The Battle Network bug strikes again!
This is one of two new NetOps I came up with.
This type of venting won't go away until the Mega Man Battle Network Legacy Collection drops.
⦁ Name: Melisma
⦁ Age: 16 (A day older than Lysimache)
⦁ Gender: Female
⦁ Race: 1/2 Human, 1/2 Mermaid
⦁ NetNavis: ConcreteMan.EXE & TunnelRhino.EXE
⦁ Design Inspiration: Matsuri from Senran Kagura (Main Body, Hairstyle, half of personality and Physique basis), Taretha Foxton (Primary clothing & half of personality), Jessica Albert (Secondary Casual Wear), The Mermaid from Donkey Kong 64 (Mermaid Tail)
⦁ Height: 5'3''
⦁ Weight: 125lbs.
⦁ Skin Tone: Light brown
⦁ Eye Color: Pink
⦁ Hair Color: Brown
⦁ Hair Length: Chest Length
⦁ Measurements: B32''-W22''-H32''
⦁ Distinguishing Features: Flower shaped birthmarks on both breasts
⦁ Good Points: Intelligent, Kind, Caring, Playful, Sisterly, Honorable, Insightful
⦁ Bad Points: Limited Language Vocalbulary
⦁ Likes: Mud Baths, Quicksand, Cement (Immensely), Clay, Rhinos, Geology, Mud Pots, Mudcrete
⦁ Dislikes: WWW, Gospel, Nebula, Quick-drying Cement, Rhino Poachers, Dry quicksand
⦁ Biography: Melisma is one of the many 1/2 mermaids born to Junichiro & Palutena, and is one of the few to have been born with a different natural skin tone from the others. She was born just a day before Lysimache was born, so she Melisma is part of the 5th batch of 1/2 mermaids. Melisma has always been the playful sort, but as she inherited her father's spirit of justice, she has become inspired to help out his cause. This lead to her entering her father's lab & finding PET parts. To that end, Melisma went to work building her own PET from these parts, and without instruction, was able to wire it properly & get it working within minutes after its completion. From there, Melisma also developed 2 NetNavis of her own: ConcreteMan.EXE & TunnelRhino.EXE; both of whom were born of geological data her father uses to analyze the ground itself for spots to sink in. Though her father found out about this, he let her keep the PET & Navis she created as her own since she did well in creating them both without his help. In the Battle Network universe where she joined her parents & other siblings who became NetOps themselves, but with those 16 or older, she helped out as an assistant teacher & helped in teaching the others in the fundamentals of setting up obstacles when necessary, and how to plow through them when the time is right. Even outside of this, she assisted in any outbreak caused by criminal organizations, and even then, Melisma is always ready to help out when needed. As one might expect, Melisma inherits her parents' kind & caring nature, and she is quite a playful spirit as well as she's known to tease her siblings every now & then. Although fluent in her native tongues, learning new languages is not Melisma's strongest subject, so she has a limited language vocalbulary. Like many of her siblings, she likes to sink in quicksand, but is especially fond of sinking herself in cement. But she takes precautions while playing in cement as she always avoids inhaling any toxing particles it may have, and she makes doubly sure to avoid it drying on her body. As a result of this, the only type she avoids is quick-drying cement. However, this is eclipsed by her hatred of rhino poachers as rhinos are her favorite animals. Makes the best mudcrete.
⦁ Abilities: Melisma, being 1/2 mermaid, can take on her mermaid form at any point she enters the water. However, she prefers it to be fresh, or seawater before transforming. Like her other 1/2 merfolk siblings, Melisma has access to many mermaid powers, such as fast swimming, communicating with sea life, and even some enhanced strength to name a few. Melisma is a skilled NetOp as she is in perfect sync with her navis regardless of the one she is using, making her & her navis a hard team to scathe completely. She knows all about the Program Advance & has folders dedicated to forming many P.A.s as needed. Melisma is skilled at mixing up cement & such, but she always makes the type that's environment friendly. Although she seems to earn more praise at creating mudcrete more so.
