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MMSF3 – Noise Change FAQ

v1.2
by Mega Rock.exe
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Contents
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_______________
Intro to Noise |
______________;

  -The Noise Gauge-
  -Effects of Noise-
  -Illegal Card Data-
__________________
Noise Change Info |
_________________;

-Black Ace Noises
  -Libra Noise-
  -Corvus Noise-
  -Cancer Noise-
  -Gemini Noise-
  -Ophiuca Noise-

-Red Joker Noises
  -Cygnus Noise-
  -Taurus Noise-
  -Virgo Noise-
  -Crown Noise-
  -Wolf Noise-

-Rogue Noise-

-Noise Force Big Bang Attacks-
  -Meteor Light Barrage-
  -Atom Blazer-
  -Dyna Wave-
  -Thunderbolt Blade
  -Elemental Cyclone-

-Multi-Noise Form-
____________________
Finalized Form Info |
___________________;

  -Black Ace-
  -Red Joker-
______________________________
Legal/History/Contact/Credits |
_____________________________;

  -Legal-
  -History-
  -Contact-
  -Credits-
__________________________________________________________

_______________
Intro to Noise |
______________;

Noise plays an important role in Megaman Star Force 3.  Its effects allow
Noise Changes to occur and new cards to be obtained.  The power of Noise can
only be harnessed when the ability Ace Program (or Joker Program for the
Red Joker version)

-The Noise Gauge-
When the ability is equipped, the Noise Gauge appears in battle.  Normally
the Gauge is at 0% when the battle starts.  The percentage can be raised in
different ways depending on the battle you are in.

In regular virus battles, only overkill non-elemental damage raises the
Noise Gauge.  In these cases, stronger attacks are more effective in raising
noise.  So using a 200 damage non-elemental attack on a 40 HP Mettenna will
raise the Noise Gauge by 160%.

In boss battles, raising Noise is different.  Only non-elemental attacks
hitting the boss will raise the Noise Gauge by half the damage of the attack.
So a 100 damage attack hitting a boss will raise the Noise Gauge by 50%.

During Player vs Player battles (PvP) raising the Noise level is also
different.  Only attacks that hit using the Mega Attack, which is targeting,
raises the Noise Gauge by half the attack power.  The attack can be of any
element just as long as it hits.  Another way to raise the Noise Level in PvP
battles is through the use of Mega and Giga Class cards.  Mega Cards adds 20%
to the Noise Gauge.  Giga Cards add 30%.

-The Effects of Noise-
At 0%, Noise does nothing.  At 50%, your Noise change will go into Vibrant
Form and you gain some abilities from your Noise.  Anything over 100% noise,
unlocks the effects of Noise.  However, the Noise Gauge quickly goes down when
it is above 50%.  If you reach 50%, it won't go below it unless you are hit
with your weakness in your Noise's Vibrant Form.  When the Noise Gauge is over
200% and you enter the Custom Screen, you can gain access to your version's
Finalized Form and a temporary folder from the Star Force Meteor Server,
Meteor G.

When the Noise Gauge is over 100%, the Gauge turns red.  You should also
notice some physical effects of Noise.  Certain irregularities occur when the
Noise Gauge is over 100%.  These effects should be positive to the player.
Any attack can pierce invisible.  Pulling attacks push; pushing attacks pull.
The noisy appearance also makes it hard to see certain panels.  Random panels
will get covered up and it won't be possible to see the panel type.  If you
end a battle with the Noise Gauge over 100%, you can start the next battle at
50%. This rule does not apply in PvP battles.  Also, the Noise Gauge turns red
at 200% in PvP battles.

