Post folder and chip combos here! *EXE6 Spoilers*
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Midnight
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PostPosted: Fri Sep 30, 2005 3:17 pm    Post subject: Reply with quote

The damage that is shown is the base damage of the chip, I believe. It increases for each hole, if I recall correctly, or on how dark you've become. Otherwise, it'll just go *poof* when used.
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G!gaBa55




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PostPosted: Fri Sep 30, 2005 3:19 pm    Post subject: Reply with quote

Midnight Critic wrote:
The damage that is shown is the base damage of the chip, I believe. It increases for each hole, if I recall correctly, or on how dark you've become. Otherwise, it'll just go *poof* when used.


But I don't use holes or dark chips. It's only in the custom screen that it changes....
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DD
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PostPosted: Fri Sep 30, 2005 9:30 pm    Post subject: Reply with quote

ForteNub wrote:
Hmm...

That's interesting.

But I'd think hiding would be better. Considering you have good defense and if you use a chip on that panel it will get a +30 bonus.

True. Blinder and Areagrab * are very difficult to get.

I put in 800 chips in the Chip Trader. Not a flippin' areagrab *. The Bug Frag trader normally spits them out more.


The hiding is very good, I use both sometimes, when I fall out of Invisible I can dive into an Ocean Panel. And on the Bug Frag trader, I've come to learn it sucks very badly, I got 4 Mega Energy Bombs in a row, then it gave me two Silences right after, so I'm sure you can see why I don't like it at all.

And on the issue of the DS Navi chips, the damage increases because you were hit, Holes effected it in EXE 4, getting hit ups the damage in EXE 5
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ForteNub
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PostPosted: Sat Oct 01, 2005 2:13 am    Post subject: Reply with quote

Unlucky. 4 Energy Bombs.

Oh well. It matters on luck and all.

DS chips have so much more potential than SP chips in a way.

I mean if you have 2000 life, and you lose all but 1, the DS chip would deal 1999 damage.

Or is there some kind of damage limit?

MURAMASA FOLDER!

Suicidal Sword
--------------
1 BugCharge B
3 Vulcan3 M
3 CactiBall3 M
3 Geyser M
1 Muramasa M
3 DoubleCrack *
3 Areagrab *
1 Fastgauge * (regular)
3 Blinder *
2 Invis *
3 Atk+10 *
1 Numberball *
1 Atk+30 *
1 DarkInvis *
1 DarkPlus *

NaviCust: HP+500, SuperArmor, BugStop, Undershirt, HP+50

Rowlock the opponent, wait till you get to 1 life and use Muramasa.

You can get roughly 1200ish damage. You have Geyser and others for backup.
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DD
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PostPosted: Sat Oct 01, 2005 7:00 am    Post subject: Reply with quote

I'm pretty sure theres a limit since the damage goes up by 10 for each hit you take, the hits need to cause flinching as well.
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PlaguedOne
a.k.a. Pyo
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PostPosted: Sat Oct 01, 2005 9:30 am    Post subject: Reply with quote

Considering Muramasa stops at 999, I'm sure the DS Navis would have some kind of limit.
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ForteNub
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PostPosted: Sun Oct 02, 2005 2:59 am    Post subject: Reply with quote

But i'm pretty sure Muramasa if used at 999 damage can still be charged up with atk+10 considering on the battle screen it appears:

Muramasa 999+10
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GospelDS
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PostPosted: Sun Oct 02, 2005 4:57 pm    Post subject: Reply with quote

How do you like this combo ? In EXE5 ToB , use meddy soul place a paralyze pill on a meteors3 , and BAM ! 800 damage 'cause it paralyzes them and forces them take all the meteors !Crap sig didnt work ...
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SparKman.EXE




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PostPosted: Sun Oct 02, 2005 5:53 pm    Post subject: Reply with quote

GospelDS wrote:
How do you like this combo ? In EXE5 ToB , use meddy soul place a paralyze pill on a meteors3 , and BAM ! 800 damage 'cause it paralyzes them and forces them take all the meteors !Crap sig didnt work ...


Ahh yes, I remember seeing that combo before on GameFAQs. Apparently, it seems like that is the only good use for MeddySoul.

Even still, that makes me glad that the Asteroid chips are finally getting the the recognition they deserve. :V Especially since those chips were pretty much useless in the previous Battle Network games, due to them being flinching chips. Of course, the Meteor chips were slightly better in BN 4 as they were actually non-flinching, but they were, unfortunately, too weak to be that much of a threat.

