Cyberworld

Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
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## **Stage Info**

In a society where everything from your toilet to your dog house is connected to the internet, this interconnected web of networks is known as the Cyberworld. Not everything is directly connected to the main part of the Internet, but in a world like this people can upload dangerous viruses into your oven to cause it to spout flames or your air conditioner unit to emit a noxious gas. Still, the Cyberworld has proved to be a great improvement on society, with people and their NetNavi partners being able to traverse the Cyberworld for shopping, battling tournaments, and even visiting friends in other countries. Of course, the Cyberworld isn’t always safe either. Beyond just viruses there are several NetCrime organizations that seek to use the Cyberworld for their own nefarious deeds like WWW, Gospel, and Nebula.

## **Stage Layout**

This stage is about on par with New Pork City in terms of size. There are two blocky platforms on the left and right along with several other thin platforms scattered throughout. Every platform has a teleport spot on it that can be used to travel from one platform to another. They aren’t active all the time and you will know if they are active by the spot on the platform (represented by the blue dot) will have glowing rings of energy. Multiple teleporters can be active at the same time so be mindful of the color of the rings as they will indicate which teleporter you will pop out of. Each teleporter will stay active for about 15 seconds, and once somebody passes through that teleporter it will deactivate after about 3 seconds.

## **Stage Hazards**

### **NetNavis:**

Throughout the match a villainous NetNavi will appear on the stage to cause problems. These Navis can all run around and deliver basic punches and kicks to opponents and they each have two special attacks that they can use to attack the players and they can be KO’d themselves. If these Navis haven’t been KO’d after 20 seconds they will leave the stage of their own accord. If it weren’t for the fact that they’ll attack anyone, you could almost call them Assist Trophies!

**FireMan.EXE** - FireMan’s two special attacks are Fire Arm and Flame Tower. When FireMan uses Fire Arm, he’ll point both of his arms forward and unleash a stream of flames, almost like a flamethrower, from his arms reaching about a quarter way across the stage. These flames do small damage and knockback and can juggle foes if they fell onto the flames from above. FireMan’s second attack Flame Tower will cause a tower of flames to rise up into the air circled on his body. This tower of flames will rise up high, a full body height above FireMan. The damage and knockback are fairly comparable to Fire Arm, however if you touch the sides of the tower you’ll be knocked away sideways, meanwhile hitting the flames on top will send you upwards. Water-based attacks will deal extra damage to FireMan.

**ShadowMan.EXE** - ShadowMan’s two special attacks are Shuriken and Sneak Attack. When ShadowMan leaps up into the air he pulls out a trio of large shurikens and throws them at the fighters. Sometimes these will fly at all different fighters and sometimes they could all be thrown at the same one. It depends on who is in range of ShadowMan’s attack. These shurikens can fly all across the stage. Their damage is strong, but the knockback is small. ShadowMan’s other attack is Sneak Attack which will start with ShadowMan teleporting away in a puff of digital smoke. A few moments later ShadowMan will reappear behind a fighter and slash dowards at them with his katana. This attack deals a high amount of damage and knockback so be aware.

**PlantMan.EXE** - PlantMan’s two special attacks are Plant Weed and Yellow Flower. Both of these special attacks involve PlantMan planting himself into the stage by driving two vines from his arms into the platform. Both of these moves leave PlantMan particularly vulnerable to attacks. With Plant Weed, a thorny vine will travel across one of the platforms trying to reach one of the fighters. If the vine doesn’t grab anyone it will retract and try again on a different platform. If the vine is able to reach a fighter it will ensnare them as more vines quickly wrap around the target and begin to squeeze them. This attack hits for multiple times as the thorns scrape against the fighter. Tapping the control stick can help get the fighter free, however the more damaged they already are the harder it will be. When PlantMan uses Yellow Flower, 2-4 Yellow Flowers will sprout across the stage, each on a different platform. Every second or two these flowers will puff out a cloud of paralyzing pollen and if a fighter is by the flower when this occurs they’ll be paralyzed to the spot and will have a difficult time escaping until the flowers disappear. Fire-based attacks will deal extra damage to PlantMan.

