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Guide: DRA2 Master Guide
Entering the depths of this so-called Smash copy
Entering the depths of this so-called Smash copy
Play Digimon Rumble Arena 2 Online
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DRA2 Master Guide
10-30-25 06:48 PM
EX Palen is Offline
| ID: 1417389 | 11059 Words
EX Palen is Offline
| ID: 1417389 | 11059 Words
EX Palen
Spanish Davideo7
Spanish Davideo7
Level: 142





POSTS: 6418/6433
POST EXP: 1174779
LVL EXP: 34831186
CP: 195006.5
VIZ: 11354907

POSTS: 6418/6433
POST EXP: 1174779
LVL EXP: 34831186
CP: 195006.5
VIZ: 11354907

Likes: 0 Dislikes: 0
The new capabilities of the latest generation of consoles as well as the craze of fighting games since the late 90s, the iconic Digimon Rumble Arena needed a sequel to also celebrate the new anime that had just aired. However, this sequel wasn’t exactly like we’d expect, and it failed so horribly we didn’t get to see further entries going along with the new anime series. Just like I did in the prequel, I’ll go fully in depth (or at least as much as this site allows me to because of size and embedded links) with the game’s mechanics and see everything this game had to offer. It’s gonna be a long ride, because the games of this generation were longer and had more content, so strap on your digital belts and let’s get going! Getting started Controls Digivolution and Super Attacks Battle settings Stages Power-ups Characters Getting started Unlike the prequel, this game was focused as a free for all. Four players can now be pitted in the stage, battling in different modes besides just depleting the opponents’ life to win. No rounds here, just an objective to meet with each knockout or fall making you respawn somewhere to keep battling. The new nature of the battle system means all attacks have seen their power reduced, as they’re now more generic and the fight much more chaotic. Super Attacks have also been nerfed, they’re now basically an additional attack the highest level form has but just more damaging (very few exceptions exist in which they’re immensely powerful). New mechanics include the charged attack (another additional attack for the highest levels), which can potentially become the new main weapon in most cases, unique quirks at jumping in some characters, air movement attacks, the heavy drop, damage by fall and a revised digivolution process. Also, types were removed here, so now everyone deals the same damage in the same form and stage hazards affect equally to everyone. The character roster has also been altered. All eight Digimon from the first series’ chosen ones are here, as well as the protagonists of the three spin-offs. The bosses are quite rare, you’ll see what I mean when we get there. And there are three bonus characters which are shadow versions of already existing characters, though they’ve been given a few tweaks to feel different than their counterparts (thankfully). Controls -Control Stick: move around -A: basic melee attack. Can be chained thrice to knock down the opponent. -A (on air): basic attack while jumping. Can’t be chained, and in some cases it might be a homing attack that allows the character to move. -Down+A (on air): ground pound. The character plummets vertically down to the ground, crushing any opponent it lands on. Can very easily stun a character for a while, so it’s even more potent. Be wary of Digimon flying over you, they might come in hard at any given moment. -B: special attack: Has three variants as we’ll see below, the main weapons for the battle. -Y: jump. Can be chained twice (thrice in some cases) for greater height. -X: grab. Allows you to grab another character, move around and throw them. Check draining their meter. -R: digivolve/super attack. Allows the character to either Digivolve when their meter is full if not at its highest level, where it instead allows the character to use its Super Attack. -L: block. A much needed defensive ability amidst the chaos. -L+A: healing. You can drain your Digivolve meter in exchange of recovering health, though it leaves you wide open for attacks and obviously stuck on a lower level in most occasions. -L+B: charged attack. A special additional attack for the highest level Digimon which can sometimes be much better than the standard ones. NOTE: some characters may have special attacks or effects beyond these standards, like having a much rarer jump called Mega Jump, performed with Down, Up and Y which allows for a much higher jump to start and is rather quick to pull off. All these unique features will be noted on the character’s section when applied. Digivolution and Super Attacks In this game, digivolution takes on a different dynamic. Now, characters have an intermediate level to digivolve into before digivolving again to their highest level. Only at this third stage do they unlock the Super Attack. The Digivolve meter here fills by gathering Digi-Orbs, which appear mainly after being hit by attacks. Once your meter is full you can’t collect anymore and you’re ready for digivolution, with the game’s announcer saying it out loud for everyone to notice as well as a specific sound. If you proceed with the Digivolution, the Digimon itself will shout the process as it happens on the spot, with gameplay still occurring elsewhere while you’re immune to attacks and hazards until you’re finished and can rejoin the fray. In the case of highest level Digimon then no announcement will be made but the sound will still be heard, and you’ll be able to unleash your Super Attack. Contrary to the prequel, Digimon stay on the same level until they fall down the stage or their health is depleted. Upon respawning, the Digimon goes down a level as a penalty but keeps its digivolve meter as it was, thus meaning it could immediately digivolve back to the level it previously had. Also, in this game Digivolution can only be triggered when on the ground, so keep that in mind when attempting it. The eleven Digimon available from the start, plus three of the unlockable ones, are capable of undergoing this three-stage digivolution process. An intermediate level Digimon will deal increased damage from its attacks and receive less damage from opponents, whereas the highest level will deal the highest damage and have the highest defense. This is crucial specially in boss fights, where you’ll have to make up double the disadvantage because bosses are all naturally at their highest level. Battle settings As stated in the beginning, now we have more than the usual brawl. While there are no rounds here as in the prequel, we do get two standard game options as well as some unique and unusual modes. Before explaining such modes, I’d like to add one more thing: game speed. Besides choosing a specific mode you can also select the speed of the gameplay. You can either have it pre-set at the medium speed, which is the standard one, or have it move slower at x0,75 or faster at x1.5. I personally see no use in changing this, the medium speed is already what you’d expect from a game like this but if you feel like adapting the gameplay to fit some stage or battle mode, feel free to do so. Timed: The usual time-limit brawl where the one to knock out more opponents gets the win. The time limit ranges from 3 minutes to 5, 7, 9, 15 or 20. Why the latter two were included for a very long game is something that escapes my understanding. KO: The other usual brawl where each player has a set number of lives, being eliminated when they reach zero and the winner being the only one left standing. Options range from 3 lives all the way to 7. Digi Race: The point here is to Digivolve all the way to the highest level and perform your Super Attack. Doing this earns you a point, and the winner is the one to reach the chosen goal, from just a single point to up to 5. Boss characters with the red background can’t play this mode, as their base level is their highest. Collection: Spirit Eggs spawn all over the place and must be collected. Being attacked makes you drop them so always watch your count. The winner is the first to reach 20, 50 or 100 points. Digivolving here is impossible, so you’ll stay stuck in your initial form (Boss characters have a massive advantage here). Poison: A random character starts wielding the poison and will be damaged every two seconds. Hitting another character passes the poison onto them, and when the character gets eliminated the poison randomly selects another “host”. The last player standing wins after all other characters lose their lives, between 2 and 7 depending on settings. Keep Away: A single Spirit Egg appears and the point here is to keep it under your guard. Every two seconds after holding it, it awards a point to the character to a maximum of five before it forcefully detaches itself to avoid exploits. The first one collecting points this way and reaching the set goal of 20, 50 or 100 points wins. Crazy Chase: Culumon randomly appears at some part of the stage and you have to chase it wherever it goes. Catching it rewards you with a point, and once again, the goal is to reach 20, 50 or 100 points first. The most tedious mode as it has all the elements of a standard brawl battle while chasing an erratically-moving and capable of teleporting small Digimon. Stages A total of 10 stages can be selected for fights. This time they’ve been promptly named, so no made up horrific names here. Each one has its unique properties and all of them have interesting quirks to them. Jungle Ruins ![]() A standard stage to start over, in the outskirts of an apparent abandoned temple. Rocky formations on the left, a tree over a rock on the right side, a bridge connecting both shores of a small river… And plenty of chaos amidst the nature. The rock plain is the main spot of the stage, with three trees with different sets of branches. Should any of these branches be broken due to receiving too many hits, the tree will fall down and reveal a new set of branches so the brawl can continue. The bridge can also be broken, though the river doesn’t flow at all, and of course can also be repaired over time. The rock plain has one last hidden ace: if you ground pound over one of them, they initiate a resonance in which the other rocks will act as springs and propel characters into the skies. Items in this place are fairly common: on the rock construct on the left edge, the tree on the right edge, under the bridge and most importantly on the newly fallen tree branches. Every time a new set drops onto play it comes accompanied by an item, so items here are recycled much faster than anywhere else. RubberTree Falls ![]() We stay in mother nature’s embrace but in a much wilder place. A massive waterfall on the background and a simple build of three sprouting boulders, three rubber trees scattered around and, for some reason, a raft-shaped swing on the very top. Due to the nature of this stage, the camera will always be at a distance so it can show the upper part as well. The rubber trees propel anyone who steps on them very high into the air, allowing them to reach the raft swing at the top. The lack of solid surfaces means the fight is chaotic as you pursue and evade characters horizontally and, more importantly, vertically. Ground pounding here is very powerful, so beware of anyone above your head no matter how high. It is quite easy to fall down through the middle rubber tree, and also on the edges of the sides. Don’t underestimate the overall sensation of safety brought by the absence of true holes through the stage. And be careful when fighting other characters, damage by fall here can be extremely considerable too. Items can be found in the raft swing and in the upper corners, reachable by being propelled with the trees on the sides. On rare occasions, items may appear on the rocks, specially the higher one, but overall there won’t be too many items around at once. Danger Gulch ![]() We now travel to the wild west to see a traditional western village. With mine wagons travelling around, TNT barrels scattered all over the place, a saloon and the rocky background, we’re definitely inside a spaghetti western. On the left we have a special area in which we can break the entrance and eventually fall down to the ground level. Above we have a bridge to safely cross on foot between each side of the area. The right one is the interesting side, at ground level we have the entrance to the saloon, and after a few seconds you’re ejected from the window up above. Also, the green sign near the bridge can fold if the ground suffers damage, and after another character steps on it they will be propelled upwards as the sign returns to its usual spot. There are a total of 5 barrels scattered: one on the bridge right above the center, one on the window of the saloon, one on the green sign, one down left where characters start and a last one on the upper left corner. As soon as one explodes, either by contact with anything or because a Digimon grabbed it and threw it away, the mine wagons which cross right through the center of the stage will drop a new one to replace it shortly after. Be careful not to stand on the railway crossing or it’s an instant kill for you. Items can spawn in several areas: on the window and entrance of the saloon, way above the green sign only reachable through its own spring effect, the bridge and the whole left side be it top, middle or bottom. Lava Lake ![]() Remembering the volcano we saw in the prequel, we head into the very insides of it. A fiery pit below some random rocky platforms sprouting from it, with precarious handmade platforms and why not, a cage at one end. Falling into the liquid lava (way too liquid in my opinion) means your character will get burnt and scream in pain. They will also jump very high in response, allowing you to get into safety at the exchange of some damage, but in a way leaving you open to more attacks. The handmade platforms overhanging from the ceiling and the cage are the only real solid surfaces. The rocks below have different ledges but they get broken after they endure the tough battles so they may not always be a safeguard before falling into the lava. The trick of the stage is that at some time (probably once the rocky platforms have been damaged enough, but I haven’t been able to prove it) the whole stage will tremble, and the giant skull in the background will expel a massive stream of liquid lava that raises the level enormously, covering most of the rocky platforms. The stream is maintained for a long while, before the skull stops vomiting and the normal level is reached gradually fast. Items here can appear in all handmade platforms as well as inside the cage. Due to these limited options, it’s rare to see more than one item at the same time and for long periods there may not be a single item around. Pier 47 ![]() Here we have a fully enclosed level that is also fully dynamic. The stage starts in a standard configuration but will gradually change as platforms come and go at all times, barely staying still for long. There are times in which the “floor” opens up for characters to fall down to the sea, and at some points cranes and hydraulic presses attempt to, maybe indirectly, crush players for an instant KO. Sometimes the platforms can also crush players, either by coming together with another platform or the floor or even the “roof” of the stage. The full cycle lasts for 5 minutes, so when playing in most settings you won’t get to see it fully. Items here will always appear in brown, wood boxes which need to be cracked for the item to be ejected. They’re easily seen as all platforms and containers are grayish, and sometimes cracking them opens up empty spaces that can mean salvation before a platform vanishes. (If you were expecting the full cycle here, it was more than thrice the length of this short descr Steamworks ![]() We land into a marine factory, similar to oil rigs in real life (which is also similar to the effects you’ll see below). Battling here will require some dynamic moving and not only to seek and/or evade attacks, and falling off will not be your worst enemy here. The stage consists of six platforms: one up above, one on the left with two levels close to one another, one on the right with two levels at a very different altitude, a central one, the one below with an elevated platform in the center and a small one on the leftmost corner. Not much surface area to brawl on, so better polish your air combat skills as well as timing your jumps. You