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    Program Advance Guide by zidanet129

    Version: 1.01 | Updated: 12/12/05 | Printable Version | Search Guide | Bookmark Guide

    "Rockman.EXE 6 Dennoujou Faltzer/Greiga: P.A. Guide"
    
    --------------------------------------------
    1. Legal Notice [^1]
    --------------------------------------------
    
    "Rockman.EXE 6: Dennoujou Faltzer", "Rockman.EXE6: Dennoujou Greiga" and all
    related contents and images are originally copyrighted to Capcom.
    
    This FAQ is copyright 2005 Zidanet_129 (Chao Tsan (Alan) Tseng).
    This Guide may only be allowed to be posted on the following websites:
    
    - GameFAQs (www.gamefaqs.com)
    - The UnderSquare (www.exe-undersq.com)
    
    Copying this guide or hosting it without my permission in anyway will force me
    to bring you to the law's justice, which is expensive for both sides, so just
    don't do it. Contact us at our e-mail if anything is needed.
    
    --------------------------------------------
    2. Contact Me [^2]
    --------------------------------------------
    
    Before I leak ANY of my contact information, I would like to remind you all,
    that I am a mere second-year university student (or Sophomore if you prefer),
    and I do NOT have too much time in my hands for answering your questions. If
    you have any suggestions, you're welcomed to e-mail me and tell me, IN DETAIL,
    what the suggestion/problem is. However, the following contents are STRICTLY
    PROHIBITED:
    
    - Asking questions. This includes EVERY SINGLE TYPE OF QUESTION RELATED TO THE
      GAME. I DON'T HAVE THE TIME TO ANSWER THEM.
    - Flaming me. Flames goes to bill_gates@microsoft.com. If you can't tell that
      this is a joke, I pity you.
    - Typing in AOL spelling/grammar. This includes use of craps like "lol" or any
      improper grammar. Don't like it? Too bad. Don't know grammar? Do some
      reading instead of playing games.
    - Use of inappropriate title (explained later)
    - Request for credits after submitting information. If you do this, we will
      count the info as anonymously submitted.
    - Asking for the ROM.
    
    Should you violate ANY of the above terms, we reserve the rights to not reply
    your e-mail. Now, when you e-mail me, I would appreciate it if you would put
    "Rockman.EXE 6 Faltzer/Greiga: <Title that suggest the content of the mail>"
    in the title. Titles like "(none)" or "hello" will be ignored and deleted
    right away.
    
    Here it is: zidanet (underscore) 129 (at) hotmail (dot) com
    
    --------------------------------------------
    3. Version History [^3]
    --------------------------------------------
    
    - 1.01 (December 11, 2005)
    Filled in the FlameHooks. Oops.
    
    - 1.0 (December 10, 2005)
    Finished the backbone of the FAQ.
    Added all P.A.s.
    
    --------------------------------------------
    4. Table of Contents [^4]
    --------------------------------------------
    
    1. Legal Notice
    2. Contact Us
    3. Version History
    4. Table of Contents (You're here!)
    5. Introduction
    6. Letter P.A.s
    7. Special P.A.s
    8. Tribute P.A.s
    9. FAQs
    10. Credits
    
    --------------------------------------------
    5. Introduction [^5]
    --------------------------------------------
    
    The P.A.s, or Program Advances, have actually improved quite a bit from EXE5.
    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.
    So Capcom thinks that the One-PA-per-Battle-rule from EXE5 was VERY effective
    in killing most P.A.-based Folders (like S-Slasher from EXE4), so they just
    went and kept it. Moreover, they also added a new rule on the number of Chips
    you can have in your Folder, based on the size of the Chip.
    So what's this rule, you ask? Well, it's kinda self-explainatory, but here's
    how it works. Before EXE5, 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.
    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
    Chips Required
    (U.S. Translation of the Chips if the difference is too dinstinct)
    Damage per Hit
    Number of Hits
    Number of Copies/Folder:
    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
    
    Note that, the "Number of Copies/Folder" is the MAXIMUM number of copies that
    a P.A. can be placed in a Folder. No matter how many copies you use in the
    Folder, you may only perform the same P.A. once per battle, so pay careful
    attention when you choose your Chips.
    
    Alright, here we go.
    
    --------------------------------------------
    6. Letter P.A.s [^6]
    --------------------------------------------
    
    Letter Series: Composed of 3 Identical Chips with Chip Codes put into series.
    Like the ones from EXE5, you get to use one strong attack related to the Chips
    used to form the P.A. to obliterate your enemies.
    