**AquaMan.EXE** - AquaMan’s two special attacks are Aqua Spout and Aqua Bomb. For the Aqua Spout move AquaMan will raise his two little arms into the air as a water spout materializes in front of him. The water spout will begin to fire water in a straight line. This attack is similar to FireMan’s Fire Arm, however if a fighter encounters this water stream they’ll be damaged a single time and then be carried by the water towards its end and depending on how close they were to the spout they’ll be launched with differing amounts of knockback. The closer they were to the spout, the higher the knockback will be. Electric-based attacks will deal extra damage to AquaMan.

**ShadeMan.EXE** - ShadeMan’s two special attacks are Bat Split and Noise Crush. With the move Bat Split, ShadeMan will split apart his body into a mass of bats which will fly from his present location to another on the stage. Making contact with the bats hurts other fighters, but deals minimal knockback, and ShadeMan cannot be harmed in this form. ShadeMan’s other attack will hear him let out an ear-piercing wail as sound waves emanate from his body. The sound waves come out fast and form a circle AOE around him like the Smart Bomb item before slowly retreating back into ShadeMan’s body. Being hit by this attack when it is first coming out will deal heavy damage and knockback, however if you run into the waves after they are already out it’ll be smaller damage and knockback that just knocks you away a bit.

**ElecMan.EXE** - ElecMan’s two special attacks are Sequence Bolt and Electric Boomer. With Sequence Bolt ElecMan will point his finger into the sky as a thin bolt of electricity fires up through the screen. This bolt will deal a small amount of damage and knockback, but following it 4-6 points on the stage will see a small glowing spark of electricity before disappearing. When each electrical spark goes away, a powerful bolt of lightning will fall down from above and go all the way through the stage, damaging anyone in its path. If a fighter is directly in the lightning’s path they will take a high amount of damage and will be hit by a meteor spike. If you just hit the lightning on the side as it falls, you’ll still be damaged but it will be less and you’ll just be knocked away to the side. Plant-based attacks will deal extra damage to ElecMan.

## **Soundtrack**

* **Mega Man Battle Network**
	+ Net Battle (Boss Theme)
	+ Operation! (Battle Theme)
* **Mega Man Battle Network 2**
	+ Battle Spirit (Boss Theme)
	+ Time Limit (Bomb Corp - QuickMan’s Stage)
	+ Virus Busting (Battle Theme)
	+ Vs. Gospel (Final Battle)
* **Mega Man Battle Network 3: Blue Version/White Version**
	+ Boss Battle! (Boss Theme)
	+ Farewell (Credits Theme)
	+ Great Battlers (N1/Ranked Battle Theme)
	+ Network Is Spreading (Internet Theme)
	+ Shooting Enemy (Battle Theme)
	+ Theme of MegaMan Battle Network 3
	+ Vs. Alpha (Final Battle)
* **Mega Man Network Transmission**
	+ Demolished WWW Area (ShadowMan’s Stage)
	+ Game Center (ColorMan’s Stage)
	+ Hero Theme
	+ Internet Area (Basic Stage)
	+ Navi Battle (Boss Theme)
	+ Theme of MegaMan Network Transmission
	+ Zero Gravity Area (StarMan’s Stage)
* **Mega Man Battle Network 4: Red Sun/Blue Moon**
	+ Battle Pressure (Tournament Battle Theme)
	+ Battle with Myself (Boss Theme)
	+ Cyber Battle (Battle Theme)
	+ Global Network (Internet Theme)
	+ Save Our Planet (Meteor Comp/Control Area - Final Stage)
* **Mega Man Battle Network 5: Team Colonel/Team ProtoMan**
	+ Liberation Mission
	+ Powerful Enemy
	+ Theme of MegaMan Battle Network 5
* **Mega Man Battle Network 6: Cybeast Gregar/Cybeast Falzar**
	+ Surge of Power! (Boss Theme)
	+ Theme of MegaMan Battle Network 6

## **Associated Content**

Click Here to watch the episode of the Super Cast Bros podcast where Zantok created this stage!