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Posted: Tue Jul 19, 2005 1:37 pm
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Posted: Tue Jul 19, 2005 1:40 pm
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Posted: Tue Jul 19, 2005 1:42 pm
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Megaman Battle Network 2
If you don't know, Z stands for Zeta and O stands for Omega.
#001 Name: Z-Cannon1 Battle Chips: Cannon x3 A/B/C - B/C/D - C/D/E Damage: 40x3 (120) Description: 5-second invisible cannon
#002 Name: Z-Cannon2 Battle Chips: HiCannon x3 C/D/E - D/E/F - E/F/G Damage: 60x3 (180) Description: 5-second invisible cannon
#003 Name: Z-Cannon3 Battle Chips: M-Cannon x3 E/F/G - F/G/H - G/H/I Damage: 80x3 (240) Description: 5-second invisible cannon
#004 Name: H-Burst Battle Chips: Spreader x3 M/N/O - N/O/P - O/P/Q Damage: 100x5 (500) Description: Powerful exploding shots
#005 Name: Z-Ball Battle Chips: CannBall x3 O/P/Q - P/Q/R - Q/R/S Damage: 300 Description: 5-second invisible cannonball
#006 Name: Z-Ratton1 Battle Chips: Ratton1 x3 H/I/J - I/J/K - J/K/L Damage: 70x3 (210) Description: 5-second invisible Ratton
#007 Name: Z-Ratton2 Battle Chips: Ratton2 x3 J/K/L - K/L/M - L/M/N Damage: 80x3 (240) Description: 5-second invisible Ratton
#008 Name: Z-Ratton3 Battle Chips: Ratton3 x3 L/M/N - M/N/O - N/O/P Damage: 90x3 (270) Description: 5-second invisible Ratton
#009 Name: O-Cannon1 Battle Chips: Cannon A/B/C/D/E Damage: 40x3 (120) Description: 10-second invisible cannnon
#010 Name: O-Cannon2 Battle Chips: HiCannon C/D/E/F/G Damage: 60x3 (180) Description: 10-second invisible cannon
#011 Name: O-Cannon3 Battle Chips: M-Cannon E/F/G/H/I Damage: 80x3 (240) Description: 10-second invisible cannon
#012 Name: M-Burst Battle Chips: Spreader M/N/O/P/Q Damage: 100x10 (1000) Description: Powerful exploding shots
#013 Name: O-Ball Battle Chips: CannBall O/P/Q/R/S Damage: 300 Description: 10-second invisible cannonball
#014 Name: O-Ratton1 Battle Chips: Ratton1 H/I/J/K/L Damage: 70x3 (210) Description: 10-second invisible Ratton
#015 Name: O-Ratton2 Battle Chips: Ratton2 J/K/L/M/N Damage: 80x3 (240) Description: 10-second invisible Ratton
#016 Name: O-Ratton3 Battle Chips: Ratton3 L/M/N/O/P Damage: 90x3 (270) Description:
#017 Name: Arrows Battle Chips: DoubNdl, TripNdl, QuadNdl C or I Damage: 100x10 (1000) Description: Fires off 10 arrows of rage!
#018 Name: UltraBomb Battle Chips: LilBomb, CrosBomb, BigBomb O, Q or T Damage: 400 Description: Strongest bomb hits 9 panels!
#019 Name: LifeSword1 Battle Chips: Sword, WideSwrd, LongSwrd A, L or Y Damage: 400 Description: Gigantic 2 by 3 sword!
#020 Name: LifeSword2 Battle Chips: FireSwrd, AquaSwrd, ElecSwrd H, N or R Damage: 500 Description: Gigantic 2 by 3 sword!
#021 Name: LifeSword3 Battle Chips: FireBlde, AquaBlde, ElecBlde F or R Damage: 600 Description: Gigantic 2 by 3 sword!
