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* If you Finalize when your Noise levels are ''really high'', you notice your Finalized folder becomes a lot stronger as it begins to '''defy folder rules'''. Your cards are never dimmed out despite many of them overlapping, and you begin to see multiple Mega and Giga cards, up to and including [[LimitBreak Big Bangs]] that you can use like normal Battle Cards. Against most bosses, this becomes overkill as you would have dramatically weakened them to get this far. Against {{Bonus Boss}}es who have much higher HP, you can shorten the fights with this much power.

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* If you Finalize when your Noise levels are ''really high'', you notice your Finalized folder becomes a lot stronger as it begins to '''defy folder rules'''. Your cards are never dimmed out despite many of them overlapping, and you begin to see multiple Mega and Giga cards, up to and including [[LimitBreak Big Bangs]] that you can use like normal Battle Cards. Against most bosses, this becomes overkill as you would have dramatically weakened them to get this far. Against {{Bonus Boss}}es {{Superboss}}es who have much higher HP, you can shorten the fights with this much power.
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* Across all three games, a single card has been singled out by speed runners as absolutely fundamental. That card? The humble grass stage because of their ability to reliably double the damage of the Fire attacks.
* Fire itself is an InfinityPlusOneElement, with fire-based decks or decks focus on activating the Fire Big Bang attack can end boss fight in seconds.

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* Across all three games, a single card has been singled out by speed runners speedrunners as absolutely fundamental. That card? The humble grass stage because of their ability to reliably double the damage of the Fire attacks.
* Fire itself is an InfinityPlusOneElement, with fire-based decks or decks focus focusing on activating the Fire Big Bang attack can end boss fight bosses in seconds.



* Cipher codes, the Star Force equivalent of [[VideoGame/MegaManBattleNetwork the Lotto Numbers and the Number Trader]]. By sending special e-mails to either your Admin Satellite (in the first game) or Legendary Master Shin (in the second), the player could receive certain prizes, usually items or battle cards... like the SP-level Boss cards. Much like Battle Network, early-game access to endgame weapons broke the games in two. Incidentally, in the first two games this could all be done as soon as you can hit the Select button.

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* Cipher codes, the Star Force equivalent of [[VideoGame/MegaManBattleNetwork the Lotto Numbers and the Number Trader]]. By sending special e-mails to either your Admin Satellite (in the first game) or Legendary Master Shin (in the second), the player could receive certain prizes, usually items or battle cards... like the SP-level Boss cards. Much like Battle Network, ''Battle Network'', early-game access to endgame weapons broke the games in two. Incidentally, in the first two games this could all be done as soon as you can hit the Select button.



* In the second game, the Best Combo requirements were reworked. Now, to register a Best Combo, the boss must not have moved in between your attacks, so you can't just take your time with Counter Hits. However, you are now allowed to use Mega Cards as part of your Best Combo, so there's nothing stopping you from throwing high-power cards with movement-restricting ailments like Cancer Bubble and Gemini Spark into the combo. The addition of paralysis panels also makes the combo much easier to set up, so Best Combos break the game in a slightly different manner than the first. The subsequent game just scrapped this system entirely.
* Tribe King [[AllYourPowersCombined merges the abilities of the three Tribe transformations]], in addition to doubling the base strength of ''every'' card. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing ''640 damage, piercing invisibility, and locking on anywhere on the field.'' The counterbalancing part of Tribe King was that you needed to combine your three different transformations -- which meant it needed 2 turns of setup since you can only merge in one transformation each turn, in addition to successfully having and drawing the right Brother cards in time and not get knocked out of your transformation in the process. Because Brother Cards took up space you'd be fighting in that transformation with 2/3 of your Custom Screen available... However, the Wave Command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn off the game, but have fun blasting away every enemy to smithereens with ease.

to:

* In the second game, the The Best Combo requirements were reworked. Now, to register a Best Combo, the boss must not have moved in between your attacks, so you can't just take your time with Counter Hits. However, you are now allowed to use Mega Cards as part of your Best Combo, so there's nothing stopping you from throwing high-power cards with movement-restricting ailments like Cancer Bubble and Gemini Spark into the combo. The addition of paralysis panels also makes the combo much easier to set up, so Best Combos break the game in a slightly different manner than the first. The subsequent game just scrapped this system entirely.
* Tribe King [[AllYourPowersCombined merges the abilities of the three Tribe transformations]], in addition to doubling the base strength of ''every'' card. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing ''640 damage, piercing invisibility, and locking on anywhere on the field.'' The counterbalancing part of Tribe King was that you needed to combine your three different transformations -- which meant it needed 2 turns of setup since you can only merge in one transformation each transform once per turn, in addition to successfully having and drawing the right Brother cards in time and not get knocked out of your transformation in the process. Because Brother Cards took up space you'd be fighting in that transformation with 2/3 of your Custom Screen available...available. However, the Wave Command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn off the game, but have fun blasting away every enemy to smithereens with ease.



** The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. The European versions of the games remove the system entirely and replace them with about 2000 zennys.

to:

** The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', the game, and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. The European versions of the games remove the system entirely and replace them with about 2000 zennys.



* Wave Command Codes make a return as the Noise Kaizou Gear, without fixing any of the loopholes to the system from the previous game. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods), Rezon Cards (which provide Mega's Finalize form with powerful stat mods), and the Secret Satellite Server (which acts as a Brother whose card lets you replace your hand with one from a pre-selected deck that you can level up by performing a particular sequence of card selections, eventually enabling you to access the deck of your Finalized form without having to Finalize). [[AllThereInTheManual None of this is mentioned or detailed in-game,]] providing an unfair advantage to those who know how to optimize it. The Noise Kaizou Gear's boons are so infamous that the game comes with an ability to search for multiplayer opponents who ''aren't'' using them. The international release is arguably better for the removal of these systems, as Noise Cards in particular practically obsolete the whole Ability Wave system.

to:

* Wave Command Codes make a return as the Noise Kaizou Gear, without fixing any of the loopholes to the system from the previous game. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods), Rezon Cards (which provide Mega's Finalize form with powerful stat mods), and the Secret Satellite Server (which acts as a Brother whose card lets you replace your hand with one from a pre-selected deck that you can level up by performing a particular sequence of card selections, eventually enabling you to access the deck of your Finalized form without having to Finalize). [[AllThereInTheManual None of this is mentioned or detailed in-game,]] in-game]], providing an unfair advantage to those who know how to optimize it. The Noise Kaizou Gear's boons are so infamous that the game comes with an ability to search for multiplayer opponents who ''aren't'' using them. The international release is arguably better for the removal of these systems, as Noise Cards in particular practically obsolete the whole Ability Wave system.



** We mentioned paralysis and stunlock above, and we ought to take some time to demonstrate how terrifyingly effective this strategy is. Because so few bosses or enemies have Status Guard, it's impossible for them to defend against paralyzing attacks, which require them to sit there harmlessly while you continue to unload on them. The Thunder Zerker and Gemini Noise forms, which specialize in paralyzing attacks, abuse this to a fault, stealing almost all threat out of the games. So popular is this strategy that when Star Force 3 revealed new "Body"-type abilities that negate specific status effects, some began to whine about how Paralyze Body completely broke their stunlock strategies. (Protip: Destroy Upper negates all "Body" programs when it hits).
* In the third game, the Noise system can be so heavily abused it isn't even funny. As Noise rises to 50%, your Noise Form becomes a Vibrant Noise, unlocking extra abilities, and when you reach 200%, you gain the option to Finalize. While you are welcome to do so[[note]]Finalizing will reset your Noise rating back to zero, meaning you will have to boost it again[[/note]], you should know that Noise at such a high level endows you with certain abuse-able "glitches", first and foremost ''the ability to ignore MercyInvincibility''. Combine this fact with any of the strategies mentioned above. DO IT.