⦁ About # ConcreteMan.EXE is one of two Breaking-Attributed NetNavis created by Melisma to use around the household, and in the Battle Network universe. He was made from geological data Melisma's father uses in sinking endeavors with one half of some of that data being used to give rise to ConcreteMan.EXE. TunnelRhino.EXE was made from that other half. ConcreteMan.EXE looks much like the robot master he is modeled after, but his body shape is similar to GutsMan.EXE's body style, but the arms themselves are basically made to look like concrete slabs instead of metallic pipes. The green circle on his chest is instead his navi mark; which is essentially molten concrete being poured around a foundation. Plus, the gray circles on his head & shoulders are instead pyramids which can fashion into drills when the need arises to do some drilling. In the Battle Network universe, ConcreteMan.EXE acted as one of Class 5-A's battle instructor navis where he helped explain the benefits of having obstacles on the battlefield depending on what it does. His 1st NetBattle was with Roll.EXE and SplashWoman.EXE. Although he won easily; which taught the navis they still had much to learn, his opponents hardly cared about the loss due to how fresh his cement was on their forms. Even so, he still helped out in the struggles against net crime organizations, being of particular help when ovens were exploding, but more so when the Okuden Dam was under threat. His concrete providing access to routes that were previously blown up when hunting QuickMan.EXE (There were however, some passages that couldn't be patched up, preventing early access to the target). Even then, ConcreteMan.EXE is ready to lend his services when needed. ConcreteMan.EXE may be big, but he is nonetheless a gentle giant who is kind & considerate to his allies & friends. Though he does not share the original's stubbornness, he does tend to be a stickler for diligence & will tell off lazy navis. Luckily, this behavior is rarely seen, but he makes it known when the time comes for it regardless. Like Melisma, he enjoys anything that involves cement & he will spend his free time making concrete statues when possible. However, while he does not share his operates distaste for quick-drying cement, he does express distaste for those who ruin the hard work it was used in. In battle, ConcreteMan.EXE acts as a powerful defensive navi since plenty of his moves involve planting obstacles onto the field and he can even make the whole field turn into wet cement if the need arises. However, he is not without ways of actually attacking however as he can take the spikes on his head & shoulders & use them as powerful drills when needed. And since he launches his cement with great force, the blobs have the potential to harm those that get hit by them. His concrete is potent enough to petrify those hit by it, but it seems to be more effective on females than other males. His abilities & attacks are as follows.
⦁ Super Armor: ConcreteMan.EXE cannot flinch.
⦁ Cement Stage: ConcreteMan.EXE turns the entire battlefield into wet cement. The cement slows down the enemies so much that they'll turn to stone if they aren't constantly moving. Female Navis have a tendency to sink into the cement panels, and they've a greater chance to do so than male navis do. ConcreteMan.EXE himself however, can naturally stand on these panels without consequence. The cement panels however, fade after 5 turns pass.
⦁ Concrete Shot: ConcreteMan.EXE's basic attack. This fires a blob of molten cement 3 squares down. If it hits an opponent, the target will be petrified for a short while. If it misses, it will instead form a 250HP concrete block. This can be charged to fire 3 blobs instead of one. Regardless of form, this deals breaking attribute damage.
⦁ Body Slam: The only attack that doesn't involve cement or concrete. On rare occasions, ConcreteMan.EXE will launch himself at a petrified foe & slam into them, dealing immense damage to the chosen target. If he misses & lands on a normal panel, he sets off a quake that stuns all enemies. Breaking Attribute.
⦁ Concrete Bomb: ConcreteMan.EXE flings a ball of molten cement ahead either 2 to 4 squares deep. The explosion will spread into a + fashion upon hitting the targeted tile, making cement tiles. If a foe is hit, they will petrify for a small time. Breaking Attribute.
⦁ Cement Wave: ConcreteMan.EXE tosses up a wave of cement down his current row. If the wave hits a foe, they will be awash with wet cement which will eventually harden unless doused with an Aqua-type move. Breaking Attribute.
⦁ Concrete Spike: At any point there are cement tiles still present, ConcreteMan.EXE may make some of them rise up as sharp spikes. This removes the cement tile however. Breaking Attribute.
⦁ Concrete Cannon: A stronger version of Concrete Shot where ConcreteMan.EXE fires an even bigger blob of molten concrete. Upon striking an opponent, an obstacle, or even the back of the foe's space, the blob splashes concrete onto random panels & turning them into cement tiles. If a tile is already a cement tile, it'll form concrete blocks instead. Breaking Attribute.
⦁ Concrete Drill: ConcreteMan.EXE arms his buster with one of his spikes & punches 2 panels deep with said spike. The drill pushes opponents back a space, and can hit 3 times if they can't be pushed further back. The attack can be charged to hit 3 squares deep & can even hit 7-times at once. Breaking Attribute.
