IROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCK!!!!
Dragonball Z Budokai Tenkaichi 2
-The New Mechanics-
PS2
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by Lee Cook aka ZeroAnnihilated
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Copyright 2008 Lee Cook
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Date 7/1/2008
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I Intro
II Controls/Buttons
III Basic Mechanics
-Basic Movement
-Clashing
-Basic combos/techniques
-Advanced combos/techniques
IV Advanced Mechanics
-Basic combos/techniques
-Advanced combos/techniques
-Advanced Movement
-Advanced Blocking
V Special Thanks
VI Conclusion
VII Legal/contact information
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I. Intro
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Hi, my name is Lee. I am going to explain to everyone how to understand the
basic and advanced mechanics of the game. You see, there are basic and advanced
combos and techniques that branch off of the basic mechanics of the game. This
is what everyone is used to. Through much practice, I have unlocked more
potential in this game than anyone has before. I have discovered the advanced
mechanics of the game. Branching from this will then be the new system of
combos and techniques. So even the most basic of new combos will be superior to
the more advanced combos branching from basic mechanics. I hope I confused you
with this introduction and I hope you have fun following my aimless mind.
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II. Controls/Buttons
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R1 = Ascend
R2 = Descend
R3 = Transform
L1 = Lock on
L2 = Power up
X = Dash
O = Block
Tr = Ki
Sq = Attack
U = Up
D = Down
L = Left
R = Right
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III. Basic Mechanics
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The basic mechanics of the game are very simple. They allow you to fight the
way you were intended to. This is why there is a moves list in the pause menu.
Everything you need to know in order to have fun in the game is at your
disposal but fun doesn't grant you victory. It's quite the other way around is
it not? Still, you will need to know movement and the basic and advanced combos
/techniques that go with the basic mechanics to learn the advanced. So...
First and foremost, in order to do any more to your opponent, you must be
locked on. This is performed by pressing and holding L1 while near your
opponent until your sights zoom in.
Let's get started
--Basic Movement--
Direction:
Basic movement whether it be forward, back, left or right is performed by
using the Left Joystick or using the D-Pad on the controller. When one of these
directions is pressed, the character will move in that direction. This is good,
if your character did not go in these directions, this guide would be of no use
to you.
Dash:
The dash is performed by pressing X and any direction. As apposed to simply
moving in the direction preferred, your character will move at a more
accelerated rate. Since most characters have the ability to fly, this movement
will be somewhat of a hovering "dash-like" movement. Therefore, when you dash
with a character with flight capability, this will leave the character in a
hovering pose. When performing a dash, you can hold left, forward, right, back,
or neutral. When you dash with a neutral direction, your character will dash
towards your opponent(assuming you are locked on). If you are too close to
your opponent however, pressing X and any direction will no longer be a dash.
Each character has a distance limitation when it comes to the dash. If you
are too close, your dash will become a sidestep, step in, or a backflip.
Ascend/Descend:
The default buttons for ascension and descension are R1 to ascend and R2 to
descend. If you are already grounded, simply pressing R1 will make you jump.
This can be of use because some abilities your character might posess may
only be accessed in jump mode. To stay in the air, simply press R1 or R2
while in jump mode. Once again, this only works for characters that can fly.
Once in flight mode, you can keep ascending towards the limit of the sky by
simply holding R1. To descend as you may have already guessed, simply press/
hold R2. So it may be understood that as far as the basics go, R1 is apposite
R2. However, like the dash, if you are already airborne and you press R1/R2
when you are too close to your opponent, you no longer have the free feel of
your movement. Free Ascension becomes a short hop upwards, free descension
becomes a short drop downwards.
Dragon Dash:
To invoke the Dragon Dash, you simply hold your charge button(L2) and dash in
any direction. The dragon dash is like a dash but more accelerated and more
intense. This technique may allow you to get out of sticky situations as well
but everything that revolves around the Dragon Dash comes at a price of Ki.
In order to do a Dragon Dash, you must have Ki. If you continue to Dragon Dash
until your Ki is drained, your character will stop Dragon Dashing him/herself.
The limitations of this technique are not swayed by the distance between you
and your enemy like the normal dash.
Dragon Ascension/Descension:
Like the Dragon Dash, you will be using the L2 button with this. To Dragon
Ascend or DA, hold L2 and press R1. If you are grounded, DA skips past jump
mode and shoots strait for the sky. Dragon Descension is performed the same
way but this time you would press R2 instead of R1. Also like the Dragon Dash,
this technique requires ki. So be careful. The limitations of this technique
are not swayed by the distance between you and your enemy like the normal
ascension/descension.
