Rockman EXE 3 master chip databse V1.0 by Nekomancer (nekomancer@cox.net), 2003. -Version history- 1.0: Made this guide in whole, and, that's it really. -Forward- This guide lists all the chips legitimately obtainable in Rockman EXE 3 and lists their particulars. It is a good guide for those trying to find all the chips or those who are uncertain how certain chips work. All of the information presented here was directly translated from the Rockman EXE 3 Perfect Navigation Guide released in Japan. This guide is generally complete, and I only really see fit to change it in order to fix errors or make an English friendly version. Though I translated all of this information (when necessary), it is not generally my information. Feel free to use it how you like, just don't put this entire FAQ on your own site. Enjoy -Nekomancer -Legend- This section here is to present to you how the guide is arranged and what each of the fields mean. Each chip is first listed by its library number and name. Then the following fields are as described- Attack: The amount of damage the chip deals to the enemy. Some chips are not just attacks. Some also have attacks that will vary based on certain circumstances. Memory: This is how big the chip is in memory. In the game, you can select a chip to be your standard chip, which means you'll always get it first in every battle. However, you can only select a chip that will fit in the amount of regular memory you have. Attribute: Most battle chips are neutral, but some have an elemental attribute. These attributes are Fire, Aqua, Electricity and Wood. When an attribute is used agains an enemy whose attribute is weak to the attack you're using, it will do double damage. Special: Some chips also have one or more of four special attributes. They are: [S] - Sword proficiency. Most attacks with this are obvious because they are swords. Some are not as apparent. It is good to note this, because these attacks will be able to damage someone using Kagebunshin. [I] - Anti-Invisible. This chip will be able to damage/affect an opponent even when they are in an Invisible state. [B] - Breaking proficiency. Some enemies are guarded at certain times, or put up field objects that can't be destroyed with the buster. Chips with this sign can still damage/effect those enemies and field objects. [G] - Underground. This denotes and attack that can strike an opponenet even if they are underground (using the chip Yukashitamogura). Codes: Each chip is given an alphabetic code. You can select multiple chips for battle when they have the same code, even if they are different chips. Chips with a * code are like wild cards, and can be selected with any code. Rarity: Each chip is also given a rank of how rare it is, one star being common and five stars being extremely rare. This is a general expression of the likelyhood of getting the chip from a chip trading machine. Description: This is a description of how the chip works and any other inherant abilities it has. Section I - Standard Class Chips 001. Cannon Attack: 40 Memory: 12MB Attribute: None Special: n/a Codes: A, B, C, D, E, * Rarity: * Description: Turns Rockman's arm into a cannon and fires straight forward. It will hit the first enemy in front of you. There is a small delay while your hand transforms into the cannon. 002. Cannon Attack: 60 Memory: 24MB Attribute: None Special: n/a Codes: H, I, J, K, L, * Rarity: ** Description: Turns Rockman's arm into a cannon and fires straight forward. It will hit the first enemy in front of you. There is a small delay while your hand transforms into the cannon. 003. Cannon Attack: 80 Memory: 36MB Attribute: None Special: n/a Codes: O, P, Q, R, S, * Rarity: *** Description: Turns Rockman's arm into a cannon and fires straight forward. It will hit the first enemy in front of you. There is a small delay while your hand transforms into the cannon. 004. Air Chute 1 Attack: 20 Memory: 4MB Attribute: None Special: n/a Codes: * Rarity: * Description: Shoots an air burst straight foward. It will hit the first enemy in front of you. If there is a free space, it will push the enemy it hits back one space. 005. Air Chute 2 Attack: 30 Memory: 12MB Attribute: None Special: n/a Codes: * Rarity: ** Description: Shoots an air burst straight foward. It will hit the first enemy in front of you. If there is a free space, it will push the enemy it hits back one space. 006. Air Chute 3 Attack: 40 Memory: 18MB Attribute: None Special: n/a Codes: * Rarity: ** Description: Shoots an air burst straight foward. It will hit the first enemy in front of you. If there is a free space, it will push the enemy it hits back one space. 007. Magma Cannon 1 Attack: 90 Memory: 34MB Attribute: Fire Special: n/a Codes: A, G, S, T, V Rarity: * Description: Transforms Rockman's hand into a volcano, which then takes a moment to charge up. Then it fires straight forward. It will strike the first enemy in its path. 008. Magma Cannon 2 Attack: 120 Memory: 42MB Attribute: Fire Special: n/a Codes: B, D, F, M, O Rarity: ** Description: Transforms Rockman's hand into a volcano, which then takes a moment to charge up. Then it fires straight forward. It will strike the first enemy in its path. 009. Magma Cannon 3 Attack: 150 Memory: 60MB Attribute: Fire Special: n/a Codes: E, H, J, R, W Rarity: *** Description: Transforms Rockman's hand into a volcano, which then takes a moment to charge up. Then it fires straight forward. It will strike the first enemy in its path. 010. Volcano Cannon Attack: 150 Memory: 75MB Attribute: Fire Special: n/a Codes: A, G, J, Y, Z Rarity: **** Description: Transforms Rockman's hand into a volcano, which then takes a moment to charge up. Then it fires straight forward. It will strike the first enemy in its path and also strike other enemies nearby. Its attack power raises by 20 for every magma panel you have on your side of the field, making the total attack power possible 330. 011. Shotgun Attack: 30 Memory: 8MB Attribute: None Special: n/a Codes: B, F, J, N, T, * Rarity: * Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, and the space right behind that enemy. 012. Buoy Gun Attack: 30 Memory: 8MB Attribute: None Special: n/a Codes: D, G, L, P, V, * Rarity: * Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, and then two spaces behind the enemy; one diagnolly up and one diagnolly down. 013. Side Gun Attack: 30 Memory: 8MB Attribute: None Special: n/a Codes: C, H, M, S, Y, * Rarity: * Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, as well as one space above the enemy and one space below. 014. Spread Gun Attack: 30 Memory: 16MB Attribute: None Special: n/a Codes: M, N, O, P, Q, * Rarity: ** Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, and then the eight spaces all around the enemy. 015. Bubble Shot Attack: 60 Memory: 14MB Attribute: Aqua Special: n/a Codes: A, C, D, E, P, * Rarity: * Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, and the space right behind that enemy. 016. Bubble Buoy Attack: 60 Memory: 22MB Attribute: Aqua Special: n/a Codes: D, E, F, S, V Rarity: ** Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, and then two spaces behind the enemy; one diagnolly up and one diagnolly down. 017. Bubble Side Attack: 60 Memory: 30MB Attribute: Aqua Special: n/a Codes: B, E, F, G, R Rarity: *** Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, as well as one space above the enemy and one space below. 018. Heat Shot Attack: 40 Memory: 16MB Attribute: Fire Special: n/a Codes: B, H, I, J, P, * Rarity: * Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, and the space right behind that enemy. 019. Heat Buoy Attack: 40 Memory: 24MB Attribute: Fire Special: n/a Codes: F, I, J, K, V Rarity: ** Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, and then two spaces behind the enemy; one diagnolly up and one diagnolly down. 020. Heat Side Attack: 40 Memory: 32MB Attribute: Fire Special: n/a Codes: C, J, K, L, T Rarity: *** Description: Shoots straight forward, there is no attack delay. It will strike the first enemy in its path, as well as one space above the enemy and one space below. 021. Minibomb Attack: 50 Memory: 6MB Attribute: None Special: n/a Codes: B, G, L, O, S, * Rarity: * Description: Throw a bomb straight forward. It will land on the third space ahead of you. It will strike only the space it lands on. 022. Single Bomb Attack: 50 Memory: 12MB Attribute: None Special: n/a Codes: D, F, H, J, T, * Rarity: * Description: Throw one bomb straight forward. It will land on the third space ahead of you. It will strike the space it lands on, as well as the spaces above and below it. 023. Double Bomb Attack: 50 Memory: 24MB Attribute: None Special: n/a Codes: A, C, H, K, Q, * Rarity: ** Description: Throw two bombs straight forward. It will land on the third space ahead of you. It will strike the space it lands on, as well as the spaces above and below it. 024. Triple Bomb Attack: 50 Memory: 36MB Attribute: None Special: n/a Codes: E, I, N, P, W Rarity: *** Description: Throw three bombs straight forward. It will land on the third space ahead of you. It will strike the space it lands on, as well as the spaces above and below it. 025. Hougan (Cannonball) Attack: 160 Memory: 33MB Attribute: None Special: [B] [G] Codes: A, D, F, L, P, * Rarity: *** Description: Throw a steel ball straight forward. It will land on the third space ahead of you. It will destroy the panel that it lands on. 026. Kourihougan (Ice Cannonball) Attack: 120 Memory: 18MB Attribute: Aqua Special: [B] [G] Codes: F, I, M, Q, S, * Rarity: *** Description: Throw a steel ball straight forward. It will land on the third space ahead of you. It will turn the panel it lands on into an ice panel. 027. Youganhougan (Lava Cannonball) Attack: 140 Memory: 20MB Attribute: Fire Special: [B] [G] Codes: B, C, H, N, W, * Rarity: *** Description: Throw a steel ball straight forward. It will land on the third space ahead of you. It will turn the panel it lands on into a magma panel. 028. Black Bomb 1 Attack: 120 Memory: 60MB Attribute: Fire Special: n/a Codes: F, L, N, P, Z Rarity: ** Description: Throw a bomb straight forward. It will land on the third space ahead of you. It will then remain there until it is hit with a fire attributed attack, which will cause it to explode. This explosion effects the entire enemy area. 029. Black Bomb 2 Attack: 170 Memory: 70MB Attribute: Fire Special: n/a Codes: D, I, K, Q, S Rarity: *** Description: Throw a bomb straight forward. It will land on the third space ahead of you. It will then remain there until it is hit with a fire attributed attack, which will cause it to explode. This explosion effects the entire enemy area. 030. Black Bomb 3 Attack: 220 Memory: 80MB Attribute: Fire Special: n/a Codes: C, G, L, U, Y Rarity: **** Description: Throw a bomb straight forward. It will land on the third space ahead of you. It will then remain there until it is hit with a fire attributed attack, which will cause it to explode. This explosion effects the entire enemy area. 031. Sword Attack: 80 Memory: 10MB Attribute: None Special: [S] Codes: E, H, L, S, Y Rarity: * Description: Rockman slashes with a sword. The slash covers an area of one space directly forward. (1x1) 032. Wide Sword Attack: 80 Memory: 16MB Attribute: None Special: [S] Codes: C, E, L, Q, Y Rarity: ** Description: Rockman slashes with a sword. The slash covers the area of one space directly forward, and the spaces above and below it. (1x3) 033. Long Sword Attack: 80 Memory: 24MB Attribute: None Special: [S] Codes: E, I, L, R, Y Rarity: *** Description: Rockman slashes with a sword. The slash covers the area of two space directly forward. (2x1) 034. Flame Sword Attack: 130 Memory: 20MB Attribute: Fire Special: [S] Codes: F, N, P, R, U Rarity: *** Description: Rockman slashes with a sword. The slash covers the area of one space directly forward, and the spaces above and below it. (1x3) 035. Aqua Sword Attack: 150 Memory: 25MB Attribute: Aqua Special: [S] Codes: A, H, N, P, T Rarity: *** Description: Rockman slashes with a sword. The slash covers the area of one space directly forward, and the spaces above and below it. (1x3) 036. Elec