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1* AccidentalInnuendo:
2** "[[ItMakesSenseInContext I'll jack in to your squirrel if that's what it takes]]." [[note]]In ''Battle Network 5'', Lan accepts Charlie's challenge to find his Navi [=GyroMan=] inside the computer of the squirrel in ACDC's park. [[DoubleEntendre It sounds rather wrong out of context]].[[/note]]
3** The Spanish DS version, which mistranslated "I knew it! He's picking up on my vibe!" as "¡Lo sabía! ¡Está usando mi vibrador!".[[note]]I knew it! He's using my vibrator![[/note]]
4* SugarWiki/AwesomeMusic: In ''Double Team DS'', inserting one of the previous ''Battle Network'' games into the Nintendo DS's GBA slot replaces the virus busting theme with a remix of the older title's battle music. While all compositions are well-regarded, the [[https://www.youtube.com/watch?v=aKpJIj78uxk remix]] of ''[[VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'''s battle theme is a fan favourite, with some players even joking that it became the one reason to purchase [[{{Sequelitis}} said game]].
5* BreatherBoss: While the first fight against [=CloudMan=] is ThatOneBoss, the second is surprisingly easy despite him being stronger. Not only will you likely have way more options available to you between new Double Souls and better chip selection, but you're also not dealing with the restrictions imposed by Liberation Missions. He's especially a joke in ''Team Colonel'', as Tomahawk Chaos can spam Dark Lance to hit the back row for 400 Wood damage (which is then doubled to 800 due to ElementalRockPaperScissors) to shred his HP incredibly quickly.
6* BrokenBase: Liberation Missions make or break the game for fans. Some players enjoy them for the UnexpectedGameplayChange providing a new type of challenge, and you get to play as different Navis with their own strengths and weaknesses. Others hate them because they're tedious, are perceived to have FakeDifficulty, and need to be approached differently from normal battles because the flow of combat is different (trying to defeat all enemies in one turn with various different Navis, instead of using Double Soul to put together combos of chips). Defenders of liberation missions also point out that the pattern of "subplot, recruit new Navi, liberation mission" may be dull, but it's more fun than some of the minigames and puzzles used in previous games that were their own kind of tedium.
7* ComplacentGamingSyndrome: The S-code is widely seen as the optimal code to base a folder around in this entry, as it offers some great offensive chips (Cactus Ball, Drill Arm and Super Vulcan, to name a few) that synergize with [=PA=]s like Wild Bird, Big Noise and Life Sword.
8* ContestedSequel: This game is the most polarizing in the series. While it has better reception than ''Battle Network 4'' -- near-universally agreed to be the weakest entry -- ''Battle Network 5'' still holds onto many of the gameplay changes that occurred going from ''3'' to ''4'', namely the nerfing of Program Advances and gameplay balance focusing on Double Souls and their unique abilities. The story is also better regarded than ''4's'' ExcusePlot TournamentArc, but still not all that great compared to the stories of earlier games. With the DS PolishedPort taken into consideration, many would put the game at least on par with ''1'' and ''2'', but still below ''3'' and ''6.''
9* DesignatedVillain: In ''Team Colonel'', Dingo's reason for stealing the booster system is probably a bit too sympathetic for what the game is going for, especially considering it portrays him as unambiguously wrong for the theft. He says that [[CapitalismIsBad Ubercorp destroyed his village to make a resort]], and letting them keep the booster system will continue enabling the status quo. There really isn't any reason to stop him other than the game saying you should.
10* GameBreaker:
11** Three of the strongest Double Souls from ''Battle Network 4'' return in this game, while the weaker ones have been given far superior replacements, making the system as a whole much more useful:
12*** Toad Soul is the superior replacement for Aqua Soul: while it retains the same ability to charge Aqua chips for double damage, Aqua takes several seconds to charge a chip, while Toad does it in under half a second. Combined with the abundance of powerful and wide-hitting Aqua chips in compatible codes with one another in ''5'', such as [=WideShot=], [=SideBubble=], and [=AquaWhirl=], Toad Soul is ideal for virus busting and even excellent in boss fights.
13*** Knight Soul is all-around amazing. Its charged attack hits in an area-of-effect in the eight panels around [=MegaMan=], [=MegaMan=] is invincible for 1 second whenever he uses a chip in the front row, and best of all, you can charge up Break chips for double power. A single charged Air Hockey or Drill Arm chip can shred through bosses and even groups of viruses if used correctly.
