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发表于 2004-8-27 08:38:57 | 显示全部楼层
---------------------------------------------------------
Digimon Battle Chronicle/Digimon Rumble Arena 2
2004 Bandai 2004 Black Ship/Amaze
Game FAQ
v.1.00
2004 Bronze Patamon





=Contents
-Rho: Intro
-Tau: System
-Kappa: Stages
-Psi: Items
-Xi: Digimon Stats
-Omikron: Digimon Movelist
-Sigma: Secrets
-Iota: Challenges
-Omega: Credits, Legal and FAQ History



====
Section Rho: Intro

I decided to write this just because I felt a hole after writing my Gomamon
FAQ. I knew people would want to experience the ups and downs of EVERY Digimon
thus I decided to make a general movelist+minor notes/strategen FAQ. For
convenience I have ripped my own info on the System and Stages to avoid having
you leap back and forth from this FAQ to my Gomamon one. Note that I slightly
modified the info from its original content.
This FAQ's intention is NOT to delve as deeply into every character as the Goma
one, but to give a general idea as to the moves and general workings of each
Digimon present.



====
Section Tau: System

Digimon Battle Chronicle's battle system is a little different then you may
expect. It's nothing innovative but it's not immediately comfortable either.
One reason this FAQ lacks a combo sheet for any one of the characters is that
the game lends itself to a very combo friendly atmosphere. While this makes
combos easy to perform, it also means that combined with the varied stages,
not all combos are consistent. Therefore it's best left to the individual to
create their own combos in the moment. While some combos may seem to be a
consistent thing at first, other stages will rend them either useless or
limited in use.

In its basic play-format, the goal is to be the last opponent alive. The basic
system of a vitality bar is used. On default settings, all opponents have three
lives to eat through before being defeated. Unlike some games, if you fall down
a pit, you will instantly be KOed one life down, and not simply become injured
and respawn.

Juggling and OTGs are common combo formats in DBC. Almost every true combo is
made up of either one or both of those elements. This also means that aside
from near-infinite juggles, combos are generally capped at around 9-12 hits,
with maybe a few more tacked on if an enviromental hazard is present. So combo
fiends need not apply for study! Also, like all fighting games, the longer a
combo is, the weaker each individual hit is. However, this can in part be
bypassed by purposely breaking a combo and then attacking the opponent when
they hit the ground (since when an opponent hits the ground after being
air-bourne, the combo is counted as completed).

Walls are something else that should be counted in. If an opponent is sent
flying by an attack, smacking into a wall will cause additional damage to them.
Walls can also be used to pin an oppenent against for the purpose of juggles.

Something rarely done in a fighting game is DBC's evolution system. When you or
someone else attacks an opponent, they release Evo-Spheres. Collected, these
spheres add evo energy to your storage guage. This energy can be used to
manually recharge health. Or, when the meter is full, a press of the Evo button
will cause you to evolve to a stronger stage. Your attacks and stats change
along with your shape, so be cautious. If you need speed at the moment,
evolving to a beefy tank build may not be your best option. Plus, if you evolve
too often you may be sacrificing your ability to heal. If you are defeated when
evolved, and you are not out of lives, you will spawn back into play one stage
lower than you were, but you will keep intact all evo energy you had in your
guage. All Digimon except the bosses have three evolutionary stages in game.

Below are shared or universal abilities of all characters:

-Normal Attack
A simple hit that upon connection makes an instant combo if tapped. You can
also target your attack upwards or downwards by pressing in the desired
direction. Attack upwards will juggle or knock air-bourne foes down. Attack
downwards will usually sweep an opponent of their feet or hit a grounded
opponent.
Note that any special move will link after a Normal Attack combo, but that
doesn't mean EVERY last interrupt will create an inescapable combo.
If you press down+normal while in air, you will cause yourself to slam
downwards and flatten foes. They will also be dizzed by this if you land
directy on top of them.
Certain characters will either perform a diagonal air-dive by pressing normal
attack while air-bourne or an air-dash attack.

-Special Attack
Varies from character to character, but in many instances the same result.
By itself it usually performs a projectile. Combined by pressing up will
usually result in an anti-air/uppercut attack. Lastly, combined by pressing
down will usually perform the Digimon's most unique ability.
Some special attacks can be charged or delayed by holding this button down.

-Jump
Makes you jump quite obviously, but every single character can perform a
double jump by pressing this twice, even tin cans and pinatas. One character
can even triple jump and another can high jump.

-Gaurd
You can gaurd while on the ground when either standing or crouching. This is
interchangeable while holding the gaurd button down. You CANNOT air gaurd.

-Evo
If your evolution meter is full and you are a first or second stage Digimon,
you will evolve to your next stage. While evolving, you are invincible,
including about three seconds after you finish evolving. Additionally, while
evolving, your blue aura acts as a shield that will nullify projectiles and
beams.
If your Digimon is at its final stage, this button will activate its Ultra
attack, which generally is the most powerful attack available to them. Also,
during an Ultra attack, you are invulnerable.

-Healing
If you have any evo energy in your meter, you can heal yourself gradually by
holding down gaurd+normal attack. This will quickly drain your guage, but the
small amount of vitality you gain could very well be worth it.

-Charge Blast
If you press gaurd+special attack when your Digimon is in its final stage, it
will perform a powerful attack. If you hold the two buttons down, you will
charge the attack, making it more powerful or/and adding more shots or/and
longer range. This attack always has a bit of start-up delay, so don't abuse
it too often.

-Walk/Creep
You can augment your movement speed by slightly leaning your joystick left or
right. This, of course, is only possible through an analog control method (i.e.
the GameCube's joystick) and not the cross pad.

-Grab
Pressing the grab button will cause your Digimon to reach forward. If an
opponent should be within reach, you will pick them up and be able to carry
them. It is at this point that you can then throw them. It is espcially a good
idea to toss them off into a pit or into a wall.

-Rapid Recover
Rapidly mash directions to speed up your recovery rate getting up from the
ground, air-recovery, dizziness or to escape a throw. You can also use this to
escape from combos, if you're quick enough.



====
Section Kappa: Stages

10 stages exist. Below is their title and description. Note that I could not
translate all titles, so my custom stage titles are in brackets, like so '[]'.
Also, I only describe stage hazards as describing EVERYTHING in the stage would
quickly grow tedious...