    ==============================
    
    Giga-Cannon1 / GigaCan1
    Cannon A-B-C
    Damage per Hit: 300
    Number of Hits: 1
    Number of Copies/Folder: 1
    Description: Rockman pulls out a rather large Cannon and fires it. An
                 explosion blasts 3x3 area around where the cannon hits.
    Range of Hit:
    
                    PPPBBB
                    PMPBEB
                    PPPBBB
    
    The Cannon shot travels in a straight line.
    
    ==============================
    
    Giga-Cannon2 / GigaCan2
    HiCannon L-M-N
    Damage per Hit: 400
    Number of Hits: 1
    Number of Copies/Folder: 1
    Description: Rockman pulls out a rather large Cannon and fires it. An
                 explosion blasts 3x3 area around where the cannon hits.
    Range of Hit:
    
                    PPPBBB
                    PMPBEB
                    PPPBBB
    
    The Cannon shot travels in a straight line.
    
    ==============================
    
    Giga-Cannon3 / GigaCan3
    MegaCannon R-S-T
    Damage per Hit: 500
    Number of Hits: 1
    Number of Copies/Folder: 1
    Description: Rockman pulls out a rather large Cannon and fires it. An
                 explosion blasts 3x3 area around where the cannon hits.
    Range of Hit:
    
                    PPPBBB
                    PMPBEB
                    PPPBBB
    
    The Cannon shot travels in a straight line.
    
    ==============================
    
    WideBurner1
    Hell'sBurner1 F-G-H
    Damage per Hit: 300
    Number of Hits: 1
    Number of Copies/Folder: 1
    Description: Rockman fires a huge HeatBreath ahead of him, dealing Fire
                 damage.
    Range of Hit:
    
                    PPPHHP
                    PMHHHP
                    PPPHHP
    
    ==============================
    
    WideBurner2
    Hell'sBurner2 S-T-U
    Damage per Hit: 350
    Number of Hits: 1
    Number of Copies/Folder: 1
    Description: Rockman fires a huge HeatBreath ahead of him, dealing Fire
                 damage.
    Range of Hit:
    
                    PPPEEP
                    PMEEEP
                    PPPEEP
    
    ==============================
    
    WideBurner3
    Hell'sBurner3 C-D-E
    Damage per Hit: 400
    Number of Hits: 1
    Number of Copies/Folder: 1
    Description: Rockman fires a huge HeatBreath ahead of him, dealing Fire
                 damage.
    Range of Hit:
    
                    PPPEEP
                    PMEEEP
                    PPPEEP
    
    ==============================
    
    FlameHook1
    FirePunch1 D-E-F
    Damage per Hit: 300
    Number of Hits: 2
    Number of Copies/Folder: 1
    Description: Launches a Fire-elemental GiantHook to swipe the area in front
                 of Rockman. Navis only get hit once despite the fact that two
                 punches are launched.
    Range of Hit:
    
                    PP121P
                    PM121P
                    PP121P
    
    ==============================
    
    FlameHook2
    FirePunch2 R-S-T
    Damage per Hit: 350
    Number of Hits: ???
    Number of Copies/Folder: 1
    Description: Launches a Fire-elemental GiantHook to swipe the area in front
                 of Rockman. Navis only get hit once despite the fact that two
                 punches are launched.
    Range of Hit:
    
                    PP121P
                    PM121P
                    PP121P
    
    ==============================
    
    FlameHook3
    FirePunch3 A-B-C
    Damage per Hit: 400
    Number of Hits: ???
    Number of Copies/Folder: 1
    Description: Launches a Fire-elemental GiantHook to swipe the area in front
                 of Rockman. Navis only get hit once despite the fact that two
                 punches are launched.
    Range of Hit:
    
                    PP121P
                    PM121P
                    PP121P
    
    ==============================
    
    PowerWave1
    WaveArm1 E-F-G
    Damage per Hit: 400
    Number of Hits: 1 (unless enemy moves towards you)
    Number of Copies/Folder: 1
    Description: Launchs a powerful wave on all three rows that travels to the end
                 of the enemy area, going through anything but are blocked by
                 holes. The wave itself is 2-panels long.
    Range of Hit:
    
                    PEEEEE
                    PMEEEE
                    PEEEEE
    
    ==============================
    
    PowerWave2
    WaveArm2 L-M-N
    Damage per Hit: 500
    Number of Hits: 1 (unless enemy moves towards you)
    Number of Copies/Folder: 1
    Description: Launchs a powerful wave on all three rows that travels to the end
                 of the enemy area, going through anything but are blocked by
                 holes. The wave itself is 2-panels long.
    Range of Hit:
    
