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batevo:basics

Gameplay Basics

Controllers

Being a Playstation game, the game is designed with the original PS1 controller in mind, but it also supports Analog and Dualshock controllers in analog mode. In analog mode, you can use the left stick in addition to the dpad for movement, but the game has built in SOCD (Simultaneous Opposite Cardinal Directions, ex holding left and right at the same time) cleaning, so left + right inputs will cancel out into a neutral input, so there isn't any advantage to this mode. The game also supports rumble, if that suits your fancy.

However, when playing in an emulator, which is where you'll likely spend all of your time playing, any controller you find comfortable will do, so long as you have a 8 way directional input, 6 gameplay buttons, and 2 non gameplay buttons on your controller. If you're used to Gamecube controller from playing Smash titles, consider using a different controller to avoid Smash habits like DI/SDI when hit (neither are present in this game), and use something with a better dpad.

Moves

Move inputs are universal across all characters in this game, similar to other platform fighters like Smash. Notation and names for these moves vary between who you're talking to, and across this wiki, so here is a chart of all move inputs, names, and notations you'll find here.

Input Emoji Common Name Number pad Notation Smash-style Name Description
:bs: :bs: :bs: Jab string / Jab 1, 2, 3 SSS Jab string / Jab 1, 2, 3 A basic 123 close range move that ends in knockdown.
:bs: Launcher 8S Up Tilt Launches the opponent into the air, as the name says. Hits high.
:bs: Sweep 2S Down Tilt A sweep that causes knockdown, and the only move in the game to hit low.
(Near) → :bs: Throw 6S Throw When in range, throws your opponent, and connects on blocking opponents. On whiff, you get jab string instead.
→→ :bs: Dash Attack 66S Dash Attack Causes knockdown, not very useful. Hits high.
:bx: :bs: j.S Neutral Air Can only be used once until you land on the ground again. Hits High.
:bx::bs: j.8S Up Air If done while falling, you can gain a little height or stall in air a bit with it. Can only be used once until you land on the ground again.
:bx::bs: j.6S Forward Air Gives you a set amount of forward momentum, which can either speed you up or slow you down depending how fast you were moving before use. Can only be used once until you land on the ground again.
:bc: Special 1 C Special 1 Highly unique between characters, and is usually character defining.
:bt: Special 2 T Special 2 Highly unique between characters, and is usually character defining.
:br1: Digivolve / Super If you're playing as a rookie character, full meter will let you digivolve into a stronger character. If digi'd or playing as an evo, you get a super move. Supers are highly unique between characters and have some invincibility on startup (unless you're Seraphimon).

:bs: moves done in the air, marked above as needed :bx:, don't have a commonly used name, so you might hear varying names for it them. For more specific move information, check out the move list on each character's page.

Combos

When a player is hit into an airborne state, either from a launcher or when hit in the air, they are no longer able to control their movement. This allows the opposing player to freely hit them; creating a juggle.

*Shows* Agumon Up+:bs:, into anything. *Shows* Agumon hitting Veemon out of the air.

Although a player can not control their movement when hit in the air, the direction they were moving before getting hit determines the direction they will go when launched.

*Shows* Agumon up+:bs:, on a walking forward Veemon. And then a walking back Veemon.

This makes certain combos highly inconsistent. Because of this inconsistency the vast majority of combos seen in matches are highly simple.

There are a few frames where a player can be hit out of a knocked down state and forced back into standing (This state, henceforth known as a reset/restand or as “(R)” ).

*Shows* Agumon up+:bs: into :bc:

This state can also occur when the player spawns after being knocked out of the arena.

*shows* spawning Veemon hit by something

This is a useful feature that makes infinites possible on the following stages: Glacier, Garbage Recycling Centre, Temple.

While (R) is an important feature that many combos utilise, activating it can be so frame tight that for certain combos it can be inconsistent.

Punishment & Defense

One way to help lower the inconsistency of the harder combos is by using them as punishers. This stops the movement of the opponent having an effect on your combo.

Throws are unbreakable and are the fastest moves in the game. Because of this they are also the most reliable punishers. Virtually everything can be punished by a throw.

*Shows:* Veemon T, punished by Agumon throw. *Shows* Imperialdramon T, punished by Agumon throw

While not related to punishing, there are even times when using a throw will allow you to escape a combo where blocking would not.

Wargreymon: :bt: > :bx:.→+:bs: > :bs:,:bs:,:bs:

The :bs:,:bs:,:bs: string in this combo can be blocked. However, if you attempt to throw or do an attack you will get hit. Note: this kinda depends on how the :bx:.→+:bs: hit. A better example would likely be Patamon :bs:,:bs: > ↑+:bs: combo. Which can’t be blocked, but can be interrupted with a throw.