will also see several exhausts: one on the center below the platform up above pointing upwards, one below the left platform pointing rightwards, two on each side of the elevated platform below firing towards each side, and a T-shaped one on the right platform pointing upwards, downwards and leftwards. In a repeating cycle, and in the order I mentioned here, these exhausts will activate, and then the real trouble begins. In the first part of the cycle the exhausts will spend a few seconds spitting fire, which will damage you repeatedly. A few seconds after the last one deactivated, now the exhausts will exude steam (hence the name of the stage) which will propel characters in the direction the exhaust faces. This will allow you to jump higher but also be careful of being pushed out of the stage. Also, the steam lasts for a shorter while than the fire, so be careful on which platform you stand as the cycle repeats itself. Items here can spawn everywhere, as they can appear in every platform. However, don’t expect to have more than two of them at any given time, and since they can appear anywhere you will be roaming constantly around for yet another reason. The Cannery ![]() Recycling another stage of the prequel, we’re in a crammed space within a factory much different than the one before. Just a few platforms to allow some brawling and several ways of just screwing things up in this small space for a four-way fight and even more for big size Digimon. Two platforms at each side and at different altitudes plus two central ones is everything we get. Plus, since all the platforms have tracks guiding into the abyss below means staying still in this level is absolutely impossible. This somehow hampers Digivolution, because you have to trigger it while on a platform as you slowly drop due to the motion of the tracks, favoring the Boss Digimon. A moving platform sometimes covers the bottom hole, but it’s no safe place either because the cycle is quite quick. Falling into the tubes on the sides or the bottom opening sends you to the dispenser-like machine above, which goes left and right everytime. After a few seconds, the engorged machine spits you in the form of a can, hence the level’s name, and you’re deprived of all your attacks except the Ground Pound and with your movement also hampered. After some time, you will suddenly stop and after a few seconds you’ll return to your normal form. While you’re a can, you can fall down the tubes on the sides and be ejected through another one at the expense of some of your health. Falling down through the bottom hole simply makes you respawn as happened in the prequel. Not very beneficial, but gives you a slight edge in movement freedom. Items here are spit by the dispenser above, so there’ll only be one at a time. And the item will be constantly moving because of the tracks, so pay attention to whatever the dispenser can drop. Twisted Toytown ![]() Here we have a fully dynamic stage, but this time isn’t enclosed. We traverse through the whole town like if it was a Super Mario level of old, sometimes too literally. Fun to play but hard to battle, as you’ll need to traverse through a wide range of platforms, some which break over time or modify their length or serve as springs, obstacles like trick boxes or that scary, fire-breathing duck as well as some air travel with a suspended platform. Items here can appear at any point, though they’re rare to see given the platformer nature of this stage. The full cycle lasts nearly 6 minutes and explaining it required more than a thousand words so once again unless I can manage to embed the video here I’m afraid you’ll be left without a full descr Ice Palace ![]() An unlockable level which is an absolute pain in the ass. An enclosed area made of ice, with several zones which can damage you and hard to move around as you attempt to battle it out with everyone present. Does have its quirks, but overall I’d expect more from an unlockable level. The main chamber has four platforms, two on each side at different altitudes. From their underside stalactites grow over time, so you can be damaged if you jump too close to them. Any Digimon passing by the platform is enough to drop them down in an attempt to damage its opponents, or else they’ll fall down over time eventually. And they grow back very quickly, so you’ll never be entirely safe here. Beyond the main chamber on each side there’s a separate ice rink with a platform moving vertically. Some ledges allow you to return to the main chamber, and at the top the whirlwinds allow you to teleport to the other side. Just be careful with the spikes at the edges below, they’re an easy target to be thrown into (and Digi-Orbs tend to gather exactly there, for some reason). I saved the best for last: the three platforms up above in the main chamber. The small ones don’t do anything, but Ground Pound the big one in the center and it will plummet to the ground, breaking the ice and opening a pothole directly into ice spikes, before the mechanism drives back the platform to its starting point and the ice covers the hole again. Both the platform’s spiked underside as well as the pothole are instant kills, so be aware of this deadly weapon. Items here appear mainly on the ice rinks on the edges. I haven’t seen any other spot, but I don’t discard them being a rare occasion. Chaos Wasteland ![]() Another unlockable level, which is absolutely bland and simple. A series of platforms floating in mid air and nothing more. True, the platforms do things from time to time, but that’s it. I will admit that in boss battles in single player mode this stage is hard as hell, for bosses being the highest level and you starting in your basic level without any items or easy chances of Digivolution, but outside the boss battles the stage is of barely any meaning and even less with four-way fights. The seven round platforms that make up this stage can move upwards or downwards at random intervals, altering the overall shape of the level. They can also emit a stream of fire upwards to damage anyone passing by, be covered in ice so players have a harder time not falling off or emit a red laser that nullifies gravity to propel players much higher. But that’s the gist of it, there’s nothing else on the level but falling down one way or the other into what’s expected to be some sort of black hole or volcanic pit. Items will never spawn here, so it’s an all-out brawl with just your own weapons against a minimalistic stage where you can’t hide from an opponent. Power-ups Several power-ups appear scattered through the stages, most of them are helpful items while one is very dangerous and the last one is a mystery. All these items appear in their regular form and you must pass over them to collect them. No special sound is played when an item spawns, you’ll have to search for them the old way. And remember they won’t be there forever, though they do last much longer now (therefore having a much lower spawning cycle, meaning they’ll appear less often). Here’s the list of all items you can encounter: Health up ![]() Increases noticeably your health. Can also be dropped by Digimon if hit hard enough. MAX Health up ![]() Fully restores your health, so it’s very rare to appear. Fire coat ![]() Covers the Digimon in a fiery coat. Deals damage to anyone touching you. Iron Fist ![]() Covers the Digimon in metal. Its weight is not affected, but its attack is heavily increased and can push opponents much further. Cursed Bomb ![]() Immediately starts dropping a series of bombs on the spot in quick succession. The worst item as it will require you to move constantly or be damaged by the same bombs you drop. Can be cancelled by grabbing another stat-changing item like the Iron Fist, otherwise it can perfectly get you eliminated. Invincibility ![]() A magic purple coat prevents the Digimon from taking any damage for a decent while. Digital Nuke ![]() All opponents drop a massive number of Digi-Orbs, allowing for a faster collection to increase the digivolve meter of everyone. MAX Digivolve ![]() Completely fills up the Digivolve meter. Extra Life ![]() Gives the lucky taker an extra life (only in modes where lives or KOs matter) Mysterious Digivice ![]() When passing over it, this tricky item can unleash one of the following events, carefully shown as a message on the screen and shouted by the announcer: -Summon Phantomon: Phantomon is called forward and it will roam the stage as well as teleport in pursuit of any fighter unlucky enough to cross ways with it. A single hit of its scythe means an instant KO, regardless of everything (except Invincibility), so avoid it like the plague while it remains around. -Lightning Strike: For a while, several lightning bolts will fall down to the stage in different spots. Try avoiding them the best way you can, by seeing the purple spot in the floor where the lightning will touch ground, but honestly it’s quite hard to evade them all as well as the attacks from other Digimon still wanting to battle despite the fury of Zeus. -Sleepy Time: Puts all opponents to sleep for a lasting while. Attacking them wakes them up, but they can be pushed around and thrown into hazards or off-stage. Also gives you a sometimes much needed break from all the action. -Sympathy Pains: The Digimon with high health will give out some of it to the Digimon with lower health. In essence this should balance things out, but it turns out the gain will always be more than the loss. -Piñata Party: The one who activates the box gets turned into a piñata for an awfully long time. It can’t attack and its movement is hampered somehow, leaving them wide open for an array of attacks. This is the bad result in the roulette of the mystery box. -Heart Exchange: Players exchange characters randomly for some time. -Digivolve Everyone: all players capable of digivolving will immediately do so, advancing to their next level regardless of their Digivolve meter. -De-Digivolve Everyone: Same as before, but in the opposite direction. Not your lucky day I guess. -Digivolution Convolution: Digimon in base form will Digivolve straight to their highest level, whereas highest level Digimon will downgrade straight to base form. Intermediate level Digimon have a 50/50 chance of going up or down a level, so it’s like tossing another coin to the air (the first one was activating the box). Characters Agumon ![]() Main protagonist of the first anime series. Excels in agility, but is average at most in the rest of areas. Standard attack: Pepper Breath. Shoots a small round flame horizontally with medium reach. Upper Attack: Claw Uppercut. Performs a slightly spinning uppercut jumping on the spot. Lower Attack: Claw Attack. Jumps forward and deals two strikes with its claws, covering decent distance. Greymon Intermediate level of Agumon. Trades a bit of agility for higher attack and defense, and it also lacks a bit of reach on its attacks. Standard Attack: Nova Blast. Shoots a short-ranged fire breath. Can be sustained by keeping B pressed. Upper Attack: Great Horn Attack. Jumps slightly diagonally charging with its horn, but its reach is very low. Lower Attack: Great Horn Bash. Dashes horizontally charging with its horn, has decent reach. WarGreymon Highest level of Agumon. Again trades a bit of agility for higher attack and defense, giving it an immense might both in close combat for its melee attacks as well as at a distance thanks to its projectile attack. Standard attack: Terra Force. Shoots a rather big round fireball that crosses the entire screen horizontally. Upon touching anything, it creates a massive explosion that can damage characters nearby. Upper Attack: Great Tornado (jump). Jumps vertically spinning over itself, damaging anything in its path with its claws. Can deal several hits. Lower Attack: Great Tornado (forward). Same attack as before, but horizontally and with its properties intact. Charged Attack: War Driver. Charges energy on its claw and charges at short range to strike the ground. Quite a basic attack to be an add-on as we’ll see further below. Super Attack: Ultra Tornado. Creates two small tornadoes that travel horizontally to each side for a while. Less damaging than its other attacks, but allows to deal damage to more than one character nearby which is unique for this Digimon. Gomamon ![]() One of the most agile characters, at the cost of offensive might. It has good defense, partially thanks to one of its attacks. Performs a sliding dash when using Down+A in the ground. Standard Attack: Marching Fishes. Launches a fish forward in a small curve. Yep, as odd as it sounds. Very little damage obviously. Upper Attack: Tail Slap. Performs a very small jump while doing a backflip. Deals decent damage. Lower Attack: Bubble Deflector. Covers itself in a bubble that, as the name suggests, can deflect incoming projectiles and damages anything it touches. It lasts for a short while but it’s very effective, and when used on air it allows for horizontal travelling so even better. Ikkakumon Intermediate level of Gomamon. Trades most of its agility for noticeably increased offensive might, yet keeps the good defense. Performs a Belly Mash when using A on air, diagonally plummeting down to the ground charging with its belly. Can do great damage from a distance, but there’s no way of stopping it so measure your landing carefully. Standard Attack: Harpoon Torpedo. Launches its horn forward as it cracks to reveal a torpedo. If you hold B it can travel longer before curving down to the ground, extending its range at the cost of leaving you wide open. Upper Attack: Horn Attack. Performs a small jump doing an uppercut with its horn. Deals decent damage. Lower Attack: Icicle Coat. Emits a freezing aura at very short range while remaining still, any opponent that gets hit will be temporarily encased in a block of ice. Zudomon Highest level of Gomamon. Trades even more agility to excel in attack and raise its defense, not one to be taken lightly if it manages to get close to its foe. Standard Attack: Vulcan Hammer. Smashes the ground with its hammer, producing a horizontally moving beam at ground level that covers the whole screen. Upper Attack: Hammer Head. Launches its hammer diagonally upwards, attempting to hit anything in its path. Highly damaging. Lower Attack: Thor’s Fury. Starts spinning around while holding its hammer. You can keep spinning by continually pressing B, though your mobility is limited and you’re still open to projectile attacks. Plus, any hit throws away the opponent, so it will rarely be a multi-hit (not that it needs it, as it deals high damage as is). Charged Attack: Anvil Smash. Concentrates energy on its hammer before smashing the ground. The shockwave increases as the attack is charged further, but it has no added effect beyond the damage inflicted. Super Attack: Vulcan Vengeance. With a mega smash to the ground it creates a spherical aura of energy. Both the smash and the sphere created by it can greatly damage and push away opponents. Biyomon ![]() Quite agile, but below average in everything else. I’d say it’s similar to Agumon overall but its attacks lack a bit of punch. Standard Attack: Spiral Twister. Launches a short-ranged spiraling projectile. Can be charged by holding B for a larger projectile, though it still travels the same distance. Upper Attack: Ostri-Kick. Performs a jumping backflip, attempting to hit any opponent nearby both in the ground or in the air. Lower Attack: Talon Twist. Performs several cartwheels forward, dealing several hits while covering some distance. Birdramon Intermediate level of Biyomon. Loses a bit of agility and converts it into great attack both at short range and at a distance. Performs a Talon Tear when pressing A on air, launching itself diagonally with a wide angle to cover massive distance before reaching the ground. Standard Attack: Meteor Wing. Launches a short-ranged set of flames. By holding B you can charge the attack to launch more sets of flames and deal more damage. Upper Attack: Phoenix Rising. Vanishes to appear right after a few steps ahead and perform a rising jump engulfed in flames. Lower Attack: Fire Storm. Flaps its wings as it flies a bit backwards, expelling a short-ranged flame. Evading while attacking, quite useful indeed. Garudamon Highest level of Biyomon. Higher attack and defense than average, though lower speed. Quite a balanced option and with effective attacks, could be a good choice for starters. Performs a Garuda Kick when pressing