Some quick stuff on MMBN2 while I still remember it.
There's a secret chip in the Marine Harbor area near the lower entrance to the Center. More specifically, someone hiding there gives you a Geddon3 chip if you talk to her. Remind me if this chip can be gotten before leaving for Netopia, because if it can, you can do a Geddon3 + Repair combo on ProtoMan (wonder if this works on some other bosses such as KnightMan?).
(The Geddon3 + Repair combo means the entire enemy field is standing on poisonous ground and your side has none of it. Doesn't work on 'flying' Navis such as ThunderMan though.)
Speaking of ThunderMan, save your TreeBomb chips for when he stands still to do his lightning bolts attack. Also consider stacking chips that attack an entire column, since ThunderMan only stays in the back row. Not much else I have to say there.
One more quick trick. Can TimeBom1 chips be gotten reasonably before the QuickMan fight? If you time putting them down so they explode while QuickMan is moving, they'll do quite a large amount of damage to him (they do 70, and QuickMan at the point where you HAVE to face him only has 400).
oooooo sooo close.... Now i had a time of 5:01:22 ><
Treebombs would be handy if the damn virus would drop it. Chip hunting is out of the question, too much time consuming.
I think im gonna try to perfect Quickman with SonicWave chips. Just recently I remembered that there was a Bamboo/Lance chip at the airport. This would hurt Thunderman a lot.
Lets hope this time i get under 5 hours this time.
MMBN that I will speedrun: 2 = Best game in the series (because it is my favorit 4 = Red Sun is way easy compared to Blue Moon, also you only need to beat the game once so only 1 playtrough. 6 = Cybeast Falzer (even though I like Gregar better, I just suck at the Chargeman minigame in Gregar)
Indeed, I was trying to get my mind on MMBN1. Unfortunately, three problems occurred: 1) Life. I could only play continuously when I was ill (I had a few back problems, and figured I could do it in a few days...), but I recovered faster than planned. 2) PC KABOOM! A powerspike blew out most of my hardware; my new videocard didn't have a cable for TV-out, so I couldn't record anymore (I used my DVD-recorder). 3) Indeed, family-related problems: doctors found a tumor in my dad's head. Fortunately, it wasn't as bad as it sounded at the time; he got surgery, and he's recovered - the tumor isn't growing back either. Click this link if you wanna see my first two segment attempts. Segemtn 1 is pretty slick; segment 2 wasn't TOO bad, but I slipped up once; couldn't hold down B to run (pretty hard when you need your hand to blow your nose - DARN that cold I was having).
Playing through Mega Man Battle Network 2 again, there's one thing I want to point out about the FreezeMan boss at the end of the 'frozen-over Net' scenario, regardless of how many already know of it.
Against FreezeMan, you want to leave the IceStage as it is. Seriously. It doubles the damage of electrical chips. Combined with FreezeMan's own Thunder weakness, a 130-damage electric chip (ToadMan with an ATK+30 is what I used - MagBomb2 with an ATK+30 would also work, and I'm sure there's some other combos out there) would do 520 damage. So two of those combos would put FreezeMan out insanely quickly. Considering that you'd need AreaGrab to use the LifeSword PAs against FreezeMan (as he NEVER moves out of the back row), just using some simple strong electric chips can do the trick faster.
Also, some Navi chips that are worth the trouble, probably even in a speedrun (you take about 2 minutes to fight the respective Navis and I think you'll save more than 2 minutes down the road by using the chips):
-Cutman series: Count this as at least a double-strength Sword. Handy against those enemy Navis that come close. -Protoman series: Count this as several WideSword attacks. Best if you can line enemy viruses up in the same column, as you can hit them multiple times and deal over 200 damage in a single strike. -Toadman series: Works best as a water-killer, although it has a paralyzing effect, so it might also work well against very mobile enemies. -Snakeman series: This one only works if you break all the panels on your side by using Geddon2 or somesuch (using Geddon1 and then stepping on all panels works as well), since Snakeman summons a small snake for EVERY shattered (not cracked, I mean impossible-to-step-on shattered. Truly empty also works) panel on your side. But the snakes are pretty much a guaranteed hit, so power this up with some attack boosts (the chip's per-hit damage starts out pretty weak) and hammer away. Probably one of the most powerful Navi chips with the right strategy.