⦁ Concrete Geyser: If there's a hole on the enemy's field, ConcreteMan.EXE may punch onto a cement tile & cause a geyser of molten cement to rise from that hole & spread about the surrounding tiles. Breaking Attribute.
⦁ Concrete Meteor Shower: ConcreteMan.EXE's ultimate attack. He fires off a huge molten cement bomb into the sky, and then the bomb bursts into cement meteors that rain down constantly on random panels. Those hit instantly turn into concrete statues for even longer than normal. Breaking Attribute.
⦁ About # TunnelRhino.EXE is one of two Breaking-Attributed NetNavis created by Melisma to use around the household, and in the Battle Network universe. He was made from geological data Melisma's father uses in sinking endeavors with one half of some of that data being used to give rise to TunnelRhino.EXE. ConcreteMan.EXE was made from that other half. He bears a huge resemblance to the maverick he is modeled after, but his body has a similar structure to GutsMan.EXE's. He has no mechanical components to him to make him look natural, and his snout appears slightly longer by an inch, almost identical to a black rhino's, but his head otherwise remains matching to the original's. His drill horn is also relatively matching, but he has a 2nd smaller horn behind the first one. His feet remain the same as the originals, including with the wheels at the ankles, but now he has 3 toes instead of 2. His drill arm, and the drills on his shoulders remain untouched, and his armor has a much more natural feel to his form than the original's does and he can choose whether they're present or not. As for his color scheme: it's mostly the same, but the light brown parts are instead black. In the Battle Network universe, TunnelRhino.EXE acted as a battle instructor for the class of 5-A. In contrast to ConcreteMan.EXE however, he taught the basics on how to shatter obstacles & pierce through defenses to the point that he highlighted on removing barriers & auras as well. When he was challenged to a NetBattle by Dex's navi GutsMan.EXE, he accepted, but proved to so much stronger than he was; adding yet another defeat to Dex's tally that day. TunnelRhino.EXE was also helpful in the war against net crime as well. He was especially helpful in stopping the crisis at the Seaside Hospital by redirecting the overgrowth in the hospital computer via drilling through where roots were choking the systems, but they still had to be burned away to fully free the system. He also assisted in hunting down DrillMan.EXE, but it gave way to a personal vendetta in him as DrillMan.EXE had nearly deleted his partner RainyTurtloid.EXE earlier. Although he didn't get to delete DrillMan.EXE the first time, he got to do so when he was confronted again in the WWW Base out at sea. He also proved to be of great help in the Drill Computer on Oran Island, where he was able to destroy even the toughest of boulders in no less that 1 hit. He made it very easy for his teammates to reach KnightMan.EXE & MagnetMan.EXE as a result. Even then, TunnelRhino.EXE is ready to pledge his strength whenever it is needed. Despite his gruff appearance, TunnelRhino.EXE is considered a gentle giant & thinks of harming anyone who is a friend of his, and he's a lot smarter than his appearance would suggest. However, he can be quite gruff at times, and has a bit of a temper to him. Luckily, he rarely loses it. He is an avid digger & likes to dig for treasures. However, he does not like acid of any type. In contrast to ConcreteMan.EXE who basically merits defense over offense, TunnelRhino.EXE was made to dish out as much damage as possible, so this makes him the major attacker between the two. As a result of this, hardly any of his attacks involve making one messy. His abilities & attacks are as follows.
⦁ Super Armor: TunnelRhino.EXE cannot flinch.
⦁ Drill Buster: TunnelRhino.EXE's basic attack. He fires off a small drill down his whole current row. Breaking Attribute.
⦁ Drill Missile: TunnelRhino.EXE's charge attack. TunnelRhino.EXE fires off his entire arm drill down his row. Sometimes he'll create 2 additional drills to fly alongside the first one in the middle, but the middle always flies down first. They destroy obstacles much more easily, too. Breaking Attribute.
⦁ Rhino Charge: TunnelRhino.EXE charges down the row he is on. He will break through obstacles in his way, too. If he runs into a hole, the attack ends abruptly. Breaking Attribute.
⦁ Super Rhino Charge: A stronger variant of Rhino Charge, but TunnelRhino.EXE flashes multiple colors to indicate he is invincible for this attack. Breaking Attribute.
⦁ Drill Punch: TunnelRhino.EXE punches with his arm drill & drills 2 squares deep. This pushes the opponent back one square, but if the foe can't be pushed any further, then the drill can hurt the target 5-times at once. Breaking Attribute.
