batevo:basics [Digimon Rumble Arena Wiki]

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batevo:basics [2021/08/02 00:20]
yuri created
batevo:basics [2022/01/10 00:44]
blackeyemon [Okizeme]
Line 25: Line 25:
  
 :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.  :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 ^ 113 ^ 136 ^
 +| Agumon, Gatomon, Terriermon, Wormmon, Sakuyamon, Magnadrmon |  Gabumon, Patamon, Guilmon, Impmon, Metalgarurumon,​ Wargreymon, | Veemon, | Megagargomon,​ Beelzemon, | Imperialdramon,​ | Gallantmon, Renamon, | Stingmon, | Seraphimon, | 
batevo/basics.txt · Last modified: 2024/01/17 12:13 by blackeyemon