-Illegal Card Data-
Finishing a battle with over 100% noise will change the results and cards
you get.  The card you get can be completely unrelated to the enemy you fought.
This is called Illegal Data Acquisition.  The card you get from this are not
added to the library and have their name in teal.  Just because they're
illegal doesn't mean they're bad.  This expands the range of cards you can use
and introduces a wider variety of cards, including cards from the previous
Star Force games.  The data you get depends on the enemy you fight.
The harder the fight, the better the data you get.  Better means a higher
level of a certain card.  So fighting a group of Mettenna might earn me a
Dance Fire 1.  But fighting some Black Hole viruses could give me a
Dance Fire 3.  Bosses usually give better cards than viruses after battle.
Bosses have versions which determine the rarity of the card you will get.
V3 bosses start giving Illegal Card Data.  Omega-level bosses give the best
cards such as X-level Mega Cards and rare Giga Cards.

The chain of card rarity goes like this:
Viruses > PvP > R Bosses > V3 Bosses > Omega Bosses

It doesn't matter which boss you fight because only the version determines the
reward.  V3 bosses can drop Giga Cards too, but not as often as Omega bosses.

When you can get Illegal Card Data, it is possible to get more than one card
in the results screen.  This is possible when you beat the battle with an
S-Rank and a Noise Level of over 300%.
Getting an S-Rank is different depending on the battle you fight.

In virus battles you must make a double or triple delete to get an S-Rank.
In boss battles, you must beat the battle below 30-ish seconds.
In PvP battles, the same rules apply as boss battles.

Common to all battle types is one thing.  Damage.  You must avoid flinching
to get a higher rank.  Super Armor helps with this.  Getting paralyzed will
also lower your rank.  Countering the opponent helps to raise a low rank.

What you get from the battle depends on chance.  You can get Noise Frags at
the minimum, but a harder boss will generally drop less Noise Frags and more
X cards.  Omega-level bosses include Rogue ZZ and Sigma bosses as well.
__________________________________________________________

__________________
Noise Change Info |
_________________;

Sometime during the main story, you get your first Noise Change.  The Noise
Change you get then and the Noise Change you get after that depends on the
way you fight.  Randomly on the Wave Road, instead of encountering a normal
battle, you face a WARNING battle.  It could be a boss or a virus.  If it is
a virus battle, you have a chance to change your current Noise Change.
You can always cancel the Noise Change you encounter.  If you change your
Noise to a new Noise, you will get a message from the Meteor Server.
The next time you get that Noise Change you won't get a message.
You can also switch back to your previous Noise, effectively allowing you
to having more than 1 Noise.

At National Astro Wave 1, you can find a Noism that is willing to switch you
back to your previous Noise except Rogue Noise.  Only 2 Noise Changes can
be "kept" at once.  If you had Virgo Noise and switched to Cancer Noise, you
can only alternate between the two, not farther back.

At the start of a battle with 0%, Noise Changes are in Noise Form.
You will have a non-elemental body and your regular charge shot.  The Noise
Gauge locks at 50% and that's when you are in Vibrant Noise Form.  You get
your Noise's abilities.  These abilities include your charge shot and
Noise Force Big Bang attack from a counter.  However, if you are hit with
your elemental weakness, not only do you go back to your regular Noise Form
but your Noise Gauge goes back to 0%.  Vibrant Noise is better because you
get the abilities from your normal Noise Form and from your Vibrant Noise 
Form.

All Noise Changes have an element, a weakness, a Charge Shot and abilities in
both normal Noise Form and Vibrant Noise Form.  There are 5 unique
Noise Force Big Bang attacks (NFB) that each Noise gets in its Vibrant Form.
Also after fighting several battles with a certain Noise, you can get an
Ability Wave after battle.  These are usually better than the variations you
find elsewhere in the game and is a one-time-only thing.  There is a counter
that keeps track of how many fights you have with one Noise.  You can do some
fights with one Noise and come back and finish it later if you switch to
another Noise.  Each ability generally takes about 100-250 battles.

The version you have also plays a role in the Noise Change you get.
Below I will describe in detail all Noise Changes categorized by the version
they "belong" in or are more common in.  You can get all Noise Changes in
both versions.

