batevo:basics [Digimon Rumble Arena Wiki]

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batevo:basics

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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 j.f+: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.

batevo/basics.1641772881.txt.gz · Last modified: 2022/01/10 00:01 by blackeyemon