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.