Also: You say LifeSword3's one of your goals? That's probably the easiest PA to actually get. The FireBlades are in KotoSquare, the ElecBlades are in the Undernet, and the AquaBlades are in UnderKoto. Throw in some AreaGrab chips into your folder and you're all set for the later bosses. (The only issue I have with this PA is that I don't think you can get most of the components until the Freezeman scenario.)
More notes: -After you return from Netopia, make CERTAIN to take the job where you have to locate the dangerous criminal. It rewards you with a Twister Y, which when paired with damage-boosting chips (Wood+40 is best for this one) is perhaps the single deadliest attack you can get without resorting to PAs. -Also complete the job where you need to sell someone the Catcher N chip. Then immediately follow that with the job where you need to lend cash to someone. After those two, you should be set on money for the rest of the game, and can probably buy some of the powerups you've been neglecting early on.
Well, i dont need powerups, since the buster isnt really needed that much in the game. I need at least 450HP, maybe 400 when i face Gospel.
The first thing i always do is getting GutsmanV1 and V2 at the start of the game (makes a nice combo if you have both at the first turn of battle). I always get at least the CutmanV1 chip (for against shadowman). And i get the first Protoman chip at the airport. The bosses are easy and quick (most of them anyway).
I always keep the icefield with the freezeman battle, since i make a folder with lots of electric chips.
After beating Freezeman, I assemble 3 Gateman chips (version doesnt matter) so i have 3 Gater PA's in my Folder and 3x Lifesword 3 against Gospel. Most of the time th Gater Pa's kill Gospel
I think im gonna post emulated versions on youtube, so you guys can see my route and planning, for when i run the actual game.
I'm going to try to explain some good combos quickly. We'll see if I can come up with some really helpful advice.
First off, let's talk about Twister and Snakeman, which I mentioned in my last post. Each one does multiple hits (Snakeman only if you break some of your own panels though) though each individual hit is weak. Well, even with just an ATK+30, each of those chips gains huge amounts of damage. Twister deals 240 more damage than normal if you add the ATK+30 because it deals eight hits. I'll be conservative with Snakeman and assumed you used just one AreaGrab and then broke all panels on your side, but even in that case, a single ATK+30 chip adds 360 damage (11 snakes, plus the bite at the end).
Throw in one or two Wood+40s and it becomes even more absurd. Let's take two in this case - with those two (discarding the ATK+30 for a minute), you add 640 damage to Twister and 960 damage to the Snakeman setup above. The latter puts you above Gater in terms of damage. We haven't even covered elemental weaknesses yet and we have something that can take out the vast majority of enemies out there. Yes, I know these rely absurdly on luck, but I seem to recall you're doing a segmented run, so why not throw this into the mix?
Since I mentioned Gater, I wonder if it's possible to boost THAT the same way with attack boost chips. I know you can only fit two more chips after that, but even with ATK+30 and ATK+20, I wonder if that still adds to each HIT in the case of Gater. If so, there's another 450 damage right there (if I'm not mistaken, Gater hits nine times), meaning you put a HUGE dent in Gospel (that's half an extra Gater!) and probably annihilate any other enemy you'll encounter.
Let me try to think of another real quick. Early on in the game, I wonder if something similar would work with the Zeta Cannon PA. Those hit three times for each attack used during the timespan. And you might have only ATK+10s then, but still, that can be up to 20 damage added to EACH hit. Add that to the normal damage of the PA and that's more than half of, say, Airman's health.
If I think of any others I'll make sure to mention them ASAP.
Edit: You know.... if I get my MMX: Command Mission run done before the new year hits, I may consider a single-segment run of either that or MMBN2. Or both if I'm really masochistic and load myself up with a ton of caffeine.
If you can come up with any advice along that line, go ahead - other than the obvious difficulties I imagine the only hard part would be the Navi battles (I wager Quickman and Thunderman will be the worst) and maybe the Freezeman scenario.
