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Talk:Glitches in Mega Man Battle Network 6

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Add SnakeArm stuff

chip gate text trigger and stuff

Bugs to test

Candle enemy

Won't take damage from fire but will take damage if fire is over grass

Kettle dust suck thing

set kettle, use dust suck but before he sucks in, opp uses dimming attack to hit the kettle and deal damage https://www.nicovideo.jp/watch/sm8740369

seaside area 3 oob

oob https://youtu.be/dfbLnVEnFxQ

test slipwalk

slip run gltich

time damage judge

gregar/falzar brings up cust gauge in final turn

collision stuff

  • protoman when he uses trance move https://www.youtube.com/watch?v=aGVXt7cFAns
  • Sandworm: If you use SuperArmor (or not, but it's a lot trickier) while facing off against a Sandworm (or even a FghtrPln) virus, you're in for a whole lotta pain when you try to use a screen-dimming/time-freezing BattleChip at the same time the Sandworm (or FghtrPln) is dealing damage to you... unlike other viruses which just "appear" in a different location, these have specific animation frames which take into account damage calculation a bit differently than other types of attacks. If you manage to land a dimming BattleChip in between one of those frames, Megaman's HP drops EXTREMELY QUICKLY until before you know it, you've been deleted before you can even use the BattleChip! It's most likely a glitch from bad collision box programming and damage calculation over time. Oh, and you know you've done it right when you hear a low-pitched droning noise that is the beginning of the "getting hurt" sound played back just as soon as it started... and Megaman turns completely white while shaking around a bit just before the deletion animation and game over screen.

colonel aspire break

use body guard or whatever right before he uses aspire break https://youtu.be/0x5VXSEQS3M

grabbanish slide

stuck in between panels because of grabbanish and slide https://youtu.be/mC005rHeO0w?t=182