Changing topics, I actually have quite a number of MMBN strategies that I got from putting the "All Chips" code on my MMBN ROMs. I don't know if I'm aloud to show them, but they are very good folders. Is the alright? -_-;
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DD
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PostPosted: Sun Oct 02, 2005 6:10 pm    Post subject: Reply with quote

I don't see why you can't post the folders and chip combos as long as they don't contain chips that can't be gotten legally (i.e. Final Gun) since the rest are all gotten within the game.
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SparKman.EXE




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PostPosted: Sun Oct 02, 2005 8:17 pm    Post subject: Reply with quote

Then, if it's alright, then I might as well give it a go: Smile

Now like I said earlier, I used the "All Chips" code on the saved data on the MMBN5 ROM, so don't be surprised by all the AreaGrabs and Blinders in * code

So here's my Napalm Folder:

4 BlkBomb R
4 GrassSeed *
3 HotBody2 R
3 AreaGrab *
2 Blinder *
2 Invis *
2 Barrier *
4 AntiFire *
2 AntiWatr *
1 Meteors R
1 Full Cust * (pre-set)
1 Atk +30 *
1 DarkMeteors F (Chaos Unison)

Now the whole point of this folder should pretty much be a no-brainer. It mainly emphesizes on launching BlkBombs as NapalmBombs on Grass Panels, which does some serious MAJOR damage! AntiFire's main purpose is to make Soul Unison a snap, although I might tone down a little on that. Also, AntiWatr is, obviously, to take care of NapalmSoul's major weakness as well as negate it. XP

Then, of course, there's Meteors, which is technically used by itself in NapalmSoul with the Fire+30 feature. Also, Atk+30, GrassSeed, and AreaGrabs are suppose to support Meteors to do a fairly large amount of damage.

Now, if there are chips in this folder that are impossible to get more than one out of, let me know, because I'll try to fix that. Technically, I only use MMBN ROMs to experiment with all kinds of Folders so I can plan ahead for my real games.

Next, I think I am going to post my Gyro Poison Folder in here, but I wait a little while. So.......

what do u think? Confused

EDIT: Okay, I'll get rid of the AntiWatrs, but I'm curious, is there a better way to ensure NapalmBombs will hit? For some reason, I feel NapalmBombs would just be as predictible even when using Blinder. Yes, I know there's VDoll, but it's not in R-code. Plus, VDolls are thrown so high up in the air that the opponent would easily try to run into it. Any suggestions?


Last edited by SparKman.EXE on Wed Oct 05, 2005 12:36 pm; edited 1 time in total
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DD
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PostPosted: Sun Oct 02, 2005 8:40 pm    Post subject: Reply with quote

Don't see too many Napalm Soul based folders, looks nice, honestly I'd say cut the two AntiWaters, because theres a chance they aren't using anything water-based making it wasted space. And I'd up the Blinders to 4 since the Napalm Bombs and Meteors are your main weapons, you need to ensure they'll hit.
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DarXoul




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PostPosted: Wed Oct 05, 2005 9:35 am    Post subject: Reply with quote

I have 2 little combos...maybe most of you knew touse already,but,still...
1.Rock Cube+Air Shot-if you shoot the cube with Airshot at thye enemy,he must say goodbye for 200 HP.(:
2.Time Bomb+Airshot-If your enemy used Timebomb,attck it with Aurshot...The bomb will get away to the enemy field,and the BOOM will derecse his HP.
Um...Enjoy!
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Midnight
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PostPosted: Wed Oct 05, 2005 11:57 am    Post subject: Reply with quote

Hmm.

Both of those are fairly well-known. Actually, in EXE5, it seems that the damage dealt by a colliding object set in motion by a GutsPunch or an AirShot has been reduced from 200 to 100. The only possible reason I could give for this is possibly to standardize the damage with that of Poltergeist. (Since it tosses around objects too.)

As for the timebomb, it doesn't really work on the virii, but it works on the Boybombs. As long as you have the chips, they should not be able to harm you.
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SparKman.EXE




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PostPosted: Wed Oct 05, 2005 12:30 pm    Post subject: Reply with quote

Wait a minute, I thought RockCubes still dealt 200 damage when shot w/ Airshot and GutsPunch. Are you sure? Maybe you thought it was 100 from the viruses/navis standing on HolyPanels.

So anyway, I know a pretty cheap trick to use with BoyBomb.

