Digimon Rumble Arena 2 - Strategy Guide (Page 01)
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--------------------------------------------------------- Digimon Battle Chronicle/Digimon Rumble Arena 2 2004 Bandai 2004 Black Ship/Amaze Game FAQ v.1.00 2004 Bronze Patamon =Contents -Rho: Intro -Tau: System -Kappa: Stages -Psi: Items -Xi: Digimon Stats -Omikron: Digimon Movelist -Sigma: Secrets -Iota: Challenges -Omega: Credits, Legal and FAQ History ==== Section Rho: Intro I decided to write this just because I felt a hole after writing my Gomamon FAQ. I knew people would want to experience the ups and downs of EVERY Digimon thus I decided to make a general movelist+minor notes/strategen FAQ. For convenience I have ripped my own info on the System and Stages to avoid having you leap back and forth from this FAQ to my Gomamon one. Note that I slightly modified the info from its original content. This FAQ's intention is NOT to delve as deeply into every character as the Goma one, but to give a general idea as to the moves and general workings of each Digimon present. ==== Section Tau: System Digimon Battle Chronicle's battle system is a little different then you may expect. It's nothing innovative but it's not immediately comfortable either. One reason this FAQ lacks a combo sheet for any one of the characters is that the game lends itself to a very combo friendly atmosphere. While this makes combos easy to perform, it also means that combined with the varied stages, not all combos are consistent. Therefore it's best left to the individual to create their own combos in the moment. While some combos may seem to be a consistent thing at first, other stages will rend them either useless or limited in use. In its basic play-format, the goal is to be the last opponent alive. The basic system of a vitality bar is used. On default settings, all opponents have three lives to eat through before being defeated. Unlike some games, if you fall down a pit, you will instantly be KOed one life down, and not simply become injured and respawn. Juggling and OTGs are common combo formats in DBC. Almost every true combo is made up of either one or both of those elements. This also means that aside from near-infinite juggles, combos are generally capped at around 9-12 hits, with maybe a few more tacked on if an enviromental hazard is present. So combo fiends need not apply for study! Also, like all fighting games, the longer a combo is, the weaker each individual hit is. However, this can in part be bypassed by purposely breaking a combo and then attacking the opponent when they hit the ground (since when an opponent hits the ground after being air-bourne, the combo is counted as completed). Walls are something else that should be counted in. If an opponent is sent flying by an attack, smacking into a wall will cause additional damage to them. Walls can also be used to pin an oppenent against for the purpose of juggles. Something rarely done in a fighting game is DBC's evolution system. When you or someone else attacks an opponent, they release Evo-Spheres. Collected, these spheres add evo energy to your storage guage. This energy can be used to manually recharge health. Or, when the meter is full, a press of the Evo button will cause you to evolve to a stronger stage. Your attacks and stats change along with your shape, so be cautious. If you need speed at the moment, evolving to a beefy tank build may not be your best option. Plus, if you evolve too often you may be sacrificing your ability to heal. If you are defeated when evolved, and you are not out of lives, you will spawn back into play one stage lower than you were, but you will keep intact all evo energy you had in your guage. All Digimon except the bosses have three evolutionary stages in game. Below are shared or universal abilities of all characters: -Normal Attack A simple hit that upon connection makes an instant combo if tapped. You can also target your attack upwards or downwards by pressing in the desired direction. Attack upwards will juggle or knock air-bourne foes down. Attack downwards will usually sweep an opponent of their feet or hit a grounded opponent. Note that any special move will link after a Normal Attack combo, but that doesn't mean EVERY last interrupt will create an inescapable combo. If you press down+normal while in air, you will cause yourself to slam downwards