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** We mentioned paralysis and stunlock above, and we ought to take some time to demonstrate how terrifyingly effective this strategy is. Because so few bosses or enemies have Status Guard, it's impossible for them to defend against paralyzing attacks, which require them to sit there harmlessly while you continue to unload on them. The Thunder Zerker and Gemini Noise forms, which specialize in paralyzing attacks, abuse this to a fault, stealing almost all threat out of the games. So popular is this strategy that when Star Force 3 revealed new "Body"-type abilities that negate specific status effects, some began to whine about how Paralyze Body completely broke their stunlock strategies. (Protip: Destroy Upper negates all "Body" programs when it hits).
hits)
* In the third game, the The Noise system can be so heavily abused it isn't even funny. As Noise rises to 50%, your Noise Form becomes a Vibrant Noise, unlocking extra abilities, and when you reach 200%, you gain the option to Finalize. While you are welcome to do so[[note]]Finalizing will reset your Noise rating back to zero, meaning you will have to boost it again[[/note]], you should know that Noise at such a high level endows you with certain abuse-able "glitches", first and foremost ''the ability to ignore MercyInvincibility''. Combine this fact with any of the strategies mentioned above. DO IT.
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* The plethora of paralyzing cards and the general lack of Status Guard among enemies can hamstring many, ''many'' bosses throughout the series.

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* The Best Combo system in the first game was by far the most effective mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. The system can be exploited by manipulating the Counter Hit system -- getting a Counter Hit while not in a transformation will give you a free random damaging card from your folder. So by building your folder such that your six Favorite cards are your ''only'' attacking cards and then fighting an easily-Countered boss, you can stall until you can load up all six attack cards, then take your time with counter hits to string together a combo of up to 12 standard cards, totaling over 1200 damage. The Legend Force cards are one-use, but an optimized combo can destroy bosses (even [[BonusBoss the Satellite Admins]]) in one turn for maximum SP chip power.
** A registered Best Combo can also be invoked as part of your Brother Card, so any real-life players you've formed [=BrotherBands=] with can let you use ''their'' Best Combo, too.
** In the second game, the requirements got reworked. Now, the boss must not have moved in between your attacks so you can't just take your time with Counter Hits. However, you are now allowed to use Mega Cards as part of your Best Combo, so there's nothing stopping you from throwing high-power cards with movement-restricting ailments like Cancer Bubble and Gemini Spark into the combo. The addition of paralysis panels also makes the combo much easier to set up, so Best Combos break the game in a slightly different manner this time. The third game just outright did away with the Best Combo system.

to:

* The Best Combo system in the first game was by far the most effective mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. The system can be exploited by manipulating the Counter Hit system -- getting a Counter Hit while not in a transformation will give you a free random damaging card from your folder. So by building your folder such that your six Favorite cards are your ''only'' attacking cards and then fighting an easily-Countered boss, you can stall until you can load up all six attack cards, then take your time with counter hits to string together a combo of up to 12 standard cards, totaling over 1200 damage. The Legend Force cards are one-use, but an optimized combo can destroy bosses (even [[BonusBoss the Satellite Admins]]) in one turn for maximum SP chip power.
**
power. A registered Best Combo can also be invoked as part of your Brother Card, so any real-life players you've formed [=BrotherBands=] with can let you use ''their'' Best Combo, too.
** In the second game, the requirements got reworked. Now, the boss must not have moved in between your attacks so you can't just take your time with Counter Hits. However, you are now allowed to use Mega Cards as part of your Best Combo, so there's nothing stopping you from throwing high-power cards with movement-restricting ailments like Cancer Bubble and Gemini Spark into the combo. The addition of paralysis panels also makes the combo much easier to set up, so Best Combos break the game in a slightly different manner this time. The third game just outright did away with the Best Combo system.
too.



** Also, you can share your favorites through your Brother Band, which means when your friends' brother cards come up in battle, you can access a roulette of ''their'' Favorite cards and ''their'' version-exclusive Gigas, which are still white.

to:

** Also, you can share your favorites through your Brother Band, which means when your friends' brother cards come up in battle, you can access a roulette of ''their'' Favorite cards and ''their'' version-exclusive Gigas, which are still white. With enough luck with your Brother cards, you can access powerful cards [[DiscOneNuke earlier than you would normally get them in-game]].



* Tribe King in the second game. Oh god, Tribe King... It [[AllYourPowersCombined merges the abilities of the three Tribe transformations]], in addition to doubling the base strength of ''every'' card. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing ''640 damage, piercing invisibility, and locking on anywhere on the field.''
** The counterbalancing part of Tribe King was that you needed to combine your three different transformations -- which meant it needed 2 turns of setup since you can only merge in one transformation each turn, in addition to successfully having and drawing the right Brother cards in time and not get knocked out of your transformation in the process. Because Brother Cards took up space you'd be fighting in that transformation with 2/3 of your Custom Screen available... However, the Wave Command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn off the game, but have fun blasting away every enemy to smithereens with ease.
* Capcom's MerchandiseDriven obsessions broke the Star Force games into tiny little pieces. The second and third installments have "secret" password menus that provide you with money, cards, and stupefying boosts to Mega's stats. The second game even provides you with free Tribe-On transformations, including ''instant access to the Tribe King''. Because this system is code-based, you don't actually need to purchase anything, just ''look it up online''.
** The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose. The European versions of the games remove the system entirely and replace them with about 2000 zennys.

to:

* In the second game, the Best Combo requirements were reworked. Now, to register a Best Combo, the boss must not have moved in between your attacks, so you can't just take your time with Counter Hits. However, you are now allowed to use Mega Cards as part of your Best Combo, so there's nothing stopping you from throwing high-power cards with movement-restricting ailments like Cancer Bubble and Gemini Spark into the combo. The addition of paralysis panels also makes the combo much easier to set up, so Best Combos break the game in a slightly different manner than the first. The subsequent game just scrapped this system entirely.
* Tribe King in the second game. Oh god, Tribe King... It [[AllYourPowersCombined merges the abilities of the three Tribe transformations]], in addition to doubling the base strength of ''every'' card. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing ''640 damage, piercing invisibility, and locking on anywhere on the field.''
**
'' The counterbalancing part of Tribe King was that you needed to combine your three different transformations -- which meant it needed 2 turns of setup since you can only merge in one transformation each turn, in addition to successfully having and drawing the right Brother cards in time and not get knocked out of your transformation in the process. Because Brother Cards took up space you'd be fighting in that transformation with 2/3 of your Custom Screen available... However, the Wave Command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn off the game, but have fun blasting away every enemy to smithereens with ease.
* Capcom's MerchandiseDriven obsessions broke the Star Force games into tiny little pieces. The second and third installments have "secret" password menus that provide you with money, cards, and stupefying boosts to Mega's stats. The second game even provides you with free Tribe-On transformations, including the aforementioned ''instant access to the Tribe King''. Because Capcom was originally going to ''sell'' the codes, but because this system is code-based, you don't actually need to purchase anything, just ''look it up online''.
as people in possession of the codes have put them online for all to use.
** The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose. The European versions of the games remove the system entirely and replace them with about 2000 zennys.