Sword Attack: 130 Memory: 23MB Attribute: Electricity Special: [S] Codes: E, K, N, P, V Rarity: *** Description: Rockman slashes with a sword. The slash covers the area of one space directly forward, and the spaces above and below it. (1x3) 037. Bamboo Sword Attack: 140 Memory: 18MB Attribute: Wood Special: [S] Codes: B, L, N, P, W Rarity: *** Description: Rockman slashes with a sword. The slash covers the area of one space directly forward, and the spaces above and below it. (1x3) 038. Custom Sword Attack: XX Memory: 21MB Attribute: None Special: [S] Codes: B, F, R, V, Z Rarity: *** Description: Rockman slashes with a sword. The attack power of the sword is determined by how full the custom gauge is. The highest attack power it has is 256, right before the gauge is full. Once the gauge is completely full the attack power will be 0. (2x3 total) 039. Variable Sword Attack: 160 Memory: 68MB Attribute: None Special: [S] Codes: B, C, D, E, F Rarity: **** Description: Rockman slashes with a sword. Normally this attack has the range of a basic Sword. However, you can make it peform six other sword attacks by holding down A and executing a special command code. They are- Long Sword: Down, Down/Right, Right (2x1) Wide Sword: Up, Right, Down (1x3) Fighter Sword: Left, Down/Left, Down, Down/Right, Right (3x1) Dream Sword: Down, Left, Up, Right, Down (2x3) Sonic Boom: Left, B, Right, B (three sonic booms forward) Element Sonic: B, B, Left, Down, Up (four sonic booms forward) 040. Fuuatsuken (Wind Pressure Sword) Attack: 100 Memory: 30MB Attribute: None Special: [S] Codes: C, E, H, J, R Rarity: *** Description: Rockman slashes with a sword. The slash covers the area of one space directly forward, and the spaces above and below it. If not deleted, the enemy will be pushed back three spaces. (1x3) 041. Fumikomizan (Rushing In Cut Down) Attack: 130 Memory: 43MB Attribute: None Special: [S] Codes: L, M, N, O, P Rarity: **** Description: Rockman will instantly move forward two spaces. Then he will slash with a sword onto the third space. The range is that of a Wide Sword. (1x3) 042. Fumikomi Cross (Rushing In Cross) Attack: 130 Memory: 74MB Attribute: None Special: [S] Codes: P, Q, R, S, T Rarity: **** Description: Rockman will instantly move forward two spaces. Then he will slash with a sword onto the third space. The range covers the panel right in front of him and the four panels diagonal to it. 043. Iai Form (Relic Form) Attack: 240 Memory: 74MB Attribute: None Special: [S] Codes: B, D, G, R, S Rarity: *** Description: Hold down the A button. When an enemy enters your side of the area Rockman will immediately slash it. 044. Shockwave Attack: 60 Memory: 10MB Attribute: None Special: n/a Codes: D, H, J, L, R Rarity: * Description: Rockman swings down a pickaxe and creates a shockwave that travels straight forward. It can travel through field obstacles, but it cannot go past missing panels. 045. Sonicwave Attack: 80 Memory: 26MB Attribute: None Special: n/a Codes: G, I, M, S, W Rarity: ** Description: Rockman swings down a pickaxe and creates a shockwave that travels straight forward. It can travel through field obstacles, but it cannot go past missing panels. It moves faster than the Shockwave. 046. Dynawave Attack: 100 Memory: 42MB Attribute: None Special: n/a Codes: E, N, Q, T, V Rarity: *** Description: Rockman swings down a pickaxe and creates a shockwave that travels straight forward. It can travel through field obstacles, but it cannot go past missing panels. It moves faster than the Sonicwave. 047. Greatwave Attack: 190 Memory: 82MB Attribute: None Special: n/a Codes: E, J, M, P, Y Rarity: **** Description: Rockman swings down a pickaxe and creates a shockwave that travels straight forward. It can travel through field obstacles, but it cannot go past missing panels. This version will also crack the panels it travels over. It moves faster than the Dynawave (very fast!). 048. Guts Punch Attack: 80 Memory: 14MB Attribute: None Special: n/a Codes: B, C, D, E, F Rarity: * Description: Rockman's fist enlarges greatly and he punches one space forward. The enemy punched will be pushed back one space. There is a command code for this attack. Hold down the A button and press Down, Down/Right, Right to make the punch fly forward (like GutsMan's Rocket Guts Punch). 049. Guts Straight Attack: 100 Memory: 30MB Attribute: None Special: n/a Codes: O, P, Q, R, S Rarity: ** Description: Rockman's fist enlarges greatly and he punches two spaces forward. The enemy punched will be pushed back one space. There is a command code for this attack. Hold down the A button and press B, B, Down, Left, Right, B to discharge three rapid fire punches. 050. Guts Impact Attack: 160 Memory: 50MB Attribute: None Special: n/a Codes: G, H, I, J, K Rarity: *** Description: Rockman's fist enlarges greatly and he punches two spaces forward. The enemy punched will be pushed back one space. Field objects will be pushed back too. There is a command code for this attack. Hold down the A Button and press Left, B, Down, B, Down, B to punch five times in continuation on the space in front of you. This can do up to 560 damage. 051. Dash Attack Attack: 90 Memory: 11MB Attribute: None Special: n/a Codes: C, D, G, J, Z, * Rarity: * Description: Rockman dashes straight forward across the screen damaging any enemies in his path. The attack will end short if any field objects are in the path. 052. Burning Body Attack: 130 Memory: 15MB Attribute: Fire Special: n/a Codes: B, F, Q, S, W Rarity: *** Description: Rockman's body envelops in fire as do the spaces above, below, in front of and behind him. 053. Dash Condor Attack: 180 Memory: 44MB Attribute: None Special: n/a Codes: B, I, L, S, Z Rarity: **** Description: Rockman dashes straight forward across the screen damaging any enemies in his path. The attack will end short if any field objects are in the path. This attack has a longer delay before Rockman begins to dash. 054. Burning Cross Attack: 150 Memory: 42MB Attribute: Fire Special: n/a Codes: A, F, L, R, S Rarity: **** Description: This attack is similar to the attack Burning Body. However, the epicenter of the attack appears one space in front of Rockman. 055. Rabbiring 1 Attack: 20 Memory: 8MB Attribute: Electricity Special: n/a Codes: A, M, P, Q, S, * Rarity: * Description: Rockman shoots a ring of light straight foward. It will momentarily paralyze the enemy it hits from moving. 056. Rabbiring 2 Attack: 40 Memory: 18MB Attribute: Electricity Special: n/a Codes: B, G, N, R, W Rarity: ** Description: Rockman shoots a ring of light straight foward. It will momentarily paralyze the enemy it hits from moving. 057. Rabbiring 3 Attack: 60 Memory: 28MB Attribute: Electricity Special: n/a Codes: C, E, O, T, Z Rarity: *** Description: Rockman shoots a ring of light straight foward. It will momentarily paralyze the enemy it hits from moving. 058. Ice Wave 1 Attack: 80 Memory: 14MB Attribute: Aqua Special: n/a Codes: A, K, M, Q, W, * Rarity: * Description: Rockman shoots a snowflake crystal. It moves in a parabolic path, swaying up and down as it goes forward. It will cover the line in front of Rockman and the line above it. 059. Ice Wave 2 Attack: 100 Memory: 22MB Attribute: Aqua Special: n/a Codes: D, H, L, P, R, * Rarity: ** Description: Rockman shoots a snowflake crystal. It moves in a parabolic path, swaying up and down as it goes forward. It will cover the line in front of Rockman and the line above it. 060. Ice Wave 3 Attack: 140 Memory: 30MB Attribute: Aqua Special: n/a Codes: C, D, J, R, V Rarity: *** Description: Rockman shoots a snowflake crystal. It moves in a parabolic path, swaying up and down as it goes forward. It will cover the line in front of Rockman and the line above it. 061. Yo-Yo 1 Attack: 40 Memory: 72MB Attribute: None Special: [S] Codes: C, D, E, F, G, * Rarity: * Description: Rockman shoots a spinning blade that travels forward three spaces and then returns back to him. When the spinning blade reaches the third panel it will stay they momentarily, hitting an enemy there multiple times. 062. Yo-Yo 2 Attack: 50 Memory: 80MB Attribute: None Special: [S] Codes: H, I, J, K, L Rarity: ** Description: Rockman shoots a spinning blade that travels forward three spaces and then returns back to him. When the spinning blade reaches the third panel it will stay they momentarily, hitting an enemy there multiple times. 063. Yo-Yo 3 Attack: 60 Memory: 88MB Attribute: None Special: [S] Codes: M, N, O, P, Q Rarity: *** Description: Rockman shoots a spinning blade that travels forward three spaces and then returns back to him. When the spinning blade reaches the third panel it will stay they momentarily, hitting an enemy there multiple times. 064. Air Storm 1 Attack: 50 Memory: 26MB Attribute: None Special: n/a Codes: A, F, H, O, S Rarity: * Description: Creates a suction like force that draws enemies to the front column, then creates tornadoes on that column to strike the enemy. 065. Air Storm 2 Attack: 60 Memory: 35MB Attribute: None Special: n/a Codes: C, G, H, M, W Rarity: ** Description: Creates a suction like force that draws enemies to the front column, then creates tornadoes on that column to strike the enemy. 066. Air Storm 3 Attack: 70 Memory: 44MB Attribute: None Special: n/a Codes: A, G, I, N, V Rarity: *** Description: Creates a suction like force that draws enemies to the front column, then creates tornadoes on that column to strike the enemy. 067. Bee Arrow 1 Attack: 100 Memory: 40MB Attribute: Electricity Special: n/a Codes: B, E, M, Q, T Rarity: * Description: Rockman shoots an electrified bee which travels straight forward in your area, then bends its path to go after an ememy. 068. Bee Arrow 2 Attack: 130 Memory: 60MB Attribute: Electricity Special: n/a Codes: F, R, S, U, Z Rarity: ** Description: Rockman shoots an electrified bee which travels straight forward in your area, then bends its path to go after an ememy. 069. Bee Arrow 3 Attack: 160 Memory: 80MB Attribute: Electricity Special: n/a Codes: A, H, J, N, P Rarity: *** Description: Rockman shoots an electrified bee which travels straight forward in your area, then bends its path to go after an ememy. 070. Ratton 1 Attack: 80 Memory: 14MB Attribute: None Special: n/a Codes: A, C, F, H, J Rarity: * Description: Rockman throws a mouse-like missile that travels forward until reaching the same column an enemy is on, then it will turn nintey degrees up or down in pursuit of that enemy. 071. Ratton 2 Attack: 100 Memory: 24MB Attribute: None Special: n/a Codes: A, C, F, N, O Rarity: ** Description: Rockman throws a mouse-like missile that travels forward until reaching the same column an enemy is on, then it will turn nintey degrees up or down in pursuit of that enemy. 072. Ratton 3 Attack: 120 Memory: 34MB Attribute: None Special: n/a Codes: A, C, F, R, S Rarity: *** Description: Rockman throws a mouse-like missile that travels forward until reaching the same column an enemy is on, then it will turn nintey degrees up or down in pursuit of that enemy. 073. Ratton Hanabi (hanabi = firecracker) Attack: 230 Memory: 35MB Attribute: None Special: n/a Codes: B, F, H, M, Y Rarity: *** Description: Rockman throws a mouse-like missile that will rest on the panel in front of him. It will remain there until shot with a fire attributed attack, then it will work like a normal Ratton attack but move extremely fast. 074. Tsunami (Tidal wave) Attack: 80 Memory: 60MB Attribute: Aqua Special: n/a Codes: E, I, L, S, T Rarity: *** Description: Rockman will create three waves covering the three lines that will move straight forward. Each wave will cease once it strikes an enemy, field object or missing panel. 075. Akatsunami (Red tidal wave) Attack: 90 Memory: 72MB Attribute: Fire Special: n/a Codes: B, F, J, R, U Rarity: *** Description: Rockman will create three waves covering the three lines that will move straight forward. Each wave will cease once it strikes an enemy, field object or missing panel. 076. Dorotsunami (Mud tidal wave) Attack: 100 Memory: 84MB Attribute: Wood Special: n/a Codes: D, G, M, V, Z Rarity: *** Description: Rockman will create three waves covering the three lines that will move straight forward. Each wave will cease once it strikes an enemy, field object or missing panel. 