--------------------------------------------------------- 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 which then results in an explosion. Quick and mighty. Combo U+S,U+S,U+S,U+S Essentially, this is just juggling the foe with his air shot. It is VERY unreliable. \\ Notes --- None, but the inside of his cape is orange! It's supposed to be red! Overall --- Omegamon is the lord of projectiles. Not only can he fire in the front and back of himself, but upwards too; the only Digimon thus given such a thing. His power is high and his projectiles will dominate the play field. ------------------------------------------------------------------------------ =Belial VamDemon --- Howling Blood U+S BVDemon produces two spheres of black energy and then thrusts upwards with them. Howling Blood (projectile) S BVDemon releases those two black spheres outwards as projectiles, one after the other. Slighlty good as a sort of projectile-counter (where you launch this against an opponent's projectile - his is canceled out by the first blood shot and then the second blood shot smacks him). Black Rain D+S BVDemon's best move. He leaps into the sky and spins around, releasing a lot of black pellets below himself. The longer you persist in this move, the longer its range will be. It is most damageing if a foe is hit by it near the top of your body, so with that fact in mind, use it in juggle combos. Note that the hit-detection on this move is VERY lenient, so the pellets don't actually have to be physically touching the foe to damage them. You can use this fact to hover-damage over groups of foes with a height higher than normal. Crimson Mist G+S BVDemon's twin mouths charge and then, when you release, a cloud of deep red mist is sent forward. This "projectile" isn't halted when it strikes a foe and will continue to pass through them. The longer the charge, the larger the cloud of mist will be. Counter happy Gomamon users will learn to hate you if you decide to use this often, as Goma's Bubble Soma does not reflect this. Pandemonium E BVDemon releases a ton of black mist from his two large mouths, covering the stage in darkness. While this tech does no damage, it confuses the controls of your foes. Their buttons will randomly be remapped to different places while Pandemonium is in effect. Combo N,N,N,F+S Nothing fresh. \\ Notes --- When Belial VamDemon gaurds, any damage inflicted on him also gains him evo energy. Pretty neat. Overall --- He's very slow and is slightly outclassed in projectiles in addition to having troubles dealing with group situations, but his Black Rain is just too awesome to complain much. It has so many situational uses it's mind shattering! He has a bit of trouble competeing with his fellow bosses though... ------------------------------------------------------------------------------ =Black Agumon --- Uppercut U+S Your everyday uppercut move. Fairly quick. Baby Flame S Your everyday fireball, but green. Short ranged. {?} D+S Black Agumon dashes forward with claws fiercly pointed out. This is very quick and can air-dash, though BA already has a regular air-dash... Combo N,N,N,F+S ZZZ. =Black Greymon --- Mega Horn Attack U+S Horns glowing green, Black Greymon will thrust upwards at an angle. This hits more times than regular Greymon's counterpart move. Giga Flame S A flame is emitted from BG's maw with duration dependant on how long S is held down. You can also tilt his head up or down to direct the flame in that direction. Great Horn D+S BG charges forward through the air horns-first. This move can lift the foe into the sky, unlike regular Greymon's. Pefect followup is Mega Horn Attack. To a limited extent, you can use this to air-dash. Combo N,N,N,U+S,F+S Three hits, move opponent into the air and then finish with a flame. =Black WarGreymon --- Great Tornado U+S BWG torandos vertically, striking the foe multiple times. Can also be used to "triple jump" when activated at the end of your second leap. Gaia Force S BWG launches a dark blue sphere forward, which can bounce around the enviroment. Great move to use to create havoc. You cannot send out another Gaia Force until the last one you threw blows up, meaning there can only be one at a time. Black Tornado D+S Like Great Tornado, but moves horizontally. Great for travel as well. This hits more times than Great Tornado. War Blaster G+S BWG charges his arms and then shoots green projectiles outward. The amount of projectiles depends on the charge length. This is actually pretty fast if you don't charge it, so it can be used often as an alternative projectile from Gaia Force. Black Storm Tornado E Black WarGreymon twists himself