* Wave Command Codes make a return as the Noise Kaizou Gear, without fixing any of the loopholes to the system from the previous game. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods), Rezon Cards (which provide Mega's Finalize form with powerful stat mods), and the Secret Satellite Server (which acts as a Brother whose card lets you replace your hand with one from a preselected deck that you can level up by performing a particular sequence of card selections, eventually enabling you to access the deck of your Finalized form without having to Finalize). The Noise Kaizou Gear's boons are so infamous that the game comes with an ability to search for multiplayer opponents who ''aren't'' using them. The international release is arguably better for the removal of these systems, as Noise Cards in particular practically obsolete the whole Ability Wave system.

to:

* Wave Command Codes make a return as the Noise Kaizou Gear, without fixing any of the loopholes to the system from the previous game. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods), Rezon Cards (which provide Mega's Finalize form with powerful stat mods), and the Secret Satellite Server (which acts as a Brother whose card lets you replace your hand with one from a preselected pre-selected deck that you can level up by performing a particular sequence of card selections, eventually enabling you to access the deck of your Finalized form without having to Finalize).Finalize). [[AllThereInTheManual None of this is mentioned or detailed in-game,]] providing an unfair advantage to those who know how to optimize it. The Noise Kaizou Gear's boons are so infamous that the game comes with an ability to search for multiplayer opponents who ''aren't'' using them. The international release is arguably better for the removal of these systems, as Noise Cards in particular practically obsolete the whole Ability Wave system.

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* The Best Combo system in the first game was by far the most effective mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (or worse) yet, you could receive one of these cards from each one of your brothers. The current record is a total of 3000 damage, obtained by Muramasa spam.
** The second game reworks the system a little, now needing the opponent to not move in between the chain of attacks, but also allowing Mega Cards to be part of the combo. This just allowed the Best Combo system to break the game in a different manner. The third game just outright did away with Best Combos.

to:

* The Best Combo system in the first game was by far the most effective mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With The system can be exploited by manipulating the use of grass or ice panels Counter Hit system -- getting a Counter Hit while not in a transformation will give you a free random damaging card from your folder. So by building your folder such that your six Favorite cards are your ''only'' attacking cards and then fighting an easily-Countered boss, you can stall until you can load up all six attack cards, then take your time with counter hits to boost elemental damage, it was easily possible to create string together a combo dealing well of up to 12 standard cards, totaling over 1K damage, and better (or worse) yet, you could receive one of these 1200 damage. The Legend Force cards from each are one-use, but an optimized combo can destroy bosses (even [[BonusBoss the Satellite Admins]]) in one turn for maximum SP chip power.
** A registered Best Combo can also be invoked as part
of your brothers. The current record is a total of 3000 damage, obtained by Muramasa spam.
Brother Card, so any real-life players you've formed [=BrotherBands=] with can let you use ''their'' Best Combo, too.
** The In the second game reworks game, the system a little, now needing requirements got reworked. Now, the opponent to boss must not move have moved in between the chain of attacks, but also allowing your attacks so you can't just take your time with Counter Hits. However, you are now allowed to use Mega Cards to be as part of your Best Combo, so there's nothing stopping you from throwing high-power cards with movement-restricting ailments like Cancer Bubble and Gemini Spark into the combo. This just allowed The addition of paralysis panels also makes the combo much easier to set up, so Best Combo system to Combos break the game in a slightly different manner. manner this time. The third game just outright did away with the Best Combos.Combo system.
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** Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. It gets worse when you merge it with Wolf Noise, which buffs your sword card power and grants you Quick Gauge to access more sword cards.
** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass panels, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood cards don't flinch, which means they're spammable. Most of them hit multiple times, so your Noise's buff gets significantly amplified. It also buffs Club Strong, a Mega Card which has increased power if there are Grass Panels (which the Noise's Charge Shot can create), and if you found the means to access it, Dragon Sky GX (detailed above).

to:

** Gemini Noise, in the third game. It Noise adds a paralysis effect to all sword cards.cards, and this also erases the normal MercyInvincibility your targets would otherwise experience. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. It gets worse when you merge it with Wolf Noise, which buffs your sword card power and grants you Quick Gauge to access more sword cards.
** Ophiuca Noise in the same game. -- Normal cards confuse, your charge shot leaves grass panels, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood cards don't flinch, which means they're spammable. Most of them hit multiple times, so your Noise's buff gets significantly amplified. It also buffs Club Strong, a Mega Card which has increased power if there are Grass Panels (which the Noise's Charge Shot can create), and if you found the means to access it, Dragon Sky GX (detailed above).

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! General




! ''Star Force 1''



* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose. The European versions of the games remove the system entirely and replace them with about 2000 zennys.
* Tribe King in the second game. Oh god, Tribe King... It [[AllYourPowersCombined merges the abilities of the three Tribe transformations]], in addition to doubling the base strength of ''every'' card. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing ''640 damage, piercing invisibility, and locking on anywhere on the field.''
** The counterbalancing part of Tribe King was that you needed to combine your three different transformations -- which meant it needed 2 turns of setup since you can only merge in one transformation each turn, in addition to successfully having and drawing the right Brother cards in time and not get knocked out of your transformation in the process. Because Brother Cards took up space you'd be fighting in that transformation with 2/3 of your Custom Screen available... However, the Wave Command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn off the game, but have fun blasting away every enemy to smithereens with ease.



* Capcom's MerchandiseDriven obsessions broke the Star Force games into tiny little pieces. The second and third installments have "secret" password menus that provide you with money, cards, and stupefying boosts to Mega's stats. The second game even provides you with free Tribe-On transformations, including ''instant access to the Tribe King''. Because this system is code-based, you don't actually need to purchase anything, just ''look it up online''. The third game's version of this mechanic, the Noise Kaizou Gear (see below), was so bad that the multiplayer mode allowed you to search for people without any such enhancements.
** Most of the Noise Kaizou Gear was sealed off due to licensing issues, but you can still access it with a hacking device. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods), Rezon Cards (which provide Mega's Finalize form with powerful stat mods), and the Secret Satellite Server (which acts as a Brother whose card lets you replace your hand with one from a preselected deck that you can level up by performing a particular sequence of card selections, eventually enabling you to access the deck of your Finalized form without having to Finalize). The international release is arguably better for the removal of these systems, as Noise Cards in particular practically obsolete the whole Ability Wave system.

to:


