Noise Change



Noise Changes are a new transformation introduced in MegaMan Star Force 3. These are similar to Style Changes, where MegaMan is only able to keep one at a time, but enters battle in his equipped Noise Change. Each noise has its own special attributes, along with a special Noise Force Big Bang (NFB) that is gained through countering enemies, just like its predecessors the Link Force Big Bang and Star Force Big Bang from the previous two games.

Obtaining a Noise Change
The player gains their first Noise Change after a certain point in the plot. After which, when they finish a battle with Giant viruses, they stand a chance to get a different Noise Change. If it is a new Noise Change that they have not used before, they will be able to see some of the new Noise's abilities before confirming if they wish to switch to the new Noise Change. Afterwards, a mail is sent to the player detailing the Noise Change's abilities.

Black Ace and Red Joker each have their exclusive Noise Changes, but in a rare occurence the player may get a Noise Change from the opposing version. Additionally, in Japan Cosmo Wave 1 there is a Noised Wizard that can revert the player to their previously equipped Noise Change.

Form Out, Colour Out, Merge Out
Noise Changes largely depend on the Noise Gauge, and undergo some changes as the Noise Gauge reaches different levels. Between 0% to 50% noise, the Noise Change starts at its Form Out stage, where the player has access only to some of its innate abilities.

At 50% noise and above, the Noise enters its Colour Out stage, where the player has access to all of its abilities, including its element, Charge Shot, and NFB. Each Noise has a weakness to a certain type of attack, and when hit by its weakness, it will revert to the Form Out stage at 0% noise.

Brother Cards and Opponent Noise can be used to initiate Merge Noise - also known as Multi-Noise Form - which will merge both transformations through a Merge Out, combining the abilities of the Noise Changes, and changing the player's element, Charge Shot and NFB to match the latter Noise Change. Using Merge Noise will also change the Noise to its Colour Out form, raising the Noise meter to 50%. Getting hit by the Merge Out's new weakness will revert the player to his base Form Out stage of his initial Noise, at 0%.

Finalized Noise
At noise levels of 200% or higher, the player can initiate Finalized Noise through the Custom Screen. This is when the screen prompts the player whether he wants to initiate Finalized Noise by accessing the Meteor Server by showing a button saying "Meteor Server Access".

Initiating Finalized Noise will transform MegaMan to either Black Ace or Red Joker, depending on the version he is playing. Doing so will also cause his noise level to drop to 0%. Additionally, when the Meteor Server is accessed, the player switches to a Meteor Server folder which contains several powerful Battle Cards, inclusive of the NFBs from the other Noises and their exclusive NFB. Finalized Noises have no element or weakness, but expire after 3 turns, causing the player to revert to the Form Out stage of his equipped Noise Change at 0% noise.

The Meteor Server folder has different levels, going higher as the player reaches higher noise levels above 200%. Higher levels contain more powerful Battle Cards, starting from LV1 at 200% noise and ending at LV11 at 999.9% noise. They also tend to be unrestricted by the usual folder building and support, and can contain multiple Giga Cards (inclusive of NFBs which are considered so) inside, with no worry about cards being dimmed out. As a result, a player in finalized Noise may use many Giga Cards to create some devasting combinations.

Finalized Noises can further be customised through use of Rezon Card codes. These give abilities to the Finalized Noises, and can change their Charge Shot (as they do not have one of their own). The abilities from Rezon Card codes are shared throughout the Battle Team, and any card boosts will stack.

Special Ability Waves
Whilst equipped with a certain Noise Change, after fighting through several battles, the player will receive a special Ability Wave. These Ability Waves require less Link Power to equip compared to other Ability Waves obtained through other means, and the player can only obtain one copy of each special Ability Wave. Some Noise Changes give more than one Ability Wave.