#022 Name: Punch Battle Chips: GutPunch, ColdPnch, DashAtk B or D Damage: 80x6 Description: Punch like a machine-gun
#023 Name: Curse Battle Chips: CrsShld1, CrsShld2, CrsShld3 A, O or P Damage: 500 Description: 3-line curse shield
#024 Name: TimeBomb+ Battle Chips: TimeBom1, TimeBom2, TimeBom3 G, K or Z Damage: 500 Description: Gigantic time bomb!
#025 Name: HeavyStamp Battle Chips: Quake1, Quake2, Quake3 Q or W Damage: 800 Description: Stomps on 1 enemy!
#026 Name: PoisPhar Battle Chips: PoisMask, PoisFace, Anubis U or W Damage: ???? Description: Pharao's stronger poison (It's like the PoisMask and PoisFace, just stronger)
#027 Name: Gater Battle Chips: Wind, Fan, GateMan/V2/V3 G Damage: 100x9 (900) Description: Various things out of a gate!
#028 Name: GutsShoot Battle Chips: Guard(*), DashAtk, GutsMan/V2/V3 G Damage: 400 Description: GutsMan throws MegaMan!
#029 Name: BigHeart Battle Chips: HolyPanl, Recov300, Roll/V2/V3 R Damage: 300 Description: Roll's heart does full heal!
#030 Name: BodyGuard Battle Chips: DropDown, AntiDmg, ShadowMan/V2/V3 S Damage: 100x? (100 each star) Description: ShadowMan shoots shurikens!
#031 Name: 2xHero Battle Chips: CustSwrd, VarSwrd, ProtoMan/V2/V3 B Damage: 70x8 (Does 560 damage in total) Description: MegaMan & ProtoMan teamed up!
#032 Name: Darkness Battle Chips: Forte V3, Antinavi, Heat/Aqua/Elec/WoodGospel X Damage: 5000 Description: - (Thanks to Mac Smith for this one)
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Posted: Tue Jul 19, 2005 1:43 pm
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Megaman Battle Network 3 Thanks to Gangaro_girl for this list!
Zeta Series (^2)
Zeta Series: Composed of 3 Identical Chips with Chip Codes put into series. They (with the exception of H-Burst) grant Megaman 5 seconds of Invisibility and also unlimited use of the certain P.A. that Megaman Executed within the Limited Time.
Z-Canon1 / Zeta-Cannon1 | Program Advance #01 Cannon A-B-C / Cannon B-C-D / Cannon C-D-E Damage per Hit: 40 Number of Hits: 3 Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of Z-Canon1 (three linked Shots of Cannon, paralyzes the enemy) with A Button within the Limited Time. Range of Hit:
PPPPPP PMEEEE PPPPPP
The Cannon can hit only one enemy though. Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to ensure the hits.
Z-Canon2 / Zeta-Cannon2 | Program Advance #02 HiCannon H-I-J / HiCannon I-J-K / HiCannon J-K-L Damage per Hit: 60 Number of Hits: 3 Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of Z-Canon2 (three linked Shots of HiCannon, paralyzes the enemy) with A Button within the Limited Time. Range of Hit:
PPPPPP PMEEEE PPPPPP
The Cannon can hit only one enemy though. Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to ensure the hits.
Z-Canon3 / Zeta-Cannon3 | Program Advance #03 M-Cannon O-P-Q / M-Cannon P-Q-R / M-Cannon Q-R-S Damage per Hit: 80 Number of Hits: 3 Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of Z-Canon3 (three linked Shots of M-Cannon, paralyzes the enemy) with A Button within the Limited Time. Range of Hit:
PPPPPP PMEEEE PPPPPP
The Cannon can hit only one enemy though. Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to ensure the hits.
Z-Punch / Zeta-GutsPunch | Program Advance #04 GutsPnch B-C-D / GutsPnch C-D-E / GutsPnch D-E-F Damage per Hit: 80 Number of Hits: 1 Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of GutsPnch with A Button within the Limited Time. Range of Hit:
PPPPPP PMEPPP PPPPPP
Utilize: Combine it with the GutsPnch Command to fire Rocket Punches.
