Glitches in Mega Man Battle Network 3: Difference between revisions

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=== Shake Attack Power glitch ===
=== Shake Attack Power glitch ===
If MegaMan uses a BattleChip after he throws the Shake chip but before the Shake object appears, the Shake will use the attack power of the chip instead of its own. Chips with no attack power or ones with ????, it will be interpreted as 10,000 attack power.
If MegaMan uses a BattleChip after he throws the Shake chip but before the Shake object appears, the Shake will use the attack power of the new chip instead of its own. A few chips have unusually large values for their attack power, which can be inherited by Shake. Friendly Virus chips and Atk+ chips (when used directly instead of attached to another chip) will provide an attack value of 10,000. The Airshoes chip provides 9,999 attack. Aura chips use the address normally dedicated to the attack value to determine their duration limit, so all 3 Aura type chips provide a value of 3,000 for Shake. 


Normally, there is forced delay to gain control MegaMan after he throws the Shake and only regaining control after it lands, but flinching due to an attack will remove that delay.  
Normally, there is delay after throwing the Shake that prevents MegaMan from using another chip before it lands, but flinching due to an attack will remove that delay. With good timing, there is enough leeway to use another chip after being interrupted by flinch.


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Revision as of 01:56, 19 October 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 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 second chip selection and 13th will replaced your third.
Applies to:
Japanese v1.0 Yes
Japanese v1.1 Yes
North America v1.0 Yes
European v1.0 ?

Folder2 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 current capacity, provided you have enough Reg+5 parts to do so.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 Yes
North America v1.0 No
European v1.0 No

Other Version Style Change oversight

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
North America v1.0 No
European v1.0 No

Skipping CopyMan error

MMBN3-CopyMan-Skip-BowlMan.png

In Chapter 7, after you read the Chat BBS message from Rank 3 at ACDC Square. Instead of going to Undernet 4 and fighting CopyMan, you can go straight from Rank 7 to battle Rank 2 (MistMan/BowlMan) instead. If you attempt to press L Button in the NetBattle Machine, the game will crash.

In later versions, CopyMan must be defeated for Rank 2 Navi to appear.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 No
North America v1.0 No
European v1.0 No

Shake Attack Power glitch

If MegaMan uses a BattleChip after he throws the Shake chip but before the Shake object appears, the Shake will use the attack power of the new chip instead of its own. A few chips have unusually large values for their attack power, which can be inherited by Shake. Friendly Virus chips and Atk+ chips (when used directly instead of attached to another chip) will provide an attack value of 10,000. The Airshoes chip provides 9,999 attack. Aura chips use the address normally dedicated to the attack value to determine their duration limit, so all 3 Aura type chips provide a value of 3,000 for Shake.

Normally, there is delay after throwing the Shake that prevents MegaMan from using another chip before it lands, but flinching due to an attack will remove that delay. With good timing, there is enough leeway to use another chip after being interrupted by flinch.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?

Zoo Comp script error

MMBN3-Seal-ZooComp-Lock.png

In the English game, the dialogue for leaving the otter-type and seal-type program lacks a Yes/No prompt in the text. Pressing B will soft-lock the game, requiring a game reset. B at leaving otter will soft-lock at the dialogue, while B at the seal will soft-lock at an E-Mail dialogue.

Applies to:
Japanese v1.0 No
Japanese v1.1 No
North America v1.0 Yes
European v1.0 ?

Program Advance Navi assignment

Some Program Advances that utilize Navis are considered Navi Chips by NaviRecycle and AntiNavi but not others. An oddity is BodyGuard, which utilized a Navi in the previous game but not in BN3, and NaviRecycle works with it but not AntiNavi. Later versions would be changed so they can’t be used by NaviRecycle but will still trigger AntiNavi.

NaviRecycle (JP) NaviRecycle (EN) AntiNavi
BigHeart Yes No Yes
GtsShoot No No No
DeuxHero No No No
2xHero No No No
PrixPowr Yes No Yes
BodyGrd Yes No No
Applies to:
Japanese v1.0 ?
Japanese v1.1 Yes
North America v1.0 Yes
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
North America v1.0 ?
European v1.0 ?

Condor Double Hit error

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 ?
North America v1.0 Yes
European v1.0 ?

Castle Wily Music error

Castle Wily will play the ominous story music that played in game’s final chapter when exiting out of certain menus:

  • If you enter the NaviCustomizer and exit, the music will become the the ominous music.
  • If you enter a Network Duel while at Castle Wily, once the battle ends, the music will become the ominous music.

Once you exit the Network menu, it will return to the normal Castle Wily music.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 Yes
North America v1.0 No
European v1.0 ?

DrillMan Underground Damage

If the DrillMan chip is used on an enemy that is underground, they will be instantly deleted.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 No
North America v1.0 No
European v1.0 ?

Confused DrillMan visual glitch

MMBN3-DrillMan-Drill-Drive-Confuse.png

If DrillMan is stunned while he's doing his Drill Drive and then is inflicted with Confusion, he will continue his Drill Drive but in his flinched pose.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?

Number Err&Del oversight

MMBN3-Numbers-ErrDel.gif

After the Number virus uses its Err&Del 30 times, it will start producing glitches. At 31, the attack will do no damage. At 32 and later, the name will appear but the attack will not occur. After this time, chips MegaMan use will also begin to glitch.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?

BeastMan Cube glitch

If BeastManβ is beaten in Doghouse Comp, the Security Cube in Undernet 4 that requires his defeat will be unlocked. However, if BeastManβ is beaten in the story afterward and the cube has yet to be opened, it will act as if BeastManβ hasn't been beaten in Doghouse Comp. Defeating BeastManβ in Doghouse Comp again will re-fulfill the requirement for the cube.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North America v1.0 Yes
European v1.0 ?