Libra Noise
Form Out Colour Out Ability Waves
 * Fire +10
 * Aqua +10
 * No element
 * Weak to Breaking attacks
 * Non-dimming elementless cards heal 5% of your maximum HP
 * Charge Shot: Side Spread
 * NFB: Meteorite Barrage
 * Charge Spread/100
 * HP+500/350



Corvus Noise
Form Out Colour Out Ability Waves
 * Non-dimming Fire cards +30 attack
 * Fire element
 * Weak to Aqua attacks
 * Immune to HP Bugs, Poison Panels, and Gravity effects
 * Charge Shot: Shocking Flare
 * NFB: Atomic Blazer
 * Air Shoes/200
 * Gravity Body/300



Cancer Noise
Form Out Colour Out Ability Waves
 * Non-dimming Aqua cards +30 attack
 * Aqua element
 * Weak to Elec attacks
 * Non-dimming Aqua cards gain Bubble effect
 * Charge Shot: Bubble Shot
 * NFB: Dyna Wave (Dynamic Wave)
 * Charge Cross/45
 * Bubble Body/600



Gemini Noise
Form Out Colour Out Ability Waves
 * Tag System (select 2 Battle Cards in your folder by pressing Y twice - they will show up in the Custom Menu with each other when drawn)
 * Non-dimming Elec cards +30 attack
 * Elec element
 * Weak to Wood attacks
 * Sword cards gain Paralyze effect
 * Charge Shot: Rocket Knuckle
 * NFB: Thunder Bolt Blade
 * Charge Paralyze/70
 * Paralyze Body/600



Ophiuchus Noise
Form Out Colour Out Ability Waves
 * Wood cards +20 attack
 * Wood element
 * Weak to Fire attacks
 * Non-dimming elementless cards gain Confuse effect
 * Immune to Blind and Confuse effects
 * Charge Shot: Green Shot
 * NFB: Elemental Cyclone
 * Charge Wood/50
 * Flash Body/200



Black Ace

 * Buster MAX
 * No Charge Shot
 * No element or weakness
 * Locked-On cards have double damage (inclusive of Auto Lock-On)
 * Airshoes and Floatshoes
 * Auto Lock-On
 * Quick Gauge
 * NFB: Black End Galaxy



Cygnus Noise
Form Out Colour Out Ability Waves
 * Airshoes and Floatshoes
 * Elementless cards gain +10 attack
 * No element
 * Weak to Sword attacks
 * Non-dimming Wind cards gain +30 attack
 * Charge Shot: Feather Vulcan
 * NFB: Meteorite Barrage
 * Charge Sever/50
 * Float Shoes/150



Taurus Noise (Ox Noise)
Form Out Colour Out Ability Waves
 * Super Armour
 * Non-dimming Fire cards gain +50 attack
 * Fire element
 * Weak to Aqua attacks
 * Charge Shot: Heat Cannon
 * NFB: Atomic Blazer
 * Super Armour/700



Virgo Noise
Form Out Colour Out Ability Waves
 * Immune to Freeze and Bubble effects
 * Non-dimming Aqua cards gain +30 attack
 * Aqua element
 * Weak to Elec attacks
 * Charge Shot: Aqua Wave
 * NFB: Dynamic Wave
 * Charge Ice/50
 * Freeze Body/600



Crown Noise
Form Out Colour Out Ability Waves
 * Increased chance of drawing Mega- or Giga-class cards
 * Elec cards +20 attack
 * Elec element
 * Weak to Wood attacks
 * Non-dimming elementless cards gain Blind effect
 * Charge Shot: Plasma Shot
 * NFB: Thunder Bolt Blade
 * Mega Class +1/200



Wolf Noise
Form Out Colour Out Ability Waves
 * Quick Gauge
 * Non-dimming Sword cards +30 attack
 * Wood element
 * Weak to Fire attacks
 * Wood cards gain +10 attack and Auto Lock On
 * Charge Shot: Shock Claw
 * NFB: Elemental Cyclone
 * Quick Gauge/300



Red Joker

 * Buster MAX
 * No Charge Shot
 * No element or weakness
 * Locked-On cards have double damage (inclusive of Auto Lock-On)
 * Super Armour
 * Status Guard
 * NFB: Red Gaia Eraser

Rogue Noise (Burai Noise)
The Rogue Noise Change is unique as it can be obtained in both games. However, the player must not have any other real-life Brothers to get this Noise, and so this Noise cannot perform Merge Out. Rogue Noise also cannot be held by the Noised Wizard as a reserve Noise Change.

Form Out Colour Out Ability Waves
 * Mu Rejection barrier that regenerates once per turn
 * Non-dimming Sword cards +50 attack
 * Cancels all BrotherBands with other real-life players
 * No element or weakness
 * Immune to Lock-On (including Auto Lock-On)
 * Non-dimming, elementless cards gain short-lasting Paralyze effect
 * Charge Shot remains unchanged but has doubled attack strength
 * No NFB
 * Reflect/50
 * First Aura/400