--Clashing--
I couldn't help but notice lately while watching videos that a lot of people
don't get extremely high numbers while in clash mode. I had a converstation
about this with my friend Zoso. He didn't understand how I could get above
80 while he had never seen anyone get above 76. Though this doesn't sound
like much of a difference, I myself have reached 89. Zoso tells me that the
training mode tells you to rotate your left analog stick. Both sticks should
help beating friends or the cpu.
--Basic combos/techniques--
Combos:
The basic combo is called a "combo set". (remember this) The combo set consists
of 5 or less buttons, Starting with Sq and ending with one of three outcomes.
A simple sq: Sq, sq, sq, sq, sq^
A charged sq(in any direction): Sq, sq, sq, sq, hold L+sq^
Tr(up/neutral/down and for some characters, Left/right): Sq, sq, sq, sq, D+Tr^
(chargable)
The unique feature about the "Tr" combo set is that depending on how many
punches you throw before hitting Tr, you may get a different outcome. For
instance: Sq, sq, sq, Tr may have a different outcome than Sq, sq, Tr.
Some combo sets ending with Tr can have very flashy endings by simply adding
the right ingredients. Examples:
-Sq, sq, sq, U+Tr, X, Tr, sq, sq, sq, sq, Tr^
-Sq, sq, sq, sq, D+Tr, Tr, Tr, sq
-Sq, sq, sq, Tr(ending with gut punch) Tr, Tr, sq. (not for everyone)
-Sq, sq, sq, Tr(ending with Ki Cannon charged) Tr. (not for everyone)
Techniques:
Each character has a pocket of special moves. The most basic of special moves
is the Ki blast. This is acheived by simply pressing the Ki button(Tr).
The Ki blast can be charged into a more powerful form of the regular Ki blast.
The power that allowes you to do so is gathered by pressing the L2. Though
not all characters are the same. Androids have to wait for their power to
gather over time.
The more powerful of the basic techniques are their B1's, B2's and UB's.
B1 = Blast 1
B2 = Blast 2
UB = Ultimate Blast
The B1 is performed by one of two ways. Holding L2+O and L2+U+O. Possibly
some of the most useful abilities lie within your B1. This power comes
from your blast stocks. These stocks are found within the blast guage that
has the appearance of little blue balls next to your power bar. This ball
will have a number in it and will continue to rise as the fight continues.
These attacks can differ depending on which character you use. Some
characters have explosive waves, some have instantanious transmission, some
even allow you to reach full power. It all differs, but each can be thrown
into almost any game plan you might have in store.
The B2 is performed by one of two ways. Holding L2+Tr and L2+U+Tr. This
can range from a beam/volley/power ball/super explosive wave to a rush
attack. Some of which(depending on which character you choose) might be
unblockable.
Rush attack = Attack of which your character flies towards the enemy at an
accelerated rate and begins an animations sequence of beating him/her
senseless.
The rush attack can not be blocked by simply holding O. A small list of
defense relating to the rush attack:
-Power blocking(O+Tri)
-Your own rush attack
-Dragon rush(L2+X)
-Blast/volley/powerball/Super Explosive Wave
-Dip/"step in"(explained below)
-Teleport/"high speed movement"(explained below)
-Explosive wave/Android Barrier
-Instantanious Transmission
-Charged punch(must be timed correctly)
-A flurry of punches(must be timed correctly)
-Using an afterimage related B1.
The UB is the move that the character is "known for". For instance, no one is
known better than Goku when related to the spirit bomb. In most cases, this
will be the most powerful move your character holds. This is performed by first
acheiving full power.
Full power = Holding L2 until power has reached full and is glowing blue. (Can
only be done when at least 1 blast guage has been filled.)
Then after reaching full power, hold L2+D and press Tr. An UB will leave your
opponent lost.
--Advanced combos/techniques--
Combos:
These combos play off of the basic ones. To reach a full combo, you will be
connecting several combo sets into one long string of attacks. To do so, you
will need to learn the "step in"(Or Dip as I like to call it).
Dip = A movement in the form of a dip when near your opponent that leaves you
temperarily invulerable to hand contact. Good for evasion and covering small
but needed distances. This is performed by pressing X while near your
opponent.
The second combo set=
You may notice that after tapping the Sq button 5 times, the last punch will
push your opponent out of arms reach, keeping you from persuing your enemy.
While your enemy is pushed out of reach, he/she is also stunned for a second.
This is how you connect your first combo set to your second. Make sure that
the combo set ends with a sq, so you can follow up with pressing X to close
the gap and proceed to unleash your second combo set. You may notice that when
you are in your second combo set, your character is not throwing the same kind
of punches/kicks as he/she was in the first. This is because your punches and
kicks in the second combo set are actually more powerful in your second combo
set. See the importance of learning? Which brings me to my next point.
