interesting how KnightMan gives a speech about the value of leadership and having faith in your troops to Colonel, but in this everyone's just like "eh, it worked out, we're cool". I definitely didn't think they actually put this much effort into making sure the personalities of the navis shone through but I'm glad they did!
I mean, do you think Chaud has ever taken a break himself? Baryl and Colonel are older and more experienced, they're going to know that sometimes you need to rest.
Napalm Man is easily the best Protoman Team Member. His vulcan canon buster alone rips through almost everything, and his order point ability is surprisingly useful, as the odd shape can come in clutch at times.
Napalmman is part of the reason why Team Protoman is the faster speedrun of BN5, another being that Gyroman lets you skip fights outright. On the other hand, it's also the more difficult speedrun because Protoman is more difficult to use than Colonel and Team Protoman as a whole doesn't have the best synergy, what with Magnetman's ability being useless next to Knightman, and the final member being just plain bad in fights. Speaking of Knightman, Knight Soul is considered one of if not the best Double Soul in the game, and TP speedrunners don't get to mess with it.
One thing I like about NapalmMan is how he functions differently from the other main Fire navis we deal with through the series. Rather than just a stream of fire he prefers some good ol' dakka.
He’s closer to BombMan in terms of his gimmick only he’s got machine guns. Kinda weird that he’s got Heat Element when BombMan didn’t even though the latter’s Bombs deal Heat damage via the explosions.
That might be as much to do with the (relative) simplicity of the first game. Just not a whole lot going on even compared to the second game, much less some of the weird things that followed.
Wow, that mission went well. Even better than the other version. NapalmMan's ability looks really good for cutting through to Dark Holes. He also seems really strong in battle so, this might be one of the few times I've preferred a Team ProtoMan member. Also, the dialogue feels decently different here and for the most part I like it better. ("I'm bushed" fits GyroMan more than KnightMan, for one)
I gotta say, this is where I'm glad the DS version of 5 gave us the ability to swap navis. Cause I love NapalmMan and NapalmSoul, but the liberation ability is pretty damn awkward for my strategies. But it's cool to see that you can still use it well.
There’s some areas where having the NapalmBomb helps and then there’s some where Swinging is more ideal. Having TP Chips to allow for both really helped streamline certain missions. I would say that’s especially the case for the remaining Navi teammates too.
Huh... I was under the impression that a 1-Turn Liberate _while_ using Order Points would still clear a 3x3 around the Navi, in addition to the zone with the Order Points attack. Apparently, that's not the case, at least for NapalmMan?
There's one thing you should know, Roahm, in case no one has told you; because NapalmMan is a Fire Navi, he can take damage from just standing on Sea Panels. If you include the Sea Seed into your folder then chuck it into his area, NapalmMan winds up taking damage over time until the field evaporates.
Same, I only thought it could hit panels next to it when only striking an object chip. May have to add some to my folder for the next liberation mission
they even did some music for KND! Namely the songs used in the Grandmother Stuffem episode. Operation: FOODFITE I think it's called. They're really good.
So I learned something today: certain team navis can charge their elemental chips like you can in Soul Unison! Notably, TomahawkMan and NapalmMan can charge Wood and Fire chips respectively to do double damage. MagnetMan as well with Elec Chips! Also, and I haven't tested this in a long time but I think TomahawkMan might also have UnderShirt
DUDE YOU ARE AMAZING. I’ve been watching you since I was a kid and you would upload battle network 3 let’s plays. You entertain me so much. Keep making these videos ❤❤❤
Yes, Gwar is a real metal group. I saw them once on the Jerry Springer TV show and there is a "Beavis and Butthead" video game that heavily features them as the plot of the game involves the duo's Gwar concert tickets getting shredded and having to recover the pieces all over their town. It's a surprisingly good game that does have some of the band's music in it. Though the music is limited by the console. I had the game on the sega genesis, so I would recommend searching them on youtube to hear how metal they really are.