14*** Search Soul returns from ''Red Sun'' and is just as busted as before. Its power is to "shuffle" your currently available battle chips, up to three times a turn. You can do this even while selecting a chip to use and then shuffling the rest to keep that chip on standby. This makes it ''ridiculously'' easy to dig through your folder for whatever you need and set up Program Advances, and adding in Custom+ programs to boost the number of chips you get each turn just makes it easier. The Soul's only downside is that it's fueled by Cursor chips, which are either situational or downright terrible on their own.
15*** Number Soul is just as broken as Search Soul. It automatically gives you ''ten'' chips in the Custom window, making it very easy to get the ones you need to form a powerful combo or PA. It also grants all your neutral chips +10 ATK, effectively doubling the damage dealt by the infamous Vulcan chips. The Soul's only downside is its utterly terrible Charge Shot, but given its combo potential, it's unlikely you'll be using your buster anyways.
16** The Chaos Unisons change your Charge Shot into the Dark Chip used to enter them, without triggering any of their negative side effects. The supposed drawback is that mistiming the shot summons an invincible enemy on the opposite side of the field, but that can be bypassed with PauseScumming, allowing you to fire off incredibly strong attacks in a single turn to trivialize most encounters. They have much less utility in Liberation Missions, though, since you're forced to have less time with the Chaos Unison during a liberation battle, and your teammates cannot tap into this power.
17*** Proto Chaos and Toad Chaos are very strong Chaos Unisons with high-damage wide-area attacks. They only become available in the last few chapters of the game, but once you gain access to them they easily level many virus encounters.
18*** Knight Chaos has Dark Drill, which is a stronger and longer-lasting version of your standard Drill Arm chips. When used on a target that can't get pushed back further, they end up taking five to six 100-damage hits, letting you pulverize bosses after a single Area Grab.
19*** Shadow Chaos has Dark Invis, which turns [=MegaMan=] fully invincible but uncontrollable as he jumps around the battlefield, firing buster shots and using previous chips attacks or even Program Advances at random. In situations where your Busting Level doesn't matter, you can spam Dark Invis all fight and hope that enough hits connect to finish off the enemy.
20*** Search Chaos has a seven-square targeted shot as its charge shot, dealing 300 damage to all enemies it hits. However, if the enemy is Area Grabbed, leaving them with six panels, the seventh targeted square will overlap the first and the shot will deal two hits. If you can Area Grab the enemy twice you can pretty much guarantee yourself two hits, and if the enemy is in the center panel and you stop the cursor right on them, they'll get hit ''four times''.
21*** With Number Chaos, your charged shot gives your next chip +50 ATK. Multi-hitting chips will hit as hard as Program Advances, and the Infinite Vulcan Program Advance will ''shred'' a boss.
22** Bass Cross is crazy. It gives [=MegaMan=] a substantial HP boost, a powerful [=NaviCust=] program (Super Armor in ''Team [=ProtoMan=]'', Float Shoes in ''Team Colonel'') he otherwise wouldn't have for quite some time, and a new charge shot. While it's initially underwhelming due to the charge shot scaling with [=MegaBuster=] stats, it becomes disgustingly strong after you gain access to the Number Trader and can get the Buster Pack. This allows you to max out the Buster's stats to throw out stupidly strong attacks that wipe out groups of viruses and chunk the HP of bosses, and without relying on Battle Chips.
23** The Patch Card system, like other [[BribingYourWayToVictory eReader-based systems]], essentially grants an entire second Navi Customizer. It also allows [=MegaMan's=] Buster to reach a maximum power of 10 instead of 5, which puts the regular Buster on par with many endgame chips and further amplifies the power of many of the Double Souls. ''Team Protoman'' particularly benefits with the powerful charged shots like Napalm, Search, and Gyro Soul at its disposal. While it was Japanese-exclusive on the GBA, the ''Legacy Collection'' rerelease makes it available to everyone from the start of the game.
24* GameplayDerailment:
25** ''Double Team DS'' lets you upload a chip folder from one of the GBA versions as an Extra Folder. Copying an optimized folder with endgame chips pretty much destroys the game's balancing far beyond what even the normal {{Game Breaker}}s allow.