There is a small bar right next to your radar on the bottom right corner of
the screen. This bar will begin to start flashing when your punches fly.
The more punches you land, the faster this bar will flash. The faster, the
better. When the bar is not flashing at all, it takes a longer time to charge
and unleash a fully charged punch. When the bar is flashing like crazy, you
charge and unleash your fully charged punch a lot faster. This is a lot harder
to evade than a punch they see coming. So logically, a charged punch at the end
of your first combo set is not going to be as fast as a charged punch at the
end of your second combo set. Unfortunately there are only 2 combo sets in a
combo relating to the "step in". If you ended the second combo set with a Sq,
this will simply send your opponent spinning to the ground out of dipping
reach.
The more confusing your combo is to your opponent, the better. Which now leads
us into the high speed movement(or teleport as I like to call it)
Teleport = There are 2 main ways to perform a teleport. Offensively and
Defensively. In this particular section, I will be explaining the offensive
strategy. To perform offensively, press O and any direction while in the
act of performing a combo set. The main purpose of using the offensive
teleport is to gain more accurate positioning. The enemy can not block if you
are attacking him/her from the rear.
Example: Sq, sq, L+O, Sq, R+O, Sq, Sq, X....
Keep in mind however, the offensive combo set teleport requires Ki. No Ki = no
teleporting during combo sets.
I should also add that when you are teleporting left/right, it is a good idea
to throw in some ki blasts after some or each teleport to keep your offense
going. Though the best offense is a good defense, if that's all they have
then make sure that's all they can use. Personally, I do believe one should
have a good defense, I am the guy that uses most of his time finding ways
around people's defenses. If you can get around someone's defenses then the
match is yours.
Reminder- The enemy can not block if you are attacking him/her from the rear!!
The defense to a teleporter= Sometimes you'll come across someone who will
continue to teleport in efforts to catch your rear. A defense to such an
assault would be to hold back and guard. When you hear your opponent teleport,
let off block but keep holding back. Your character will turn to the position
where the enemy will appear and immediately hold block again.
Techniques:
In my opinion, the biggest part of this game that will allow you to surpass
all others is your ability to cheat the system. Though we will be getting
more in depth of such a suggestion later, this will be explained now simply
because it's also in the training option of the game itself. Cancels are
performed by pressing Triangle/X/O in the middle of a charged punch(hold
Square) or pressing Square/X/O in the middle of a charged triangle related
combo ender(heavy hit/sweep/lift strike) Keep in mind however that these
cancels must be performed before the charged punch is completed. This means
that the cancel button must be pressed before the charge meter next to your
radar is full, otherwise the charged punch will be released instead. Know
now that when you cancel a charged attack, this starts your combo over. If
the hit counter continues however, then you have only started your combo
set over. Many expert players use these cancels so if you want to match up
to them without the advanced mechanics, learn these cancels.
You already know how to perform the B1's, B2's and UB's. Now I am going to help
you understand when the right time to use them would be.
I am going to explain different strategies that "usually" work and others that
always work. Rule #1: Never underestimate your opponent. You must assume he/she
is great until he/she proves otherwise. But for the mere joy of the game, this
is a list of things you might do.
- If you see your opponent is about to blast you with a Kamehameha and you wish
to battle with him/her for it, blast a Kamehameha right back at him/her. You
must win the struggle if you are to hold the victory. This is acheived by
rotating the joy sticks in a circular motion as fast as you can and hope you
did better than the enemy.
- If your opponent has used an explosive wave and is stuck in that position,
(depending on character) you will have a free blast. Keep in mind, some
characters have explosive waves that nullify your blast. *usually works.
- When you hit your opponent with a flurry of ki blasts, they have few choices.
They can either:
1. Hold block- In which case you can fire an unblockable at them/rush attack.
2. Get hit by blasts- In which case you can fire any beam/powerball/volley/rush
attack.
3. Begin to deflect the blasts- In which case you can fire any beam/powerball/
volley/rush attack.
4. Use explosive wave- In which case you can fire a beam/powerball/volley.
*usually works.
5. Use an afterimage related attack- In which case you may want to blast a
beam/powerball/volley. No sense in rushing in and getting too close to someone
you can't hit.
6. (While in air) hold left/right and then R1/R2- This is probably the best
strategy for "avoiding" the ki blasts.
-When you just hold left/right, your character takes a posture that is a
much bigger target(covers more area)... when you press R1/R2, your
character poses vertical. The Ki blasts will pass right behind you.
Just remember to make sure you are out of "step in" range. This does not
work against every enemy because each opponent is different and shoot
different types of Ki.