077. Tornado Attack: 20 Memory: 18MB Attribute: None Special: n/a Codes: C, L, R, T, U Rarity: ** Description: Rockman fires a tornado two spaces away. The tornado will remain on that space. If there is an enemy on that space the tornado can hit as many as eight times, making a total possible damage of 160. 078. Bad Spice 1 Attack: 80 Memory: 22MB Attribute: Wood Special: n/a Codes: B, D, I, S, Z, * Rarity: * Description: All enemies that are standing on grassy panels when this attack is executed will automatically be damaged. 079. Bad Spice 2 Attack: 110 Memory: 34MB Attribute: Wood Special: n/a Codes: C, F, I, K, R Rarity: ** Description: All enemies that are standing on grassy panels when this attack is executed will automatically be damaged. 080. Bad Spice 3 Attack: 140 Memory: 46MB Attribute: Wood Special: n/a Codes: D, F, J, O, Q Rarity: *** Description: All enemies that are standing on grassy panels when this attack is executed will automatically be damaged. 081. Heavy Shake 1 Attack: 90 Memory: 34MB Attribute: None Special: [B] Codes: E, G, R, S, U Rarity: * Description: Rockman throws a spark that lands on the third space ahead of him. Once it hits it will turn into a large dumbbell that moves up and down for a period of time before vanishing. If the spark lands on an enemy it will automatically damage that enemy and the dumbbell wont appear. 082. Heavy Shake 2 Attack: 110 Memory: 40MB Attribute: None Special: [B] Codes: B, F, I, L, Q Rarity: ** Description: Rockman throws a spark that lands on the third space ahead of him. Once it hits it will turn into a large dumbbell that moves up and down for a period of time before vanishing. If the spark lands on an enemy it will automatically damage that enemy and the dumbbell wont appear. 083. Heavy Shake 3 Attack: 140 Memory: 50MB Attribute: None Special: [B] Codes: D, M, R, T, Z Rarity: *** Description: Rockman throws a spark that lands on the third space ahead of him. Once it hits it will turn into a large dumbbell that moves up and down for a period of time before vanishing. If the spark lands on an enemy it will automatically damage that enemy and the dumbbell wont appear. 084. NO Beam 1 Attack: 200 Memory: 66MB Attribute: None Special: n/a Codes: C, F, G, T, Z Rarity: ** Description: When you are standing right in front of a field object (such as a Stone Cube or Rook), Rockman will fire a powerful laser beam straight forward. 085. NO Beam 2 Attack: 260 Memory: 77MB Attribute: None Special: n/a Codes: E, I, S, U, Y Rarity: *** Description: When you are standing right in front of a field object (such as a Stone Cube or Rook), Rockman will fire a powerful laser beam straight forward. 086. NO Beam 3 Attack: 300 Memory: 88MB Attribute: None Special: n/a Codes: H, M, V, W, Z Rarity: **** Description: When you are standing right in front of a field object (such as a Stone Cube or Rook), Rockman will fire a powerful laser beam straight forward. 087. Break Hammer Attack: 100 Memory: 16MB Attribute: None Special: [B] Codes: B, G, L, P, T, * Rarity: ** Description: Rockman swings a mallet down on the space in front of him. Its short range makes it a poor weapon but idea for use in destroying some objects created by enemies. 088. Kanketsusen (Geyser) Attack: 200 Memory: 22MB Attribute: None Special: n/a Codes: B, C, L, S, W Rarity: **** Description: Rockman throws a spark that lands on the third space ahead of him. It must land in a missing panel or else nothing will happen. When it does land in a missing panel Aqua Towers will appear on the eight spaces around it. 089. Green Rope 1 Attack: 50 Memory: 45MB Attribute: Wood Special: [B] [G] Codes: D, G, J, M, O, * Rarity: * Description: When this attack is used, any enemy in the vicinity of one space around Rockman will be ensnared in a vine. The vine is capable of damaging multiple times. If no enemy is in the vicinity, nothing will happen. 090. Green Rope 2 Attack: 70 Memory: 55MB Attribute: Wood Special: [B] [G] Codes: E, G, O, T, U Rarity: ** Description: When this attack is used, any enemy in the vicinity of one space around Rockman will be ensnared in a vine. The vine is capable of damaging multiple times. If no enemy is in the vicinity, nothing will happen. 091. Green Rope 3 Attack: 90 Memory: 65MB Attribute: Wood Special: [B] [G] Codes: H, I, T, U, V Rarity: *** Description: When this attack is used, any enemy in the vicinity of one space around Rockman will be ensnared in a vine. The vine is capable of damaging multiple times. If no enemy is in the vicinity, nothing will happen. 092. Boomerang 1 Attack: 60 Memory: 15MB Attribute: Wood Special: n/a Codes: F, H, J, M, T, * Rarity: * Description: When this attack is used, a boomerang will fly forward from the left side of the screen on the bottom line. When it reaches the other side it will go up the last column and then come back along the top line. 093. Boomerang 2 Attack: 80 Memory: 22MB Attribute: Wood Special: n/a Codes: E, I, K, N, V, * Rarity: ** Description: When this attack is used, a boomerang will fly forward from the left side of the screen on the bottom line. When it reaches the other side it will go up the last column and then come back along the top line. 094. Boomerang 3 Attack: 100 Memory: 30MB Attribute: Wood Special: n/a Codes: L, O, P, U, Z Rarity: *** Description: When this attack is used, a boomerang will fly forward from the left side of the screen on the bottom line. When it reaches the other side it will go up the last column and then come back along the top line. 095. Poison Mask Attack: XX Memory: 30MB Attribute: None Special: [I] [B] Codes: A, F, N, Q, V, * Rarity: * Description: A large mask appears in front of Rockman. When the A button is held down the line in front of the mask will be affected by poison smoke. Enemies will gradually lose HP when they are touching the smoke. 096. Poison Face Attack: XX Memory: 38MB Attribute: None Special: [I] [B] Codes: A, N, Q, V, W, * Rarity: ** Description: A large mask appears in front of Rockman. When the A button is held down the area to the sides of and in front of the mask one space away will be affected by poison smoke. Enemies will gradually lose HP when they are touching the smoke. 097. Stone Arm 1 Attack: 100 Memory: 23MB Attribute: None Special: n/a Codes: D, H, J, O, P, * Rarity: * Description: A Quaker virus will drop down in front of Rockman and create a shockwave that travels straight forward. Rockman is unable to move while this attack is being executed. 098. Stone Arm 2 Attack: 150 Memory: 35MB Attribute: None Special: n/a Codes: G, M, P, S, V, * Rarity: ** Description: A Quaker virus will drop down in front of Rockman and create a shockwave that travels straight forward. Rockman is unable to move while this attack is being executed. 099. Stone Arm 3 Attack: 200 Memory: 47MB Attribute: None Special: n/a Codes: C, I, L, T, Z Rarity: *** Description: A Quaker virus will drop down in front of Rockman and create a shockwave that travels straight forward. Rockman is unable to move while this attack is being executed. 100. Curse Shield 1 Attack: 160 Memory: 25MB Attribute: None Special: n/a Codes: A, C, H, L, P, * Rarity: * Description: A shield momentarily appears in front of Rockman. If the timing is correct and this shield is used and then struck by an attack, it will fly straight forward and damage the enemy ahead. 101. Curse Shield 2 Attack: 210 Memory: 33MB Attribute: None Special: n/a Codes: B, C, L, S, T Rarity: ** Description: A shield momentarily appears in front of Rockman. If the timing is correct and this shield is used and then struck by an attack, it will fly straight forward and damage the enemy ahead. 102. Curse Shield 3 Attack: 260 Memory: 41MB Attribute: None Special: n/a Codes: C, E, L, N, R Rarity: *** Description: A shield momentarily appears in front of Rockman. If the timing is correct and this shield is used and then struck by an attack, it will fly straight forward and damage the enemy ahead. 103. Magnum 1 Attack: 120 Memory: 35MB Attribute: Fire Special: [G] Codes: A, C, H, T, V Rarity: * Description: The action pauses and three cursors will appear on the first column of the enemy area. They will move across to the next and last columns and then back to the first over and over in a kind of roulette. Time it carefully and attack again to make an explosive attack on the spaces the cursors are on. This attack will destroy the panels as well. 104. Magnum 2 Attack: 150 Memory: 55MB Attribute: Fire Special: [G] Codes: B, G, N, O, Z Rarity: ** Description: The action pauses and three cursors will appear on the bottom line of the eneme area. They will move across to the middle and top lines and then back to the bottom over and over in a kind of roulette. Time it carefully and attack again to make an explosive attack on the spaces the cursors are on. This attack will destroy the panels as well. The roulette moves faster than the one of Magnum 1. 105. Magnum 3 Attack: 180 Memory: 75MB Attribute: Fire Special: [G] Codes: D, F, I, S, W Rarity: *** Description: The action pauses and three cursors will appear on the back column of the enemy area. The cursor will move to the middle and front column and the go to the bacl over and over in a kind of roulette. Time it carefully and attack again to make an explosive attack on the spaces the cursors are on. This attack will destroy the panels as well. The roulette moves faster than the one of Magnum 2. 106. Plasma Ball 1 Attack: 30 Memory: 14MB Attribute: Electricity Special: n/a Codes: B, D, J, R, T Rarity: * Description: A Paraball virus appears in front of Rockman. Two electricity balls on opposite sides will appear and rotate around the virus, damaging any enemies in their path. 107. Plasma Ball 2 Attack: 60 Memory: 26MB Attribute: Electricity Special: n/a Codes: A, G, K, M, Q Rarity: ** Description: A Paraball virus appears in front of Rockman. Two electricity balls on opposite sides will appear and rotate around the virus, damaging any enemies in their path. It has more HP than Plasma Ball. 108. Plasma Ball 3 Attack: 90 Memory: 34MB Attribute: Electricity Special: n/a Codes: F, I, N, P, S Rarity: *** Description: A Paraball virus appears in front of Rockman. Two electricity balls on opposite sides will appear and rotate around the virus, damaging any enemies in their path. It has more HP than Plasma Ball 2. 109. Random Meteor Attack: 100 Memory: 28MB Attribute: Fire Special: n/a Codes: E, I, S, V, Z Rarity: *** Description: A staff appears in front of Rockman which causes twelve meteors to fire down at random spaces on the enemy area. The spaces the meteors will strike are noted before hand by the flashing yellow panels. If the staff is destroyed the attack will end prematurely. 110. Whole Meteor Attack: 100 Memory: 48MB Attribute: Fire Special: n/a Codes: C, H, J, N, Q Rarity: *** Description: A staff appears in front of Rockman which causes fifteen meteors to fire down onto the enemy area. The meteors will begin at the top panel of the back column and move down, then to the top of the middle column and down, then to the top of the front and down, and repeating until all 15 meteors have struck. If the staff is destroyed the attack will end prematurely. 111. Shoot Meteor Attack: 100 Memory: 38MB Attribute: Fire Special: n/a Codes: A, D, F, S, Y Rarity: *** Description: A staff appears in front of Rockman which causes nine meteors to fire down on the column right in front of the staff. If the staff is destroyed the attack will end prematurely. 