and flatten foes. They will also be dizzed by this if you land directy on top of them. Certain characters will either perform a diagonal air-dive by pressing normal attack while air-bourne or an air-dash attack. -Special Attack Varies from character to character, but in many instances the same result. By itself it usually performs a projectile. Combined by pressing up will usually result in an anti-air/uppercut attack. Lastly, combined by pressing down will usually perform the Digimon's most unique ability. Some special attacks can be charged or delayed by holding this button down. -Jump Makes you jump quite obviously, but every single character can perform a double jump by pressing this twice, even tin cans and pinatas. One character can even triple jump and another can high jump. -Gaurd You can gaurd while on the ground when either standing or crouching. This is interchangeable while holding the gaurd button down. You CANNOT air gaurd. -Evo If your evolution meter is full and you are a first or second stage Digimon, you will evolve to your next stage. While evolving, you are invincible, including about three seconds after you finish evolving. Additionally, while evolving, your blue aura acts as a shield that will nullify projectiles and beams. If your Digimon is at its final stage, this button will activate its Ultra attack, which generally is the most powerful attack available to them. Also, during an Ultra attack, you are invulnerable. -Healing If you have any evo energy in your meter, you can heal yourself gradually by holding down gaurd+normal attack. This will quickly drain your guage, but the small amount of vitality you gain could very well be worth it. -Charge Blast If you press gaurd+special attack when your Digimon is in its final stage, it will perform a powerful attack. If you hold the two buttons down, you will charge the attack, making it more powerful or/and adding more shots or/and longer range. This attack always has a bit of start-up delay, so don't abuse it too often. -Walk/Creep You can augment your movement speed by slightly leaning your joystick left or right. This, of course, is only possible through an analog control method (i.e. the GameCube's joystick) and not the cross pad. -Grab Pressing the grab button will cause your Digimon to reach forward. If an opponent should be within reach, you will pick them up and be able to carry them. It is at this point that you can then throw them. It is espcially a good idea to toss them off into a pit or into a wall. -Rapid Recover Rapidly mash directions to speed up your recovery rate getting up from the ground, air-recovery, dizziness or to escape a throw. You can also use this to escape from combos, if you're quick enough. ==== Section Kappa: Stages 10 stages exist. Below is their title and description. Note that I could not translate all titles, so my custom stage titles are in brackets, like so "[]". Also, I only describe stage hazards as describing EVERYTHING in the stage would quickly grow tedious... Jungle Ruins --- The tamest stage. On the left are two trees with three branches. Should one of those branches be destroyed, it will down the tree, causing it to sink down and dropping all tree-dwellers to the floor. Also on the left is the stone ground. While it may appear hard, if someone should air-drop onto it, it will cause a wave-like effect on its surface, disrupting the movements of anyone on it and bouncing the air-dropper into the sky. On the right is the wooden bridge. After enough damage is inflicted upon it, it will break, allowing players to fight in the stream below it. Note that a full-evo bar item will always appear under this bridge at the beginning of the fight, so try to be the first one to break through! [Great Waterfall] --- Fighting in front of a titanic tropical waterfall. This stage is a mostly vertical one. On the left and right ends of the stage are two large leafs. Touching one will catapult you into the sky. There's also a smaller leaf in the middle of the stage, but it will bounce you lower than the other two. In the middle of the stage at the top is a wooden swing bridge. It will slowly rock back and forth and commonly have special items appear on it. It can only be reached by utilising the stage's two large leafs. Danger Town --- A battle through an old west town. Sprinkled throughout the stage are TNT barrels, which can be picked up