A on air, propelling itself horizontally for some distance. Standard Attack: Wing Blade. Unleashes an odd-shaped projectile that covers the whole screen horizontally. Upper Attack: Fist of the Phoenix. A short jumping uppercut, quite bland for this level of character, but makes up for it with decent damage and pushing opponents far. Lower Attack: Boulder Breaker. Plummets to the ground, even while on the air, with its fists forming a hammerhead to hit heavily the ground. Cannot be canceled, so be sure you’re landing safely if used on air. Charged Attack: Garuda Punch. Charges energy on its fist and then plunges forward attempting to punch anything on its way. The longer you charge it the greater distance it will cover. Super Attack: Fire Hurricane. Forms a small fire hurricane around it, doesn’t have great reach but works wonders if you’re being beaten up heavily or need to push enemies away. Flamemon ![]() Main protagonist of the fourth anime series, seen here in a somewhat “filler” form that had very limited screen time. Very agile, but average in offense and defense. Standard Attack: Flame Toss. Tosses a flame forward, despite its curved down trajectory still has good reach. Upper Attack: Noble High. A flaming uppercut in a short vertical jump. Lower Attack: Monkey Ball. Performs a frontflip engulfed in flames, decent reach and damage. Agunimon Intermediate level of Flamemon and the real main protagonist. Increased attack at long range and keeps the agility of its previous form. Performs a sliding dash when pressing Down+A on the ground, covers a decent distance further increasing its range and agility. Standard Attack: Pyro Darts. Fires a few medium-ranged darts of fire. Continuously pressing B allows to fire indefinitely, and you can either fire horizontally or diagonally up and down. Upper Attack: Pyro Tornado. Spins over itself as it performs a small jump. Lower Attack: Fire Dash. Dashes forward leaving a trail of fire. Can damage opponents in two ways and can get out of trouble, very useful attack. BurningGreymon Highest level of Flamemon. Trades agility for increased attack and defense, absolutely deadly in the mid-long range. Standard Attack: Pyro Barrage. Shoots several rounds diagonally above. By continually pressing B you can make the attack everlasting, and by tilting the control stick you can change the angle of the shots upwards or downwards. Upper Attack: Burning Inferno. A double hand uppercut, a small variant over what we’re used to see. Lower Attack: Fire Below. This time shoots from the sky, and once more holding B allows the attack to last indefinitely. Better used on air, on the ground it still flies but it’s much less effective. You may want to spam this on stages you can easily be above other characters. Charged Attack: BurningGrey Basher. Engulfs itself in flames before bashing forward. Very similar in performance to the Garuda Punch seen above. Super Attack: Wildfire Tsunami. Generates a wild firestorm on the spot, which violently pushes away nearby opponents after damaging them. Less useful than almost all its standard attacks, but well, it could have its usage. Gabumon ![]() Faster than average, but no other noticeable traits for better or worse. Standard Attack: Blue Blaster. An icy-blue fire breath. By holding B you can increase its range to keep damaging your opponents over time, even if just a bit. Upper Attack: Horn Attack. An uppercut done with the horn on its forehead. Holding B down charges the attack to deal more damage and jump much higher, matching the altitude of its regular jumps. Lower Attack: Blue Cyclone. Spins around while firing its Blue Blaster. Can deal several hits and can move while it’s in use. Garurumon Intermediate level of Gabumon. Maintains its agility and somewhat increases its defense. Standard Attack: Howling Blaster. Same as the Blue Blaster, an icy breath that can be extended by holding B, just that in this case it encases the opponent in a block of ice. Upper Attack: Wolf Cry. Emits a big howl to damage nearby opponents, works wonders more than you’d think. Lower Attack: Slamming Attack. Jumps forward in an attempt to catch an opponent. If it does, by pressing B repeatedly you can bite them for bigger damage until they manage to get you off of them. MetalGarurumon Highest level of Gabumon. Trades agility for attack, and is a master of long range fights. Performs a Metal Wolf Headbutt when pressing A on air, covering decent distance. Standard Attack: Ice Wolf Claw. Fires its missiles horizontally, by holding B it can fire up to six rounds. Covers a great distance and the sustained damage can be noticeable. Upper Attack: Metal Wolf Throw. Jumps diagonally upwards attempting to headbutt an opponent. A nice recovery move we certainly missed in Garurumon. Lower Attack: Metal Wolf Claw. Fires an icy breath that encases the opponent in a block of ice. By holding B the breath is wider and increases its reach enormously. Charged Attack: Giga Missile. Fires a very big missile from its stomach via a backflip. The more you charge the attack the wider trajectory it will have and the more damage it will deal upon reaching its target. Super Attack: Burst Wolf Claw. Fires missiles from all over its body that home in on the closest opponent. If all rounds hit their target it can deplete a full health bar even against a highest level Digimon, so it’s one of the deadliest attacks in the whole game. Guilmon ![]() Protagonist of the third anime series. Despite being the biggest basic character it’s still quite agile, but no better than average in attack. Standard Attack: Pyro Sphere. Shoots a round sphere which explodes upon entering contact with an opponent or after a few seconds, whatever happens first. It can bounce awkwardly at times, so it’s not a sure-hit attack despite its decent damage. Upper Attack: Neck Stretcher. Jumps diagonally upwards with its legs first, not much reach so it’s the weakest attack of its roster. Lower Attack: Rock Breaker. Performs a frontflip covering a good range vefore smashing the ground with its fists. Deals severe damage if it manages to land a hit. Growlmon Intermediate level of Guilmon. Becomes less agile but gains attack and defense to become average overall. Standard Attack: Pyro Blaster. A short-ranged fire breath. Can be maintained by holding B and can be somewhat directed upwards and downwards by tilting the control stick. Upper Attack: Dragon Slash. Jumps upwards to deliver two hits with its forearms. Nice reach and also damage. Lower Attack: Dragon Kick. Once again jumps legs first, but this time jumps forward reaching out for an enemy. Gallantmon Highest level of Guilmon. An expert at close combat though it came at the cost of its agility. Standard Attack: Lightning Joust. Shoots a horizontal bolt of lightning that covers the entire screen. Quick to pull off and deals decent damage, so a potent main weapon. Upper Attack: Spiral Saver. Jumps upwards with its lance in an uppercut-like fashion. Lower Attack: Gallant Charge. Dashes forward with its lance, covering a great distance. Charged Attack: Shield Attack. Fires a beam from its shield. At full charge the beam is incredibly massive and hard to avoid, as well as dealing severe damage even to highest levels. Super Attack: Lightning Charge. Summons lightning at the tip of its lance to form a kind of an electric dome around it which greatly damages opponents and pushes them aside. A bland end to what was an impressive display of attacks so far. Gatomon ![]() Being naturally a higher level in the series’ lore compared to its peers, it is the most agile of the basic characters though it lacks attack. Performs an Arrow Kick when pressing A on air, plummeting diagonally down to the ground in a closed angle. It can also perform a short dash when using Down+A on the ground. Standard Attack: Cat’s Eye Hypnotism. A short-range beam that freezes on the spot any opponent it touches, disabling them from doing anything. A unique attack that can be deadly in some situations. Upper Attack: Collar Kicker. Performs a frontflip attempting to hit its opponent with its feet. Doesn’t jump in the slightest but has a good horizontal reach. Lower Attack: Catastrophe. Deals a ton of hits using its front paws without moving from the spot. By repeatedly pressing B you can make the attack everlasting. Nefertimon Intermediate level of Gatomon. Surrenders most of its agility for attack and defense prowess. Standard attack: Queen’s Paw. Shoots small-sized energy projectiles which travel horizontally for a nice distance. By holding B up to five projectiles can be shot. Upper Attack: Queen’s Curse. Emits some kind of laser beam through its mask, which can hit its opponent up to four times if you keep mashing B. Its main attack weapon without a doubt. Lower Attack: Rosetta Stone. Summons a big stone above it and throws it diagonally down. Decent damage for an unexpected projectile. Angewomon Highest level of Gatomon. Regains part of its lost agility while keeping its offensive and defensive might, thus being a greatly balanced character. Can perform the Mega Jump, as well as jump thrice instead of the usual twice everyone else has. It also performs a sliding dash when using Down+A on the ground covering great distance, as well as a Flying Kick when using A on air to propel herself horizontally covering good distance too. Standard Attack: Celestial Arrow. Shoots its heavenly arrow, which hits enemies as it bypasses them. Holding B charges the arrow to make it bigger and longer lasting, allowing you to pierce through different enemies in a single go. As a unique quirk, if performed on air, Angewomon remains still until the attack is fired and gravity returns. Upper Attack: Lift Your Spirits. Performs a backflip, dealing two kicks in the process. Doesn’t jump or move at all, but has great offensive might. Lower Attack: Divine Kick. Jumps forward while apparently floating on air, waiting to strike with a powerful arrow kick. Can be used as a pseudo-air attack when jumping. Charged Attack: Heel of Justice. Charges and delivers a heavy kick by jumping ahead. As it charges it covers a greater distance and dealing greater damage. Super Attack: Heaven’s Charm. Emits pink beams from its body which pushes opponents far away while greatly damaging them. A nice finisher for a decent and very complete roster of attacks. Patamon ![]() Another very agile character, but powerless at mid-long range and low attack. Can glide after jumping by holding Y. It can also perform an Air Slam when pressing A on air, propelling itself horizontally for some distance, so overall it has excellent reach. Standard Attack: Boom Bubble. Fires a round air bubble which soon curves upwards, so it doesn’t have much reach but does deal good damage. Upper Attack: Slamming Attack. Jumps diagonally upwards at nice speed. Lower Attack: Thousand Wings. Spins as it flies. You can repeatedly press B to keep the attack going so it rises further and keeps dealing damage, until eventually it glides back to its starting spot. Angemon Intermediate level of Patamon. Better stats than its previous form, specially in the defensive aspect. Performs a Staff Roundhouse when pressing A on air, doing a full spin of its body as it moves slightly horizontally. Just like Patamon, it can glide by holding Y. Standard Attack: Hand of Fate. Fires a heavenly beam from its hand. It has medium reach and can be maintained by holding B. Upper Attack: Angel Rod. Swings its staff upwards with a short jump. For when things need to get physical. Lower Attack: Angel Slam. With a swing of its staff catches its enemy and slams it to the ground behind it. If you’re against a cliff, this attack becomes nearly deadly. MagnaAngemon Highest level of Patamon. Lacks projectile attacks so relies entirely on close combat. Nice attack, excellent defense and one of, if not the best, Super Attacks in the whole game. Again, can glide by holding Y after a jump. It can also perform the Mega Jump for greater reach. Standard Attack: Flying Sword of Justice. Flies horizontally forward at blinding speed. Has medium reach and deals decent damage. Upper Attack: Excalibur’s Grace. Same as the previously seen Angel Rod, just changing weapon. Lower Attack: Shield & Counter. Puts its shield forward for a couple seconds before hitting with its sword. If attacked while shielding, it will slash back with its sword immediately (hence the attack’s name). Charged Attack: Excali-Burst. Performs a horizontal slash on the spot. As it’s charged, its reach and damage increase dramatically. Super Attack: Gate of Destiny. In a few seconds, MagnaAngemon summons right before it the Gate of Destiny. For a short while, it will attract nearby players into it, and just like in the series’ lore it is an instant kill no matter what. Can truly turn the table in a fight and probably the only Super Attack you should be truly wary of. Palmon ![]() Our beloved plant is a tricky character in its attacks, as well as an agile fighter. Performs a Thorn Smash when pressing A on air, throwing its thorns downwards as if it was Spiderman throwing its web and using the gained speed to hit an opponent. Also, when using its grab its thorns grow spikes which continuously damage the grabbed character. Standard Attack: Poison Ivy. Extends its thorns forward. Short reach but deals nice damage. Upper Attack: Thorn Thrust. Extends its thorns upwards with a small jump. Loss useful than its standard counterpart. Lower Attack: Sleep Spores. As its name implies, unleashes spores on the spot that put any nearby opponent to sleep. Togemon Intermediate level of Palmon. Trades agility for a noticeable increase in attack, also has slightly increased defense. Standard Attack: Knockout Fist. Launches an spectral punch forward with decent reach. Upper Attack: Lightspeed Jabbing. With quick hands deals several hits to an opponent as it jumps slightly. The game says you can press B quickly so the attack is enhanced, but in reality this doesn’t happen (maybe this feature wasn’t ported here?). Lower Attack: Needle Spray. Expels needles from all over its body in all directions. Short reach but can deal decent damage. Lillymon Highest level of Palmon. Super agile, high defense and better at long range because its attacks deal low damage. Can jump thrice instead of the usual twice. On air it can perform a Short Arrow by pressing A, moving slightly horizontally. Standard Attack: Flower Cannon. Shoots a massive sphere of energy that travels horizontally the whole screen. Deals decent damage too. Upper Attack: Flower Cutter. Performs a jumping backflip dealing a heavy kick to an opponent. Lower Attack: Vicious Vine. Spins around while letting off some kind of spores that slow down opponents as they’re continuously hit. If you keep pressing B you can make the attack everlasting, while Lillymon can still move horizontally with the control stick. Charged Attack: Sun Crescent Kick. Charges a massive front kick, horizontally travelling farther as it’s charged. Super Attack: Sunburst Vine. Several thorns burst in all directions, pushing opponents very far and dealing heavy damage. Veemon ![]() Main protagonist of the second anime series. Lacks projectiles, but is very agile and its melee attacks are above average. Performs a Vee Arrow when pressing A on air, plummeting diagonally down head first in a closed angle to land a heavy hit. Standard Attack: Vee Knockout. Sprints forward to deliver a heavy punch. Doesn’t move a lot of distance. Upper Attack: Vee Headbutt. Slightly jumps diagonally up head first. Delivers much more damage than the previous attack so it’s more useful than it looks. Lower Attack: Vee Punch. Rotates its arms vertically on the spot, delivering several hits to any close opponent. Flamedramon Intermediate level of Veemon, the more used and familiar form in the anime. Increases attack and defense, and becomes much better at mid-long range. Performs a Flame Dive when pressing A on air, plummeting diagonally down head first in a closed angle to land a heavy blow. Standard Attack: Fire Rocket. Shoots three small fiery projectiles at once, one horizontally straight and the other two diagonally up and down respectively, which can travel the whole screen if allowed to. Upper Attack: Flame Shot. Similar to the Vee Headbutt seen before, but much less effective now that Flamedramon isn’t as melee-oriented. Lower Attack: Flame Shield. Emits a dome of fire around it to damage anyone nearby. Despite its name, it doesn’t protect against