112. Needle Machine 1 Attack: 30 Memory: 32MB Attribute: None Special: n/a Codes: I, J, M, R, S Rarity: * Description: A Nidocaster virus appears in front of Rockman. It will continuously fire needles forward, up and down. After a certain amount of time the Nidocaster will go away. 113. Needle Machine 2 Attack: 40 Memory: 52MB Attribute: None Special: n/a Codes: F, H, M, T, V Rarity: ** Description: A Nidocaster virus appears in front of Rockman. It will continuously fire needles forward, up and down. After a certain amount of time the Nidocaster will go away. 114. Needle Machine 3 Attack: 50 Memory: 72MB Attribute: None Special: n/a Codes: D, L, O, U, Z Rarity: *** Description: A Nidocaster virus appears in front of Rockman. It will continuously fire needles forward, up and down. After a certain amount of time the Nidocaster will go away. 115. Totem 1 Attack: 100 Memory: 29MB Attribute: Fire Special: n/a Codes: G, H, M, O, V Rarity: * Description: A Totompole virus appears in front of Rockman and breathes fire three spaces ahead. After it does this it will spin to its other face and revive 120HP for you. It goes through this cycle once. It is possible to be destroyed by enemy attacks. 116. Totem 2 Attack: 140 Memory: 38MB Attribute: Fire Special: n/a Codes: A, C, E, T, Z Rarity: ** Description: A Totompole virus appears in front of Rockman and breathes fire three spaces ahead. After it does this it will spin to its other face and revive 240HP for you. It goes through this cycle twice. It is possible to be destroyed by enemy attacks. 117. Totem 3 Attack: 180 Memory: 47MB Attribute: Fire Special: n/a Codes: D, I, K, N, Q Rarity: *** Description: A Totompole virus appears in front of Rockman and breathes fire three spaces ahead. After it does this it will spin to its other face and revive 360HP for you. It goes through this cycle thrice. It is possible to be destroyed by enemy attacks. 118. Killer Sensor 1 Attack: 100 Memory: 62MB Attribute: Electricity Special: [I] [B] Codes: C, K, L, O, P Rarity: *** Description: A Killers Eye virus appears in front of Rockman. If used on the middle line its sensor will face forward. If used on the top line its sensor will aim down diagonally. If used on the bottom line its sensor will aim up diagonally. When an enemy touches the sensor the virus will shoot a very fast beam of electricity in the same direction as its sensor is aimed. It will go away after a short while. 119. Killer Sensor 2 Attack: 130 Memory: 70MB Attribute: Electricity Special: [I] [B] Codes: A, G, H, N, S Rarity: *** Description: A Killers Eye virus appears in front of Rockman. If used on the middle line its sensor will face forward. If used on the top line its sensor will aim down diagonally. If used on the bottom line its sensor will aim up diagonally. When an enemy touches the sensor the virus will shoot a very fast beam of electricity in the same direction as its sensor is aimed. It will go away after a short while. 120. Killer Sensor 3 Attack: 130 Memory: 72MB Attribute: Electricity Special: [I] [B] Codes: B, E, J, O, P Rarity: *** Description: A Killers Eye virus appears in front of Rockman. If used on the middle line its sensor will face forward. If used on the top line its sensor will aim down diagonally. If used on the bottom line its sensor will aim up diagonally. When an enemy touches the sensor the virus will shoot a very fast beam of electricity in the same direction as its sensor is aimed. It will go away after a short while. 121. Small Jelly 1 Attack: 90 Memory: 18MB Attribute: Aqua Special: n/a Codes: B, C, D, K, Y Rarity: * Description: Three Jellime virii will drop down onto the first column of the enemy's area and steal those panels. If any virus is in the way the virus will be damaged, but the panel will not be stolen. 122. Small Jelly 2 Attack: 130 Memory: 28MB Attribute: Aqua Special: n/a Codes: E, F, G, P, S Rarity: ** Description: Three Jellime virii will drop down onto the first column of the enemy's area and steal those panels. If any virus is in the way the virus will be damaged, but the panel will not be stolen. 123. Small Jelly 3 Attack: 170 Memory: 38MB Attribute: Aqua Special: n/a Codes: G, H, S, T, U Rarity: *** Description: Three Jellime virii will drop down onto the first column of the enemy's area and steal those panels. If any virus is in the way the virus will be damaged, but the panel will not be stolen. 124. Pawn Attack: 90 Memory: 44MB Attribute: None Special: [S] Codes: B, E, N, R, Y Rarity: *** Description: A Pawn drone appears in front of Rockman. It will slash with its sword every time you press the A button. It has 10HP and can be destroyed by an attack with breaking proficiency. The sword's length is that of a Long Sword (2x1). 125. Knight Attack: 150 Memory: 64MB Attribute: None Special: n/a Codes: C, H, M, U, V Rarity: *** Description: A Knight drone appears in front of Rockman. It will hop forward one panel at a time. It damages any enemy that it stomps on. You can make the Knight jump to the lines above and below by moving up or down. 126. Rook Attack: n/a Memory: 30MB Attribute: None Special: n/a Codes: D, F, N, Q, U, * Rarity: *** Description: A Rook drone appears in front of Rockman. The Rook does not attack at all but it provides as a good shield if you stand behind it. It can be destroyed by attacks with breaking preficiency but it has 500HP. 127. Brotherhood 1 Attack: 10 Memory: 16MB Attribute: None Special: n/a Codes: A, C, E, T, Z, * Rarity: ** Description: A Twins virus appears and attacks down all three lines for a short period of time. If the Twins virus is destroyed its attack will stop. 128. Brotherhood 2 Attack: n/a Memory: 20MB Attribute: None Special: n/a Codes: D, L, P, S, Z, * Rarity: ** Description: A Twins virus appears and remains for a short period of time. If you are damaged down to one fourth of your total HP, the Twins will recover HP for you. The highest amount of HP it can recover is 500. 129. Count Bomb Attack: 150 Memory: 32MB Attribute: None Special: n/a Codes: J, K, L, M, N Rarity: *** Description: Creates a time bomb on the enemy's side of the area. The timer starts at three, and once it reaches zero it will explode, covering the entire enemy area. It can be destroyed before exploding, however, and it has 50HP. 130. Stealth Mine Attack: 300 Memory: 16MB Attribute: None Special: [I] [G] Codes: A, D, L, R, S, * Rarity: *** Description: Puts a mine on a random panel of the enemy's area after going through a quick roulette to pick which panel it will be put on. Once the mine is placed it is completely invisible. When an enemy steps on it the mine will explode, damaging the enemy. 131. Bamboo Lance Attack: 130 Memory: 46MB Attribute: Wood Special: n/a Codes: D, E, H, R, Z Rarity: *** Description: Three lances strike the back column of the enemy area. Any enemy there will be damaged and pushed forward once space. 132. Common Snake Attack: 40 Memory: 20MB Attribute: Wood Special: n/a Codes: D, E, I, R, Y Rarity: *** Description: If you have any missing panels, snakes will appear from them at launch at the enemies. They can go at a diagonal path if there is no enemy directly in front. A total of eight snakes can be produced. If no missing panels are present this attack will do nothing. 133. Met Guard Attack: n/a Memory: 5MB Attribute: None Special: n/a Codes: * Rarity: * Description: Creates a shield in front of you for a moment. If the timing is correct and an attack hits the shield, the shield will send a shockwave back straight forward that deal 40 damage. 134. Panel Out 1 Attack: n/a Memory: 4MB Attribute: None Special: [G] Codes: A, B, D, L, S, * Rarity: * Description: Rockman will swing a pickaxe down on the panel in front of him. The panel will be destroyed. If the pickaxe hits an enemy it will deal 10 damage but wont destroy the panel. 135. Panel Out 3 Attack: n/a Memory: 7MB Attribute: None Special: [G] Codes: C, E, N, R, Y, * Rarity: * Description: Rockman will swing a pickaxe down on the panel in front of him. The panel will be destroyed as well as the panels above and below it. If the pickaxe hits an enemy it will deal 10 damage but wont destroy the panel. 136. Panel Steal Attack: n/a Memory: 10MB Attribute: None Special: [G] Codes: A, H, L, S, Y, * Rarity: * Description: The first panel in front of you of the enemy's area will become red, allowing you to freely step on it. Unless you stand there the entire battle, the panel will eventually return to being blue. If there is an enemy on the panel trying to be stolen it will receive 10 damage but the panel will not be stolen. 137. Area Steal Attack: n/a Memory: 15MB Attribute: None Special: [G] Codes: E, L, R, S, Y, * Rarity: ** Description: The first column of the enemy's area will become red, allowing you to freely step on all three panels. Unless you stand there the entire battle, the column will eventually return to being blue. If there is an enemy on any of the panels to be stolen, it will receive 10 damage but the panel will not be stolen. 138. Steal Punish Attack: 40 Memory: 10MB Attribute: None Special: [I] [B] [G] Codes: A, E, I, K, N Rarity: *** Description: Use this after an enemy has stolen panels from you. It will damage all of the enemies a number of times equal to the number of panels stolen. 139. Steal Revenge Attack: 80 Memory: 30MB Attribute: None Special: [I] [B] [G] Codes: C, G, P, R, Y Rarity: **** Description: Use this after an enemy has stolen panels from you. It will damage all of the enemies a number of times equal to the number of panels stolen. 140. Stone Cube Attack: n/a Memory: 9MB Attribute: None Special: [I] Codes: A, C, E, H, R, * Rarity: * Description: Creates a stone cube field object in front of you. The stone cube can act as a shield, and in some cases be used in accordance with certain chip attacks. The stone cube can be destroyed and has 200HP. 141. Prism Attack: XX Memory: 60MB Attribute: None Special: n/a Codes: H, J, K, Q, W Rarity: *** Description: Throws a prism that lands three spaces ahead of Rockman. When the prism is inflicted wuth any attack, the attack will be reflected one space all around the prism. Any enemy in this vicinity will be damaged. The prism will remain only a short amount of time. 142. Toppuu (Squall) Attack: n/a Memory: 14MB Attribute: None Special: n/a Codes: A, E, H, O, S, * Rarity: * Description: Creates a Wind Box in front of Rockman. It will continually blow enemies to the back of their area. It can be destroyed and it has 80HP. 143. Suikomi (Suction) Attack: n/a Memory: 14MB Attribute: None Special: n/a Codes: A, G, L, R, T, * Rarity: * Description: Creates a Vacuum Fan in front of Rockman. It will continually suction, pulling the enemies to the front of their area. It can be destroyed and it has 80HP. 144. Ouenka (Rooster's song) Attack: n/a Memory: 32MB Attribute: None Special: n/a Codes: C, E, G, L, Y, * Rarity: *** Description: Creates a Lalapappa virus. During the time it plays its sound, Rockman will glow green, making him invincible. It can be destroyed and has 40HP. 145. Discord Attack: n/a Memory: 38MB Attribute: None Special: [I] [G] Codes: D, F, N, T, Z, * Rarity: *** Description: Creates a Lalapappa virus. During the time it plays its sound, the enemy will be in a state of confusion and cannot move properly. It can be destroyed and has 40HP. 146. Timpani Attack: n/a Memory: 42MB Attribute: None Special: [I] [G] Codes: A, N, Q, U, W, * Rarity: *** Description: Creates a Lalapappa virus. During the time it plays its sound, the enemy will be unable to move at all. It can be destroyed and has 40HP. 147. Recovery 10 Attack: n/a Memory: 5MB Attribute: None Special: n/a Codes: A, C, E, G, L, * Rarity: * Description: Instantly recovers 10HP during battle. 148. Recovery 30 Attack: n/a Memory: 8MB Attribute: None Special: n/a Codes: B, D, F, H, M, * Rarity: * Description: Instantly recovers 30HP during battle. 149. Recovery 50 Attack: n/a Memory: 14MB Attribute: None Special: n/a Codes: C, E, G, I, N, * Rarity: ** Description: Instantly recovers 50HP during battle. 150. Recovery 80 Attack: n/a Memory: 20MB Attribute: None Special: n/a Codes: D, F, H, J, O, * Rarity: ** Description: Instantly recovers 80HP during battle. 151. Recovery 120 Attack: n/a Memory: 35MB Attribute: None Special: n/a Codes: O, Q, S, U, W, * Rarity: *** Description: Instantly recovers 120HP during battle. 152. Recovery 150 Attack: n/a Memory: 50MB Attribute: None Special: n/a Codes: N, P, R, T, V Rarity: *** Description: Instantly recovers 150HP during battle. 153. Recovery 200 Attack: n/a Memory: 65MB Attribute: None Special: n/a Codes: M, N, U, V, W Rarity: ****
Description: Instantly recovers 200HP during battle.