⦁ Tornado Fang: TunnelRhino.EXE launches his arm drill down his current row while the two smaller drills on his shoulders are launched onto 2 random panels & unleash an Air Spin style attack that hit 4 times each. Should the big drill hit an obstacle, the smaller drills will help break it first before drilling into their targeted panels. Break & Wind Attributed.
⦁ Tunneling Spikes: TunnelRhino.EXE slams his arm drill into the panel in front of him & summons 7 large drills from random panels. Sometimes they'll tear through a whole row or column first before getting to a target. Breaking Attribute.
⦁ Bulldoze: TunnelRhino.EXE readies his drill arm & after 2 seconds of wind up, he'll slam the drill onto the panel in front of him & charge down all rows at an alarming speed, cracking all panels in his way. This won't break metal panels, and again, if a hole is met, the attack ceases abruptly. Breaking Attribute.
⦁ Mud Fissure: TunnelRhino.EXE stomps the panel he is on & sends forth shockwaves of mud across all rows, or targeted columns. If there are any panels cracked, the shockwaves will make them burst with stones that fly about. This leaves behind mud panels, and he will usually follow up with this attack after Bulldoze is used. He may even use it after a Geddon 1 battle chip has been used. Breaking Attribute.
⦁ Grand Quake: TunnelRhino.EXE's ultimate attack. He first gears himself up as if going to use a Rhino Charge, but takes 3 seconds to pack more power into the charge. Then, he will rage down his row & slam into the back of the enemy's side of the field causing an earthquake that sends down shockwaves, makes rocks fall, and spikes to arise from random spaces. The spikes leave mud panels after shooting upward to impale a target. Breaking Attribute. If by chance an opponent has activated Stone Body while TunnelRhino.EXE is gearing up to charge, he will plow through the unfortunate opponent in his way & shatter them, resulting in an instant deletion regardless of how much HP the foe had left. However, instant deletion is avoided if the foe is at the end of their row, or has Super Armor themselves. Undershirt is nullified from this type of blow.
Mega Man Battle Network: CAPCOM
Melisma was made by me, and belongs solely to me
This is one of two new NetOps I came up with.
This type of venting won't go away until the Mega Man Battle Network Legacy Collection drops.
⦁ Name: Melisma
⦁ Age: 16 (A day older than Lysimache)
⦁ Gender: Female
⦁ Race: 1/2 Human, 1/2 Mermaid
⦁ NetNavis: ConcreteMan.EXE & TunnelRhino.EXE
⦁ Design Inspiration: Matsuri from Senran Kagura (Main Body, Hairstyle, half of personality and Physique basis), Taretha Foxton (Primary clothing & half of personality), Jessica Albert (Secondary Casual Wear), The Mermaid from Donkey Kong 64 (Mermaid Tail)
⦁ Height: 5'3''
⦁ Weight: 125lbs.
⦁ Skin Tone: Light brown
⦁ Eye Color: Pink
⦁ Hair Color: Brown
⦁ Hair Length: Chest Length
⦁ Measurements: B32''-W22''-H32''
⦁ Distinguishing Features: Flower shaped birthmarks on both breasts
⦁ Good Points: Intelligent, Kind, Caring, Playful, Sisterly, Honorable, Insightful
⦁ Bad Points: Limited Language Vocalbulary
⦁ Likes: Mud Baths, Quicksand, Cement (Immensely), Clay, Rhinos, Geology, Mud Pots, Mudcrete
⦁ Dislikes: WWW, Gospel, Nebula, Quick-drying Cement, Rhino Poachers, Dry quicksand
⦁ Biography: Melisma is one of the many 1/2 mermaids born to Junichiro & Palutena, and is one of the few to have been born with a different natural skin tone from the others. She was born just a day before Lysimache was born, so she Melisma is part of the 5th batch of 1/2 mermaids. Melisma has always been the playful sort, but as she inherited her father's spirit of justice, she has become inspired to help out his cause. This lead to her entering her father's lab & finding PET parts. To that end, Melisma went to work building her own PET from these parts, and without instruction, was able to wire it properly & get it working within minutes after its completion. From there, Melisma also developed 2 NetNavis of her own: ConcreteMan.EXE & TunnelRhino.EXE; both of whom were born of geological data her father uses to analyze the ground itself for spots to sink in. Though her father found out about this, he let her keep the PET & Navis she created as her own since she did well in creating them both without his help. In the Battle Network universe where she joined her parents & other siblings who became NetOps themselves, but with those 16 or older, she helped out as an assistant teacher & helped in teaching the others in the fundamentals of setting up obstacles when necessary, and how to plow through them when the time is right. Even outside of this, she assisted in any outbreak caused by criminal organizations, and even then, Melisma is always ready to help out when needed. As one might expect, Melisma inherits her parents' kind & caring nature, and she is quite a playful spirit as well as she's known to tease her siblings every now & then. Although fluent in her native tongues, learning new languages is not Melisma's strongest subject, so she has a limited language vocalbulary. Like many of her siblings, she likes to sink in quicksand, but is especially fond of sinking herself in cement. But she takes precautions while playing in cement as she always avoids inhaling any toxing particles it may have, and she makes doubly sure to avoid it drying on her body. As a result of this, the only type she avoids is quick-drying cement. However, this is eclipsed by her hatred of rhino poachers as rhinos are her favorite animals. Makes the best mudcrete.