anything. Imperialdramon Fighter Mode Highest level of Veemon, being a fusion of it and Wormmon, absent in this sequel. Lacks mobility but has decent defense and incredible attack. Performs a Dragon Knee when pressing A on air, moving horizontally a decent distance. It also uses a sliding dash when using Down+A on the ground, also moving a decent distance. Standard Attack: Positron Laser. Shoots a laser beam from its right hand-mounted gun. The move is done very quickly, almost giving no time to react to the opponents. Upper Attack: Splendor Blade. Performs an uppercut with the bladed edge of its arm. Jumps a nice distance and delivers a heavy hit. Lower Attack: Dragon Kick. Performs a frontflip, aiming to kick the opponent upon landing. The hit is quite heavy, if you can properly time the flip. Charged Attack: Supreme Positron Laser. Same attack as the standard, just that it can be charged for severe damage. Super Attack: Ionic Blaster. Its chest opens up to reveal some kind of explosive, which then bursts. The explosion has a good reach and pushes opponents very far. Tentomon ![]() Higher than average in all aspects, but it isn’t a ranged fighter. Performs a Dynamo Spin when pressing A on air, moving horizontally for a decent distance. Standard Attack: Super Shocker. A ground-level shock of energy that covers a very decent distance. Upper Attack: Shock Jaw. Curls into a ball like in many of its attacks and jumps diagonally up. Lower Attack: Rhino Spin. Puts itself upside down to spin on its head. By continuously pressing B the attack can be made everlasting, and while it can move with the control stick its speed is very low. Kabuterimon Intermediate level of Tentomon. Better attack and defense, and now an average ranged fighter. When grabbing an opponent it emits electric shocks to constantly damage them. Standard Attack: Electro Shocker. Shoots a small ball of electric energy that horizontally covers the whole screen. Upper Attack: Beetle Horn Attack. An uppercut using the horn of its forehead, Jumps high and damage dealt is heavy. Lower Attack: Electric Storm. Covers itself in electricity to damage nearby opponents. By continuously pressing B the attack can be made everlasting, and it can move around with the control stick almost at the same speed as when not attacking. MegaKabuterimon Highest level of Tentomon. Massive attack and defense, tricky attacks and movements, but overall can be a bit slow and clumsy at times. Can glide via its rocket by holding Y. Standard Attack: Horn Buster. Shoots an energy burst from its horn, travelling horizontally the whole screen. Upper Attack: Horn Thruster. Same as the previous Beetle Horn Attack though the jump is higher as well as the damage dealt. Lower Attack: Repulsor Field. Creates an electric dome around it which repels projectiles. When used on air, can move sideways a decent distance so it can serve as a safe recovery at times. Charged Attack: Rhino Charge. Sprints forward attempting to catch an opponent with its horn to then, when releasing the B button, deliver a Horn Thruster. Can travel nearly the whole screen until ultimately perform the attack automatically. Super Attack: Lightning Wave. Summons lightning to strike the area from above. Three will fall close to it from each side, and should all three hit an opponent they can deal severe damage. BlackAgumon ![]() This shadow version is more agile than its counterpart, but overall more or less the same. Performs a Flying Kick when pressing A on air, moving horizontally for a decent distance. Also, when grabbing an opponent, it will drain its digivolve meter to increase its own. Standard Attack: Pepper Breath. A green-colored variant of the standard attack with its properties intact beyond the “toxic” look. Upper Attack: Claw Uppercut. Again, just a green-colored variant of its counterpart’s attack. Lower Attack: Claw Smash. Dashes horizontally for some distance with its claws out front. BlackGreymon Intermediate level of BlackAgumon. I’d say it’s quite balanced overall, no strong points but no weaknesses either. Performs a Great Antler Knockout when pressing A on air, plummeting diagonally down head first. Just like its previous form, absorbs the opponent’s digivolve meter when grabbing them. Standard Attack: Mega Flame. A green-colored variant of the standard attack, which can be maintained by holding B and additionally direct it upwards or downwards with the control stick. Upper Attack: Great Antler Attack. Performs a two-time jump to reach further and hit the opponent twice, being its main melee weapon. Lower Attack: Great Antler Bash. Like its counterpart, bashes forward with its horn. BlackWarGreymon Highest level of BlackAgumon. Powerful and sturdy, deadly at long range but less agile than its counterpart. Like before, can absorb the digivolve meter of the opponent when grabbing them. Standard Attack: Terra Destroyer. Launches the same energy sphere but this time it has an erratic and bouncing trajectory, still producing the same big explosion. Upper Attack: Black Tornado (jump). Exactly the same attack as its counterpart. Lower Attack: Black Tornado (lunge). Once again, exactly the same attack as its counterpart. Charge Attack: War Blaster. Charges up energy on its palms before firing up to seven rounds of energy-like bombs. They travel the whole screen, and at full charge can deal severe damage if all hits connect. Super Attack: Ultra Tornado. Yet again, exactly the same attack as its counterpart. BlackGabumon ![]() This shadow version employs the powers of fire and ice. Beyond this quirk appears to be quite similar to its counterpart. Can absorb the opponent’s digivolve meter when grabbing them. Standard Attack: Petit Fire. Same attack as its counterpart, hold B to drastically increase its reach and deal more damage. Upper Attack: Blue Horn. Again, same attack as its counterpart, hold B to charge the attack and deliver more damage while jumping much higher. Lower Attack: Ice Dash. Dashes forward some distance leaving a trail of icicles behind him. Should an opponent get hit by it, they’ll be encased in a block of ice. BlackGarurumon Intermediate level of BlackGabumon. Increases defense but maintains attack and agility. Can absorb the opponent’s digivolve meter when grabbing them. Standard Attack: Fox Fire. Same attack as its counterpart, but this time just burns on contact. As you hold B you can extend its reach enormously to further damage your opponents. Upper Attack: Howling Wolf. Exactly the same attack as its counterpart. Lower Attack: Ice Wall. Creates an iceberg just in front of it, which damages nearby opponents. The wall can also deflect incoming projectiles, doubling up its duties as well as lasting for several seconds after being created. BlackMetalGarurumon Highest level of BlackGabumon. Excellent attack and defense, very deadly in the long distances but clumsy movements. Can absorb the opponent’s digivolve meter when grabbing them. Also, it performs the same Metal Wolf Headbutt as its counterpart when pressing A on air. Standard Attack: Fire Wolf Claw. Shoots a red missile that travels the whole screen horizontally straight. By holding B, you can freely alter its movement with the control stick and guide it to whatever opponent you wish, though you’re left totally open for attacks. Upper Attack: Metal Grinder. Emits a harsh metal sound as if it was howling, the only melee attack it truly has. Lower Attack: Ice Wolf Claw. Same attack but this time the missile is icy blue and instead of exploding when reaching the opponent it encases them in a block of ice. Same guided properties too. Charged Attack: Giga Destruction. Exactly the same attack as its counterpart, this time with an screeching sound that could deter players from using it for being annoying. Super Attack: Blizzard Wolf Claw. Exactly the same attack as its counterpart, so it’s equally deadly. BlackGuilmon ![]() This shadow version works almost the same as its counterpart but is more a ranged fighter. Can absorb the opponent’s digivolve meter when grabbing them. Standard Attack: Pyro Grenade. Same attack as its counterpart, but this time by holding B you can delay the sphere’s detonation thus waiting for the best timing. Additionally, you’re not deprived of moving around like normally, giving you a unique strategy. Upper Attack: Virus Breath. Exudes a toxic breath damaging anyone nearby. Lower Attack: Rock Crusher. Exactly the same attack as its counterpart. BlackGrowlmon Intermediate level of BlackGuilmon. Basically one-ups all stats, so it’s greatly balanced. Can absorb the opponent’s digivolve meter when grabbing them. Standard Attack: Exhaust Flame. Same attack as its counterpart, that can be maintained holding B, but this time it just faces forward without being able to alter its direction. Upper Attack: Dragon Slash. Exactly the same attack as its counterpart. Lower Attack: Plasma Blade. Spins around itself on the spot with its arms extended, dealing several hits to any opponent close enough. ChaosGallantmon Highest level of BlackGuilmon. Again a one-up in all stats, but it does feel more clumsy than it should. Can absorb the opponent’s digivolve meter when grabbing them. Also, it can perform a Chaos Charge when pressing A on air, which is a smaller version of the Gallant Charge seen below. Standard Attack: Demon’s Disaster. Shoots an energy projectile from its shield, horizontally traveling the whole screen. By continuously pressing B you can shoot up to five rounds. Upper Attack: Spiral Wailer. Exactly the same attack as its counterpart. Lower Attack: Gallant Charge. Exactly the same attack as its counterpart. Charged Attack: Shield Attack. Yet again, the exact same attack as its counterpart. Super Attack: Waking Dead. While technically the same attack as its counterpart, this time the energy dome is created via a clash of its shield which seems faster to pull off, other than that they have the same properties. Neemon ![]() All games need a joke character, and here we have it in the form of a boss. Embarrassing everyone in the fight, so nimble it gets away from everywhere and ridiculously weak. Standard Attack: ABCDEFG. Burps, letting out a gas bubble that travels some distance. Upper Attack: Happy Accident. Slips on a banana, which is later thrown on a parabolic trajectory. Lower Attack: I Like Beans. Lets out some noxious gas to attack those close to it, I’m sure you can guess how. Charged Attack: Gassed Off. Holds on his body’s gases until finally letting them out and propelling itself upwards. Its belly expands as it holds off, reaching way abnormal levels. Super Attack: Uh Oh. Literally makes itself explode by holding inside itself all the gases of its body. Should be suicidal, but given the character’s comedic nature it simply respawns somewhere else away from the explosion. Duskmon ![]() An antagonist from the fourth anime series acting as a boss here, even though it’s not its known most powerful form. High attack and defense and tricky moves are its signature. It manifests its swords when grabbing an opponent, so it will deal constant damage to the pierced opponent. Standard Attack: Death Gaze. Locks all its body’s eyeballs ahead and fires a laser from all of them, producing a wide attack hard to avoid. Upper Attack: Brute Strike. Jumps high into the air swinging its swords in a pirouette. Deals two strikes and lifts opponents quite high. Lower Attack: Ghost Move. Teleports to be up close with an opponent. Mostly always it results on a hit, which deals nice damage and can be followed up easily in a now open opponent. Charged Attack: Geist Blade. Performs a pirouette forward slashing its swords. Only case I’ve seen where charging only heightens damage, any other properties of the attack like movement distance stay the same. Super Attack: Geist Blade Storm. By slashing with its swords as it spins around, it creates a massive and expanding dome of energy pushing its opponents quite far and dealing noticeable damage. Diaboromon ![]() An iconic movie villain returns here as a boss. Great reach and resilience, but doesn’t deal as much damage as could be expected. Performs a forward roll when pressing Down+A on the ground. Standard Attack: Web Wrecker. Shoots an immense blast from its chest cannon. Its sheer size and the quickness it’s pulled off makes this attack almost a sure hit if fired correctly. Upper Attack: Cable Crusher. A double-handed uppercut, which given its long arms is more usable than most. It also jumps quite high, sending its opponents very high in return. Lower Attack: Line Surge. With its arms extended its starts to spin around, having great reach and capable of dealing severe damage, even more because pressing B continuously makes the attack everlasting and you can move around tilting the control stick with ease. Charged Attack: Virus Download. Stretches its palms forward before retracting them, thus meaning it can deal up to two hits in a single go. Given its natural reach, at full charge it can cover a massive distance. Super Attack: System Failure. All characters capable of Digivolving are downgraded one level. Thus, if fighting against other non-bosses, this attack will ensure your level advantage over them and complicating their chances at matching you. Can be greatly overpowered in certain circumstances. Omnimon ![]() The fusion of WarGreymon and MetalGarurumon, so obviously it’s a boss. Deadly attacks both at short and long range, and also incredible defense. Standard Attack: Garuru Cannon. Fires a massive purple blast that covers the whole screen. Upper Attack: Ultimate Uppercut. Uppercuts with its sword, then fires a blast with its cannon as it returns to the ground. By continuously pressing B it can release several rounds before eventually reaching the ground. Lower Attack: Blaster Blade. Thrusts forward with its blade, aided by the impulse of a backwards shot of its cannon. This two way attack can hit opponents at each side, either with the medium ranged lunge or the standard blast. Charged Attack: Transcendent Sword. Performs a vertical downwards slash with its sword. As it charges, the slash has greater reach. Super Attack: Sword of Ruin. With an X-shaped dual slash it creates an expanding energy dome which pushes opponents far away as well as damaging them. MaloMyotismon ![]() Final boss of the second anime series and to an extent in this game too. Highest attack and defense, as well as some more tricks up his sleeve. If anything, clumsy movement. Has a special energy-like shield, which besides reducing the damage received as with every other character it also absorbs its energy to augment its own digivolve meter. Standard Attack: Screaming Darkness. Shoots twin dark energy balls from its shoulders, which are actually living beings as its winning animation shows. Upper Attack: Evil Crusher. A double-handed uppercut. It doesn’t jump very high but pushes opponents extremely high. Lower Attack: Black Rain. Spins around in the air as it lets out a thick mist below it to constantly damage its opponents. By holding B the attack is made everlasting, but be careful using it on air as the mist only descends a small altitude from its body. Charged Attack: Crimson Mist. The creatures on its shoulders let out a dark red mist, which is then fired horizontally. As it passes over an opponent it hits them and for a second slows them down. The longer it’s charged the thicker the mist is, and thus deals more damage to any opponent it passes by. Super Attack: Pandemonium. The background turns pitch dark as an eerie music plays for a while. During this period, all other characters have their controls altered, essentially causing a massive chaos like its name implies. Not damaging per se, but gives you a great advantage for a decent period of time. Just like I did in the prequel, I’ll go fully in depth (or at least as much as this site allows me to because of size and embedded links) with the game’s mechanics and see everything this game had to offer. It’s gonna be a long ride, because the games of this generation were longer and had more content, so strap on your digital belts and let’s get going! Getting started Controls Digivolution and Super Attacks Battle settings Stages Power-ups Characters Getting started Unlike the prequel, this game was focused as a free for all. Four players can now be pitted in the stage, battling in different modes besides just depleting the opponents’ life to win. No rounds here, just an objective to meet with each knockout or fall making you respawn