Post folder and chip combos here! *EXE6 Spoilers*
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Nenji
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PostPosted: Wed Oct 26, 2005 9:03 pm    Post subject: Reply with quote

Oh I'm not saying it isn't impossible to Counter Counter (Let's not go on about this please!) just that then it's taking up a whole chunk of your folder. I guess I'm odd in that I normally run around with Air/Omni Shoes then.

R code is odd, I've been working on this folder for a while now and the Meteors trick is nice, Area Lock then Meteors but R code has lots of random chips.
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NotJim
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PostPosted: Thu Oct 27, 2005 5:56 am    Post subject: Reply with quote

If you need a good R chip, AirHockey is PERFECT. It helps you achieve Full Synchro so you can pull off 2xAreaSteal->Meteors-->Atk+30-->3xAtk+10 with much more deadly results.

EDIT: Well, you probably knew that already, but whatever <_<
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ForteNub
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PostPosted: Thu Oct 27, 2005 7:19 am    Post subject: Reply with quote

Well. Maximum damage from Meteors can be... 6840 apparently.

But that combo is ColorPoint x3, DoublePoint, Areagrab the opponent to the wall, GrassSeed, Meteors, FS. Wiggy neh? Apparently Meteors has 24 hits. 24 divided by 3 = 8. :D
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Midnight
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PostPosted: Thu Oct 27, 2005 7:23 am    Post subject: Reply with quote

You cannot do that. ColorPoints and DoublePoints can, and WILL NOT, stack. As you have it set up, the ColorPoint will add +30 damage to the next ColorPoint, which is absolutely absurd. The best is DoublePoint+Meteors+whatever attack modifiers flit your fancy, this case probably being an Atk+30 and 2 Atk+10's.

The actual calculation, if you wish to see it, I will do later.
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Nenji
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PostPosted: Thu Oct 27, 2005 7:29 am    Post subject: Reply with quote

Considering that Doublepoint sacrifices a square, thus distributing the Meteors even more you're better off with Attack + 10/30 in this case. Plus they're time freezing which is nice, very nice! A little less risky than Meggido, if not as fun.
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Midnight
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PostPosted: Thu Oct 27, 2005 9:59 am    Post subject: Reply with quote

Agreed. You end up LOSING damage potential to one target on a square, and the lost damage is FAR more than the +60 or +120 that can result from using the DoublePoint. Chips like Forte, on the other hand, work quite well with DoublePoint since he doesn't care how much room your opponent has in play. If you do plan a Meteors based folder, just stick to the traditional attack modifiers and the random FS that can occur.
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NotJim
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PostPosted: Fri Oct 28, 2005 4:28 am    Post subject: Reply with quote

Here's an excellent Meteors Folder submitted by protomanexe07 on neoseeker...

protomanexe07 wrote:
Here's a new folder idea I came up with while playing around fighting Tomahawkman in Team Colonel.

1 FstGauge * [regular]
1 Meteors R
2 GrassSeed *
3 Attck+10 *
1 Attck+30 *
1 DoublePoint *
4 AirHockey R
4 Areagrab *
3 Invis *
1 FullCust *
1 OmegaRocket R/DarkCirc R
3 Blinder *
2 WindRack *
2 Lance *
1 DarkMeteors F/DarkInvs *

Preferred Soul: Full Synchro
Possible Souls: Napalm (which would ruin the folder), Gyro, Tomahawk, Number, Shadow, Knight
Chaos Souls: Napalm, Search, Shadow
Strategy: This is one I figured out when playing around with DoublePoint. True, the ideal turn will require a lot of setup, but it'll pay off in the end. Basically, use Grass Seed to turn your opponent's area into grass panels, which will set up Meteors. Areagrab to take away a column from the opponent, use AirHockey for Full Synchro, and then use another Areagrab. DoublePoint that, and use Full Custom. On the next turn, use Areagrab to take that area back, and (according to my data, DoublePoint's bonus should carry over) use Meteors with two Attck+10 chips and an Attck+30 attached. This will mean 90 damage per Meteor, and when the 60 from DoublePoint is added, you're looking at 150 damage. When in Full Synchro, the damage doubles to 300, meaning the first hit will do 600 damage to the opponent (1,200 if they're in TomahawkSoul or ChaosTomahawk), and 300 for each subsequent hit (again, 600 if the opponent is in Tomahawk or ChaosTomahawk Soul). After that, if you're looking for some fun, or if the opponent is still alive somehow, use a Blinder to get rid of flinching and fire OmegaRocket (TC only). Since they're already locked down to one column, OmegaRocket will go off the screen if it doesn't hit and hit them anyway, adding an extra 270 damage to the potential (540 if in FS) damage of this folder. And, of course, the ever so popular PingPong combo is in here as support, although it probably isn't necessary with ChaosNapalm and OmegaRocket.