That game was on the Super NES as well, but the plot was slightly different. Instead of recovering the shredded tickets, they got it into their heads to do their usual shtick all over town, in the hopes that they could get in and see the concert for free.
OH WOW, I remembered about this project starting years ago, came back to "re-watch it" since I forgot this was a thing and my goodness I didn't expect it was still going! Hahaha
Are you gonna show is Patch cards and whatnot through the Legacy Collection after this is all doen? Also, hope you do 6 through LC, cant wait to see all the cut areas
2:18 This is where the Mission strategies really begin to deviate between the two Teams. The previous Missions, you could take the same strategies for both teams generally (the only leg-up each Team has is that Team Colonel is less RNG dependent for the second mission since you don’t have to worry about being attacked after failing to One-turn liberate and clear the area thanks to KnightMan’s passive whereas with Team ProtoMan MagnetMan must still have his turn and use an order point to achieve the same result. Meanwhile Team ProtoMan has Bomb Liberation, but that only clears one empty panel, so it doesn’t save much time compared to Team Colonel…yet). 3:00 Best way to use Napalm generally speaking is from the back column. As you can imagine, it’s useless whilst surrounded unless you have an AreaGrab to give yourself some room. Team Colonel once again proving that they handle being surrounded better than Team ProtoMan who really only has ProtoMan for that. 10:40 Who needs charge shots when you can just tear your enemies apart with a Vulcan as your buster? 18:00 Bladia only guards after getting hit once while not attacking, and then it’ll put its sword down after a couple seconds of not blocking anything. This keeps you from spamming attacks directly against it but single hit or AOE attacks will still work. 21:05 I would’ve used ProtoMan because of the rivalry, but I get wanting to play it safe too, especially since DarkMega has access to some pretty nasty close range chips. 22:40 Hmm, we never did get the alternate exchanges with DarkMega for Team Colonel. 23:00 It wasn’t in a single Liberation this time, but a god gamer move all the same. One phase faster, though I’m sure you could’ve cleared Team Colonel’s in five too.
0:49 Or rather, "carerful". 3:39 You _did_ mention that, though. 21:02 What would have happened if you'd gotten rid of the three dark panels behind him as well? 22:28 Invincible...or invisible?
Bah, UA-cam sometimes doesn't want to let me edit my comments; I meant to make a correction saying the next timw you fight NapalmMan, try throwing the Sea Seed into his area provided he doesn't stand in the center panel.
yeah zapreel is stupid good really the only thing holding it back currently is its awkward Z code but that will change soon enough also shake parade is a fuuuuuuuuuuuuuuuuun advance hope you get access to it soon
And todays video Mega Man Battle Network 5 the Liberation Missions is Saving Mega man EXE from the dark power. All is good on the Net. What will happen next?
GWAR is a real band. They also have a GWAR tribute band called RAWG where it's the same people but without the masks pretending that they're a cover band
Honestly, while I like both TomaHawk Man and Napalm Man, I prefer Napalm Man just a LITTLE more, mainly because of how much damage he can do with just his buster. Like, Napalm Man is one of the few navis who I prefer over their Soul Unisons, meaning I'd rather use Napalm Man than Naplam Cross. Seriously, rapid-fire buster that hits behind the target as well and does 5 damage a shot? That's just ridiculously useful. I also do like that each team does have a party member who is suited to fighting in those areas where you're trapped between two enemy areas, ProtoMan for Team ProtoMan, and KnightMan for Team Colonel, since each have a close range but quite strong charge attack.
Napalmman is easily my favorite navi to play as. I was NOT good at this game and Napalm man did a whole lot to make up for that! i didn't start getting 1 turn liberations until i had Napalm man.... Dark mega was less of a threat because, i mostly used swords
As fierce as fire eh. Anyway Napalmman, is pretty interesting, though the buster is not always a good thing (but thats basically every buster) We rarely get to play as other navis anyway, by which I mean...I think the spinoff game(s) was the only time? And megaman's basic buster has remained the same. Colonel's is pretty fancy. By the way, i mean, this is the part of the game where it diverges quite a bit, since napalmman's order point clear is very different from tomahawkman. For better or worse. I find it more interesting, but well there are drawbacks too, tomahawkman's feels a bit slow, but napalmman's is riskier.