Z-Straight / Zeta-GutsStraight | Program Advance #05 GutsStraight O-P-Q / GutsStraight P-Q-R / GutsStraight Q-R-S Damage per Hit: 100 Number of Hits: 1 Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of GutsStraight with A Button within the Limited Time. Range of Hit:
PPPPPP PMEEPP PPPPPP
Utilize: Combine it with the GutsStraight Command to fire Rocket Punches on all 3 rows.
Z-Impact / Zeta-GutsImpact | Program Advance #06 GutsImpact G-H-I / GutsImpact H-I-J / GutsImpact I-J-K Damage per Hit: 160 Number of Hits: 1 Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of GutsImpact with A Button within the Limited Time. Range of Hit:
PPPPPP PMEEEP PPPPPP
Utilize: Since you're invincible while using this PA, AreaLock and utilize (abuse?) the GutsImpact Command to deal some nice damages.
Z-Variable / Zeta-Variable Sword | Program Advance #07 VarSwrd B-C-D / VarSwrd C-D-E / VarSwrd D-E-F Damage per Hit: 160 Number of Hits: 1 Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of Variable Sword with A Button within the Limited Time. The combos of Variable Sword still work with this P.A. active. Range of Hit:
PPEEEE PMEEEE PPEEEE
Range depends on what type of Combo was executed. Utilize: ElementalSonic Command is strongly recommended while using this P.A., since your enemies DON'T get stunned while you burn/soak/ shock/powder them with ElementalSonic, and you can input the command undisturbed. Even better if your enemies are elemental and are standing on Ice/Grass Panels, since extra damages will be added.
Z-Yoyo1 / Zeta-Yo-Yo1 | Program Advance #08 Yo-Yo1 C-D-E / Yo-Yo1 D-E-F / Yo-Yo1 E-F-G Damage per Hit: 40 Number of Hits: (depends on the position of enemy) Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of Yo-Yo1 with A Button within the Limited Time. Range of Hit:
PPPPPP PM223P PPPPPP
Special legends: 2 = 2 hit 3 = 3 hit If the enemy doesn't move. Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to ensure the hits.
Z-Yoyo2 / Zeta-Yo-Yo2 | Program Advance #09 Yo-Yo2 H-I-J / Yo-Yo2 I-J-K / Yo-Yo2 J-K-L Damage per Hit: 50 Number of Hits: (depends on the position of enemy) Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of Yo-Yo2 with A Button within the Limited Time. Range of Hit:
PPPPPP PM223P PPPPPP
Special legends: 2 = 2 hit 3 = 3 hit If the enemy doesn't move. Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to ensure the hits.
Z-Yoyo3 / Zeta-Yo-Yo3 | Program Advance #10 Yo-Yo3 M-N-O / Yo-Yo3 N-O-P / Yo-Yo3 O-P-Q Damage per Hit: 60 Number of Hits: (depends on the position of enemy) Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of Yo-Yo3 with A Button within the Limited Time. Range of Hit:
PPPPPP PM223P PPPPPP
Special legends: 2 = 2 hit 3 = 3 hit If the enemy doesn't move. Utilize: Stunning your enemies with Chips such as PlantMan/FlashMan to ensure the hits.
Z-Fumikumi1/Z-Step1 / Zeta-FumikumiZan/Zeta-Step Sword | Program Advance #11 FumikumiZan L-M-N / FumikumiZan M-N-O / FumikumiZan N-O-P (StepSwrd L-M-N / StepSwrd M-N-O / StepSwrd N-O-P) Damage per Hit: 130 Number of Hits: 1 Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of FumikumiZan/Step Sword with A Button within the Limited Time. Range of Hit:
PPPPEP PMPPEP PPPPEP
Utilize: Not useful against Navis that move fast. Throw a Prism into the enemy's Center Panel to ensure the hit.
