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Jetzudan
Vice Captain

PostPosted: Tue Jul 19, 2005 1:37 pm
Here we will list all of the P.A.'s And in what game they will be availible in.

Here is how it will look like:

#xxx
Name: Name of the P.A.
Battle Chips: What Battle Chips needed to use the P.A.
Damage: How much damage the P.A. does.
Description: A description of the P.A.

PLEASE NOTE! You have to use the Battle Chips in the right order to be able to use the P.A.! It won't work otherwise!!

If you don't want to look through all of them, then use Ctrl+F to quickly search for the one you want!

Please do not steal these lists because we spent alot of time on these.  
PostPosted: Tue Jul 19, 2005 1:40 pm
Megaman Battle Network
 

Rawey.EXE


Jetzudan
Vice Captain

PostPosted: Tue Jul 19, 2005 1:42 pm
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)
 
PostPosted: Tue Jul 19, 2005 1:43 pm
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.

------------------------------

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.

------------------------------

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.

------------------------------

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.
 

Rawey.EXE


Jetzudan
Vice Captain

PostPosted: Tue Jul 19, 2005 1:52 pm
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.
 
PostPosted: Tue Jul 19, 2005 1:55 pm
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
 

Rawey.EXE

Reply
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