Yeah. Elecreel is a big part of the reason as to being able to cheese this game, its kind of silly how one or two can totally stomp the viruses. On top of you know, all the other stuff you've had so far. And we have napalmman too If anything, could be luck, but you're getting even more 1 turn liberates than the colonel run. It's a thing at least. I do wonder, since the games are quite old, if people have figured out the optimal strategy. The first one or two, even 3rd liberation mission is fairly straightfoward because there aren't too many options, but this is probably the first one where you start to have more actual options to choose from.
Notes from this video: One turn liberates dont increase the aoe of napalm (but what about tomahawk?) fire navis and viruses take damage from water panels apparently napalmman's vulcan buster is stronger than I remember, it does soo much damage.
Differences in versions being as minor as they are, I think Team Protoman works better narratively but Team Colonel has the better Navi in almost every correlated match up.
The remaining Navis may make you reassess that last statement depending unless this is based on your own experiences with these versions. They approach to the remaining missions is drastically different thanks to them unlike the first three missions where the same approach could be used in both versions more or less.
@@Rexaura888 It IS based upon my own experiences! Though it was admittedly a very long time ago when I last played it but iirc there was only one Protoman Navi I preferred and I think it was NapalmMan.
@@Blaumagier Depending on the setup, Twin Liberation can liberate more panels than ToadMan’s song, and since NapalmMan’s bomb cuts deeper into dark panels than TomahawkMan’s Swing, if you’re good at getting One-turn liberations whilst surrounded you can theoretically clear more panels than you can with Team Colonel’s group.. There’s also a few cases where the Search Scope is more preferable to NumberMan’s analysis since the latter avoids battle and thus cannot liberate any panels, though I do prefer the latter Navi’s abilities despite the former being much better in combat. The second postgame mission in particular comes to mind because there’s one line dark panel in a choke point that’s trapped. You would need two Navis to safely clear that panel in Team Colonel or just SearchMan in Team ProtoMan/DS thanks to TP Chips.
Defeated Dark Megaman twice without taking damage now that's incredible.
interesting how KnightMan gives a speech about the value of leadership and having faith in your troops to Colonel, but in this everyone's just like "eh, it worked out, we're cool". I definitely didn't think they actually put this much effort into making sure the personalities of the navis shone through but I'm glad they did!
For some reason Protoman doing a double take at the suggestion to rest got me laughing hard.
Probably because he’s never had a break in his life unlike Colonel who understands that even soldiers need their rest.
I mean, do you think Chaud has ever taken a break himself? Baryl and Colonel are older and more experienced, they're going to know that sometimes you need to rest.
Yes. GWAR is indeed a real life metal group.
I think my memory's a bit flaky, but I think Codename: KND actually borrowed some music from them once, or something like that.
@phibbykaden yes it was the slamwhich song vs Grandma Stuffem it was actually recorded specially by the band for the episode.
Napalm Man is easily the best Protoman Team Member. His vulcan canon buster alone rips through almost everything, and his order point ability is surprisingly useful, as the odd shape can come in clutch at times.
I've only played Colonel and had no idea.
@@LadyLunarSatine Napalm Man by himself justifies a playthrough of Team Protoman.
Napalmman is part of the reason why Team Protoman is the faster speedrun of BN5, another being that Gyroman lets you skip fights outright. On the other hand, it's also the more difficult speedrun because Protoman is more difficult to use than Colonel and Team Protoman as a whole doesn't have the best synergy, what with Magnetman's ability being useless next to Knightman, and the final member being just plain bad in fights. Speaking of Knightman, Knight Soul is considered one of if not the best Double Soul in the game, and TP speedrunners don't get to mess with it.