Note: When using this folder, do not, I repeat, DO NOT use Napalm Soul (Chaos Napalm is okay, however). Doing so will screw the entire strategy up, as you only have one fire-based chip in the folder, and the folder's meant to capitalize on the damage.

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Nenji
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PostPosted: Fri Oct 28, 2005 4:38 am    Post subject: Reply with quote

Perfect for what I want!!!

*Runs off to Chip Traders desperate for at least one Area Steal * *

T_T
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NotJim
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PostPosted: Fri Oct 28, 2005 4:49 am    Post subject: Reply with quote

Don't even bother - as I have told you already, it's almost impossible to do so. The chances of getting AreaSteal */Blinder * are equal to the chances of winning the jackpot prize in a lottery, I swear. <_<

[Edited by Administration: No matter how small you make it, that kind of discussion is not permitted]

Edit by user: Ok. *hides in corner*
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Last edited by NotJim on Sat Oct 29, 2005 3:39 am; edited 1 time in total
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Xel
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PostPosted: Fri Oct 28, 2005 9:59 am    Post subject: Reply with quote

I have to ask, why do you bother with the single coding exactly? I don't know about BN5, but BN3 and BN4 I never have a single code folder and I never have problems. Why put so so much work into it?
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BakuRenOh
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PostPosted: Fri Oct 28, 2005 12:09 pm    Post subject: Reply with quote

I've done some new Folders. Here are they:

Numbersoul-Folder (BN4)

4 x Cannon a, b, c, *
3 x HiCannon c, d, e
4 x M-Cannon e, f, g (g do I use two times)
4 x Invis
4 x Recovery 200 H
3 x ATK+10 *
3 x ColourPt *
1 x Mine z
1 x Guardian O
3 x Spreader m, n, *

I say just P. A. XD

Here is my Napalmn-Soul-folder from BN5:

4 x Astroid2 e
4 x Astroid3 p
4 x Bulkbomb r
1 x Red wave
3 x Invis
4 x Recorery 300 I
1 x Meteor r
1 x Darkmeteor F
3 x Lavaseed h
1 x RollSp R
1 x Bug Curse C
2 x AreaGrab * (was realy hard to get them ^^; )
1 x DjangoSP D

Are these two better as my last one?
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PlaguedOne
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PostPosted: Fri Oct 28, 2005 1:43 pm    Post subject: Reply with quote

Xel wrote:
I have to ask, why do you bother with the single coding exactly? I don't know about BN5, but BN3 and BN4 I never have a single code folder and I never have problems. Why put so so much work into it?


For most virus busting and normal game Navi battles, it's not as important. However, when you're fighting against a real person, you want to use as many chips per turn as you possibly can. A person who can use 4-5 chips every turn will defeat a person using only 1 or 2 chips each turn. It's a thing of speed. A folder is built to acheive a victory condition. The faster you get through your folder, the sooner you acheive that condition.

I don't think it's important to be overly strict in codes, in that up to two is okay if it still does what it's meant to do.
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NotJim
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PostPosted: Fri Oct 28, 2005 6:38 pm    Post subject: Reply with quote

BakuRenOh wrote:

Here is my Napalmn-Soul-folder from BN5:

4 x Astroid2 e
4 x Astroid3 p
4 x Bulkbomb r
1 x Red wave
3 x Invis
4 x Recorery 300 I
1 x Meteor r
1 x Darkmeteor F
3 x Lavaseed h
1 x RollSp R
1 x Bug Curse C
2 x AreaGrab * (was realy hard to get them ^^; )
1 x DjangoSP D

Are these two better as my last one?


Wow... two AreaGrab *... Damn...

A better version would be ALL in Z-Code, with AntiFire to sacrifice for Soul Union, 4 VoodooDolls, 4 GrassSeeds, 4 BlackBombs. Basically, charge the BlackBomb and NapalmBomb it away, and if it hits the VoodooDoll and GrassSeed, that's 220x8=1760 damage right there.