!''Star Force 2''
* The GatlingGood & QuadDamage combo returns from the days of ''Battle Network''. In the second and third games, you have access to both Mad Vulcan and Attack +10 [[DiscOneNuke right from the start]]. Mad Vulcan shoots 5 rounds at 10 damage apiece -- 50 damage; one (1) Attack +10 makes that 100 damage, and you can, of course, add more (later in the game, you can collect Attack Panel, a Battle Card that creates a QuadDamage FieldPowerEffect). Also note, since Mad Vulcan is non-flinching, no matter how much it does, it won't interrupt your opponent, so you have an easier time attacking during their counter-window, which will earn you another card or ''even a Big Bang''. As you transition into the mid- to late-game, the combo gets outclassed and begins to feel more like a DiscOneNuke.
* Tribe King in the second game. Oh god, Tribe King... It [[AllYourPowersCombined merges the abilities of the three Tribe transformations]], in addition to doubling the base strength of ''every'' card. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing ''640 damage, piercing invisibility, and locking on anywhere on the field.''
** The counterbalancing part of Tribe King was that you needed to combine your three different transformations -- which meant it needed 2 turns of setup since you can only merge in one transformation each turn, in addition to successfully having and drawing the right Brother cards in time and not get knocked out of your transformation in the process. Because Brother Cards took up space you'd be fighting in that transformation with 2/3 of your Custom Screen available... However, the Wave Command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn off the game, but have fun blasting away every enemy to smithereens with ease.
* Capcom's MerchandiseDriven obsessions broke the Star Force games into tiny little pieces. The second and third installments have "secret" password menus that provide you with money, cards, and stupefying boosts to Mega's stats. The second game even provides you with free Tribe-On transformations, including ''instant access to the Tribe King''. Because this system is code-based, you don't actually need to purchase anything, just ''look it up online''. online''.
**
The third game's version Blank Cards. You'll find 10 of this mechanic, these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose. The European versions of the games remove the system entirely and replace them with about 2000 zennys.

! ''Star Force 3''
* Wave Command Codes make a return as
the Noise Kaizou Gear (see below), was so bad that the multiplayer mode allowed you to search for people Gear, without fixing any such enhancements.
** Most
of the Noise Kaizou Gear was sealed off due loopholes to licensing issues, but you can still access it with a hacking device.the system from the previous game. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods), Rezon Cards (which provide Mega's Finalize form with powerful stat mods), and the Secret Satellite Server (which acts as a Brother whose card lets you replace your hand with one from a preselected deck that you can level up by performing a particular sequence of card selections, eventually enabling you to access the deck of your Finalized form without having to Finalize). The Noise Kaizou Gear's boons are so infamous that the game comes with an ability to search for multiplayer opponents who ''aren't'' using them. The international release is arguably better for the removal of these systems, as Noise Cards in particular practically obsolete the whole Ability Wave system.



** Beyond swords, the GatlingGood & QuadDamage combo (traditional even in the days of Battle Network) also makes an appearance. In the second and third games, you have access to both Mad Vulcan and Attack +10 [[DiscOneNuke right from the start]]. Mad Vulcan shoots 5 rounds at 10 damage apiece -- 50 damage; one (1) Attack +10 makes that 100 damage, and you can, of course, add more (later in the game, you can collect Attack Panel, a Battle Card that creates a QuadDamage FieldPowerEffect). Also note, since Mad Vulcan is non-flinching, no matter how much it does, it won't interrupt your opponent, so you have an easier time attacking during their counter-window, which will earn you another card or ''even a Big Bang''.



** Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. It gets worse when you combine it with Wolf Noise, which buffs your sword card power.
** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood cards don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs Club Strong, a Mega Card which has increased power if there are Grass Panels (which the Noise's Charge Shot can create), and if you found the means to access it, Dragon Sky GX (detailed above). It also buffs sword cards by making every hit leave targets confused.
** Rogue Noise is the harbinger of destruction incarnate with a sword based folder-at the cost of not being able to form brotherbands with other players and being unable to have a NFB the player gains massive offensive and defensive abilities, as at Noise Form you have by default:
*** Mu Rejection - A 1HP barrier that regenerates each time the Custom Screen is accessed.
*** Non-dimming Sword cards +50 attack. Which allows the player to turn sword cards in heavy hitters, specially the swordfighter series, the strongest one being able to deal 550 damage thanks to its multi-hitting properties.
*** '''NO ELEMENTAL WEAKNESS''', allowing the player to build Noise to reach a stronger Finalized folder without worry of losing their efforts when struck with a weakness .
*** And as vibrant noise you get immunity to Lock-On (including Auto Lock-On), the non-dimming, non-elemental cards gain short-lasting Paralyze effect and although the Charge Shot is unmodified, butit has doubles its attack strength.

to:

** Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. It gets worse when you combine merge it with Wolf Noise, which buffs your sword card power.
power and grants you Quick Gauge to access more sword cards.
** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, panels, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood cards don't flinch, which means they're spammable. Most of them hit multiple times. times, so your Noise's buff gets significantly amplified. It also buffs Club Strong, a Mega Card which has increased power if there are Grass Panels (which the Noise's Charge Shot can create), and if you found the means to access it, Dragon Sky GX (detailed above). It also buffs sword cards by making every hit leave targets confused.
above).
** Rogue Noise is the harbinger of destruction incarnate with a sword based folder-at folder. You lose [[SocializationBonus the cost of not being able ability to form brotherbands BrotherBands with other players and being unable to have a NFB players]], but the player gains massive offensive and defensive abilities, as at Noise Form amount of power you have by default:
get in exchange greatly makes up for it.
*** Mu Rejection - -- A 1HP barrier that regenerates each time the Custom Screen is accessed.
accessed, letting you shake off stray attacks at unexpected times.
*** Non-dimming Sword cards +50 attack. Which allows the player to turn sword With this, Sword cards in heavy hitters, specially begin to hit very hard, especially the swordfighter series, the strongest one being able to deal Sword Fighter series which inflicts multiple hits in quick succession. Sword Fighter X under this boost can inflict 550 damage thanks to on its multi-hitting properties.
own when all hits connect.
*** '''NO ELEMENTAL WEAKNESS''', allowing the player to build Noise to reach a stronger Finalized folder without worry of losing their efforts when struck with a weakness .
weakness.
*** And as vibrant noise you get immunity to Lock-On (including Auto Lock-On), the non-dimming, Lock-On); but more importantly, your non-elemental cards gain non-dimming chips inflict a short-lasting Paralyze effect and although paralysis effect, which lets you stunlock your opponent into oblivion if your fingers are fast enough. This also removes the Charge Shot is unmodified, butit has doubles its attack strength.
MercyInvincibility your chips normally inflict, so you can unload a chain of damage if your target gets caught in it.
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* Across all three games, a single card has been singled out by speed runners as absolutely fundamental. That card? The humble grass stage because of their ability to reliably double the damage of the Fire attacks.
* Fire itself is an InfinityPlusOneElement, with fire-based decks or decks focus on activating the Fire Big Bang attack can end boss fight in seconds.
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*** And as vibrant noise you get immunity to Lock-On (including Auto Lock-On), the non-dimming, non-elemental cards gain short-lasting Paralyze effect and although the Charge Shot is unmodified, but has doubled attack strength.

to:

*** And as vibrant noise you get immunity to Lock-On (including Auto Lock-On), the non-dimming, non-elemental cards gain short-lasting Paralyze effect and although the Charge Shot is unmodified, but butit has doubled doubles its attack strength.
Is there an issue? Send a MessageReason:
Ups, my bad


** Rogue Noise is the harbinger of destruction incarnate (with an appropiate folder)-at the cost of not being able to form brotherbands with other players and being unable to have a finalized big bang, gains massive offensive and defensive abilities, as at Noise Form you have by default:

to:

