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Movies / Digimon Rumble Arena 2 / M6142
GameCube HardImported

Digimon Rumble Arena 2

by KusogeMan

Encode provided by the author · watch on YouTube

Imported from TASVideos This run was originally published at https://tasvideos.org/6142M and entered this archive as a voluntary import by one of its authors: on a collaborative work, any one author may authorize this republication. The notes below are the authors' own; text not written by the authors has been removed. The original publication was verified and reproduced by TASVideos staff, a trustworthy TASing source, so it is marked fully verified here without passing through this site's standard procedure. The movie file and notes were obtained freely from tasvideos.org and are redistributed in observance of the Creative Commons Attribution 2.0 license under which they were published there.

Author's notes

THIS IS NOT A SRAM MOVIE.

I take the path with the least enemies to finish the game, despite playing on Hard difficulty. I will test other characters to try doing the longest path as well, which would be going up on stage selection.

Veemon was chosen for his dash punch, most chars can be killed with falling out of the arena though so maybe other characters can be as well suited. I'll try other characters to improve it as there are some weird damage collision glitches to test.

Below are shared or universal abilities of all characters:

-Normal Attack

A simple hit that upon connection makes an instant combo if tapped. You can

also target your attack upwards or downwards by pressing in the desired

direction. Attack upwards will juggle or knock air-bourne foes down. Attack

downwards will usually sweep an opponent of their feet or hit a grounded

opponent.

Note that any special move will link after a Normal Attack combo, but that

doesn't mean EVERY last interrupt will create an inescapable combo.

If you press down+normal while in air, you will cause yourself to slam

downwards and flatten foes. They will also be dizzed by this if you land

directy on top of them.

Certain characters will either perform a diagonal air-dive by pressing normal

attack while air-bourne or an air-dash attack.

-Special Attack

Varies from character to character, but in many instances the same result.

By itself it usually performs a projectile. Combined by pressing up will

usually result in an anti-air/uppercut attack. Lastly, combined by pressing

down will usually perform the Digimon's most unique ability.

Some special attacks can be charged or delayed by holding this button down.

-Jump

Makes you jump quite obviously, but every single character can perform a

double jump by pressing this twice, even tin cans and pinatas. One character

can even triple jump and another can high jump.

-Gaurd

You can gaurd while on the ground when either standing or crouching. This is

interchangeable while holding the gaurd button down. You CANNOT air gaurd.

-Evo

If your evolution meter is full and you are a first or second stage Digimon,

you will evolve to your next stage. While evolving, you are invincible,

including about three seconds after you finish evolving. Additionally, while

evolving, your blue aura acts as a shield that will nullify projectiles and

beams.

If your Digimon is at its final stage, this button will activate its Ultra

attack, which generally is the most powerful attack available to them. Also,

during an Ultra attack, you are invulnerable.

-Healing

If you have any evo energy in your meter, you can heal yourself gradually by

holding down gaurd+normal attack. This will quickly drain your guage, but the

small amount of vitality you gain could very well be worth it.

-Charge Blast

If you press gaurd+special attack when your Digimon is in its final stage, it

will perform a powerful attack. If you hold the two buttons down, you will

charge the attack, making it more powerful or/and adding more shots or/and

longer range. This attack always has a bit of start-up delay, so don't abuse

it too often.

-Walk/Creep

You can augment your movement speed by slightly leaning your joystick left or

right. This, of course, is only possible through an analog control method (i.e.

the GameCube's joystick) and not the cross pad.

-Grab

Pressing the grab button will cause your Digimon to reach forward. If an

opponent should be within reach, you will pick them up and be able to carry

them. It is at this point that you can then throw them. It is espcially a good

idea to toss them off into a pit or into a wall.

-Rapid Recover

Rapidly mash directions to speed up your recovery rate getting up from the

ground, air-recovery, dizziness or to escape a throw. You can also use this to

escape from combos, if you're quick enough.

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