---------------------------------------------------------
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

Black Greymon  "This virus Greymon is overflowing with power!"

Speed: 3/5
Attack: 3/5
Projectile: 3/5
Defence: 3/5
HP: 3/5

Black WarGreymon  "A solitary dragon warrior who lives in the darkness but 
follows his own justice!"

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Black Gabumon  "A virus Gabumon. Is what's under his fur a secret, too!?"

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Black Garurumon  "Black fur is a sign of a virus Garurumon, he won't let any 
prey get away!"

Speed: 4/5
Attack: 2/5
Projectile: 3/5
Defence: 4/5
HP: 3/5

Black Metal Garurumon  "A heartless dark machine beast, he sends a barrage of 
missiles at both friend and enemy!"

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Black Guilmon  "His strong claws can break even a boulder! The menacing power 
of a small "demon dragon"!"

Speed: 4/5
Attack: 2/5
Projectile: 2/5
Defence: 2/5
HP: 2/5

Black Growmon  "The electromagnetic waves that surge from the blades of this 
Demon Dragon have the sharpness of plasma!"

Speed: 3/5
Attack: 3/5
Projectile: 3/5
Defence: 3/5
HP: 3/5

Chaos Dukemon  "A lance bearing evil knight dancing in the darkness of the 
abyss!!"

Speed: 2/5
Attack: 4/5
Projectile: 4/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Duskmon  "A tortured soul speeding through the darkness. He kills his enemys 
without bearing mercy!"*

Speed: 3/5
Attack: 3/5
Projectile: 5/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Diablomon  "This omniscient and omnipotent god of lies invites ruin!"

Speed: 4/5
Attack: 2/5
Projectile: 4/5
Defence: 4/5
HP: 5/5

------------------------------------------------------------------------------
Omegamon  "A holy knight departs for the front! To protect the world he once 
again returns to the fated battle!"

Speed: 2/5
Attack: 4/5
Projectile: 5/5
Defence: 4/5
HP: 4/5

------------------------------------------------------------------------------
Belial VamDemon  "The second coming of the demon lord! The world trembles in 
fear of his great darkness!!"

Speed: 1/5
Attack: 5/5
Projectile: 4/5
Defence: 5/5
HP: 5/5

------------------------------------------------------------------------------
Neemon  "A sub-freezing hit helps to wake his sleepy eyes!"

Speed: 5/5
Attack: 1/5
Projectile: 2/5
Defence: 3/5
HP: 3/5

------------------------------------------------------------------------------



====
Section Omikron: Digimon Movelist

Movelist with individual descriptions with overall info at end. Unsure or
otherwise unknown translations are surrounded in brackets, like {this}. Even
unbracketed names "may" be incorrect, but likely not. The button sequences
listed under "Combo" are not made by me but are shown in each Digimon's
movelist in-game. They are NOT the best combo a Digimon is capable of but
merely an example.
I did not include the game's listing of certain moves. These include ones such
as individually named Air-Smash attacks and Crouch Moves. I feel that these do
not need to be included with special moves and will instead be noted in the
Digimon's wrap-up. This also includes special throw and shield properties.

To shorten things up, the following abbreviations are used:

F=Forward
B=Back
D=Down
U=Up
N=Normal Attack
S=Special Attack
G=Gaurd
E=Evo Button
J=Jump
OTG=Off the Ground

*Yes, I know, I SUCK at Japanese right now, so if anyone knows better, feel
more then free to either contact me through e-mail or ignore my ignorance and
keep to yourself!

------------------------------------------------------------------------------

=Agumon
---
Uppercut
U+S

Your basic uppercut, but still pretty good.

Baby Flame
S

Simple fireball. The simplist in game.

{?}
D+S

Agumon does some odd air-slash and air-slam hybrid attack. Can be difficult to
reliably connect with, so use with discretion.
Combo
N,N,N,D+S

Not very useful.

=Greymon
---
Mega Horn Attack
U+S

Greymon flies up into the sky with his horns pointed forward. Simple uppercut
like move.

Giga Flame
S

Sprays fire from out of his mouth. Can be kept up by tapping S.

Great Horn
D+S

Drives forward horns-first. Can also be used to great effect in air or at the
end of Mega Horn Attack.

Combo
N,N,N,F+S

Use-A-Less.

=WarGreymon
---
Great Tornado (Vertical)
U+S

WarGreymon spirals upwards, damaging the foe quite a bit.

Gaia Force
S

Throws a sphere of fire forward. Can send them out a decently rapid pace.
Great for defensive walls of anti-projectile protection.

Great Tornado (Horizontal)
D+S

Dives through an enemy and delievers a great deal of damage and hits. Can also
be used for air-travel.

War Driver
G+S

WGreymon holds his claw back and then, when charging is finished, slams it
into the ground with great force. This can easily send opponents packing.

Brave Tornado
E

WarGreymon turns himself into a large flaming tornado that creates two smaller
tornados that spread outward.

Combo
N,N,N,U+S,F+N

Almost a good combo, just replace F+N with D+S, S and you've got gold.


\\
Notes
---
None, but why does WarGreymon run so akwardly?

Overall
---
A solid, well-rounded choice. Agumon, Greymon and WarGreymon are all fairly
well balanced. Good for both close and far distance combat. Gaia Force is one
of the game's best projectiles.


------------------------------------------------------------------------------

=Piyomon
---
Ostrich Kick
U+S

Fast, flipping air attack.

Magical Fire
S

Piyomon releases a swirly green blast of something. If you charge this, she
will release more blasts.

Spiral Wing
D+S

Piyomon does a few "cartwheels" towards her foes, hitting for a bit of damage.

Combo
D+S,D+A

Better things exist...

=Birdramon
---
Phoenix Rise
U+S

Birdramon quickly disappears only to reappear a moment later rising in flames.
VERY quick, strong and tops in priority.

Meteor Wing
S

Birdramon stands still, with her wings tucked up and charges them. Then she
releases a few small fire meteors.

Fire Flap
D+S

Birdramon flies back into the air a bit and then flaps her wings, releasing a
stream of fire.

Combo
D+S,N,U+B

Kinda neat if pulled off well. It's like a fire dance!

=Garudamon
---
Phoenix Fist
U+S

Simply uppercuts.

Shadow Wing
S

Standard projectile, but has decent size, speed and strength.

Boulder Breaker
D+S

Garudamon jumps up and then slams both of her fists into the ground, creating
a shockwave effect. Good for disrupting groups.