Z-Fumikumi2/Z-Step2 / Zeta-FumikumiCross/Zeta-Step Cross | Program Advance #12 FumikumiCross O-P-Q / FumikumiCross P-Q-R / FumikumiCross Q-R-S (StepCros O-P-Q / StepCros P-Q-R / StepCros Q-R-S) Damage per Hit: 130 (doubles if enemy is in the center of the cross) Number of Hits: (depends on enemy position) Description: After executed with the A Button, Megaman gains 5 seconds of Invisibility and also unlimited uses of FumikumiCross/Step Cross with A Button within the Limited Time. Range of Hit:
PPPEPE PMPP2P PPPEPE
Special legend: 2 = double damage Utilize: VERY useful against Proto, the final boss of the game, since it does massive damage, is multi-hit, and doesn't freeze time.
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3. Special Series (^3)
Special Series: Composed of 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.
BubSprd / Bubble Spread | Program Advance #13 BubbleShot C-D-E Bubble-V D-E-F BubbleSide E-F-G BubbleShot-Bubble-V-BubbleSide E Damage per Hit: 300 Number of Hits: 1 Description: After executed with the A Button, Megaman shoots a Bubble Buster that spreads out like the Spreader Chip does. Range of Hit:
PPPSSS PMPSHS PPPSSS
Special legend: H = Hit S = Spreaded region Utilize: Throw a Prism into the enemies' Center Panel to deal an extra 300 Damage.
HeatSprd / HeatSpread | Program Advance #14 HeatShot H-I-J Heat-V I-J-K HeatSide J-K-L HeatShot-Heat-V-HeatSide J Damage per Hit: 300 Number of Hits: 1 Description: After executed with the A Button, Megaman shoots a Heat Buster that spreads out like the Spreader Chip does. Range of Hit:
PPPSSS PMPSHS PPPSSS
Special legend: H = Hit S = Spreaded region Utilize: Throw a Prism into the enemies' Center Panel to deal an extra 300 Damage, and another 600 will be added if GrassStage Chip is used beforehand. Looks familiar? Yes, it IS the basic concept of TEH famous DI (Disco Inferno) (and later, CDI, or Custom Disco Inferno) that Asakura Yoh and CrimsonKnight spent so much time to work on.
H-Burst / Hyper Burst | Program Advance #15 Spreader M-N-O / Spreader N-O-P / Spreader O-P-Q Damage per Hit: 100 Number of Hits: 5 Description: After executed with the A Button, Megaman shoots a Buster Shot that spreads out for 5 times in the Spreader Chip's range, dealing 100 Damage per hit. Range of Hit:
PPPSSS PMPSHS PPPSSS
Special legend: H = Hit S = Spreaded region Utilize: Sadly, Prism on Center Panel wouldn't work for this one. Replace it with a RockCube so the shot will hit ALL enemy Panels.
DreamSrd/LifeSwrd / Dream Sword/Life Sword | Program Advance #16 Sword-WideSwrd-LongSwrd E/L/Y Damage per Hit: 400 Number of Hits: 1 Description: Megaman slashes the area of 3x2 in front of him with a huge Sword. Range of Hit:
PPEEPP PMEEPP PPEEPP
Utilize: AreaSteal once, chuck a Prism into any of the two Panels in the enemy's center row, then SLASH. Instant 800 Damage to all enemies.
ElemSwrd / Elemental Sword | Program Advance #17 FireSwrd-AquaSwrd-ElecSwrd-BambSwrd N/P Damage per Hit: 150 Number of Hits: 4 Description: Megaman slashes the area of a Wide Sword in front of him, once with each Elemental Sword. Stuns Enemy and weakness still counts. Range of Hit:
PPEPPP PMEPPP PPEPPP
Utilize: AreaSteal twice, change enemy's area to Ice/Grass Panels, THEN slash away to ensure the 750 Damage.