⦁ Abilities: Melisma, being 1/2 mermaid, can take on her mermaid form at any point she enters the water. However, she prefers it to be fresh, or seawater before transforming. Like her other 1/2 merfolk siblings, Melisma has access to many mermaid powers, such as fast swimming, communicating with sea life, and even some enhanced strength to name a few. Melisma is a skilled NetOp as she is in perfect sync with her navis regardless of the one she is using, making her & her navis a hard team to scathe completely. She knows all about the Program Advance & has folders dedicated to forming many P.A.s as needed. Melisma is skilled at mixing up cement & such, but she always makes the type that's environment friendly. Although she seems to earn more praise at creating mudcrete more so.
⦁ About # ConcreteMan.EXE is one of two Breaking-Attributed NetNavis created by Melisma to use around the household, and in the Battle Network universe. He was made from geological data Melisma's father uses in sinking endeavors with one half of some of that data being used to give rise to ConcreteMan.EXE. TunnelRhino.EXE was made from that other half. ConcreteMan.EXE looks much like the robot master he is modeled after, but his body shape is similar to GutsMan.EXE's body style, but the arms themselves are basically made to look like concrete slabs instead of metallic pipes. The green circle on his chest is instead his navi mark; which is essentially molten concrete being poured around a foundation. Plus, the gray circles on his head & shoulders are instead pyramids which can fashion into drills when the need arises to do some drilling. In the Battle Network universe, ConcreteMan.EXE acted as one of Class 5-A's battle instructor navis where he helped explain the benefits of having obstacles on the battlefield depending on what it does. His 1st NetBattle was with Roll.EXE and SplashWoman.EXE. Although he won easily; which taught the navis they still had much to learn, his opponents hardly cared about the loss due to how fresh his cement was on their forms. Even so, he still helped out in the struggles against net crime organizations, being of particular help when ovens were exploding, but more so when the Okuden Dam was under threat. His concrete providing access to routes that were previously blown up when hunting QuickMan.EXE (There were however, some passages that couldn't be patched up, preventing early access to the target). Even then, ConcreteMan.EXE is ready to lend his services when needed. ConcreteMan.EXE may be big, but he is nonetheless a gentle giant who is kind & considerate to his allies & friends. Though he does not share the original's stubbornness, he does tend to be a stickler for diligence & will tell off lazy navis. Luckily, this behavior is rarely seen, but he makes it known when the time comes for it regardless. Like Melisma, he enjoys anything that involves cement & he will spend his free time making concrete statues when possible. However, while he does not share his operates distaste for quick-drying cement, he does express distaste for those who ruin the hard work it was used in. In battle, ConcreteMan.EXE acts as a powerful defensive navi since plenty of his moves involve planting obstacles onto the field and he can even make the whole field turn into wet cement if the need arises. However, he is not without ways of actually attacking however as he can take the spikes on his head & shoulders & use them as powerful drills when needed. And since he launches his cement with great force, the blobs have the potential to harm those that get hit by them. His concrete is potent enough to petrify those hit by it, but it seems to be more effective on females than other males. His abilities & attacks are as follows.
⦁ Super Armor: ConcreteMan.EXE cannot flinch.