Jungle Ruins
---
The tamest stage. On the left are two trees with three branches. Should one of
those branches be destroyed, it will down the tree, causing it to sink down and
dropping all tree-dwellers to the floor. Also on the left is the stone ground.
While it may appear hard, if someone should air-drop onto it, it will cause a
wave-like effect on its surface, disrupting the movements of anyone on it and
bouncing the air-dropper into the sky.
On the right is the wooden bridge. After enough damage is inflicted upon it, it
will break, allowing players to fight in the stream below it. Note that a
full-evo bar item will always appear under this bridge at the beginning of the
fight, so try to be the first one to break through!

[Great Waterfall]
---
Fighting in front of a titanic tropical waterfall. This stage is a mostly
vertical one.
On the left and right ends of the stage are two large leafs. Touching one will
catapult you into the sky. There's also a smaller leaf in the middle of the
stage, but it will bounce you lower than the other two.
In the middle of the stage at the top is a wooden swing bridge. It will slowly
rock back and forth and commonly have special items appear on it. It can only
be reached by utilising the stage's two large leafs.

Danger Town
---
A battle through an old west town.
Sprinkled throughout the stage are TNT barrels, which can be picked up and
tossed. Obviously these things explode, so throw 'em at foes! Careful, they may
get in the way of your combos, damaging you in the process. Also note that if
you are carrying one and you drop off a ledge, it will explode in your hands.
Mine carts will periodically dash accross the bottom-middle of the stage,
replenishing the supply of used TNT barrels. If one of these carts should touch
you, you'll be KOed on the spot.
On the left of the stage is a building which can only be entered by either
breaking through its side window (which will be fixed shortly after being
broken) or by busting through the bottom portion of its wall. Inside is a floor
dividing top from bottom. This can be busted through conventional means.
On the left of the stage are two more things. One is a sign at the top of a
building, which will fall down if the roof is shaken violently, smashing anyone
in its way. It will remain felled until someone walks on it again, which will
cause it to spring back up, rocketing the Digimon into the sky, usually into
a special item.
The second thing is a pair of doors. The top one is off limits, but the bottom
one can be accessed. Passing through it will momentarilly take you off-screen,
only to come shooting out of the top door moments later. This is a good
function to use if you need a few seconds of invincibility.

Magma Hell
---
Warring inside a massive magma cavern.
Below the entire stage is scorching lava, which will damage thou and cause thee
to spring up into the air in pain. Don't be a fool and juggle yourself this
way! :P
The bottom portion rock structures are highly unstable and eager to break
apart, which will send you below...
That giant skull in the backround isn't just for show. Every now and then it
will poor a great deal of lava out of its mouth, raising the lava's height
level. Only the top four platforms are safe during this time. After a while,
the lava level will settle back down.

Bay 47
---
Moonlit fight in a cargo bay.
This stage is in constant movement, with platforms moving here and there.
Sometimes these can crush you, so beware.
At times brown crates will be seen, which can be shattered to reveal an item.
Be aware that the bottom 'floor' of the stage will sometimes open, revealing a
pit. Only suspended platforms are safe at this time.

Steam Town
---
A factory stage with pipes and water.
The water at the bottom of the stage is actually a pitfall, so don't get any
ideas of swimming in it. Though you may have no choice... Occaisonally the
pipes around the stage will blast steam out of them, pushing you away in the
direction they are flowing. This can either be an aid in reaching higher ground
or a ticket to the sea-floor. In one situation, the steam blast will corner
you, leaving yourself pinned for eager opponents to combo you.
Sometimes the steam blasts are replaced with fire blasts. While these won't
push you in a direction, they WILL cause gradual damage upon your Digimon.
The steam blasts and fire blasts will ALWAYS fire in the same patterns, so
learn them and behave accordingly.

[Tin Factory]
---
Conveyer-belts and pipes in a very active factory.
The conveyer-belts in this stage a very annoying and will constantly force
you to work against them in order to keep your footing. Why keep that? Not only
is there a pit waiting for you below, but there a few large golden pipes on the
sides waiting eagerly to suck you in. If you are sucked into a pipe, you will
be transported to the mechanical apparatus above the stage. Trapped in here,
you will be detained for a few seconds before coming out of it as a tin can
with your likeness drawn upon it! Like the Pinata, there is little you can do
in this status. However, you CAN attack still and collect Evo-Spheres. The way
you attack is to perform your air-drop slam attack. After a bit, the can will
get a dent in it and you will be unable to move for a second, then you will
break out automatically.
If you, as a can, become sucked into a pipe, instead of transporting to the
device above, you will be shot out of a random pipe.
Be aware that the can transformation process taxes your HP.
Also, while a tin-can, you can still heal yourself with G+N.

At Toy Town
---
Massive Digimon ballons fly in the backround, whilst you and your foes traverse
a large lego-like obstacle course where you will meet with a fire spitting duck
and an explosive fish.
This stage is in constant movement, it will scroll in various directions
forcing you to keep pace or be eliminated. This stage is very complex, so I
can't describe it in full, but I can point out the hazards present.

-Cookies make up a few of the platforms. These treats will break apart if stood
on for too long.

-A small amount of the platforms are purple and will shrink when stepped upon
until they are no more.

-Boxes here and there will have mechanical teeth things that will spring out
of them and damage you.

-The mechanical fire-breathing duck damages you obviously, but its movements
are always in the same pattern, so after learning that, you will know how to
avoid it and when to lure foes into its flames.

-The mechanical fish at the end will launch small explosive fish at the stage
floor. When fish meets floor block, it will explode leaving a hole where once
there was land. One of the fish it launches will be aimed at a Digimon and not
the floor, so beware of this threat.

Far Alone (locked at first)
---
An ice fortress sitting in solitude, with many sharp icicles for good measure.
At the topmost right and left corners are two whirlwind things. If you enter
one, you will be teleported to the opposite one. The afforementioned iciles are
indeed very prevalent. Sitting on the bottoms of the middle platforms, these
will cause minor damage to you. There is also a set of sharp icicles on both
ends of the stage. These will cause a bit more damage and throw you back a bit,
great for nasty combos!
At the very top-middle of the stage is a sort of ice chandelier thing.
Performing an air-drop on it will cause it to violently crash down, breaking
through the thin sheet of ice at the stage bottom. The ice spikes underneath
are lethal and will KO instantly whoever falls into them. After crashing the
chandelier will rise back up slowly. Also after some time, the broken sheet of
ice will reappear.
As if it needs mention, this stage is slippery throughout.
Also, this stage's music is probably the best in the game...

KO Surrender
---
The final boss stage, filled with dark, floating castles and the occasional
lightining flash in the backround.
Only composed of a few linear platforms, this stage may appear basic in
apperance at first, but just give it some time...
Beside pitfall deaths being a common theme, there are NO power-up items to be
found here. In addition to droning up and down, the following effects will
occur randomly on each platform:

-Fire Ignition, in which a column of fire will burst upwards, causing continual
damage.