Akuretsuzan/EvilCut / Akuretsuzan/Evil Cut | Program Advance #18 (The English name will be added when I got my hands on the English Version) FumikumiZan - Paladin Sword - FumikumiCross P (StepSwrd - HeroSwrd - StepCros P) Damage per Hit: 150 Number of Hits: depends on enemy position Description: Megaman steps two columns up, slash with the 3 Blades involved in this P.A. in order. The enemy on the Panel right in front of Megaman will receive 4 hits. Range of Hit:
PPP111 PMP141 PPP111
Special legends: 4 = 4-hit Panels 1 = 1-hit Panels
Utilize: Stun enemies with FlashMan/PlantMan Chips to ensure the hits.
H-Ratton / Hyper Ratton | Program Advance #19 Ratton1-Ratton2-Ratton3 A/C/F Damage per Hit: 500 Number of Hits: 1 Description: Megaman throws a Ratton that runs VERY fast. Range of Hit:
PPEEEE PMEEEE PPEEEE
As long as the Ratton can turn to hit the enemies.
Utilize: Use IceStage, then FlashMan to stun enemies, before you launch this little ratty to deal a massive 500 Damage. Another familiar look? This is basically the main concept of Daimou43's Flash Crusher.
G-CntBomb/G-TimeBmb / Giga Count-Bomb/Giga TimeBomb | Program Advance #20 TimeBomb J-K-L / TimeBomb K-L-M / TimeBomb L-M-N Damage per Hit: 500 Number of Hits: 1 Description: Megaman creates a Count Bomb that hits the whole battlefield. Range of Hit:
EEEEEE EMEEEE EEEEEE
Utilize: Not too much I think...... The other obstacles WILL get destroyed when you put this down anyway, so it's hard to defend this against enemy attacks.
RainGel / Raining Gel | Program Advance #21 MetaGel1 B-C-D / MetaGel2 E-F-G / MetaGel3 S-T-U Damage per Hit: 150 Number of Hits: 6 Description: A group of six MetaGels fall from the sky and steals every Panel they landed on. If an enemy is on the Panel, it gets damaged but the Panel remain unstolen. Range of Hit:
PPPEEE PMPEEE PPPEEE
Utilize: AreaLock enemies then RainGel them.
Endless Curse / Endless Curse | Program Advance #22 CrsShld1-CrsShld2-CrsShld3 C/L Damage per Hit: 100 Number of Hits: 15 (Thanks to Asakura Yoh for pointing this out!) Description: Megaman summons a CrsShld that blocks enemy attack and bites all enemies until they're dead. It dissipates quickly though, if it doesn't hurt the enemies (LifeAura, Invis, etc.) Range of Hit:
PPEEEE PMEEEE PPEEEE
Utilize: I don't really see how you can abuse your enemies with this attack...... Since it just chases after your enemies and kill them without you realizing it.
Mother Quake/MomQuake / Mother Quake/Mother Quake | Program Advance #23 RockCube *- RockCube *-GodStone S Damage per Hit: 200 Number of Hits: (Lots) Description: The whole screen shook violently and rocks appear out of nowhere and hit the enemies on their heads. Range of Hit:
PPPEEE PMPEEE PPPEEE
Hits random locations in the enemy's Area. Utilize: Naw, AreaLocking doesn't help in this. Although reducing enemy areas DOES help in the accuracy in this attack.
PoisPhar / Poison Pharoah | Program Advance #24 PoisonMask-PoisonFace-PoisonAnubis 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 Megaman 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. Range of Hit:
EEEEEE EMEEEE EEEEEE
Hits EVERYONE on the Battlefield except for Megaman. Utilize: Ooh yeah, good stuff. Use Geddon3 first, THEN put this attack down. Almost guarenteed toxic kill.