One thing I like about NapalmMan is how he functions differently from the other main Fire navis we deal with through the series. Rather than just a stream of fire he prefers some good ol' dakka.
He’s closer to BombMan in terms of his gimmick only he’s got machine guns. Kinda weird that he’s got Heat Element when BombMan didn’t even though the latter’s Bombs deal Heat damage via the explosions.
That might be as much to do with the (relative) simplicity of the first game. Just not a whole lot going on even compared to the second game, much less some of the weird things that followed.
Wow, that mission went well. Even better than the other version. NapalmMan's ability looks really good for cutting through to Dark Holes. He also seems really strong in battle so, this might be one of the few times I've preferred a Team ProtoMan member. Also, the dialogue feels decently different here and for the most part I like it better. ("I'm bushed" fits GyroMan more than KnightMan, for one)
I gotta say, this is where I'm glad the DS version of 5 gave us the ability to swap navis. Cause I love NapalmMan and NapalmSoul, but the liberation ability is pretty damn awkward for my strategies. But it's cool to see that you can still use it well.
There’s some areas where having the NapalmBomb helps and then there’s some where Swinging is more ideal. Having TP Chips to allow for both really helped streamline certain missions. I would say that’s especially the case for the remaining Navi teammates too.
No damage on tough bosses just goes to show how high your awesome levels are, Roahm!
Huh... I was under the impression that a 1-Turn Liberate _while_ using Order Points would still clear a 3x3 around the Navi, in addition to the zone with the Order Points attack. Apparently, that's not the case, at least for NapalmMan?
it isnt luck
when it comes to Megaman, youre a GAWD!
Just a reminder: Boktai chips get a damage boost if you've jacked in from an outside location. ;P
There's one thing you should know, Roahm, in case no one has told you; because NapalmMan is a Fire Navi, he can take damage from just standing on Sea Panels. If you include the Sea Seed into your folder then chuck it into his area, NapalmMan winds up taking damage over time until the field evaporates.
Man, I really underestimated elecreel as well. I gotta make more use of it next time I play bn5
Same, I only thought it could hit panels next to it when only striking an object chip. May have to add some to my folder for the next liberation mission
At first, I thought GWAR was fictional when I played Beavis And Butthead for the SNES but yes, they indeed are real. I friggin' love them!
they even did some music for KND! Namely the songs used in the Grandmother Stuffem episode. Operation: FOODFITE I think it's called. They're really good.
That was the first time I listen to their music and boy, Slamwich (Aka Gor-Gor) is a banger@@Shadethewolfy
It absolutely is, agreed lol@@YukiSenmatsu
So I learned something today: certain team navis can charge their elemental chips like you can in Soul Unison! Notably, TomahawkMan and NapalmMan can charge Wood and Fire chips respectively to do double damage. MagnetMan as well with Elec Chips! Also, and I haven't tested this in a long time but I think TomahawkMan might also have UnderShirt
5:08 ProtoMan EXE: “You can do it, Mr Durgeon!” Play voice clip from Double Team DS Version.
Elec Reel being like "I see you....ZAP!"
I see youuuu!…ZAP.
I also did not know Elec Reel was that powerful.
DUDE YOU ARE AMAZING. I’ve been watching you since I was a kid and you would upload battle network 3 let’s plays. You entertain me so much. Keep making these videos ❤❤❤
I love the "Turbulence reference" it's quite fitting for that.
Yes, Gwar is a real metal group. I saw them once on the Jerry Springer TV show and there is a "Beavis and Butthead" video game that heavily features them as the plot of the game involves the duo's Gwar concert tickets getting shredded and having to recover the pieces all over their town. It's a surprisingly good game that does have some of the band's music in it. Though the music is limited by the console. I had the game on the sega genesis, so I would recommend searching them on youtube to hear how metal they really are.
That game was on the Super NES as well, but the plot was slightly different. Instead of recovering the shredded tickets, they got it into their heads to do their usual shtick all over town, in the hopes that they could get in and see the concert for free.