                    PEEEEE
                    PMEEEE
                    PEEEEE
    
    ==============================
    
    PowerWave3
    WaveArm3 R-S-T
    Damage per Hit: 600
    Number of Hits: 1 (unless enemy moves towards you)
    Number of Copies/Folder: 1
    Description: Launchs a powerful wave on all three rows that travels to the end
                 of the enemy area, going through anything but are blocked by
                 holes. The wave itself is 2-panels long.
    Range of Hit:
    
                    PEEEEE
                    PMEEEE
                    PEEEEE
    
    ==============================
    
    Corn Party
    CornShot1 J-K-L
    CornShot2 C-D-E
    CornShot3 P-Q-R
    Damage per Hit: 
    Number of Hits: (Random)
    Number of Copies/Folder: 3
    Description: Launches random shots of CornShot in a 3x3 area centered 2-panels
                 ahead of Rockman. Each blast will hit twice, and leave a
                 GrassPanel behind.
    Range of Hit:
    
                    PPHHHP
                    PMHHHP
                    PPHHHP
    
    ==============================
    
    Parallel Shell
    IronShell1 J-K-L
    IronShell2 C-D-E
    IronShell3 L-M-N
    Damage per Hit: 350
    Number of Hits: 2 (or more if enemy moves into the shells when they're still
                    on the field)
    Number of Copies/Folder: 3
    Description: Launches 3 IronShells from the back column that goes up to the
                 middle column in the enemy area, before returning. Cannot go
                 over holes.
    Range of Hit:
    
                    EEEEEP
                    EMEEEP
                    EEEEEP
    
    ==============================
    
    StreamHead
    AuraHead1 B-C-D
    AuraHead2 D-E-F
    AuraHead3 F-G-H
    Damage per Hit: 150
    Number of Hits: 5
    Number of Copies/Folder: 3
    Description: Fires off 5 AuraHeads in a straight line and goes right through
                 enemies, dealing Breaking damage.
    Range of Hit:
    
                    PPPPPP
                    PMHHHH
                    PPPPPP
    
    ==============================
    
    Hyper Burst / H.Burst
    SpreaderGun1 L-M-N
    (Spreader1 L-M-N)
    SpreaderGun2 A-B-C
    (Spreader2 A-B-C)
    SpreaderGun3 Q-R-S
    (Spreader3 Q-R-S)
    Damage per Hit: 60
    Number of Hits: 10
    Number of Copies/Folder: 3
    Description: Acts like a 10-hit SpreaderGun.
    Range of Hit:
    
                    PPP222
                    PMP212
                    PPP222
    
    (When you hit anything on 1, the 1 itself and all the 2's will get
    hit for 10 times)
    
    ==============================
    
    YoYoGreat / GreatYo
    Yo-Yo D-E-F
    Damage per Hit: 100
    Number of Hits: 2/3 (Depending on enemy position)
    Number of Copies/Folder: 1
    Description: Rockman launches a Yo-yo on all 3 rows. 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:
    
                    PP223P
                    PM223P
                    PP223P
    
    2 = 2-hit
    3 = 3-hit
    
    ==============================
    
    JigokuHockey / PitHoky
    AirHockey L-M-N
    Damage per Hit: 100
    Number of Hits: (depends on how mant times the enemy avoids the bounce)
    Number of Copies/Folder: 1
    Description: Fires an AirHockey that travels over 18 Panels in the enemy area
                 before disappearing. Doesn't fly over broken/missing Panels. (Man,
                 I wish they wouldn't use that retarded translation again......)
    Range of Hit:
    
                    PPPPEP
                    PMPEPE
                    PPPPEP
    
                    PPMEPP
                    PPPPEP
                    PPPPPE
    
                    PPPPPE
                    PPPPEP
                    PPMEPP
    
    Assuming that the field is not modified by Steal/Point Chips.
    
    ==============================
    
    SuperWide
    WideShot P-Q-R
    Damage per Hit: 150
    Number of Hits: 3
    Number of Copies/Folder: 1
    Description: Fires off three WideShots that goes through anything, dealing
                 Aqua damage.
    Range of Hit:
    
                    PPEEEE
                    PMEEEE
                    PPEEEE
    
    ==============================
    
    Giga Count Bomb
    CountBomb1 F-G-H
    CountBomb2 C-D-E
    CountBomb3 L-M-N
    Damage per Hit: 700
    Number of Hits: 1
    Number of Copies/Folder: 3
    Description: Sets a HUGE TimeBomb that goes off after 3 seconds of counting
                 down, dealing 700 (!) damage to the whole enemy field.
    Range of Hit:
    
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    Assuming that the field is nor modified by Steal/Point Chips.
    