Well, if you do a single segment of MMBN2, then you will have lot's of restarts just because of Quickman and Thunderman. And maybe those 10-battle in a row (for the Licences).
I am thinking of getting the Ultrabomb PA..... It is on the way and you can hit Snakeman with it (600damage). Single and doublebomb will be accuired in battle and bigbomb * will be from the trading game.
My emulated test-run on youtube will start after Christmas (december 27th).
Thunderman I don't figure as a restart-causer unless I lose to him more than twice. I'll explain later.
The points I think will be the most cause for restart in a single-segment run: -Quickman: I think anyone can agree that this guy is annoying. And he's also JUST early enough that most people can bear restarting if they get a crappy battle. -The license exams: I'm only going up to ALicense, but the survival battles look to be difficult for their area in the game. -The first Chng.bat result: I'll cover these individually: ==AquaTeam: I'm likely to restart if I get this style, as it does not help me until it's too late. ==AquaShield: This is a maybe. No mandatory boss is weak to water, but the shielding is acceptable. ==AquaCustom: I will probably restart if I get this style, as it does not help me much until really late in the run, when I've lost a lot of time already. ==AquaGuts: I've mentioned my gripe with Aqua styles, but the Guts part is really nice (higher buster power/less flinching), so I may keep it. ==ElecTeam: I'll probably restart if I get this, frankly. ==ElecShield: Acceptable - the effect of the charged Elec attack is worthwhile despite its dinky damage and the shielding helps out. ==ElecCustom: I think I'll restart if I get this style. ==ElecGuts: A desired style for how I play, actually. ==HeatTeam: I don't think the charged Heat attack is enough to compensate for the iffy Team ability, so I'll likely restart if I get this. ==HeatShield: A very good style IMO - while not optimal, both abilities help me out. ==HeatCustom: Heat's charged attack may be enough to compensate for Custom, so I'd keep this if I got it. ==HeatGuts: Really desirable, as I can use the flamethrower with far less worry. ==WoodTeam: This is the only Team style I'd dare keep, really. ==WoodShield: One of the two top styles IMO for a speedrun - the charged attack from Wood styles really helps against bosses and the Shield doesn't hurt either. ==WoodCustom: This is the Wood element style I'm most iffy on, frankly. The charged attack from a Wood style helps me out early on, but the Custom part doesn't help until late. Probably still a keeper. ==WoodGuts: Oh MAN. If I get this, I'm counting my lucky stars, as I feel this is THE BEST POSSIBLE STYLE for a speedrun. (Dispute my style choices as you will, but unless I have reasons not to use some styles I want, those stay as it is.) -The Freezeman scenario: I don't think I need to explain this. It's the white, red, and yellow ices that worry me - Freezeman himself is a pushover compared to the rest of this scenario. -The final scenario: This is a spot where I do not want to die. An SS run means you cannot lose any battles except for those Navi battles you voluntarily initiate (Raoul and Thunderman count as voluntary initiation, which is the one reason I find it okay if I lose to him once or twice). And I figure Gospel to be the cause of at least one or two restarts.
Here's what I am considering needing by the end of the game: -Between 25 and 30 HPMemories (resulting in 600 to 700 HP - I don't think I want to fight Gospel with anything less than 600 HP in an SS) -Anywhere from 4 to 8 PowerUPs (I like to use the Buster a lot, so I need enough to power up its attack strength and maybe some to power up its charge speed - the most I hope to need to BUY is 2) -As many attack-boost chips as I can get my greedy little hands on (specifically, the ATK+30 and all three ATK+20s) -8 BugFrags (to get the ATK+30 mentioned above) -Enough of the right chips for 3-4 Gater PA sets and 3 LifeSword3 PA setups -Enough RegUP powerups to be able to preset a Gateman G chip -A few extra *-code chips as bail-outs - the ones that would help me out most is probably any of the Invis chips -And lastly, a couple chips that can heal more than 100 HP each
I'm going to go pull open a guide on GameFAQs and see what's most useful to me as far as items to get. Results to come in a future post.