somewhere to keep battling. The new nature of the battle system means all attacks have seen their power reduced, as they’re now more generic and the fight much more chaotic. Super Attacks have also been nerfed, they’re now basically an additional attack the highest level form has but just more damaging (very few exceptions exist in which they’re immensely powerful). New mechanics include the charged attack (another additional attack for the highest levels), which can potentially become the new main weapon in most cases, unique quirks at jumping in some characters, air movement attacks, the heavy drop, damage by fall and a revised digivolution process. Also, types were removed here, so now everyone deals the same damage in the same form and stage hazards affect equally to everyone. The character roster has also been altered. All eight Digimon from the first series’ chosen ones are here, as well as the protagonists of the three spin-offs. The bosses are quite rare, you’ll see what I mean when we get there. And there are three bonus characters which are shadow versions of already existing characters, though they’ve been given a few tweaks to feel different than their counterparts (thankfully). Controls -Control Stick: move around -A: basic melee attack. Can be chained thrice to knock down the opponent. -A (on air): basic attack while jumping. Can’t be chained, and in some cases it might be a homing attack that allows the character to move. -Down+A (on air): ground pound. The character plummets vertically down to the ground, crushing any opponent it lands on. Can very easily stun a character for a while, so it’s even more potent. Be wary of Digimon flying over you, they might come in hard at any given moment. -B: special attack: Has three variants as we’ll see below, the main weapons for the battle. -Y: jump. Can be chained twice (thrice in some cases) for greater height. -X: grab. Allows you to grab another character, move around and throw them. Check draining their meter. -R: digivolve/super attack. Allows the character to either Digivolve when their meter is full if not at its highest level, where it instead allows the character to use its Super Attack. -L: block. A much needed defensive ability amidst the chaos. -L+A: healing. You can drain your Digivolve meter in exchange of recovering health, though it leaves you wide open for attacks and obviously stuck on a lower level in most occasions. -L+B: charged attack. A special additional attack for the highest level Digimon which can sometimes be much better than the standard ones. NOTE: some characters may have special attacks or effects beyond these standards, like having a much rarer jump called Mega Jump, performed with Down, Up and Y which allows for a much higher jump to start and is rather quick to pull off. All these unique features will be noted on the character’s section when applied. Digivolution and Super Attacks In this game, digivolution takes on a different dynamic. Now, characters have an intermediate level to digivolve into before digivolving again to their highest level. Only at this third stage do they unlock the Super Attack. The Digivolve meter here fills by gathering Digi-Orbs, which appear mainly after being hit by attacks. Once your meter is full you can’t collect anymore and you’re ready for digivolution, with the game’s announcer saying it out loud for everyone to notice as well as a specific sound. If you proceed with the Digivolution, the Digimon itself will shout the process as it happens on the spot, with gameplay still occurring elsewhere while you’re immune to attacks and hazards until you’re finished and can rejoin the fray. In the case of highest level Digimon then no announcement will be made but the sound will still be heard, and you’ll be able to unleash your Super Attack. Contrary to the prequel, Digimon stay on the same level until they fall down the stage or their health is depleted. Upon respawning, the Digimon goes down a level as a penalty but keeps its digivolve meter as it was, thus meaning it could immediately digivolve back to the level it previously had. Also, in this game Digivolution can only be triggered when on the ground, so keep that in mind when attempting it. The eleven Digimon available from the start, plus three of the unlockable ones, are capable of undergoing this three-stage digivolution process. An intermediate level Digimon will deal increased damage from its attacks and receive less damage from opponents, whereas the highest level will deal the highest damage and have the highest defense. This is crucial specially in boss fights, where you’ll have to make up double the disadvantage because bosses are all naturally at their highest level. Battle settings As stated in the beginning, now we have more than the usual brawl. While there are no rounds here as in the prequel, we do get two standard game options as well as some unique and unusual modes. Before explaining such modes, I’d like to add one more thing: game speed. Besides choosing a specific mode you can also select the speed of the gameplay. You can either have it pre-set at the medium speed, which is the standard one, or have it move slower at x0,75 or faster at x1.5. I personally see no use in changing this, the medium speed is already what you’d expect from a game like this but if you feel like adapting the gameplay to fit some stage or battle mode, feel free to do so. Timed: The usual time-limit brawl where the one to knock out more opponents gets the win. The time limit ranges from 3 minutes to 5, 7, 9, 15 or 20. Why the latter two were included for a very long game is something that escapes my understanding. KO: The other usual brawl where each player has a set number of lives, being eliminated when they reach zero and the winner being the only one left standing. Options range from 3 lives all the way to 7. Digi Race: The point here is to Digivolve all the way to the highest level and perform your Super Attack. Doing this earns you a point, and the winner is the one to reach the chosen goal, from just a single point to up to 5. Boss characters with the red background can’t play this mode, as their base level is their highest. Collection: Spirit Eggs spawn all over the place and must be collected. Being attacked makes you drop them so always watch your count. The winner is the first to reach 20, 50 or 100 points. Digivolving here is impossible, so you’ll stay stuck in your initial form (Boss characters have a massive advantage here). Poison: A random character starts wielding the poison and will be damaged every two seconds. Hitting another character passes the poison onto them, and when the character gets eliminated the poison randomly selects another “host”. The last player standing wins after all other characters lose their lives, between 2 and 7 depending on settings. Keep Away: A single Spirit Egg appears and the point here is to keep it under your guard. Every two seconds after holding it, it awards a point to the character to a maximum of five before it forcefully detaches itself to avoid exploits. The first one collecting points this way and reaching the set goal of 20, 50 or 100 points wins. Crazy Chase: Culumon randomly appears at some part of the stage and you have to chase it wherever it goes. Catching it rewards you with a point, and once again, the goal is to reach 20, 50 or 100 points first. The most tedious mode as it has all the elements of a standard brawl battle while chasing an erratically-moving and capable of teleporting small Digimon. Stages A total of 10 stages can be selected for fights. This time they’ve been promptly named, so no made up horrific names here. Each one has its unique properties and all of them have interesting quirks to them. Jungle Ruins ![]() A standard stage to start over, in the outskirts of an apparent abandoned temple. Rocky formations on the left, a tree over a rock on the right side, a bridge connecting both shores of a small river… And plenty of chaos amidst the nature. The rock plain is the main spot of the stage, with three trees with different sets of branches. Should any of these branches be broken due to receiving too many hits, the tree will fall down and reveal a new set of branches so the brawl can continue. The bridge can also be broken, though the river doesn’t flow at all, and of course can also be repaired over time. The rock plain has one last hidden ace: if you ground pound over one of them, they initiate a resonance in which the other rocks will act as springs and propel characters into the skies. Items in this place are fairly common: on the rock construct on the left edge, the tree on the right edge, under the bridge and most importantly on the newly fallen tree branches. Every time a new set drops onto play it comes accompanied by an item, so items here are recycled much faster than anywhere else. RubberTree Falls ![]() We stay in mother nature’s embrace but in a much wilder place. A massive waterfall on the background and a simple build of three sprouting boulders, three rubber trees scattered around and, for some reason, a raft-shaped swing on the very top. Due to the nature of this stage, the camera will always be at a distance so it can show the upper part as well. The rubber trees propel anyone who steps on them very high into the air, allowing them to reach the raft swing at the top. The lack of solid surfaces means the fight is chaotic as you pursue and evade characters horizontally and, more importantly, vertically. Ground pounding here is very powerful, so beware of anyone above your head no matter how high. It is quite easy to fall down through the middle rubber tree, and also on the edges of the sides. Don’t underestimate the overall sensation of safety brought by the absence of true holes through the stage. And be careful when fighting other characters, damage by fall here can be extremely considerable too. Items can be found in the raft swing and in the upper corners, reachable by being propelled with the trees on the sides. On rare occasions, items may appear on the rocks, specially the higher one, but overall there won’t be too many items around at once. Danger Gulch ![]() We now travel to the wild west to see a traditional western village. With mine wagons travelling around, TNT barrels scattered all over the place, a saloon and the rocky background, we’re definitely inside a spaghetti western. On the left we have a special area in which we can break the entrance and eventually fall down to the ground level. Above we have a bridge to safely cross on foot between each side of the area. The right one is the interesting side, at ground level we have the entrance to the saloon, and after a few seconds you’re ejected from the window up above. Also, the green sign near the bridge can fold if the ground suffers damage, and after another character steps on it they will be propelled upwards as the sign returns to its usual spot. There are a total of 5 barrels scattered: one on the bridge right above the center, one on the window of the saloon, one on the green sign, one down left where characters start and a last one on the upper left corner. As soon as one explodes, either by contact with anything or because a Digimon grabbed it and threw it away, the mine wagons which cross right through the center of the stage will drop a new one to replace it shortly after. Be careful not to stand on the railway crossing or it’s an instant kill for you. Items can spawn in several areas: on the window and entrance of the saloon, way above the green sign only reachable through its own spring effect, the bridge and the whole left side be it top, middle or bottom. Lava Lake ![]() Remembering the volcano we saw in the prequel, we head into the very insides of it. A fiery pit below some random rocky platforms sprouting from it, with precarious handmade platforms and why not, a cage at one end. Falling into the liquid lava (way too liquid in my opinion) means your character will get burnt and scream in pain. They will also jump very high in response, allowing you to get into safety at the exchange of some damage, but in a way leaving you open to more attacks. The handmade platforms overhanging from the ceiling and the cage are the only real solid surfaces. The rocks below have different ledges but they get broken after they endure the tough battles so they may not always be a safeguard before falling into the lava. The trick of the stage is that at some time (probably once the rocky platforms have been damaged enough, but I haven’t been able to prove it) the whole stage will tremble, and the giant skull in the background will expel a massive stream of liquid lava that raises the level enormously, covering most of the rocky platforms. The stream is maintained for a long while, before the skull stops vomiting and the normal level is reached gradually fast. Items here can appear in all handmade platforms as well as inside the cage. Due to these limited options, it’s rare to see more than one item at the same time and for long periods there may not be a single item around. Pier 47 ![]() Here we have a fully enclosed level that is also fully dynamic. The stage starts in a standard configuration but will gradually change as platforms come and go at all times, barely staying still for long. There are times in which the “floor” opens up for characters to fall down to the sea, and at some points cranes and hydraulic presses attempt to, maybe indirectly, crush players for an instant KO. Sometimes the platforms can also crush players, either by coming together with another platform or the floor or even the “roof” of the stage. The full cycle lasts for 5 minutes, so when playing in most settings you won’t get to see it fully. Items here will always appear in brown, wood boxes which need to be cracked for the item to be ejected. They’re easily seen as all platforms and containers are grayish, and sometimes cracking them opens up empty spaces that can mean salvation before a platform vanishes. (If you were expecting the full cycle here, it was more than thrice the length of this short descr Steamworks ![]() We land into a marine factory, similar to oil rigs in real life (which is also similar to the effects you’ll see below). Battling here will require some dynamic moving and not only to seek and/or evade attacks, and falling off will not be your worst enemy here. The stage consists of six platforms: one up above, one on the left with two levels close to one another, one on the right with two levels at a very different altitude, a central one, the one below with an elevated platform in the center and a small one on the leftmost corner. Not much surface area to brawl on, so better polish your air combat skills as well as timing your jumps. You will also see several exhausts: one on the center below the platform up above pointing upwards, one below the left platform pointing rightwards, two on each side of the elevated platform below firing towards each side, and a T-shaped one on the right platform pointing upwards, downwards and leftwards. In a repeating cycle, and in the order I mentioned here, these exhausts will activate, and then the real trouble begins. In the first part of the cycle the exhausts will spend a few seconds spitting fire, which will damage you repeatedly. A few seconds after the last one deactivated, now the exhausts will exude steam (hence the name of the stage) which will propel characters in the direction the exhaust faces. This will allow you to jump higher but also be careful of being pushed out of the stage. Also, the steam lasts for a shorter while than the fire, so be careful on which platform you stand as the cycle repeats itself. Items here can spawn everywhere, as they can appear in every platform. However, don’t expect to have more than two of them at any given time, and since they can appear anywhere you will be roaming constantly around for yet another reason. The Cannery ![]() Recycling another stage of the prequel, we’re in a crammed space within a factory much different than the one before. Just a few platforms to allow some brawling and several ways of just screwing things up in this small space for a four-way fight and even more for big size Digimon. Two platforms at each side and at different altitudes plus two central ones is everything we get. Plus, since all the platforms have tracks guiding into the abyss below means staying still in this level is absolutely impossible. This somehow hampers Digivolution, because you have to