Synchronization

Full Synchro(nization) is a state where NetNavi and NetOp become one to improve focus and it puts the NetOp into direct contact with his/her NetNavi, transmitting effects on the NetNavi back to the NetOp. So, a high level of synchronization should complete the circuit enabling transmission of a NetOp's very will to his/her NetNavi, which greatly raises a NetNavi's fighting capabilities. FullSynchro fuses the mind of NetNavi and NetOp into one consciousness, getting rid of the delay between command and reaction, which can make a big difference between life and death during a battle.

Effects
Full Synchro can be obtained when hitting an opponent with a chip attack while the opponent is in the middle of its attack animation. This is called "countering", and it also paralyzes the countered opponent. Full Synchro allows the player to see when an opponent can be countered (in order to maintain Full Synchro throughout the battle) and awards a x2 damage bonus to the currently selected chip. However, it can be lost when the Navi is hit or uses up a damaging chip without countering again.

Games
In the game, Full Synchro is first introduced in the final part of MegaMan Battle Network 3. When a NetOp entered the CyberWorld and fused with their NetNavi, they achieved Full Synchro, giving them a boost in their power and stats.

Full Synchro is available in the game mechanics of MegaMan Battle Network 4 and onwards.

In MegaMan Battle Network 4, if the player performs enough battles without use of Dark Chips, MegaMan turns a slightly brighter shade of blue, and can randomly gain Full Synchro by hitting with non-dimming chip attacks, regardless of whether that hit was a counter hit or not.

From MegaMan Battle Network 5 onward, it could only be achieved by hitting an enemy just before it attacks. If MegaMan enters the worried emotional state from receiving too much damage, he can't enter Full Synchro. In the DS remake, using the Party Battle System, switching Navis while one is in Full Synchro may initiate a combination attack between the two Navis.

In MegaMan Battle Network 6, if MegaMan enters the Tired state from using up his Beast Out or Very Tired from using Beast Over, he cannot perform Full Synchro. Full Synchro still can be used while he is using a Beast Out, however.

Anime
In the anime, synchronization between NetNavi and NetOp is needed to perform Cross Fusion.

Manga
In the Megaman NT Warrior manga, Full Synchro works much like how it is described, fuses the NetOp and NetNavi into one consciousness, but unlike other canons differs majorly in one way: Whatever happens to the NetNavi in their world, happens to the NetOp in the real world. (i.e. if your Navi gets slashed, you get a slash wound on the exact same spot) However, unlike game canon once a NetOp and NetNavi successfully do a Full Synchro, they can do it again at will as well as undo it at any time (usually when the battle is over or the battle is becoming too risky).

Also, Perfect Synchro has been thought of as the last state available in Full Synchro. It's ultimately Full Synchro at 100% (which removes all delay from the NetNavi's battle routine). However, this renders the NetOp's body in the real world to be soulless- in the state between life and death.