26** Capcom clearly didn't want people SaveScumming in Liberation Missions to manipulate Bonus Panels for specific outcomes or fish for good Battle Chip hands to enable 1 Turn Liberations, so you're only allowed to save once per player phase (twice in a specific postgame mission). However, the Wii U Virtual Console has a built-in save state feature, letting you do exactly that in that release.
27* GoodBadBugs:
28** [=ToadMan=]'s Life Melody increases a Navi's next liberation range to five panels in a line ahead of them. Unlike similar abilities, this [[SequenceBreaking bypasses barrier panels]] and liberates dark panels other Navis and abilities can't reach. While this has limited usage in most missions, it makes the final liberation mission in Nebula Area 5 a total joke. [[ThatOneSidequest No one is complaining about this.]]
29** In the Japanese version of ''Team [=ProtoMan=]'', selecting "No" when Meddy asks if the player wants to use Twin Liberation will trigger the ability anyways, without consuming Order Points. To make it even better, the glitch bypasses the battle Meddy would have done, meaning all it takes to liberate an entire row of panels is to destroy the one on the opposite end of Meddy.
30* GoddamnedBats:
31** The Lark series of viruses -- those that drop the Wide Shot chips -- fire shots that cover a wide area in battle. Mercifully, they never attack when they're in the middle row, else their attack is undodgeable. Not so mercifully, the wide coverage of these attacks make them notorious for breaking in-battle Mystery Data, sometimes ''within the very first second of the fight''.
32** Skully viruses will throw bones that move very slowly towards you one panel at a time, making it very difficult to avoid them when they're fought alongside other viruses. However, the true annoyance is that when hit with any powerful attack above a standard buster shot, they collapse into a pile of bones and become immune to damage for several seconds until they reform. In normal fights a Skully can tank your time and busting rank, but in liberation missions the sight of a Skully is your cue to kiss your one-turn liberation goodbye.
33** Appley viruses pretty much serve to ruin a player's attempt at S-ranks or 1-turn Liberations. Most of the time they reside in their shell, only being vulnerable when emerging to attack. The shell makes them ''immune to everything but Fire attacks''. Not even Breaking attacks work on them. Also, if somehow they are killed first, they heal the other viruses.
34** The [=TinHawks=] in Liberation Missions have a huge out-of-combat attack range and will slowly whittle you down each turn. While they're fragile in combat thanks to relatively low HP, they also like to spend most of the time flying above the playing field. This means you can't hit them outside of the specific windows when they dive-bomb you to attack, and the timing gets tighter the higher level they are.
35* LowTierLetdown:
36** Meddy is almost helpless. She has the second-lowest HP of all the Navis on Team [=ProtoMan=], her Twin Liberation ability is AwesomeButImpractical because of how circumstantial and difficult it is to pull off, her charged attack is a lobbed capsule bomb that makes her incredibly reliant on chips (especially problematic in her debut mission due to the presence of Dominerd viruses, which practically have to be hit in melee range), and her unique Battle Chip is nearly identical to her charged attack. The only good thing about her is [[GoodBadBugs a useful bug with Twin Liberation in the Japanese release]], and said bug makes her skip a turn of combat anyway.
37** [=NumberMan=] is seen as the weakest member of the Team Colonel cast. His Charge Shot, like Meddy's, is a lobbed bomb, but it also has variable damage with a long windup time and can even whiff if it makes direct contact with an enemy, and his unique chip is not as useful as the others when it is dependent on enemy movement. His Number Check ability can collect items and break traps without putting him into combat, but it doesn't liberate them either, making it most useful for cleaning up dead ends. It's generally recommended to switch him out with [=SearchMan=] in ''Double Team DS'', as [=SearchMan=] can liberate entire lines of item and trap panels and is a bit more competent in combat.
38** Meddy Soul is the weakest Double Soul in ''Team [=ProtoMan=]''. Firstly, its charge shot is a capsule bomb like Meddy's, so it inherits the same issues. Secondly, its only other power-up is the ability to infuse battle chips with power-up chips that cause them to inflict status ailments, but you only get two such status chips a turn and the ones that appear are random, so you can't use this capability to its proper potential (not that it's very useful anyway). Finally, it needs a healing chip to activate, which outside the Roll series are not terribly useful.
