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Mega Man Battle Network 6 Cybeast Falzar

Megaman Battle Network 6 PA list and how they work

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Falzar-Buster Posted at: 01:44 Apr12 2009 Post ID: 2596951
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etter 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)

Zerker FC:4468-2584-2794
Black Ace FC: 0045-1720-4893
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