__________________________________________________________
Black Ace Noises
__________________________________________________________

-Libra Noise-

Element:
  -None

Weakness:
  -Break

Charge Attack:
  -Side-Spread
    Fast Charge speed.  Spreads to side panels on hit.
    Damage is 5 x Buster Attack Level.  Hits 3 times and
    does not flinch.

Abilities:
  -Fire and Aqua-elemental attack cards get a +10 Attack Bonus.
   Dimming and non-dimming attacks.

Vibrant Noise Abilities:
  -5% HP recovery when using non-elemental, non-dimming attack cards.
    So if you use 4 non-elemental attacks, you will have gotten
    1/4 of your HP back.

NFB:
  -Meteor Light Barrage (130)

Gained Abilities:
  -Charge Spread/100      (100 battles)
  -HP +500/350            (200 battles)

Strategy:
  ---

__________________________________________________________

-Corvus Noise-

Element:
  -Fire

Weakness:
  -Aqua

Charge Attack:
  -Shocking Flare
    Sends a fire attack down an entire row.  Base damage is 55 and
    each Buster Attack Level raises the damage by 5.  The attack also
    immobilizes enemies with the Gravity status effect.
    Flinches enemies.

Abilities:
  -Non-dimming Fire-elemental attack cards +30

Vibrant Noise Abilities:
  -Nullify effects of Poison Panels
  -Immune to HP bugs
  -Immune to Black Hole-type attacks

NFB:
  -Atom Blazer (400)

Gained Abilities:
  -No Gravity/300         (150 battles)
  -Air Shoes/200          (200 battles)

Strategy:
  ---

__________________________________________________________

-Cancer Noise-

Element:
  -Aqua

Weakness:
  -Elec

Charge Attack:
  -Bubble Shot
    Slow charge. Targets are encased in a bubble for a short period
    of time.  Damage is 10 and increases by 10 for every Buster Attack
    Level.

Abilities:
  -Non-dimming Aqua-elemental attack cards +30

Vibrant Noise Abilities:
  -Non-dimming Aqua cards give bubble effect upon hit.

NFB:
  -Dyna Wave (100)

Gained Abilities:
  -+ X-Shot/45            (100 battles)
  -No Bubble/300          (200 battles)

Strategy:
  ---

__________________________________________________________

-Gemini Noise-

Element:
  -Elec

Weakness:
  -Wood

Charge Attack:
  -Rocket Knuckle
    Fires a fist down one row.  Paralyzes target upon hit.
    Base damage is 10 and increase by 10 for every Buster Attack Level.

Abilities:
  -Non-dimming Elec-elemental attack cards +30
  -Tag system in folders.  Choose 2 cards that are more likely to
    appear together.

Vibrant Noise Abilities:
  -Sword attacks paralyze.  Dimming and non-dimming.

NFB:
  -Thunderbolt Blade (100)

Gained Abilities:
  -Charge Paralyze/70     (150 battles)
  -No Paralyze/600        (200 battles)

Strategy:
  ---

__________________________________________________________

-Ophiuca Noise-

Element:
  -Wood

Weakness:
  -Fire

Charge Attack:
  -Wood Shot
    Fast charge and attack.  Spreads upon hit damaging adjacent panels
    and creates Grass Panels.  Does not flinch but does cause "aback" status;
    targets do not become invisible from the attack.  Base damage is 10
    and increases by 10 for every Buster Attack Level.

Abilities:
  -Wood-elemental attack cards +20.  Dimming and non-dimming.

Vibrant Noise Abilities:
  -Non-elemental, non-dimming attack cards cause temporary confusion.
  -No Flash ability equipped; immune to Confusion and Blind status effect.

NFB:
  -Elemental Cyclone (100)

Gained Abilities:
  -+ Wood Panel/50        (100 battles)
  -No Flash/200           (200 battles)

Strategy:
  ---

__________________________________________________________
Red Joker Noises
__________________________________________________________

-Cygnus Noise-

Element:
  -None

Weakness:
  -Sword

Charge Attack:
  -Feather Vulcan
    Fires a regular vulcan attack.  Base damage is 3 and increase
    by the Buster Attack Level x base damage.  Attack of 5 means
    one shot = 15 damage.  3 hits total; non-elemental, non-flinching
    damage.

