Part 84: So Dark You Can't See Him Normally.
Overview: This boss is probably the second hardest to S-rank in the game (behind DrillMan). He has the most obtuse requirements to find him. You'll need to have a bug in your NaviCust and search in Undernet 6. Plus, with no weakness, SuperArmor and high HP means he has the trifecta of difficulty. Fortunately, his AI is just like BowlMan's -- it sucks.
Move 0: Attack (fire)
Move 1: N/A
Move 2: Attack (electric)
Move 3: N/A
Move 4: Attack (ice)
Move 5: Summon Batcaves
Move 6: Attack (fire)
Move 7: N/A
Move 8: Attack (ice)
[...]
The pattern then reverses at half HP. Capcom pls
As soon as the fight starts, he'll shoot a pillar of fire at you, presumably why he starts in the back column. Specialize in using indirect attacks and DarkMan is no threat to you. To encounter DarkMan, you need to go to Undernet 6 after defeating DarkMan Alpha and have one of the following:
-Bug in NaviCust
-Bug in NaviCust nullified by BugStop
-EX Code (must give a bug)
-Programs that come with bugs (e.g., BusterMAX)
Top Tier
: Attacks indirectly and deals high damage. This is what you need to knock out his high HP count.
: 300 damage? Asterisk? Don't need to stand still or get in his row? YES
: Lets you avoid the bat caves completely.
: Indirect attack and doesn't cause him to flash.
: 100 damage and doesn't cause the enemy to flash. Why not?
Average-High Tier
: If the bats are out, this attack is too risky. If they aren't, it's a solid pick.
: Works well to block most of DarkMan's moves, especially since you'll know exactly what's coming and when. Beware that the shadow axe will cut right through your shield.
: Arguably a really good option since it's an indirect attack, plus the Program Advance is really strong. The only issue is you need to wait for your components, and unlike Boomer or MudWave, there is no 2-hit potential (shown in the video).
: I personally used this to stop the bats.
Suck Tier
: High damage, yes, but you have to get in his row to use it effectively, which is dangerous.
: Attacks indirectly, granted. But if DarkMan should be in the back, this attack won't be able to connect at all.
: You use it one time at the start of the match, but then what?
: Since DarkMan can't get stunned, you're taking a huge gamble with this.
: Same thing as RockArm.
: Hell, you're better off using it just for the panel alteration. But isn't that what Magnum is for?
RPG Maker Horror Games Tier
: Takes too long to go off to be cost-effective. We have 1,800 HP to knock out.
: This boss can't get hitstunned, so this is useless.
: Bitch, is you stupid?
: Yes, it deals high damage, but because you'll want to use it indirectly, it will only deal 130. 130 damage(with flashing) for a boss with 1,800 isn't a good option.
: You risk taking damage to yourself and your precious obstacle.
:
: Yes, charge INTO the boss. What could go wrong?
The BugFrag trader is a hint in of itself that this is the proper area.
Dominerd2 and Shadows are the viruses that killing DarkMan Alpha adds to this area. Once again, you need to fulfill one of the three requirements I listed for you to see these encounters.
For the V2 chip. You'll see a lot more similarities between the folders in this post. Mainly because Mine * is so good. Random Poltergeist is random.
High damage, high code count. Really, DarkMan is all about power and attacking him when he isn't in your row.
GrassStage+Magnum was my favorite combo back in BN3's heyday. Only White version gives GrassStage *, so Blue Version players are at a fair disadvantage. Still, if you can play it right, this folder can rack up damage pretty quick. This isn't exactly what I had, but the principle is the same.
https://www.youtube.com/watch?v=JS0vvbWQz4o