trigger it while on a platform as you slowly drop due to the motion of the tracks, favoring the Boss Digimon. A moving platform sometimes covers the bottom hole, but it’s no safe place either because the cycle is quite quick. Falling into the tubes on the sides or the bottom opening sends you to the dispenser-like machine above, which goes left and right everytime. After a few seconds, the engorged machine spits you in the form of a can, hence the level’s name, and you’re deprived of all your attacks except the Ground Pound and with your movement also hampered. After some time, you will suddenly stop and after a few seconds you’ll return to your normal form. While you’re a can, you can fall down the tubes on the sides and be ejected through another one at the expense of some of your health. Falling down through the bottom hole simply makes you respawn as happened in the prequel. Not very beneficial, but gives you a slight edge in movement freedom. Items here are spit by the dispenser above, so there’ll only be one at a time. And the item will be constantly moving because of the tracks, so pay attention to whatever the dispenser can drop. Twisted Toytown ![]() Here we have a fully dynamic stage, but this time isn’t enclosed. We traverse through the whole town like if it was a Super Mario level of old, sometimes too literally. Fun to play but hard to battle, as you’ll need to traverse through a wide range of platforms, some which break over time or modify their length or serve as springs, obstacles like trick boxes or that scary, fire-breathing duck as well as some air travel with a suspended platform. Items here can appear at any point, though they’re rare to see given the platformer nature of this stage. The full cycle lasts nearly 6 minutes and explaining it required more than a thousand words so once again unless I can manage to embed the video here I’m afraid you’ll be left without a full descr Ice Palace ![]() An unlockable level which is an absolute pain in the ass. An enclosed area made of ice, with several zones which can damage you and hard to move around as you attempt to battle it out with everyone present. Does have its quirks, but overall I’d expect more from an unlockable level. The main chamber has four platforms, two on each side at different altitudes. From their underside stalactites grow over time, so you can be damaged if you jump too close to them. Any Digimon passing by the platform is enough to drop them down in an attempt to damage its opponents, or else they’ll fall down over time eventually. And they grow back very quickly, so you’ll never be entirely safe here. Beyond the main chamber on each side there’s a separate ice rink with a platform moving vertically. Some ledges allow you to return to the main chamber, and at the top the whirlwinds allow you to teleport to the other side. Just be careful with the spikes at the edges below, they’re an easy target to be thrown into (and Digi-Orbs tend to gather exactly there, for some reason). I saved the best for last: the three platforms up above in the main chamber. The small ones don’t do anything, but Ground Pound the big one in the center and it will plummet to the ground, breaking the ice and opening a pothole directly into ice spikes, before the mechanism drives back the platform to its starting point and the ice covers the hole again. Both the platform’s spiked underside as well as the pothole are instant kills, so be aware of this deadly weapon. Items here appear mainly on the ice rinks on the edges. I haven’t seen any other spot, but I don’t discard them being a rare occasion. Chaos Wasteland ![]() Another unlockable level, which is absolutely bland and simple. A series of platforms floating in mid air and nothing more. True, the platforms do things from time to time, but that’s it. I will admit that in boss battles in single player mode this stage is hard as hell, for bosses being the highest level and you starting in your basic level without any items or easy chances of Digivolution, but outside the boss battles the stage is of barely any meaning and even less with four-way fights. The seven round platforms that make up this stage can move upwards or downwards at random intervals, altering the overall shape of the level. They can also emit a stream of fire upwards to damage anyone passing by, be covered in ice so players have a harder time not falling off or emit a red laser that nullifies gravity to propel players much higher. But that’s the gist of it, there’s nothing else on the level but falling down one way or the other into what’s expected to be some sort of black hole or volcanic pit. Items will never spawn here, so it’s an all-out brawl with just your own weapons against a minimalistic stage where you can’t hide from an opponent. Power-ups Several power-ups appear scattered through the stages, most of them are helpful items while one is very dangerous and the last one is a mystery. All these items appear in their regular form and you must pass over them to collect them. No special sound is played when an item spawns, you’ll have to search for them the old way. And remember they won’t be there forever, though they do last much longer now (therefore having a much lower spawning cycle, meaning they’ll appear less often). Here’s the list of all items you can encounter: Health up ![]() Increases noticeably your health. Can also be dropped by Digimon if hit hard enough. MAX Health up ![]() Fully restores your health, so it’s very rare to appear. Fire coat ![]() Covers the Digimon in a fiery coat. Deals damage to anyone touching you. Iron Fist ![]() Covers the Digimon in metal. Its weight is not affected, but its attack is heavily increased and can push opponents much further. Cursed Bomb ![]() Immediately starts dropping a series of bombs on the spot in quick succession. The worst item as it will require you to move constantly or be damaged by the same bombs you drop. Can be cancelled by grabbing another stat-changing item like the Iron Fist, otherwise it can perfectly get you eliminated. Invincibility ![]() A magic purple coat prevents the Digimon from taking any damage for a decent while. Digital Nuke ![]() All opponents drop a massive number of Digi-Orbs, allowing for a faster collection to increase the digivolve meter of everyone. MAX Digivolve ![]() Completely fills up the Digivolve meter. Extra Life ![]() Gives the lucky taker an extra life (only in modes where lives or KOs matter) Mysterious Digivice ![]() When passing over it, this tricky item can unleash one of the following events, carefully shown as a message on the screen and shouted by the announcer: -Summon Phantomon: Phantomon is called forward and it will roam the stage as well as teleport in pursuit of any fighter unlucky enough to cross ways with it. A single hit of its scythe means an instant KO, regardless of everything (except Invincibility), so avoid it like the plague while it remains around. -Lightning Strike: For a while, several lightning bolts will fall down to the stage in different spots. Try avoiding them the best way you can, by seeing the purple spot in the floor where the lightning will touch ground, but honestly it’s quite hard to evade them all as well as the attacks from other Digimon still wanting to battle despite the fury of Zeus. -Sleepy Time: Puts all opponents to sleep for a lasting while. Attacking them wakes them up, but they can be pushed around and thrown into hazards or off-stage. Also gives you a sometimes much needed break from all the action. -Sympathy Pains: The Digimon with high health will give out some of it to the Digimon with lower health. In essence this should balance things out, but it turns out the gain will always be more than the loss. -Piñata Party: The one who activates the box gets turned into a piñata for an awfully long time. It can’t attack and its movement is hampered somehow, leaving them wide open for an array of attacks. This is the bad result in the roulette of the mystery box. -Heart Exchange: Players exchange characters randomly for some time. -Digivolve Everyone: all players capable of digivolving will immediately do so, advancing to their next level regardless of their Digivolve meter. -De-Digivolve Everyone: Same as before, but in the opposite direction. Not your lucky day I guess. -Digivolution Convolution: Digimon in base form will Digivolve straight to their highest level, whereas highest level Digimon will downgrade straight to base form. Intermediate level Digimon have a 50/50 chance of going up or down a level, so it’s like tossing another coin to the air (the first one was activating the box). Characters Agumon ![]() Main protagonist of the first anime series. Excels in agility, but is average at most in the rest of areas. Standard attack: Pepper Breath. Shoots a small round flame horizontally with medium reach. Upper Attack: Claw Uppercut. Performs a slightly spinning uppercut jumping on the spot. Lower Attack: Claw Attack. Jumps forward and deals two strikes with its claws, covering decent distance. Greymon Intermediate level of Agumon. Trades a bit of agility for higher attack and defense, and it also lacks a bit of reach on its attacks. Standard Attack: Nova Blast. Shoots a short-ranged fire breath. Can be sustained by keeping B pressed. Upper Attack: Great Horn Attack. Jumps slightly diagonally charging with its horn, but its reach is very low. Lower Attack: Great Horn Bash. Dashes horizontally charging with its horn, has decent reach. WarGreymon Highest level of Agumon. Again trades a bit of agility for higher attack and defense, giving it an immense might both in close combat for its melee attacks as well as at a distance thanks to its projectile attack. Standard attack: Terra Force. Shoots a rather big round fireball that crosses the entire screen horizontally. Upon touching anything, it creates a massive explosion that can damage characters nearby. Upper Attack: Great Tornado (jump). Jumps vertically spinning over itself, damaging anything in its path with its claws. Can deal several hits. Lower Attack: Great Tornado (forward). Same attack as before, but horizontally and with its properties intact. Charged Attack: War Driver. Charges energy on its claw and charges at short range to strike the ground. Quite a basic attack to be an add-on as we’ll see further below. Super Attack: Ultra Tornado. Creates two small tornadoes that travel horizontally to each side for a while. Less damaging than its other attacks, but allows to deal damage to more than one character nearby which is unique for this Digimon. Gomamon ![]() One of the most agile characters, at the cost of offensive might. It has good defense, partially thanks to one of its attacks. Performs a sliding dash when using Down+A in the ground. Standard Attack: Marching Fishes. Launches a fish forward in a small curve. Yep, as odd as it sounds. Very little damage obviously. Upper Attack: Tail Slap. Performs a very small jump while doing a backflip. Deals decent damage. Lower Attack: Bubble Deflector. Covers itself in a bubble that, as the name suggests, can deflect incoming projectiles and damages anything it touches. It lasts for a short while but it’s very effective, and when used on air it allows for horizontal travelling so even better. Ikkakumon Intermediate level of Gomamon. Trades most of its agility for noticeably increased offensive might, yet keeps the good defense. Performs a Belly Mash when using A on air, diagonally plummeting down to the ground charging with its belly. Can do great damage from a distance, but there’s no way of stopping it so measure your landing carefully. Standard Attack: Harpoon Torpedo. Launches its horn forward as it cracks to reveal a torpedo. If you hold B it can travel longer before curving down to the ground, extending its range at the cost of leaving you wide open. Upper Attack: Horn Attack. Performs a small jump doing an uppercut with its horn. Deals decent damage. Lower Attack: Icicle Coat. Emits a freezing aura at very short range while remaining still, any opponent that gets hit will be temporarily encased in a block of ice. Zudomon Highest level of Gomamon. Trades even more agility to excel in attack and raise its defense, not one to be taken lightly if it manages to get close to its foe. Standard Attack: Vulcan Hammer. Smashes the ground with its hammer, producing a horizontally moving beam at ground level that covers the whole screen. Upper Attack: Hammer Head. Launches its hammer diagonally upwards, attempting to hit anything in its path. Highly damaging. Lower Attack: Thor’s Fury. Starts spinning around while holding its hammer. You can keep spinning by continually pressing B, though your mobility is limited and you’re still open to projectile attacks. Plus, any hit throws away the opponent, so it will rarely be a multi-hit (not that it needs it, as it deals high damage as is). Charged Attack: Anvil Smash. Concentrates energy on its hammer before smashing the ground. The shockwave increases as the attack is charged further, but it has no added effect beyond the damage inflicted. Super Attack: Vulcan Vengeance. With a mega smash to the ground it creates a spherical aura of energy. Both the smash and the sphere created by it can greatly damage and push away opponents. Biyomon ![]() Quite agile, but below average in everything else. I’d say it’s similar to Agumon overall but its attacks lack a bit of punch. Standard Attack: Spiral Twister. Launches a short-ranged spiraling projectile. Can be charged by holding B for a larger projectile, though it still travels the same distance. Upper Attack: Ostri-Kick. Performs a jumping backflip, attempting to hit any opponent nearby both in the ground or in the air. Lower Attack: Talon Twist. Performs several cartwheels forward, dealing several hits while covering some distance. Birdramon Intermediate level of Biyomon. Loses a bit of agility and converts it into great attack both at short range and at a distance. Performs a Talon Tear when pressing A on air, launching itself diagonally with a wide angle to cover massive distance before reaching the ground. Standard Attack: Meteor Wing. Launches a short-ranged set of flames. By holding B you can charge the attack to launch more sets of flames and deal more damage. Upper Attack: Phoenix Rising. Vanishes to appear right after a few steps ahead and perform a rising jump engulfed in flames. Lower Attack: Fire Storm. Flaps its wings as it flies a bit backwards, expelling a short-ranged flame. Evading while attacking, quite useful indeed. Garudamon Highest level of Biyomon. Higher attack and defense than average, though lower speed. Quite a balanced option and with effective attacks, could be a good choice for starters. Performs a Garuda Kick when pressing A on air, propelling itself horizontally for some distance. Standard Attack: Wing Blade. Unleashes an odd-shaped projectile that covers the whole screen horizontally. Upper Attack: Fist of the Phoenix. A short jumping uppercut, quite bland for this level of character, but makes up for it with decent damage and pushing opponents far. Lower Attack: Boulder Breaker. Plummets to the ground, even while on the air, with its fists forming a hammerhead to hit heavily the ground. Cannot be canceled, so be sure you’re landing safely if used on air. Charged Attack: Garuda Punch. Charges energy on its fist and then plunges forward attempting to punch anything on its way. The longer you charge it the greater distance it will cover. Super Attack: Fire Hurricane. Forms a small fire hurricane around it, doesn’t have great reach but works wonders if you’re being beaten up heavily or need to push enemies away. Flamemon ![]() Main protagonist of the fourth anime series, seen here in a somewhat “filler” form that had very limited screen time. Very agile, but average in offense and defense. Standard Attack: Flame Toss. Tosses a flame forward, despite its curved down trajectory still has good reach. Upper Attack: Noble High. A flaming uppercut in a short vertical jump. Lower Attack: Monkey Ball. Performs a frontflip engulfed in flames, decent reach and damage. Agunimon Intermediate level of Flamemon and the real main protagonist. Increased attack at long range and keeps the agility of its previous form. Performs a sliding dash when pressing Down+A on the ground, covers a decent distance further increasing its range and agility. Standard Attack: Pyro Darts. Fires a few medium-ranged darts of fire. Continuously pressing B allows to fire indefinitely, and