Wargreymon: :bt: > :bx:.→+:bs: > throw

The throw at the end of this combo can’t be blocked (for obvious reasons), nor will attacking before the throw stop the throw from coming out. However, oddly if you attempt to throw Wargreymon before he throws you, you will win.

As mentioned earlier, because de-digivolving acts as a combo breaker, It is near impossible for certain supers to be punished. Even using a throw as a punish won’t work, as the subsequent de-digivolving will often escape the throw.

Okizeme

Every Digimon has different wakeup speeds after being knocked down.

(39F) 01:09 sec (42F) 01:12 sec (43F) 01:13 sec (45F) 01:15 (49F) 01:19 sec 98 FIXME 113 FIXME 136 FIXME
Agumon, Gatomon, Terriermon, Wormmon, Sakuyamon, Magnadrmon Gabumon, Patamon, Guilmon, Impmon, Metalgarurumon, Wargreymon, Veemon,Omnimon Megagargomon, Beelzemon, Imperialdramon, Gallantmon, Renamon, Stingmon, Seraphimon,

A Digimon that is on the ground is invulnerable, this includes during their wakeup animation.

Once a Digimon has got off the ground they have an additional 8 frames of invulnerability. They are able to perform actions as normal, but can’t be hit by the opponent.

There is however one move that ignores the invulnerability frames of being on the ground, the wakeup animation, and the additional 8 frames of invulnerability. This is Magnadramon’s super. As this move is the sole exception, I won’t bother discussing it in this section.

Being invulnerable on wakeup is obviously a highly advantageous position for the knocked down player. The additional 8 frames of invulnerability lets the player turn almost any of their moves into a free reversal option, and if the opponent is nearby the knocked down player can essentially get a free throw.

*Shows* knd Imperialdramon waking up with a throw on wargreymon doing →+:bs: or something.

However, there are a few exceptions to this. Notably; if you stand behind the head of a knocked down opponent, they are now required to turn around before throwing. This reduces the number of moves the opponent can use with the invulnerability frames on their wakeup.

In order to take advantage of the opponents invulnerability frames, it is preferable to use moves with long active frames or multiple hits behind the opponent. Moves such as projectiles or Wargreymon's :bt:, are therefore highly useful in these situations. Using moves with multiple hits or long active frames, means you aren’t required to time your attack with the end of their invulnerability.

*Shows* Wargreymon :bt: behind knd Imperialdramon

It is however worth noting that certain moves can hit in both directions, making it even harder to apply pressure on knocked down opponents. A very strong example of this would be Gatomons ↑+:bs:. This moves hitbox starts from Gatomon’s Tail, and so it hits earlier behind her than it does in front, making it extremely useful on her wake up.

Another effective option to apply pressure on a knocked down opponent is standing above them from behind while blocking. By doing this the opponent is unable to throw you, as you are behind them. While at the same time allowing you to block their wake-up attacks. Since Digimon are unable to stand in the same position at the same time, when their invulnerability frames end they will be pushed off, giving you a clear indicator that their invulnerability state has ended and allows you to go for a throw or other options safely.

Digivolution

When your meter bar is full you can Digivolve. This is highly advantageous as it gives you access to stronger moves, including a Super (:br1:). When Digivolved your meter will slowly drain, when this empties your Digimon will return to its Rookie state. If at any time you use your Super while Digivolved, your meter will drain completely and you will return to your Rookie state.

If you win the round while Digivolved, although you will return to your Rookie state in the next round, your meter will still carry over. This makes it beneficial to defeat the opponent as quickly as possible while Digivolved in order to keep your meter for the next round.

It is possible to digivolve while blocking.

Digivolving and De-digivolving almost act as combo breakers.

Digivolving and De-digivolving reset your jump count. If you fall off the edge, you can digivolve to gain access to more jumps.

Digivolving and De-digivolving removes all items/affects on your Digimon. This is quite useful if affected by an “Evil Ring” or “Evil Spiral” item, that causes your Digimon to move randomly. It is also worth keeping this in mind when picking up the “Queens Device” item or one of the Attribute Projectiles.

Digivolving freezes the screen for a very long time. This gives you ample time to react to what the opponent is doing and to think about what to do next. This makes it to a degree similar to something like UNIST’s chain shift. Using Digivolution in this manner is mostly useful for punishing the opponents jumps or dashes.

It is possible to digivolve on the same frame you got hit by a move. The Digimon will still take the damage of the move, however, it won’t suffer the consequences of getting hit (eg. it won’t get knocked down/ won’t be in a stunned state / won’t be on minus frames.)

batevo/basics.txt · Last modified: 2024/01/17 12:13 by blackeyemon