Of course, that's how the FFF folder works. =P
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ForteNub
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PostPosted: Sat Oct 29, 2005 3:25 am    Post subject: Reply with quote

FullCust after a DoublePoint will remove the +60 bonus.

1800 damage potential only. 3600 for grass opponent.
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Xel
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PostPosted: Mon Oct 31, 2005 11:37 am    Post subject: Reply with quote

PlaguedOne wrote:


For most virus busting and normal game Navi battles, it's not as important. However, when you're fighting against a real person, you want to use as many chips per turn as you possibly can. A person who can use 4-5 chips every turn will defeat a person using only 1 or 2 chips each turn. It's a thing of speed. A folder is built to acheive a victory condition. The faster you get through your folder, the sooner you acheive that condition.

I don't think it's important to be overly strict in codes, in that up to two is okay if it still does what it's meant to do.


Hm, well the speed thing makes sense I suppose, but wouldn't the Navi-Cust take care of most of those chips anyway? I usually have Reflect or AntiDmg install at all times, and BN3 wise, there's FstGauge* to take care of speed. <_< Is that still in BN4 and 5? I have to ask because these folders do seems little gimicky and I rather not be stuck with a theme.
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PlaguedOne
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PostPosted: Mon Oct 31, 2005 11:45 am    Post subject: Reply with quote

If we're talking NetBattles with other players, Quick Gauge is a bad idea. Just ask Sai. XP Most of the folders being posted in this thread are for NetBattles, and not virus busting, I believe. In the game itself, these themes, gimmicks, and uber strategies are simply not required. Against another human player, who is a lot smarter and more unpredictable than any game could ever be, speed and chip draw are keys to winning.

If all you're doing is drawing one or two powerful chips per turn against another player who is drawing 4 or 5, that other player will deplete your HP or acheive his victory condition faster than you. It's not a matter of how quickly the Custom Gauge fills.
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Midnight
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PostPosted: Mon Oct 31, 2005 12:24 pm    Post subject: Reply with quote

Indeed. Usually, in games of length against opponents, FastGauge may not be as useful as one may think, simply because it reduces the time for turns, and thus decreases the window of time necessary to pull it off. Given the default turn, since ANYONE can access the menu once the gauge fills, there is the dilemma for a user who hasn't finished all of their chips yet--forego the next turn's chips or draw new ones and discard the ones that you were hoping to use but couldn't? With Fastgauge, and especially FullCust, the choices were often easy, depending on the time during a turn it was used.

And as for the codes--they are of paramount importance. As Pyo said--if I am using 4-5 chips a turn, and you 1-2, and I trade every chip in my hand for one chip in yours, I STILL have more chips, right? Those chips can make all the difference, as they could be a PA. Or some synergetic combination. You want to draw as much as possible, and the only way to do that is to axe the number of codes in your folder to one or two. Naturally, DarkChips don't count towards the code limit, since presumably you will use them solely for Chaos unison.

ZOMG 1900
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cruddpuppet [reo sux]
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PostPosted: Mon Oct 31, 2005 3:11 pm    Post subject: Reply with quote

any one know any tips for s-ranking colonel? I need his sp chip and i cant. I only have his normal and ds chips.
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PostPosted: Mon Oct 31, 2005 3:42 pm    Post subject: Reply with quote

I think you have this in the wrong thread. Nevertheless...

I do not have ToC, so I do not know EXACTLY how he ticks. I will however, suggest a few tricks.

    --Bug Humor. It will give you random FS or Angers, and the x2 multiplier on a PA is invaluable.
    --Try using some sort of Chaos Unison. I don't know of those in ToC, so that is up to your discretion.
    --Preset FullCust, if anything, and have a FastGauge in your folder. You can do that, OR preset FastGauge and put a FullCust in. You need chips, fast.
    --Put in SuperArmor. That ensures that ANY bust times under 30 seconds should be an S-rank.


The rest is up to your skill, and luck.
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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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DD
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PostPosted: Tue Nov 01, 2005 8:24 pm    Post subject: Reply with quote

Ok... this is a planned folder for when I get Twin Leaders, so keep in my mind this is only a very rough draft version of it. It's for the Team of Colonel side of things.

Sword L x2
Wide Blade L x4
Long Blade L x4
Engetsu Kunai 3 L x4
Drill Arm 2 L x4
Area Steal L x3
Blinder * x2
Invisible * x4
Numberball *
Leaders Raid L
Dark Drill D
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