    --------------------------------------------
    7. Special P.A.s [^7]
    --------------------------------------------
    
    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, are rendered nearly useless as they can only be
    used once.
    
    ==============================
    
    Destroy Pulse
    ElecPulse1-2-3 J
    Damage per Hit: 400
    Number of Hits: 1
    Number of Copies/Folder: 2
    Description: Fires off a red ElecPulse in a T-shape ahead of Rockman, dealing
                 Elec damage, goes through Invisibility, and causes stunning, blind
                 AND HP Drain Bug. Now THIS is VERY broken......
    Range of Hit:
    
                    PPPEPP
                    PMEEPP
                    PPPEPP
    
    ==============================
    
    Dream Sword / LifeSrd
    Sword-WideSword-LongSword H/L/S
    Sword *-WideBlade B-LongBlade B
    Damage per Hit: 400
    Number of Hits: 1
    Number of Copies/Folder: 4
    Description: Rockman slashes the area of 3x2 in front of him with a huge
                 Sword.
    Range of Hit:
    
                    PPEEPP
                    PMEEPP
                    PPEEPP
    
    ==============================
    
    Poison Pharoah / PoisPhar
    PoisonSeed-PoisonSeed-PoisonAnubis P
    Damage per Hit: 1
    Number of Copies/Folder: 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.
    
    ==============================
    
    Body Guard / BodyGrd
    NaviScout-Shirahadori-Kawarimi *
    (AntiNavi-AntiSword-AntiDmg *)
    Damage per Hit: 100
    Number of Hits: 10
    Number of Copies/Folder: 1
    Description: Sets up a BodyGuard as a Trap move. When enemy attack hits
                 Rockman, he will puff into smoke before returning to the field,
                 with shurikens raining down, homing in, on the enemy. If the
                 enemy doesn't have SuperArmor equipped, he's as good as dead.
    Range of Hit:
    
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    --------------------------------------------
    8. Tribute P.A.s [^8]
    --------------------------------------------
    
    Considering that this game is most likely the last EXE game for GBA, Capcom
    decided that they will just stick in five P.A.s as a tribute to the previous
    games. They all resemble attacks or P.A.s from the previous games, and are
    modified to make sense while still hitting HARD.
    
    ==============================
    
    Double Hero
    WideBlade-LongBlade-BluesSP B
    Damage per Hit: 60
    Number of Hits: 10
    Number of Copies/Folder: 1
    Description: Tribute to Rockman.EXE and Rockman's lifelong rival, Blues! Blues
                 appears by Rockman, they both charge up, and blasts/slashes the
                 crap outta all enemies on the enemy's side of the field.
                 Decreasing the enemy's area does not increase the number of hits.
                 This P.A. originated from Rockman.EXE and was considered the
                 cheapest P.A. at the time, besides GutsShoot (which is basically
                 like a 500-damage Cannon). This P.A. also existed in EXE2 and 3,
                 and the damage and number of hits varied in all these games.
                 However, it is completely  nerfed in this game in that it is only
                 capable of dealing 600 damage (unmodified) now.
    Range of Hit:
    
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    Assuming that the field is not modified by Steal/Point Chips.
    
    ==============================
    
    Dark Messiah
    Waraningyou-Waraningyou-Forte F
    (VDoll-VDoll-Bass F)
    Damage per Hit: 300
    Number of Hits: 1/2 (Depending on enemy position)
    Number of Copies/Folder: 1
    Description: Tribute to the Secret P.A. from Rockman.EXE 2 and the wandering
                 Dark Shadow, Forte! A shadow of Rockman appears, holding out a
                 Gospel Head that does a Flame Breath, dealing Fire damage, then
                 Forte jumps in, charges up (pretty damned quickly too), then
                 unleashes a DarkSword slash, dealing Sword damage. This P.A. was
                 considered to be the most damaging P.A. back in EXE2, but it was
                 only performed by people who had access to the Gospel Chips back
                 then, and those Chips were either from Capcom events or by
                 hacking, so this P.A. was not considered to be legitimate back
                 then.
    Range of Hit:
    