39** Colonel Soul is surprisingly underwhelming considering it's the final Double Soul obtained in ''Team Colonel''. The first problem is that it's fueled by Obstacle chips, and there aren't a lot that are both good on their own merits and simultaneously available in decent codes. The second problem is that the Colonel Army ability is incredibly gimmicky and basically turns off said Obstacle chips, which are probably more powerful if you are indeed using the good ones. Finally, Arms Change allowing you to replace your charge shot with a Battle Chip sounds really cool and potentially useful, but in practice it's too restrictive (has to be a non-dimming, non-elemental Standard Chip) to bother with. Arms Change also kills the Buster's charge speed on top of that and cannot be reverted back to Screen Divide.
40* {{Narm}}:
41** Dr. Regal's master plan for corrupting the Soul Net with Nebula Gray in order to turn all of humanity evil sounds nightmarish in theory. But what the game actually shows to us...is just a bunch of people acting like rude and petty jerks, making it more reminiscent of the villain's plan from ''WesternAnimation/TheCareBearsMovie''.
42** ''Double Team DS'' makes the otherwise badass Colonel much more comical, thanks to his voice actor giving him a jarring accent and delivering [[https://www.youtube.com/watch?v=0jsOAnG341U his lines]] in a spectacularly [[LargeHam hammy]] way. As a result, players tend to find his death quote ("I'm sorry, Baryl") hilarious, even though it's supposed to be a PlayerPunch.
43* NightmareRetardant: It is impossible to take [=BlizzardMan.exe=] seriously as one of the four Nebula Darkloids. The other three look appropriately evil and imposing... and then you have this silly, snowball-shaped skier guy with a jolly orange-blue color scheme who is just completely out of place among them.
44* PolishedPort:
45** ''Team Colonel'' came out after ''Team [=ProtoMan=]'', and has a few subtle changes that work to its benefit. The Navis that make up Team Colonel have overall better synergy than the ones in Team [=ProtoMan=] due to ability changes, plus several of the weaker members from Team [=ProtoMan=] have stronger counterparts in Team Colonel.
46** Capcom decided to take advantage of the DS's improved hardware for the ''Double Team DS'' version to clean up some animations and redo the soundtrack, making the game look and sound much nicer. ''Double Team DS'' also restores some content cut from the international versions (e.g. Bass Cross, a couple areas removed due to GBA memory limitations) and boasts a bunch of extra features, such the Party Battle System that lets you play as your team's Navis outside of Liberation Missions and even customize them.
47* ScrappyMechanic:
48** The inability to use Program Advances more than once per battle strips the mechanic of much of its usefulness. It now basically only exists to pad out getting HundredPercentCompletion.
49** [[MercyInvincibility Flinching]]. An overwhelming amount of chips in this game give the enemy invincibility frames upon connecting, pretty much making it mandatory to have Blinder in your folder to speed up battles.
50** The changes to Dark Chips mean the Worried status is almost exclusively a debuff since it can no longer produce chips from thin air, so if you're struggling in a fight you're locked out of Double Soul for no good reason.
51* ScrappyWeapon: The Evil status has been heavily {{nerf}}ed due to the changes to Dark Chips when it was already questionable in the previous entry, so it's of very dubious use in [=PvE=]. The marginal benefits Evil provides do not outweigh the huge downsides, especially when it locks [=MegaMan=] out of Double Soul and Full Synchro. Additionally, Chaos Unison allows for near-indiscriminate Dark Chip abuse and the potential to spam them multiple times, making Evil more irrelevant.
52* SurprisinglyImprovedSequel: Given how ''Battle Network 4'' turned out, not many were expecting much from the fifth installment. While still a ContestedSequel for the series as a whole, ''Battle Network 5'' is considered to be a massive improvement over its predecessor in story and gameplay, while offering way more innovation to the series than ''4'' ever did. This also contributed to it being the first installment to have a DS remake before the ''Legacy Collection'' rerelease which came over ''15'' years later.
53* ThatOneBoss: [=CloudMan=]'s fights are aggravating due to him hiding in the back row and shielding himself with respawning clouds a'la [=BubbleMan=]'s bubbles. The clouds also spit out sparks that can paralyze if they hit, and when he combines those with the clouds that attack in a + formation it's easy to get trapped and hurt. This is before taking into account the fact he's first fought in a Liberation Mission, which means you have to deal with the 3 turn time limit. He also ramps up the annoying factor with his overworld attack, which paralyzes the target for two turns. Unless you are packing Wood chips like Boomer and Lance which exclusively target the back row while using Tomahawk Soul or Tomahawk Chaos, prepare to watch yourself flailing around while being unable to even ''hit'' him.