154. Recovery 300
Attack: n/a
Memory: 80MB
Attribute: None
Special: n/a
Codes: O, R, V, W, Z
Rarity: ****
Description: Instantly recovers 300HP during battle.

155. Panel Return
Attack: n/a
Memory: 8MB
Attribute: None
Special: n/a
Codes: A, C, D, F, S, *
Rarity: *
Description: Restores all of your panels back to normal panels regardless of
being cracked, missing or having special terrain.

156. Heavy Gauge
Attack: n/a
Memory: 20MB
Attribute: None
Special: n/a
Codes: A, C, R, S, Z, *
Rarity: ***
Description: Causes the custom gauge to refill slower than usual.

157. Quick Gauge
Attack: n/a
Memory: 40MB
Attribute: None
Special: n/a
Codes: B, E, J, R, Y, *
Rarity: ***
Description: Causes the custom gauge to refill faster than usual.

158. Panic Mood
Attack: 0
Memory: 14MB
Attribute: None
Special: [I] [B]
Codes: A, C, L, R, Z
Rarity: ***
Description: Causes both you and your opponent to be in a state of confusion.

159. Death Match 1
Attack: n/a
Memory: 10MB
Attribute: None
Special: n/a
Codes: D, J, M, O, S, *
Rarity: ***
Description: Makes all of the panels on the field cracked.

160. Death Match 2
Attack: n/a
Memory: 50MB
Attribute: None
Special: n/a
Codes: F, H, N, O, W
Rarity: ****
Description: Destroys all of the panels that Rockman and any enemy isn't
standing on.

161. Death Match 3
Attack: n/a
Memory: 90MB
Attribute: None
Special: n/a
Codes: C, M, U, W, Y
Rarity: ****
Description: Makes all of the panels on the field poisonous swamp panels. You
and any enemy standing on these tiles will gradually lose HP.

162. Copy Damage
Attack: n/a
Memory: 18MB
Attribute: None
Special: n/a
Codes: A, F, H, L, Y, *
Rarity: ***
Description: Shoots an enemy to place a red cursor on it. Then when you attack
any other enemy, it will do the same damage to the enemy with the cursor. The
cursor will only last a short amount of time.

163. Invisible
Attack: n/a
Memory: 11MB
Attribute: None
Special: n/a
Codes: B, E, F, R, S, *
Rarity: ***
Description: Will make you invisible for one turn. In this state no attacks
can hurt you except for those with proficiency to do so. In linked net battles
you will literally be invisible to your opponent.

164. Kagebunsin (Shadow armament)
Attack: n/a
Memory: 60MB
Attribute: None
Special: n/a
Codes: H, J, N, Q, U, *
Rarity: ***
Description: Will make you in a shadow state. In this state only attacks with
sword proficiency can damage you. Also, when you charge your buster to attack,
Rockman will attack similarly to the Fumikomizan attack (1x3).

165. Yukashitamogura 1 ("Under the floor" mole)
Attack: n/a
Memory: 28MB
Attribute: None
Special: n/a
Codes: A, D, H, J, O, *
Rarity: *
Description: Makes you in a hole underground. In this state you can move
around freely without being damaged except by attacks with proficiency to
strike you while you're underground. You will, however, be above ground and
vulnerable when you attack. The effect stops after a period of time.

166. Yukashitamogura 2
Attack: n/a
Memory: 35MB
Attribute: None
Special: n/a
Codes: B, G, I, K, R, *
Rarity: **
Description: Makes you in a hole underground. In this state you can move
around freely without being damaged except by attacks with proficiency to
strike you while you're underground. You will, however, be above ground and
vulnerable when you attack. The effect stops after a period of time, but lasts
longer than Yukashitamogura 1.

167. Yukashitamogura 3
Attack: n/a
Memory: 42MB
Attribute: None
Special: n/a
Codes: C, E, L, M, Q
Rarity: ***
Description: Makes you in a hole underground. In this state you can move
around freely without being damaged except by attacks with proficiency to
strike you while you're underground. You will, however, be above ground and
vulnerable when you attack. The effect stops after a period of time, but lasts
longer than Yukashitamogura 2.

168. Air Shoes
Attack: n/a
Memory: 26MB
Attribute: None
Special: n/a
Codes: H, I, N, U, Y, *
Rarity: ***
Description: Allows you to stand on spaces where there is no panel.

169. Barrier
Attack: n/a
Memory: 7MB
Attribute: None
Special: n/a
Codes: C, E, L, R, S, *
Rarity: *
Description: Creates a barrier around Rockman. The barrier will nullify one
attack without letting Rockman get damaged. After that the barrier is gone.

170. 100 Barrier
Attack: n/a
Memory: 25MB
Attribute: None
Special: n/a
Codes: E, J, M, R, T, *
Rarity: **
Description: Creates a barrier around Rockman. The barrier has its own HP of
100. After it will nullify all attacks until the total number of attack
damage equals 100, and then the barrier will go away.

171. 200 Barrier
Attack: n/a
Memory: 50MB
Attribute: None
Special: n/a
Codes: E, F, H, R, U
Rarity: ***
Description: Creates a barrier around Rockman. The barrier has its own HP of
200. After it will nullify all attacks until the total number of attack
damage equals 200, and then the barrier will go away.

172. Aura
Attack: n/a
Memory: 55MB
Attribute: None
Special: n/a
Codes: F, I, S, U, Y
Rarity: ***
Description: Creates an aura around Rockman that will nullify any and all
attacks below 100 damage points. Only an attack that does 100 damage or
greater can destroy the aura.

173. Super Kitakaze (Kitakaze = North wind)
Attack: n/a
Memory: 43MB
Attribute: None
Special: n/a
Codes: A, C, N, S, Z
Rarity: ****
Description: Automatically disables the aura of an opponent regardless of what
its damage capacity is.

174. Mettool
Attack: ??
Memory: 30MB
Attribute: None
Special: n/a
Codes: T
Rarity: *****
Description: When you have found the Mettool virus data you can get this chip.
When using this chip the action pauses and a roulette begins between the
versions of Mettool you have found. Attack again to stop the roulette and
summon the Mettool it has stopped on. The Mettool will attack and then
disappear. The attack power per version is: V1 = 40, V2 = 80, V3 = 120,
SP = 150.

175. Rabbirie
Attack: ??
Memory: 32MB
Attribute: Electricity
Special: n/a
Codes: R
Rarity: *****
Description: When you have found the Rabbirie virus data you can get this
chip. When using this chip the action pauses and a roulette begins between the
versions of Rabbirie you have found. Attack again to stop the roulette and
summon the Rabbierie it has stopped on. The Rabbirie will attack and then
disappear. The attack power per version is: V1 = 60, V2 = 90, V3 = 120,
SP = 160.

176. Garuu
Attack: ??
Memory: 34MB
Attribute: Fire
Special: n/a
Codes: E
Rarity: *****
Description: When you have found the Garuu virus data you can get this chip. 
When using this chip the action pauses and a roulette begins between the
versions of Garuu you have found. Attack again to stop the roulette and
summon the Garuu it has stopped on. The Garuu will attack and then
disappear. The attack power per version is: V1 = 50, V2 = 80, V3 = 120,
SP = 170.

177. Swordin
Attack: ??
Memory: 30MB
Attribute: Variable
Special: [S]
Codes: W
Rarity: *****
Description: When you have found the Swordin virus data you can get this
chip. When using this chip the action pauses and a roulette begins between the
versions of Swordin you have found. Attack again to stop the roulette and
summon the Swordin it has stopped on. The Swordin will attack and then
disappear. The attack power per version is: V1 = 120, V2 = 120, V3 = 120,
SP = 120.

