Rockman.EXE 5 Team of Blues/Team of Colonel: P.A. Guide by Zidanet_129 "Rockman.EXE 5 Team of Blues", "Rockman.EXE 5 Team of Colonel" and all related contents and images are originally copyrighted to Capcom. ------------------------------ Table of Contents: 1. Prologue 2. Letter P.A.s 3. Special P.A.s 4. Navi P.A.s 5. Version Updates 6. Legal Stuff & Credits 7. Contact Me ------------------------------ 1. Prologue (^1) This is my last FAQ in the year of 2004! The P.A.s, or Program Advances, are toned down slightly yet again from the ones in Rockman EXE 4. The Program Advances are composed of 3 Battle Chips selected in a preset order. For methods of getting the Chips, please refer to other Guides. Apparently Capcom decided to nerf the P.A.s even further from the previous game this time. Back in EXE4, the Folder chances were reduced exponentially due to the decreased Chip Codes and lack of Single-Coded P.A.s. Apparently they still think that we're relying on P.A.s too much and look at what they've done now? They NERFED them yet again with the One-PA-Per-Battle Rule. So what's this rule, you ask? Well, it's kinda self-explainatory, but here's how it works. Back in EXE4, you could have up to four copies of the same P.A. in your Folder and execute it four times during one Battle. However, with this new rule introduced you may use only ONE of each P.A. in a Battle. For example, you may have four copies of DreamSword in your Folder, but you can only use ONE copy. The rest of them, even with the Chips chosen in correct order, will not form another DreamSword as long as you're in the same Battle. You CAN use another P.A. though, which is good. I wonder if they'll make it so there's only one P.A. allowed in each battle in EXE6...... Well, now that it's out of the system, here's the instruction of how to use this Guide effectively: To find the part you need help with, hit Ctrl + F to open the Find... Window, and type in "^x" and replace the "x" with the desired number of topic that you need help with. For example, to find ways of composing Letter Series of P.A.s, you can type in "^2" and then look for the desired P.A.. The Program Advances Guide will be in the following format: Program Advance Name/U.S. Translation | Program Advance Number Chips Required (U.S. Translation of the Chips if the difference is too dinstinct) Damage per Hit Number of Hits Description Range of Hit (in diagram) Here's the general legend for the Range of Hit: M = Megaman E = Enemies that could be hit P = Empty Panels Notice how some P.A.# is out of place. This is due to me trying to fit the series together in their places, so please bear with it. Alright, here we go. ------------------------------ 2. Letter P.A.s (^2) Letter Series: Composed of 3 Identical Chips with Chip Codes put into series. Like the ones from EXE4, you get to use one strong attack related to the Chips used to form the P.A. to obliterate your enemies. ============================== Giga-Cannon1 / GigaCan1 | Program Advance #01 Cannon A-B-C Damage per Hit: 400 Number of Hits: 1 Description: Rockman pulls out a rather large Cannon and fires it. Range of Hit: PPPPPP PMEEEE PPPPPP The Cannon can hit only one enemy. ============================== Giga-Cannon2 / GigaCan2 | Program Advance #02 HiCannon D-E-F Damage per Hit: 500 Number of Hits: 1 Description: Rockman pulls out a rather large Cannon and fires it. Range of Hit: PPPPPP PMEEEE PPPPPP The Cannon can hit only one enemy. ============================== Giga-Cannon3 / GigaCan3 | Program Advance #03 MegaCannon F-G-H Damage per Hit: 600 Number of Hits: 1 Description: Rockman pulls out a rather large Cannon and fires it. Range of Hit: PPPPPP PMEEEE PPPPPP The Cannon can hit only one enemy. ============================== MugenVulcan1 / InfVulc1 | Program Advance #04 Vulcan1 C-D-E Damage per Hit: 20 Number of Hits: 20 Description: Rockman pulls out a Vulcan and fires it 20 times. The Vulcan hits an enemy and the Panel behind it. Range of Hit: PPPPPP PMPPHS PPPPPP H = Hit S = Splashed ============================== MugenVulcan2 / InfVulc2 | Program Advance #05 Vulcan2 A-B-C Damage per Hit: 20 Number of Hits: 24 Description: Rockman pulls out a Vulcan and fires it 24 times. The Vulcan hits an enemy and the Panel behind it. Range of Hit: PPPPPP PMPPHS PPPPPP H = Hit S = Splashed ============================== MugenVulcan3 / InfVulc3 | Program Advance #06 Vulcan1 L-M-N Damage per Hit: 20 Number of Hits: 28 Description: Rockman pulls out a Vulcan and fires it 28 times. The Vulcan hits an enemy and the Panel behind it. Range of Hit: PPPPPP PMPPHS PPPPPP H = Hit S = Splashed ============================== MadBoxer1 / Boxer1 | Program Advance #07 FirePunch1 O-P-Q Damage per Hit: 100 Number of Hits: ??? Description: Launches a barrage of random fire punches. # of hit yet to be confirmed. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== MadBoxer2 / Boxer2 | Program Advance #08 FirePunch2 H-I-J Damage per Hit: 150 Number of Hits: ??? Description: Launches a barrage of random fire punches. # of hit yet to be confirmed. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== MadBoxer3 / Boxer3 | Program Advance #09 FirePunch3 E-F-G Damage per Hit: 200 Number of Hits: ??? Description: Launches a barrage of random fire punches. # of hit yet to be confirmed. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== Super Wide 1 / SuprSpr1 | Program Advance #10 WideShot1 L-M-N Damage per Hit: 100 Number of Hits: 3 Description: Launchs 3 WideShot1's that goes through everything. Deals no damage against Shielded enemies. Range of Hit: PPEEEE PMEEEE PPEEEE ============================== Super Wide 2 / SuprSpr2 | Program Advance #11 WideShot2 L-M-N Damage per Hit: 120 Number of Hits: 3 Description: Launchs 3 WideShot2's that goes through everything. Deals no damage against Shielded enemies. Range of Hit: PPEEEE PMEEEE PPEEEE ============================== Super Wide 3 / SuprSpr3 | Program Advance #12 WideShot3 L-M-N Damage per Hit: 140 Number of Hits: 3 Description: Launchs 3 WideShot3's that goes through everything. Deals no damage against Shielded enemies. Range of Hit: PPEEEE PMEEEE PPEEEE ============================== YuraParade1 / ShakPar1 | Program Advance #13 SpaceYura1 G-H-I (SpShake1 G-H-I) Damage per Hit: 80 Number of Hits: (Depending on enemy position) Description: Launches 3 SpaceYuras from the back column of Rockman's field. They travel forward in their usual wave pattern and I believe they go through anything they touch, but doesn't damage those with Shields. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== YuraParade2 / ShakPar2 | Program Advance #14 SpaceYura2 B-C-D (SpShake2 B-C-D) Damage per Hit: 110 Number of Hits: (Depending on enemy position) Description: Launches 3 SpaceYuras from the back column of Rockman's field. They travel forward in their usual wave pattern and I believe they go through anything they touch, but doesn't damage those with Shields. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== YuraParade3 / ShakPar3 | Program Advance #15 SpaceYura3 S-T-U (SpShake3 S-T-U) Damage per Hit: 140 Number of Hits: (Depending on enemy position) Description: Launches 3 SpaceYuras from the back column of Rockman's field. They travel forward in their usual wave pattern and I believe they go through anything they touch, but doesn't damage those with Shields. Range of Hit: HHHHHH HMHHHH HHHHHH ============================== SabotanDance1 / CacDanc1 | Program Advance #16 SabotanBall1 H-I-J (CactBal1 H-I-J) Damage per Hit: 30 Number of Hits: (Depending on enemy position) Description: Drops several SabotanBalls into the enemy area. If they don't land on enemies, they will start rolling and deal more damage. Range of Hit: PPPHHH PMPHHH PPPHHH ============================== SabotanDance2 / CacDanc2 | Program Advance #17 SabotanBall2 B-C-D (CactBal2 B-C-D) Damage per Hit: 40 Number of Hits: (Depending on enemy position) Description: Drops several SabotanBalls into the enemy area. If they don't land on enemies, they will start rolling and deal more damage. Range of Hit: PPPHHH PMPHHH PPPHHH ============================== SabotanDance3 / CacDanc3 | Program Advance #18 SabotanBall3 S-T-U (CactBal3 S-T-U) Damage per Hit: 50 Number of Hits: (Depending on enemy position) Description: Drops several SabotanBalls into the enemy area. If they don't land on enemies, they will start rolling and deal more damage. Range of Hit: PPPHHH PMPHHH PPPHHH ============================== Hyper Burst / H.Burst | Program Advance #19 SpreaderGun C-D-E (Spreader C-D-E) Damage per Hit: 50 Number of Hits: 6 Description: Acts like a 6-hit SpreaderGun. (Nerfed, NERFED I SAY!!) Range of Hit: PPP222 PMP212 PPP222 (When you hit anything on 1, the 1 itself and all the 2's will get hit for 6 times) ============================== YoYoGreat / GreatYo | Program Advance #21 Yo-Yo D-E-F Damage per Hit: 100 Number of Hits: 2/3 (Depending on enemy position) Dscription: Rockman launches 3 Yo-yos on all 3 rows that goes all the way to the enemy's back column before travelling back. The last column takes 3 hits and the rest of the