** Rogue Noise is the harbinger of destruction incarnate (with an appropiate folder)-at with a sword based folder-at the cost of not being able to form brotherbands with other players and being unable to have a finalized big bang, NFB the player gains massive offensive and defensive abilities, as at Noise Form you have by default:



*** ''''NO ELEMENTAL WEAKNESS'''', allowing the player to build Noise to reach a stronger Finalized folder without worry of losing their efforts when struck with a weakness .
*** And as vibrant noise you get immunity to Lock-On (including Auto Lock-On), the non-dimming, non-elemental cards gain short-lasting Paralyze effect and although tge Charge Shot is unmodified, but has doubled attack strength.

to:

*** ''''NO '''NO ELEMENTAL WEAKNESS'''', WEAKNESS''', allowing the player to build Noise to reach a stronger Finalized folder without worry of losing their efforts when struck with a weakness .
*** And as vibrant noise you get immunity to Lock-On (including Auto Lock-On), the non-dimming, non-elemental cards gain short-lasting Paralyze effect and although tge the Charge Shot is unmodified, but has doubled attack strength.
Is there an issue? Send a MessageReason:
Surprised that no one mentioned Rogue Noise's versatility


** Rogue Noise is the harbinger of destruction incarnate (with an appropiate folder)-at the cost of not being able to form brotherbands with other players, gains massive offensive and defensive abilities, as at Noise Form you have by default:
-Mu Rejection - A 1HP barrier that regenerates each time the Custom Screen is accessed.
-Non-dimming Sword cards +50 attack. Which allows the player to turn sword cards in heavy hitters, specially the swordfighter series, the strongest one being able to deal 550 damage thanks to its multi-hitting properties.
-''''NO ELEMENTAL WEAKNESS'''', allowing the player to build Noise to reach a stronger Finalized folder without worry of losing their efforts when struck with a weakness (or keep it).
-As vibrant noise you get immunity to Lock-On (including Auto Lock-On), non-dimming, non-elemental cards gain short-lasting Paralyze effect. and Charge Shot is unmodified, but has doubled attack strength.

to:

** Rogue Noise is the harbinger of destruction incarnate (with an appropiate folder)-at the cost of not being able to form brotherbands with other players, players and being unable to have a finalized big bang, gains massive offensive and defensive abilities, as at Noise Form you have by default:
-Mu ***Mu Rejection - A 1HP barrier that regenerates each time the Custom Screen is accessed.
-Non-dimming ***Non-dimming Sword cards +50 attack. Which allows the player to turn sword cards in heavy hitters, specially the swordfighter series, the strongest one being able to deal 550 damage thanks to its multi-hitting properties.
-''''NO ***''''NO ELEMENTAL WEAKNESS'''', allowing the player to build Noise to reach a stronger Finalized folder without worry of losing their efforts when struck with a weakness (or keep it).
-As
weakness .
***And as
vibrant noise you get immunity to Lock-On (including Auto Lock-On), the non-dimming, non-elemental cards gain short-lasting Paralyze effect. effect and although tge Charge Shot is unmodified, but has doubled attack strength.
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None

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** Rogue Noise is the harbinger of destruction incarnate (with an appropiate folder)-at the cost of not being able to form brotherbands with other players, gains massive offensive and defensive abilities, as at Noise Form you have by default:
-Mu Rejection - A 1HP barrier that regenerates each time the Custom Screen is accessed.
-Non-dimming Sword cards +50 attack. Which allows the player to turn sword cards in heavy hitters, specially the swordfighter series, the strongest one being able to deal 550 damage thanks to its multi-hitting properties.
-''''NO ELEMENTAL WEAKNESS'''', allowing the player to build Noise to reach a stronger Finalized folder without worry of losing their efforts when struck with a weakness (or keep it).
-As vibrant noise you get immunity to Lock-On (including Auto Lock-On), non-dimming, non-elemental cards gain short-lasting Paralyze effect. and Charge Shot is unmodified, but has doubled attack strength.

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** The second game reworks the system a little, now needing the opponent to not move in between the chain of attacks, but also allowing Mega Cards to be part of the combo. This just allowed the Best Combo system to break the game in a different manner. The third game just outright did away with Best Combos.



* Tribe King in the second game. Oh god, Tribe King... It doubles the strength of ''every'' card, buffs up Wood, Electric and Fire cards even further, gives Super Armor and Side Select, and also the card charging ability of your game. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing ''640 damage, piercing invisibility, and locking on anywhere on the field.''
** Better yet, the Wave command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn of the game, but have fun blasting away every enemy to smithereens with ease.
* The Favorites system in the first 2 games. You can select six ([[{{Nerf}} four]] in the second game) cards to be your "favorite" cards. What's the advantage of doing this, you ask? You can use it with any card on your screen, turning them into white cards that ignore the selection restrictions, making them available at any time. But wait, there's more! You can have up to two non-Standard cards as Favorites, ''including Giga Cards''! (The White Card system is substantially Nerfed in the third game, but you can use its password system to obtain the powerful cards [[DiscOneNuke early on]]).

to:

* Tribe King in the second game. Oh god, Tribe King... It doubles [[AllYourPowersCombined merges the abilities of the three Tribe transformations]], in addition to doubling the base strength of ''every'' card, buffs up Wood, Electric and Fire cards even further, gives Super Armor and Side Select, and also the card charging ability of your game.card. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing ''640 damage, piercing invisibility, and locking on anywhere on the field.''
** Better yet, The counterbalancing part of Tribe King was that you needed to combine your three different transformations -- which meant it needed 2 turns of setup since you can only merge in one transformation each turn, in addition to successfully having and drawing the right Brother cards in time and not get knocked out of your transformation in the process. Because Brother Cards took up space you'd be fighting in that transformation with 2/3 of your Custom Screen available... However, the Wave command Command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn of off the game, but have fun blasting away every enemy to smithereens with ease.
* The Favorites system in the first 2 games. You can select six ([[{{Nerf}} four]] in the second game) cards to be your "favorite" cards. What's the advantage of doing this, you ask? You can use it with any card on your screen, turning them into white cards that ignore the selection restrictions, making them available at any time. But wait, there's more! You can have up to two non-Standard cards as Favorites, ''including Giga Cards''! (The White Card system is substantially Nerfed nerfed in the third game, but you can use its password system to obtain the powerful cards [[DiscOneNuke early on]]).



** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs Club Strong, a Mega Chip which has increased power if there are Grass Panels (which the Noise's Charge Shot can create), and if you found the means to access it, Dragon Sky GX (detailed above). It also buffs sword chip by making every hit leave targets confused.

to:

** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips cards don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs Club Strong, a Mega Chip Card which has increased power if there are Grass Panels (which the Noise's Charge Shot can create), and if you found the means to access it, Dragon Sky GX (detailed above). It also buffs sword chip cards by making every hit leave targets confused.

