PvP is a feature of DONTFORGET Connected that allows players to fight each other. In order to initiate PvP, two players who have enabled PvP must enter each other's user IDs in the PvP menu or send a request to each other.
A PvP battle proceeds much like a typical battle against an enemy. Each participant takes turns taking actions. Four actions are available to each participant: FIGHT, ACT, STATS, and MERCY. Both players have their HP set to 99 during a PvP battle, even if they are under LV20.
Player's Turn[]
FIGHT[]
There are four options in the fight menu: Attack, Slowdown, Confusion, and Healing.
Attack is just what it sounds like- a quick-time event where a bar slides across a meter, exactly the same as Attacking in a standard encounter. After the initial damage is dealt, the opponent must dodge a bullet attack.
The other three options are Spells, and they can be cast with Tension Points, or TP. TP is a game mechanic carried over from Deltarune, it is earned by "grazing," or coming close to but not hitting, opponents' attacks.
Slowdown slows down the opponent's SOUL for a turn, costing 25 TP to cast.
Confusion inverts the opponent's controls for a turn, costing 50 TP to cast.
Healing restores 15 HP, costs 75 TP to cast, and can only be used twice per battle.
ACT[]
Currently, ACTing's only purpose is to send a message to the opponent, up to two lines. This message shows up as a speech bubble next to the player's sprite on the opponent's screen.
STATS[]
Viewing the STATS menu shows the opponent's username, PvP rank, Level of Violence and POWER.
MERCY[]
There are two MERCY options, as in standard encounters: Spare, and Flee. Sparing allows both parties to mutually end a battle in a draw if they both spare each other. Fleeing allows the player to leave a battle if the opponent's timer runs out without them taking an action.
Opponent's Turn[]
Once the opponent attacks, the player must dodge a random attack corresponding to the opponent's vessel's element. Each element has four different patterns, with the exception of Bone attacks, which have five different attack patterns.
Bone[]
Bone attacks are mostly inspired by attacks used in Sans' boss battle.
- A series of bones that forms a tunnel of sorts with a narrow opening, followed by a large spinning X-shaped bone, which is followed by another tunnel and another X-shaped bone.
- A long tunnel of bones, followed by two spinning X-shaped bones.
- A flurry of bone-shaped bullets fly towards the player's SOUL from offscreen in a spiral pattern.
- A series of spinning X-shaped bones move across the screen, going right to left.
- Two bones move across the Bullet Board, with one on the left side going down and one on the right side going up. They each stretch across half the Bullet Board, and they meet in the middle, doing damage if the player is not careful to dodge them. Seven sets of these bones are sent out before the turn ends.
Electric[]
Electric attacks are mostly original, but some are inspired by attacks used by Mettaton.
- White boxes marked with black circles travel downwards in large numbers.
- White boxes marked with black circles travel downwards in lesser numbers, but this time they're accompanied by random explosions of lightning-shaped bullets.
- Lightning-shaped bullets fly in from the left and right sides of the screen in large numbers.
- Waves of lightning-shaped bullets fly in from the bottom of the screen, alternating between taking up the left half and the right half of the Bullet Board.
Fighting[]
- A series of large fists fly across the screen. The ones on the top half of the Bullet Board move from left to right, while the ones on the bottom half move from right to left.
- Knives fly upwards from the bottom of the Bullet Board. Their location is signaled by a red box with an exclamation mark flashing for a few moments before the knife appears.
- Long, sword-like projectiles slide across the Bullet Board. They alternate between being orange and light blue; as in the original Undertale, orange attacks must be moved through, while light blue attacks require the player to hold still.
- A volley of knives flies towards the player's SOUL from the top of the screen.
Fire[]
Fire attacks are largely taken from various Hotland enemies, but are also inspired by Toriel and Asgore's fire-related attacks.
- Fireballs shoot out from the left and right sides of the Bullet Board.
- Fireballs shoot up from the bottom of the Bullet Board.
- Bombs fall down from the top of the Bullet Board, sending up plumes of smoke once they hit the bottom.
- Large fireballs zigzag their way down the screen in alternating rows of two and three.
Grass[]
- Waves of small leaves fly in from the right and left sides of the screen.
- Root-shaped tendrils move across the screen. White ones need to be dodged; light blue ones reach all the way across the Bullet Board, and the player must hold still to avoid taking damage.