                    PPPEEP   PPEEPP   PP121P
                    PMEEEP + PMEEPP = PM221P
                    PPPEEP   PPEEPP   PP121P
    
    
    ==============================
    
    Master Cross
    FirePunch3-AquaNeedle3-ElecPulse3-RiskyHoney3 A
    Damage per Hit: 100
    Number of Hits: 6
    Number of Copies/Folder: 2
    Description: Tribute to the coolest yet most clogging P.A. from Rockman.EXE3!
                 Rockman splits into 3, then launches a hit with each Cross he has
                 (in order, Aqua, Tomahawk, Tengu, Ground, Dust in Faltzer, Heat,
                 Elec, Slash, Killer, Charge in Greiga; active Cross becomes the
                 first to appear) dealing 100 damage each, then the 3 Rockmen in
                 Crosses charge up and launch a huge explosion that hits the whole
                 field for another 100 damage. Back in EXE3, Rockman used Styles to
                 power himself up, so the P.A. was called Master Style. Now that
                 Rockman uses Crosses instead, they changed the name to Master
                 Cross. This P.A. was performed with FOUR MEGA-CLASS CHIPS. While
                 the effect was extremely cool (and still is), it was later
                 considered to be worthless since it always takes forever to show
                 up in the Custom Screen. I don't think it's any better in this
                 game......
    Range of Hit:
    
                    PPPEEE
                    PMPEEE
                    PPPEEE
    
    
    ==============================
    
    Sun and Moon
    Ryuuseigan R-Attack+30 *-Uninstall R
    Damage per Hit: 40 (Meteors)/200 (BlueMoonRay/MeteorRedSun)
    Number of Hits: 1/6 (Depending on enemy position)
    Number of Copies/Folder: 1
    Description: Tribute to Rockman.EXE 4, the return of MeteorRedSun and
                 BlueMoonRay! A MeteorRedSun appears above Rockman, firing 5 small
                 meteors 3 panels ahead, dealing 40 damage per hit. Then it
                 switches to BlueMoonRay, firing a laser 3 panels ahead that
                 pierces Invisibility, wrecks the NaviCustomier enhancements for
                 the rest of the battle, and dealing 200 damage. Finally, it
                 switches back to MeteorRedSun, then crashes 3-panel ahead to deal
                 200 damage to 3x3 area around the panel it drops, also cracking
                 all panels. Talk about broken...... This P.A. originated from the
                 first obtainable Giga-Class Chip from EXE4, MeteorRedSun and
                 BlueMoonRay. Back in EXE4, these two Chips were actually able to
                 be powered up by defeating the opposite version in many TriBattle
                 NetBattles. However, I haven't seen ANYONE patient enough to boost
                 them up to the maximum damage......
    Range of Hit:
    
                    PPPSSS
                    PMPSHS
                    PPPSSS
    
    H = Focus of attack
    S = Splashed damage from final crash
    
    ==============================
    
    Twin Leaders
    BluesSP B-NaviScout *-Colonel *
    ColonelSP C-NaviScout *-Blues *
    Damage per Hit: 200
    Number of Hits: (Depending on enemy position)
    Number of Copies/Folder: 1
    Description: A tribute to Rockman.EXE 5 and the two heroic Leaders of Team of
                 Blues/Team of Colonel! Blues and Colonel appears side-by-side
                 (like Blues and Rockman in Double Hero) and charges up. Blues
                 will strike first by doing a WideSword in front of the closest
                 enemy, then Colonel does a X-shaped Screen Divider centered on
                 the closest panel on the middle row where an enemy could be
                 struck with the center of the X taking two hits. Back in EXE5,
                 Blues and Colonel each lead a team of Navis who go through
                 Libration Missions to librate Internet areas taken over by
                 Nebula's dark powers. They were taken hostage by Nebula during
                 the storyline, but the other leader came with support from the
                 "Support" member of the team to drive the dark power out of the
                 captured leader's body. They also gave Rockman the sixth Soul
                 Unison. This P.A. itself behaves identically to the Secret Chip
                 "TwinLeaders" in EXE5, which is unobtainable in the US version of
                 ToB/ToC, but available in Twin Leaders, the DS version of EXE5.
    Range of Hit:
    