in a green tornado and sends two smaller ones outwards. Like most Ultras, this is fast, powerful and sends foes flying. Combo N,N,N,F+S Nothing special. \\Notes --- Black Greymon has a diagonal air dive achieved by pressing N in air. Black Agumon has an air-dash by also pressing N whilst air-bourne. Like all Black Digimon, this Black line will slowly absorb the foe's evo energy while they are in your grasp. While the rate of drain may seem unconsequential at first, it can be the difference between facing a second stage Digimon or just dealing with a first stage. Overall --- It's really up to personal taste whether or not regular Agumon or Black Agumon are better. They have a few differences here and there, but nothing too drastic. BWG does do a bit better in the Tornado and projectile department than WarGreymon though, and Black Greymon dances on Greymon's grave. BWG's Gaia Force is outperformed by WarGreymon's Gaia Force though. WG's ability to send many out at once can't be topped with a single one. Though, in BWG's defence, his Gaia Force has a larger blast radius and more power behind it. BAgumon is REALLY fast (and savage looking running with his claws up!). ------------------------------------------------------------------------------ =Black Gabumon --- Little Horn U+S Thrusts his body and horn upwards. You can charge this by holding down S. Charging it will increase its power and height. Blue Fire S Blue fire blasts out of Black Gabumon's mouth, with length and duration controlled by how long you hold S down. {Black Ice} D+S Black Gabumon runs along the ground a short distance leaving a small trail of ice. If any of these ice bits touch an opponent, they will be frozen. You can effectively air-dash using this tech. Low damage. Combo D+S,N,N,N,F+S Freezes, then combos and finishes with a fire stream. =Black Garurumon --- Wolf Cry U+S Like regular Garurumon's Wolf Cry, he howls in an upward arc, juggling foes. Fox Fire S Releases a blast of cold air out of his mouth. It's distance and duration are controlled by how long you hold the button down. Ice Howl D+S Black Garuru releases some frigid air from his mouth which forms into a small chunk of ice. If an opponent touches this block of ice, they will be damaged and pushed in the opposite direction you were facing when you placed it. With this, you can setup a defensive wall. You can have two ice chunks out at once. Combo N,N,N,F+S Standard stuff. This is hardly anything good. =Black Metal Garurumon --- Fire Wolf Claw U+S Ultimate, just ultimate. BMG does a motion that looks like Wolf Cry but instead of howl shockwaves, a missile-fire looking blast is emitted. This is insanely easy to juggle with and is very powerful. Buster Wolf Claw S A single missile is fired forward and damages. If you hold down the button, you can direct the missile up or down, thereby being able to snipe foes. Remember that most platforms can have projectiles pass up from above them... Ice Wolf Claw D+S A single missile is fired forward that freezes the foe in a block of ice. Like Buster Wolf Claw, you can guide this missile as you wish. Damage is minimal, but the freezing sets things up nicely. Giga Destruction G+S Just like regular Metal Garurumon, this releases a strong bomb that can have its flight path elongated by holding G+S down. MUCH delay. Blizzard Wolf Claw E Releases a plethora of missiles that seek towards the opponent. If every missile hits its mark, this is the most powerful Ultra in the game (with the exception of Holy Angemon's, but that doesn't "technically" cause damage). Hard to use though, due to the way they launch out. Just make sure that you aren't trying to hit a foe that's below you, or the missiles will just go to waste. Combo N,N,N,D+S,G+S Three smacks, freeze the foe and then Giga Destroy their immobile bodies. \\ Notes --- Gabumon can air dash by pressing N in air, MetalGarurumon can do this as well. Also, like all three of the black Digimon, while holding an opponent, you will slowly drain their evo energy and give it to yourself. Sadly, Black Garurumon lacks any way to air-dash. Overall --- In my view Black Gabumon and his evolutions outperform the regular Gabumon family in every regard. BMetalGarurumon's manually controlled missiles rock as does his air-dash. BGarurumon's ability to set-up a defensive wall with Ice Howl is great as well. He's drastically different from the regular Gabumon line, which is something the other two Blacks can't say. Though his speed stats are identical to the regular Gabu line, he seems just a bit swifter. Simply an outstanding character in every aspect. ------------------------------------------------------------------------------ =Black Guilmon --- {?