batevo:movement [Digimon Rumble Arena Wiki]

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batevo:movement

Movement

Movement in Digimon Rumble Arena is what you would expect from a platform fighting game. All movement options are universal, however, each Digimon has different walking, dashing, and jumping speeds. There even seems to be a weight system which affects jump height, and descent differently for each Digimon. Like any platform fighter, characters are able to turn around, meaning there are no backwalks or backdashes.

Walking (F / B):

The most standard form of moving in Digimon Rumble Arena is walking. This is done by inputting ← or →. Walking gives access to all other movement options and attacks, and in this regard it is essentially the same as standing still.


Summary:

  • Standard.
  • + Can block
  • + Can turn around
  • + Can use any attack
  • + Can jump
  • + Can dash
  • + Can do anything

Dashing (Ff / Bb):

Next there is dashing. This is done by inputting ←←, or →→. Dashing is generally a faster form of movement than walking, and is useful for quickly closing space between you and your opponent and get around the stage there is a trick where you dash off the edge of a Platform and gain considerable air speed. It does, however, come with some limitations: It is impossible to block or turn around while dashing, and it limits the :bs: attacks available to solely dashing attacks.

It is still possible to use :bt:, :bc:, :br1:, while dashing alongside the ability to cancel into a jump. All of these options are extremely useful while dashing.


Summary:

  • - Can’t block
  • - Can’t turn around
  • - Can’t use S attacks with the exception of dash S attacks.
  • + Can cancel into a jump - causes jump to reach further
  • + Can use :bt:, :bc:, or :br1: - really useful for punishing and for combos.

Improved Dashing

There is a secret technique were you can initiate an instant dash, you have to hold → and then press ↑ or ↓ button twice and you'll perform a dash that accelerates much faster than normal dash this helps slower characters a lot, making them able to escape or dodge moves they couldn't before. This also helps characters mix-up options, being able to turn around and dash without momentum penalty is very good, especially when you want to switch sides to apply pressure or escape certain projectile camping


Summary:

  • - Can’t block
  • - Can’t turn around
  • - Can’t use S attacks with the exception of dash S attacks.
  • + Can cancel into a jump - causes jump to reach further
  • + Can use :bt:, :bc:, or :br1: - really useful for punishing and for combos.
  • + Much better acceleration than normal Dash

Jumping (J.):

Jumping is a very useful movement option allowing one to dodge attacks, and traverse the stage with ease. Jumping is done by inputting :bx:., this puts the Digimon into an aerial state. When in an aerial state a Digimon is able to move around mid air, and turn around in a similar manner to walking. It is also possible to double jump, and to jump while in the air.

If inputting a dash before jumping the jump will make the Digimon reach further, and at times higher. It is also a faster form of movement than jumping or dashing regularly.

However, just like dashing it is impossible to block while jumping, or while in an aerial state. Jumping also limits :bs: attacks to solely jumping :bs: attacks. Thankfully, jumping attacks for most of the cast are extremely useful.


Summary:

  • - Can’t block
  • - Can’t use standard S attacks
  • + Can turn around and move around mid air.
  • + Can double jump
  • + Access to jumping :bs: attacks
  • + Can do instant :bx:.↑+:bs:, :bx:.→+:bs:, and certain :bt: and :bc: attacks.

Platform Falling (d.J):

Lastly it is possible to fall through platforms. This is inputted by pressing ↓.:bx: and acts almost the same way as jumping. After performing a platform fall you can only perform one more jump while still in the air. This is because performing a platform fall is considered jumping.

Platform falling can only be performed while on a platform and only if that platform has a solid landing underneath it. Quite a few platforms have specific spots where this action can’t be performed because of the lack of a landing below.

Performing a platform fall can instantly give Digimon access to their Jumping attacks that would otherwise require them to be at the top of their jump arc to perform. This can be extremely useful for certain Digimon. Beware to not do forward airs when dropping down platfroms because they usually put you back on the platform if you do it too early. Usually having to platform fall puts you at a big disadvantage you lose 1 jump and you have limited options to hit opponents below you.


Summary:

  • - Can’t block
  • - Can’t use standard S attacks
  • - In the flow of the battle you might not notice that you aren't above solid ground and therefore can't fall down the platform
  • + Can turn around and move around mid air.
  • + Access to jumping S attacks
  • + Can do instant :bx:.↑+:bs:, :bx:.→+:bs:, :bx:.:bs: and all :bt: and :bc: attacks that have a jumping variation.
batevo/movement.txt · Last modified: 2022/01/29 13:15 by blackeyemon