BodyGrd / Body Guard | Program Advance #25 Kiwarimi (AntiDmg)-NaviScout (AntiNavi)-Muramasa Blade M Damage per Hit: 100 Number of Hits: 18 Description: The Battle continue as usual, but with Shurikens raining down on enemies from above the ceiling and chases after the enemies for 18 times. Range of Hit:
PPPEEE PMPEEE PPPEEE
Not sure if it'll hit behind Megaman. Hits are evenly distributed if there is more than one enemy. Utilize: Geddon2. DEFINITELY Geddon2. Unless your enemies happen to have AirShoes/Saito.BAT/Shield/Reflect equipped, they're screwed since they can only sit in the only panel and eat the Shurikens.
500Barrier / 500 Barrier | Program Advance #26 Barrier-100Barrier-200Barrier E/R (Note: since there ARE Barrier *'s and 100Barrier *'s, it's possible to use any codes of 200Barrier with those two *-Coded Barrier Chips.) Damage per Hit: 0 Number of Hits: 0 Description: Megaman summons a Barrier that can endure 500 Damage. Range of Hit:
PPPPPP PMPPPP PPPPPP
Utilize: Utilize the Holy Panels. Using the combo of HolyPanel R-500Barrier R or even Sanctuary E-500Barrier E will give you the Holy Barrier, which will take in a whoopin' 1000 damage before your enemies can touch you.
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4. Navi Program Advances (^4)
Navi Program Advances: These Program Advances need a Navi Chip in order to be completed. Though they might cost a lot, the Damages and Side Effects of these Program Advances are usually the best among all the Program Advances in the game.
BigHeart / Big Heart | Program Advance #27 HolyPanl-Recov300-Roll (any version) R Damage per Hit: 50 Number of Hits: 9 Description: Roll appears to attack the enemy as usual, then recovers 300 HP for Megaman. Range of Hit:
PPEEEE PMEEEE PPEEEE
It can't hit anything behind Megaman. Utilize: Well...... Attach some Atk+ Chips after this P.A. for some extra damage.
GtsShoot / Guts Shoot | Program Advance #28 MetGuard *-DashAtk-GutsMan (V1~V4) G Damage per Hit: 300 Number of Hits: 1 Description: GutsMan appears behind Megaman, grabs Megaman and throws Megaman (who opened up a shield in front of him) straight into an enemy. Upon contact, the blast will spread in a "+" pattern. (Nooooo...... It's powered down again.......) Range of Hit:
PPPPSP PMPSHS PPPPSP
Special legends: H = Hit S = Spreaded area
Utilize: Although this P.A. IS time-freezing, the accuracy is still important. Since it's armor-piercing, Prisms will just get destroyed, so utilize stunning Chips like FlashMan/Plantman to your advantage.
DeuxHero / Deux Hero | Program Advance #29 CustomSword-VariableSword-Blues (V1~V4) B Damage per Hit: 70 Number of Hits: 8 Description: Megaman and Blues appear and attack together to deal 560 (Basic) Damage to all Enemy Panels. Range of Hit: PPPEEE PMPEEE PPPEEE
Despite where Megaman is, the P.A. hits the whole Enemy Area. Utilize: Prism. DEFINITELY Prism. Prism in enemies' Center Panel + DeuxHero = death. Also, Atk+ Chips helps out too.
2xHero / Double Hero | Program Advance #30 IaiForm (Slasher)-CustomSword-VariableSword-Blues (V1~V4) B Damage per Hit: 70 Number of Hits: 10 Description: Megaman and Blues appear and attack together to deal 700 (Basic) Damage to all Enemy Panels. Blue's Slashes, although with the different colors, are confirmed to be NOT Elemental. Range of Hit: PPPEEE PMPEEE PPPEEE
Despite where Megaman is, the P.A. hits the whole Enemy Area. Utilize: Prism. DEFINITELY Prism. Prism in enemies' Center Panel + 2xHero = OH SO VERY DEAD. Also, Atk+ Chips helps out too.
