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    Program Advance Guide by zidanet129

    Version: 1.4 | Updated: 08/02/05 | Printable Version | Search Guide | Bookmark Guide

    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.