Garuda Punch
G+S

Puts her fist behind herself then dashes forward, punching any in her way.

Fire Hurricane
E

Creates a large explosion of fire.

Combo
N,N,N,D+B

Hmm...


\\
Notes
---
Birdramon can dive diagonally from the skies by pressing N in air.

Overall
---
Pretty good overall. Projectiles could be better, but with moves like Boulder
Breaker and Phoenix Rise around, it's not so bad. Great at medium range. Be
careful though as Piyomon and her line seem to KO easily.

------------------------------------------------------------------------------

=Gomamon, Ikkakumon and Zudomon
Go to my Gomamon FAQ!

------------------------------------------------------------------------------

=Flamon
---
Noble Heart
U+S

Flamon ups himself into the sky covered in fire.

Flame Toss
S

Tosses a small flame.

Baby Salamander
D+S

Fla will flip forward. If he hits a foe, not only will they be damaged, but 
his charge will end, leaving room for a combo.

Combo
N,N,N,U+S,D+S

Nothing to care about.

=Agnimon
---
{Crimson Cyclone}
U+S

Agnimon will set on fire and spin upwards into the air. Good coverage and
priority.

Fire Darts
S

Agnimon will set his wrist on fire and sweep his fingers across it, releasing
small bolts of fire. You can aim it up or down and increase the amount of
darts by tapping S.

{Fire Dash}
D+S

Agni will quickly dash across the ground, leaving a trail of flame behind him.
If his dash collides with an enemy, they will be knocked down. You can also
air-dash with this.

Combo
N,N,N,N,D+S

Not much use, Agnimon's got more than this.

=Vritramon
---
Corona Blaster
U+S

Vritramon will set himself ablaze and fly upwards. Powerful and swift.

Flame Storm
S

Vritra will shoot fire shots out of his shield guns. You can aim the shots up
or down and also shot for a longer period of time by holding S down.

Fire Field
D+S

Great move. Vritra will move into the sky and blast shots downwards. You can
pelt opponents on the ground from high in the sky with this technique. Holding
S will cause Vritramon to fire for longer.

Inferno
G+S

Vritramon will stand back and set himself aflame. When released, he will dash
forward VERY quickly and tackle the nearest victim.

Wild {Roar}
E

Vritramon will release a huge fire tornado around himself. Like most Ultra
attacks, this is mighty, unblockable and will blow enemies away.

Combo
N,N,N,F+S

Eck. Too basic.


\\
Notes
---
Agnimon can slide on the ground by crouching and pressing N.

Overall
---
Projectiles all over the place. Agnimon has awesome speed and his Fire Darts
can turn the battlefield into a fire paradise. Vritramon sacrifices speed for
even greater strength in projectiles, possibly becoming the best user of
projectiles in the game. He can cause up to 24 hits alone with Fire Field!

------------------------------------------------------------------------------

=Gabumon
---
Little Horn
U+S

Gabu, using his horn, thrusts up into the sky. Fast and powerful. You can
charge this move by holding down the S button.

Petit Fire
S

Gabu releases a stream of blue fire from his mouth. You can make the blast
last longer by holding down S. Small damage.

Blue Cyclone
D+S

Gabumon spins around while breathing out a blue flame. This will release many
Evo-Spheres from foes and covers you in the front and back. There is some
delay involved, so no abuse allowed!

Combo
N,N,N,U+S

Fufufu...

=Garurumon
---
Wolf Cry
U+S

Garurumon howls upwards, creating shockwaves. This launches on opponent into
the air or juggles them. Awesome move overall.

Fox Fire
S

A blast of cold air. Range increased by holding down S.

Slamming Attack
D+S

Garurumon will leap forward. Should he knock into a foe, they will be floored
and Garurumon will stand on their body and knaw away at them. Tapping S will
increase the amount of bites you do. This is VERY powerful, but it's easy for
your victim to escape after the first munch.

Combo
F+S,D+S

No good.

=Metal Garurumon
---
Metal Fang
U+S

MGarurumon launches himself up into the sky at a diagonal angle. Decent speed
and damage.

Garuru Tomahawk
S

MGarurumon launches a series of small missiles. The longer you hold down S,
the more missiles will be launched.

Grace Cross Freezer
D+S

His eyes glowing blue, MGarurumon blasts a beam of sheer cold at his foes. It
can be charged be holding down S. Doing so will elongate its range and width.
It does no damage, but does incase the enemy in ice.

Giga Missile
G+S

Eyes glowing red, MGarurumon leaps up, flips and then releases a mighty bomb.
Slow and short-ranged, but if charged, the distance can be increased. A bit
too slow to use unless you're far away from the opposition or the enemy is
frozen.

Giga Destruction
E

Launches many small missiles out of his back. They seek the closest foe and
collide with them. Should every missile hit its mark, it should KO right
there. It's that powerful. Slow to start and tricky to use though.

Combo
D+S,N,N,N,F+S

Freeze, combo, missiles. Basic.


\\
Notes
---
Metal Garurumon can air-dash by pressing N in the air.

Overall
---
It's all about Wolf Cry and Crace Cross Freezer. You've got a good trapping
character here. Giga Destruction is difficult to aim but extremely mighty.
Can hold his own in distance battle and close range melee.

------------------------------------------------------------------------------

=Guilmon
----
{?}
U+S

Typical uppercut, but with flames.

Fireball
S

Exactly as its called. A simple fireball, but it will bounce around a bit.

Rock Breaker
D+S

Guilmon flips into the air and then crashes himself down with his claws.

Combo
N,N,N,D+S

.....No.

=Growmon
---
Plasma Blade
U+S

Great two-hitter uppercut technique.

Fire Blaster
S

Fire is blasted out of Growmon's mouth. You can angle the flames up or down in
addition.

Dino Kick
D+S

Growmon flies forwards, if he connects with an opponent he will kick them,
then whip with his tail. Fast and suprising move.

Combo
N,N,N,U+S,D+S

Pretty good, it has many uses.

=Dukemon
---
Screw Saber
U+S

Dukemon thrusts Gram upwards, covered in lighting. Great air-defence.

Lightining Joust
S

Dukemon discharges a bolt of lightining out of his shield. The attack is near
instant, but a little weak. Useful however...

Duke Charge
D+S

Dukemon glides forward, lance-first and drives into the opponent.

Shield Attack
G+S

Dukemon holds his shield in front of him, lights up the shield's charaters and
then blasts a beam of energy out of it. Longer hold of G+S creates a larger
and more powerful blast. A little slow to be of common use.

