"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: " 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