Cross System

The Cross System is a transformation system introduced in MegaMan Battle Network 6. It is similar in concept to the Soul Unison/DublSoul from previous games, in that MegaMan merges with another Navi (here called a Link Navi) but it does not use any chip sacrifices, and may last for the whole battle unless MegaMan is hit with an attack the Cross is weak to, in which case he takes double damage and loses the cross for the rest of the battle. EVERY cross now has a weakness, as 4 of the other attacking chip types (Wind, Sword, Break and Cursor) now have their own cycle of weaknesses (Wind->Cursor->Break->Sword->Wind).

Crosses in Falzar Version
Crosses here are more gimmicky and focus on status effects.

Spout/Aqua Cross
Probably the best element wise, considering the fact that there are an abundance of Fire viruses in the game.
 * Aqua element, weak to Elec
 * Non-dimming Aqua chips can be charged for double damage.
 * Aqua chips will heal 5% of your maximum HP. Extremely usefull for recovering when you have no healing chips left.
 * No-slip on Ice panels.
 * Charge Shot: Bubble Shot
 * Fires forward, hitting for (10 x Buster rank + 20) Aqua damage, spreading to the panel behind the point of impact.

Tomahawk Cross

 * Wood element, weak to Fire.
 * Non-dimming Wood chips can be charged for double damage.
 * Status Guard enabled
 * Heal on Grass panels
 * Charge Shot: Tomahawk Swing
 * Covers a 2x3 area immediately in front of MegaMan for (20 x Buster rank + 40) Wood and Sword damage. Does not flinch. Probably the worst Cross element wise, considering the fact that there are an abundance of Fire viruses in the game.

Tengu Cross

 * Wind element, weak to Sword
 * Non-dimming Wind chips gain 10 attack
 * B + Left will suck all enemies to the front of the area, removing Barriers and Auras
 * Airshoes and Floatshoes enabled
 * Charge Shot: Tengu Racket
 * Covers a 1x3 area immediately in front of MegaMan for (20 x Buster rank + 40) Wind damage, removing all Barriers and Auras along with pushing everything to the back row. Does not flinch.

Ground Cross

 * Breaking element, weak to Cursor
 * Non-dimming Breaking chips gain 10 attack
 * Using non-dimming Breaking chips will also cause rocks to rain on the enemy area
 * Super Armour enabled.
 * Charge Shot: Drill Arm
 * MegaMan disappears into a hole, then resurfaces as close to the nearest enemy as possible, hitting 2 panels ahead up to 3 times for (10 x Buster rank + 10) Breaking damage. This Cross seems to imitate Gregar Beast Out.

Dust Cross

 * Breaking element, weak to Cursor
 * B + Left will remove all obstacles. They can be fired using the regular Buster, dealing 200 damage.
 * Selected chips can be recycled into your folder, and new chips drawn in their place. This is a variation on chip shuffling from previous transformations like Search Soul.
 * Charge Shot: Scrap Reborn
 * Fires a scrap robot that travels down the row to the closest enemy, which punches the panel for (10 x Buster rank + 50) Breaking damage, and breaking the panel it hits. It will hit the panel at the end of the row if no enemy is found.

Crosses in Gregar Version
Crosses here provide more staight bonuses, but are gearred more towards eliminating the opponent.

Heat Cross

 * Fire element, weak to Aqua
 * Non-dimming Fire chips gain 50 attack
 * Buster attack increases by 1
 * Charge Shot: Fire Arm
 * Hits the 3 panels ahead of MegaMan for (20 x Buster rank + 30) Fire damage. Probably the most staighfoward, easy to use Cross.

Elec Cross

 * Elec element, weak to Wood
 * Non-dimming elementless chips can be charged to gain Paralyze effect
 * Non-dimming Elec chips gain 50 attack
 * Charge Shot: Thunder Bolt
 * Hits the entire row in front of MegaMan for (20 x Buster rank + 40) Elec damage. Extremely quick, so it's harder to get put in the line of fire, unlike other crosses.

Slash Cross

 * Sword element, weak to Breaking
 * Non-dimming Sword chips gain 50 attack
 * Non-dimming Sword chips can be charged to launch a Sonic Boom with the same range as the chip
 * Charge Shot: Wide Slash
 * Hits a 2x3 area in front of MegaMan for (20 x Buster rank + 60) Sword damage. If there is an object in the column immediately in front of MegaMan it will hit a 1x3 area instead. Very useful on bosses.

Erase/Killer Cross

 * Cursor element, weak to Wind
 * Cursor chips gain 30 attack
 * Hitting viruses with 4 in their HP with non-dimming elementless chips will instantly delete them regardless of power, doing the same with Navis gives HP bug
 * Charge Shot: Killer Death Beam
 * Hits the entire row in front of MegaMan for (20 x Buster rank + 40) Cursor damage. Pierces Invis. Can conscutively hit enemies.  Considerably the most useful Cross because of it's HP special effect.

Charge Cross

 * Fire element, weak to Aqua
 * Non-dimming Fire chips can be gradually charged for up to 100 attack boost
 * Custom capacity expanded by 1 after each turn using the Cross
 * Charge Shot: Charge Tackle
 * MegaMan turns invincible and charges down the three panels ahead of him, hitting the closest enemy for (20 x Buster rank + 30) Fire and Breaking damage. This Charge Shot can avoid attacks.