Part 85: Rising Sun!
Overview: The last boss we have to S-rank in Battle Network 3. He has 2,000 HP, but that's all he has going for him to make this difficult. Really, the boss' AI is very, very easy to exploit. Keep in mind to avoid using projectiles/buster shots as he will reflect those back at you via spinning his spear. His second phase "Backup" will come out at 50% or less HP. Your remaining area will start to diminish very rapidly, so while that does pose a threat, the soldiers that spawn can be stopped with broken panels/holes. Pack something in your folder to deal with it.
Field:
G = Grass Panels
// = Space between Fields
J = JapanMan
[G][G][G]//[G][G][G]
[_][_][_]//[_][J][_]
[G][G][G]//[G][G][G]
I suppose Capcom thought the high HP would warrant some grass panels for potential double damage? Take advantage of this.
Top Tier
: Exploit the free grass panels they give you. With good flame control, you can avoid burning more than one fire panel per use, ensuring you always have grass panels to burn.
: If you're following the tiers, then this is a good option. Since you're making holes anyway, and since the game gives you free grass panels, this chip will receive a +240 boost in power.
: Obvious.
: JapanMan will literally target you from 2 squares away. Guess what the range on Tornado is!
: Boss has a predictable range? Say hello to Yoyos.
: The soldiers he summons can't go over holes. Shut. Down. Completely.
: Makes holes, exploits the grass panels for lots of damage and comes in good codes? GIMME
: Hey, if they're gonna give the panels, why not be mean with these?
: Again, he walks into your hits.
: WALKS INTO THEM.
: Once again, shut down.
High-Average Tier
: You know something is fucked when I think even GUTSMAN can be viable. It helps make holes, so guess what that means for his Phase 2.
: Has the same range as the boss, ensuring you'll always get this off.
: Avoids Top Tier since you have to wait for the soldiers to take away a fraction of your area to see noticeable results.
: You can walk forward when he goes to do a spear, like I show in the video.
: Good, but burns through 3 of your grass panels at a time.
: With proper usage, you can get a looooot of mileage with the grass panels.
: Why not.
Suck Tier
: Yeah, it can deal double damage, but at the cost of all your grass panels. There are better options.
: Remember, the elemental balls change the panel BEFORE dealing damage. Ergo, you'll only get the base 140.
: It's sad that this is reliable. Too bad it's weak.
: FireRat doesn't actually deal fire damage, contrary to what you might think.
: Surprisingly not all that helpful, considering most of his attacks go beyond obstacles. I suppose you could save a few rows from the soldiers with multiple Rooks, but that puts some constraints on your field.
Battle Network 4 Tier
: The soldiers will -- more often than not -- trip your mine, wasting an enormous 300 damage.
: Once again, "Bitch, is you stupid?"
: JapanMan leaves himself more open than drunk girls at a bar, so why are you using this to exploit that? 2,000 HP means you need to be dealing cost-effective damage.
: JapanMan hits multiple times, meaning once the first hit is blocked, the follow-up hits will hurt you. Not even EverCurse can save it.
: JapanMan will reflect some damage back at you if you don't use these carefully.
: You need consistent damage here.
One of the more obvious locations.
Killing JapanMan Alpha adds these viruses to the area. Condor for speed and HardHead for armor, I guess?
Just taking full advantage of the grass panels and JapanMan's movement pattern. We have a random Plasma in there for money shots.
Giver's GivingTree comes back! Every grass panel on the field gives a +20 power boost to OldWood, so that's a free 340 damage without more grass panels or boosts.
Wait, I had NoBeam3s in this folder? Well, even with 3 chips being entirely dead draws, it's still pretty easy to rock JapanMan. You get 1 AntiSword Y from the NPC in DNN Studio, and you Chip order AntiSword K from Higsbys'.
https://www.youtube.com/watch?v=6QXeZ1sCxYM