178. Jelly
Attack: ??
Memory: 46MB
Attribute: Variable
Special: n/a
Codes: Y
Rarity: *****
Description: When you have found the Jelly virus data you can get this chip. 
When using this chip the action pauses and a roulette begins between the
versions of Jelly you have found. Attack again to stop the roulette and
summon the Jelly it has stopped on. The Jelly will attack and then
disappear. The attack power per version is: V1 = 50, V2 = 80, V3 = 80,
SP = 150.

179. Chamush
Attack: ??
Memory: 38MB
Attribute: Wood
Special: n/a
Codes: H
Rarity: *****
Description: When you have found the Chamush virus data you can get this
chip. When using this chip the action pauses and a roulette begins between the
versions of Chamush you have found. Attack again to stop the roulette and
summon the Chamush it has stopped on. The Chamush will attack and then
disappear. The attack power per version is: V1 = 60, V2 = 80, V3 = 100,
SP = 120.

180. Momoguran
Attack: ??
Memory: 38MB
Attribute: None
Special: n/a
Codes: G
Rarity: *****
Description: When you have found the Momoguran virus data you can get this
chip. When using this chip the action pauses and a roulette begins between the
versions of Momoguran you have found. Attack again to stop the roulette and
summon the Momoguran it has stopped on. The Momoguran will attack and then
disappear. The attack power per version is: V1 = 90, V2 = 120, V3 = 150,
SP = 200.

181. Killers Eye
Attack: ??
Memory: 50MB
Attribute: Electricity
Special: [I] [B]
Codes: K
Rarity: *****
Description: When you have found the Killers Eye virus data you can get this
chip. When using this chip the action pauses and a roulette begins between the
versions of Killers Eye you have found. Attack again to stop the roulette and
summon the Killers Eye it has stopped on. The Killers Eye will attack and then
disappear. The attack power per version is: V1 = 100, V2 = 100, V3 = 100,
SP = 150.

182. Dream Bit
Attack: ??
Memory: 52MB
Attribute: Variable
Special: n/a
Codes: A
Rarity: *****
Description: When you have found the Dream Bit virus data you can get this
chip. When using this chip the action pauses and a roulette begins between the
versions of Dream Bit you have found. Attack again to stop the roulette and
summon the Dream Bit it has stopped on. The Dream Bit will attack and then
disappear. The attack power per version is: V1 = 100, V2 = 150, V3 = 200,
V4 = 130, V5 = 100, SP = 200.

183. Dark Hole
Attack: n/a
Memory: 55MB
Attribute: None
Special: n/a
Codes: A, B, S, T, Z, *
Rarity: ****
Description: Creates a Dark Hole in on the panel in front of Rockman. The Dark
Hole will not do anything and go away after a short while, but it is
necessary to have to use certain giga class chips.

184. Holy Panel
Attack: n/a
Memory: 14MB
Attribute: None
Special: n/a
Codes: E, J, L, R, U, *
Rarity: **
Description: Creates a Holy Panel in front of Rockman. When standing on this
panel, all attacks that strike Rockman will only inflict half their damage.

185. Magma Stage
Attack: n/a
Memory: 22MB
Attribute: None
Special: n/a
Codes: A, E, R, T, Y, *
Rarity: ***
Description: Will change all of the panels into magma panels. All enemies
(and you) will be damaged 50 for each panel unless they are of a fire
attribute. Once a magma panel is stepped on it will go away.

186. Ice Stage
Attack: n/a
Memory: 20MB
Attribute: None
Special: n/a
Codes: C, G, M, Q, T, *
Rarity: ***
Description: Will change all of the panels into ice panels. All enemies
(and you) will slip around to the edges of their area when trying to move.
All aqua attributed enemies will receive quadruple damage when standing on
an ice panel and attacked with an electricty attributed attack.

187. Kusamura Stage (Kusamura = grassy)
Attack: n/a
Memory: 10MB
Attribute: None
Special: n/a
Codes: E, J, R, W, Z, *
Rarity: ***
Description: Will change all of the panels into grassy panels. All wood
attributed enemies (and you if you have a wood style) will recover lost HP
while standing on grassy panels. However, all wood attributed enemies will
receive quadruple damage when standing on a grassy panel and attacked with a
fire attributed attack.

188. Sand Stage
Attack: n/a
Memory: 18MB
Attribute: None
Special: n/a
Codes: B, C, Q, U, W
Rarity: ***
Description: Will change all of the panels into sand panels. You and enemies
will have a tougher time moving on sand panels. Also, when you use Toppuu, the
wind will cause dust clouds to fly forward that can damage enemies.

189. Metal Stage
Attack: n/a
Memory: 18MB
Attribute: None
Special: n/a
Codes: D, G, M, O, S
Rarity: ***
Description: Will change all of the panels into metal panels. Metal panels are
unable to be destroyed by attacks that would normally destroy panels.

190. Sanctuary
Attack: n/a
Memory: 54MB
Attribute: None
Special: n/a
Codes: A, C, E, L, S
Rarity: ****
Description: Will change all of the panels on your area into holy panels. When
standing on a holy panel, all attacks that strike Rockman will only do half
their damage.

191. Kawarimi (Change of stance)
Attack: 100
Memory: 45MB
Attribute: None
Special: [S] [G]
Codes: C, F, H, M, S
Rarity: ***
Description: A trap type chip. When you use this chip nothing will happen
right away. However, when attacked by an enemy, Rockman will drop a doll which
"takes the blow," and then jump into the air and throw three shurikens at the
enemies below.

192. Shirahadori (Drawn sword catch)
Attack: 100
Memory: 68MB
Attribute: None
Special: [S]
Codes: B, K, R, U, Y
Rarity: ***
Description: A trap type chip. When Rockman is struck with a sword proficiency
attack, he will instantly counter by slashing with a sword and sending three
sonic booms forward.

193. Navi Scout
Attack: n/a
Memory: 60MB
Attribute: None
Special: n/a
Codes: A, M, N, V, W
Rarity: ****
Description: A trap type chip only good in linked net battles. When your
opponent uses a Navi summon chip, the attack will be canceled and you will
use the Navi summon.


194. Bad Medicine
Attack: XX
Memory: 73MB
Attribute: None
Special: n/a
Codes: B, D, E, O, S
Rarity: ***
Description: A trap type chip. If an enemy attempts to use a Recovery, that
enemy will instead be damaged for twice the points as the Recovery was worth.

195. Attack +10
Attack: n/a
Memory: 4MB
Attribute: None
Special: n/a
Codes: *
Rarity: *
Description: Select this chip after any other attack chip. It will add 10
points of damage to the attack chip's total damage. 

196. Fire +30
Attack: n/a
Memory: 20MB
Attribute: None
Special: n/a
Codes: *
Rarity: **
Description: Select this chip after any other fire attributed attack chip. It
will add 30 points of damage to the attack chip's total damage.

197. Aqua +30
Attack: n/a
Memory: 21MB
Attribute: None
Special: n/a
Codes: *
Rarity: **
Description: Select this chip after any other aqua attributed attack chip. It
will add 30 points of damage to the attack chip's total damage.

198. Elec +30
Attack: n/a
Memory: 23MB
Attribute: None
Special: n/a
Codes: *
Rarity: **
Description: Select this chip after any other electricity attributed attack
chip. It will add 30 points of damage to the attack chip's total damage.

199. Wood +30
Attack: n/a
Memory: 26MB
Attribute: None
Special: n/a
Codes: *
Rarity: **
Description: Select this chip after any other wood attributed attack chip. It
will add 30 points of damage to the attack chip's total damage.

200. Navi +20
Attack: n/a
Memory: 34MB
Attribute: None
Special: n/a
Codes: *
Rarity: **
Description: Select this chip after any other Navi summon chip. It will add 20
points of damage to the Navi chip's total damage.

Section II - Mega Class Chips

001. Muramasa Blade
Attack: ??
Memory: 74MB
Attribute: None
Special: [S]
Codes: M
Rarity: *****
Description: A sword attack that has the same reach as a Long Sword (2x1). The
attack power of this chip is in direct relation to how much damage you receive
after selecting this chip. If you take 500 damage, then the sword will deal
500 damage when used.

002. Paladin Sword
Attack: 180
Memory: 65MB
Attribute: None
Special: [S]
Codes: P
Rarity: ****
Description: Rockman slashes with a sword that will reach three spaces ahead
(3x1).

003. Zeus Hammer
Attack: 250
Memory: 90MB
Attribute: None
Special: [B]
Codes: Z
Rarity: *****
Description: Rockman swings a hammer down on the panel in front of him
damaging everything on the field, including himself. There are some chips that
can be used in a strategy to avoid being damaged.

004. Prominence
Attack: 220
Memory: 22MB
Attribute: Fire
Special: n/a
Codes: P, *
Rarity: ***
Description: Can only be used if you have a heat style. A fire attack that
travels in a straight line as long as there is a missing panel it can go to.
If there is not one the attack will not work.

005. Salamander
Attack: 300
Memory: 50MB
Attribute: Fire
Special: n/a
Codes: S, *
Rarity: ****
Description: Can only be used if you have a heat style. A fire attack that
travels in a straight line as long as there is a missing panel it can go to.
If there is not one the attack will not work.

006. Chikasuimyaku (Underground water pulse)
Attack: 180
Memory: 18MB
Attribute: Aqua
Special: [G]
Codes: C, *
Rarity: ***
Description: Can only be used if you have an aqua style. A water attack that
will travel straight forward. It must be used when there is a missing panel
in front of you, otherwise the attack will not work.

007. Daifunsui (Great fountain)
Attack: 240
Memory: 48MB
Attribute: Aqua
Special: [G]
Codes: D, *
Rarity: ***
Description: Can only be used if you have an aqua style. A water attack that
will travel straight forward. It must be used when there is a missing panel
in front of you, otherwise the attack will not work.

008. Lightning
Attack: 160
Memory: 30MB
Attribute: Electricity
Special: n/a
Codes: L, *
Rarity: ***
Description: Can only be used if you have an elec style. Lightning strikes one
space all around a field object, damaging any enemies in the vicinity.


009. Thunderbolt
Attack: 210
Memory: 52MB
Attribute: Electricity
Special: n/a
Codes: T, *
Rarity: ***
Description: Can only be used if you have an elec style. Lightning strikes one
space all around a field object, damaging any enemies in the vicinity.

010. Gaia Sword
Attack: XX
Memory: 28MB
Attribute: Wood
Special: [S]
Codes: G, *
Rarity: ***
Description: Can only be used if you have a wood style. Rockman slashes with
a sword with a same range as the Wide Sword (1x3). The sword's initial attack
power is 100. However, when you select any other chips after choosing this
chip, the attack power of the other chips will be added to the total attack
power of Gaia Sword.

011. Gaia Blade
Attack: XX
Memory: 55MB
Attribute: Wood
Special: [S]
Codes: G, *
Rarity: ****
Description: Can only be used if you have a wood style. Rockman slashes with
a sword with a same range as the Wide Sword (2x1). The sword's initial attack
power is 100. However, when you select any other chips after choosing this
chip, the attack power of the other chips will be added to the total attack
power of Gaia Blade.