} U+S BGuilmon fires a blast of black fire out of his mouth and spews it in an upwards arc. Great for many uses. Fire Grenade S A projectile that acts like a grenade. That is, it will only detonate if it hits an opponent or if it exists for too long. You can also choose when to blow it up by holding the S button down when using this and releasing it when you want to detonate. Rock Crasher D+S Just like Guilmon's Rock Breaker and can be repeated multiple times (but not inescapably so). Combo N,N,N,F+S,D+S Three smacks followed by a grenade and then ending the pain with a Rock Crasher. You could perform additional Rock Crashers as well... =Black Growmon --- Dragon Slash U+S Like Growmon's Plasma Blade, BG will cut upwards into the sky with both claws. {Megido Flame?} S Black Growmon blasts flames out of his mouth. As long as you hold down the button, BG will continue to exhaust flame. Plasma Blade D+S Unlike Growmon, Black Growmon's Plasma Blade is a spinning attack sorta like Diablomon's Rain Saw or Zudomon's Thor Freeze. You can't keep spinning, but the start-up and recovery delay are good. Combo N,N,N,D+S Nothing new. =Chaos Dukemon --- {Saber ??} U+S Like regular Dukemon, CD will leap upwards lance-first and strike air-bourne foes. Demon's Disaster S Chaos Dukemon will use his shield and send out an electric projectile. By tapping the button, you can send out a rapid chain of up to six projectiles. Great move to safely punish foes. This may not be instant like Dukemon's Lightining Joust, but the piled six hits of Demon's Disaster is more powerful. Duke Charge D+S Just like Dukemon's D+S, Chaos Dukemon will glide forward trailing dark energy while damaging all foes in his way. Fairly useful at any time. Shield Attack G+S A beam attack, no different then regular Dukemon's. Longer it is charged, the more powerful it is. Waking Dead E Chaos Dukemon will charge electricity into his shield and then discharge it violently in a spherical shape. Combo N,N,N,U+S,F+N Three attacks, then launch the foe air-bourne ending with a nasty thrust. \\ Notes --- CDukemon can air-dash by pressing N in air. This looks and acts sorta like a weaker version of Duke Charge. I don't know if this makes a difference in power, but BGrowmon's air-stomp move doesn't have him stomping down feet-first but instead he drops down on his side. Like the other two Black Digimon, the Black Guil line will absorb a foe's evo energy while he is holding them. --- Black Guilmon is more projectile based then his regular cousin and Black Growmon's spinning attack is something new altogether. Chaos Dukemon is also more centered on Projectiles, with Demon's Disaster. CDukemon is also an air king. By combining his double jump, air thrust, Duke Charge and air-dash, you can take control of the sky, and much more efficiently than most can. ------------------------------------------------------------------------------ =Neemon --- {Metutaa} U+S Yataa! Neemon kicks upwards, flipping himself and releasing a yellow banana. Both the kick itself and the banana can damage. This is good as a projectile and an anti-air attack. You can perform it quite rapidly. 1,2,3,4,5,6,7! S Neemon will send a green gas bubble forward and start to slowly count to seven in Japanese. While the bubble damages, I'm not sure what effect, if any, the counting has on this attack. This projectile is rather short in reach, but you can have quite a few out at once. {Akare}? D+S Neemon will hunch down and point his pants out. Then he will release a ton of brown gas. This gas has a poison like effect on foes and will cause continual damage to them as long as they are near it. It's fairly good in groups and sneaky when used while falling through air. Note that this attack will damage foes, but not stun them, so it can be dangerous to you. {Gasuta} G+S Neemon will sit on the ground and start charging a blast of gas. The longer you charge, the larger his pants become. When you release the gas, Neemon will shoot up into the sky trailing a thick cloud of brown gas. This attack is powerful, blasts opponents away and is host to some humourous uses (see the glitches section in Secrets). {Aka} E Ultimate Gas Explosion! Neemon will enlarge his entire body with gas and then explode, blasting all nearby opponents away. He will then re-appear somewhere in the stage. Combo N,N,N,F+S Standard stuff. Nothing fancy at all. \\ Notes --- Don't underestimate the pants!! Other then that, he doesn't have anything else , like an air dash or something. Oh! His recovery animation is cool! ... Overall --- Neemon is actually quite good in