Abilities:
  -Air Shoes + Float Shoes active
  -Non-elemental attack cards +10.  Dimming and non-dimming.

Vibrant Noise Abilities:
  -Non-dimming Wind-elemental attack cards +30

NFB:
  -Meteor Light Barrage (130)

Gained Abilities:
  -+ Guard Null Panel/50  (100 battles)
  -Float Shoes/150        (200 battles)

Strategy:
  ---

__________________________________________________________

-Taurus Noise-

Element:
  -Fire

Weakness:
  -Aqua

Charge Attack:
  -Heat Cannon
    Slow charge.  Spreads damage to the back 3 panels upon hit.
    Base damage is 30 and increase by 10 with each Buster Attack Level.
    Attack flinches but can create 4 panels if a panel-creating ability
    is equipped.

Abilities:
  -Super Armor equipped
  -Non-dimming Fire-elemental attack cards +50

Vibrant Noise Abilities:
  -None

NFB:
  -Atomic Blazer (400)

Gained Abilities:
  -Super Armor/700        (250 battles)

Strategy:
  -Taurus Noise is great at offense.  The +50 attack bonus can easily
    be used effectively.  Having a +Grass Panel ability should make
    the Heat Cannon create up to 4 Grass Panels that could be used to
    multiply the attack of fire cards.  The +50 attack bonus turns into
    +100 creating a very powerful attack.  Unfortunately there are no
    good rapid fire attacks so the attack bonus goes almost to waste.
    But Super Armor is a nice bonus and Atomic Blazer is the strongest
    NFB and can easily be doubled to 800 damage!
__________________________________________________________

-Virgo Noise-

Element:
  -Aqua

Weakness:
  -Elec

Charge Attack:
  -Aqua Wave
    Sends an Aqua-elemental wide wave forward piercing through enemies.
    Base damage is 20 and increases by 10 for each Buster Attack Level.

Abilities:
  -No Freeze equipped
  -No Bubble equipped
  -Non-dimming Aqua-elemental attack cards +30

Vibrant Noise Abilities:
  -None

NFB:
  -Dyna Wave (100)

Gained Abilities:
  -+ Ice Panel/50         (120 battles)
  -No Freeze/600          (220 battles)

Strategy:
  -

__________________________________________________________

-Crown Noise-

Element:
  -Elec

Weakness:
  -Wood

Charge Attack:
  -Plasma Shot
    Fires a paralyzing shot forward.  Base damage is 10 and increases by 10
    for each Buster Attack Level.

Abilities:
  -Mega and Giga Cards have a higher chance of appearing during battle.
  -Elec-elemental attack cards +20.  Dimming and non-dimming.

Vibrant Noise Abilities:
  -Non-elemental, non-dimming attack cards cause Blind status effect.

NFB:
  -Thunderbolt Blade (100)

Gained Abilities:
  -Mega Class +1/200      (250 battles)

Strategy:
  -

__________________________________________________________

-Wolf Noise-

Element:
  -Wood

Weakness:
  -Fire

Charge Attack:
  -Shock Claw
    Sends a claw attack reaching 2 panels forward.  Non-flinching and causes
    aback.  Both Wood and Sword elemental.  Base damage is 60 and
    increases by 10 for each Buster Attack Level.

Abilities:
  -Quick Gauge equipped
  -Non-dimming Sword-elemental attack cards +30 

Vibrant Noise Abilities:
  -Wood-elemental attack cards +10.  Dimming and non-dimming.
  -Auto-Lock on for non-dimming Wood-elemental attack cards.