you can either fire horizontally or diagonally up and down. Upper Attack: Pyro Tornado. Spins over itself as it performs a small jump. Lower Attack: Fire Dash. Dashes forward leaving a trail of fire. Can damage opponents in two ways and can get out of trouble, very useful attack. BurningGreymon Highest level of Flamemon. Trades agility for increased attack and defense, absolutely deadly in the mid-long range. Standard Attack: Pyro Barrage. Shoots several rounds diagonally above. By continually pressing B you can make the attack everlasting, and by tilting the control stick you can change the angle of the shots upwards or downwards. Upper Attack: Burning Inferno. A double hand uppercut, a small variant over what we’re used to see. Lower Attack: Fire Below. This time shoots from the sky, and once more holding B allows the attack to last indefinitely. Better used on air, on the ground it still flies but it’s much less effective. You may want to spam this on stages you can easily be above other characters. Charged Attack: BurningGrey Basher. Engulfs itself in flames before bashing forward. Very similar in performance to the Garuda Punch seen above. Super Attack: Wildfire Tsunami. Generates a wild firestorm on the spot, which violently pushes away nearby opponents after damaging them. Less useful than almost all its standard attacks, but well, it could have its usage. Gabumon ![]() Faster than average, but no other noticeable traits for better or worse. Standard Attack: Blue Blaster. An icy-blue fire breath. By holding B you can increase its range to keep damaging your opponents over time, even if just a bit. Upper Attack: Horn Attack. An uppercut done with the horn on its forehead. Holding B down charges the attack to deal more damage and jump much higher, matching the altitude of its regular jumps. Lower Attack: Blue Cyclone. Spins around while firing its Blue Blaster. Can deal several hits and can move while it’s in use. Garurumon Intermediate level of Gabumon. Maintains its agility and somewhat increases its defense. Standard Attack: Howling Blaster. Same as the Blue Blaster, an icy breath that can be extended by holding B, just that in this case it encases the opponent in a block of ice. Upper Attack: Wolf Cry. Emits a big howl to damage nearby opponents, works wonders more than you’d think. Lower Attack: Slamming Attack. Jumps forward in an attempt to catch an opponent. If it does, by pressing B repeatedly you can bite them for bigger damage until they manage to get you off of them. MetalGarurumon Highest level of Gabumon. Trades agility for attack, and is a master of long range fights. Performs a Metal Wolf Headbutt when pressing A on air, covering decent distance. Standard Attack: Ice Wolf Claw. Fires its missiles horizontally, by holding B it can fire up to six rounds. Covers a great distance and the sustained damage can be noticeable. Upper Attack: Metal Wolf Throw. Jumps diagonally upwards attempting to headbutt an opponent. A nice recovery move we certainly missed in Garurumon. Lower Attack: Metal Wolf Claw. Fires an icy breath that encases the opponent in a block of ice. By holding B the breath is wider and increases its reach enormously. Charged Attack: Giga Missile. Fires a very big missile from its stomach via a backflip. The more you charge the attack the wider trajectory it will have and the more damage it will deal upon reaching its target. Super Attack: Burst Wolf Claw. Fires missiles from all over its body that home in on the closest opponent. If all rounds hit their target it can deplete a full health bar even against a highest level Digimon, so it’s one of the deadliest attacks in the whole game. Guilmon ![]() Protagonist of the third anime series. Despite being the biggest basic character it’s still quite agile, but no better than average in attack. Standard Attack: Pyro Sphere. Shoots a round sphere which explodes upon entering contact with an opponent or after a few seconds, whatever happens first. It can bounce awkwardly at times, so it’s not a sure-hit attack despite its decent damage. Upper Attack: Neck Stretcher. Jumps diagonally upwards with its legs first, not much reach so it’s the weakest attack of its roster. Lower Attack: Rock Breaker. Performs a frontflip covering a good range vefore smashing the ground with its fists. Deals severe damage if it manages to land a hit. Growlmon Intermediate level of Guilmon. Becomes less agile but gains attack and defense to become average overall. Standard Attack: Pyro Blaster. A short-ranged fire breath. Can be maintained by holding B and can be somewhat directed upwards and downwards by tilting the control stick. Upper Attack: Dragon Slash. Jumps upwards to deliver two hits with its forearms. Nice reach and also damage. Lower Attack: Dragon Kick. Once again jumps legs first, but this time jumps forward reaching out for an enemy. Gallantmon Highest level of Guilmon. An expert at close combat though it came at the cost of its agility. Standard Attack: Lightning Joust. Shoots a horizontal bolt of lightning that covers the entire screen. Quick to pull off and deals decent damage, so a potent main weapon. Upper Attack: Spiral Saver. Jumps upwards with its lance in an uppercut-like fashion. Lower Attack: Gallant Charge. Dashes forward with its lance, covering a great distance. Charged Attack: Shield Attack. Fires a beam from its shield. At full charge the beam is incredibly massive and hard to avoid, as well as dealing severe damage even to highest levels. Super Attack: Lightning Charge. Summons lightning at the tip of its lance to form a kind of an electric dome around it which greatly damages opponents and pushes them aside. A bland end to what was an impressive display of attacks so far. Gatomon ![]() Being naturally a higher level in the series’ lore compared to its peers, it is the most agile of the basic characters though it lacks attack. Performs an Arrow Kick when pressing A on air, plummeting diagonally down to the ground in a closed angle. It can also perform a short dash when using Down+A on the ground. Standard Attack: Cat’s Eye Hypnotism. A short-range beam that freezes on the spot any opponent it touches, disabling them from doing anything. A unique attack that can be deadly in some situations. Upper Attack: Collar Kicker. Performs a frontflip attempting to hit its opponent with its feet. Doesn’t jump in the slightest but has a good horizontal reach. Lower Attack: Catastrophe. Deals a ton of hits using its front paws without moving from the spot. By repeatedly pressing B you can make the attack everlasting. Nefertimon Intermediate level of Gatomon. Surrenders most of its agility for attack and defense prowess. Standard attack: Queen’s Paw. Shoots small-sized energy projectiles which travel horizontally for a nice distance. By holding B up to five projectiles can be shot. Upper Attack: Queen’s Curse. Emits some kind of laser beam through its mask, which can hit its opponent up to four times if you keep mashing B. Its main attack weapon without a doubt. Lower Attack: Rosetta Stone. Summons a big stone above it and throws it diagonally down. Decent damage for an unexpected projectile. Angewomon Highest level of Gatomon. Regains part of its lost agility while keeping its offensive and defensive might, thus being a greatly balanced character. Can perform the Mega Jump, as well as jump thrice instead of the usual twice everyone else has. It also performs a sliding dash when using Down+A on the ground covering great distance, as well as a Flying Kick when using A on air to propel herself horizontally covering good distance too. Standard Attack: Celestial Arrow. Shoots its heavenly arrow, which hits enemies as it bypasses them. Holding B charges the arrow to make it bigger and longer lasting, allowing you to pierce through different enemies in a single go. As a unique quirk, if performed on air, Angewomon remains still until the attack is fired and gravity returns. Upper Attack: Lift Your Spirits. Performs a backflip, dealing two kicks in the process. Doesn’t jump or move at all, but has great offensive might. Lower Attack: Divine Kick. Jumps forward while apparently floating on air, waiting to strike with a powerful arrow kick. Can be used as a pseudo-air attack when jumping. Charged Attack: Heel of Justice. Charges and delivers a heavy kick by jumping ahead. As it charges it covers a greater distance and dealing greater damage. Super Attack: Heaven’s Charm. Emits pink beams from its body which pushes opponents far away while greatly damaging them. A nice finisher for a decent and very complete roster of attacks. Patamon ![]() Another very agile character, but powerless at mid-long range and low attack. Can glide after jumping by holding Y. It can also perform an Air Slam when pressing A on air, propelling itself horizontally for some distance, so overall it has excellent reach. Standard Attack: Boom Bubble. Fires a round air bubble which soon curves upwards, so it doesn’t have much reach but does deal good damage. Upper Attack: Slamming Attack. Jumps diagonally upwards at nice speed. Lower Attack: Thousand Wings. Spins as it flies. You can repeatedly press B to keep the attack going so it rises further and keeps dealing damage, until eventually it glides back to its starting spot. Angemon Intermediate level of Patamon. Better stats than its previous form, specially in the defensive aspect. Performs a Staff Roundhouse when pressing A on air, doing a full spin of its body as it moves slightly horizontally. Just like Patamon, it can glide by holding Y. Standard Attack: Hand of Fate. Fires a heavenly beam from its hand. It has medium reach and can be maintained by holding B. Upper Attack: Angel Rod. Swings its staff upwards with a short jump. For when things need to get physical. Lower Attack: Angel Slam. With a swing of its staff catches its enemy and slams it to the ground behind it. If you’re against a cliff, this attack becomes nearly deadly. MagnaAngemon Highest level of Patamon. Lacks projectile attacks so relies entirely on close combat. Nice attack, excellent defense and one of, if not the best, Super Attacks in the whole game. Again, can glide by holding Y after a jump. It can also perform the Mega Jump for greater reach. Standard Attack: Flying Sword of Justice. Flies horizontally forward at blinding speed. Has medium reach and deals decent damage. Upper Attack: Excalibur’s Grace. Same as the previously seen Angel Rod, just changing weapon. Lower Attack: Shield & Counter. Puts its shield forward for a couple seconds before hitting with its sword. If attacked while shielding, it will slash back with its sword immediately (hence the attack’s name). Charged Attack: Excali-Burst. Performs a horizontal slash on the spot. As it’s charged, its reach and damage increase dramatically. Super Attack: Gate of Destiny. In a few seconds, MagnaAngemon summons right before it the Gate of Destiny. For a short while, it will attract nearby players into it, and just like in the series’ lore it is an instant kill no matter what. Can truly turn the table in a fight and probably the only Super Attack you should be truly wary of. Palmon ![]() Our beloved plant is a tricky character in its attacks, as well as an agile fighter. Performs a Thorn Smash when pressing A on air, throwing its thorns downwards as if it was Spiderman throwing its web and using the gained speed to hit an opponent. Also, when using its grab its thorns grow spikes which continuously damage the grabbed character. Standard Attack: Poison Ivy. Extends its thorns forward. Short reach but deals nice damage. Upper Attack: Thorn Thrust. Extends its thorns upwards with a small jump. Loss useful than its standard counterpart. Lower Attack: Sleep Spores. As its name implies, unleashes spores on the spot that put any nearby opponent to sleep. Togemon Intermediate level of Palmon. Trades agility for a noticeable increase in attack, also has slightly increased defense. Standard Attack: Knockout Fist. Launches an spectral punch forward with decent reach. Upper Attack: Lightspeed Jabbing. With quick hands deals several hits to an opponent as it jumps slightly. The game says you can press B quickly so the attack is enhanced, but in reality this doesn’t happen (maybe this feature wasn’t ported here?). Lower Attack: Needle Spray. Expels needles from all over its body in all directions. Short reach but can deal decent damage. Lillymon Highest level of Palmon. Super agile, high defense and better at long range because its attacks deal low damage. Can jump thrice instead of the usual twice. On air it can perform a Short Arrow by pressing A, moving slightly horizontally. Standard Attack: Flower Cannon. Shoots a massive sphere of energy that travels horizontally the whole screen. Deals decent damage too. Upper Attack: Flower Cutter. Performs a jumping backflip dealing a heavy kick to an opponent. Lower Attack: Vicious Vine. Spins around while letting off some kind of spores that slow down opponents as they’re continuously hit. If you keep pressing B you can make the attack everlasting, while Lillymon can still move horizontally with the control stick. Charged Attack: Sun Crescent Kick. Charges a massive front kick, horizontally travelling farther as it’s charged. Super Attack: Sunburst Vine. Several thorns burst in all directions, pushing opponents very far and dealing heavy damage. Veemon ![]() Main protagonist of the second anime series. Lacks projectiles, but is very agile and its melee attacks are above average. Performs a Vee Arrow when pressing A on air, plummeting diagonally down head first in a closed angle to land a heavy hit. Standard Attack: Vee Knockout. Sprints forward to deliver a heavy punch. Doesn’t move a lot of distance. Upper Attack: Vee Headbutt. Slightly jumps diagonally up head first. Delivers much more damage than the previous attack so it’s more useful than it looks. Lower Attack: Vee Punch. Rotates its arms vertically on the spot, delivering several hits to any close opponent. Flamedramon Intermediate level of Veemon, the more used and familiar form in the anime. Increases attack and defense, and becomes much better at mid-long range. Performs a Flame Dive when pressing A on air, plummeting diagonally down head first in a closed angle to land a heavy blow. Standard Attack: Fire Rocket. Shoots three small fiery projectiles at once, one horizontally straight and the other two diagonally up and down respectively, which can travel the whole screen if allowed to. Upper Attack: Flame Shot. Similar to the Vee Headbutt seen before, but much less effective now that Flamedramon isn’t as melee-oriented. Lower Attack: Flame Shield. Emits a dome of fire around it to damage anyone nearby. Despite its name, it doesn’t protect against anything. Imperialdramon Fighter Mode Highest level of Veemon, being a fusion of it and Wormmon, absent in this sequel. Lacks mobility but has decent defense and incredible attack. Performs a Dragon Knee when pressing A on air, moving horizontally a decent distance. It also uses a sliding dash when using Down+A on the ground, also moving a decent distance. Standard Attack: Positron Laser. Shoots a laser beam from its right hand-mounted gun. The move is done very quickly, almost giving no time to react to the opponents. Upper Attack: Splendor Blade. Performs an uppercut with the bladed edge of its arm. Jumps a nice distance and delivers a heavy hit. Lower Attack: Dragon Kick. Performs a frontflip, aiming to kick the opponent upon landing. The hit is quite heavy, if you can properly time the flip. Charged Attack: Supreme Positron Laser. Same attack as the standard, just that it can be charged for severe damage. Super Attack: Ionic Blaster. Its chest opens up to reveal some kind of explosive, which then bursts. The explosion has a good reach and pushes opponents very far. Tentomon ![]() Higher than average in all aspects, but it isn’t a ranged fighter. Performs a Dynamo Spin when pressing A on air, moving horizontally for a decent distance. Standard Attack: Super Shocker. A ground-level shock of energy that covers a very decent distance. Upper Attack: Shock Jaw. Curls into a ball like in many of its attacks and jumps diagonally up. Lower Attack: Rhino Spin. Puts itself upside down to spin on its head. By continuously pressing B the attack can be made everlasting, and while it can move with the control stick its speed is very low. Kabuterimon Intermediate level of Tentomon. Better attack and defense, and now an average ranged fighter. When