OH WOW, I remembered about this project starting years ago, came back to "re-watch it" since I forgot this was a thing and my goodness I didn't expect it was still going! Hahaha
Are you gonna show is Patch cards and whatnot through the Legacy Collection after this is all doen? Also, hope you do 6 through LC, cant wait to see all the cut areas
Roahm being badass as usual.
I know I’ve said this under all your mega man vids but dear gods I love protoman! From his humble beginnings to his exe version! I love protosoul 2
Nice Double Luck on mega man. also you got to love that broken dialogue. lol
2:18 This is where the Mission strategies really begin to deviate between the two Teams. The previous Missions, you could take the same strategies for both teams generally (the only leg-up each Team has is that Team Colonel is less RNG dependent for the second mission since you don’t have to worry about being attacked after failing to One-turn liberate and clear the area thanks to KnightMan’s passive whereas with Team ProtoMan MagnetMan must still have his turn and use an order point to achieve the same result. Meanwhile Team ProtoMan has Bomb Liberation, but that only clears one empty panel, so it doesn’t save much time compared to Team Colonel…yet).
3:00 Best way to use Napalm generally speaking is from the back column. As you can imagine, it’s useless whilst surrounded unless you have an AreaGrab to give yourself some room. Team Colonel once again proving that they handle being surrounded better than Team ProtoMan who really only has ProtoMan for that.
10:40 Who needs charge shots when you can just tear your enemies apart with a Vulcan as your buster?
18:00 Bladia only guards after getting hit once while not attacking, and then it’ll put its sword down after a couple seconds of not blocking anything. This keeps you from spamming attacks directly against it but single hit or AOE attacks will still work.
21:05 I would’ve used ProtoMan because of the rivalry, but I get wanting to play it safe too, especially since DarkMega has access to some pretty nasty close range chips.
22:40 Hmm, we never did get the alternate exchanges with DarkMega for Team Colonel.
23:00 It wasn’t in a single Liberation this time, but a god gamer move all the same.
One phase faster, though I’m sure you could’ve cleared Team Colonel’s in five too.
Getting Mega back with Protoman!
24:32 - 24:42 - Gwar is metal group.
also worth noting about Napalmman, if i recall correctly, even his buster is fire element, so grass element enemies are absolutely screwed!
0:49 Or rather, "carerful".
3:39 You _did_ mention that, though.
21:02 What would have happened if you'd gotten rid of the three dark panels behind him as well?
22:28 Invincible...or invisible?
Yep, GWAR is a comedic metal band with very intricate costumes.
In terms of chaos unisons proto chaos is now canon after sacrificing dark sword for proto soul against Shademan in BN4 😂
Dang, taking out DarkMega in both versions damageless, even when requiring four turns. Impressive, even if luck had a part in things.
Bladia takes the first hit and starts blocking afterwards. I believe it resets after every attack.
Damn, Napalm Man is so broken in this game! I love it! XD
Bah, UA-cam sometimes doesn't want to let me edit my comments; I meant to make a correction saying the next timw you fight NapalmMan, try throwing the Sea Seed into his area provided he doesn't stand in the center panel.
the Cool Dragon Roahm X3
Gwar is a fictional band in Beavis and Butthead.
Actually, GWAR's very much real. The band's been around since the mid-1980s.
@@phibbykaden oh,I wasn't trying to say it wasn't. I was only saying what I knew. My apologies if it came off as otherwise.
@@justint881 Fair enough.
yeah zapreel is stupid good really the only thing holding it back currently is its awkward Z code but that will change soon enough also shake parade is a fuuuuuuuuuuuuuuuuun advance hope you get access to it soon
And todays video Mega Man Battle Network 5 the Liberation Missions is Saving Mega man EXE from the dark power. All is good on the Net. What will happen next?
