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For more detailed guide, I can help with whatever I remember on top of my head:
For most of the navis, Counter Hit > ColorPoint > SuperVulcan > Attack +30 > Attack +10 > Attack +10 works. If you're playing Team Protoman, go with GyroSoul > Wind chip instead of counter hit.
Know that in BN5, Counter Hit and Full Synchro is ESSENTIAL for busting under 10 seconds. Bottlenecking fights this way is a bit annoying but what can you do? Once you study their patterns and learn when to counter hit, Spreader * and Airshot * become staple in countering. Other than that, it always comes down to luck of getting all the chips in first two turns.
For specifics:
MagnetMan: Spreader at the start IMMEDIATELY for counter hit. From there, CactBall 3 with attack + chips and/or colorpoint should chunk him massively. If you can, follow it up with another cactball 3 chip or maybe Counter Hit into Cactus Dance 3.
Napalmman: Funnily enough, two Area Steals > SeaSeed > Rainy Day. The trick here is to stand STILL because new turrets pop up whenever you move. So if you get a barrier / invis chip at the start, use it so after the first turret fires, the new one won't pop up, opening you up for easy area steals (just make sure Napalmman isn't in front row).
Once you get two area steals in, throw the SeaSeed from the back row so all sea paels appear in your side, then STEP ON A SEA PANEL. Aqua Chips get +30 attack bonus when you stand on a sea panel, Rainy Day included. Any additional Attack + chips would help. Napalmman moves 6 times before the double napalm bomb so counter him then if you can.
KnightMan: It all comes to a "western duel" with him, minus the tumbleweed. When you stand in the same line with him, he shoots a wrecking ball the moment he pops out of ironbody. If you move out of his line, he throws it to the ceiling instead. Important thing to note here is that, while both moves are counterable, "Straight Shot" is faster than "Ceiling Shot". A single Barrier can block the straight shot. I think the counter window is half a second after the ironbody starts to flash off. Safer but slower ceiling shot can be countered with CrackBomb chip if timed right.
Once you Counter Hit, an Area Steal with PitHockey P.A works wonders. Alternatively you can spam 4 Airhockeys in a quick succession BN4 style. You can also use Lance * if you have them to counter hit since Knightman starts in the back row. A good combo against him is Area Steal > Lance > DrillArm3 > Lance > DrillArm3. You can ignore his Ironbody with the DrillArm3 chips due to their breaking property, AND DrillArm chips do 4 hits if enemy is infront of you, instead of 3.
TomahawkMan & Shadowman: I'm putting these two together because their common strategy is to use AntiFire. Tomahawkmans totem uses meteor attack which is fire element which triggers antifire. Combined wih full synchro, GrassSeed and his wood element, it should delete him immediately (or chunk him VERY hard).
While Shadowman uses "Fire Bomb Wave" attack after he splits up to clones. Which also triggers the AntiFire. An important but barely known trick is that Shadowman clones are programmed as objects, which allows Pulsar chips to trigger their area of effect stun wave. (Tomahawkmans totem also works the same but he has status guard that negates the effect).
Another trick with Shadowman is the Panelout 3 chip which completely blocks the Fire Bomb Wave. Also when he jumps behind you, you can use Kunai or Knightman chips to DOUBLE HIT him since both chips start the attack from panel behind you.
Protoman: He has a wonderful trick involving Guard1-2-3 chips: He has this one attack where he first skirts in his own back row then immediately jumps into HIS front row to do a slash. If you see him jump from the back row to front row in the SAME LINE, you can jump in his face, pop Guard chip, which will counter him. He will teleport back to backrow stunned, which the guard chips shockwave will HIT HIM AGAIN! So like, if you already have full synchro and you do this with a Guard3 chip, he'll receive 600 damage. Personally I don't know much else about him.
Gridman: His main counter hit opportunity comes up when you walk into the row he's in and he crouches for charge. You can use spreader / airshot THE MOMENT HE STARTS TO CHARGE (not before) for the counter hit. His Football kick is also counterable but I couldn't get the timing done myself so I can't advise you on that. His yellow "team mates" are also objects and subjected to Pulsar trick. An annoying thing about his teammates is that even when they are removed / offscreen, they hold their positions in the field so trying to area steal doesn't work.
Blizzman: While not sure about the EXACT timing, his first counter hit opportunity comes when the MOMENT he teleports to his back row middle panel for snowball kick. I "think" you can also do it in his second time he moves to kick another ball too. But more importantly, MagnetMan SP combined with SeaSeed DESTROYS him if you can get the second, "south tackle" part of the chips NS tackle part down. No Full Synch required. More commonly, his blizz-breath attack can be countered with Guard Chips. Cloudman SP also works when he snowball rolls into YOUR backrow too.
CosmoMan: The ONLY thing specific I know of him is that he moves TWICE before atacking and he does the attack on the second panel he moved into. So Move > Move+Attack. His counter-hit opportunity appears when he puts his hand on his "orbit circle" when preparing to throw it, or when he puts his hand forward to summon those indestructible yellow comets. But you have to be FAST...
Toadman only has one strategy I know of: SeaSeed + AntiElec. His one counter hit opportunity I know of is at the start, when he's on the lilypad on the top line and he moves from middle row into his front row about 1.5 seconds into the fight. WideSword/Blade or maybe a wideshot would work with right timing.
Don't remember much about the rest. But another common strategy for ALL navis is to use SeaSeed & Tornado with attack plus and full synchro. Tornado is a VERY broken chip to the point of being the main way to kill all navis under 10 seconds.
Area Grab Reg Chip + Dark Drill (Chaos Knight Unison) combo is generally your best pal for sub 10 sec omega navi S Rank clear
Cloudman is the easiest one to sub 10 sec with Turn 1 Tomahawk Chaos Unison aka Dark Lance