the right hands and his gas attacks can be quite deceptive. His bananas are an important tool to him and are his greatest asset as they can come out quickly and arc in a way that can hit foes in situations where nothing else will. Gasuta has MANY uses so take advantage of it whenever possible. ------------------------------------------------------------------------------ ==== Section Sigma: Secrets In this section is the unlockable content and how to obtain each one, as well as some other stuff... In 1P mode you travel on a multi-grid path and select which stage you want to tackle next. Along the different paths are many different secrets to unlock. --- The "Bosses" Below are "bosses" and are found at the end of each path. They are arranged in descending order of the grid, starting at the top. Defeat them to obtain them. With the exception of the Far Alone stage, all boss fights occur on KO Surrender. -Belial VamDemon -Duskmon -Omegamon -Diablomon -Neemon -Stage: Far Alone --- Secret Match Types While playing 1P mode, you may, instead of a normal fight, encounter a secret match type. If you beat the opponents, you will unlock the match type for use in multiplayer. Note that after unlocking a match type, it will not appear again in 1P mode. In multiplayer, there is a variable that you can alter (such as the amount of KOs and the time limit). The match type called "Knockout Battle" is the standard fare match where the goal is to simply KO all opponents. This match type is available at the start of the game and is the most common one. Below are the secret match types: -Timed Rumble The match is timed. To win, simply be the one who has the highest KO count when time runs out. There is no limit on your lives. -Little versus Big One random Digimon will start out at their final stage. If this Digimon is defeated, the one who struck the finishing blow will evolve to their final stage. This continues until only one Digimon is left. If the Big Digimon KOs itself, then a random Digimon will recieve their final stage. There is a lives limit. -Crazy Chase Kurumon will appear in random spots around the arena, teleporting around. Touch him to score one point. To win, you must score the point limit first. There is no lives limit. -King of the Hill Somewhere in the arena will be a flag. Stand by it to score. Continuing to hold your ground at the flag will slowly earn you more points. Winning is achieved by reaching the point limit first. At Bay 47, this match type will send the flag all over the place. There is no lives limit. -Poison One Digimon will randomly start out poisoned, indicated by a green colouring. While poisoned, the victim will suffer damage every second or so. To rid yourself of the poison, you must hit another opponent. If they are hit, the poison will pass on to them. Winner is determined when there is only one Digimon left alive. There is a lives limit. -Keep Away A Spirit Egg will appear somewhere in the arena. When picked up, the user will score points every five seconds or so. To keep the egg in your possesion, avoid being hit. If you are attacked, you will drop the egg, allowing anyone else to grab it. There is no lives limit. -Spirit Collection Appearing randomly around the arena are Spirit Eggs. Touch one to score one point. The winner is the Digimon who reached the point limit first. There is no lives limit. -Digi Race Like a normal battle but with no time or KO limit. When you perform your Ultra attack, you will score one point and then devolve back to your first stage. Winner is the one who reaches the score limit first. These matches can drag on for a LONG time... --- The Black Digimon Traveling along the 1P grid, you may encounter a fight with a Black Digimon unexpectadly. If you defeat them, they are unlocked. If you lose, you do not get an immediate second chance to rematch. You will move on normally and have to play through 1P mode again to meet them. I'm not sure what affects them showing up or not, but not being defeated seems to work... The Black Digimon are: -Black Agumon -Black Gabumon -Black Guilmon --- Glitches No game is perfect and DBC is no exception. The glitches below are ones I find particularly interesting... -Invisible Digimon At Danger Town, if a Digimon is tossed into the bottom double doors while evolving, they will go off screen (and the game will almost forget about them, as the screen will not scroll out to show them). After the game loads their next stage they will be spit out somewhere on the stage, only they will be invisible! Weapon flashes and projectiles will still be visible and you can still be damaged, but your body will be completely