Mega Man Battle Network Legacy Collection: All Program Advances In Battle Network 5

You’ve advanced all the way to the penultimate title in the Mega Man Battle Network Legacy Collection, Mega Man Battle Network 5. Now that Nebula has begun their full-on assault in order to take over the cyberworld, it will take every trick you and MegaMan.EXE have to stop them!

While constructing your deck of Battle Chips, aside from putting in the best chips in general, you also want to give yourself the best option for activating Program Advances. You don’t need to enroll in ACDC academy to download the necessary information thanks to our guide!

All Mega Man Battle Network 5 Program Advances In Mega Man Battle Network Legacy Collection

Mega Man Battle Network 5 Program Advances
Mega Man Battle Network 5 Program Advances

As with previous entries in the series, Mega Man Battle Network 5 features a mix of returning and new Program Advances to unleash in combat. We’ll start with the ones that have no changes before diving into the new and exciting stuff.

Returning Program Advances With No Requirement Changes

  • Life Sword
  • Giga Cannon 1, 2, and 3
  • Super Spreader 1, 2, and 3
  • Hyper Burst

Returning Program Advances With Requirement Changes

  • Body Guard: AntiDmg M + AntiNavi M + Muramasa M 
  • Time Bomb +: TimeBom1 H + TimeBom2 H + TimeBom3 H 
  • Poison Pharoh: BugBomb A + Geddon3 A + Anubis A 
  • Pile Driver: GunDelS3 D + GunDelS3 D + DjangoSP/DS D 

New Program Advances

Mega Man Battle Network 5 Program Advances
Mega Man Battle Network 5 Program Advances
  • Infinite Vulcan 1, 2, and 3: Vulcan1 x3, Vulcan2 x3, and Vulcan3 x3. MegaMan pulls out a Vulcan and shoots it 20 times.
  • Boxer 1, 2, and 3: FirePunch1 x3, FirePunch2 x3, and FirePunch3 x3. MegaMan lets loose a flurry of fire punches in random locations.
  • Shake Parade 1, 2, and 3: SpShake1 x3, SpShake2 x3, and SpShake3 x3. Three satellites launch from the back of your field that crisscross along all three rows moving forward (ignores obstacles).
  • Cactus Dance 1, 2, and 3: CactBal1 x3, CactBal2 x3, and CactBal3 x3. Multiple CactusBalls drop onto the enemy field for damage.
  • Great Yoyo: YoYo x3. Shoot three yo-yos, one per row, that travel forwards and back hitting two or three times.
  • Pit Hockey: AirHoc x3. Shoot a puck that bounces around the enemy field 18 times.
  • Cosmo Prison: Astroid3 C + Astroid3 C + CosmMnSP/DS C. Summon CosmoMan to fire asteroids on all columns ahead of him that hit nine times, with all other rows hit six times.
  • Wild Bird: Katana1 S + Katana1 S + LarkMnSP/DS S. Calls in SwallowMan up from the panel MegaMan is standing on to attack the panels vertically adjacent and three columns ahead.
  • Football: MrkCan2 F + MrkCan2 F + GridMnSP/DS F. GridMan shows up and boots four FootBalls to the enemy field, each hitting a 2X2 grid.
  • Big Noise: Pulsar3 S + Pulsar3 S + ShadeManSP/DS S. ShadeMan comes out of the shadows to do a SoundStorm that hits the panel ahead of him, plus a 3X3 area beyond it that ignores invincibility and paralyzes enemies.

Have you gone through all the games in order in the Mega Man Battle Network Legacy Collection, or are you jumping around? It can be hard going back to Mega Man Battle Network 1, 2, 3, and 4 when the Program Advances always change, but luckily we have guides on all of those to make it easy!

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