-Ice Coating, in which the platform will become incased in ice. This makes
it slippery.

-Red Vent, in which a large column of 'red air' will burst up, floating you
upwards and leaving you vulnerable to attacks.

-Sheer Drop, in which the platform will swiftly fall down, giving you access to
the death below. After a bit of time, the platform will regenerate back into
place.

-Lightining Purge, in which the platform is charged with energy and then a
swift blast of lightining blasts it, damaging anyone on it.

The platform effects will, at times, occur simultainously on any set of
platforms.



====
Section Psi: Items

Appearing on every stage but the final are special items. When touched they
each activate a different affect. My name for them is first with their
appearance description in paranthesis.

Health (Small Red Cross)
---
This will restore your vitality by a small amount, and I do mean SMALL. While
the gain may not be very significant, it saves you a few Evo-Spheres worth of
healing. This item can also be knocked out of foes on occasion.

Large Health (Large Red Cross with Word Band)
---
Restores vitality completely. Obviously a great pick-up when in desperate need
of health.

EVO (Small Blue Orb with the word Evolution on it)
---
Completely fills evolution meter. Great for instant EVOing or for manual
healing purposes, or even for double Ultra attacks...

1-UP (Purple Glowing Object)
---
These appear only in match types where KOs have a determining factor. As is
expected, this item's effect gives you one additional life.

Bomb Curse (Spherical Metal Bomb)
---
Whoever grabs the item will constantly have a bomb appear above
them and drop down. If you don't move around wisely enough, you'll eventually
be killed by all the bomb damage. The bombs can damage others though. Its
affect ends only when you obtain another item or get KOed.

Fire Up! (A Flaming Chili-Pepper)
---
You will be covered in flame. While active any Digimon near you will suffer
constant damage. It causes no injury to the user.

Invincibilty (A Golden Shield)
---
Covered in a purple aura, you cannot be injured or knock away.

Digital Nuke (Orange-Outlined Hazard Symbol)
---
A large explosion occurs, blinding everyone and possibly damaging them.

Iron Fist (A Metal Fist)
---
All of your normal attacks and your air-smash move gain additional punch,
sending opponents further back when hit.

Random Digivice (Dark-Yellow Digivice with a Green Question mark on its screen)
---
Activates a random affect. It could be any of the below...

-Summon Phantomon
Phantomon is summoned to a random spot in the arena. He moves and teleports
around seeking Digimon. Should he come in contact with one, he will swing his
schyte and instantly KO whoever it hits.

-Sleepy time
All Digimon except the one who obtained the item fall asleep. Sleep victims
wake up automatically if damaged or after some time passes.

-Digivolve Everyone
All Digimon evolve one level up.

-De-Digivolve Everyone
All Digimon devolve one level down. No action is taken
on first stage Digimon.

-Digivolution Convolution
All Digimon that aren't at their final stage evolve to it. All Digimon at
final stage are devolved back to their first stage.

-Sympathy Pains
When activated, the user will sacrifice a HUGE portion of their life and give
it to a random foe.

-Pinata
Turns the unlucky item holder into a Pinata! While in this status, all you can
do is move and jump. In addition to this handicap, your speed and jump height
will also be decreased. The only cure is to let enough time pass.

-Lightining Strikes
Lightining will strike down from the heavens at random spots around the stage.
Don't get caught by one, or you'll be facing huge damage.

-Body Snatchers
All opponents will randomly switch 'souls'. That is, take for example that you
are playing Palmon against Neemon. If this effect is activated, you will
gain control of Neemon whilst your foe will switch to playing as you. While
in effect, the damage and combos done will still affect your own life. In
other words, in the example above you would control Neemon, but damage would
still be done to your Palmon life meter and not to your enemy's (Neemon in
this case). So don't purposely harm yourself thinking it will damage the foe.
This particular effect seems to be extremely rare.




====
Section Xi: Digimon Stats
In-game is a menu displaying every Digimon's stats and move info. This info is
listed below (with card game descriptions by a Digimon's name to add some
spice!). Quotes with an asterisk mean that they are custom made by me due to
no translation being present (and I'm too lazy to translate them myself! :P).

-Speed is the velocity at which the Digimon travels
-Attack is the rating of a Digimon's strength in both normal and special moves
-Projectile is the Digimon's ability to fight at long distance
-Defence is the rating of a Digimon's defence and gaurd resistance
-HP rates the Hit Points a Digimon has. This is seperate from defence
because HP determines how much vitality they have, while defence is how much
protection they have and how much tick damage they are taxed with when
gaurding.

Ratings are on a scale between 1-5 with 5 being the best.

------------------------------------------------------------------------------
Agumon  'He's not just energetic! He has the makings of the strongest warrior'

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Greymon  'A killing blow, he crunches the enemy with his great jaw!!'

Speed: 3/5
Attack: 3/5
Projectile: 3/5
Defence: 3/5
HP: 3/5

WarGreymon  'Golden bravery! This dragon warrior repeatedly attacks with
fireballs and claws!!'

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Piyomon  'A small fighter! But her attacks are hot and spicy!'

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Birdramon  'Her flapping burns even the heavens!'

Speed: 3/5
Attack: 3/5
Projectile: 4/5
Defence: 3/5
HP: 3/5

Garudamon  'The protector of wind and nature, she tears through the air with
her wings!'

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Flamon  'The future of legendary Fire is in his hands!'*

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Agnimon  'This supreme Hybrid Digimon was attained by inheriting the Spirit of
Flame'

Speed: 4/5
Attack: 2/5
Projectile: 4/5
Defence: 3/5
HP: 3/5

Vritramon  'This firey dragon of the sun shoots a crown of super heated
flames!'

Speed: 2/5
Attack: 4/5
Projectile: 5/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Gomamon  'With his special attack, Marching Fishes, he can control fish!'

Speed: 5/5
Attack: 1/5
Projectile: 1/5
Defence: 3/5
HP: 2/5

Ikkakumon  'His furry armor can withstand even the coldest of lands.'

Speed: 3/5
Attack: 3/5
Projectile: 3/5
Defence: 3/5
HP: 4/5

Zudomon  'His shock wave annihilates the enemy!'

Speed: 1/5
Attack: 5/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Gabumon  'This shy guy covers himself with a fur coat!'

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Garurumon  'Clad in super hard fur, no prey can escape him!'

Speed: 4/5
Attack: 2/5
Projectile: 3/5
Defence: 3/5
HP: 3/5

Metal Garurumon  'His whole body is a bundle of weapons! An attack at full
strength turns the surrounding area into a world of fire and ice!'