Lightining Joust (Ultra Version)
E

Dukemon holds his lance up into the sky, which collects lightining bolts, then
he erupts the area around him with lightining.

Combo
D+N,D+S

Bad.


\\
Notes
---
None, but why did Dukemon's shield tech get such a lame name?

Overall
---
All solid forms, with no real weaknesses to whine about. He does best at close
range, especially Dukemon, who is a terror up close. All three forms' anti-air
attacks are great and useful, so use them often.

------------------------------------------------------------------------------

=Tailmon
---
Neko Kick
U+S

Tailmon kicks upwards and sort of does a flipping motion. Can be tricky to hit
with and is not reliable as air-defence.

Cat's Eye
S

With a quick (VERY quick) stare, Tailmon paralyzes the foe.

Neko Punch
D+S

Tailmon rapidly scratches the air in front of her. Tapping S will allow her to
repeat this forever. Careful though, Neko Punch sends Tailmon back a bit when
it hits, so you can't expect to trap foes in a corner with it.

Combo
N,N,N,U+S,J,F+N

It's OK, but nothing too helpful.

=Nefertimon
---
Curse of Queen
U+S

Nefertimon's top technique. She blasts the air near her in random spots with
pink laser blasts. Powerful and reaps many Evo-Spheres.

Bow of Queen
S

Out of Neferti's legs are pink shots that fire out. You can send a whole lot
out by tapping S.

Rosetta Stone
D+S

Nerferti summons a large Rosetta Stone from her back and launches it out. Due
to its weight, it drops fairly soon after being launched. Powerful.

Combo
N,N,N,F+S

Snore.

=Angewomon
---
Holy Kick
U+S

Angewomon kick-flips upwards.

Holy Arrow
S

Angewomon prepares an arrow of light and then releases it. The arrow will grow
in size and strength the longer S is held down.

Holy Attack
D+S

Angewomon will jump into the air and then dive diagonally downwards
foot-first. It's tricky getting this to land, and the damage isn't worth the
effort very often.

Holy Charge Kick
G+S

A TON of delay, but fast and mighty. Angewomon will charge up, flip and then
fly forward foot first.

Holy Charm
E

Angewomon sends many lines of holy energy out from her body.

Combo
N,N,N,U+S,D+S

That bit at the end is unreliable.


\\
Notes
---
Tailmon has a dive kick while air-bourne by pressing N. Angewomon also has
such a function.
Angewomon can both triple jump AND high jump (D,U+J).

Overall
---
You've got three distinct play styles here.
Tailmon is all about her speed and her paralyzing effect. Nefertimon is about
projectiles, mortar-raids and fast, close range combat. Angewomon is about her
arrow, dive kicks and air superiority.
Generally well balanced, but fast. Tailmon's paralyz tech is of particular
note.

------------------------------------------------------------------------------

=Patamon
---
{Body Blow?}
U+S

Patamon rams diagonally into the sky a bit.

Air Shot
S

Pata shoots a bubble of air. It travels slowly, but after a short bit, it arcs
in flight and starts to fly upwards, potentially hitting air-bourne Digimon.
Weak but useful.

{Patapata Wing?}
D+S

Patamon will spread out his wings and start spinnind around like helicopter
blades. He will rise up into the air and then land again. This tech will last
longer if you tap S. This delievers quite a good amount of Evo-Spheres.

Combo
N,N,N,F+S

Bleh.

=Angemon
---
Holy Rod
U+S

Ange slaps with his rod up into the sky. Decent speed and priority.

Heaven's Knuckle
S

Angemon punches forward and emits a beam of light from his fist. As long as
one holds down S the beam will exist. The beam has a capped range and causes
continual damage to foes.

Angel Slam
D+S

Angemon slides his rod against the ground. If it catches a foe, Angemon will
lift the rod, flip the opponent over himself and slam them on the floor. You
can follow up with pretty much any attack.

Combo
N,N,N,U+S,F+N

Three hits, uppercut, kick.

=Holy Angemon
---
Excalibur
U+S

Slashes his sword upwards in an uppercut.

Flying Sword
S

Holy Angemon flies forward with his sword pointed out. It's kinda like 
Dukemon's Duke Charge.

Shield Counter
D+S

A great move no doubt. Holy Ange will stand forward with his shield out in
front of him. If any attack hits the shield, HA will immediately 
counter-attack the foe with his Excalibur sword. If you use this at the end
of a Normal Attack combo, the shield delay will be bypassed.

Excalibur Burst
G+S

Holy Ange holds his sword back and gathers energy. When released, he slices
forward, creating a crescent shaped purple slash mark. Reach and power are
modified by the length of the charge.

Heaven's Gate
E

The Ultra to end all Ultras. Holy Angemon will face the screen and draw an
outline of a circle with his sword. This will create a circular portal in
front of him. It will then open up and start to suck air into it. If any
Digimon is nearby, they will be sucked into the Gate and instantly be KOed.
Short range, but jeez, it kills in one hit!

Combo
D+S,N,N,N,U+S

Counters an attack, then combos finishing with an uppercut.

\\
Notes
---
All three forms can glide by holding the J button down.
Angemon and Patamon have air-dash attacks by pressing N in air.
Holy Angemon can high-jump by pressing down, up+jump.

Overall
---
Flight and counterattacking are the game here. Air defence present is great.
Holy's Ultra is certainly something to fear when on the recieving end. A great
disadvantage to him is that his rate of Evo-Sphere collection is fairly low.
He's no distance fighter, but up close Pata and line are deadly.

------------------------------------------------------------------------------

=Palmon
---
{?}
U+S

Palmon flies straight up a bit, reaching with her claws. Fast move.

Poison Ivy
S

Palmon extends her claws forward, stabbing foes. Can have deceptively long
range...

Sleep Spore
D+S

Palmon shakes her leafs, which releases a special dust. Any Digimon touching 
this will fall asleep.

Combo
D+S,N,N,N,F+S

Put 'em to sleep, combo and then poison ivy.

=Togemon
---
{Marrow Punch}
U+S

Togemon winds up with her fists, then madly punches upwards into the sky. If
you tap S, she will punch faster.

Prickly Bang Bang
S

Togemon launches a large boxing glove forward. This acts as a standard 
projectile.

Needle Spray
D+S

Toge shakes her body, releasing small needles. Not too damaging a tech, but it
covers you on all sides.

Combo
N,N,N,U+S,F+S

Combo, uppercut and finish with projectile.

=Lilymon
---
Flower {?}
U+S

Lilymon kicks up, spreading flowers. Usually uppercut business.

