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    FAQ/Move List by Bronze Patamon

    Version: 1.00 | Updated: 08/17/04 | Printable Version | Search This Guide

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