Speed: 2/5
Attack: 4/5
Projectile: 5/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Tailmon  'Don't take her too lightly or you might get hurt!'

Speed: 5/5
Attack: 1/5
Projectile: 3/5
Defence: 2/5
HP: 2/5

Nefertimon  'She summons a megalith! Her ancient wisdom smashes the darkness!'

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 3/5
HP: 4/5

Angewomon  'She won't tolerate evil! A beautiful angel Digimon!'

Speed: 3/5
Attack: 3/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Guilmon  'Guilmon doth not live by bread only!?'

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Growmon  'His loud explosive fireballs scorch the earth!'

Speed: 3/5
Attack: 3/5
Projectile: 3/5
Defence: 3/5
HP: 3/5

Dukemon  'This shining knight cuts through evil with his holy lance, Gram!'

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Palmon  'A dangerous smell! She captures the enemy with her poison ivy!'

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 3/5

Togemon  'Once she gets angry she doesn't stop!'

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 3/5
HP: 3/5

Lilymon  'This magnificent fairy was born from a flower.'

Speed: 5/5
Attack: 1/5
Projectile: 4/5
Defence: 4/5
HP: 5/5

------------------------------------------------------------------------------
Patamon  'He puffs up his small body and shoots out a ball of air!'

Speed: 5/5
Attack: 1/5
Projectile: 1/5
Defence: 2/5
HP: 3/5

Angemon  'He'll never permit evil! He buries his enemies with holy power!'

Speed: 4/5
Attack: 2/5
Projectile: 3/5
Defence: 3/5
HP: 4/5

Holy Angemon  'This Arch Angel comes down from heaven with wings of silver.
He judges the darkness with the power of light!'

Speed: 2/5
Attack: 4/5
Projectile: 0/5
Defence: 5/5
HP: 5/5

------------------------------------------------------------------------------
Tentomon  'The knowledgable professor of the Digital World!'

Speed: 3/5
Attack: 3/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Kabuterimon  'He has an iron defense! He attacks with his great horn!'

Speed: 2/5
Attack: 4/5
Projectile: 3/5
Defence: 3/5
HP: 3/5

Atlur Kabuterimon  'An iron charge! The earth quakes with his blue lightning!'

Speed: 1/5
Attack: 5/5
Projectile: 4/5
Defence: 5/5
HP: 4/5

------------------------------------------------------------------------------
V-mon  'Sealed away since ancient times, this small dragon uses his body as a
bullet!'

Speed: 4/5
Attack: 2/5
Projectile: 0/5
Defence: 2/5
HP: 2/5

FlaDramon  'Covered in the flames of courage, he has a red hot body blow!'

Speed: 3/5
Attack: 3/5
Projectile: 4/5
Defence: 3/5
HP: 3/5

ImperialDramon  'He emits a darkness that destroys everything! This dragon has
hidden strength rivaling that of a god!'

Speed: 1/5
Attack: 5/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Black Agumon  'This virus Agumon has a ferocious personality.'

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Black Greymon  'This virus Greymon is overflowing with power!'

Speed: 3/5
Attack: 3/5
Projectile: 3/5
Defence: 3/5
HP: 3/5

Black WarGreymon  'A solitary dragon warrior who lives in the darkness but
follows his own justice!'

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Black Gabumon  'A virus Gabumon. Is what's under his fur a secret, too!?'

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Black Garurumon  'Black fur is a sign of a virus Garurumon, he won't let any
prey get away!'

Speed: 4/5
Attack: 2/5
Projectile: 3/5
Defence: 4/5
HP: 3/5

Black Metal Garurumon  'A heartless dark machine beast, he sends a barrage of
missiles at both friend and enemy!'

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Black Guilmon  'His strong claws can break even a boulder! The menacing power
of a small 'demon dragon'!'

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Black Growmon  'The electromagnetic waves that surge from the blades of this
Demon Dragon have the sharpness of plasma!'

Speed: 3/5
Attack: 3/5
Projectile: 3/5
Defence: 3/5
HP: 3/5

Chaos Dukemon  'A lance bearing evil knight dancing in the darkness of the
abyss!!'

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Duskmon  'A tortured soul speeding through the darkness. He kills his enemys
without bearing mercy!'*

Speed: 3/5
Attack: 3/5
Projectile: 5/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Diablomon  'This omniscient and omnipotent god of lies invites ruin!'

Speed: 4/5
Attack: 2/5
Projectile: 4/5
Defence: 4/5
HP: 5/5

------------------------------------------------------------------------------
Omegamon  'A holy knight departs for the front! To protect the world he once
again returns to the fated battle!'

Speed: 2/5
Attack: 4/5
Projectile: 5/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Belial VamDemon  'The second coming of the demon lord! The world trembles in
fear of his great darkness!!'

Speed: 1/5
Attack: 5/5
Projectile: 4/5
Defence: 5/5
HP: 5/5

------------------------------------------------------------------------------
Neemon  'A sub-freezing hit helps to wake his sleepy eyes!'

Speed: 5/5
Attack: 1/5
Projectile: 2/5
Defence: 3/5
HP: 3/5

------------------------------------------------------------------------------



====
Section Omikron: Digimon Movelist

Movelist with individual descriptions with overall info at end. Unsure or
otherwise unknown translations are surrounded in brackets, like {this}. Even
unbracketed names 'may' be incorrect, but likely not. The button sequences
listed under 'Combo' are not made by me but are shown in each Digimon's
movelist in-game. They are NOT the best combo a Digimon is capable of but
merely an example.
I did not include the game's listing of certain moves. These include ones such
as individually named Air-Smash attacks and Crouch Moves. I feel that these do
not need to be included with special moves and will instead be noted in the
Digimon's wrap-up. This also includes special throw and shield properties.

To shorten things up, the following abbreviations are used:

F=Forward
B=Back
D=Down
U=Up
N=Normal Attack
S=Special Attack
G=Gaurd
E=Evo Button
J=Jump
OTG=Off the Ground

*Yes, I know, I SUCK at Japanese right now, so if anyone knows better, feel
more then free to either contact me through e-mail or ignore my ignorance and
keep to yourself!

------------------------------------------------------------------------------

=Agumon
---
Uppercut
U+S

Your basic uppercut, but still pretty good.

Baby Flame
S

Simple fireball. The simplist in game.

{?}
D+S

Agumon does some odd air-slash and air-slam hybrid attack. Can be difficult to
reliably connect with, so use with discretion.
Combo
N,N,N,D+S

Not very useful.