Flower Cannon
S

Lily puts her hands together forming a flower, which then opens and blasts a
big blast of energy. Good projectile for all purposes.

Green Trap
D+S

Lilymon spins around, with a trail of poison following her. When come into
contact with the poison, a Digimon will suffer about three hits of damage
even if they escape the attack afterwards. You can tap S which will cause Lily
to continue spinning, travel is also possible.

Sun Crescent Kick
G+S

Lilymon crouches down and focuses solar energy into herself. Then she releases
the power in a kick. Fairly lame all things considered.

Sunburst Beam
E

Lily faces the screen and then sends a bunch of sharp vines out of herself.

Combo
J,F+N,N,N,N,U+S

Leap-dive, combo, flip kick.


\\
Notes
---
Palmon has a diagonal-dive poison ivy which is performed by pressing N while in
air. Lilymon has a short thrust kick in air by pressing N. When Palmon picks a
foe up, she stabs her vines through them. This causes continual minor damage.
Lilymon can triple jump.

Overall
---
Palmon and line are quick and their poison abilities are great. They lack
physical power, but they are all fast (esp. Lily). Togemon's Marrow Punch hits
many times, which will release a lot of Evo-Spheres. Lilymon, despite her thin
build, is actually quite durable, so don't forget that. Also don't forget that
you need to rely on combos, as each individual hit Lily does is fairly weak.

------------------------------------------------------------------------------

=V-mon
---
V-mon Head
U+S

V-mon charges up at a diagonal angle head-first. Not too great as an anti-air
technique, but great in combos.

{V-mon Whack}
S

V-mon punches forward with such strength that it carries him forward a little.
Fast and good for combos.

Boom Boom Punch
D+S

V-mon spins his arms around a couple times, causing a number of hits.
Opponents will usually be "sucked" into this move. It is a good tech to use
when dropping down from the sky.

Combo
N,N,N,U+S,F+S

Three punches, a headbutt and then finished with a straight punch. Neat, but
V-mon is capable of SO much more combo wise...

=FlaDramon
---
Flame {Cutter}
U+S

In flames, FlaDramon cuts diagonally upwards utilising his helmet blade.

Fire Rocket
S

FlaDra shots out a wide blast of three fireballs. You cannot shoot again until
each fireball is gone. Good for spread attacks and powerful if used up close
(so that all three hit immediately).

Brave Shield
D+S

FlaDra leaps a little into the sky and bursts out into a flame, which spreads
outwords in a sphere pattern, creating a shield. Excellent move to use at the
end of combos or to punish jump-in attacks.

Combo
N,N,N,F+S

Yawn, I say.

=ImperialDramon
---
Splendor Blade
U+S

ImperialDramon slashes upwards with one of his tri-claws.

Positron Laser
S

Imperial's trademark move! He uses the cannon on his arm to blast an energy
beam outwards. Near instant speed.

Dragon Kick
D+S

Imperial flips forward and kicks his foot down. A small bit of delay at start
up, but it has little delay at the end, opening up combo possibilities.

Super Positron Laser
G+S

Imperial holds his cannon back and a swirly energy pattern surrounds it. When
you release S he shoots a mighty version of Positron Laser. If you don't
charge it, then its power isn't really anything different then Positron Laser
but when charged it turns into a massive and powerful beam.

Ion Blaster
E

ImperialDramon floats up into the sky, opens his chest compartment and then
shots of a huge blast of energy. The slowest Ultra attack, but still powerful.

Combo
N,N,N,D+S,D+N

Three hits, Dragon Kick then tripping.


\\
Notes
---
V-mon and FlaDramon will both perform a diagonal head crash attack if you
press N while airbourne. Also while airbourne, ImperialDramon can air-dash
by pressing N, which is a great and swift way to travel. It also makes his low
speed rating useless.

Overall
---
If you enjoy close-range brawls and plentiful combos, then V-mon is for you!
He's a little weak in the projectile department, but his strength and speed
make up for that. ImperialDramon is, in my opinion, one of the best final
stages, due to his insanely powerful combos. For Ion Blaster, make sure that
foes won't be able to escape, or the delay will buy them enough time to flee.
Due to V-mon, FlaDramon and ImperialDramon's combo nature, you will certainly
not be in shortage of Evo-Spheres.

------------------------------------------------------------------------------

=Tentomon
---
{?}
U+S

Tentomon incases himself in a purple aura and dashes diagonally into the air.
Fine air move.

Petit Thunder
S

Tentomon shoots a weak stream of electricity forwards. A pretty good stage one
attack, and annoying in groups.

Rhino Spin
D+S

Tento flips over and spins rapidly on his shell, charging with electricity.
As long as you tap S, he will continue to spin. You can also travel with it
left or right.

Combo
N,N,N,U+S,F+N

Three normal hits, smack into the air and then an aerial charge.

=Kabuterimon
---
Beat Horn
U+S

Kabu rips into the sky with his horn.

Mega Blaster
S

Shoots out a ball of electrical energy.

Insect Break
D+S

Like Rain Spin, only its more powerful, you travel faster and Kabu travels
by flying instead of spinning on his back. Very good move to use to charge
into groups.

Combo
N,N,N,N,D+S

Four normal hits, with Insect Break at end. Yay.

=Atlur Kabuterimon
---
Wild Scratch
U+S

Like Beat Horn, only with more might.

Horn Buster
S

Shoots a swirly yellow projectile forward. Fast and powerful.

Mega Blaster
D+S

Surrounds himself in a shield of electricity. You can travel a bit by leaping
forward and then activating this.

{Lightining Rib}
G+S

Atlur charges low to the ground with his horn pointed forward. If the horn
collides with a Digimon, they will be stuck to it and forced to travel with
Atlur Kabuterimon. After releasing S, Atlur will thrust his horn up. You can
run Digimon into the wall with this tech.

{Lightno Charge}
E

Atlur summons an electrical storm, but the effect is not immediate. After a
small delay, strong bolts of lightining will crash down in pairs spreading out
from where Atlur summoned it.

Combo
N,N,N,U+S,D+S

Six hits, then sent up to the sky to deliver your foe a Mega Blaster.


\\
Notes
---
Kubterimon will shock the foe when he holds them causing continual damage.
Atlur Kabuterimon can glide through the air by holding the J button down.