GWAR is a real band. They also have a GWAR tribute band called RAWG where it's the same people but without the masks pretending that they're a cover band
Honestly, while I like both TomaHawk Man and Napalm Man, I prefer Napalm Man just a LITTLE more, mainly because of how much damage he can do with just his buster. Like, Napalm Man is one of the few navis who I prefer over their Soul Unisons, meaning I'd rather use Napalm Man than Naplam Cross. Seriously, rapid-fire buster that hits behind the target as well and does 5 damage a shot? That's just ridiculously useful.
I also do like that each team does have a party member who is suited to fighting in those areas where you're trapped between two enemy areas, ProtoMan for Team ProtoMan, and KnightMan for Team Colonel, since each have a close range but quite strong charge attack.
Since Magnet Barrier protects the entire team, it should work against Dark Mega's Mega Buster, shouldn't it?
Indeed it does. Definitely an area where MagnetMan can shine.
Napalmman is easily my favorite navi to play as. I was NOT good at this game and Napalm man did a whole lot to make up for that! i didn't start getting 1 turn liberations until i had Napalm man.... Dark mega was less of a threat because, i mostly used swords
As fierce as fire eh. Anyway
Napalmman, is pretty interesting, though the buster is not always a good thing (but thats basically every buster)
We rarely get to play as other navis anyway, by which I mean...I think the spinoff game(s) was the only time? And megaman's basic buster has remained the same. Colonel's is pretty fancy.
By the way, i mean, this is the part of the game where it diverges quite a bit, since napalmman's order point clear is very different from tomahawkman. For better or worse. I find it more interesting, but well there are drawbacks too, tomahawkman's feels a bit slow, but napalmman's is riskier.
Yeah. Elecreel is a big part of the reason as to being able to cheese this game, its kind of silly how one or two can totally stomp the viruses.
On top of you know, all the other stuff you've had so far. And we have napalmman too
If anything, could be luck, but you're getting even more 1 turn liberates than the colonel run. It's a thing at least.
I do wonder, since the games are quite old, if people have figured out the optimal strategy. The first one or two, even 3rd liberation mission is fairly straightfoward because there aren't too many options, but this is probably the first one where you start to have more actual options to choose from.
Notes from this video: One turn liberates dont increase the aoe of napalm (but what about tomahawk?)
fire navis and viruses take damage from water panels apparently
napalmman's vulcan buster is stronger than I remember, it does soo much damage.
Differences in versions being as minor as they are, I think Team Protoman works better narratively but Team Colonel has the better Navi in almost every correlated match up.
The remaining Navis may make you reassess that last statement depending unless this is based on your own experiences with these versions. They approach to the remaining missions is drastically different thanks to them unlike the first three missions where the same approach could be used in both versions more or less.
@@Rexaura888 It IS based upon my own experiences! Though it was admittedly a very long time ago when I last played it but iirc there was only one Protoman Navi I preferred and I think it was NapalmMan.
@@Blaumagier Depending on the setup, Twin Liberation can liberate more panels than ToadMan’s song, and since NapalmMan’s bomb cuts deeper into dark panels than TomahawkMan’s Swing, if you’re good at getting One-turn liberations whilst surrounded you can theoretically clear more panels than you can with Team Colonel’s group.. There’s also a few cases where the Search Scope is more preferable to NumberMan’s analysis since the latter avoids battle and thus cannot liberate any panels, though I do prefer the latter Navi’s abilities despite the former being much better in combat. The second postgame mission in particular comes to mind because there’s one line dark panel in a choke point that’s trapped. You would need two Navis to safely clear that panel in Team Colonel or just SearchMan in Team ProtoMan/DS thanks to TP Chips.
@@Rexaura888 Most of my opinion was formed on the in battle abilities of the Navis and double souls. But you are right about the liberation abilities.
GWAR is indeed a music group! Not family-friendly at all, so if ya have delicate sensibilities you would do well to avoid googling them.
No damage POG
Napalm man seems way better than tomahawk man.
Gwar is a real rock group, i don't listen to them i only know them through beavis and butthead cause it's their favorite band