012. Ryuuseigun (Meteor shower)
Attack: 40
Memory: 86MB
Attribute: Fire
Special: [G]
Codes: R
Rarity: ****
Description: Makes thirty meteors strike the enemy's area consecutively in the
same fashion as Whole Meteor.

013. Ojizousan (Ksitigarbha, overseer of children, travellers and Hell)
Attack: 200
Memory: 82MB
Attribute: None
Special: [I] [B] [G]
Codes: O
Rarity: *****
Description: Creates an idol statue in front of Rockman. If it is hit by an
attack it will strike all enemies with lightning. You can be struck as well
if you accidentally shoot it.

014. Poison Anubis
Attack: XX
Memory: 90MB
Attribute: None
Special: [I] [B]
Codes: A
Rarity: *****
Description: Creates an idol statue in front of Rockman. The entire enemy area 
will then be affected by poison smoke which will gradually decrease the HP of
all enemies. It will keep going until it's destroyed or the battle ends.

015. God Stone
Attack: 150
Memory: 66MB
Attribute: None
Special: [B]
Codes: S
Rarity: ****
Description: Summons a God Stone in front of Rockman, however the space it is
summoned on must be a missing panel. The God Stone will make three stones fall
on random spaces in the enemy's area three times.

016. Old Wood
Attack: XX
Memory: 72MB
Attribute: Wood
Special: n/a
Codes: W
Rarity: ****
Description: Summons an Old Wood in front of Rockman, however the space it is
summoned on must be a missing panel. The Old Wood makes a woody tower erupt
from all of the enemy panels. Each woody tower deal 100 damage, but the
damage power increases by 20 for every grassy panel you have on your area.

017. Jealousy
Attack: 100
Memory: 64MB
Attribute: None
Special: [I] [B] [G]
Codes: J
Rarity: ***
Description: Gives 100 damage to an enemy for each chip attack the enemy has.

018. Poltergeist
Attack: n/a
Memory: 58MB
Attribute: None
Special: [B]
Codes: G
Rarity: *****
Description: Causes all of the field objects, such as stone cubes, to move
and collide into enemies, doing 150 damage per object.

019. Dream Aura
Attack: n/a
Memory: 77MB
Attribute: None
Special: n/a
Codes: D
Rarity: ****
Description: Creates an aura around Rockman that will nullify any and all
attacks below 200 damage points. Only an attack that does 200 damage or
greater can destroy the aura.

020. Full Custom
Attack: n/a
Memory: 10MB
Attribute: None
Special: n/a
Codes: *
Rarity: ***
Description: When used, the custom gauge will instantly become full.

021. Attack +30
Attack: n/a
Memory: 50MB
Attribute: None
Special: n/a
Codes: *
Rarity: ***
Description: Select this chip after any other attack chip. It will add 30
points of damage to the attack chip's total damage. 

022. Navi +40
Attack: n/a
Memory: 60MB
Attribute: None
Special: n/a
Codes: *
Rarity: ***
Description: Select this chip after any other Navi summon chip. It will add 40
points of damage to the Navi chip's total damage.

023. Roll
Attack: 20
Memory: 10MB
Attribute: None
Special: n/a
Codes: R
Rarity: ***
Description: Roll is summoned. She will go to the closest enemy and hit it
three times. Then she will drop a heart on Rockman to recover 30HP.

024. Roll V2
Attack: 30
Memory: 22MB
Attribute: None
Special: n/a
Codes: R
Rarity: ****
Description: Roll is summoned. She will go to the closest enemy and hit it
three times. Then she will drop a heart on Rockman to recover 50HP.

025. Roll V3
Attack: 40
Memory: 34MB
Attribute: None
Special: n/a
Codes: R
Rarity: *****
Description: Roll is summoned. She will go to the closest enemy and hit it
three times. Then she will drop a heart on Rockman to recover 80HP.

026. GutsMan
Attack: 50
Memory: 15MB
Attribute: None
Special: [G]
Codes: G
Rarity: ***
Description: GutsMan is summoned. He will hammer the ground causing shockwaves
to run across all three lines. The shockwaves will crack any panels in their
paths.

027. GutsMan V2
Attack: 70
Memory: 41MB
Attribute: None
Special: [G]
Codes: G
Rarity: ****
Description: GutsMan is summoned. He will hammer the ground causing shockwaves
to run across all three lines. The shockwaves will crack any panels in their
paths.

028. GutsMan V3
Attack: 90
Memory: 57MB
Attribute: None
Special: [G]
Codes: G
Rarity: *****
Description: GutsMan is summoned. He will hammer the ground causing shockwaves
to run across all three lines. The shockwaves will crack any panels in their
paths.

029. GutsMan V4
Attack: 100
Memory: 63MB
Attribute: None
Special: [G]
Codes: G
Rarity: *****
Description: GutsMan is summoned. He will hammer the ground causing shockwaves
to run across all three lines. The shockwaves will crack any panels in their
paths.

030. Blues
Attack: 160
Memory: 68MB
Attribute: None
Special: [S]
Codes: B
Rarity: ***
Description: Blues is summoned. He will go up to each enemy and slash with a
Wide Sword provided there is a solid space in front of the enemy. If enemies
are lined up in a column he will hit them more than once.

031. Blues V2
Attack: 180
Memory: 76MB
Attribute: None
Special: [S]
Codes: B
Rarity: ****
Description: Blues is summoned. He will go up to each enemy and slash with a
Wide Sword provided there is a solid space in front of the enemy. If enemies
are lined up in a column he will hit them more than once.

032. Blues V3
Attack: 200
Memory: 82MB
Attribute: None
Special: [S]
Codes: B
Rarity: *****
Description: Blues is summoned. He will go up to each enemy and slash with a
Wide Sword provided there is a solid space in front of the enemy. If enemies
are lined up in a column he will hit them more than once.

033. Blues V4
Attack: 220
Memory: 90MB
Attribute: None
Special: [S]
Codes: B
Rarity: *****
Description: Blues is summoned. He will go up to each enemy and slash with a
Wide Sword provided there is a solid space in front of the enemy. If enemies
are lined up in a column he will hit them more than once.

034. FlashMan
Attack: 50
Memory: 39MB
Attribute: Electricity
Special: [I] [B]
Codes: F
Rarity: ***
Description: FlashMan is summoned. He will create a flash of light that
effects all enemies on screen. They we be paralyzed for a short moment.

035. FlashMan V2
Attack: 70
Memory: 59MB
Attribute: Electricity
Special: [I] [B]
Codes: F
Rarity: ****
Description: FlashMan is summoned. He will create a flash of light that
effects all enemies on screen. They we be paralyzed for a short moment.

036. FlashMan V3
Attack: 90
Memory: 69MB
Attribute: Electricity
Special: [I] [B]
Codes: F
Rarity: *****
Description: FlashMan is summoned. He will create a flash of light that
effects all enemies on screen. They we be paralyzed for a short moment.

037. FlashMan V4
Attack: 120
Memory: 79MB
Attribute: Electricity
Special: [I] [B]
Codes: F
Rarity: *****
Description: FlashMan is summoned. He will create a flash of light that
effects all enemies on screen. They we be paralyzed for a short moment.

038. BeastMan
Attack: 40
Memory: 38MB
Attribute: None
Special: [S]
Codes: B
Rarity: ***
Description: BeastMan is summoned. He will attack the space three panels
ahead. His two hands strike diagonally and his head strikes straight forward.
The hands and head will damage any enemies in their paths, but do the most
damage on the panel three spaces away.

039. BeastMan V2
Attack: 50
Memory: 60MB
Attribute: None
Special: [S]
Codes: B
Rarity: ****
Description: BeastMan is summoned. He will attack the space three panels
ahead. His two hands strike diagonally and his head strikes straight forward.
The hands and head will damage any enemies in their paths, but do the most
damage on the panel three spaces away.

040. BeastMan V3
Attack: 60
Memory: 68MB
Attribute: None
Special: [S]
Codes: B
Rarity: *****
Description: BeastMan is summoned. He will attack the space three panels
ahead. His two hands strike diagonally and his head strikes straight forward.
The hands and head will damage any enemies in their paths, but do the most
damage on the panel three spaces away.

041. BeastMan V4
Attack: 70
Memory: 76MB
Attribute: None
Special: [S]
Codes: B
Rarity: *****
Description: BeastMan is summoned. He will attack the space three panels
ahead. His two hands strike diagonally and his head strikes straight forward.
The hands and head will damage any enemies in their paths, but do the most
damage on the panel three spaces away.

042. BubbleMan
Attack: 20
Memory: 50MB
Attribute: Aqua
Special: n/a
Codes: B
Rarity: ***
Description: BubbleMan is summoned. He will fire his spear gun straight
forward six times.

043. BubbleMan V2
Attack: 20
Memory: 62MB
Attribute: Aqua
Special: n/a
Codes: B
Rarity: ****
Description: BubbleMan is summoned. He will fire his spear gun straight
forward seven times.

044. BubbleMan V3
Attack: 20
Memory: 74MB
Attribute: Aqua
Special: n/a
Codes: B
Rarity: *****
Description: BubbleMan is summoned. He will fire his spear gun straight
forward eight times.

045. BubbleMan V4
Attack: 20
Memory: 80MB
Attribute: Aqua
Special: n/a
Codes: B
Rarity: *****
Description: BubbleMan is summoned. He will fire his spear gun straight
forward nine times.

046. DesertMan
Attack: 120
Memory: 38MB
Attribute: None
Special: n/a
Codes: D
Rarity: ***
Description: DesertMan is summoned. His hands will appear above and below him.
They will rush forward damaging any enemies in their paths. They will also
leave sand panels in their wake.

047. DesertMan V2
Attack: 140
Memory: 52MB
Attribute: None
Special: n/a
Codes: D
Rarity: ****
Description: DesertMan is summoned. His hands will appear above and below him.
They will rush forward damaging any enemies in their paths. They will also
leave sand panels in their wake.

048. DesertMan V3
Attack: 160
Memory: 64MB
Attribute: None
Special: n/a
Codes: D
Rarity: *****
Description: DesertMan is summoned. His hands will appear above and below him.
They will rush forward damaging any enemies in their paths. They will also
leave sand panels in their wake.

049. DesertMan V4
Attack: 180
Memory: 72MB
Attribute: None
Special: n/a
Codes: D
Rarity: *****
Description: DesertMan is summoned. His hands will appear above and below him.
They will rush forward damaging any enemies in their paths. They will also
leave sand panels in their wake.

050. PlantMan
Attack: 20
Memory: 60MB
Attribute: Wood
Special: [B] [G]
Codes: P
Rarity: ***
Description: PlantMan is summoned. He will attack all of the enemies by
ensnaring them in vines. They will stay tied up after he is gone doing
additional damage.

051. PlantMan V2
Attack: 30
Memory: 65MB
Attribute: Wood
Special: [B] [G]
Codes: P
Rarity: ****
Description: PlantMan is summoned. He will attack all of the enemies by
ensnaring them in vines. They will stay tied up after he is gone doing
additional damage.

