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batevo:stingmon

Stingmon [Evo]

Stingmon is a Champion/Adult level Digimon who digivolves from Wormon. He has above average mobility and many good tools for mid-range play. His super, while not very damaging, can be comboed into with relative ease against most of the cast and lets him recover 18.75% of his max health on hit.

Pros:

  • Fast movement speed
  • Good toolkit for (limited) zoning and fast approach
  • His super can be comboed into with ease after a grab
  • Has a proper infinite link, using his :bs: as a starter
  • Many moves with + frames that allow for easy links

Cons

  • No real anti-air option
  • No real Up :bs: launcher
  • His super has subpar damage and doesn't deal any chip damage, so it's not advised to use it outside combos
  • His Air Up :bs: is bugged and doesn't yield any meter on hit

Move & Character Data

General Data

Element :nature:
Defense 1.0
Jump
Walk Speed

Move Frame Data

Button Move Name Move Name (Japanese) Start Up Frames Active Frames End Lag Frames Frame Advantage Element Meter Gain Stun Launch/Knock Down Notes
:bs: 4787 Neither
:bs: :bs: 9621 Neither
:bs: :bs: :bs: :nature: 14503 Knockdown
Up :bs: :nature: 4352 Weight 3 or below: Launch; Weight 4 or above: Knockdown On characters with Weight 3 or below, the second hit of the move whiffs if the first connects. It can work as a launcher on a per-character basis, as it sometimes depends on when the first hit connects with the opponent (e.g. acts as a launcher on a backturned Reapermon, but not from the front)
Crouch :bs: 4352 Knockdown
Dash :bs: 4352 Knockdown
Grab :bs: :nature: 4352 Launch Stingmon's only real launcher. Can be comboed into :bt: or :br1: on most of the cast
:bt: Spiking Strike Spiking Finish :nature: 10700 Knockdown Hits twice, meter gain is awarded only once on either hit
:bc: Moon Shooter Moon Shooter :nature: 7987 Neither
:br1: Evil Antenna Hell Squeeze :nature: 0 Neither Recovers 12288 HP by hitting the opponent with this move. No chip damage. The opponent is launched in a free-fall state, from which they can freely act.
Air :bs: 4352 Neither
Air Forward :bs: 4352 Neither
Air Up :bs: 0 Launch This move yields no Digi on hit, most likely due to a bug
Air :bt: Spiking Strike Spiking Finish :nature: 10700 Neither In contrast to its grounded version, this move hits only once. The air momentum can be steered by pressing Back during the animation. Due to the fact that it doesn't knockdown, it can be used as a combo starter.
Air :bc: Moon Shooter Moon Shooter :nature: 7987 Neither The projectile is shoot with a downward angle of approx. 45deg
Air :br1: cannot be performed in the air
Damage Dealt & Meter Given on Hit
Button Reapermon Blackwargreymon Omnimon
:bs: :bs: :bs: 2715 + 2610 + 5220 = 10545 / 4121 + 4069 + 5374 = 13564 2995 + 2880 + 5760 = 11635 / 4261 + 4204 + 5644 = 14109
Up :bs: 2193 (x2) = 4386 / 3860 (x2) = 7720 2419 (x2) = 4838 / 3973 (x2) = 7946
Crouch :bs: 2715 / 4121 2995 / 4261
Dash :bs: 2610 / 4069 2880 / 4204
Grab :bs: 4992 / 5260
Air :bs: 2610 / 4069 2880 / 4204
Up Air :bs: 2610 (x2) = 5220 / 4069 (x2) = 8138 2880 (x2) = 5760 / 4204 (x2) = 8408
Forward Air :bs: 2610 / 4069 2880 / 4204
:bt: 3695 (x2) = 7390 / 4611 (x2) = 9222 4077 (x2) = 8154 / 4802 (x2) = 9604
Air :bt: 3695 / 4611 4077 / 4802
:bc: 3828 / 4678 4224 / 4876
Air :bc: 3828 / 4678 4224 / 4876
:br1: 16705 / 13880 18433 / 14744
Damage Dealt & Meter Given on Block
Button Reapermon Blackwargreymon Omnimon
:bs: :bs: :bs:
Up :bs:
Crouch :bs:
Dash :bs:
Air :bs:
Up Air :bs:
Forward Air :bs:
:bt:
Air :bt:
:bc:
Air :bc:
:br1: 0 / 0

Combos

  • :bs: links into itself infinitely in a corner. It requires a microdash to combo into itself in the middle of a stage. The timing must be quite precise
  • e.g. :bs: > :bs: > :bs: > :bs: > :bs: (anywhere on the stage, 14975 damage [BWG])
  • :bs::bs: > Grab > :bt: (19021 damage [BWG])
  • :bs::bs: > Grab > :br1: (29300 damage [BWG], uses full meter)
  • Air Forward :bs: > Air Forward :bs: (right as he touched the ground) > Grab > :bt: (18906 damage [BWG])
  • Air :bs: > Air :bs: (right as he touches the ground) > Grab > :bt: (18906 damage [BWG])
  • Air :bs: > Air :bs: (right as he touches the ground) > :bs::bs: > Grab > :bt: (24781 damage [BWG] / 34320 Digi)
  • Air :bs: > Air :bs: (right as he touches the ground) > Grab > :br1: (35060 damage [BWG], uses full meter)
  • Air :bt: > :bs::bs: > Grab > :bt: (23098 damage [BWG] / 36026 Digi)
  • Air :bt: > :bs::bs: > Grab > :br1: (33377 damage [BWG], uses full meter)
  • After a grab, a well timed :bs: can restand the opponent. It works best with heavyweight characters, as they land nearer to Stingmon

Stage Specific Combos & Tech

Character Specific Tech

  • The timing for Grab into :br1: is character dependent and - while it might be harder against certain character - it is still a proper combo against the full cast, if properly executed. For consistency against heavier characters, Grab into :bt: might be a better choice to avoid dropping the combo.

Anti Meta

batevo/stingmon.txt · Last modified: 2020/10/24 17:23 by andreajens