Panels takes two. They work like normal Yo-yos range-wise. Range of Hit: PP2223 PM2223 PP2223 2 = 2-hit 3 = 3-hit ============================== JigokuHockey / PitHoky | Program Advance #22 AirHockey Q-R-S Damage per Hit: 100 Number of Hits: (depends on how mant times the enemy avoids the bounce) Description: Fires an AirPuck1 that travels over 18 Panels in the enemy area before disappearing. Doesn't fly over broken/missing Panels. (Man, I wish they've get that bloody retarded name changed.) Range of Hit: PPPPEP PMPEPE PPPPEP PPMEPP PPPPEP PPPPPE PPPPPE PPPPEP PPMEPP If no modifications were made to the Panels (such as AreaSteals or broken Panels) ------------------------------ 3. Special P.A.s (^3) Special P.A.s are Composed of 2 or 3 Different Chips with the same Chip Codes. These Program Advances usually ultilize the Chips being used to compose the Program Advance and deal a great deal of damage to the enemies. Since they are always uni-Coded, they have been the basis of many RFF-Class Folders before. However, due to the one-PA-per-Battle rule introduced in this game, these P.A.s, especially DreamSword and GigaCountBomb, are rendered nearly useless as they can only be used once. ============================== Dream Sword / LifeSrd | Program Advance #20 Sword-WideSword-LongSword S Sword-WideBlade-LongBlade L Damage per Hit: 400 Number of Hits: 1 Description: Rockman slashes the area of 3x2 in front of him with a huge Sword. Range of Hit: PPEEPP PMEEPP PPEEPP ============================== Poison Pharoah / PoisPhar | Program Advance #23 BugBomb-DeathMatch3-PoisonAnubis A (BugBomb-Geddon3-Anubis A) Damage per Hit: 1 Number of Hits: Unlimited as long as the Pharoah Statue stays active and enemies stays alive. Description: A huge purple PharoMan Statue drops in front of Rockman and poisons the enemies twice as fast as the Anubis Statue. The effect will keep on until the enemies are deleted OR until the Purple PharoMan Statue was destroyed. Only blockable with either temporarily leaving the battlefield (DrilSpin enemies and stuff, you know) or using the Green Invincibility like the effect of the Fanfare Chip. Range of Hit: EEEEEE EMEEEE EEEEEE Hits EVERYONE on the Battlefield except for Rockman. ============================== GigaCountBomb / TimeBom+ | Program Advance #27 CountBomb1-CountBomb2-CountBomb3 H Damage per Hit: 600 Number of Hits: 1 Description: Rockman creates a HUGE Count Bomb that has a very high duration. Range of Hit: PPPEEE PMPEEE PPPEEE ============================== Body Guard / BodyGrd | Program Advance #28 Kawarimi-NaviScout-Muramasa Blade M Damage per Hit: 70 Number of Hits: 10 Description: The Battle continue as usual, but with Shurikens raining down on enemies from above the ceiling and chases after the enemies for 10 times. Slightly toned up from EXE4. Still some hope for Capcom, I guess. Range of Hit: PPPEEE PMPEEE PPPEEE Not sure if it'll hit behind Rockman. If there is more than one enemy, the closest one gets the hits first. ------------------------------ 4. Navi P.A.s (^4) Whee, the P.A.s that use Navi Chips are back! With more vengence too! This time around, all of these P.A.s require SP/DS-Levelled Navi Chips, and all the Navis involved (with the exception of ShadeMan) are new faces in this game. Hell, even Django decided to pop up for his classic P.A...... ============================== CosmoPrison / CsmoPris | Program Advance #24 Meteor3-Meteor3-CosmoManSP/DS C (Astroid3-Astroid3-CosmMnSP/DS C) Damage per Hit: 60 Number of Hits: 6/9 Description: Not quite what I was expecting. CosmoMan appears and forms a space that covers all three rows on the column Rockman was standing on and launches a barrage of...... Umm...... CosmoStars or something. They look like small spheres and they fly forward to run into enemies. I believe they hit the top row first, then middle, then bottom, then back to the top. Good thing is that they can change ONE row before hitting the enemy. So provided that you summoned CosmoMan in th center row and there's only one enemy, the enemy will get 6 hits if it's on the top or bottom row, and a whoopin' 9 hits if it's in the center row. Range of Hit: (Assuming one enemy. If more, hits are distributed based on how the stars can turn.) PP6666 PM9999 PP6666 6 = 6 hits 9 = 9 hits ============================== WildSwallow / WildBird | Program Advance #25 SamuraiSword1-SamuraiSword1-SwallowManSP/DS S (Katana1-Katana1-LarkMnSP/DS S) Damage per Hit: 200 Number of Hits: (Depending on enemy position) Description: SwallowMan appears and disappears before