NFB:
  -Elemental Cyclone (100)

Gained Abilities:
  -Quick Gauge/300        (250 battles)

Strategy:
  ---

__________________________________________________________
-Rogue Noise-
__________________________________________________________

Rogue Noise is unlike all the other Noises.  This Noise can only be obtained
by having no Real Brothers registered.  That includes Opponent Noises.
You must have empty brother slots and get into a WARNING battle for a
Noise Change.  Rogue Noise is easily available to both versions and is a very
powerful stand-alone Noise.  However, if you decide to change Noises from
Rogue Noise or add a Brother, you will lose Rogue Noise!  The only way to get
it back is to find another battle and hope to get the change again.
Even the Noism in Astro Wave 1 won't change you back.  Be careful.

Element:
  -None

Weakness:
  -None

Charge Attack:
  -Double-strength Buster Shot

Abilities:
  -Non-dimming Sword-elemental attack cards +50
  -EM Barrier at the start of the second turn and on.
    Protects against one attack.

Vibrant Noise Abilities:
  -Non-dimming, non-elemental attack cards paralyze on hit
  -Break opponent's Lock-On in PvP battles

NFB:
  None

Gained Abilities:
  -Reflect/50             (100 battles)
  -First Aura/400         (200 battles)

Strategy:
  -Since Rogue Noise has a very generous power-up to sword attacks, it is
    ideal to use many sword attacks.  The best choice would be the
    Sword Fighter series because these are fast, rapid sword attacks that
    can easily pile on damage and raise Noise.  A folder based mainly on
    non-elemental attacks and swords would be the best way to go for
    Rogue Noise.  However, being forced to fight alone it would be
    slightly harder to fight effectively using other elements or
    support from others.  This also means you will have very low Link Power.
__________________________________________________________
-Noise Force Big Bang Attacks-
__________________________________________________________

There are 5 unique Noise Force Big Bang attacks you can get by landing a
counter hit while in Vibrant Noise Form.  1 per element and 1 non-elemental
NFB.  There are White Cards that have a NFB in them but these are usually
very weak versions.  These very powerful attacks can easily turn a battle
around if you happen to get one.

-Meteor Light Barrage-

Attack:
  140

Element:
  None

Description:
  Mega Man jumps back and fires blue meteors hitting the far 3x3 area twice.
    It doesn't matter where you are and the attack range can't be modified.
    Attack causes non-elemental flinching damage and can be blocked.

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__________________________________________________________

-Atom Blazer-

Attack:
  400

Element:
  Fire

Description:
  Mega Man fires a blast of fire forward damaging everything in front of him.
    Causes flinching damage and can be blocked.  It should be Atomic Blazer...

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__________________________________________________________

-Dyna Wave-

Attack:
  100

Element:
  Aqua

Description:
  Mega Man kicks forward 3 tidal waves sweeping the entire stage.
    Range is the same regardless of where you stand.
    Causes blockable flinching damage.
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-Thunderbolt Blade-

Attack:
  100,

Element:
  Elec

Description:
  Mega Man lifts a sword and jumps forward to the column of the closest
    enemy.  He swings the sword 2 times covering the 3x3 area in front
    then slams the sword in the same area for a total of 3 hits.
    Causes blockable flinching damage but using this as Gemini Noise
    adds paralysis to the attack.

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__________________________________________________________

-Elemental Cyclone-

Attack:
  100

Element:
  Wood

Description:
  Mega Man rises and sends a twister forward damaging the 3x3 area
    in front of him and  across the stage hitting a total of 3 times
    with non-flinching wood/wind elemental damage.

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__________________________________________________________
Multi-Noise Form
__________________________________________________________

Each Noise has its own unique abilities but if you have Real Brothers
registered through Wi-Fi or got an Opponent Noise through random Wi-Fi
battles, you can combine the powers of your current Noise Change with
a friend's Noise Change in a Multi-Noise Form!

There is a tutorial in the game but I'll go over it quickly.  When you have a
Brother Card or Opponent Noise and it is turned on in the folder, then when
you get it in battle you have the choice to use their Roulette.  The roulette
lets you use one of your friend's White Cards and sometimes one of the Mega
or Giga Cards their using.  Selecting Multi-Noise will let you use their
Noise Change with yours by combing powers.

