Glitches in Mega Man Battle Network 3: Difference between revisions
From The Rockman EXE Zone Wiki
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=== Shake Damage Glitch === | |||
If MegaMan uses a BattleChip before the Shake chip's object appears, the Shake will use the attack value of the chip instead of its own. Chips with no attack value will be interpreted as 10,000 AP. | |||
Normally, there is forced delay to gain control MegaMan after he throws the Shake and it landing, but flinching removes that delay. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese v1.0||Yes | |||
|- | |||
|Japanese v1.1||? | |||
|- | |||
|Black Japanese v1.0||? | |||
|- | |||
|Black Japanese v1.1||? | |||
|- | |||
|White North America v1.0||Yes | |||
|- | |||
|Blue North America v1.0||Yes | |||
|- | |||
|White European v1.0||? | |||
|- | |||
|Blue European v1.0||? | |||
|} | |} | ||
Revision as of 20:38, 14 September 2022
This section is under construction. |
The information may not be complete or 100% accurate. |
Add more glitches. |
This page is a list of glitches that appear in Mega Man Battle Network 3.
Major glitches
11th, 12th, 13th Chip Glitch
This requires Custom+ Navi Customizer Parts equaling to Custom+5 and Custom Style. During battle, you can move your cursor to the right past your 10th chip and select an "11th chip". This "11th chip" will always be the 2nd chip in your Folder and is select-able every turn.
As an extension, a 12th and 13th Chip Glitch is possible by adding more Custom+s in your Navi Customizer. The 12th chip will replace your 2nd chip selection and 13th will replaced your third.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
Black Japanese v1.0 | Yes |
Black Japanese v1.1 | Yes |
White North America v1.0 | Yes |
Blue North America v1.0 | Yes |
White European v1.0 | ? |
Blue European v1.0 | ? |
Regular Chip Glitch
When you remove Reg+5 Parts from the Navi Customizer and you do not have the required MB capacity, your Regular Chip will be unselected. However, if the Regular Chip was in Folder2, the chip will still be set as your Regular Chip despite lacking the required MB. This method can be used to set a chip as Regular Chip beyond your usual capacity, provided you have enough Reg+5 parts to do so.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
Black Japanese v1.0 | ? |
Black Japanese v1.1 | Yes |
White North America v1.0 | No |
Blue North America v1.0 | No |
White European v1.0 | No |
Blue European v1.0 | No |
Other Version Style Glitch
Usually, if the player has points in the opposite version Style Change, they will drop to 0 and make it impossible to transform into that. However, in v1.0 of the Japanese version it will not drop if the change takes place in a Random Style Change. The opposite version style will be a possibility in the randomization.
As such, it's possible to receive Shadow Style in Rockman EXE 3 and Ground Style in Rockman EXE 3 BLACK.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
Black Japanese v1.0 | Yes |
Black Japanese v1.1 | No |
White North America v1.0 | No |
Blue North America v1.0 | No |
White European v1.0 | No |
Blue European v1.0 | No |
Skipping CopyMan Glitch
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
Black Japanese v1.0 | Yes |
Black Japanese v1.1 | No |
White North America v1.0 | No |
Blue North America v1.0 | No |
White European v1.0 | No |
Blue European v1.0 | No |
Shake Damage Glitch
If MegaMan uses a BattleChip before the Shake chip's object appears, the Shake will use the attack value of the chip instead of its own. Chips with no attack value will be interpreted as 10,000 AP.
Normally, there is forced delay to gain control MegaMan after he throws the Shake and it landing, but flinching removes that delay.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
Black Japanese v1.0 | ? |
Black Japanese v1.1 | ? |
White North America v1.0 | Yes |
Blue North America v1.0 | Yes |
White European v1.0 | ? |
Blue European v1.0 | ? |
Minor glitches
Higsby's Chip Order errors
There are certain chips Higsby sells that do not appear in the same code in your Pack:
- LavaStage J becomes LavaStage A in your Pack.
- Jelly I becomes Jelly E in your Pack.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
Black Japanese v1.0 | ? |
Black Japanese v1.1 | ? |
White North America v1.0 | ? |
Blue North America v1.0 | ? |
White European v1.0 | ? |
Blue European v1.0 | ? |
Condor Double Hit Glitch
Due to a flaw in the attack's algorithm, the Condor BattleChip hits the third panel in front of you twice, dealing 2 * 180 damage. Note that this does not work on bosses, because they get brief invincibility when the first hit connects. This glitch occurs because DashAtk and Condor deal damage to a specific panel based on their current position with a set interval of frames. The frame interval for Condor is too low, resulting in it dealing damage to the same panel twice.
Amount of hits per panel:
[M][1][1][2][1][1]
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
Black Japanese v1.0 | ? |
Black Japanese v1.1 | ? |
White North America v1.0 | ? |
Blue North America v1.0 | Yes |
White European v1.0 | ? |
Blue European v1.0 | ? |