=Greymon
---
Mega Horn Attack
U+S

Greymon flies up into the sky with his horns pointed forward. Simple uppercut
like move.

Giga Flame
S

Sprays fire from out of his mouth. Can be kept up by tapping S.

Great Horn
D+S

Drives forward horns-first. Can also be used to great effect in air or at the
end of Mega Horn Attack.

Combo
N,N,N,F+S

Use-A-Less.

=WarGreymon
---
Great Tornado (Vertical)
U+S

WarGreymon spirals upwards, damaging the foe quite a bit.

Gaia Force
S

Throws a sphere of fire forward. Can send them out a decently rapid pace.
Great for defensive walls of anti-projectile protection.

Great Tornado (Horizontal)
D+S

Dives through an enemy and delievers a great deal of damage and hits. Can also
be used for air-travel.

War Driver
G+S

WGreymon holds his claw back and then, when charging is finished, slams it
into the ground with great force. This can easily send opponents packing.

Brave Tornado
E

WarGreymon turns himself into a large flaming tornado that creates two smaller
tornados that spread outward.

Combo
N,N,N,U+S,F+N

Almost a good combo, just replace F+N with D+S, S and you've got gold.


\\
Notes
---
None, but why does WarGreymon run so akwardly?

Overall
---
A solid, well-rounded choice. Agumon, Greymon and WarGreymon are all fairly
well balanced. Good for both close and far distance combat. Gaia Force is one
of the game's best projectiles.


------------------------------------------------------------------------------

=Piyomon
---
Ostrich Kick
U+S

Fast, flipping air attack.

Magical Fire
S

Piyomon releases a swirly green blast of something. If you charge this, she
will release more blasts.

Spiral Wing
D+S

Piyomon does a few 'cartwheels' towards her foes, hitting for a bit of damage.

Combo
D+S,D+A

Better things exist...

=Birdramon
---
Phoenix Rise
U+S

Birdramon quickly disappears only to reappear a moment later rising in flames.
VERY quick, strong and tops in priority.

Meteor Wing
S

Birdramon stands still, with her wings tucked up and charges them. Then she
releases a few small fire meteors.

Fire Flap
D+S

Birdramon flies back into the air a bit and then flaps her wings, releasing a
stream of fire.

Combo
D+S,N,U+B

Kinda neat if pulled off well. It's like a fire dance!

=Garudamon
---
Phoenix Fist
U+S

Simply uppercuts.

Shadow Wing
S

Standard projectile, but has decent size, speed and strength.

Boulder Breaker
D+S

Garudamon jumps up and then slams both of her fists into the ground, creating
a shockwave effect. Good for disrupting groups.

Garuda Punch
G+S

Puts her fist behind herself then dashes forward, punching any in her way.

Fire Hurricane
E

Creates a large explosion of fire.

Combo
N,N,N,D+B

Hmm...


\\
Notes
---
Birdramon can dive diagonally from the skies by pressing N in air.

Overall
---
Pretty good overall. Projectiles could be better, but with moves like Boulder
Breaker and Phoenix Rise around, it's not so bad. Great at medium range. Be
careful though as Piyomon and her line seem to KO easily.

------------------------------------------------------------------------------

=Gomamon, Ikkakumon and Zudomon
Go to my Gomamon FAQ!

------------------------------------------------------------------------------

=Flamon
---
Noble Heart
U+S

Flamon ups himself into the sky covered in fire.

Flame Toss
S

Tosses a small flame.

Baby Salamander
D+S

Fla will flip forward. If he hits a foe, not only will they be damaged, but
his charge will end, leaving room for a combo.

Combo
N,N,N,U+S,D+S

Nothing to care about.

=Agnimon
---
{Crimson Cyclone}
U+S

Agnimon will set on fire and spin upwards into the air. Good coverage and
priority.

Fire Darts
S

Agnimon will set his wrist on fire and sweep his fingers across it, releasing
small bolts of fire. You can aim it up or down and increase the amount of
darts by tapping S.

{Fire Dash}
D+S

Agni will quickly dash across the ground, leaving a trail of flame behind him.
If his dash collides with an enemy, they will be knocked down. You can also
air-dash with this.

Combo
N,N,N,N,D+S

Not much use, Agnimon's got more than this.

=Vritramon
---
Corona Blaster
U+S

Vritramon will set himself ablaze and fly upwards. Powerful and swift.

Flame Storm
S

Vritra will shoot fire shots out of his shield guns. You can aim the shots up
or down and also shot for a longer period of time by holding S down.

Fire Field
D+S

Great move. Vritra will move into the sky and blast shots downwards. You can
pelt opponents on the ground from high in the sky with this technique. Holding
S will cause Vritramon to fire for longer.

Inferno
G+S

Vritramon will stand back and set himself aflame. When released, he will dash
forward VERY quickly and tackle the nearest victim.

Wild {Roar}
E

Vritramon will release a huge fire tornado around himself. Like most Ultra
attacks, this is mighty, unblockable and will blow enemies away.

Combo
N,N,N,F+S

Eck. Too basic.


\\
Notes
---
Agnimon can slide on the ground by crouching and pressing N.

Overall
---
Projectiles all over the place. Agnimon has awesome speed and his Fire Darts
can turn the battlefield into a fire paradise. Vritramon sacrifices speed for
even greater strength in projectiles, possibly becoming the best user of
projectiles in the game. He can cause up to 24 hits alone with Fire Field!

------------------------------------------------------------------------------

=Gabumon
---
Little Horn
U+S

Gabu, using his horn, thrusts up into the sky. Fast and powerful. You can
charge this move by holding down the S button.

Petit Fire
S

Gabu releases a stream of blue fire from his mouth. You can make the blast
last longer by holding down S. Small damage.

Blue Cyclone
D+S

Gabumon spins around while breathing out a blue flame. This will release many
Evo-Spheres from foes and covers you in the front and back. There is some
delay involved, so no abuse allowed!

Combo
N,N,N,U+S

Fufufu...

=Garurumon
---
Wolf Cry
U+S

Garurumon howls upwards, creating shockwaves. This launches on opponent into
the air or juggles them. Awesome move overall.

Fox Fire
S

A blast of cold air. Range increased by holding down S.

Slamming Attack
D+S

Garurumon will leap forward. Should he knock into a foe, they will be floored
and Garurumon will stand on their body and knaw away at them. Tapping S will
increase the amount of bites you do. This is VERY powerful, but it's easy for
your victim to escape after the first munch.

Combo
F+S,D+S

No good.

=Metal Garurumon
---
Metal Fang
U+S

MGarurumon launches himself up into the sky at a diagonal angle. Decent speed
and damage.