I'm going to need a separate post for these, so here goes:
Scenario 1 (ZLicense, Airman): -At the start, I'm going to go into the blackboard and get Sword L. It'll be important later. -The only HPMemory I grab at all in this chapter is the one in the air ventilation system - it's a quick detour and all others can be gotten whenever. -In fact, I don't plan on buying anything in this chapter unless luck deals me a bad hand and I manage to get enough Zenny, in which case I'll pick up WideSword and/or Recov30 chips in the Square, or perhaps a Recov10 * from the Den Area's NetDealer. -I plan on picking up all three BugFrags in this scenario - two on the way to the Square and a third in the air ventilation system. -I don't plan on ever running from any encounters - this may sound strange, but I can't count on it to be faster than deleting enemy viruses and the Escape chip is a crapshoot. -I need to amass as many Shockwav and Guard chips as I can, and I may consider picking up a Quake1 chip if I encounter Flappy viruses while going after the HeroData. If I can get Cannon C from the Canodumb viruses, I'm definitely going after it and replacing one of my Cannon A chips with it so I can possibly use the Zeta Cannon 1 PA later in the chapter. The first chip to go from the default folder will be the PanelOut1s, then the Escape, and the V-Gun and Shotgun chips will be later. If I still need room after that, the Recov10 A chips will be next on the list, then lastly Recov10 Ls. -I may take a detour and go into the doghouse in front of Lan's house. There's Fishy viruses there, and I might consider getting a few DashAtk chips - it's one of the stronger attacks out there. -The only other thing that's in my path that I'll need to pick up is the 1 MB increase in the air ventilation system. -For Airman, the Shockwav and Cannon chips are my main offensive weapons - I'm not counting on him getting close enough for the Sword, although I'll peg him with it if I get the chance. When he uses his triple tornadoes though, I go to his row and put up a Guard just as the tornado connects to deal a free Shockwav attack on Airman. If I got DashAtk though, I'll wait for his triple tornado and stick it to him while he's standing still. -The post-scenario is where things get fun. I plan on getting the two items from Yai's phone, as well as hanging around a little in her PC until I can get a couple LongSword chips (also possibly an Invis1 * chip or two) for the next scenario. I really want to see if I can get a LongSword L chip. Combined with the Sword L and WideSword L, I can forge the PA known as LifeSword1, which deals 400 damage in a single strike. After THAT, the last thing I do is challenge Gutsman and, if I get lucky, trounce him.
Scenario 2 (BLicense, Detonators, Quickman): -When in Marine Harbor, I will immediately go into the news van and get the ElecSword chip. -I'm definitely going after the HPMemory in the Guardian statue, as well as the RegUP1 in the fake bear. -I am likely to get most if not all of the BMDs in the detonators, for the chips, Zenny, and other stuff will be invaluable to me. Need to write down what's here later. (If nothing else, I'm DEFINITELY getting my first PowerUP here.) -I also need to get some TimeBom1 chips for the boss fight. -If I can't use the LifeSword1 against Quickman, I plan on relying on Shockwav and TimeBom1. This is probably the first fight where I will be seriously dumping off chips to add more spaces into my selectable chip data, so that I can get the right chips faster.
Strange, how people speedrun sequels before doing the first one... I've played 5 MMBN games, and found that each new installment increases in difficulty. If it would have been possible to do style changes and battle escapes in MMBN1, it would have been the easiest game to complete... In my opinion, it still is; it just sucks donkey *ss that you have to either do all the virus bttles or use a chip to skip'em. Might as well do'em and get chips for the trader. You need chips to get the WWW codes anyway. As for BBMN2, chances are that your first style change will be a Guts style - you use the buster a lot, followed by Cannon chips, during the early part of the game. Depending on how good you are, you might even try to do a single segment up to finding the style change prog, and determine whether if you'll restart or not! Try making as little detours as possible. IIRC, MMBN2 doesn't have the escape option yet (and uses chips as well, like its predecessor), so you'll get cash and chips (for trading) from virus fights. Going a LITTLE out of your way to grab a rare chip or a huge chunk of zenny isn't a bad idea, but solving a whole puzzle or running the wrong way for over a minute just for those 2000z is going to hurt your time. Speaking of getting chips - is there some event in MMBN2, like in MMBN1, where you need a cetain number of different chips in order to proceed? If so, it's gonna get hard...