⦁ Cement Stage: ConcreteMan.EXE turns the entire battlefield into wet cement. The cement slows down the enemies so much that they'll turn to stone if they aren't constantly moving. Female Navis have a tendency to sink into the cement panels, and they've a greater chance to do so than male navis do. ConcreteMan.EXE himself however, can naturally stand on these panels without consequence. The cement panels however, fade after 5 turns pass.
⦁ Concrete Shot: ConcreteMan.EXE's basic attack. This fires a blob of molten cement 3 squares down. If it hits an opponent, the target will be petrified for a short while. If it misses, it will instead form a 250HP concrete block. This can be charged to fire 3 blobs instead of one. Regardless of form, this deals breaking attribute damage.
⦁ Body Slam: The only attack that doesn't involve cement or concrete. On rare occasions, ConcreteMan.EXE will launch himself at a petrified foe & slam into them, dealing immense damage to the chosen target. If he misses & lands on a normal panel, he sets off a quake that stuns all enemies. Breaking Attribute.
⦁ Concrete Bomb: ConcreteMan.EXE flings a ball of molten cement ahead either 2 to 4 squares deep. The explosion will spread into a + fashion upon hitting the targeted tile, making cement tiles. If a foe is hit, they will petrify for a small time. Breaking Attribute.
⦁ Cement Wave: ConcreteMan.EXE tosses up a wave of cement down his current row. If the wave hits a foe, they will be awash with wet cement which will eventually harden unless doused with an Aqua-type move. Breaking Attribute.
⦁ Concrete Spike: At any point there are cement tiles still present, ConcreteMan.EXE may make some of them rise up as sharp spikes. This removes the cement tile however. Breaking Attribute.
⦁ Concrete Cannon: A stronger version of Concrete Shot where ConcreteMan.EXE fires an even bigger blob of molten concrete. Upon striking an opponent, an obstacle, or even the back of the foe's space, the blob splashes concrete onto random panels & turning them into cement tiles. If a tile is already a cement tile, it'll form concrete blocks instead. Breaking Attribute.
⦁ Concrete Drill: ConcreteMan.EXE arms his buster with one of his spikes & punches 2 panels deep with said spike. The drill pushes opponents back a space, and can hit 3 times if they can't be pushed further back. The attack can be charged to hit 3 squares deep & can even hit 7-times at once. Breaking Attribute.
⦁ Concrete Geyser: If there's a hole on the enemy's field, ConcreteMan.EXE may punch onto a cement tile & cause a geyser of molten cement to rise from that hole & spread about the surrounding tiles. Breaking Attribute.
⦁ Concrete Meteor Shower: ConcreteMan.EXE's ultimate attack. He fires off a huge molten cement bomb into the sky, and then the bomb bursts into cement meteors that rain down constantly on random panels. Those hit instantly turn into concrete statues for even longer than normal. Breaking Attribute.
⦁ About # TunnelRhino.EXE is one of two Breaking-Attributed NetNavis created by Melisma to use around the household, and in the Battle Network universe. He was made from geological data Melisma's father uses in sinking endeavors with one half of some of that data being used to give rise to TunnelRhino.EXE. ConcreteMan.EXE was made from that other half. He bears a huge resemblance to the maverick he is modeled after, but his body has a similar structure to GutsMan.EXE's. He has no mechanical components to him to make him look natural, and his snout appears slightly longer by an inch, almost identical to a black rhino's, but his head otherwise remains matching to the original's. His drill horn is also relatively matching, but he has a 2nd smaller horn behind the first one. His feet remain the same as the originals, including with the wheels at the ankles, but now he has 3 toes instead of 2. His drill arm, and the drills on his shoulders remain untouched, and his armor has a much more natural feel to his form than the original's does and he can choose whether they're present or not. As for his color scheme: it's mostly the same, but the light brown parts are instead black. In the Battle Network universe, TunnelRhino.EXE acted as a battle instructor for the class of 5-A. In contrast to ConcreteMan.EXE however, he taught the basics on how to shatter obstacles & pierce through defenses to the point that he highlighted on removing barriers & auras as well. When he was challenged to a NetBattle by Dex's navi GutsMan.EXE, he accepted, but proved to so much stronger than he was; adding yet another defeat to Dex's tally that day. TunnelRhino.EXE was also helpful in the war against net crime as well. He was especially helpful in stopping the crisis at the Seaside Hospital by redirecting the overgrowth in the hospital computer via drilling through where roots were choking the systems, but they still had to be burned away to fully free the system. He also assisted in hunting down DrillMan.EXE, but it gave way to a personal vendetta in him as DrillMan.EXE had nearly deleted his partner RainyTurtloid.EXE earlier. Although he didn't get to delete DrillMan.EXE the first time, he got to do so when he was confronted again in the WWW Base out at sea. He also proved to be of great help in the Drill Computer on Oran Island, where he was able to destroy even the toughest of boulders in no less that 1 hit. He made it very easy for his teammates to reach KnightMan.EXE & MagnetMan.EXE as a result. Even then, TunnelRhino.EXE is ready to pledge his strength whenever it is needed. Despite his gruff appearance, TunnelRhino.EXE is considered a gentle giant & thinks of harming anyone who is a friend of his, and he's a lot smarter than his appearance would suggest. However, he can be quite gruff at times, and has a bit of a temper to him. Luckily, he rarely loses it. He is an avid digger & likes to dig for treasures. However, he does not like acid of any type. In contrast to ConcreteMan.EXE who basically merits defense over offense, TunnelRhino.EXE was made to dish out as much damage as possible, so this makes him the major attacker between the two. As a result of this, hardly any of his attacks involve making one messy. His abilities & attacks are as follows.