Garuru Tomahawk
S

MGarurumon launches a series of small missiles. The longer you hold down S,
the more missiles will be launched.

Grace Cross Freezer
D+S

His eyes glowing blue, MGarurumon blasts a beam of sheer cold at his foes. It
can be charged be holding down S. Doing so will elongate its range and width.
It does no damage, but does incase the enemy in ice.

Giga Missile
G+S

Eyes glowing red, MGarurumon leaps up, flips and then releases a mighty bomb.
Slow and short-ranged, but if charged, the distance can be increased. A bit
too slow to use unless you're far away from the opposition or the enemy is
frozen.

Giga Destruction
E

Launches many small missiles out of his back. They seek the closest foe and
collide with them. Should every missile hit its mark, it should KO right
there. It's that powerful. Slow to start and tricky to use though.

Combo
D+S,N,N,N,F+S

Freeze, combo, missiles. Basic.


\\
Notes
---
Metal Garurumon can air-dash by pressing N in the air.

Overall
---
It's all about Wolf Cry and Crace Cross Freezer. You've got a good trapping
character here. Giga Destruction is difficult to aim but extremely mighty.
Can hold his own in distance battle and close range melee.

------------------------------------------------------------------------------

=Guilmon
----
{?}
U+S

Typical uppercut, but with flames.

Fireball
S

Exactly as its called. A simple fireball, but it will bounce around a bit.

Rock Breaker
D+S

Guilmon flips into the air and then crashes himself down with his claws.

Combo
N,N,N,D+S

.....No.

=Growmon
---
Plasma Blade
U+S

Great two-hitter uppercut technique.

Fire Blaster
S

Fire is blasted out of Growmon's mouth. You can angle the flames up or down in
addition.

Dino Kick
D+S

Growmon flies forwards, if he connects with an opponent he will kick them,
then whip with his tail. Fast and suprising move.

Combo
N,N,N,U+S,D+S

Pretty good, it has many uses.

=Dukemon
---
Screw Saber
U+S

Dukemon thrusts Gram upwards, covered in lighting. Great air-defence.

Lightining Joust
S

Dukemon discharges a bolt of lightining out of his shield. The attack is near
instant, but a little weak. Useful however...

Duke Charge
D+S

Dukemon glides forward, lance-first and drives into the opponent.

Shield Attack
G+S

Dukemon holds his shield in front of him, lights up the shield's charaters and
then blasts a beam of energy out of it. Longer hold of G+S creates a larger
and more powerful blast. A little slow to be of common use.

Lightining Joust (Ultra Version)
E

Dukemon holds his lance up into the sky, which collects lightining bolts, then
he erupts the area around him with lightining.

Combo
D+N,D+S

Bad.


\\
Notes
---
None, but why did Dukemon's shield tech get such a lame name?

Overall
---
All solid forms, with no real weaknesses to whine about. He does best at close
range, especially Dukemon, who is a terror up close. All three forms' anti-air
attacks are great and useful, so use them often.

------------------------------------------------------------------------------

=Tailmon
---
Neko Kick
U+S

Tailmon kicks upwards and sort of does a flipping motion. Can be tricky to hit
with and is not reliable as air-defence.

Cat's Eye
S

With a quick (VERY quick) stare, Tailmon paralyzes the foe.

Neko Punch
D+S

Tailmon rapidly scratches the air in front of her. Tapping S will allow her to
repeat this forever. Careful though, Neko Punch sends Tailmon back a bit when
it hits, so you can't expect to trap foes in a corner with it.

Combo
N,N,N,U+S,J,F+N

It's OK, but nothing too helpful.

=Nefertimon
---
Curse of Queen
U+S

Nefertimon's top technique. She blasts the air near her in random spots with
pink laser blasts. Powerful and reaps many Evo-Spheres.

Bow of Queen
S

Out of Neferti's legs are pink shots that fire out. You can send a whole lot
out by tapping S.

Rosetta Stone
D+S

Nerferti summons a large Rosetta Stone from her back and launches it out. Due
to its weight, it drops fairly soon after being launched. Powerful.

Combo
N,N,N,F+S

Snore.

=Angewomon
---
Holy Kick
U+S

Angewomon kick-flips upwards.

Holy Arrow
S

Angewomon prepares an arrow of light and then releases it. The arrow will grow
in size and strength the longer S is held down.

Holy Attack
D+S

Angewomon will jump into the air and then dive diagonally downwards
foot-first. It's tricky getting this to land, and the damage isn't worth the
effort very often.

Holy Charge Kick
G+S

A TON of delay, but fast and mighty. Angewomon will charge up, flip and then
fly forward foot first.

Holy Charm
E

Angewomon sends many lines of holy energy out from her body.

Combo
N,N,N,U+S,D+S

That bit at the end is unreliable.


\\
Notes
---
Tailmon has a dive kick while air-bourne by pressing N. Angewomon also has
such a function.
Angewomon can both triple jump AND high jump (D,U+J).

Overall
---
You've got three distinct play styles here.
Tailmon is all about her speed and her paralyzing effect. Nefertimon is about
projectiles, mortar-raids and fast, close range combat. Angewomon is about her
arrow, dive kicks and air superiority.
Generally well balanced, but fast. Tailmon's paralyz tech is of particular
note.

------------------------------------------------------------------------------

=Patamon
---
{Body Blow?}
U+S

Patamon rams diagonally into the sky a bit.

Air Shot
S

Pata shoots a bubble of air. It travels slowly, but after a short bit, it arcs
in flight and starts to fly upwards, potentially hitting air-bourne Digimon.
Weak but useful.

{Patapata Wing?}
D+S

Patamon will spread out his wings and start spinnind around like helicopter
blades. He will rise up into the air and then land again. This tech will last
longer if you tap S. This delievers quite a good amount of Evo-Spheres.

Combo
N,N,N,F+S

Bleh.

=Angemon
---
Holy Rod
U+S

Ange slaps with his rod up into the sky. Decent speed and priority.

Heaven's Knuckle
S

Angemon punches forward and emits a beam of light from his fist. As long as
one holds down S the beam will exist. The beam has a capped range and causes
continual damage to foes.

Angel Slam
D+S

Angemon slides his rod against the ground. If it catches a foe, Angemon will
lift the rod, flip the opponent over himself and slam them on the floor. You
can follow up with pretty much any attack.

Combo
N,N,N,U+S,F+N

Three hits, uppercut, kick.

=Holy Angemon
---
Excalibur
U+S

Slashes his sword upwards in an uppercut.

Flying Sword
S

Holy Angemon flies forward with his sword pointed out. It's kinda like
Dukemon's Duke Charge.