and tossed. Obviously these things explode, so throw 'em at foes! Careful, they may get in the way of your combos, damaging you in the process. Also note that if you are carrying one and you drop off a ledge, it will explode in your hands. Mine carts will periodically dash accross the bottom-middle of the stage, replenishing the supply of used TNT barrels. If one of these carts should touch you, you'll be KOed on the spot. On the left of the stage is a building which can only be entered by either breaking through its side window (which will be fixed shortly after being broken) or by busting through the bottom portion of its wall. Inside is a floor dividing top from bottom. This can be busted through conventional means. On the left of the stage are two more things. One is a sign at the top of a building, which will fall down if the roof is shaken violently, smashing anyone in its way. It will remain felled until someone walks on it again, which will cause it to spring back up, rocketing the Digimon into the sky, usually into a special item. The second thing is a pair of doors. The top one is off limits, but the bottom one can be accessed. Passing through it will momentarilly take you off-screen, only to come shooting out of the top door moments later. This is a good function to use if you need a few seconds of invincibility. Magma Hell --- Warring inside a massive magma cavern. Below the entire stage is scorching lava, which will damage thou and cause thee to spring up into the air in pain. Don't be a fool and juggle yourself this way! :P The bottom portion rock structures are highly unstable and eager to break apart, which will send you below... That giant skull in the backround isn't just for show. Every now and then it will poor a great deal of lava out of its mouth, raising the lava's height level. Only the top four platforms are safe during this time. After a while, the lava level will settle back down. Bay 47 --- Moonlit fight in a cargo bay. This stage is in constant movement, with platforms moving here and there. Sometimes these can crush you, so beware. At times brown crates will be seen, which can be shattered to reveal an item. Be aware that the bottom "floor" of the stage will sometimes open, revealing a pit. Only suspended platforms are safe at this time. Steam Town --- A factory stage with pipes and water. The water at the bottom of the stage is actually a pitfall, so don't get any ideas of swimming in it. Though you may have no choice... Occaisonally the pipes around the stage will blast steam out of them, pushing you away in the direction they are flowing. This can either be an aid in reaching higher ground or a ticket to the sea-floor. In one situation, the steam blast will corner you, leaving yourself pinned for eager opponents to combo you. Sometimes the steam blasts are replaced with fire blasts. While these won't push you in a direction, they WILL cause gradual damage upon your Digimon. The steam blasts and fire blasts will ALWAYS fire in the same patterns, so learn them and behave accordingly. [Tin Factory] --- Conveyer-belts and pipes in a very active factory. The conveyer-belts in this stage a very annoying and will constantly force you to work against them in order to keep your footing. Why keep that? Not only is there a pit waiting for you below, but there a few large golden pipes on the sides waiting eagerly to suck you in. If you are sucked into a pipe, you will be transported to the mechanical apparatus above the stage. Trapped in here, you will be detained for a few seconds before coming out of it as a tin can with your likeness drawn upon it! Like the Pinata, there is little you can do in this status. However, you CAN attack still and collect Evo-Spheres. The way you attack is to perform your air-drop slam attack. After a bit, the can will get a dent in it and you will be unable to move for a second, then you will break out automatically. If you, as a can, become sucked into a pipe, instead of transporting to the device above, you will be shot out of a random pipe. Be aware that the can transformation process taxes your HP. Also, while a tin-can, you can still heal yourself with G+N. At Toy Town --- Massive Digimon ballons fly in the backround, whilst you and your foes traverse a large lego-like obstacle course where you will meet with a fire spitting duck and an explosive fish. This stage is in constant