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Talk:Glitches in Mega Man Battle Network 6

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Revision as of 16:07, 1 November 2022 by Luckytyphlosion (talk | contribs) (Detail snakearm stuff, add in US HackJackSP)

Stuff to add

Add SnakeArm stuff

  • Sprite overload
  • DblHero softlock (too many type 1 objects)
  • type 4 overload (chip gate text trigger and stuff)
  • Missing MegaMan parts (too many type 1 objects)

HackJackSP obtainability

  • in US, possible to get it from a Gold Mystery Data in Graveyard. Crashes upon use (jumps to 0x0000000)

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

kettle trainarrow glitch

https://twitter.com/megarock_exe/status/1227852598775963648

Kettle potential softlock

https://www.twitch.tv/videos/1242332178 figure out if you can run away from this fight, should this even count?

buffered warpstep not preventing judgeman's panel reclaim

https://www.youtube.com/watch?v=JrXYlsOrU6E

If judgeman is used to reclaim panels while the opponent has warpstep and is in the early frame of moving to a panel that will be reclaimed, the reclamation of surrounding panels is not prevented. An ""impossible"" configuration of panel ownership can be created this way.

MeteorKnuckle ending early

If MeteorKnuckle is used as a cut-in/TFC, the initial chip will activate during the end of MeteorKnuckle's animation, leading to AntiDmg popped or a last MeteorKnuckle hit being blocked.

Full Sync and Anger x2

Full Synchro and Anger's chip attack power double effect is applied to attacks other than numerical attacks such as Slashman's Kunai and Graiga's Rockfall. TODO: Is this a glitch?

Low confirm chance bugs

Heady HP bug

https://twitter.com/pvyuwqykf52ntny/status/1548830847490732033 (Archive: https://archive.ph/evUPb )