transparent. The timing on this glitch is tricky, you have to throw the Digimon into the doors RIGHT when they're about to evolve. -Black Void At Jungle Ruins, it is possible to fall through the statue head that is lying by the wooden bridge. You will fall through the stage and be in a black void. After dropping for awhile, the game will transport you back to a random spawn point. I'm not sure how to achieve this effect on command and it seems to almost be activated by sheer luck. Don't worry about this glitch affecting serious matches, it's too rare for that. -Evo-Sphere Absorb If a Digimon grabs an Evo-Sphere but is interrupted by a throw or other violent technique, they will be a victim of the attack, but the Evo-Spheres that were collected but not yet obtained will suck into the Digimon, looking like they are absorbing it. -Neemon's Adamant Pants Whilst charging Neemon's G+S tech (Gasuta), the following things apply: -The Red Vents that blow you up into the sky at KO Surrender will not lift Neemon up! -If you are on a conveyer belt at the Tin Factory and come to its end, you will not drop off but instead float through the air and continue to move forward! -In fact, if you are using Gasuta in ANY stage with a pitfall and a Digimon bumps you off the edge, you will slowly float away and NOT fall! Thus you will eventually reach the stage limit and be stuck until you release the gas! -At Steam Town, sit with Gasuta on a pipe that blasts steam upwards. Instead of blasting you up like normal, you will slowly rise up and then float at the top of the climb! I'm not 100% sure this is a glitch, it might be intentional (since his pants ARE filled with gas), but since it LOOKS like it wasn't, I placed it under glitches. -Brave Crest of Darkness? BlackWarGreymon doesn't just have the wrong eye colour (they are green, but they are supposed to be yellow), but if you look at the shields on his back, he has the Crest of Courage drawn on them! Obviously this is just WarGreymon's model coloured black, but what laziness to not remove the Crest! Not really a glitch though, just a nitpick. -Holy Glitch! If you use Angewomon's Holy Attack just right on a cornered opponent, Angewomon will become stiff and unable to move. The only cure is for the enemy to move or attack. It's kinda ugly... --- This & That Random info is below! -At Jungle Ruins, the statue behind the wooden bridge is holding a hamburger and drink. Why? -If you've unlocked everything in 1P mode, then beat it again. When it is at the part where your Digimon is raised on a platform with fireworks, press N after a while to launch your Digimon up like a rocket! -One Balloon at the Toy Town looks sorta like a green Impmon... -In the GameCube version, pressing the C stick left or right will rotate your Digimon on the character select screen. Useful isn't it? -You can't both select the same character. In fact, there are not even recolours. To see this, select a boss and go through 1P mode. Meet with yourself and you'll see that you are both the same colours. ==== Section Iota: Challenges So you've aced the AI and smoked any human challengers around, what now? Try these challenges on for size!!! -Play Multiplayer mode. Select Neemon at handicap 1. For the other three, either have three Human players, three AI players or a mixture of the two. In any case, verse Duskmon, Omegamon and Diablomon all at handicap 5. Select Knockout Battle with 7 lives. Select the stage "KO Surrender". Now you must simply win as Neemon! -Beat the score of 55000 in 1P mode! -Select any character, go to a stage without pitfalls. Select Knockout Battle. Verse three other Digimon of your liking. Win only by using throws! -Any non-boss character versus any three. Any stage, Knockout Battle. Only attack by using Ultra moves. That means you must be a vulture and steal the Evo-Spheres the other's have gained! ==== Section Omega: Credits, Legal and FAQ History Legal --- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. FAQ History --- V.1.00-The first version of the FAQ. Much improved info from the Goma FAQ! I may improve move translations and add more info in the future! Credits --- -Me, Bronze Patamon for writing this FAQ! -Akiyoshi Hongo, for starting Digimon itself! -Bandai, for keeping Digimon alive even still! -Toei, for animating the Digimon series! -Black Ship/Amaze, for without them, DBC wouldn't exist! -DKFlamey of the With the Will forums for some translation help! -Megchan and The Shining Evolution for the card quotes! --- If for some mighty reason you wish to contact me, me e-mail address is: RedSilverHawk@juno.com ~I HATE the rather quick thing!! -MMIV Bronze Patamon