                    PPPPPP     PPP111
                    PMPPEP --> PMPP3P
                    PPPPPP     PPP111
    
                    PPPPEP     PP1P2P
                    PMPPPP --> PMP21P
                    PPPPPP     PP1P1P
    
    E = Closest enemy
    1 = 1 hit
    2 = 2 hit
    3 = 3 hit
    
    ==============================
    
    Cross Over
    Django-V2-V3 D
    Damage per Hit: N/A
    Number of Hits: N/A
    Description: A tribute to Django the Solar Boy, from the Boktai (Bokura no
                 Taiyo in Japanese) series! This P.A. will be a bit complex to
                 explain, so bear with me: Rockman and Django appears on opposite
                 sides of the battle field, on the same row. Django will fire off
                 his Gun Del Sol in a WideSword range 2-panels ahead of him, while
                 Rockman pelts the row with his RockBuster. Each character's attack
                 deals 360 damage, so if the enemy is caught in between, 720 damage
                 will be dealt. However, if the enemy DOES get caught in the middle
                 of both characters' attacks, they will both pull out a sword and
                 do a CrossSlash centered on the victim who already ate 720 damage,
                 dealing 100 damage to the X and 200 to the center of the X. Whew,
                 that was long. Django is the main character from Konami's
                 Boktai/Bokura no Taiyo series, and is cameoed in EXE games since
                 Rockman.EXE 4 due to Keiji Inafune (producer of EXE series) and
                 Hideo Kojima (producer of Boktai series) are good friends and
                 Hideo Kojima's son is a fan of Rockman.EXE. Rockman.EXE himself
                 also cameoed in Boktai 2, as a supportive character in a
                 sidequest.
    Range of Hit:
    
    Rockman's Attack:
                    PPPPPP
                    PMEEEE
                    PPPPPP
    
    Django's Attack:
                    PPPEPP
                    PPPEPD
                    PPPEPP
    
    Cross Slash:
                    PP1P1P
                    PPM2DP
                    PP1P1P
    
    1 = 1 hit
    2 = 2 hit
    (Rockman and Django automatically teleports to the space shown for Cross Slash)
    
    --------------------------------------------
    9. FAQs [^9]
    --------------------------------------------
    
    Q: How do you get <Chip name>?
    A: There's a Chip Location FAQ by Nuz posted on TUS (The UnderSquare), and it
       should also have been submitted to GameFAQs as this guide is being
       completed. Check that Guide for the Chip Locations.
    
    Q: Is it possible to use the original versions of the Tribute P.A.s in this
       game?
    A: Unfortunately, no.
    
    Q: So are there AR/CB Codes for the P.A.s?
    A: Maybe. Being anti-cheaters myself, I don't really use any cheating devices
       while playing through the game.
    
    Q: Whoaly crap, that's a LOT of typing. Got a life?
    A: Last time I checked, yes. Hell, I have a final exam coming up in a few days,
       but just for you guys, I figured that I should just get this guide produced
       a.s.a.p.. Please do appreciate my efforts. >_>
    
    Q: There are errors in the FAQ and I want to correct you.
    A: *points at "Contact Me" section*
    
    Q: I got extra info for you. How will I submit it?
    A: Again, read Section 2 on how to contact me. If your submission actually do
       not violate ANY of the rules I stated wayyyyyy up there, go ahead and
       e-mail me.
    
    Q: i wana flaem u so bad!! loLOl!111!1!1
    A: All flames may be submitted to Bill.Gates@microsoft.com. If you can't tell
       that sarcasm, may God bless you.
    
    
    --------------------------------------------
    10. Credits [^10]
    --------------------------------------------
    
    I would like to show our appreciation to the following for the completion
    of this FAQ:
    
    - H0tsh0tz1623, for creating The UnderSquare, by far the BEST Rockman site
      out there.
    - Daimou43, for providing some missing info about the Greiga version Crosses
      and being a nice friend.
    - Nuz, for his Chip Location FAQ and all-Chips hack, which allowed east
      testing of the P.A.s listed in the Guide.
    - The rest of The UnderSquare, for being supportive of my FAQs.
    - Keiji Inafune, for being the producer of this game. You rock, man. I
      mean, sir.
    - Capcom, for producing this game. Censoring of the "R" in the company's
      nickname intended with difficulty.
    - Hideo Kojima, for having a son who's a fan of Rockman.EXE games. He and his
      son are the reason that we get Django Chips and other Boktai-related stuff
      in the EXE games.
    - GameFAQs.com Rockman.EXE 6 Boards for providing flaming targets when I'm
      frustrated and complete sillyness when I'm getting too serious. Relaxing
      is good, you know.
    - Zidanet_129, for producing this Guide. *ducks from flying objects*
    - And finally, YOU, for reading this Guide. Hopefully you enjoyed it and
      hopefully it helped you out.
    
    
                   *Insert random serene yet cool scene of the universe*
    
                                  THANK YOU FOR READING