MMBN2 has the escape option, sure.... it's just not very reliable from my attempts in using it. I think it's reliant on how many HPMemories and PowerUPs you have (as in, Megaman's level, which I think is only affected by these two things). If this is the case, since I'm skimping, escaping is not going to be an option after a certain point.
The reason I want all the detours in the Quickman scenario specifically, and why I'm planning what I get almost exactly in the early going, is because I figure it's not going to be until the Freezeman scenario that I have excess money. Since I'm hurrying, and thus will probably get fewer Zenny-earning battles, I'm going to be short on funds OFTEN. So it may seem silly when I take a long detour for a mere 2000 zenny, when that 2000 zenny just allowed me to purchase a decent attack chip (or an HPMemory or a PowerUP).
As far as chip counts - the only events that require a certain number of chips are postgame scenarios, I believe (130 to access the WWW area and 200 to face the last WWW guardian, PlanetMan). Which means a speedrun wouldn't be too concerned with them. I suspect Radix/Nate/Mike/Grenola/whoever-I-missed is not going to make us go for any scenario after Gospel in an any% run. If we were going for 100% (I consider that all stars except the Purple Star, so we'd be forced into getting all possible chips regardless of code, completing all the PAs, and beating both Gospel and the REAL Bass), it'd be necessary to worry.
(Edit: I changed up the parenthetical note for 100%. Apparently S-Ranking V3 Navis is only necessary to get HubStyle, not to get any of the Stars. Though getting all non-WWW Navi chips is needed to fight the second WWW guardian, NapalmMan.)
Okay, some updates as far as scenario 1 in MMBN2 (note that I've been distracted by other things, such as recently getting MMBN5: Team Protoman).
I will have to wait to get the Sword L until you can start entering random things. I know it can't be done before the battle tutorial, but I don't know yet if it can be gotten before I get the ZLicense. If it CAN, and I can also access Yai's PC before the scenario's action gets intense, I may be able to forge LifeSword1 before doing anything, giving me the potential to make certain parts of the scenario go faster (I've beaten AirMan in under 30 seconds before without such a PA though, so that's not saying much).
I definitely plan on getting any GMDs I can reach within 6 seconds of the main path each and every time I pass them.
If I have excess Zenny entering the Square either time in this chapter, I'm holding it, to see if I can get enough for an Unlocker subchip. I'll need this at some point in the third scenario.
If I can get at least 3 each of Guard and Shockwav, I'll be set. I'm going to test whether DaskAtk can make you invincible during the dash - if it CAN, I'm picking up two for some later scenarios (*coughQuickmancough*). If not, I'm not entering the doghouse in front of Lan's house at all.
After the scenario, I can probably avoid going into Yai's PC for now, as the Swordy virus appears in the phone as well with what I think is a little more frequency than in the PC. I'm only sticking around as long as it takes to get LongSword L.
I'll probably hold off on fighting Gutsman at all until the third scenario or so, as I won't need a shortcut into the Net until then.
As for the second scenario.... if you're going to ask whether I'm fighting Ribitta after getting the ElecSword chip, the answer is no - I'm waiting until the third scenario, as that's when I need the access point.
I'm still definitely getting the items from the guardian statue and the bear. I'd like to know if any of the viruses in those two spots give any good chips though.
In the first detonator, I'm only getting the second BMD, which has Cannon C. (I'm DEFINITELY going to make sure to get that Zeta Cannon 1 PA.)
In the second detonator, I only plan on getting the second BMD, an HPMemory. I may also get the third one, a WideSword L, but that's not a definite yet.
I'm getting the last two BMDs in the third detonator, which give 1500Z and a RegUP2.
As for the final detonator? All five BMDs, which contain a Recov50 N, a PowerUP (I'm holding that for now), a BugFrag, an Atk+10 *, and 3000Z.
