Glitches in Mega Man Battle Network 6
From The Rockman EXE Zone Wiki
This section is under construction. |
The information may not be complete or 100% accurate. |
These are the glitches for Mega Man Battle Network 6.
Major glitches
Selected Chip glitch
Log on a computer as a Link Navi. Replace the Regular Chip or Tag Chips with another chip in their slots. In a multiplayer battle, those chips will replace the use of the Regular and Select Chips.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
Tornado Plus Chip glitch
When certain Plus chips is attached to Tornado and used over an elemental panel, it won’t do their intended effect and instead a different additional boost will be added.
- WhiteCapsule: Instead if paralyzing, it will double the damage in addition to the doubled attack from the elemental panel.
- Uninstall: Instead of uninstalling, it will paralyze the enemy.
This is due an oversight from changing Tornado’s boost from dealing double the number of hits to doing double the damage instead.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | ? |
B Button PowerAttack Boost glitch
This glitch applies to the following B Button PowerAttacks:
- Slash Cross' WideSlash
- Spout Cross' BubbleShot
- TomahawkMan's TomahawkSwing
- 137-B002 Puffy (MMBN1) Mod Card's BubbleSpread
After using a chip with a "+" attack boost and no chip afterwards, their B Button PowerAttacks will gain AP equal to the boost of the chip that was used (e.g. Slash Cross base +50 boost will increase his B Button PowerAttack +50). Using another chip or the B Button attack will remove the glitch.
- This boost also applies if the chip was boosted by other attack boosters such as Attack+30, DoublePoint, Otenko, even other Cross' boosts like Charge Cross's +100 A Button Power Attack (e.g. Attack+30 plus the base+50 boost will increase his B Button PowerAttack +80).
- A x2 multiplier will not work for this glitch.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | ? |
Anubis progress lock
The Japanese version of the game contains a progression-halting oversight that can occur if you accept the "Self Request" Request BBS before opening the gate to Graveyard 2.
Finishing said quest requires a copy of the Anubis chip, which is obtained exclusively in Graveyard 2. However, opening Graveyard 2 requires that you obtain all Mega class chips, which includes all of ProtoMan's chips; but to fight ProtoMan SP, you need to have finished the bottom 25 quests on the Request BBS. Once you've accepted the Self Request BBS quest, you cannot complete any other quests until you finish it, which you cannot do if Graveyard 2 is inaccessible, so the quest becomes impossible to complete normally.
To get out of this situation, the player must trade a ProtoManEX and ProtoManSP from another game. If they cannot trade, the only remaining option is to try and get ProtoManEX from the Green Town Chip Trader Special, and get ProtoManSP from Graveyard 1 Gold Mystery Data.
In the English version of the game, this is not an issue since you don't need the M Comp mark to get to the Anubis PMD.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | No |
A Button PowerAttack Carryover glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Add more details about Slash Cross, mention differences in Slash Beast, test other beast forms, mention None chip into Beast Out interaction, investigate further in general |
There is a period where the charge of an A Button PowerAttack can be passed on to any chip. Release the charge while it is being buffered (i.e. the attack won't launch until MegaMan finishes moving), then immediately open the Custom Screen. Select any chip (even dimming chips) and that new chip will be used in the next chance MegaMan gets to launch a chip. The chip will obtain the added ability of that A Button PowerAttack.
This works with:
- Slash Cross: This will transform the chip into a special attack depending on the chip. Some chips may crash the game.
- Elec Cross: The chip will cause paralyzation.
- Ground Cross: Rocks will fall when the chip is used.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
ElementTrap glitches
Double ElementTrap lock
When both sides have an ElementTrap chip active, then if 1 player uses an elemental dimming chip and the other player cuts in their own elemental dimming chip, both ElementTraps will attempt to trigger at the same time and the battle will soft-lock. The game will require a reset.