movement, it will scroll in various directions forcing you to keep pace or be eliminated. This stage is very complex, so I can't describe it in full, but I can point out the hazards present. -Cookies make up a few of the platforms. These treats will break apart if stood on for too long. -A small amount of the platforms are purple and will shrink when stepped upon until they are no more. -Boxes here and there will have mechanical teeth things that will spring out of them and damage you. -The mechanical fire-breathing duck damages you obviously, but its movements are always in the same pattern, so after learning that, you will know how to avoid it and when to lure foes into its flames. -The mechanical fish at the end will launch small explosive fish at the stage floor. When fish meets floor block, it will explode leaving a hole where once there was land. One of the fish it launches will be aimed at a Digimon and not the floor, so beware of this threat. Far Alone (locked at first) --- An ice fortress sitting in solitude, with many sharp icicles for good measure. At the topmost right and left corners are two whirlwind things. If you enter one, you will be teleported to the opposite one. The afforementioned iciles are indeed very prevalent. Sitting on the bottoms of the middle platforms, these will cause minor damage to you. There is also a set of sharp icicles on both ends of the stage. These will cause a bit more damage and throw you back a bit, great for nasty combos! At the very top-middle of the stage is a sort of ice chandelier thing. Performing an air-drop on it will cause it to violently crash down, breaking through the thin sheet of ice at the stage bottom. The ice spikes underneath are lethal and will KO instantly whoever falls into them. After crashing the chandelier will rise back up slowly. Also after some time, the broken sheet of ice will reappear. As if it needs mention, this stage is slippery throughout. Also, this stage's music is probably the best in the game... KO Surrender --- The final boss stage, filled with dark, floating castles and the occasional lightining flash in the backround. Only composed of a few linear platforms, this stage may appear basic in apperance at first, but just give it some time... Beside pitfall deaths being a common theme, there are NO power-up items to be found here. In addition to droning up and down, the following effects will occur randomly on each platform: -Fire Ignition, in which a column of fire will burst upwards, causing continual damage. -Ice Coating, in which the platform will become incased in ice. This makes it slippery. -Red Vent, in which a large column of "red air" will burst up, floating you upwards and leaving you vulnerable to attacks. -Sheer Drop, in which the platform will swiftly fall down, giving you access to the death below. After a bit of time, the platform will regenerate back into place. -Lightining Purge, in which the platform is charged with energy and then a swift blast of lightining blasts it, damaging anyone on it. The platform effects will, at times, occur simultainously on any set of platforms. ==== Section Psi: Items Appearing on every stage but the final are special items. When touched they each activate a different affect. My name for them is first with their appearance description in paranthesis. Health (Small Red Cross) --- This will restore your vitality by a small amount, and I do mean SMALL. While the gain may not be very significant, it saves you a few Evo-Spheres worth of healing. This item can also be knocked out of foes on occasion. Large Health (Large Red Cross with Word Band) --- Restores vitality completely. Obviously a great pick-up when in desperate need of health. EVO (Small Blue Orb with the word Evolution on it) --- Completely fills evolution meter. Great for instant EVOing or for manual healing purposes, or even for double Ultra attacks... 