCannon3 X1
GunDe l S3 X2
Sword X1
WideSword X1
LongSword X1
WideBlade X1
Astroid3 X1
Skullyl1 X1
CusVolt3 X1
BoyBomb3 X1
Lance X1
Magnum X1
TimeBomb2 X1
Mine X1
Recov200 X1
Recov300 X1
AreaGrab X1
MetaGel X1
FastGauge X1
Invisible X1
BblWrap X1
AntiDmg X1
JustcOneX1
Roll SP X1
NapalmMan X1
Django SP X1
LeaderR X1
ChaosL X1

Souls Proto, Search, Napalm, Magnet, Meddy.

Only Proto and Search soul is put in there purposely but some times Magnet does not hurt.

I will be grateful for advice.
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Midnight
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PostPosted: Tue May 16, 2006 6:37 pm    Post subject: Reply with quote

It'd help if we knew the codes as well.

I think this folder's gonna get the stock answer--build around a central theme. There are a lot of singletons in that folder, and the doubletons are not very good chips (only one doubleton too.)

Furthermore, where are the staples? Your Fastgauge *? Your FullCust *? Your obligatory set of Invis * (if not a set, then a group of three). The only things you have for defense are a Bubblewrap and an Antidamage, and you'd be surprised how quickly those disappear in a serious game.

I can't be any more specific because I don't see any confined theme. This is a random smattering of chips with high power, and it's no good if you cannot channel it into something that has a unified theme. My advice is to tear the folder asunder and try again, sticking with a single PA, navi, or some sort of win condition. Then build around it.
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ElecmanEXE
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PostPosted: Tue May 16, 2006 8:43 pm    Post subject: Reply with quote

PlaguedOne wrote:
Never use Cosmo Prison. It is, flat out, a bad Program Advance. Why? Because the chips used separately can do more damage than the PA. They're just more useful alone.


He could just have both the CosmomanSP AND CosmomanDS chips. He could use the DS chips for the PA and the SP chip as a standalone. Since 99.99% of the population doesn't have a DarkPower character, one could assume that the DS chip does 0 damage.
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Nenji
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PostPosted: Tue May 16, 2006 8:47 pm    Post subject: Reply with quote

You're still wasting the Asteroid Chips on their own however, which are more functional when used seperately; as opposed to as part of the P.A.
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Roll Soul
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Location: A Roll Soul chip stuck in someone's PET

PostPosted: Wed May 17, 2006 4:08 pm    Post subject: Reply with quote

I recently redid my BN5 folder, keeping in mind some of the advice already given. I threw out a few chips, added in some others, and focused more on the S code, the "meat of the folder" as it was said. I've still got a couple unicodes in there, but it's only two (unless you count the Roll chips, my sole R codes) and they're more backup than anything. So anyway, I'll stop yakking and get to listing...


AirSpin2 B
Recov50 B
Recov50 B
Recov50 B
Revoc80 B
Recov200 I
Roll R (regular chip, still XD; )
Roll SP R
Sword S
WideSword S
LongSword S
AreaGrab S
AreaGrab S
Barrier S
Shademan S
Larkman S
Pulsar1 T
BugBomb T
MetaGel T
BubbleWrap Y
Airshot *
Fan *
SlowGauge *
BusterUp *
BusterUp *
Invisible *
Invisible *
Invisible *
AntiDamage *
CopyDamage *


Having recently redone Shademan's liberation mission and acquiring his chip (and then....2 more...thanks to the Chip Trader *flat look*) I decided to add that to my folder, in place of the not-as-widely coded Django chips (imagine that, the vampire traded out for the slayer XD). True, the Django chips are a bit more useful, but the Shademan one isn't as picky about aim ^^; The BugBomb was originally put in as a test of the chip; liking it I kept it, plus it let me put in MetaGel for another AreaGrab-effect, and a Pulsar for...pulsing. Another Invisible was dug up and added, as you see. And while my previous folder was a mixed bag of Souls, this one is a bit more geared towards simply Proto Soul and Search Soul, with Medi and Gyro as back-ups. Barrier was put in as a backup to BubbleWrap, say when Elec viruses are in the area. It still needs help I admit, but it's an improvement.... I think.
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Midnight
This is a Hilbert Space


Age: 37
Joined: 18 Mar 2005
Posts: 3089
Location: The AfterMath. Otherwise, New York City.

PostPosted: Wed May 17, 2006 4:29 pm    Post subject: Reply with quote

Much better, Roll. That looks significantly more fluid.

Shademan is good. Drop Pulsar1 for Pulsar3 S. Pulsar3 S is good. 2x Pulsar3 + ShademanSP = pretty much win, as it's 500 damage to everything, regardless of invisible.

You definitely have made the folder a lot more fluid, and can expect to draw and use two or three chips a turn. Now, it is up to you. It's about taste--whether you like a certain strategy or letter or navi. Once you toy around with it, eventually you can tighten it further to just one code or two, based on what your tastes are.

Have fun!
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I support Rhythm x Blues!



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Posts: 1124
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PostPosted: Fri Jul 07, 2006 7:35 pm    Post subject: Reply with quote

Alright, some one else is reviving this thread next time around... <_<

****************
Something or Other.
****************

3 Machine Gun 3 M
1 Muramasa M
3 Snakes M
3 Poison Seed *
3 Triple Shoot M
3 Area Grab M
1 Full Cust *
1 Fast Guage */M
3 Invis *
3 AntiDamage *
3 White Capsule *
1 Attack +30*
1 KillerMan *
1 JudgeMan *
****************

Cross: Killer
NaviCust: ChargeMax, AirShoes (MUST HAVE), AttackMax, BugStop, Custom +1, Custom +2

Alright, I bounced this folder idea off of NJ a few weeks back. But being the dense one that I am, it took me all this time to figure out what he was trying to tell me and make it work.

Basically, first turn, get into KillerCross and set up the field. Hit them with a charge shot to make them flinch, then throw a Poison Seed so that it covers their back two columns, since they're flinching they can't block it. Area Steal at least once.

Now they're being poisoned. If you can, time it right and unload a bunch of Panel Shoots on them, now they've got an HP bug and they're getting poisoned.

Since we've got a bunch of holes on the field, start unleashing those snakes. Best case scenerio: Snakes + Attack +30 with three rows of holes on the field. But more realistically, you're going to be functioning with one or two rows.

Machine Guns are there to help stall for time while you're waiting on the Snakes and Triple Shoots to appear. And Muramasa for backup damage. If you've exhausted all of your snakes, then slip into Beast Out and start raining Special Shots from the sky. Don't go Beast Out until after the Snakes have been summoned, otherwise the Panel Shoots will get activated right in front of your enemy, potentially on your opponent's side of the field. The Holes MUST be on your side to summon the snakes.

My current record with this folder is 16.7 seconds against KillerMan, second place being 20.5 against SlashMan. I've yet to fail to get an S-Rank against an in-game Link Navi with this (I did manage to defeat ProtoMan FZ with it at 1:23 seconds. It took that long to rapid-fire the last 500 of his HP off.)

I haven't tested this against a human opponent, since I don't have anyone to play against, but it works decently in-game.

Rip it apart.
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