FlashMan.EXE

FlashMan.EXE is a NetNavi operated by Rei Saiko.

MegaMan Battle Network 3
FlashMan steals a TetraCode for Alpha in Lan's school, and hypnotizes Lan's friends with Hypno Flash (a bright series of lights) when they interfere. Lan manages to escape and deflect the Hypno Rays with an umbrella he found in the school. MegaMan.EXE jacks into the school computer and defeats him. However, FlashMan self destructs and leaves MegaMan with a glitch. It doesn't surface at first, but later he is unable to jack-out, forcing him walk back to his jack-in point. After defeating him, he can be encountered in ACDC area 3 at the pathway next to the teleporter that leads to the square. After that, he will be a random encounter in ACDC area 2.

He later reappears using Full Synchro with Rei in order to stop MegaMan in Castle Wily, but is defeated again.

MegaMan NT Warrior Axess
FlashMan first appears in the Net causing trouble for Nebula, fueled by Dark Chips. He goes in the Net and makes all the lights in DenTech City burn out. MegaMan tries to stop him, but he is too powerful and repels him. Roll tries to stop FlashMan herself, but fails and injures MegaMan accidentally. MegaMan needs to be repaired while FlashMan attacks again. Roll tries to stop him on her own once more, but is overwhelmed by him. MegaMan comes to rescue her and gains Roll Soul by working together with her. With it, he is able to drive FlashMan away.

He uses Dark Chips to make himself stronger and is sent to delete DesertMan.EXE for being captured. Before being deleted, DesertMan was being deteriorated by the Dark Chips and said the same thing would happen to FlashMan. After being defeated by MegaMan, he returns to ShadeMan.EXE, and is deleted by the Dark Chip's power. He is later revived by Dr. Regal, but is deleted again by MegaMan in Roll Soul.

Rockman EXE Stream
He reappears as Asteroid FlashMan.EXE and is given to Rei Saiko by Slur. However, he is eventually deleted.

Abilities

 * Neon Light: FlashMan summons an orb of light that moves across the ground, randomly zigzagging as it travels forth. It does not travel past holes.
 * FlashMan.pngFlash Light: FlashMan summons two bulbs on the player's field. After some time, the bulbs will flash and disappear, causing paralysis.
 * Spark Arm: FlashMan will move to the front of his area and hit in a widesword-esque fashion, also extending an extra panel forward. He often uses this with Area Steal and Flash Light.