1-UP (Purple Glowing Object) --- These appear only in match types where KOs have a determining factor. As is expected, this item's effect gives you one additional life. Bomb Curse (Spherical Metal Bomb) --- Whoever grabs the item will constantly have a bomb appear above them and drop down. If you don't move around wisely enough, you'll eventually be killed by all the bomb damage. The bombs can damage others though. Its affect ends only when you obtain another item or get KOed. Fire Up! (A Flaming Chili-Pepper) --- You will be covered in flame. While active any Digimon near you will suffer constant damage. It causes no injury to the user. Invincibilty (A Golden Shield) --- Covered in a purple aura, you cannot be injured or knock away. Digital Nuke (Orange-Outlined Hazard Symbol) --- A large explosion occurs, blinding everyone and possibly damaging them. Iron Fist (A Metal Fist) --- All of your normal attacks and your air-smash move gain additional punch, sending opponents further back when hit. Random Digivice (Dark-Yellow Digivice with a Green Question mark on its screen) --- Activates a random affect. It could be any of the below... -Summon Phantomon Phantomon is summoned to a random spot in the arena. He moves and teleports around seeking Digimon. Should he come in contact with one, he will swing his schyte and instantly KO whoever it hits. -Sleepy time All Digimon except the one who obtained the item fall asleep. Sleep victims wake up automatically if damaged or after some time passes. -Digivolve Everyone All Digimon evolve one level up. -De-Digivolve Everyone All Digimon devolve one level down. No action is taken on first stage Digimon. -Digivolution Convolution All Digimon that aren't at their final stage evolve to it. All Digimon at final stage are devolved back to their first stage. -Sympathy Pains When activated, the user will sacrifice a HUGE portion of their life and give it to a random foe. -Pinata Turns the unlucky item holder into a Pinata! While in this status, all you can do is move and jump. In addition to this handicap, your speed and jump height will also be decreased. The only cure is to let enough time pass. -Lightining Strikes Lightining will strike down from the heavens at random spots around the stage. Don't get caught by one, or you'll be facing huge damage. -Body Snatchers All opponents will randomly switch "souls". That is, take for example that you are playing Palmon against Neemon. If this effect is activated, you will gain control of Neemon whilst your foe will switch to playing as you. While in effect, the damage and combos done will still affect your own life. In other words, in the example above you would control Neemon, but damage would still be done to your Palmon life meter and not to your enemy's (Neemon in this case). So don't purposely harm yourself thinking it will damage the foe. This particular effect seems to be extremely rare. ==== Section Xi: Digimon Stats In-game is a menu displaying every Digimon's stats and move info. This info is listed below (with card game descriptions by a Digimon's name to add some spice!). Quotes with an asterisk mean that they are custom made by me due to no translation being present (and I'm too lazy to translate them myself! :P). -Speed is the velocity at which the Digimon travels -Attack is the rating of a Digimon's strength in both normal and special moves -Projectile is the Digimon's ability to fight at long distance -Defence is the rating of a Digimon's defence and gaurd resistance -HP rates the Hit Points a Digimon has. This is seperate from defence because HP determines how much vitality they have, while defence is how much protection they have and how much tick damage they are taxed with when gaurding. Ratings are on a scale between 1-5 with 5 being the best. ------------------------------------------------------------------------------ Agumon "He's not just energetic! He has the makings of the strongest warrior" Speed: 4/5 Attack: 2/5 Projectile: 2/5 Defence: 2/5 HP: 2/5 Greymon "A killing blow, he crunches the enemy with his great jaw!!" Speed: 3/5 Attack: 3/5 Projectile: 3/5 Defence: 3/5 HP: 3/5 WarGreymon "Golden bravery! This dragon warrior repeatedly attacks with fireballs and claws!!" Speed: 2/5 Attack: 4/5 Projectile: 4/5 Defence: 4/5 HP: 4/5 ------------------------------------------------------------------------------ Piyomon "A small fighter! But her attacks are hot and spicy!" Speed: 4/5 Attack: 2/5 Projectile: 2/5 Defence: 2/5 HP: 2/5 Birdramon "Her flapping burns even the heavens!" Speed: 3/5 Attack: 3/5 Projectile: 4/5 Defence: 3/5 HP: 3/5 Garudamon "The protector of wind and nature, she tears through the air with her wings!" Speed: 2/5 Attack: 4/5 Projectile: 4/5 Defence: 4/5 HP: 4/5 ------------------------------------------------------------------------------ Flamon "The future of legendary Fire is in his hands!"