7. Try to run- This is another defense for the Ki blast but is a strategy used
by chumps. At this time you may begin to verbally taunt them for running like
a coward.
8. Charge a Kamehameha- When you are in charge mode, you are not phased by
ki blasts. When someone is using the ki blasts to set up for the rush attack,
charging a kamehameha would be a good idea. Unfortunatley, if you charge a
kamehameha and the offending opponent does not rush, you just wasted a lot
of energy.
The fact is, if the opponent has to deal with the flurry of Ki blasts, they
are stuck in that position until the attack is over. This does not mean that
you have no choice but do deal with ki blasts when they are fired at you.
The only characters this doesn't apply to are characters too strong for Ki
blasts to effect. Legendary SSJ Broly is a perfect example. Also if your
opponent has reached full power, most characters will have the same defense.
- If you send your enemy flying in a straight direction from a charged punch
or throw, this can be followed up with a beam/powerball/volley/rush attack.
*usually works.
- When your enemy is dizzied, this will leave him/her open for a beam/power
ball/volley/rush attack.
More on the Dip/Teleport:
Dip = The "step in" is one of the most important moves in the hand to hand
combat. As reported above, the dip leaves you invulnerable to hand contact.
That means that if someone is about to hit you with a charged punch, all you
have to do is hit X at the right time. You will sway right out of his swing.
This move is also useful when someone is trying to grab you. Though pressing
block at the right time will also defend against grabs, the timing for pressing
the block button is a lot more strict than a simple dip. This movement is also
a great tactic of defending against a rush attack. Just make sure the opponent
is close enough to you, otherwise you will dash right into his/her onslaught.
The difference between a dash and a dip is easy to comprehend. Each character
has what I call an invisible "bubble" around them. The area of which their
hand to hand combat lies within. To understand the circumference of the bubble
is simple. Go into practice against a non threatening cpu and practice distance
judging between a dip and a dash. This bubble really relates to the size of
your character. Once you understand the circumference of the bubble, it will be
much easier to react to an incoming rush attacker once your bubble has been
invaded. The dip can then be followed by a simple flurry of punches or even a
Ki based attack using the Tr button. I read in an FAQ written by Sean Langhi
stating "This is the one technique that sets apart newbies from experts." I
agree completely with this statement so you might want to pay attention.
Teleport = The "high speed movement" is not only one of the most important
moves in hand to hand combat, but throughout the game entirely. If timed
correctly, this move will allow you to evade moves such as charged punches/
ki based attacks/blasts/beams/volleys/explosive waves/super explosive waves/
and yes, even rush attacks.
As reported above, there are two main ways to use the teleport. Offensive and
defensive. Remember that the offensive usage requires ki(and I strongly
recommend equipping a z-item for such an occasion - Abandonment Essence). The
defensive teleport however, does not. To understand the defensive high speed
movement, you might relate back to the dip. Though the dip has a bubble
circumference relating to the size of your character, the teleport bubble
relates to the power of your character. But don't be fooled, even the weakest
of characters still have a bubble. It's all about timing. So in essence, the
performance of a defensive teleport is quite similar to that of the dip. The
main difference is that the teleport relates to the opponents attack, whether
it be by his/her hands or the blast related attack he/she can execute.
Rush Strings=
A rush string is somewhat self explanitory but requires certain characters.
I actually wasn't the first to think of this. I was watching something on
Youtube and it gave me some ideas. A video sent in by ShoryuuReppa included
Videl conducting a series of rushes, one right after the other. Somewhat
linking them together. I haven't found anything explained about it so far so
I thought I'd let everyone in on it.
The following technique will require a decent deal of Ki so I would recommend
using either a halo or majin seal.
Unfortunately as I said earlier, only certain characters can perform this
strategy. Your character must:
1. Be able to transform from base form to higher power, then back down to base.
(At the very least be able to transform to higher power)
2. Have a rush in more than one form.
Now that we have this established, lets get into the explanation of the rush
string. We shall use Goten for this example. Goten's base form has a rush and
so does his Super Saiyan form. What a lot of people overlook is that when you
transform, time stands still. So what we will want to do is rush the enemy
and immediately transform. You may notice that when you are done transforming,
your opponent is still being sent away from your previous rush. Realize now
that when you come out of a transformation, you are immediately able to do
any B1/B2 you choose... as long as you have the power to do so. Since
transforming requires 1 blast stock per transformation (for Goten), you may
want to wait until your blast guage is completely filled with stocks. So, as
you may already understand... you will be rushing, transforming, rushing again
and then transforming back down to base to start the string back over until
you have no power left. Now that the explanation is complete, lets move on to
the rush categories. With practice, most of these can be used in a rush
string.