PrixPowr / Grand Prix Power | Program Advance #31 Brotherhood1 *-Brotherhood2 *-KingMan V5 K/MistMan V5 M/BowlMan V5 B (either one of them would work) Damage per Hit: 300 Number of Hits: Random +1 Description: BowlMan appears and shoots 2 MistMen on each of the enemy row, dealing 300 Damage each. Then, KingMan appears, and jumps into the enemy area, doing his Cross-Geyser attack for another 300 Damage. Range of Hit:
BowlMan + MistMan:
PPEEEE PMEEEE PPEEEE
KingMan:
PPPPEP PMPEEE PPPPEP
Utilize: Cliched, but Prism helps out YET AGAIN. Prism in enemies' Center Panel + PrixPowr (with NO Atk+ Chips) = easy 1800 Damage.
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5. Master Style P.A. (^5)
I know it's not right for a Program Advance to hag a unique section of this FAQ, but since this P.A. is placed in #32 in the P.A. List in the game, this should be the best place for it to be located.
MstrStyl / Master Style | Program Advance #32 Salamander-Daifunsui-Thunderbolt-GaiaBlade * (Salamndr-Fountain-Bolt-GaiaBlde *) Damage per Hit: 100 Number of Hits: 1 + X, X varies based on enemy HP Description: Megaman splits into 3 Styles (HeatGuts, AquaCust, ElecTeam) and then start to attack the closest enemy 8 times, each time with a different attack (Punch/Kick/WideSwrd) and different Style Type and Element. (If the enemy died before 8 hits and another enemy is still alive, Megaman will continue on the assult on the next enemy) After the 8 hits (less than 8 times if the enemy dies before 8 hits were sent; if there are multiple enemies Megaman will go strike the next closest one until all enemies die or all 8 hits were delivered) Megaman goes back to his original location, charges up with different Style Elements flashing through, stops at his current Style's color, and causes a piercing explosion that hits the whole Battlefield. Range of Hit:
EEEEEE EMEEEE EEEEEE
Note: the first 8 hits are based on the location of the closest enemy so it won't be shown here. Utilize: Interestingly, this P.A. can't be too utilized, other than attaching an Atk+ Chip in it. Type thesse 4 codes in the number machine to get the neccesary chips.
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Posted: Tue Jul 19, 2005 1:52 pm
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Megaman Battle Network 4
Thanks to kibo_botch for making this list!
1. Name: GigaCan1 Battlechips: Cannon A/B/C Damage: 300 Description: A very powerful forward cannon attack.
2. Name: GigaCan2 Battlechips: Hi Cannon C/D/E Damage: 400 Description: A super-powerful forward cannon attack.
3. Name: GigaCan3 Battlechips: M-Cannon E/F/G Damage: 500 Description: An extremely powerful forward cannon attack.
4. Name: H-Burst Battlechips: Spreader L/M/N Damage: 100 Description: A powerful projectile that damages all panels surrounding the target.
5. Name: HeatSprd Battlechips: HeatShot B/C/D Heat-V C/D/E HeatSide D/E/F HeatShot D/ HeatV D/ HeatSide D Damage: 300 Description: A powerful forward fire attack that damages all panels surrounding the target.
6. Name: BubSprd Battlechips: Bubbler P/Q/R Bub-V C/D/E BubSide D/E/F Damage: 300 Description: A powerful forward Aqua attack that damages all panels surrounding the target.
7. Name: SuprSpr1 Battlechips: WideSht1 C/D/E Damage: 60 Description: Fires three WideShots in rapid succession
8. Name: SuprSpr2 Battlechips: WideSht2 L/M/N Damage: 80 Description: Fires three WideShots in rapid succession
9. Name: SuprSpr3 Battlechips: WideSht3 S/T/U Damage: 100 Description: Fires three WideShots in rapid succession
10. Name: FlmCros1 Battlechips: FlmLine1 F/G/H Damage: 300 Description: Creates a cross of flame covering 5 panels
11. Name: FlmCros2 Battlechips: FlmLine2 D/E/F Damage: 400 Description: Creates a cross of flame covering 5 panels
12. Name: FlmCros3 Battlechips: FlmLine3 J/K/L Damage: 500 Description: Creates a cross of flame covering 5 panels
13. Name: BstFang1 Battlechips: TwnFang1 A/B/C Damage: 50 Description: Fires 4 TwinFang attacks in rapid succession
14. Name: BstFang2 Battlechips: TwnFang2 O/P/Q Damage: 60 Description: Fires 4 TwinFang attacks in rapid succession
15. Name: BstFang3 Battlechips: TwnFang3 F/G/H Damage: 70 Description: Fires 4 TwinFang attacks in rapid succession
16. Name: MagShock1 Battlechips: MagBolt1 B/C/D Damage: 50 Description: Pulls all enemies up to the front column, then, if Megaman is in the front most of his columns, shocks all enemies in the front column.