* Speed: 4/5 Attack: 2/5 Projectile: 2/5 Defence: 2/5 HP: 2/5 Agnimon "This supreme Hybrid Digimon was attained by inheriting the Spirit of Flame" Speed: 4/5 Attack: 2/5 Projectile: 4/5 Defence: 3/5 HP: 3/5 Vritramon "This firey dragon of the sun shoots a crown of super heated flames!" Speed: 2/5 Attack: 4/5 Projectile: 5/5 Defence: 4/5 HP: 4/5 ------------------------------------------------------------------------------ Gomamon "With his special attack, Marching Fishes, he can control fish!" Speed: 5/5 Attack: 1/5 Projectile: 1/5 Defence: 3/5 HP: 2/5 Ikkakumon "His furry armor can withstand even the coldest of lands." Speed: 3/5 Attack: 3/5 Projectile: 3/5 Defence: 3/5 HP: 4/5 Zudomon "His shock wave annihilates the enemy!" Speed: 1/5 Attack: 5/5 Projectile: 4/5 Defence: 4/5 HP: 4/5 ------------------------------------------------------------------------------ Gabumon "This shy guy covers himself with a fur coat!" Speed: 4/5 Attack: 2/5 Projectile: 2/5 Defence: 2/5 HP: 2/5 Garurumon "Clad in super hard fur, no prey can escape him!" Speed: 4/5 Attack: 2/5 Projectile: 3/5 Defence: 3/5 HP: 3/5 Metal Garurumon "His whole body is a bundle of weapons! An attack at full strength turns the surrounding area into a world of fire and ice!" Speed: 2/5 Attack: 4/5 Projectile: 5/5 Defence: 4/5 HP: 4/5 ------------------------------------------------------------------------------ Tailmon "Don't take her too lightly or you might get hurt!" Speed: 5/5 Attack: 1/5 Projectile: 3/5 Defence: 2/5 HP: 2/5 Nefertimon "She summons a megalith! Her ancient wisdom smashes the darkness!" Speed: 2/5 Attack: 4/5 Projectile: 4/5 Defence: 3/5 HP: 4/5 Angewomon "She won't tolerate evil! A beautiful angel Digimon!" Speed: 3/5 Attack: 3/5 Projectile: 4/5 Defence: 4/5 HP: 4/5 ------------------------------------------------------------------------------ Guilmon "Guilmon doth not live by bread only!?" Speed: 4/5 Attack: 2/5 Projectile: 2/5 Defence: 2/5 HP: 2/5 Growmon "His loud explosive fireballs scorch the earth!" Speed: 3/5 Attack: 3/5 Projectile: 3/5 Defence: 3/5 HP: 3/5 Dukemon "This shining knight cuts through evil with his holy lance, Gram!" Speed: 2/5 Attack: 4/5 Projectile: 4/5 Defence: 4/5 HP: 4/5 ------------------------------------------------------------------------------ Palmon "A dangerous smell! She captures the enemy with her poison ivy!" Speed: 4/5 Attack: 2/5 Projectile: 2/5 Defence: 2/5 HP: 3/5 Togemon "Once she gets angry she doesn't stop!" Speed: 2/5 Attack: 4/5 Projectile: 4/5 Defence: 3/5 HP: 3/5 Lilymon "This magnificent fairy was born from a flower." Speed: 5/5 Attack: 1/5 Projectile: 4/5 Defence: 4/5 HP: 5/5 ------------------------------------------------------------------------------ Patamon "He puffs up his small body and shoots out a ball of air!" Speed: 5/5 Attack: 1/5 Projectile: 1/5 Defence: 2/5 HP: 3/5 Angemon "He'll never permit evil! He buries his enemies with holy power!" Speed: 4/5 Attack: 2/5 Projectile: 3/5 Defence: 3/5 HP: 4/5 Holy Angemon "This Arch Angel comes down from heaven with wings of silver. He judges the darkness with the power of light!" Speed: 2/5 Attack: 4/5 Projectile: 0/5 Defence: 5/5 HP: 5/5 ------------------------------------------------------------------------------ Tentomon "The knowledgable professor of the Digital World!" Speed: 3/5 Attack: 3/5 Projectile: 2/5 Defence: 2/5 HP: 2/5 Kabuterimon "He has an iron defense! He attacks with his great horn!" Speed: 2/5 Attack: 4/5 Projectile: 3/5 Defence: 3/5 HP: 3/5 Atlur Kabuterimon "An iron charge! The earth quakes with his blue lightning!" Speed: 1/5 Attack: 5/5 Projectile: 4/5 Defence: 5/5 HP: 4/5 ------------------------------------------------------------------------------ V-mon "Sealed away since ancient times, this small dragon uses his body as a bullet!" Speed: 4/5 Attack: 2/5 Projectile: 0/5 Defence: 2/5 HP: 2/5 FlaDramon "Covered in the flames of courage, he has a red hot body blow!" Speed: 3/5 Attack: 3/5 Projectile: 4/5 Defence: 3/5 HP: 3/5 ImperialDramon "He emits a darkness that destroys everything! This dragon has hidden strength rivaling that of a god!" Speed: 1/5 Attack: 5/5 Projectile: 4/5 Defence: 4/5 HP: 4/5 ------------------------------------------------------------------------------ Black Agumon "This virus Agumon has a ferocious personality." Speed: 4/5 Attack: 2/5 Projectile: 2/5 Defence: 2/5 HP: 2/5
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