Rush categories=
-Beginnings(speed/length)
Rush 1. This rush is extremely fast but covers short distances. This rush
can not be directed from left to right, it is a strait burst.
Rush 2. This rush is a bit slower but covers a longer distance. This rush can
be directed and would be considered an average rush.
Rush 3. This rush is even slower, but covers a great length of distance. This
rush can be directed but the opponent will have a better chance to
defend.
-Middle(positioning of assault)
Rush 1. This rush is always done in a particular part of the board. So in
essense, the wall will never get in the way. A good example of this
would be SS4 Vegeta's rush. These make it much easier to string along.
Rush 2. This rush is performed wherever the fighting took place. If you were
right next to a wall, the rush may throw your opponent into the wall.
This rush makes it a bit harder to string along.
-Endings(which direction the rush will throw the enemy)
Rush 1. This rush will send the opponent flying upward. A good example of this
would be Kid Buu.
Rush 2. This rush will send the opponent flying straight. A good example of
this would be Goten. These make it much easier to string along.
Rush 3. This rush will send the opponent flying downward. A good example of
this would be SSJ Goku. These are hard to pull off but it is possible.
You will have to mix and match these to find a character good for you. A
character like Goten who has a match of Rush 1, Rush 1, and Rush 2 is really
good to use. You can use this strategy from any part of the board. A character
like Kid Trunx however who has a Rush 2, Rush 2, Rush 3 may need some practice.
You will need to wait until he is really high in the air to perform this
technique, for each time will send your enemy lower and lower. Once he/she
hits the ground, the string is over.
A good example of Goten performing this technique can be found at this site:
http://www.youtube.com/watch?v=MJACGl116ZY
This technique can be used for people who have to transform up twice to get to
another rush. It can even be used for people who have to fuse. Just remember
that once you fuse, you can't continue the string.
Throws=
Performed by one of 3 ways.
1. Hold Up and follow with holding X.
2. Some counter stances
3. When at the feet of an opponent.(knocked down, face up) Hold up and press
Triangle.
1. Explanation-
Throws can be very useful when you are in sticky situations. I place it in this
section of the guide because like the rush chaining, some throws end with you
sending the opponent in a straight direction allowing you to follow up with a
rush attack. Though many players use it for that reason above all other uses,
the throw is at some times essential to get out of a cornered position.
When you are against the wall and fighting an opponent, you may sometimes feel
like the wall gets in the way. At this time you may feel that no matter of
teleporting gets you to the position to get away from the wall. A simple throw
changes everything. Once the throw engages, the animation turns your attack
(throw) opposite of the wall.
The throw is also great for mixing up your opponents defense. If the opponent
is expecting punches and kicks, a throw can make the difference and in most
cases has the potential to change the tide dramatically.
2. Explanation-
See in counter section below...
3. Explanation-
Many times when you knock an opponent down(depending on your character), you
will have the chance to grab their leg and launch them into the air. Unlike
the regular throw, this does not pull the fight away from the wall. However,
like the throw, you can follow the act with a rush attack/blast. Many good
players will perform this throw after a sweep. The problem with this is that
your sweep will leave the opponent out of your reach. This problem can be
eliminated by the following suggestion.
-As explained earlier in the teleport section of the combos, the goal is to
reach your opponents back. If you have already acheived such a goal, the
next step would be to sweep your opponent. Immediately follow the sweep
with a teleport to the lef/right to get back to the front of your opponent.
If done correctly, you will appear much closer to your opponent with their
legs high in the air(almost touching you). Though this sounds like it's a
lot more work than simply sweeping from the front, this is actually much
easier to pull off correctly. Think of it this way, if you are good
enough to get to your opponents back, you are good enough to pull off this
move.
This throw is also used by good players by following this suggestion.
-When you are dashing at an opponent, charge a punch(not so much that it sends
them flying) release it. Immediately follow the punch with Triangle and then
hit Square one last time. If done correctly, you will hit the enemy three
times with the last hit knocking them laying face up with their feet directly
in front of and facing you...
Counters=
There are several ways to perform a counter. Countering can be used offensively
and defensively. Always remember that the counter comes from the O button.
These counters can range from a simple backhand/kick to the face to a grab
and for some characters, high speed movement. Keep in mind now that a counter
stance is only effective against regular melee attacks. In other words, a
charged punch or heavy hit will ignore your counter and knock you silly.
Rush counter = The rush counter comes from doing pressing O while in the middle
of a combo set(does not matter which combo set). Using this counter would be
useful to confuse your opponent and somewhat baiting him to punch you at the
wrong time or if your punches are clashing together at the same time, a coutner
stance will give you the advantage.