Overall
---
Tentomon and his evos are a tank. He has high endurance and HP all throughout.
His lightining is very effective, sudden and great for group battles. Atlur is
deadly. Not only because his basic combo does six hits, but if used correctly,
his Ultra is the second strongest move in game. Atlur Kabuterimon is a threat
you don't want to leave be, because if you don't treat him aggressively, he'll
have fun toturing your weak corpse! For such a heavy guy, Atlur can sure get
around with his air glide...

------------------------------------------------------------------------------

=Duskmon
---
{Brute Strike}
U+S

Duskmon spirals up into the air. Typical uppercut stuff.

{Tesu} Gaze
S

All of the eyes on Duskmon's armour blast a red beam out of them. This move
has tremendous reach, but it will not stun opponents. Toss it out whenever
you spy an opponent at a distance away from you.

Ghost Move
D+S

Duskmon teleports away in a flash of crimson light. He will either teleport
near an opponent (or on them) or at some point away from them. If a foe 
contacts this tech, they will be damaged.

Eroberung
G+S

Charging his swords up, Duskmon then sprials forward in a sort of slashing
dance. Long delay though...but cool!

{Ebony Storm}
E

Duskmon spins around, release waves of crimson energy and pushing foes away.

Combo
U+S,N,N,N,F+S

Spirals into the sky, hits, then eye blasts the foe.


\\
Notes
---
Duskmon picks his foes up by scewering them with his blade. This would hurt
most obviously, and it does indeed injure the victim. While impaled, the
foe will suffer a constant stream of minor pain.

Overall
---
His transportation abilities are unrivaled. His Tesu Gaze is VERY quick and
almost reaches the entire stage width. He's a little slow in some places and
doesn't have any "mighty" moves, but he definately can dominate a match
without sweat.

------------------------------------------------------------------------------

=Diablomon
Cable Crusher
U+S

Diablomon strikes with his claws upwards, leaving a red scar in the air.
Probably the best uppercut move in the entire game...

Catastrophe Cannon
S

Diablo releases a HUGE blast of energy from his chest. Intimidating, but not
as powerful as it may appear. Can stop most anything.

{Rain Saw}
D+S

Diablo spreads both of his arms outwards and spins in place. As long as you
tap S he will continue to spin, his range will also increase. This move is 
easy to do infinites with and is also a deadly way to protect a ledge or
anything else...

Virus Download
G+S

Diablomon holds his hands back, charging them and then thrusts forward, 
extending his arms and shooting his hands forward. His hands can damage both 
when going out AND while returning to him. How long you charge it determines
attack range and damage.

System {Halt}
E

Diablomon encases himself with a gigantic green sphere, blasting all nearby
opponents away. This will also devolve every opponent in the arena, regardless
of whether or not they were hit by it. If there are opponents that can't
evolve, they will instead surrender an amount of Evo-Spheres. Though the amount
may look pathetic, each of these "special" Evo-Spheres add up faster than 
normal ones.

Combo
D+N,N,N,N,D+S

Roll into foe, three hits and then ending with Rain Saw.


\\
Notes
---
His crouch N move will cause him to roll. This hits numerous times and can be
repeated almost immediately. His run also has him crawl low to the ground,
which could be used to avoid projectiles.

Overall
---
Diablomon is simply too good. Mind you though, that this isn't good in a "I
rock with skill!" way, but more of a "I win because I'm insanely overpowered"
way. He's a boss, there's a reason he's one, so don't swell up with pride if
you win with him. He hardly has a single weakness and his System Halt is very
frusturating indeed.

------------------------------------------------------------------------------

=Omegamon
---
Ultimate Uppercut
U+S

Omegamon thrusts his sword upwards and then shoots a few shots upwards with
his Garuru Cannon. This is a great tech as it is the only projectile move that
moves vertically. If you are still airbourne, you can continue to tap S to
shoot out even more Garuru shots.

Garuru Cannon
S

A large blast of purple energy is shot out from Omegamon's Garuru Cannon.

Grey Sword
D+S

Omegamon glides forwards with his Grey Sword out. While doing this, he blasts
behind himself with his Garuru Cannon, protecting your back. Can be used for
sneaky purposes...

Omega Sword
G+S

Omegamon unsheathes his Grey Sword and holds it above himself, charging
energy. When released, he will cut down so quickly that a light wave will be
created. Similar to Holy Angemon's Excalibur Burst, but with more of a
vertical usage.

{Sword Opera}
E

Omegamon quickly slashes his Grey Sword in an X-pattern which then results in
an explosion. Quick and mighty.

Combo
U+S,U+S,U+S,U+S

Essentially, this is just juggling the foe with his air shot. It is VERY
unreliable.


\\
Notes
---
None, but the inside of his cape is orange! It's supposed to be red!

Overall
---
Omegamon is the lord of projectiles. Not only can he fire in the front and
back of himself, but upwards too; the only Digimon thus given such a thing.
His power is high and his projectiles will dominate the play field.

------------------------------------------------------------------------------

=Belial VamDemon
---
Howling Blood
U+S

BVDemon produces two spheres of black energy and then thrusts upwards with
them.

Howling Blood (projectile)
S

BVDemon releases those two black spheres outwards as projectiles, one after
the other. Slighlty good as a sort of projectile-counter (where you launch
this against an opponent's projectile - his is canceled out by the first
blood shot and then the second blood shot smacks him).

Black Rain
D+S

BVDemon's best move. He leaps into the sky and spins around, releasing a lot
of black pellets below himself. The longer you persist in this move, the
longer its range will be. It is most damageing if a foe is hit by it near the
top of your body, so with that fact in mind, use it in juggle combos.
Note that the hit-detection on this move is VERY lenient, so the pellets don't
actually have to be physically touching the foe to damage them. You can use 
this fact to hover-damage over groups of foes with a height higher than normal.

Crimson Mist
G+S

BVDemon's twin mouths charge and then, when you release, a cloud of deep red
mist is sent forward. This "projectile" isn't halted when it strikes a foe
and will continue to pass through them. The longer the charge, the larger the
cloud of mist will be. Counter happy Gomamon users will learn to hate you if
you decide to use this often, as Goma's Bubble Soma does not reflect this.

Pandemonium
E

BVDemon releases a ton of black mist from his two large mouths, covering the
stage in darkness. While this tech does no damage, it confuses the controls of
your foes. Their buttons will randomly be remapped to different places while
Pandemonium is in effect.

Combo
N,N,N,F+S

Nothing fresh.

\\
Notes
---
When Belial VamDemon gaurds, any damage inflicted on him also gains him evo
energy. Pretty neat.