Suppose you are Corvus Noise and Multi-Noise with Ophiuca Noise.  Now in
battle the two powers are combined and your Noise Gauge turns to 50%.

Corvus x Ophiuca
This new form puts Ophiuca Noise's abilities on top of your current.
So now you have immunity to Black Holes, HP bugs, Poison Panels, Blind and
Confusion.  Normal attacks also confuse enemies.  While abilities stack, 
attacks don't.  Your Charge Attack and NFB change to the Noise you
Multi-Noised with.  In this case, the Charge Attack is now Wood Shot and the
NFB is Elemental Cyclone.  Even your weakness changes which is very important
depending on your situation.  Also, using another Multi-Noise will change
your form to your current Noise x the new one.  Plus it also makes the Noise
Gauge 50%.  There's no Triple-Noise so use what you have wisely!

On Wi-Fi, if you defeat an opponent with a Noise, you will get their Opponent
Noise in the results screen.  You can only have up to 6 Opponent Noises saved
at the same time.  Opponent Noises are saved in your items collection.
Push A on it to register it in your BrotherBand.  These work like any other
Brother.  In battle, you can Multi-Noise with it or use their White Cards.
Unfortunately, you can't check what White Card set their using without trying
it first.  Sometimes you can even get their Mega or Giga cards in the roulette.
Of course, real Brothers are always better because you get Link Power.
Opponent Noises do not update and do not affect the person you got it from.
Rouge Noise does not drop Opponent Noise cards.
__________________________________________________________

____________________
Finalized Form Info |
___________________;

Unique to both versions is the Finalized Form.  This form isn't formally
explained in the game and most of it is left to the player to figure out.

When you reach over 200% Noise and enter the Custom Screen, a pop-up appears
letting you know that you can access the Meteor Server.  Doing so puts away
your current cards and presents you with powerful new Meteor Server cards.
Each version has a different variety of cards and no cards turn gray or
hide under other cards.  Picking OK will remove your current Noise's
abilities and replace it with your Finalized Form.  Both forms have different
abilities and last for 3 turns.  You must use this carefully and when the time
is right because your Noise Gauge goes back to 0% when you Finalize.
And Finalizing is only allowed once per battle.

Depending on your Noise percentage, you will get to access a different level
of the Meteor Server before Finalizing.  The higher the Noise, the better the
cards.  Max is Level 11.

200%-249%    Level 1
250%-299%    Level 2
300%-349%    Level 3
350%-399%    Level 4
400%-499%    Level 5
500%-599%    Level 6
600%-699%    Level 7
700%-799%    Level 8
800%-899%    Level 9
900%-998%    Level 10
999%         Level 11

It is possible to reach 999% Noise without cheats.  And it is even possible
to go beyond that.  The Gauge will freeze at 999% if you go over it and so
you can use the cards of Level 11.  It is important to note that even if you
reach a certain Noise percentage in your Finalized Form that your folder
won't update itself.  So sometimes it's smart to hold back for better cards.

The cards you get vary if you're using Black Ace or Red Joker.
Here is what each form tends to get in its Meteor Server folder.
Higher Noise, better cards.  That includes GA cards and NFB cards.

Black Ace:
  Meteor Light Barrage
  Thunderbolt Blade
  Black End Galaxy
  Shark Attack 3/X
  Wide Wave 3/X
  Skull Arrow V3/X
  Arach Attack 3/X
  Shuriken 3/X
  Flash Striker 3/X
  Typhoon Dance
  Tornado Dance
  Hurricane Dance
  Elec Slash
  Gemini Spark V3/X
  Spade Magnes V3/X/GA
  Sword Fighter 3/X
  Vulcan Seed 3/X
  Spin Blade 3/X
  Bubble Hook 3/X
  Windy Attack 3/X
  Bushido 3/X
  Squall 3/X
  Acid Ace V3/X/GA
  Wing Blade
  Rocket Launch V3/X
  Crown Thunder GA
  Gemini Thunder
  Diamond Ice V3/X
  Sirius V3/X
  Atom Blazer
  Dyna Wave