Dip counter = The dip counter relates entirely on who your character is. This
is performed by pressing X while inside the "step in" bubble and then pressing
O. Some characters take a counter stance while others simply sway in the case
of a second attack to dodge. Must be within the "step in" bubble otherwise you
will dash.
Sidestep counter = This is usually relating to the backhand/kick to the face
and the grab. This is performed by pressing left/right+X while inside the
"step in" bubble and then follow it with O.
Backflip counter = I personally have not caught myself in a situation where I
would need to do this but just in case you do... This is performed by pressing
back+X and follow it with O.
Lift Strike counter = There are four ways to finish the Lift Strike combo.
This counter will only work on two of these ways so you will have to keep your
eyes open.
Combo 1- Sq, sq, sq, sq, up+Tr, X, Sq, sq, sq, sq, sq (counter works)
Combo 2- Sq, sq, sq, sq, up+Tr, X, Sq, sq, sq, sq, Tr (counter works)
Combo 3- Sq, sq, sq, sq, up+Tr, X, Tr, sq, sq, sq, sq (coutner not work)
Combo 4- Sq, sq, sq, sq, up+Tr, X, Tr, sq, sq, sq, Tr (counter not work)
You may see the difference. in order to perform the Lift Strike counter during
the first 2 combos, you must hold Up and press O at the exact timing of the Sq
following the X. If done correctly, you will smack the opponent away. Combos
3 and 4 must be avoided via defensive teleport.
Cancel counter = This is in relation to the cancelling of charged hand to hand
attacks. (Charged punch, charged sweep, charged heavy hit, etc...) If you were
to press the cancel button and hold it, your character will not only cancel
the attack, but he/she will take a counter stance. Many expert players use
this tactic in close hand combat as well.
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IV. Advanced Mechanics
----------------------
I hope you read everything above, because much of what has been covered already
may be reintroduced into the following strategies. First and foremost, to do
some of the following combos/techniques, you should equip your character with
the z-item "Abandonment Essence". No, not every combo/technique will require
this but it's a good idea so you won't get confused later.
Now... to fully understand these strategies, first get it into your heads that
everything we do begins and ends with the hit counter.
Hit counter = The hit counter is the counter that shows up when you begin to
attack your opponent. The number of hits will be shown along with the damage
your attack is unleashing. No one pays any more attention to this other than
how many hits they got in a combo so they can show their friends. Which is nice
but water under the bridge. It is easily understood that the hit counter lets
you know when your combo has begun and when it has ended. This will be the
building blocks of your new strategy.
These new combos/techniques will require you to observe things you never did
before. For instance... when you fight this way, make sure you pick a character
that is shorter than your opponents. Does not have to be to the extreme but for
example, I would use Majin Vegeta when facing SSJ3 Goku. To be honest, my most
dangerous character would be SSJ Kid Trunx, yet he only has 2 to 3 bars of life.
--Basic combos/techniques--
Combos:
This little number is actually one of my favorite tactics to use because it
turns opponents into controller throwers. Remember, fun doesn't grant victory.
Then again, it all depends on what you call fun. I came across this performance
peice while in my room just messing around at complete randomness.
I call this the Ground and Pound(G&P). People who can not fly can not perform
the G&P. Your character must also be able to inflict physical damage to the
enemy. If your punches do nothing, there is no combo. For example, kid Gohan
is unable to G&P Legendary Super Saiyan Broly. Know your characters and for
that matter, know their B1's. Some characters may have ways of making
themselves unphased by hand contact such as saiyan soul.
When you are high in the air and you are performing a combo set and press R2
after 3 hits, what happens? You descend through the air. No one uses this
because it does nothing but allow your opponent to capitalize and take
advantage. You leave yourself open, especially against a skilled enemy. The
same can be said by pressing R1 for that matter. Here's the kicker...
If you were to apply the exact same deal on the ground, your character has
no where to descend to because you're already grounded. This does not go so far
as to say it has no effect on your character. You may notice that when
attacking, your feet aren't exactly planted on the ground. You actually begin
to hover slightly above the ground. So when you press R2 in the middle of a
combo set, your feet simply plant themselves. Realize now that everytime you
plant your feet, you can start your combo set over. So now in this moment of
realization, you may be thinking "Hey, I bet I could keep repeating that over
and over." You'd be correct, but keep in mind that you must do this in the
middle of a combo set. In order to keep it fluent, you may need to negotiate
anywhere between 2 punches and 4 before pressing R2. Each character has their
own way of doing this strategy. Examples:
Kid Trunx - Sq, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2... and so on.