Overall
---
He's very slow and is slightly outclassed in projectiles in addition to having
troubles dealing with group situations, but his Black Rain is just too awesome
to complain much. It has so many situational uses it's mind shattering! 
He has a bit of trouble competeing with his fellow bosses though...

------------------------------------------------------------------------------

=Black Agumon
---
Uppercut
U+S

Your everyday uppercut move. Fairly quick.

Baby Flame
S

Your everyday fireball, but green. Short ranged.

{?}
D+S

Black Agumon dashes forward with claws fiercly pointed out. This is very quick
and can air-dash, though BA already has a regular air-dash...

Combo
N,N,N,F+S

ZZZ.

=Black Greymon
---
Mega Horn Attack
U+S

Horns glowing green, Black Greymon will thrust upwards at an angle. This hits
more times than regular Greymon's counterpart move.

Giga Flame
S

A flame is emitted from BG's maw with duration dependant on how long S is
held down. You can also tilt his head up or down to direct the flame in that
direction.

Great Horn
D+S

BG charges forward through the air horns-first. This move can lift the foe
into the sky, unlike regular Greymon's. Pefect followup is Mega Horn Attack.
To a limited extent, you can use this to air-dash.

Combo
N,N,N,U+S,F+S

Three hits, move opponent into the air and then finish with a flame.

=Black WarGreymon
---
Great Tornado
U+S

BWG torandos vertically, striking the foe multiple times. Can also be used to
"triple jump" when activated at the end of your second leap.

Gaia Force
S

BWG launches a dark blue sphere forward, which can bounce around the 
enviroment. Great move to use to create havoc. You cannot send out another
Gaia Force until the last one you threw blows up, meaning there can only be
one at a time.

Black Tornado
D+S

Like Great Tornado, but moves horizontally. Great for travel as well. This
hits more times than Great Tornado.

War Blaster
G+S

BWG charges his arms and then shoots green projectiles outward. The amount of
projectiles depends on the charge length. This is actually pretty fast if you
don't charge it, so it can be used often as an alternative projectile from
Gaia Force.

Black Storm Tornado
E

Black WarGreymon twists himself in a green tornado and sends two smaller ones
outwards. Like most Ultras, this is fast, powerful and sends foes flying.

Combo
N,N,N,F+S

Nothing special.


\\Notes
---
Black Greymon has a diagonal air dive achieved by pressing N in air. Black
Agumon has an air-dash by also pressing N whilst air-bourne. Like all Black
Digimon, this Black line will slowly absorb the foe's evo energy while they
are in your grasp. While the rate of drain may seem unconsequential at first,
it can be the difference between facing a second stage Digimon or just dealing
with a first stage.

Overall
---
It's really up to personal taste whether or not regular Agumon or Black Agumon
are better. They have a few differences here and there, but nothing too 
drastic. BWG does do a bit better in the Tornado and projectile department
than WarGreymon though, and Black Greymon dances on Greymon's grave.
BWG's Gaia Force is outperformed by WarGreymon's Gaia Force though. WG's 
ability to send many out at once can't be topped with a single one. Though, in
BWG's defence, his Gaia Force has a larger blast radius and more power behind
it. BAgumon is REALLY fast (and savage looking running with his claws up!).
------------------------------------------------------------------------------

=Black Gabumon
---
Little Horn
U+S

Thrusts his body and horn upwards. You can charge this by holding down S.
Charging it will increase its power and height.

Blue Fire
S

Blue fire blasts out of Black Gabumon's mouth, with length and duration
controlled by how long you hold S down.

{Black Ice}
D+S

Black Gabumon runs along the ground a short distance leaving a small trail of
ice. If any of these ice bits touch an opponent, they will be frozen. You can
effectively air-dash using this tech. Low damage.

Combo
D+S,N,N,N,F+S

Freezes, then combos and finishes with a fire stream.

=Black Garurumon
---
Wolf Cry
U+S

Like regular Garurumon's Wolf Cry, he howls in an upward arc, juggling foes.

Fox Fire
S

Releases a blast of cold air out of his mouth. It's distance and duration are
controlled by how long you hold the button down.

Ice Howl
D+S

Black Garuru releases some frigid air from his mouth which forms into a small
chunk of ice. If an opponent touches this block of ice, they will be damaged
and pushed in the opposite direction you were facing when you placed it.
With this, you can setup a defensive wall. You can have two ice chunks out at
once.

Combo
N,N,N,F+S

Standard stuff. This is hardly anything good.

=Black Metal Garurumon
---
Fire Wolf Claw
U+S

Ultimate, just ultimate. BMG does a motion that looks like Wolf Cry but
instead of howl shockwaves, a missile-fire looking blast is emitted. This is
insanely easy to juggle with and is very powerful.

Buster Wolf Claw
S

A single missile is fired forward and damages. If you hold down the button,
you can direct the missile up or down, thereby being able to snipe foes.
Remember that most platforms can have projectiles pass up from above them...

Ice Wolf Claw
D+S

A single missile is fired forward that freezes the foe in a block of ice. Like
Buster Wolf Claw, you can guide this missile as you wish. Damage is minimal,
but the freezing sets things up nicely.

Giga Destruction
G+S

Just like regular Metal Garurumon, this releases a strong bomb that can have
its flight path elongated by holding G+S down. MUCH delay.

Blizzard Wolf Claw
E

Releases a plethora of missiles that seek towards the opponent. If every
missile hits its mark, this is the most powerful Ultra in the game (with the 
exception of Holy Angemon's, but that doesn't "technically" cause damage). 
Hard to use though, due to the way they launch out. Just make sure that you 
aren't trying to hit a foe that's below you, or the missiles will just go to 
waste.

Combo
N,N,N,D+S,G+S

Three smacks, freeze the foe and then Giga Destroy their immobile bodies.


\\
Notes
---
Gabumon can air dash by pressing N in air, MetalGarurumon can do this as well.
Also, like all three of the black Digimon, while holding an opponent, you
will slowly drain their evo energy and give it to yourself. Sadly, Black
Garurumon lacks any way to air-dash.

Overall
---
In my view Black Gabumon and his evolutions outperform the regular Gabumon
family in every regard. BMetalGarurumon's manually controlled missiles rock as
does his air-dash. BGarurumon's ability to set-up a defensive wall with Ice
Howl is great as well. He's drastically different from the regular Gabumon 
line, which is something the other two Blacks can't say. Though his speed
stats are identical to the regular Gabu line, he seems just a bit swifter.
Simply an outstanding character in every aspect.