Changed: 654

Removed: 708

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* The Best Combo system in the first game was by far the most effective mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (or worse) yet, you could receive one of these cards from each one of your brothers.
** The current record is a total of 3000 damage, obtained by Muramasa spam.
* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.
** They were so bad that some releases remove them entirely and replace them with about 2000 zennys. Which leads to [[KleptomaniacHero some questions]] when Geo is basically stealing $20 notes from his best friends' bedrooms.

to:

* The Best Combo system in the first game was by far the most effective mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (or worse) yet, you could receive one of these cards from each one of your brothers.
**
brothers. The current record is a total of 3000 damage, obtained by Muramasa spam.
* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.
** They were so bad that some releases
purpose. The European versions of the games remove them the system entirely and replace them with about 2000 zennys. Which leads to [[KleptomaniacHero some questions]] when Geo is basically stealing $20 notes from his best friends' bedrooms.zennys.
Is there an issue? Send a MessageReason:
None


* The Best Combo system in the first game was by far the most broken mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (or worse) yet, you could receive one of these cards from each one of your brothers.

to:

* The Best Combo system in the first game was by far the most broken effective mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (or worse) yet, you could receive one of these cards from each one of your brothers.

Changed: 794

Removed: 147

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** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs a near Game Breaking Mega Chip and a very Game Breaking Giga Chip (Dragon Sky GX) mentioned above. It also buffs sword chip by making every hit leave targets confused.
* Players of ''Black Ace'' get to use Black End Galaxy when they Finalize. It deals 500 damage, can't be avoided, and leaves any survivors immobile.
* Meanwhile, ''Red Joker'' players get Red Gaia Eraser, which does 600 damage if the initial blast hits. Sadly, it doesn't have any status effects.

to:

** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs Club Strong, a near Game Breaking Mega Chip which has increased power if there are Grass Panels (which the Noise's Charge Shot can create), and a very Game Breaking Giga Chip (Dragon if you found the means to access it, Dragon Sky GX) mentioned above.GX (detailed above). It also buffs sword chip by making every hit leave targets confused.
* Players of ''Black Ace'' get to use Black End Galaxy If you Finalize when they Finalize. It deals 500 damage, can't be avoided, your Noise levels are ''really high'', you notice your Finalized folder becomes a lot stronger as it begins to '''defy folder rules'''. Your cards are never dimmed out despite many of them overlapping, and leaves any survivors immobile.
* Meanwhile, ''Red Joker'' players get Red Gaia Eraser, which does 600 damage if the initial blast hits. Sadly, it doesn't
you begin to see multiple Mega and Giga cards, up to and including [[LimitBreak Big Bangs]] that you can use like normal Battle Cards. Against most bosses, this becomes overkill as you would have any status effects.dramatically weakened them to get this far. Against {{Bonus Boss}}es who have much higher HP, you can shorten the fights with this much power.
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** Better yet, the Wave command Card system allows Geo to enter Tribe King ''at the start of every battle without any prep time!'' Sure you have to input the code again after you turn of the game, but have fun blasting away every enemy to smithereens with ease.
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* Generally, almost everything that have something to do with Satellite admins count in some way. Like their [[PurposefullyOverpowered Giga Cards]].

to:

* Generally, almost everything that have something to do with Satellite admins count in some way. Like their [[PurposefullyOverpowered [[PurposelyOverpowered Giga Cards]].



* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposefullyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.

to:

* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Including '''Giga Cards from the first game''' and PurposefullyOverpowered PurposelyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.
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* In the third game, the Noise system can be so heavily abused it isn't even funny. As Noise rises to 50%, your Noise Form becomes a Vibrant Noise, unlocking extra abilities, and when you reach 200%, you gain the option to Finalize. While you are welcome to[[note]]Finalizing will reset your Noise rating back to zero, and you will have to boost it again[[/note]], you should know that Noise at such a high level endows you with certain abuse-able "glitches", first and foremost ''the ability to ignore MercyInvincibility''. Combine this fact with any of the strategies mentioned above. DO IT.

to:

* In the third game, the Noise system can be so heavily abused it isn't even funny. As Noise rises to 50%, your Noise Form becomes a Vibrant Noise, unlocking extra abilities, and when you reach 200%, you gain the option to Finalize. While you are welcome to[[note]]Finalizing to do so[[note]]Finalizing will reset your Noise rating back to zero, and meaning you will have to boost it again[[/note]], you should know that Noise at such a high level endows you with certain abuse-able "glitches", first and foremost ''the ability to ignore MercyInvincibility''. Combine this fact with any of the strategies mentioned above. DO IT.
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** They were so bad that some releases remove them entirely and replace them with about 2000 zennys. Which leads to [[KleptomaniacHero some questions]] when Geo is basically stealing $20 notes from his bosom friends' bedrooms.

to:

** They were so bad that some releases remove them entirely and replace them with about 2000 zennys. Which leads to [[KleptomaniacHero some questions]] when Geo is basically stealing $20 notes from his bosom best friends' bedrooms.
Is there an issue? Send a MessageReason:
None


** Most of the Noise Kaizou Gear was sealed off due to licensing issues, but you can still access it with a hacking device. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods) and Rezon Cards (which provide Mega's Finalize form with powerful stat mods).

to:

** Most of the Noise Kaizou Gear was sealed off due to licensing issues, but you can still access it with a hacking device. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods) and mods), Rezon Cards (which provide Mega's Finalize form with powerful stat mods).mods), and the Secret Satellite Server (which acts as a Brother whose card lets you replace your hand with one from a preselected deck that you can level up by performing a particular sequence of card selections, eventually enabling you to access the deck of your Finalized form without having to Finalize). The international release is arguably better for the removal of these systems, as Noise Cards in particular practically obsolete the whole Ability Wave system.

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* Generally, almost everything that have something to do with Satellite admins count in some way.

to:

* Generally, almost everything that have something to do with Satellite admins count in some way. Like their [[PurposefullyOverpowered Giga Cards]].



* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Even '''Giga Cards'''. Even if ''they're from the first game.'' Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.

to:

* The Best Combo system in the first game was by far the most broken mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (or worse) yet, you could receive one of these cards from each one of your brothers.
** The current record is a total of 3000 damage, obtained by Muramasa spam.
* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Even Including '''Giga Cards'''. Even if ''they're Cards from the first game.'' game''' and PurposefullyOverpowered cards that [[BeyondTheImpossible don't register in the games' normal libraries]]. Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.



* The Favorites system in the first 2 games. You can select six (four in the second game) cards to be your "favorite" cards. What's the advantage of doing this, you ask? You can use it with any card on your screen. But wait, there's more! ''Anything can be a favorite, even if it's a Giga.'' The White Cards that replaced them in the third game are nowhere near as bad.
** Actually, if you have Wi-Fi and some Brothers, the White Cards can be exploited to be just as bad. You can turn on their cards to either Multi-Noise or use the card roulette. Doing the latter will randomly select one of their White Cards...or if you're lucky, '''you get their Giga card instead'''.
* Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. It gets worse when you combine it with Wolf Noise, which buffs your sword card power.
** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs a near Game Breaking Mega Chip and a very Game Breaking Giga Chip (Dragon Sky GX) mentioned above. It also buffs sword chip by making every hit leave targets confused.
* Players of ''Black Ace'' get to use Black End Galaxy when they Finalize. It deals 500 damage, can't be avoided, and leaves any survivors immobile.
* Meanwhile, ''Red Joker'' players get Red Gaia Eraser, which does 600 damage if the initial blast hits. Sadly, it doesn't have any status effects.



