Okay, this is an interesting find. I'm checking BN5's Operation Battle out more and I stumbled across the problem about Program Advances. In BN4.5, a series of the same chips won't make their expected PA. The same is true in BN5. Several PA combos were changed to accommodate Operation Battle and as far as I know, there is no documented list... until now.
Here is the full Operation Battle PA list.
LifeSword
Sword, WideSword, LongSword
Sword, WideBlade, LongBlade
TimeBomb+
TimeBomb1, TimeBomb2, TimeBomb3
PoisonPharaoh
BugBomb, Geddon3, Anubis
BodyGuard
AntiDamage, AntiNavi, Muramasa
CosmoPrison
Asteroid3, Asteroid3, CosmoManSP
Asteroid3, Asteroid3, CosmoManDS
WildBird
Katana1, Katana1, LarkManSP
Katana1, Katana1, LarkManDS
Football
MarkCannon2, MarkCannon2, GridManSP
MarkCannon2, MarkCannon2, GridManDS
PileDriver
GunDelSol3, GunDelSol3, DjangoSP
GunDelSol3, GunDelSol3, DjangoDS
BigNoise
Pulsar3, Pulsar3, ShadeManSP
Pulsar3, Pulsar3, ShadeManDS
GigaCannon1
Attack+10, Cannon, Cannon
GigaCannon2
Attack+10, Hi-Cannon, Hi-Cannon
GigaCannon3
Attack+10, M-Cannon, M-Cannon
SuperSpread1
WideSword, WideBlade, WideShot1
SuperSpread2
WideSword, WideBlade, WideShot2
SuperSpread2
WideSword, WideBlade, WideShot3
InfiniteVulcan1
AirSpin1, AirSpin1, Vulcan1
InfiniteVulcan2
AirSpin2, AirSpin2, Vulcan2
InfiniteVulcan3
AirSpin3, AirSpin3, Vulcan3
Boxer1
HotBody1, HotBody1, FireHit1
Boxer2
HotBody2, HotBody2, FireHit2
Boxer3
HotBody3, HotBody3, FireHit3
ShakeParade1
Voltz1, Voltz1, SparkShake1
ShakeParade2
Voltz2, Voltz2, SparkShake2
ShakeParade3
Voltz3, Voltz3, SparkShake3
CactusDance1
WoodNose1, WoodNose1, CactusBall1
CactusDance2
WoodNose2, WoodNose2, CactusBall2
CactusDance3
WoodNose3, WoodNose3, CactusBall3
Hyper-Burst
EnergyBomb, MegaEnergyBomb, Spreader
PitHockey
CannonBall, CannonBall, AirHockey
GreatYo-Yo
VarSword, VarSword, Yo-Yo
That should be the full list of Program Advances. This still puts the BN6 list at a disadvantage since it can't be used in an Operation Battle type mode.
Saturday, May 19, 2012
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