------------------------------------------------------------------------------

=Black Guilmon
---
{?}
U+S

BGuilmon fires a blast of black fire out of his mouth and spews it in an
upwards arc. Great for many uses.

Fire Grenade
S

A projectile that acts like a grenade. That is, it will only detonate if it
hits an opponent or if it exists for too long. You can also choose when to
blow it up by holding the S button down when using this and releasing it
when you want to detonate.

Rock Crasher
D+S

Just like Guilmon's Rock Breaker and can be repeated multiple times (but not
inescapably so).

Combo
N,N,N,F+S,D+S

Three smacks followed by a grenade and then ending the pain with a Rock
Crasher. You could perform additional Rock Crashers as well...

=Black Growmon
---
Dragon Slash
U+S

Like Growmon's Plasma Blade, BG will cut upwards into the sky with both claws.

{Megido Flame?}
S

Black Growmon blasts flames out of his mouth. As long as you hold down the
button, BG will continue to exhaust flame.

Plasma Blade
D+S

Unlike Growmon, Black Growmon's Plasma Blade is a spinning attack sorta like
Diablomon's Rain Saw or Zudomon's Thor Freeze. You can't keep spinning, but
the start-up and recovery delay are good.

Combo
N,N,N,D+S

Nothing new.

=Chaos Dukemon
---
{Saber ??}
U+S

Like regular Dukemon, CD will leap upwards lance-first and strike air-bourne
foes.

Demon's Disaster
S

Chaos Dukemon will use his shield and send out an electric projectile. By
tapping the button, you can send out a rapid chain of up to six projectiles.
Great move to safely punish foes. This may not be instant like Dukemon's
Lightining Joust, but the piled six hits of Demon's Disaster is more powerful.

Duke Charge
D+S

Just like Dukemon's D+S, Chaos Dukemon will glide forward trailing dark energy
while damaging all foes in his way. Fairly useful at any time.

Shield Attack
G+S

A beam attack, no different then regular Dukemon's. Longer it is charged, the
more powerful it is.

Waking Dead
E

Chaos Dukemon will charge electricity into his shield and then discharge it
violently in a spherical shape.

Combo
N,N,N,U+S,F+N

Three attacks, then launch the foe air-bourne ending with a nasty thrust.


\\
Notes
---
CDukemon can air-dash by pressing N in air. This looks and acts sorta like a
weaker version of Duke Charge. 
I don't know if this makes a difference in power, but BGrowmon's air-stomp 
move doesn't have him stomping down feet-first but instead he drops down on 
his side.
Like the other two Black Digimon, the Black Guil line will absorb a foe's
evo energy while he is holding them.

---
Black Guilmon is more projectile based then his regular cousin and Black
Growmon's spinning attack is something new altogether. Chaos Dukemon is also
more centered on Projectiles, with Demon's Disaster. CDukemon is also an air
king. By combining his double jump, air thrust, Duke Charge and air-dash, you
can take control of the sky, and much more efficiently than most can.

------------------------------------------------------------------------------

=Neemon
---
{Metutaa}
U+S

Yataa! Neemon kicks upwards, flipping himself and releasing a yellow banana.
Both the kick itself and the banana can damage. This is good as a projectile
and an anti-air attack. You can perform it quite rapidly.

1,2,3,4,5,6,7!
S

Neemon will send a green gas bubble forward and start to slowly count to seven
in Japanese. While the bubble damages, I'm not sure what effect, if any, the
counting has on this attack. This projectile is rather short in reach, but
you can have quite a few out at once.

{Akare}?
D+S

Neemon will hunch down and point his pants out. Then he will release a ton of
brown gas. This gas has a poison like effect on foes and will cause continual
damage to them as long as they are near it. It's fairly good in groups and
sneaky when used while falling through air. Note that this attack will damage
foes, but not stun them, so it can be dangerous to you.

{Gasuta}
G+S

Neemon will sit on the ground and start charging a blast of gas. The longer
you charge, the larger his pants become. When you release the gas, Neemon will
shoot up into the sky trailing a thick cloud of brown gas. This attack is
powerful, blasts opponents away and is host to some humourous uses (see the 
glitches section in Secrets).

{Aka}
E

Ultimate Gas Explosion! Neemon will enlarge his entire body with gas and then
explode, blasting all nearby opponents away. He will then re-appear somewhere
in the stage.

Combo
N,N,N,F+S

Standard stuff. Nothing fancy at all.


\\
Notes
---
Don't underestimate the pants!! Other then that, he doesn't have anything else
, like an air dash or something. Oh! His recovery animation is cool! ...

Overall
---
Neemon is actually quite good in the right hands and his gas attacks can be
quite deceptive. His bananas are an important tool to him and are his greatest
asset as they can come out quickly and arc in a way that can hit foes in
situations where nothing else will. Gasuta has MANY uses so take advantage of
it whenever possible.

------------------------------------------------------------------------------



====
Section Sigma: Secrets

In this section is the unlockable content and how to obtain each one, as well 
as some other stuff...

In 1P mode you travel on a multi-grid path and select which stage you want to
tackle next. Along the different paths are many different secrets to unlock.

---
The "Bosses"

Below are "bosses" and are found at the end of each path. They are arranged in
descending order of the grid, starting at the top. Defeat them to obtain them.
With the exception of the Far Alone stage, all boss fights occur on KO 
Surrender.

-Belial VamDemon
-Duskmon
-Omegamon
-Diablomon
-Neemon
-Stage: Far Alone

---
Secret Match Types

While playing 1P mode, you may, instead of a normal fight, encounter a secret
match type. If you beat the opponents, you will unlock the match type for use
in multiplayer. Note that after unlocking a match type, it will not appear
again in 1P mode. In multiplayer, there is a variable that you can alter (such
as the amount of KOs and the time limit). The match type called "Knockout
Battle" is the standard fare match where the goal is to simply KO all
opponents. This match type is available at the start of the game and is the
most common one.
Below are the secret match types:

-Timed Rumble
The match is timed. To win, simply be the one who has the highest KO count
when time runs out. There is no limit on your lives.

-Little versus Big
One random Digimon will start out at their final stage. If this Digimon is
defeated, the one who struck the finishing blow will evolve to their final
stage. This continues until only one Digimon is left. If the Big Digimon KOs
itself, then a random Digimon will recieve their final stage. 
There is a lives limit.

-Crazy Chase
Kurumon will appear in random spots around the arena, teleporting around.
Touch him to score one point. To win, you must score the point limit first.
There is no lives limit.