1. Use PanlGrab twice on the middle row.
2. Use DoubleCrack on the upper/lower right corner of your area.
3. Stand on the other right corner of your area and use BoyBomb. :V

Thus, the result should look like this and hit all of your opponent's panels:

[ ][ ][H][H][ ][ ]
[ ][ ][ ][ ][B][ ]
[ ][ ][Y][ ][ ][ ]

H: Holes where DoubleCrack was used
B: BoyBomb
Y: You

Yeah, that's situational, but it works really well on BN4 with the BoyBombs being so powerful.

So, try it for yourself and enjoy. XD
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Midnight
This is a Hilbert Space


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Location: The AfterMath. Otherwise, New York City.

PostPosted: Wed Oct 05, 2005 1:48 pm    Post subject: Reply with quote

Yeah, Pyo helped me verify, and it seems the cubes STILL do 200 damage when propelled by an AirShot. My mistake. Then again, I still can't explain my phenomenon...but I digress.

Well...it seems something just came to me. When I fired the Airshot into a stone, it was not an actual StoneCube, that is generated by the chip. It was one of the smaller stones that can occur naturally at the start of a combat situation. Perhaps that explains the damage I saw, but I have yet to verify it.
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Today, these three players are after Big Bucks! But they'll have to avoid the Whammy, as they play the most exciting game of their lives! From Television City in Hollywood! It's time to 'Press Your Luck!'--Rod Roddy

The Kingdom of Loathing: An Adventurer is You! // I Seals

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NotJim
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PostPosted: Thu Oct 06, 2005 3:42 am    Post subject: Reply with quote

Sorry, MC, I didn't really understand that last paragraph...
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Nenji
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PostPosted: Thu Oct 06, 2005 7:03 am    Post subject: Reply with quote

I wasn't aware you could actually move those rocks, odd.

Me, well...I dunno. I do the Divine Chaos Routine in 4 (Geddon 3+Sanctuary) and toss in Life Aura when I can, but apart from that I don't really use many combos. PA, well I use a D & S code folder in 5 so Dreamsword, Sonic Boom and Piledriver are all in there.
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Midnight
This is a Hilbert Space


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Location: The AfterMath. Otherwise, New York City.

PostPosted: Thu Oct 06, 2005 7:11 am    Post subject: Reply with quote

NotJim wrote:
Sorry, MC, I didn't really understand that last paragraph...


OK, let me clarify it a touch.

In some virus situations you will find the bat viruses that drop the Pulsar series of chips. When they attack, their missile travels down a row, and into a conveniently placed stone. The viruses that drop the Asteroid series also like to hide behind these.

Since these stones are strictly NOT Stonecubes, they may not deal the full 200 damage when propelled with an Airshot.
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Today, these three players are after Big Bucks! But they'll have to avoid the Whammy, as they play the most exciting game of their lives! From Television City in Hollywood! It's time to 'Press Your Luck!'--Rod Roddy

The Kingdom of Loathing: An Adventurer is You! // I Seals

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SparKman.EXE




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PostPosted: Thu Oct 06, 2005 4:22 pm    Post subject: Reply with quote

Here's my Gyro Poison Folder, which I guess I should call Polluted Air. When I was browsing around for some decent code letters to use with GyroSoul, I soon realized that AirSpin3 was in A code. When I looked in A-code, I was severely shocked! Right now, I just finished watching the MMBN4 Otakon Tournament and I would have to say that the folder I am about to show may have some similarities with Pyo's Folder. So here I go:

Polluted Air Folder
---------------------

4 Airshot *
3 BugBomb *, A
4 WindRacket *
4 AirSpin3 A
3 :stonecube: *
3 AreaGrab *
3 Geddon3 A
2 Invis *
1 FullCust * (preset)
1 Atk+30 *
1 Anubis A
1 DarkTornado T (Chaos Unison)

For my AirSpin strategy, I wanted to simply launch :stonecube: with AirShot/WindRacket in the middle row. That way, if the opponent gets in the way, he takes 200 damages, obviously, but if he doesn't, he/she is left vulnerable to AirSpin stopping next to the :stonecube:, thus hitting everywhere in his/her area. With the propellars running, AirSpin3 does 360 damage, which is really nice. Also, BugBombs work just like :stonecube: s as I throw it to the right-middle panel, then use AirSpin3.

The next strategy is one that everyone is familiar with (especially those in the 2005 Tournament ^^; ) and that's the gruesome Poison! BugBomb, Geddon3, and Anubis combine to be PoisonPharaoh and guess what, Geddon3 can also work by itself! Keep in mind that GyroSoul has FloatShoes so you are technically invulnerable to the poison panels!

So there you have it! I've finally found a way to use AirSpin3 with GyroSoul to my advantage. I hope everyone likes it, but whether or not Pyo would leave me guessing. ^^;
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