052. PlantMan V3
Attack: 40
Memory: 70MB
Attribute: Wood
Special: [B] [G]
Codes: P
Rarity: *****
Description: PlantMan is summoned. He will attack all of the enemies by
ensnaring them in vines. They will stay tied up after he is gone doing
additional damage.

053. PlantMan V4
Attack: 50
Memory: 75MB
Attribute: Wood
Special: [B] [G]
Codes: P
Rarity: *****
Description: PlantMan is summoned. He will attack all of the enemies by
ensnaring them in vines. They will stay tied up after he is gone doing
additional damage.

054. FlameMan
Attack: 120
Memory: 32MB
Attribute: Fire
Special: n/a
Codes: F
Rarity: ***
Description: FlameMan is summoned. He will use his Fire Breath to make flame
towers go straight forward. You can press up or down on the directional pad
to control the path.

055. FlameMan V2
Attack: 150
Memory: 52MB
Attribute: Fire
Special: n/a
Codes: F
Rarity: ****
Description: FlameMan is summoned. He will use his Fire Breath to make flame
towers go straight forward. You can press up or down on the directional pad
to control the path.

056. FlameMan V3
Attack: 180
Memory: 62MB
Attribute: Fire
Special: n/a
Codes: F
Rarity: *****
Description: FlameMan is summoned. He will use his Fire Breath to make flame
towers go straight forward. You can press up or down on the directional pad
to control the path.

057. FlameMan V4
Attack: 210
Memory: 72MB
Attribute: Fire
Special: n/a
Codes: F
Rarity: *****
Description: FlameMan is summoned. He will use his Fire Breath to make flame
towers go straight forward. You can press up or down on the directional pad
to control the path.

058. DrillMan
Attack: 70
Memory: 66MB
Attribute: None
Special: n/a
Codes: D
Rarity: ***
Description: DrillMan is summoned. Will will use his Drill Drive attack which
goes over all three lines. Then he will use Panel Crusher; breaking up through
three random panels on the enemy's area, and then making three chunks of
rubble falling down on three more random panels.

059. DrillMan V2
Attack: 90
Memory: 70MB
Attribute: None
Special: n/a
Codes: D
Rarity: ****
Description: DrillMan is summoned. Will will use his Drill Drive attack which
goes over all three lines. Then he will use Panel Crusher; breaking up through
three random panels on the enemy's area, and then making three chunks of
rubble falling down on three more random panels.

060. DrillMan V3
Attack: 110
Memory: 74MB
Attribute: None
Special: n/a
Codes: D
Rarity: *****
Description: DrillMan is summoned. Will will use his Drill Drive attack which
goes over all three lines. Then he will use Panel Crusher; breaking up through
three random panels on the enemy's area, and then making three chunks of
rubble falling down on three more random panels.

061. DrillMan V4
Attack: 130
Memory: 78MB
Attribute: None
Special: n/a
Codes: D
Rarity: *****
Description: DrillMan is summoned. Will will use his Drill Drive attack which
goes over all three lines. Then he will use Panel Crusher; breaking up through
three random panels on the enemy's area, and then making three chunks of
rubble falling down on three more random panels.

062. MetalMan
Attack: 100
Memory: 40MB
Attribute: None
Special: [B] [G]
Codes: M
Rarity: ***
Description: MetalMan is summoned. He will slam his fist onto the panel in
front of him. You can hold down the A button to position where he will punch
for a short period.

063. MetalMan V2
Attack: 130
Memory: 60MB
Attribute: None
Special: [B] [G]
Codes: M
Rarity: ****
Description: MetalMan is summoned. He will slam his fist onto the panel in
front of him. You can hold down the A button to position where he will punch
for a short period.

064. MetalMan V3
Attack: 160
Memory: 70MB
Attribute: None
Special: [B] [G]
Codes: M
Rarity: *****
Description: MetalMan is summoned. He will slam his fist onto the panel in
front of him. You can hold down the A button to position where he will punch
for a short period.

065. MetalMan V4
Attack: 190
Memory: 80MB
Attribute: None
Special: [B] [G]
Codes: M
Rarity: *****
Description: MetalMan is summoned. He will slam his fist onto the panel in
front of him. You can hold down the A button to position where he will punch
for a short period.

066. KingMan
Attack: 140
Memory: 36MB
Attribute: None
Special: n/a
Codes: K
Rarity: ***
Description: KingMan is summoned. He will jump onto the panel three spaces
ahead, damaging the enemy he lands on. A shockwave will erupt in front of,
behind, above and below him, also doing damage.

067. KingMan V2
Attack: 170
Memory: 48MB
Attribute: None
Special: n/a
Codes: K
Rarity: ****
Description: KingMan is summoned. He will jump onto the panel three spaces
ahead, damaging the enemy he lands on. A shockwave will erupt in front of,
behind, above and below him, also doing damage.

068. KingMan V3
Attack: 200
Memory: 60MB
Attribute: None
Special: n/a
Codes: K
Rarity: *****
Description: KingMan is summoned. He will jump onto the panel three spaces
ahead, damaging the enemy he lands on. A shockwave will erupt in front of,
behind, above and below him, also doing damage.

069. KingMan V4
Attack: 240
Memory: 72MB
Attribute: None
Special: n/a
Codes: K
Rarity: *****
Description: KingMan is summoned. He will jump onto the panel three spaces
ahead, damaging the enemy he lands on. A shockwave will erupt in front of,
behind, above and below him, also doing damage.

070. MistMan
Attack: 90
Memory: 68MB
Attribute: None
Special: n/a
Codes: M
Rarity: ***
Description: MistMan is summoned. He will appear in front of all the enemies
and punch them.

071. MistMan V2
Attack: 110
Memory: 71MB
Attribute: None
Special: n/a
Codes: M
Rarity: ****
Description: MistMan is summoned. He will appear in front of all the enemies
and punch them.

072. MistMan V3
Attack: 130
Memory: 74MB
Attribute: None
Special: n/a
Codes: M
Rarity: *****
Description: MistMan is summoned. He will appear in front of all the enemies
and punch them.

073. MistMan V4
Attack: 150
Memory: 77MB
Attribute: None
Special: n/a
Codes: M
Rarity: *****
Description: MistMan is summoned. He will appear in front of all the enemies
and punch them.

074. DarkMan
Attack: 30
Memory: 72MB
Attribute: None
Special: n/a
Codes: D
Rarity: ***
Description: DarkMan is summoned. He will open a hole above each of the
enemy's columns which will release a total of 16 bats which fly downward
at the enemies. After the attack is done DarkMan will leave a Dark Hole.

075. DarkMan V2
Attack: 30
Memory: 76MB
Attribute: None
Special: n/a
Codes: D
Rarity: ****
Description: DarkMan is summoned. He will open a hole above each of the
enemy's columns which will release a total of 18 bats which fly downward
at the enemies. After the attack is done DarkMan will leave a Dark Hole.

076. DarkMan V3
Attack: 30
Memory: 80MB
Attribute: None
Special: n/a
Codes: D
Rarity: *****
Description: DarkMan is summoned. He will open a hole above each of the
enemy's columns which will release a total of 20 bats which fly downward
at the enemies. After the attack is done DarkMan will leave a Dark Hole.

077. DarkMan V4
Attack: 30
Memory: 84MB
Attribute: None
Special: n/a
Codes: D
Rarity: *****
Description: DarkMan is summoned. He will open a hole above each of the
enemy's columns which will release a total of 22 bats which fly downward
at the enemies. After the attack is done DarkMan will leave a Dark Hole.

078. YamatoMan
Attack: 40
Memory: 82MB
Attribute: None
Special: [S]
Codes: Y
Rarity: ***
Description: YamatoMan is summoned. He will attack the column two spaces ahead
of him, and then thrust his spear out three spaces, making the total attack
range plus shaped.

079. YamatoMan V2
Attack: 45
Memory: 85MB
Attribute: None
Special: [S]
Codes: Y
Rarity: ****
Description: YamatoMan is summoned. He will attack the column two spaces ahead
of him, and then thrust his spear out three spaces, making the total attack
range plus shaped.

080. YamatoMan V3
Attack: 50
Memory: 88MB
Attribute: None
Special: [S]
Codes: Y
Rarity: *****
Description: YamatoMan is summoned. He will attack the column two spaces ahead
of him, and then thrust his spear out three spaces, making the total attack
range plus shaped.

081. YamatoMan V4
Attack: 55
Memory: 91MB
Attribute: None
Special: [S]
Codes: Y
Rarity: *****
Description: YamatoMan is summoned. He will attack the column two spaces ahead
of him, and then thrust his spear out three spaces, making the total attack
range plus shaped.

Section III - Giga Class Chips

001. Navi Recycle
Attack: n/a
Memory: 50MB
Attribute: None
Special: n/a
Codes: *
Rarity: *****
Description: After using a Navi summon chip, use this chip and it will use the
Navi chip again.

002. Forte
Attack: 90
Memory: 98MB
Attribute: None
Special: n/a
Codes: X
Rarity: *****
Description: Forte is summoned. You must have a Dark Hole out to use this
chip. Forte will use his Explosion attack which makes numerous air bursts
travel along the three lines.

003. Serenade
Attack: 100
Memory: 97MB
Attribute: None
Special: [G]
Codes: S
Rarity: *****
Description: Serenade is summoned. You must have a Dark Hole out to use this
chip. Serenade will use her Holy Shock attack which makes many light spheres
burst on random panels on the enemy's side of the area.

Section IV - FAQ

Q: Where did you get this info from?
A: I translated it from the Rockman EXE 3 Perfect Navigation Guide. I take no 
ownership of the info I translated.

Q: I don't read Japanese, and I have no idea what this chip you mentioned is.
How do I find it?
A: I have a complete chip listing at a sprites page I run:
http://dynamic4.gamespy.com/~mmm/spritesinc/index.html
Click on the image of Rockman EXE's head, then go to the EXE 3 dropdown, select
go down to battle chips and select it. I use the same names on that page in
this guide, and all 200 Standard Chips should be in the correct library order.

Q: Hey guy! Where the heck are the BowlMan chips!? And Punk!? And Forte GS?!
A: These chips cannot be legitimately obtained in Rockman EXE 3. BowlMan and
Punk have been announced to be in Rockman EXE 3 Black, and the Forte GS chip
is anyone's guess. Nonetheless, the guidebook does not even mention these
chips exist, so it is relevant I do so too. If you want those chips look up a
hacking/code guide.

Q: Can I use this info on my guide/FAQ?
A: Alright with me. Like I said, it's not my info. I just translated it (and
it barely needed translating). Crediting me would be a nice gesture but I
can't really hold you up to it.

-Section V-
Here is all the legal info I think is necessary.

Rockman EXE and all related charcters are copyright to Capcom Ltd. of Japan.
This guidebook and the info in it is copyright Capcom and Wonder Life Special, 
which I think is a part of ShoPro.

Jan 19, 2003.