Red Joker:
  Mega Boost
  Atom Blazer
  Red Gaia Eraser
  Big Drop X
  Buzz Saw 3/X
  Sync Hook 3/X
  Jet Attack 3/X
  Big Grenade
  Drill Arm X
  Break Sabre /X
  Buki 3/X
  Fire Slash
  Flame Axe
  Heat Uppercut 3/X
  Kilo Bomb 3/X
  Time Bomb 3/X
  Mech Flame 3/X
  Great Axe
  Giant Axe
  Dance Fire 3/X
  Dread Joker V3/X/GA
  Dread Lazer
  Apollo Flame V3/X/
  General Auriga V3/X
  Strong Swing V3/X
  Ice Hammer B GA
  Taurus Fire GA
  Break Time Bomb
  Elemental Cyclone
  Dyna Wave
  Thunderbolt Blade

All finalized forms have no Charge Attack and and get their
Noise Force Big Bang through a counter.  Because the previous
Noise's abilities are not effective, your element is none.
Buster is changed to a rapid buster with maxed levels.
There is a 3 turn limit.  After the third turn, you return to your
normal Noise Form with 0% on the Noise Gauge and your folder where
you left off.
__________________________________________________________
-Black Ace-
__________________________________________________________

Abilities:
  -Auto-Lock always on
  -Quick Gauge is enabled
  -Air Shoes/Float Shoes enabled
  -Locked-on attacks do double damage

NFB:
  -Black End Galaxy (500)
    Black Ace creates a black hole and drops it on the middle of the
    stage regardless of where you stand.  All enemies are sucked in and he
    slashes through the hole for 500 non-flinching wind/sword damage.
    Targets are left with the Gravity status.

__________________________________________________________
-Red Joker-
__________________________________________________________

Abilities:
  -Super Armor equipped
  -Status Guard
    Immune to all status effects including Paralyze, Blind, Confuse,
    Freeze, Bubble, and Gravity.
  -Locked-on attacks do double damage

NFB:
  -Red Gaia Eraser (200)
    Red Joker sends two disks in the air and fires a beam forward
    dealing 200 damage to the row in front.  Then the two disks beam
    2 columns on the stage hitting the whole enemy side.  Finally, an
    explosion from the center of the stage ignites damaging all panels
    dealing break damage and cracking all panels.  Total 3 hits for
    targets in front of Red Joker.

[ ][*][ ]     [*][*][*]      [*][*][*]
[ ][*][ ]    D[*][*][*]D     [*][*][*]
[ ][*][ ]  >  [*][*][*]   >  [*][*][*]
[ ][*][ ]     [*][*][*]      [*][*][*]
[ ][M][ ]     [ ][M][ ]      [*][*][*]

That is all on Finalized Forms.
__________________________________________________________

______________________________
Legal/History/Contact/Credits |
_____________________________;

__________________________________________________________
-Legal-
__________________________________________________________

This FAQ is copyright to Mega Rock.exe.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

The following sites may host this FAQ:
http://www.gamefaqs.com
http://www.supercheats.com
https://www.therockmanexezone.com
__________________________________________________________
-History-
__________________________________________________________

July 29, 2009
  v1.0 - First Version

August 12, 2009
  v1.1 - Added number of battles count for abilities and changed some things

August 2012
  v1.2 - Updated for posting on TREZ.
__________________________________________________________
-Contact-
__________________________________________________________

You can contact with questions/comments/concerns at my email.

megarockexe@inbox.com

__________________________________________________________
-Credits-
__________________________________________________________

-Credits go to the Capcom MegaMan website for basic info on Noise Changes.
-Credits go to KilledHeart and Rideshot of GameFAQs for some Finalized
    folder info.
-Credits to Prof.9 of the GBATemp Cheat Forum for figuring out the exact
    number of battles needed for all abilities.
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