* Bushido in the third game. It deals 50 more damage for the more Bushido cards you're using in a given turn, and also changes the range of all of them. If you have 3, then they get [=LifeSword=] range and the ability to ignore invisibility. The X version of this card deals 200 damage by default, so that's 900 damage with insane range right there. And then if you've got Gemini Noise, that's 900 damage that ''paralyzes!''
** Rogue Noise boosts all sword damage by 50, making Bushido and the [=SwordFighter=] series of chips extremely powerful.
* The Best Combo system in the first game was by far, the most broken mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (or worse) yet, you could receive one of these cards from each one of your brothers.

to:

* Bushido The Favorites system in the first 2 games. You can select six ([[{{Nerf}} four]] in the second game) cards to be your "favorite" cards. What's the advantage of doing this, you ask? You can use it with any card on your screen, turning them into white cards that ignore the selection restrictions, making them available at any time. But wait, there's more! You can have up to two non-Standard cards as Favorites, ''including Giga Cards''! (The White Card system is substantially Nerfed in the third game. It deals 50 more damage game, but you can use its password system to obtain the powerful cards [[DiscOneNuke early on]]).
** Also, you can share your favorites through your Brother Band, which means when your friends' brother cards come up in battle, you can access a roulette of ''their'' Favorite cards and ''their'' version-exclusive Gigas, which are still white.
* Cipher codes, the Star Force equivalent of [[VideoGame/MegaManBattleNetwork the Lotto Numbers and the Number Trader]]. By sending special e-mails to either your Admin Satellite (in the first game) or Legendary Master Shin (in the second), the player could receive certain prizes, usually items or battle cards... like the SP-level Boss cards. Much like Battle Network, early-game access to endgame weapons broke the games in two. Incidentally, in the first two games this could all be done as soon as you can hit the Select button.
* Capcom's MerchandiseDriven obsessions broke the Star Force games into tiny little pieces. The second and third installments have "secret" password menus that provide you with money, cards, and stupefying boosts to Mega's stats. The second game even provides you with free Tribe-On transformations, including ''instant access to the Tribe King''. Because this system is code-based, you don't actually need to purchase anything, just ''look it up online''. The third game's version of this mechanic, the Noise Kaizou Gear (see below), was so bad that the multiplayer mode allowed you to search
for people without any such enhancements.
** Most of
the more Noise Kaizou Gear was sealed off due to licensing issues, but you can still access it with a hacking device. If you can, you gain access to Noise Cards (which provide Mega with powerful stat mods) and Rezon Cards (which provide Mega's Finalize form with powerful stat mods).
* Black Ace and Red Joker are almost notorious for their powerful, easy-to-use sword cards, especially the Bushido series, which works ''on the very principle'' of BladeSpam.
Bushido cards you're using are single sword slashes that [[EvolvingWeapon power up depending on how many cards of the same type you load in a given turn, single turn]]: if you load two cards, each card gains Wide Sword range, but if you load three, each Bushido card gains ''Life Sword range'', disperses Barriers and Auras, and pierces invisibility. Each Bushido card of the same type also changes the range gains 50 extra attack for each of all of them. If you have 3, then they get [=LifeSword=] range its companions (150 extra damage max), and the ability to ignore invisibility.weakest, Bushido 1, has an inherent 110 damage already. The X version of this card deals 200 damage by default, so that's 900 damage with insane range right there. And then if you've got
** What makes sword cards even more dangerous is that there are three different Noise Changes that boost them. Black Ace favors
Gemini Noise, that's 900 which gives all Sword cards an extra paralyzing effect; Red Joker favors Wolf Noise, which gives non-dimming sword cards an extra 30 damage that ''paralyzes!''
**
in its basic Noise Form (not coincidentally, Wolf-Gemini is a popular Merge Noise combo), and then there's Rogue Noise, the "secret" Noise boosts all sword damage by 50, making Bushido and that gives non-dimming Sword cards an extra ''50 damage'' right out of the [=SwordFighter=] series of chips extremely powerful.
* The Best Combo system in
gate (Rogue Noise ''loves'' the first game was by far, the most broken mechanic in the entire Sword Fighter series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With which unleash three or more near instant slashes for at least 50 damage each).
** Beyond swords,
the use of grass or ice panels to boost elemental damage, it was easily possible to create a GatlingGood & QuadDamage combo dealing well over 1K (traditional even in the days of Battle Network) also makes an appearance. In the second and third games, you have access to both Mad Vulcan and Attack +10 [[DiscOneNuke right from the start]]. Mad Vulcan shoots 5 rounds at 10 damage apiece -- 50 damage; one (1) Attack +10 makes that 100 damage, and better (or worse) yet, you could receive one can, of these course, add more (later in the game, you can collect Attack Panel, a Battle Card that creates a QuadDamage FieldPowerEffect). Also note, since Mad Vulcan is non-flinching, no matter how much it does, it won't interrupt your opponent, so you have an easier time attacking during their counter-window, which will earn you another card or ''even a Big Bang''.
** We mentioned paralysis and stunlock above, and we ought to take some time to demonstrate how terrifyingly effective this strategy is. Because so few bosses or enemies have Status Guard, it's impossible for them to defend against paralyzing attacks, which require them to sit there harmlessly while you continue to unload on them. The Thunder Zerker and Gemini Noise forms, which specialize in paralyzing attacks, abuse this to a fault, stealing almost all threat out of the games. So popular is this strategy that when Star Force 3 revealed new "Body"-type abilities that negate specific status effects, some began to whine about how Paralyze Body completely broke their stunlock strategies. (Protip: Destroy Upper negates all "Body" programs when it hits).
* In the third game, the Noise system can be so heavily abused it isn't even funny. As Noise rises to 50%, your Noise Form becomes a Vibrant Noise, unlocking extra abilities, and when you reach 200%, you gain the option to Finalize. While you are welcome to[[note]]Finalizing will reset your Noise rating back to zero, and you will have to boost it again[[/note]], you should know that Noise at such a high level endows you with certain abuse-able "glitches", first and foremost ''the ability to ignore MercyInvincibility''. Combine this fact with any of the strategies mentioned above. DO IT.
** Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. It gets worse when you combine it with Wolf Noise, which buffs your sword card power.
** Ophiuca Noise in the same game. Normal
cards from each one of confuse, your brothers.charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs a near Game Breaking Mega Chip and a very Game Breaking Giga Chip (Dragon Sky GX) mentioned above. It also buffs sword chip by making every hit leave targets confused.
* Players of ''Black Ace'' get to use Black End Galaxy when they Finalize. It deals 500 damage, can't be avoided, and leaves any survivors immobile.
* Meanwhile, ''Red Joker'' players get Red Gaia Eraser, which does 600 damage if the initial blast hits. Sadly, it doesn't have any status effects.
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Toned down markup abuse


* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Even '''Giga Cards'''. Even if '''''THEY'RE FROM THE FIRST GAME.''''' Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.

to:

* The Blank Cards. You'll find 10 of these over the course of ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Even '''Giga Cards'''. Even if '''''THEY'RE FROM THE FIRST GAME.''''' ''they're from the first game.'' Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.