54* ThatOneLevel:
55** The second teammate scenario, with [=GyroMan=]/[=ShadowMan=], is basically this game's answer to ''Battle Network 3''[='=]s [=BubbleMan=] scenario ''and'' the Hospital Comp area. The net is full of clouds that you need the Vacuum Program to suck up, but you can only suck in up to ten units before you need to run to a Mr. Prog to recharge. While it's fine at first, as you progress the clouds start taking up more units to suck up, the Mr. Progs go from infinite recharges of the vacuum to one-time uses, and then to just partial recharges, effectively making the area a puzzle where if you don't suck up the right clouds to open the path, you have to backtrack all the way to the start of the area to empty the vacuum. And to add insult to injury, after you catch up to [=GyroMan=]/[=ShadowMan=] in each area, he pauses to taunt you before running off and making you chase him. When you finally corner him and he fights you, savor the opportunity to beat his face in.
56** The Samurai-Whacking minigame in [=NumberMan=]/[=SearchMan=]'s scenario is mandatory for plot progression, and you'll have to knock away 100 robots to complete it. The robots appear quickly and without following a pattern, and if even one of them touches Lan the challenge starts over. This is made especially awkward by the game's isometric view, [[FakeDifficulty meaning you're trying to be precise with diagonal movement on a d-pad]]. It's even worse in the DS version, where this minigame must be played over and over if the player wishes to obtain the ''VideoGame/{{Boktai}}''-themed chips.
57* ThatOnePuzzle: The engine room on the Queen Bohemia requires an eight digit code to enter, with a hint provided by a crew mate via a riddle. The problem is that the riddle was originally written with {{Goroawase Number}}s, and the English script very sloppily tries to preserve this even though it doesn't entirely translate well, leaving it reliant on poor wordplay.[[note]]The biggest issue is that you're somehow supposed to surmise that "tonight" means 2 and 9 for the fifth and sixth digits. Those two digits being 1 and 2 (i.e. midnight) would have been a more logical guess based on how the riddle is written.[[/note]] Rewriting the riddle to lean on the fact that the code is a palindrome (11922911) would have probably been a better idea. It's extremely difficult to figure it out legitimately and has been known to make players quit the game if they didn't have a guide back in the day.
58* ThatOneSidequest: The final postgame liberation mission in Nebula Area 5. The field is covered in three layers of barrier panels and one of the dark holes is ringed with barrier panels tied to the third key, so you can't liberate it until you get the third key (which requires you to get the second key, which requires you to get the first). The paths between the barrier panels are only one or two tiles wide and the path to each key is linear, so there's little wiggle room to strategize, you just fight your way to the keys one panel at a time. To begin the chain to clear the area you need to get the first key which is protected by [=BlizzardMan=], who appears alongside [=CosmoMan=], and the path is laid out to ensure any Navi approaching [=BlizzardMan=] is going to eat an attack from both of them on their turn. You'll also have to content with the darkloid viruses spawned by the dark holes, which will teleport across the barriers to get to you and block your way, and normal enemies consist of V3 viruses that are extremely dangerous, making 1-turn liberations difficult and your teammates can easily be overwhelmed and killed in a few hits. All of this combined makes the finale to the liberation missions a long, painful slog. [=ToadMan=]'s SequenceBreaking ability in ''Team Colonel'' greatly alleviates a lot of the tedium involved, but ''Team [=ProtoMan=]'' has to do things the hard way.
59* TheyWastedAPerfectlyGoodCharacter:
60** [=GutsMan=], Roll, and Glyde are dismissed from the story within the first hour of the game when Nebula steals the trio's [=PETs=], and Lan's friends spend the rest of the game moping about it unable to do anything (though Mayl at least gives you the Roll series again). This is particularly glaring when you get to the Undernet scenario of ''Team [=ProtoMan=]'' and meet Meddy, a medic Navi whose healing powers can help negate dark power, and her Double Soul is performed with healing chips. Considering the ''Battle Network 4: Red Sun'' had made Roll an opponent and she gave the Double Soul for healing chips, why write her out of the story for this game and then introduce a new character with the same abilities to fill the same role?

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