As for all detonators, I'm going to see if I can pick up about 3 HeatShot chips for later use. I'd normally also go for TimeBom1 chips, but I'm relying on the LifeSword1 PA to take out Quickman fast and I'm just early enough in the run where I don't need a backup plan outside of restarting (I'd probably only restart if I missed).
Now, some quick notes on Scenario 3 (ALicense, Cutman): -I'm going to fight Gutsman right at the beginning of the scenario unless I find I don't need that path at any time whatsoever. -I will buy an Unlocker at the start of this scenario if I couldn't get one before. -I'll probably use the Center's host computer to get to the Yumland security cube. -I'm going to sweep the three areas for the first task in reverse order: blackboard, broken toy, game system. I'm also going to clean all those areas out. -Upon taking on the second task, I'm definitely fighting Toadman so I can get the RibiCode. I am also going to clean the area nearest where I enter this part of the Net of all its PowerUPs (this is why I needed the Unlocker), and distributing all of them to Attack. My buster should deal 4 damage per hit now instead of 1, meaning I can speed up quite a few battles with it. -There's a freebie LongSword L in Koto Area that I'm definitely getting. If I can snag the PowerUP here, I'm buying it and putting it on Attack - otherwise I'm getting one or two FireBlade chips. -Right after clearing the third task, but before going into the Exam Room, I'm sparring with Mr. Famous and Gateman for another HPMemory. -There's a Recov50 * you can get for free after getting the ALicense if you talk to the official at the counter. -At this point, any chips I'm never planning on using again (such as TimeBom1, Recov10, and Shockwav) are going into the Chip Trader in the Center so I can hopefully find a few more good chips. If I have more than one Guard * chip, I'm putting any of that chip beyond one into the trader as well (anyone who's beaten the game probably remembers why I'm holding on to one Guard *). -If I can somehow get another Unlocker, I'm going to snag the BronzeFist chip in Yumland. Otherwise, I'm not snagging anything here yet, as I'll be getting it when I actually need it. -For Cutman, I hope to get at least one PA, but unlike the normal virus battles, I'm not relying on my buster no matter what. Cutman hits too hard up close. Sure, I'll sneak a shot or two in at dull moments, to reduce the number of chips I need, but this is not going to be a straight-up slugfest.
Before I continue, has anyone figured out how in hell the Slasher chip works? I can't seem to figure that chip out.
Eh, I'm poor. Not only that but I'd have to find a GBA Player for the GCN, then actually convince my friend to let me borrow his GCN for a while while I do the run. Then I'd have to record it and send it and...
...well, long story short, I guess I just wanted y'all to know I put waaaaaaay too much time into MMBN3. =P I guess if anyone plans on running that, I could help.
sorry for the delay, the first practice run segment will be up in a few hours.
EDIT: Damn, youtube stops uploading the first segment after 76%. I'll try again later. If it doesnt work then, then i will upload it to filefront instead.
I'm going to have to save any SS run on this for after the new year starts while I recover from the mind-bending that I incurred while making my new MMX: Command Mission run. I only have three days as it is, and I need to try a run of another game first.
That being said, especially since Phantom_Renegade has had some issues getting his first segment uploaded, I plan on going through the Airman scenario quickly the way I was thinking of it. (I'm not concerned with the save file on my game - I haven't even gone into the WWW Area with it yet and I can easily re-S-rank the Navis after the run would be done.) Maybe people can help me out for when I DO run the game.
Edit: Two discoveries. The Sword L and DashAtk series chips can be gotten immediately after the tutorial, so I can make those parts go faster. Not sure whether I can get LongSword chips from Yai's phone and/or PC that early. Also, once you get going on DashAtk, you're invincible (you can get hit if it's before you start actually moving on that). This means I pick up a few of those for fighting Airman and also likely for fighting Quickman.
And Yai's house cannot be accessed until it's necessary. So forget about getting the LongSword chips early. I think I will HAVE to use her PC to get the LongSword L chip at a reasonable speed. I need my rank to be higher than 6 but lower than 10, apparently.