-King of the Hill
Somewhere in the arena will be a flag. Stand by it to score. Continuing to
hold your ground at the flag will slowly earn you more points. Winning is
achieved by reaching the point limit first. At Bay 47, this match type 
will send the flag all over the place. There is no lives limit.

-Poison
One Digimon will randomly start out poisoned, indicated by a green colouring.
While poisoned, the victim will suffer damage every second or so. To rid
yourself of the poison, you must hit another opponent. If they are hit, the
poison will pass on to them. Winner is determined when there is only one
Digimon left alive. There is a lives limit.

-Keep Away
A Spirit Egg will appear somewhere in the arena. When picked up, the user will
score points every five seconds or so. To keep the egg in your possesion,
avoid being hit. If you are attacked, you will drop the egg, allowing anyone
else to grab it. There is no lives limit.

-Spirit Collection
Appearing randomly around the arena are Spirit Eggs. Touch one to score one
point. The winner is the Digimon who reached the point limit first. There is
no lives limit.

-Digi Race
Like a normal battle but with no time or KO limit. When you perform your
Ultra attack, you will score one point and then devolve back to your first
stage. Winner is the one who reaches the score limit first. These matches can
drag on for a LONG time...

---
The Black Digimon

Traveling along the 1P grid, you may encounter a fight with a Black Digimon
unexpectadly. If you defeat them, they are unlocked. If you lose, you do not
get an immediate second chance to rematch. You will move on normally and have
to play through 1P mode again to meet them.
I'm not sure what affects them showing up or not, but not being defeated seems
to work...
The Black Digimon are:

-Black Agumon
-Black Gabumon
-Black Guilmon

---
Glitches

No game is perfect and DBC is no exception. The glitches below are ones I find
particularly interesting...


-Invisible Digimon

At Danger Town, if a Digimon is tossed into the bottom double doors while
evolving, they will go off screen (and the game will almost forget about them,
as the screen will not scroll out to show them). After the game loads their
next stage they will be spit out somewhere on the stage, only they will be
invisible! Weapon flashes and projectiles will still be visible and you can
still be damaged, but your body will be completely transparent.
The timing on this glitch is tricky, you have to throw the Digimon into the
doors RIGHT when they're about to evolve.

-Black Void

At Jungle Ruins, it is possible to fall through the statue head that is lying
by the wooden bridge. You will fall through the stage and be in a black void.
After dropping for awhile, the game will transport you back to a random spawn
point.
I'm not sure how to achieve this effect on command and it seems to almost be
activated by sheer luck. Don't worry about this glitch affecting serious
matches, it's too rare for that.

-Evo-Sphere Absorb

If a Digimon grabs an Evo-Sphere but is interrupted by a throw or other
violent technique, they will be a victim of the attack, but the Evo-Spheres
that were collected but not yet obtained will suck into the Digimon, looking
like they are absorbing it.

-Neemon's Adamant Pants

Whilst charging Neemon's G+S tech (Gasuta), the following things apply:

-The Red Vents that blow you up into the sky at KO Surrender will not lift 
Neemon up!
-If you are on a conveyer belt at the Tin Factory and come to its end, you
will not drop off but instead float through the air and continue to move
forward!
-In fact, if you are using Gasuta in ANY stage with a pitfall and a Digimon
bumps you off the edge, you will slowly float away and NOT fall! Thus you will
eventually reach the stage limit and be stuck until you release the gas!
-At Steam Town, sit with Gasuta on a pipe that blasts steam upwards. Instead
of blasting you up like normal, you will slowly rise up and then float at the
top of the climb!

I'm not 100% sure this is a glitch, it might be intentional (since his pants
ARE filled with gas), but since it LOOKS like it wasn't, I placed it under
glitches.

-Brave Crest of Darkness?

BlackWarGreymon doesn't just have the wrong eye colour (they are green, but
they are supposed to be yellow), but if you look at the shields on his back, he
has the Crest of Courage drawn on them! Obviously this is just WarGreymon's 
model coloured black, but what laziness to not remove the Crest! Not really a 
glitch though, just a nitpick. 


-Holy Glitch!

If you use Angewomon's Holy Attack just right on a cornered opponent, 
Angewomon will become stiff and unable to move. The only cure is for the enemy
to move or attack. It's kinda ugly...


---
This & That

Random info is below!

-At Jungle Ruins, the statue behind the wooden bridge is holding a hamburger
and drink. Why?

-If you've unlocked everything in 1P mode, then beat it again. When it is at
the part where your Digimon is raised on a platform with fireworks, press N
after a while to launch your Digimon up like a rocket!

-One Balloon at the Toy Town looks sorta like a green Impmon...

-In the GameCube version, pressing the C stick left or right will rotate your
Digimon on the character select screen. Useful isn't it?

-You can't both select the same character. In fact, there are not even 
recolours. To see this, select a boss and go through 1P mode. Meet with 
yourself and you'll see that you are both the same colours.


====
Section Iota: Challenges

So you've aced the AI and smoked any human challengers around, what now?
Try these challenges on for size!!!


-Play Multiplayer mode. Select Neemon at handicap 1. For the other three,
either have three Human players, three AI players or a mixture of the two.
In any case, verse Duskmon, Omegamon and Diablomon all at handicap 5. Select
Knockout Battle with 7 lives. Select the stage "KO Surrender". Now you must
simply win as Neemon!

-Beat the score of 55000 in 1P mode!

-Select any character, go to a stage without pitfalls. Select Knockout Battle.
Verse three other Digimon of your liking. Win only by using throws!

-Any non-boss character versus any three. Any stage, Knockout Battle. Only 
attack by using Ultra moves. That means you must be a vulture and steal the
Evo-Spheres the other's have gained!

====
Section Omega: Credits, Legal and FAQ History

Legal
---
This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.
All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

FAQ History
---
V.1.00-The first version of the FAQ. Much improved info from the Goma FAQ!
I may improve move translations and add more info in the future!

Credits
---
-Me, Bronze Patamon for writing this FAQ!
-Akiyoshi Hongo, for starting Digimon itself!
-Bandai, for keeping Digimon alive even still!
-Toei, for animating the Digimon series!
-Black Ship/Amaze, for without them, DBC wouldn't exist!
-DKFlamey of the With the Will forums for some translation help!
-Megchan and The Shining Evolution for the card quotes!

---
If for some mighty reason 
you wish to contact me, 
me e-mail address is:

RedSilverHawk@juno.com



                                               ~I HATE the rather quick thing!!
                                                          -MMIV Bronze Patamon