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batevo:basics [2022/01/10 00:14]
blackeyemon [Okizeme]
batevo:basics [2022/01/10 00:51]
blackeyemon
Line 78: Line 78:
 Every Digimon has different wakeup speeds after being knocked down.  Every Digimon has different wakeup speeds after being knocked down. 
  
-78 43 86 88 96 ^ 98 ^ 113 ^ 136 ^+(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, |  | Agumon, Gatomon, Terriermon, Wormmon, Sakuyamon, Magnadrmon |  Gabumon, Patamon, Guilmon, Impmon, Metalgarurumon,​ Wargreymon, | Veemon, | 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.
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 +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.
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 +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. ​
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 +*Shows* Wargreymon :bt: behind knd Imperialdramon
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 +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. ​
 +
batevo/basics.txt · Last modified: 2024/01/17 12:13 by blackeyemon