Applies to: | |
---|---|
Japanese | ? |
North American | Yes |
European | ? |
VDoll ElementTrap lock
This section is under construction. |
The information may not be complete or 100% accurate. |
Investigate whether port priority matters. |
When you set up a ElementTrap and the opponent has placed a VDoll on the field, if the opponent triggers your ElementTrap and hits their VDoll at the same time, the battle will soft-lock. The game will require a reset.
Applies to: | |
---|---|
Japanese | ? |
North American | Yes |
European | ? |
Cross Weakness ElementTrap glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Investigate further. |
To achieve this glitch:
- P1 sets up an ElementTrap.
- P1 uses an dimming chip that removes the Cross of P2. P2 uses a dimming chip that triggers ElementTrap (Fire, Aqua, Elec, or Wood element). The chips should be used consecutively in a cut in. The order they are used does not matter.
After the screen-dim ends, ElementTrap will activate on the player, but the Cross loss animation will cancel out the screen-dim effect, and ElementTrap will happen in real time. Multiple factors such as port priority, objects on the field which can cause screen-dim (e.g. Guardian, V-Doll) activating, and ElementTrap activating on the Cross loss player's side can affect the success of this glitch. Or even cause different glitch effects.
While ElementTrap is activating in real time, dimming chips used will function in real time. It is possible for multiple screen-dims to play in real time if they are used in succession before all active screen-dims completely resolve. Under certain conditions, using dimming chips during this period can cause a softlock. It is also possible to open the Custom Screen and pause while a dimming chip is playing out in real time.
Applies to: | |
---|---|
Japanese | ? |
North American | Yes |
European | ? |
B Button PowerAttack Invisible glitch
This glitch applies to Mod Cards that gives the B Button PowerAttack Invisible: 137-A008 Shadow and 137-B012 Momogra
When you use an attack (even abilities such as Shield), its attack parameters won’t be cleared before writing the time period of the Invisible PowerAttack. So the Invisible duration will partially inherit how long it lasts depending on the last attack. The RollingLog series and WideBurn Program Advance series provide an incredibly long Invisible period.
Applies to: | |
---|---|
Japanese | Yes |
North American | ? |
European | ? |
ChargeShot Addition glitch
When Mod Cards with the "ChargeS Addition" ability is paired with "PwrAtk: Default ChargeS", the ChargeShot Addition ability's chance of activation becomes 100% instead of a random chance.
Applies to: | |
---|---|
Japanese | Yes |
North American | ? |
European | ? |
AntiRecovery Dimming oversight
Normally the trigger of Trap Chips cannot be cut in. However, if a dimming chip (e.g. Roll) triggers AntiRecovery, the triggered AntiRecovery can be cut in to. If a non-dimming chip triggers AntiRecovery, it cannot be cut in to.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
HackJckSP BattleChip oversight
In the NA/EU versions of the game, the content of the CountSP BattleChip was removed. However, they forgot to remove the CountSP reward from a Gold Mystery Data in Graveyard. So it is possible to obtain this chip in the NA/EU game legitimately under the name “HackJckSP”. The chip will have no chip image and attempting to use it in battle will crash the game (jumps to address 0x0000000).
Applies to: | |
---|---|
Japanese | No |
North American | Yes |
European | ? |
Minor glitches
ProtoMan Null Mode glitch
When ProtoMan performs his Trance Move attack and collides with anything, it disables his collision until he reaches a new panel. But with Poison Pharaoh out on the field, the smoke makes contact first. He then loses collision and cannot move to another panel to get back. This is remedied with him doing the attack again with the PoisonPharaoh gone from the field.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
SunMoon LittleBoiler glitch
Using Sun Moon on a LittleBoiler causes the value on the LittleBoiler to disappear. Afterwards, the Little Boiler image spawns on all sorts of attacks, chip attacks, enemy attacks, etc.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | ? |
Kettle Simultaneous Delete
If a Navi gets deleted by a Kettle virus' last ditch attack, the Navi still wins the battle and returns to the Field Screen with 1 HP intact.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
RareBox Encounter error
This section is under construction. |
The information may not be complete or 100% accurate. |
Does this unlock WindBox in the Virus Battler if the BattlerCard is obtained later? |
In the Japanese versions of the game, the RareBox virus appears in Mr. Weather Comp 1 even if the player has not yet obtained the BattlerCard and deleted 16 WindBox species viruses.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | ? |
Buster Bug Very Tired oversight
When MegaMan is in Very Tired emotion, his Buster attack becomes LV1. However, the ChargeShot from Buster Bug remains the same Attack Level from before becoming Very Tired.
