Connectivity in Mega Man Battle Network 4: Difference between revisions

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**'''SingleBatle''': Have one battle.
**'''SingleBatle''': Have one battle.
**'''TripleBatle''': Have up to three battles, the player who wins 2/3 first wins the match.  
**'''TripleBatle''': Have up to three battles, the player who wins 2/3 first wins the match.  
**'''SelectBatle''': Game 2 and later only. Players can only battle against the opposite version. Forced TripleBatle. The winning player will get +1 to the version victory, and the losing player will get -1. Every +10 wins will boost the Red Sun chip's attack power by 40 and Blue Moon chip's attack power by 50. Maxes at +100 wins.
**'''SelectBatle''': Game 2 and later only. Players can only battle against the opposite version. Forced TripleBatle. The winning player will get +1 to the version victory, and the losing player will get -1. Every +10 wins will boost the chips' attack power by 40, maxes at +100 wins. Red Sun maxes at 500 attack power, and Blue Moon maxes at 600 attack power.
***'''Practice''': Have the battle(s) against another player. Does not count towards Win/Lose record.
***'''Practice''': Have the battle(s) against another player. Does not count towards Win/Lose record.
***'''Real Thing''': Have the battle(s) against another player. The losing player will forfeit a chip in their Pack to their opponent. Will count towards Win/Lose record. This option cannot be selected if there are no non-Giga Class Chips in the Pack.
***'''Real Thing''': Have the battle(s) against another player. The losing player will forfeit a chip in their Pack to their opponent. Will count towards Win/Lose record. This option cannot be selected if there are no non-Giga Class Chips in the Pack.
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*The Battle Network 4 side will go into the Comm. Menu and attempt a Trade. No chip can be selected and the chip from the Zero 3 side will be sent. But if a chip is selected and traded, that chip will be stored in Zero 3.
*The Battle Network 4 side will go into the Comm. Menu and attempt a Trade. No chip can be selected and the chip from the Zero 3 side will be sent. But if a chip is selected and traded, that chip will be stored in Zero 3.


*The Zero 3 side will require going to Ciel's computer and select the Transmission option. When Zero 3 no longer has a chip in its save: When Zero enters a Cyberworld door, Swordy (BN1-3), Beetank (BN2), and Puffy (BN1) will appear, replacing certain enemies in the stage.
*The Zero 3 side will require going to Ciel's computer and select the Transmission option. If Zero 3 no longer has a chip in its save: When Zero enters a Cyberworld door, Swordy (BN1-3), Beetank (BN2), and Puffy (BN1) will appear, replacing certain enemies in the stage.


==[[Operation Battle (MMBN4)|Operation Battle]]==
==[[Operation Battle (MMBN4)|Operation Battle]]==

Latest revision as of 04:51, 17 May 2024

This section is under construction.
The information may not be complete or 100% accurate.

These are the features that require connectivity in Mega Man Battle Network 4.

Network Menu

  • NetBattle
    • SingleBatle: Have one battle.
    • TripleBatle: Have up to three battles, the player who wins 2/3 first wins the match.
    • SelectBatle: Game 2 and later only. Players can only battle against the opposite version. Forced TripleBatle. The winning player will get +1 to the version victory, and the losing player will get -1. Every +10 wins will boost the chips' attack power by 40, maxes at +100 wins. Red Sun maxes at 500 attack power, and Blue Moon maxes at 600 attack power.
      • Practice: Have the battle(s) against another player. Does not count towards Win/Lose record.
      • Real Thing: Have the battle(s) against another player. The losing player will forfeit a chip in their Pack to their opponent. Will count towards Win/Lose record. This option cannot be selected if there are no non-Giga Class Chips in the Pack.
  • Compare
    • CompLibrary: Linking up will fill up the players' Libraries with green text and no chip image. Will not count towards Title Screen Marks.
    • ComprRecord: Linking up will enter the overall time record for Ω bosses between players. Players can only link up with the same version. The other players' three letter nickname will also be recorded.
      • If this is done, you cannot enter a personal time record unless it is lower than the overall record.
  • Trade
    • BattleChips: Trade BattleChip between players.
    • Program: Trade Navi Customizer Parts between players.
  • WaitingRoom: A special feature to unlock Free Tournament at Higsby's and unlock opposite version Navis scenarios in the story. Unlocking that Navi's ghost is the only way to increase SP records for opposite version Navis.
    • Reception: Players can receive Navis from other players. They can also view and delete the Navis they received.
    • Visit: Players can view their own Navis and send them to other players.

Hide HP Display

If one player is holding the L Button as the battle is about to start, the HP display of the opponent will be hidden. This will occur for both players as long as one player is holding the L Button.

Mega Man Zero 3

Each new save data of Mega Man Zero 3 will contain a BattleChip: Z Saver Z. Once that Z Saver is traded, there is no way to get another unless the game's save data is completely wiped out (have no Continue option).

  • The Battle Network 4 side will go into the Comm. Menu and attempt a Trade. No chip can be selected and the chip from the Zero 3 side will be sent. But if a chip is selected and traded, that chip will be stored in Zero 3.
  • The Zero 3 side will require going to Ciel's computer and select the Transmission option. If Zero 3 no longer has a chip in its save: When Zero enters a Cyberworld door, Swordy (BN1-3), Beetank (BN2), and Puffy (BN1) will appear, replacing certain enemies in the stage.

Operation Battle

Operation Battle mode can connect with other Mega Man Battle Network 4s. The Japanese version can also connect with Rockman EXE 4.5: Real Operation, where it reverts its battle system back to how it was in MMBN4 in order to connect.