Shield Counter
D+S

A great move no doubt. Holy Ange will stand forward with his shield out in
front of him. If any attack hits the shield, HA will immediately
counter-attack the foe with his Excalibur sword. If you use this at the end
of a Normal Attack combo, the shield delay will be bypassed.

Excalibur Burst
G+S

Holy Ange holds his sword back and gathers energy. When released, he slices
forward, creating a crescent shaped purple slash mark. Reach and power are
modified by the length of the charge.

Heaven's Gate
E

The Ultra to end all Ultras. Holy Angemon will face the screen and draw an
outline of a circle with his sword. This will create a circular portal in
front of him. It will then open up and start to suck air into it. If any
Digimon is nearby, they will be sucked into the Gate and instantly be KOed.
Short range, but jeez, it kills in one hit!

Combo
D+S,N,N,N,U+S

Counters an attack, then combos finishing with an uppercut.

\\
Notes
---
All three forms can glide by holding the J button down.
Angemon and Patamon have air-dash attacks by pressing N in air.
Holy Angemon can high-jump by pressing down, up+jump.

Overall
---
Flight and counterattacking are the game here. Air defence present is great.
Holy's Ultra is certainly something to fear when on the recieving end. A great
disadvantage to him is that his rate of Evo-Sphere collection is fairly low.
He's no distance fighter, but up close Pata and line are deadly.

------------------------------------------------------------------------------

=Palmon
---
{?}
U+S

Palmon flies straight up a bit, reaching with her claws. Fast move.

Poison Ivy
S

Palmon extends her claws forward, stabbing foes. Can have deceptively long
range...

Sleep Spore
D+S

Palmon shakes her leafs, which releases a special dust. Any Digimon touching
this will fall asleep.

Combo
D+S,N,N,N,F+S

Put 'em to sleep, combo and then poison ivy.

=Togemon
---
{Marrow Punch}
U+S

Togemon winds up with her fists, then madly punches upwards into the sky. If
you tap S, she will punch faster.

Prickly Bang Bang
S

Togemon launches a large boxing glove forward. This acts as a standard
projectile.

Needle Spray
D+S

Toge shakes her body, releasing small needles. Not too damaging a tech, but it
covers you on all sides.

Combo
N,N,N,U+S,F+S

Combo, uppercut and finish with projectile.

=Lilymon
---
Flower {?}
U+S

Lilymon kicks up, spreading flowers. Usually uppercut business.

Flower Cannon
S

Lily puts her hands together forming a flower, which then opens and blasts a
big blast of energy. Good projectile for all purposes.

Green Trap
D+S

Lilymon spins around, with a trail of poison following her. When come into
contact with the poison, a Digimon will suffer about three hits of damage
even if they escape the attack afterwards. You can tap S which will cause Lily
to continue spinning, travel is also possible.

Sun Crescent Kick
G+S

Lilymon crouches down and focuses solar energy into herself. Then she releases
the power in a kick. Fairly lame all things considered.

Sunburst Beam
E

Lily faces the screen and then sends a bunch of sharp vines out of herself.

Combo
J,F+N,N,N,N,U+S

Leap-dive, combo, flip kick.


\\
Notes
---
Palmon has a diagonal-dive poison ivy which is performed by pressing N while in
air. Lilymon has a short thrust kick in air by pressing N. When Palmon picks a
foe up, she stabs her vines through them. This causes continual minor damage.
Lilymon can triple jump.

Overall
---
Palmon and line are quick and their poison abilities are great. They lack
physical power, but they are all fast (esp. Lily). Togemon's Marrow Punch hits
many times, which will release a lot of Evo-Spheres. Lilymon, despite her thin
build, is actually quite durable, so don't forget that. Also don't forget that
you need to rely on combos, as each individual hit Lily does is fairly weak.

------------------------------------------------------------------------------

=V-mon
---
V-mon Head
U+S

V-mon charges up at a diagonal angle head-first. Not too great as an anti-air
technique, but great in combos.

{V-mon Whack}
S

V-mon punches forward with such strength that it carries him forward a little.
Fast and good for combos.

Boom Boom Punch
D+S

V-mon spins his arms around a couple times, causing a number of hits.
Opponents will usually be 'sucked' into this move. It is a good tech to use
when dropping down from the sky.

Combo
N,N,N,U+S,F+S

Three punches, a headbutt and then finished with a straight punch. Neat, but
V-mon is capable of SO much more combo wise...

=FlaDramon
---
Flame {Cutter}
U+S

In flames, FlaDramon cuts diagonally upwards utilising his helmet blade.

Fire Rocket
S

FlaDra shots out a wide blast of three fireballs. You cannot shoot again until
each fireball is gone. Good for spread attacks and powerful if used up close
(so that all three hit immediately).

Brave Shield
D+S

FlaDra leaps a little into the sky and bursts out into a flame, which spreads
outwords in a sphere pattern, creating a shield. Excellent move to use at the
end of combos or to punish jump-in attacks.

Combo
N,N,N,F+S

Yawn, I say.

=ImperialDramon
---
Splendor Blade
U+S

ImperialDramon slashes upwards with one of his tri-claws.

Positron Laser
S

Imperial's trademark move! He uses the cannon on his arm to blast an energy
beam outwards. Near instant speed.

Dragon Kick
D+S

Imperial flips forward and kicks his foot down. A small bit of delay at start
up, but it has little delay at the end, opening up combo possibilities.

Super Positron Laser
G+S

Imperial holds his cannon back and a swirly energy pattern surrounds it. When
you release S he shoots a mighty version of Positron Laser. If you don't
charge it, then its power isn't really anything different then Positron Laser
but when charged it turns into a massive and powerful beam.

Ion Blaster
E

ImperialDramon floats up into the sky, opens his chest compartment and then
shots of a huge blast of energy. The slowest Ultra attack, but still powerful.

Combo
N,N,N,D+S,D+N

Three hits, Dragon Kick then tripping.


\\
Notes
---
V-mon and FlaDramon will both perform a diagonal head crash attack if you
press N while airbourne. Also while airbourne, ImperialDramon can air-dash
by pressing N, which is a great and swift way to travel. It also makes his low
speed rating useless.

Overall
---
If you enjoy close-range brawls and plentiful combos, then V-mon is for you!
He's a little weak in the projectile department, but his strength and speed
make up for that. ImperialDramon is, in my opinion, one of the best final
stages, due to his insanely powerful combos. For Ion Blaster, make sure that
foes won't be able to escape, or the delay will buy them enough time to flee.
Due to V-mon, FlaDramon and ImperialDramon's combo nature, you will certainly
not be in shortage of Evo-Spheres.