In later versions, ChargeShot attack becomes LV1 as it should.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | ? |
Cross Weakness oversight
If a Cross is hit with their weakness at the same frame their HP is being reduced by another attack of another element, the Cross form will not get removed. This can be more easily seen with the PoisonPharaoh Program Advance, as it drains HP every frame.
Applies to: | |
---|---|
Japanese | ? |
North American | Yes |
European | ? |
Trap Damage Override glitch
If a ???? trap is triggered but the attack has not yet activated, the trap’s properties can be replaced by using a new trap chip. The previous trap chip will fire but obtain the properties of the new chip (attack power, status effects). If the trap is removed by a Cursor attack before it activates, it will still go on but with 0 attack power.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
Beast Lock-On glitch
When the AntiDamage trap is active and Beast Out MegaMan uses GunDelSol, it won’t wait until the attack finishes and instantly activates instead. If AntiDamage is triggered when MegaMan is moved due to lock-on with GunDelSol, MegaMan won’t snap back to the panel he was on before the lock-on. His new positioning will become the lock-on panel. With this, MegaMan can become stuck on the enemy side of the battlefield.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
Kettle Bubble glitch
If the Kettle that can only damaged by fire attacks is bubbled, then struck with a Thunder attack, it will glitch up the Kettle for a short period, It continuously pop the bubble multiple times and have the confused visual.
In later versions, the Kettle cannot be Bubbled.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | ? |
Pavilion Comp Wall quirk
In Pavilion Comp 3, if you run to the right against a path on the top-right of the cloud map, MegaMan will go slower than normal. This is due to the wall collision being made two-sided.
Applies to: | |
---|---|
Japanese | ? |
North American | Yes |
European | ? |
MeteorKnuckle Final Hit quirk
The MeteorKnuckle chip immediately ends its dimming just as the final knuckle lands. In Network Duel, if an opponent sets up an AntiDamage or a Barrier chip and you cut in with MeteorKnuckle, the opponent defense will set up right before the final knuckle lands. That final hit will instantly remove that defense before the defense chip’s dimming has a chance to end.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
Heady HP glitch
This can occur if the Heady enemy's HP has been reduced via the CopyDamage or LifeSynchro chips while it is attacking (i.e. head detached from its body). Afterwards, if the head is attacked and deleted while it is still detached, the Heady's HP will recover to around 65,000 HP instead.
The glitch happens because when the Heady does its attack, it creates an object and copies its current HP to that object. Afterwards, whenever the spawned object (the head) receives collision damage, it subtracts from its HP and the parent object's (the body) HP. If the spawned object receives collision damage greater than or equal to its remaining HP, the virus is deleted. But if you were able to lower the parent object's HP through direct means such as CopyDamage and LifeSynchro, and then use an attack that would delete it, the game would check if the attack is greater than or equal to the child object's remaining HP. Since it isn't, the game will subtract from the current HP of the spawned object parent object, causing a possibility to underflow into around 65,000 because the parent object HP was reduced earlier.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | ? |
Visual Errors
HeatMan Throwing error
When HeatMan's throwing, his sprite's fire overlay animation doesn't line up.
Applies to: | |
---|---|
Japanese | Yes |
North American | No |
European | ? |