Glitches in Mega Man Battle Network 3
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This page is a list of glitches that appear in Mega Man Battle Network 3.
Major glitches
11th Chip glitch
This requires a total sum of Custom+6. This can be obtained from any sufficient combination of Custom Style's Custom+1 bonus and the Navi Customizer Parts Custom+1, Custom+2, and HubBat. During battle, after selecting at least 1 chip on the Custom Screen, you can then 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. When selected, the "11th chip" will always replace the topmost chip in the hand.
- 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 replace 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
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. Virus chips (e.g. Mettaur and Bunny) and plus chips (when used directly instead of attached to another chip) will provide an attack power of 10,000. The AirShoes chip provides 9,999 attack. Aura chips use the address normally dedicated to the attack power 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
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 | ? |
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, it will continuously hit the enemy and deal more damage than it should.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North America v1.0 | No |
European v1.0 | ? |
Confused DrillMan visual glitch
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
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 by failing to spawn their hitboxes.
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 | ? |
Chip Trader Jack In glitch
In the hospital, align yourself in the middle of being able to use the Chip Trader and being able to jack in to the Vending Machine. Use the Chip Trader and with frame perfect timing press R Button after inserting the chips. Lan will jack in and then the Chip Trader dialogue will appear while playing as MegaMan. Attempting to put in more chips will soft-lock the game.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North America v1.0 | Yes |
European v1.0 | ? |
Disappearing Chip Name in Network Duel
During battle, a line of text in the bottom left of the screen will display the name and attack value of the next chip in your hand. This text momentarily disappears if MegaMan is performing an action that would prevent him from using his next chip.
However, if either player causes this text to disappear during a Network Duel, it will disappear for both players instead of only the player who is performing the action. This has the unintended effect of indicating that your opponent is performing an action even in situations where their activity is meant to be completely hidden. This is fixed in all games released after.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | Yes |
North America v1.0 | Yes |
European v1.0 | ? |
Scuttlest ATK error
The Scuttlest family’s ATK in the Virus Breeder Machine are matched up incorrectly, with the ATK values in the wrong places. However for the actual chip, their attack powers are matched up correctly. In later versions, the ATK are matched up correctly in the Virus Breeder Machine.
Incorrect ATK order | Correct ATK order |
---|---|
Scuttlest ATK | Scutz ATK |
Scutz ATK | Scuttle ATK |
Scuttle ATK | Scuttler ATK |
Scuttler ATK | Scuttzer ATK |
Scuttzer ATK | Scuttlest ATK |
ScuttleΩ ATK | ScuttleΩ ATK |
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | Yes |
North America v1.0 | No |
European v1.0 | ? |