SSJ Sword Trunx - Sq, sq, sq, sq, R2, sq, sq, sq, sq, R2, sq, sq, sq, sq,...
and so on.
Once you've practiced enough, you'll get to the point when there is no
recognition of when you pressed R2. You won't even see your character plant
his/her feet between inturrupted combo sets. Once you've got the timing down
the game will assume the character's feet have touched the ground and let
you do the trick. You won't even recognize the inturruption. It will simply
be a continuous onslaught of Sq related attacks. However... though this combo
strategy may seem like it is an ongoing attack. It is inturrupted and can
eventually be blocked. Still, as far as timing is concerned, your attacks will
be completely fluent. This is why catching your opponents back is so important.
As I stated above, the enemy can not block if you are attacking him/her from
the rear. Each punch will occur in the exact spacing as the next. So in
essence:
Kid Trunx's - Sq, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2
will look exactly like - Sq, sq, sq, sq, sq, sq, sq, sq, sq.
Or for that matter, here's an example of what SSJ4 Gogeta's G&P looks like.
http://www.youtube.com/watch?v=rv8fuD2k3cM
The only way to use the Ground and Pound on an ape is to be an ape yourself.
If you were an ordinary character and tried to G&P an ape, you will descend
too far as if you were in a flight battle with a regular opponent. Though
the Ground and Pound can be performed by the ape, remember that apes only
get one combo set. So once you finish the combo set off, that's it.
As I stated above, each time you press R2 you begin a new combo set. This
means that each 3 punches you throw will be the same 3 punches you thew
before, but who cares? It all feels the same to the enemy. At any time during
this combo strategy, you can throw in a Tr(kai cannon/gut punch/etc...),
U+Tr, D+Tr, or a charged punch. The randomness will make the defense(dip/
teleport) very hard to time.
The explanation as to why you must pick a character shorter than your opponents
is because if your character is taller, your feet have almost no choice but to
already be planted on the ground when doing a combo set. So pressing R2 would
have no effect and therefore further pressing Sq will finish off the combo set.
Though I came up with the strategy alone, it was actually my roommate who
came up with the name for it. Since you have to be on the ground to perform
this combo, he thought the perfect name for it would be the "Ground and
Pound".
When it comes to the Ground and Pound or G&P, characters fall into one of 2
categories. Those who are fast and fluent enough to do so, and those who are
not. For instance, some characters may just be too tall. Some characters may
be too slow. Some characters are generally fast but have too many stalls in
the nature of their combos. It's not their fault, I'm sure they're still good
at the basic mechanics. So in order to pull any good G&P, it takes practice.
Practice includes using different characters in many different scenarios.
It's much easier to do a G&P attacking uphill than it is on a flat surface.
For that matter, going downhill is one of the very few problems you may come
across.
There is only 1 sure way to defend against someone who is using the G&P. That
would be the android barrier that brushes off beams as well. Otherwise, if
you G&P someone and they use a simple explosive wave, you'll get up faster
than they can recover. At which time you will have a free shot at unleashing
your own Kamehameha. Unfortunately for the victim, the G&Pounder will
recover before the barrier disappears. Later techniques will help explain
how to flow back into it.
As I said before about the hit counter being related to this... you know you
are doing the G&P correctly if the hit counter keeps rising. I've seen
many videos of people getting 99 hit combos using practice mode's free
power giving nature to use the same combos followed by rush attacks. This
would not work in an actual battle. I've seen videos of people using
characters like SSJ Sword Trunx going full power (while having 3 blast
guages saved up) and unleashing endless flurries of punches until time runs
out. Then engaged in the blast guage Full Power technique to continue the
endless flurry of punches until the hit counter reached 99. Once you master
my new techniques and combos, you'll realize that this feat can be
accomplished with ease while eating a sandwich and having an in depth
conversation with your friend. All simply by using the G&P. As long as you
remember that it must be done from behind your enemy. You may also notice that
the small bar next to your radar will continually flash for the duration of
your G&P. This strategy is full proof and can be done in a combat situation
with any "champion" you come across.
I personally have had encounters with people who had perfect timing and were
on their game. Truth be told, they were probably more ready than I was. But
it was all in vain. Superior knowledge will bring you victory in every
battle you engage.
"Greening"=
This combo technique was braught to my attention by "TheLastGogeta". I have
seen this technique used before in other videos but never really put too much
practice in it. This does not go so far as to say that greening is not a good
technique, I was just already into the G&P and focussed on it. This is
another possible way to reach 99 hits in a combo. It requires control and
timing. The reason why it is called "greening" is based on the power of the
charge guage. When you charge a punch, you may notice the color of the charge
starts out green when it's weak. If you charge a punch in the middle of a
combo or simply charge a punch but let it go at it's weakest charge, you will
not send your opponent flying and can continue your combo. This(like the G&P)
works best from behind your opponent. Remember that the faster the charge
guage blinks, the harder it is to control this charge.