grabbing an opponent it emits electric shocks to constantly damage them. Standard Attack: Electro Shocker. Shoots a small ball of electric energy that horizontally covers the whole screen. Upper Attack: Beetle Horn Attack. An uppercut using the horn of its forehead, Jumps high and damage dealt is heavy. Lower Attack: Electric Storm. Covers itself in electricity to damage nearby opponents. By continuously pressing B the attack can be made everlasting, and it can move around with the control stick almost at the same speed as when not attacking. MegaKabuterimon Highest level of Tentomon. Massive attack and defense, tricky attacks and movements, but overall can be a bit slow and clumsy at times. Can glide via its rocket by holding Y. Standard Attack: Horn Buster. Shoots an energy burst from its horn, travelling horizontally the whole screen. Upper Attack: Horn Thruster. Same as the previous Beetle Horn Attack though the jump is higher as well as the damage dealt. Lower Attack: Repulsor Field. Creates an electric dome around it which repels projectiles. When used on air, can move sideways a decent distance so it can serve as a safe recovery at times. Charged Attack: Rhino Charge. Sprints forward attempting to catch an opponent with its horn to then, when releasing the B button, deliver a Horn Thruster. Can travel nearly the whole screen until ultimately perform the attack automatically. Super Attack: Lightning Wave. Summons lightning to strike the area from above. Three will fall close to it from each side, and should all three hit an opponent they can deal severe damage. BlackAgumon ![]() This shadow version is more agile than its counterpart, but overall more or less the same. Performs a Flying Kick when pressing A on air, moving horizontally for a decent distance. Also, when grabbing an opponent, it will drain its digivolve meter to increase its own. Standard Attack: Pepper Breath. A green-colored variant of the standard attack with its properties intact beyond the “toxic” look. Upper Attack: Claw Uppercut. Again, just a green-colored variant of its counterpart’s attack. Lower Attack: Claw Smash. Dashes horizontally for some distance with its claws out front. BlackGreymon Intermediate level of BlackAgumon. I’d say it’s quite balanced overall, no strong points but no weaknesses either. Performs a Great Antler Knockout when pressing A on air, plummeting diagonally down head first. Just like its previous form, absorbs the opponent’s digivolve meter when grabbing them. Standard Attack: Mega Flame. A green-colored variant of the standard attack, which can be maintained by holding B and additionally direct it upwards or downwards with the control stick. Upper Attack: Great Antler Attack. Performs a two-time jump to reach further and hit the opponent twice, being its main melee weapon. Lower Attack: Great Antler Bash. Like its counterpart, bashes forward with its horn. BlackWarGreymon Highest level of BlackAgumon. Powerful and sturdy, deadly at long range but less agile than its counterpart. Like before, can absorb the digivolve meter of the opponent when grabbing them. Standard Attack: Terra Destroyer. Launches the same energy sphere but this time it has an erratic and bouncing trajectory, still producing the same big explosion. Upper Attack: Black Tornado (jump). Exactly the same attack as its counterpart. Lower Attack: Black Tornado (lunge). Once again, exactly the same attack as its counterpart. Charge Attack: War Blaster. Charges up energy on its palms before firing up to seven rounds of energy-like bombs. They travel the whole screen, and at full charge can deal severe damage if all hits connect. Super Attack: Ultra Tornado. Yet again, exactly the same attack as its counterpart. BlackGabumon ![]() This shadow version employs the powers of fire and ice. Beyond this quirk appears to be quite similar to its counterpart. Can absorb the opponent’s digivolve meter when grabbing them. Standard Attack: Petit Fire. Same attack as its counterpart, hold B to drastically increase its reach and deal more damage. Upper Attack: Blue Horn. Again, same attack as its counterpart, hold B to charge the attack and deliver more damage while jumping much higher. Lower Attack: Ice Dash. Dashes forward some distance leaving a trail of icicles behind him. Should an opponent get hit by it, they’ll be encased in a block of ice. BlackGarurumon Intermediate level of BlackGabumon. Increases defense but maintains attack and agility. Can absorb the opponent’s digivolve meter when grabbing them. Standard Attack: Fox Fire. Same attack as its counterpart, but this time just burns on contact. As you hold B you can extend its reach enormously to further damage your opponents. Upper Attack: Howling Wolf. Exactly the same attack as its counterpart. Lower Attack: Ice Wall. Creates an iceberg just in front of it, which damages nearby opponents. The wall can also deflect incoming projectiles, doubling up its duties as well as lasting for several seconds after being created. BlackMetalGarurumon Highest level of BlackGabumon. Excellent attack and defense, very deadly in the long distances but clumsy movements. Can absorb the opponent’s digivolve meter when grabbing them. Also, it performs the same Metal Wolf Headbutt as its counterpart when pressing A on air. Standard Attack: Fire Wolf Claw. Shoots a red missile that travels the whole screen horizontally straight. By holding B, you can freely alter its movement with the control stick and guide it to whatever opponent you wish, though you’re left totally open for attacks. Upper Attack: Metal Grinder. Emits a harsh metal sound as if it was howling, the only melee attack it truly has. Lower Attack: Ice Wolf Claw. Same attack but this time the missile is icy blue and instead of exploding when reaching the opponent it encases them in a block of ice. Same guided properties too. Charged Attack: Giga Destruction. Exactly the same attack as its counterpart, this time with an screeching sound that could deter players from using it for being annoying. Super Attack: Blizzard Wolf Claw. Exactly the same attack as its counterpart, so it’s equally deadly. BlackGuilmon ![]() This shadow version works almost the same as its counterpart but is more a ranged fighter. Can absorb the opponent’s digivolve meter when grabbing them. Standard Attack: Pyro Grenade. Same attack as its counterpart, but this time by holding B you can delay the sphere’s detonation thus waiting for the best timing. Additionally, you’re not deprived of moving around like normally, giving you a unique strategy. Upper Attack: Virus Breath. Exudes a toxic breath damaging anyone nearby. Lower Attack: Rock Crusher. Exactly the same attack as its counterpart. BlackGrowlmon Intermediate level of BlackGuilmon. Basically one-ups all stats, so it’s greatly balanced. Can absorb the opponent’s digivolve meter when grabbing them. Standard Attack: Exhaust Flame. Same attack as its counterpart, that can be maintained holding B, but this time it just faces forward without being able to alter its direction. Upper Attack: Dragon Slash. Exactly the same attack as its counterpart. Lower Attack: Plasma Blade. Spins around itself on the spot with its arms extended, dealing several hits to any opponent close enough. ChaosGallantmon Highest level of BlackGuilmon. Again a one-up in all stats, but it does feel more clumsy than it should. Can absorb the opponent’s digivolve meter when grabbing them. Also, it can perform a Chaos Charge when pressing A on air, which is a smaller version of the Gallant Charge seen below. Standard Attack: Demon’s Disaster. Shoots an energy projectile from its shield, horizontally traveling the whole screen. By continuously pressing B you can shoot up to five rounds. Upper Attack: Spiral Wailer. Exactly the same attack as its counterpart. Lower Attack: Gallant Charge. Exactly the same attack as its counterpart. Charged Attack: Shield Attack. Yet again, the exact same attack as its counterpart. Super Attack: Waking Dead. While technically the same attack as its counterpart, this time the energy dome is created via a clash of its shield which seems faster to pull off, other than that they have the same properties. Neemon ![]() All games need a joke character, and here we have it in the form of a boss. Embarrassing everyone in the fight, so nimble it gets away from everywhere and ridiculously weak. Standard Attack: ABCDEFG. Burps, letting out a gas bubble that travels some distance. Upper Attack: Happy Accident. Slips on a banana, which is later thrown on a parabolic trajectory. Lower Attack: I Like Beans. Lets out some noxious gas to attack those close to it, I’m sure you can guess how. Charged Attack: Gassed Off. Holds on his body’s gases until finally letting them out and propelling itself upwards. Its belly expands as it holds off, reaching way abnormal levels. Super Attack: Uh Oh. Literally makes itself explode by holding inside itself all the gases of its body. Should be suicidal, but given the character’s comedic nature it simply respawns somewhere else away from the explosion. Duskmon ![]() An antagonist from the fourth anime series acting as a boss here, even though it’s not its known most powerful form. High attack and defense and tricky moves are its signature. It manifests its swords when grabbing an opponent, so it will deal constant damage to the pierced opponent. Standard Attack: Death Gaze. Locks all its body’s eyeballs ahead and fires a laser from all of them, producing a wide attack hard to avoid. Upper Attack: Brute Strike. Jumps high into the air swinging its swords in a pirouette. Deals two strikes and lifts opponents quite high. Lower Attack: Ghost Move. Teleports to be up close with an opponent. Mostly always it results on a hit, which deals nice damage and can be followed up easily in a now open opponent. Charged Attack: Geist Blade. Performs a pirouette forward slashing its swords. Only case I’ve seen where charging only heightens damage, any other properties of the attack like movement distance stay the same. Super Attack: Geist Blade Storm. By slashing with its swords as it spins around, it creates a massive and expanding dome of energy pushing its opponents quite far and dealing noticeable damage. Diaboromon ![]() An iconic movie villain returns here as a boss. Great reach and resilience, but doesn’t deal as much damage as could be expected. Performs a forward roll when pressing Down+A on the ground. Standard Attack: Web Wrecker. Shoots an immense blast from its chest cannon. Its sheer size and the quickness it’s pulled off makes this attack almost a sure hit if fired correctly. Upper Attack: Cable Crusher. A double-handed uppercut, which given its long arms is more usable than most. It also jumps quite high, sending its opponents very high in return. Lower Attack: Line Surge. With its arms extended its starts to spin around, having great reach and capable of dealing severe damage, even more because pressing B continuously makes the attack everlasting and you can move around tilting the control stick with ease. Charged Attack: Virus Download. Stretches its palms forward before retracting them, thus meaning it can deal up to two hits in a single go. Given its natural reach, at full charge it can cover a massive distance. Super Attack: System Failure. All characters capable of Digivolving are downgraded one level. Thus, if fighting against other non-bosses, this attack will ensure your level advantage over them and complicating their chances at matching you. Can be greatly overpowered in certain circumstances. Omnimon ![]() The fusion of WarGreymon and MetalGarurumon, so obviously it’s a boss. Deadly attacks both at short and long range, and also incredible defense. Standard Attack: Garuru Cannon. Fires a massive purple blast that covers the whole screen. Upper Attack: Ultimate Uppercut. Uppercuts with its sword, then fires a blast with its cannon as it returns to the ground. By continuously pressing B it can release several rounds before eventually reaching the ground. Lower Attack: Blaster Blade. Thrusts forward with its blade, aided by the impulse of a backwards shot of its cannon. This two way attack can hit opponents at each side, either with the medium ranged lunge or the standard blast. Charged Attack: Transcendent Sword. Performs a vertical downwards slash with its sword. As it charges, the slash has greater reach. Super Attack: Sword of Ruin. With an X-shaped dual slash it creates an expanding energy dome which pushes opponents far away as well as damaging them. MaloMyotismon ![]() Final boss of the second anime series and to an extent in this game too. Highest attack and defense, as well as some more tricks up his sleeve. If anything, clumsy movement. Has a special energy-like shield, which besides reducing the damage received as with every other character it also absorbs its energy to augment its own digivolve meter. Standard Attack: Screaming Darkness. Shoots twin dark energy balls from its shoulders, which are actually living beings as its winning animation shows. Upper Attack: Evil Crusher. A double-handed uppercut. It doesn’t jump very high but pushes opponents extremely high. Lower Attack: Black Rain. Spins around in the air as it lets out a thick mist below it to constantly damage its opponents. By holding B the attack is made everlasting, but be careful using it on air as the mist only descends a small altitude from its body. Charged Attack: Crimson Mist. The creatures on its shoulders let out a dark red mist, which is then fired horizontally. As it passes over an opponent it hits them and for a second slows them down. The longer it’s charged the thicker the mist is, and thus deals more damage to any opponent it passes by. Super Attack: Pandemonium. The background turns pitch dark as an eerie music plays for a while. During this period, all other characters have their controls altered, essentially causing a massive chaos like its name implies. Not damaging per se, but gives you a great advantage for a decent period of time. |
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10-31-25 03:50 PM
tgags123 is Offline
| ID: 1417415 | 59 Words
tgags123 is Offline
| ID: 1417415 | 59 Words
tgags123
Davideo123
Davideo123
Level: 174





POSTS: 10183/10194
POST EXP: 630480
LVL EXP: 69999275
CP: 41898.6
VIZ: 5911014

POSTS: 10183/10194
POST EXP: 630480
LVL EXP: 69999275
CP: 41898.6
VIZ: 5911014

Likes: 0 Dislikes: 0
I've never played this game before, so I can't speak to the comprehensiveness of this guide, but it certainly seems very thorough! I'm sure this took a lot of time and effort to put together. I just wanted to let you know that the links at the top of your post are broken. They result in a 404 error. I just wanted to let you know that the links at the top of your post are broken. They result in a 404 error. |
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11-03-25 01:31 PM
EX Palen is Offline
| ID: 1417436 | 113 Words
EX Palen is Offline
| ID: 1417436 | 113 Words
EX Palen
Spanish Davideo7
Spanish Davideo7
Level: 142





POSTS: 6422/6433
POST EXP: 1174779
LVL EXP: 34831186
CP: 195006.5
VIZ: 11354907

POSTS: 6422/6433
POST EXP: 1174779
LVL EXP: 34831186
CP: 195006.5
VIZ: 11354907

Likes: 0 Dislikes: 0
tgags123 : For some reason they used to work. I've tested all possible options and found no solution, so until I can figure out what was wrong with them I simply removed them. They were simply shortcuts to each specific section to make the navigation much easier. It looks like t's gonna take more effort to see why those tags work elsewhere but not in here than typing all this guide xD EDIT: At least they're not broken links anymore, I'll leave them for reference (I have another guide with the original method I used here for a secondary reference) and check with David why these no longer work because they used to. tgags123 : For some reason they used to work. I've tested all possible options and found no solution, so until I can figure out what was wrong with them I simply removed them. They were simply shortcuts to each specific section to make the navigation much easier. It looks like t's gonna take more effort to see why those tags work elsewhere but not in here than typing all this guide xD EDIT: At least they're not broken links anymore, I'll leave them for reference (I have another guide with the original method I used here for a secondary reference) and check with David why these no longer work because they used to. |
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