⦁ Super Armor: TunnelRhino.EXE cannot flinch.
⦁ Drill Buster: TunnelRhino.EXE's basic attack. He fires off a small drill down his whole current row. Breaking Attribute.
⦁ Drill Missile: TunnelRhino.EXE's charge attack. TunnelRhino.EXE fires off his entire arm drill down his row. Sometimes he'll create 2 additional drills to fly alongside the first one in the middle, but the middle always flies down first. They destroy obstacles much more easily, too. Breaking Attribute.
⦁ Rhino Charge: TunnelRhino.EXE charges down the row he is on. He will break through obstacles in his way, too. If he runs into a hole, the attack ends abruptly. Breaking Attribute.
⦁ Super Rhino Charge: A stronger variant of Rhino Charge, but TunnelRhino.EXE flashes multiple colors to indicate he is invincible for this attack. Breaking Attribute.
⦁ Drill Punch: TunnelRhino.EXE punches with his arm drill & drills 2 squares deep. This pushes the opponent back one square, but if the foe can't be pushed any further, then the drill can hurt the target 5-times at once. Breaking Attribute.
⦁ Tornado Fang: TunnelRhino.EXE launches his arm drill down his current row while the two smaller drills on his shoulders are launched onto 2 random panels & unleash an Air Spin style attack that hit 4 times each. Should the big drill hit an obstacle, the smaller drills will help break it first before drilling into their targeted panels. Break & Wind Attributed.
⦁ Tunneling Spikes: TunnelRhino.EXE slams his arm drill into the panel in front of him & summons 7 large drills from random panels. Sometimes they'll tear through a whole row or column first before getting to a target. Breaking Attribute.
⦁ Bulldoze: TunnelRhino.EXE readies his drill arm & after 2 seconds of wind up, he'll slam the drill onto the panel in front of him & charge down all rows at an alarming speed, cracking all panels in his way. This won't break metal panels, and again, if a hole is met, the attack ceases abruptly. Breaking Attribute.
⦁ Mud Fissure: TunnelRhino.EXE stomps the panel he is on & sends forth shockwaves of mud across all rows, or targeted columns. If there are any panels cracked, the shockwaves will make them burst with stones that fly about. This leaves behind mud panels, and he will usually follow up with this attack after Bulldoze is used. He may even use it after a Geddon 1 battle chip has been used. Breaking Attribute.
⦁ Grand Quake: TunnelRhino.EXE's ultimate attack. He first gears himself up as if going to use a Rhino Charge, but takes 3 seconds to pack more power into the charge. Then, he will rage down his row & slam into the back of the enemy's side of the field causing an earthquake that sends down shockwaves, makes rocks fall, and spikes to arise from random spaces. The spikes leave mud panels after shooting upward to impale a target. Breaking Attribute. If by chance an opponent has activated Stone Body while TunnelRhino.EXE is gearing up to charge, he will plow through the unfortunate opponent in his way & shatter them, resulting in an instant deletion regardless of how much HP the foe had left. However, instant deletion is avoided if the foe is at the end of their row, or has Super Armor themselves. Undershirt is nullified from this type of blow.
Mega Man Battle Network: CAPCOM
Melisma was made by me, and belongs solely to me
Category Story / Portraits
Species Humanoid
Size 50 x 50px
File Size 9 kB
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