* Tribe King in the second game. Oh god, Tribe King... It doubles the strength of ''every'' card, buffs up Wood, Electric and Fire cards even further, gives Super Armor and Side Select, and also the card charging ability of your game. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing '''''640 damage, piercing invisibility, and locking on anywhere on the field.'''''

to:

* Tribe King in the second game. Oh god, Tribe King... It doubles the strength of ''every'' card, buffs up Wood, Electric and Fire cards even further, gives Super Armor and Side Select, and also the card charging ability of your game. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing '''''640 ''640 damage, piercing invisibility, and locking on anywhere on the field.'''''''
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Added DiffLines:

** They were so bad that some releases remove them entirely and replace them with about 2000 zennys. Which leads to [[KleptomaniacHero some questions]] when Geo is basically stealing $20 notes from his bosom friends' bedrooms.
Is there an issue? Send a MessageReason:
It Got Worse de-wicking.


* Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. [[ItGotWorse It Gets Worse]] when you combine it with Wolf Noise, which buffs your sword card power.

to:

* Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. [[ItGotWorse It Gets Worse]] gets worse when you combine it with Wolf Noise, which buffs your sword card power.

Changed: 19

Is there an issue? Send a MessageReason:
None


** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs a near gamebreaking Mega Chip and a very gamebreaking Giga Chip(Dragon Sky GX) mentioned above. It also buffs sword chip by making every hit leave targets confused.

to:

** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs a near gamebreaking Game Breaking Mega Chip and a very gamebreaking Game Breaking Giga Chip(Dragon Chip (Dragon Sky GX) mentioned above. It also buffs sword chip by making every hit leave targets confused.



** Rogue Noise boosts all sword damage by 50, making Bushido and the Swordfighter series of chips extremely powerful.
* The Best Combo system in the first game was by far, the most broken mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (Or worse) yet, you could receive one of these cards from each one of your brothers.

to:

** Rogue Noise boosts all sword damage by 50, making Bushido and the Swordfighter [=SwordFighter=] series of chips extremely powerful.
* The Best Combo system in the first game was by far, the most broken mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (Or (or worse) yet, you could receive one of these cards from each one of your brothers.
Is there an issue? Send a MessageReason:
None


* The Blank Cards. You'll find 10 of these over the course of ''MegaManStarForce 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Even '''Giga Cards'''. Even if '''''THEY'RE FROM THE FIRST GAME.''''' Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.

to:

* The Blank Cards. You'll find 10 of these over the course of ''MegaManStarForce ''Star Force 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Even '''Giga Cards'''. Even if '''''THEY'RE FROM THE FIRST GAME.''''' Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.
Is there an issue? Send a MessageReason:
None


** Rogue Noise boosts all sword damage by 50, making Bushido and the Swordfighter series of chips extremely powerful.

to:

** Rogue Noise boosts all sword damage by 50, making Bushido and the Swordfighter series of chips extremely powerful.powerful.
* The Best Combo system in the first game was by far, the most broken mechanic in the entire series, essentially allowing you to save a sequence of consecutive standard card attacks, and turn into a card that would cause you to repeat said attacks in an unavoidable, time stopping combo. With the use of grass or ice panels to boost elemental damage, it was easily possible to create a combo dealing well over 1K damage, and better (Or worse) yet, you could receive one of these cards from each one of your brothers.
Is there an issue? Send a MessageReason:
None


* Bushido in the third game. It deals 50 more damage for the more Bushido cards you're using in a given turn, and also changes the range of all of them. If you have 3, then they get [=LifeSword=] range and the ability to ignore invisibility. The X version of this card deals 200 damage by default, so that's 900 damage with insane range right there. And then if you've got Gemini Noise, that's 900 damage that ''paralyzes!''

to:

* Bushido in the third game. It deals 50 more damage for the more Bushido cards you're using in a given turn, and also changes the range of all of them. If you have 3, then they get [=LifeSword=] range and the ability to ignore invisibility. The X version of this card deals 200 damage by default, so that's 900 damage with insane range right there. And then if you've got Gemini Noise, that's 900 damage that ''paralyzes!''''paralyzes!''
** Rogue Noise boosts all sword damage by 50, making Bushido and the Swordfighter series of chips extremely powerful.
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Added DiffLines:

Oh my. Where do we begin?
* Generally, almost everything that have something to do with Satellite admins count in some way.
** Pegasus Magic in all its incarnations. Time it so your opponent can't block/evade it and you have an undodgable freezing attack. The same also goes to the Giga version. Both deal huge damage; however, the Giga doesn't do as much damage as its counterparts, but the freezing makes up for it.
** Leo Kingdom GX, which deals a tremendous amount of Fire damage and breaks guards.
** Dragon Sky GX is the worst offender. It hits 10 times, deals massive damage even when unboosted, blows away Auras, and to make matters worse, it's wood elemental, meaning that it doesn't give the enemy MercyInvincibility.
* The Blank Cards. You'll find 10 of these over the course of ''MegaManStarForce 2'', and if you know the right codes, you can instantly turn them into practically any card in the game. Even '''Giga Cards'''. Even if '''''THEY'RE FROM THE FIRST GAME.''''' Capcom was originally going to ''sell'' the codes, but some people got a hold of them and leaked them over the Internet, defeating the whole purpose.
* The Favorites system in the first 2 games. You can select six (four in the second game) cards to be your "favorite" cards. What's the advantage of doing this, you ask? You can use it with any card on your screen. But wait, there's more! ''Anything can be a favorite, even if it's a Giga.'' The White Cards that replaced them in the third game are nowhere near as bad.
** Actually, if you have Wi-Fi and some Brothers, the White Cards can be exploited to be just as bad. You can turn on their cards to either Multi-Noise or use the card roulette. Doing the latter will randomly select one of their White Cards...or if you're lucky, '''you get their Giga card instead'''.
* Gemini Noise, in the third game. It adds a paralysis effect to all sword cards. In multiplayer, it can be used to easily lock onto any enemy and stun them for a long period of time, while dishing out lots of damage. Combine with the Bushido series, Spinblade series, and basically any other sword card aside from a couple for best effect. [[ItGotWorse It Gets Worse]] when you combine it with Wolf Noise, which buffs your sword card power.
** Ophiuca Noise in the same game. Normal cards confuse, your charge shot leaves grass problems, and +20 on all wood chips. Not bad so far, right? The problem here is the fact that wood chips don't flinch, which means they're spammable. Most of them hit multiple times. It also buffs a near gamebreaking Mega Chip and a very gamebreaking Giga Chip(Dragon Sky GX) mentioned above. It also buffs sword chip by making every hit leave targets confused.
* Players of ''Black Ace'' get to use Black End Galaxy when they Finalize. It deals 500 damage, can't be avoided, and leaves any survivors immobile.
* Meanwhile, ''Red Joker'' players get Red Gaia Eraser, which does 600 damage if the initial blast hits. Sadly, it doesn't have any status effects.
* Tribe King in the second game. Oh god, Tribe King... It doubles the strength of ''every'' card, buffs up Wood, Electric and Fire cards even further, gives Super Armor and Side Select, and also the card charging ability of your game. For Ninja players, this translates to Squall 3, a multi-hit Wood attack, dealing '''''640 damage, piercing invisibility, and locking on anywhere on the field.'''''
* Bushido in the third game. It deals 50 more damage for the more Bushido cards you're using in a given turn, and also changes the range of all of them. If you have 3, then they get [=LifeSword=] range and the ability to ignore invisibility. The X version of this card deals 200 damage by default, so that's 900 damage with insane range right there. And then if you've got Gemini Noise, that's 900 damage that ''paralyzes!''

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