- A series of large leaves with holes in them (similar to the Animal Crossing logo) roll across the screen, and the player must maneuver their SOUL inside the holes to move through them.
- Tufts of grass emerge from the bottom of the screen and blink red before flying upwards, then falling at a slight angle.
Normal[]
Every Normal attack utilizes circular bullets that have a hole in the middle.
- Bullets travel across the Bullet Board, with some going from left to right and others going from down to up.
- Bullets travel in zigzags from right to left.
- Bullets travel diagonally, heading down and right from the top left corner of the screen.
- Bullets fly up from the bottom of the Bullet Board.
Water[]
- Fish-shaped bullets swim across the bottom of the Bullet Board, shooting bubble-shaped bullets at the player's SOUL.
- Teardrop-shaped bullets fall at a curved trajectory downwards.
- A large storm cloud at the top of the Bullet Board rains water droplets down on the player's SOUL.
- Small droplet-shaped bullets fly diagonally across the Bullet Board.
End Conditions[]
A PvP match is over if one of these conditions is met:
- One member's HP is reduced to 0
- Both members spare each other
- One member flees and the other member does not take an action during their subsequent turn
Only the first condition counts as a win; ending a battle by either Sparing or Fleeing counts as a draw.
PvP Rank[]
There are five PvP rank levels- C, B, A, S, and X. Winning a PvP match adds points to the player's win streak, while losing one resets their streak.
Points required per rank[]
- C Rank: n/a (starting rank)
- B Rank: 20 points
- A Rank: 40 points
- S Rank: 60 points
- X Rank: 80 points
Aside from being a marker of how skilled a player is, the PvP rank also affects how many points are added to a win streak after a player is defeated. One point is added to the win streak if a C Rank player is defeated, with each subsequent rank adding another point, capping at 5 points for defeating an X Rank player.
Unique PvP Sprites[]
Undertale vessels who already have canon battle sprites (such as Toriel and Sans) use their preexisting battle sprites. The rest of the vessels use unique sprites in battle, with the exceptions of Rudinn, Hathy, and Jigsawry, who use their encounter battle sprites.
Undertale Vessels[]
Deltarune Vessels[]
AU Vessels[]
Other Vessels[]
Trivia[]
- If a player on mobile is fighting a player on PC, the player on PC will see a small box to the right of their opponent's vessel informing them that their opponent is fighting on mobile.
Bugs/issues[]
As Don't Forget Connected is still in beta, it still have a few bugs. As with any multiplayer interaction as demanding as DFC's PVP, you can imagine that there may be a few issues.
De-sync[]
This may happen at the start of the battle. The game may tell you it is 'searching for opponent...', and where their name should be, you'll instead notice empty quotation marks. If this happens, you may flee in the mercy options to end the battle. This mainly happens due to a weak internet connection on one side or another. Check your connection and try again. Do not that this risks disconnecting you from the game, meaning you'll have to close and re-open it. A variant of this usually happening mid-battles simply shows you a box saying you and your partner are 'out of sync', usually during the enemy turn, and you'll be prompted to 'press Z to flee...'.
You may notice first signs of de-sync can be seen through things like damage after a hit not going through, or the opponent not moving during their bullet hell segment.
End of/Post-battle bugs[]
As a fight nears its end, the opponent is meant to turn into dust with a prompt telling you that you won, the amount of points towards next rank earned, and your current winstreak. However, it may happen that this event is delayed. This happens whenever a player dies during the bullet hell segment. The winner will at first see no change, the only thing seen being the enemy's soul cursor stuck on an escape button on the very right, signifying that they died. Afterwards, after 15 to 20 seconds of the turn countdown having passed, the winner will see their opponent finally turn to dust, with the victory prompt appearing.
However, once out of battle - most often as a following of this bug, but may also happen after a kill on the attack cursor segment, which results in the regular battle end -, it will often cause the local chat to 'break', storing away the first message sent instead of showing it to everyone in the room, and deleting any subsequent message sent by both of the PVPers. The issue will be fixed once someone who wasn't part of the fight sends a message in local chat or, alternatively, upon reloading your account by closing and reopening the game. The next message send by both parties after the outsider's message will be the stored 'first' message, regardless of what they were meant to send, after which the local chat will work as intended.