he enters the scene again by swooping up from the Panel under Rock (he always hits all 3 rows when he spins) and spins on the two columns ahead of him. After that, he leaves as quickly as he enters. Oh GOD SwallowMan's name is f***in' lame now. Range of Hit: P133PP PM33PP P133PP 1 = 1 Hit 3 = 3 Hits ============================== FootMegaBall / FootBall | Program Advance #26 MarkCannon2-MarkCannon2-FootManSP/DS F (MrkCan2-MrkCan2-GridMnSP/DS F) Damage per Hit: 180 Number of Hits: 1/2/4 (Depending on enemy position) Description: Wasn't quite what I suspected, but it's strong nontheless. FootMan appears and kicks 4 FootBalls into the enemy area, which lands on the intersections of the Panels and hits the 4 Panels around that intersection. Range of Hit: PPP121 PPP242 PPP121 1 = 1 hit 2 = 2 hits 4 = 4 hits ============================== BigNoise / BigNoise | Program Advance #27 PulseBeam3-PulseBeam3-ShadeManSP/DS S (Pulsar3-Pulsar3-ShadeManSP/DS S) Damage per Hit: 400 Number of Hits: 1 Description: Just as I suspected. ShadeMan appears and does a SoundStorm that hits one panel ahead and then 3x3 panel following that. Any enemy who manage to survive will be paralyzed for a short period of time, most likely long enough for you to pull off another attack. Pierces Invis. Range of Hit: PPPHHH PMHHHH PPPHHH ============================== Pile Driver / P.Driver | Program Advance #30 GunDelSol3-GunDelSol3-DjangoSP/DS D (GenDelS3-GunDelS3-DjangoSP/DS D) Damage per Hit: 30 Number of Hits: 10 Description: A reflective mirror appears in front of Rockman to launch a beam of sunlight at the enemy. If the panel of the enemy's last column has nothing on it and is not broken, another reflective mirror will also appear there and send another beam of sunlight to deal double damage. This P.A. is NOT affected by Atk+ Chips and can only be used with Light/Normal Rockman. (Why the ****ing hell do they spell GunDelSol like that now? At least GunSol looks a bit better......) Range of Hit: PPPPPP PPMRER PPPPPP Special legends: R = Reflective Mirrors ------------------------------ 5. Version Updates (^5) V 1.4 (August 2, 2005): Fixed WildSwallow and BigNoise's range. Can't believe I got those wrong before. I'd credit people who corrected me, but that'll add another 1 or 2 kb in this FAQ. So just a general thanks to those who mailed me. *points to a random table* COokies are over there. V 1.3 (June 19, 2005): Added English translations. Now I wanna break whoever did the translation. V 1.1 (December 19, 2004): Added some little info here and there. V 1.0 (December 16, 2004): Completed pretty much all the missing P.A. info. Sun-sized kudos to Daimou43 for giving me that Full Library Code. Even larger kudos for those who hacked it out in the first place. V 0.6 (December 12, 2004): Completed basic parts of the Guide. The missing P.A.s will be added in the next update. ------------------------------ 6. Legal Stuff & Credits (^6) Copyright to Zidanet_129 (Alan Tseng) 2004-2005 The completion of this guide is heavily based on the help of the people listed below. Special thanks to all these people!! A nameless Japanese website, which helped me through more than one EXE-series FAQ Daimou43, who gave me a Code for Full Library and makes it a bajillion times easier to test the P.A.s out. Those who hacked out the Full Library Code. Reason as above. Tkrausse, for the English translations. Thanks for those, yet I hate you for blinding my eyes with those English translations. j/k man. >_> All those people who poked me with dull sticks about BigNoise and WildSwallow. *goes to heal up his bruises* ------------------------------ 7. Contact Me (^7) You do NOT have my permission to add me to your MSN Contact List. I will Block you if I find out about the reason you add me into your Contact List. And I DON'T have time to chat with you, so do NOT expect to add me and chat with me. If you want to ask general questions about this game, DO NOT E-MAIL or MSN me. I WILL ignore you unless I find your question interesting. There will be plenty of other FAQs that will answer your questions, which are VERY possibly answered to death MANY times. If you INSIST on adding me to your MSN Contact List, ask me for my permission first by e-mailing me. However, unless you're a vet or are well-known on the Boards, I'll most likely just ignore you as a rejection. If you have flames/complaints/compliments/suggestions, either send me an E-mail at: E-Mail: zidanet(underscore)129(at)hotmail(dot)com Or leave me a message on the GameFAQs' Rockman EXE 5 ToB Board.