17. Name: MagShock2 Battlechips: MagBolt2 E/F/G Damage: 60 Description: Pulls all enemies up to the front column, then, if Megaman is in the front most of his columns, shocks all enemies in the front column.
18. Name: MagShock3 Battlechips: MagBolt3 A/B/C Damage: 70 Description: Pulls all enemies up to the front column, then, if Megaman is in the front most of his columns, shocks all enemies in the front column.
19. Name: PitHoky1 Battlechips: AirHoc1 D/E/F Damage: 100 Description: Releases a super-fast Air Hockey Puck that richochets wildly around the enemy field.
20. Name: PitHoky2 Battlechips: AirHoc2 I/J/K Damage: 150 Description: Releases a super-fast Air Hockey Puck that richochets wildly around the enemy field.
21. Name: PitHoky3 Battlechips: AirHoc3 U/V/W Damage: 200 Description: Releases a super-fast Air Hockey Puck that richochets wildly around the enemy field.
22. Name: PitRang1 Battlechips: Boomer1 L/M/N Damage: 200 Description: Releases a series of Boomerangs that run through different areas of the field.
23. Name: PitRang2 Battlechips: Boomer2 L/M/N Damage: 250 Description: Releases a series of Boomerangs that run through different areas of the field.
24. Name: PitRang3 Battlechips: Boomer3 S/T/U Damage: 300 Description: Releases a series of Boomerangs that run through different areas of the field.
25. Name: LifeSrd Battlechips: Sword E/ WideSwrd E/ LongSwrd E Sword L WideSwrd L/ LongSwrd L Sword S/ WideSwrd S/ LongSwrd S Sword S/ WideBlde S/ LongBlde S Damage: 400 Description: A powerful sword attack that slashes two entire columns
26. Name: TimeBom+ Battlechips: TimeBomb J/K/L Damage: 600 Description: Sets a massive TimeBomb in a random panel on the front most column of the opponents? field.
27. Name: BodyGrd Battlechips: AntiDmg M / AntiNavi M / Muramasa M Damage: 100 Description: Megaman becomes temporarily invincible, and ten Shuriken are hurled into the enemy field.
28. Name: PoisPhar Battlechips: Hole * / DarkLine * / Anubis A Damage: ??? Description: Drops a 300 HP PharaohMan stastue in front of Megaman, which blows poison smoke into the enemy field, rapidly draining enemy HP.
29. Name: P. Driver Battlechips: GunSol1 G / GunSol2 G / GunSol3 G / Damage: 40 Description: A massive solar cannon fires a sunbeam across Megaman?s row. If the rightmost panel in the enemy?s row is empty, another solar cannon is created. Each cannon fires 10 times.
30. Name: DarkNeo Battlechips: DarkLine * / BugChain * / Bass (or BassAnly) X Damage: 250 Description: Megaman DS fires 3 Gospel Cannon shots, then Bass uses Darkness Overload. This Program Advance can only be used by Dark Megaman.
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Posted: Tue Jul 19, 2005 1:55 pm
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Megaman Battle Network 5 Thanks to Gangaro_girl for this list!
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.
Range of Hit:
PPPPPP PPMRER PPPPPP
Special legends: R = Reflective Mirrors
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