------------------------------------------------------------------------------

=Tentomon
---
{?}
U+S

Tentomon incases himself in a purple aura and dashes diagonally into the air.
Fine air move.

Petit Thunder
S

Tentomon shoots a weak stream of electricity forwards. A pretty good stage one
attack, and annoying in groups.

Rhino Spin
D+S

Tento flips over and spins rapidly on his shell, charging with electricity.
As long as you tap S, he will continue to spin. You can also travel with it
left or right.

Combo
N,N,N,U+S,F+N

Three normal hits, smack into the air and then an aerial charge.

=Kabuterimon
---
Beat Horn
U+S

Kabu rips into the sky with his horn.

Mega Blaster
S

Shoots out a ball of electrical energy.

Insect Break
D+S

Like Rain Spin, only its more powerful, you travel faster and Kabu travels
by flying instead of spinning on his back. Very good move to use to charge
into groups.

Combo
N,N,N,N,D+S

Four normal hits, with Insect Break at end. Yay.

=Atlur Kabuterimon
---
Wild Scratch
U+S

Like Beat Horn, only with more might.

Horn Buster
S

Shoots a swirly yellow projectile forward. Fast and powerful.

Mega Blaster
D+S

Surrounds himself in a shield of electricity. You can travel a bit by leaping
forward and then activating this.

{Lightining Rib}
G+S

Atlur charges low to the ground with his horn pointed forward. If the horn
collides with a Digimon, they will be stuck to it and forced to travel with
Atlur Kabuterimon. After releasing S, Atlur will thrust his horn up. You can
run Digimon into the wall with this tech.

{Lightno Charge}
E

Atlur summons an electrical storm, but the effect is not immediate. After a
small delay, strong bolts of lightining will crash down in pairs spreading out
from where Atlur summoned it.

Combo
N,N,N,U+S,D+S

Six hits, then sent up to the sky to deliver your foe a Mega Blaster.


\\
Notes
---
Kubterimon will shock the foe when he holds them causing continual damage.
Atlur Kabuterimon can glide through the air by holding the J button down.

Overall
---
Tentomon and his evos are a tank. He has high endurance and HP all throughout.
His lightining is very effective, sudden and great for group battles. Atlur is
deadly. Not only because his basic combo does six hits, but if used correctly,
his Ultra is the second strongest move in game. Atlur Kabuterimon is a threat
you don't want to leave be, because if you don't treat him aggressively, he'll
have fun toturing your weak corpse! For such a heavy guy, Atlur can sure get
around with his air glide...

------------------------------------------------------------------------------

=Duskmon
---
{Brute Strike}
U+S

Duskmon spirals up into the air. Typical uppercut stuff.

{Tesu} Gaze
S

All of the eyes on Duskmon's armour blast a red beam out of them. This move
has tremendous reach, but it will not stun opponents. Toss it out whenever
you spy an opponent at a distance away from you.

Ghost Move
D+S

Duskmon teleports away in a flash of crimson light. He will either teleport
near an opponent (or on them) or at some point away from them. If a foe
contacts this tech, they will be damaged.

Eroberung
G+S

Charging his swords up, Duskmon then sprials forward in a sort of slashing
dance. Long delay though...but cool!

{Ebony Storm}
E

Duskmon spins around, release waves of crimson energy and pushing foes away.

Combo
U+S,N,N,N,F+S

Spirals into the sky, hits, then eye blasts the foe.


\\
Notes
---
Duskmon picks his foes up by scewering them with his blade. This would hurt
most obviously, and it does indeed injure the victim. While impaled, the
foe will suffer a constant stream of minor pain.

Overall
---
His transportation abilities are unrivaled. His Tesu Gaze is VERY quick and
almost reaches the entire stage width. He's a little slow in some places and
doesn't have any 'mighty' moves, but he definately can dominate a match
without sweat.

------------------------------------------------------------------------------

=Diablomon
Cable Crusher
U+S

Diablomon strikes with his claws upwards, leaving a red scar in the air.
Probably the best uppercut move in the entire game...

Catastrophe Cannon
S

Diablo releases a HUGE blast of energy from his chest. Intimidating, but not
as powerful as it may appear. Can stop most anything.

{Rain Saw}
D+S

Diablo spreads both of his arms outwards and spins in place. As long as you
tap S he will continue to spin, his range will also increase. This move is
easy to do infinites with and is also a deadly way to protect a ledge or
anything else...

Virus Download
G+S

Diablomon holds his hands back, charging them and then thrusts forward,
extending his arms and shooting his hands forward. His hands can damage both
when going out AND while returning to him. How long you charge it determines
attack range and damage.

System {Halt}
E

Diablomon encases himself with a gigantic green sphere, blasting all nearby
opponents away. This will also devolve every opponent in the arena, regardless
of whether or not they were hit by it. If there are opponents that can't
evolve, they will instead surrender an amount of Evo-Spheres. Though the amount
may look pathetic, each of these 'special' Evo-Spheres add up faster than
normal ones.

Combo
D+N,N,N,N,D+S

Roll into foe, three hits and then ending with Rain Saw.


\\
Notes
---
His crouch N move will cause him to roll. This hits numerous times and can be
repeated almost immediately. His run also has him crawl low to the ground,
which could be used to avoid projectiles.

Overall
---
Diablomon is simply too good. Mind you though, that this isn't good in a 'I
rock with skill!' way, but more of a 'I win because I'm insanely overpowered'
way. He's a boss, there's a reason he's one, so don't swell up with pride if
you win with him. He hardly has a single weakness and his System Halt is very
frusturating indeed.

------------------------------------------------------------------------------

=Omegamon
---
Ultimate Uppercut
U+S

Omegamon thrusts his sword upwards and then shoots a few shots upwards with
his Garuru Cannon. This is a great tech as it is the only projectile move that
moves vertically. If you are still airbourne, you can continue to tap S to
shoot out even more Garuru shots.

Garuru Cannon
S

A large blast of purple energy is shot out from Omegamon's Garuru Cannon.

Grey Sword
D+S

Omegamon glides forwards with his Grey Sword out. While doing this, he blasts
behind himself with his Garuru Cannon, protecting your back. Can be used for
sneaky purposes...

Omega Sword
G+S

Omegamon unsheathes his Grey Sword and holds it above himself, charging
energy. When released, he will cut down so quickly that a light wave will be
created. Similar to Holy Angemon's Excalibur Burst, but with more of a
vertical usage.

{Sword Opera}
E

Omegamon quickly slashes his Grey Sword in an X-pattern
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