Techniques:
- When you press the Tr button in the middle of a regular combo set, what
happens? You end your combo set with a move like a Kai cannon or gut punch.
When you are performing the G&P, what do you think happens after you press R2?
You may have guessed it. Since R2 starts the combo set over, pressing Tri will
simply start shooting ki blasts at the back of your opponents head. This can
be used to continue the combo or end it. If you only throw a few ki blasts and
begin punching again, you'll continue your combo. It won't even effect the hit
counter. However, if you throw too many Ki blasts, it will push your character
further away from you. Be careful with this technique as well. For when you
connect with your ki blasts, it not only pushes your opponent away, but pushes
him/her upwards as well. The further away from the ground you are, the more
of a risk you put on the chance that your ground and pound will stop working.
Get too far up, and R2 will descend you.
- Same deal as above, but for characters that have a Super Explosive Wave.
I will not guarantee that this will work. The Super Explosive Wave can be
evaded using the defensive teleport. Understand that the super explosive wave
actually sends out 7 waves. If your enemy has the correct timing, he/she can
teleport all 7 times without being harmed and leaving you open for attack. So
though this strategy is nice if you pull it off,(and most of the time you
will) it is not full proof.
- Same deal as above, but for characters that have a normal explosive wave.
This move is not advised simply because it leaves you open for attack. However,
in the rare case(but not as rare as you think) that you have G&Ped your enemy
into a wall... they'll be somewhat stuck between a rock and a hard place.
(Must meet wall at perpendicular angle.)
--Advanced combos/techniques--
The hit counter will play a very large part in the following strategies. It
will somewhat become a part of you. At every moment of your onslaught, the
hit counter will become more and more clear in your peripheral vision. Once
this is mastered, what once seemed random will then become completely planned
and with perfect precision. I assure you, you will read this section more than
once.
Combos:
We have gone over the G&P in the basics of Advanced mechanics. This is where
we will begin.
The second combo set=
Easy enough to understand, while doing the ground and pound in the first combo
set, (though you start it over time and time again with R2) you can finish a
combo set off and "step in" for the second combo set. As you begin your second
combo set, you may realize that the punches/kicks are different from your first
combo set until you hit R2. Everytime you hit R2, it not only restarts the
combo set, but it believes you are in your first. So it will still look like
you are in your first combo set. However... since the hit counter keeps going,
you will still be in your second combo set(while throwing punches from your
first). Strange! Unfortunately... though punches/kicks in your second "natural"
combo set are stronger than your first, your G&P keeps your attacks just as
strong as if you were in your first combo set. This doesn't matter because the
ammount of damage you're doing is without bounds. But it's something to help
with the understanding of these mechanics. If at any time you mess up and the
hit counter starts over, you must recognize this as you have started your
entire combo completely over and have earned yourself another dip.
Do not slow your punches down to start the hit counter over in attempts to
earn another dip. We will get to that in due time.
The second combo set is not any more powerful than the first, but in my
opinion, it's a good way to taunt your enemy. Acting like you messed up only
to have regained your position with a "step in" is enough to get a *sigh* out
of just about any competitor.
Reverse Ground & Pound=
Though the rules still stand for the G&P being most usefull when using a
character smaller than your opponents, there are times when the G&P also
works on smaller opponents. This is noticed mostly when the smaller opponent
has already initiated his/her melee attack. When facing a taller opponent,
your character will begin to hover(which makes it very possible for G&P).
When your smaller foe begins to hover, attacking him/her will bring your
chances of leaving the ground yourself to the surface allowing you to G&P.
Though it is in fact possible, it is not always full proof. Still... it
is nice to at least know you have it at your disposal for making longer
combos and attacks.
When I created the G&P, I was blind to the rules and therefore didn't look
far enough into the possibility that taller characters could perform it.
It was actually Zoso9391 who braught it to my attention after working on
G&P possibilities. Kinda makes me feel nice to know these techniques can
still branch out to styles beyond my practice.
Teleport+Attack(Telattack)=
When in your first combo set of a G&P, using an offensive teleport is good for
better positioning but that's about it. To be honest, this is probably the
best opportunity to use the teleport because you have an endless supply of it.
Each normal combo set consists of 5 hits. That's 4 teleports per combo set.
If you were to ground and pound while inserting teleports between punches,
starting a combo set over and over will give you as many teleports as you wish.
This is one of the most confusing strategies any of my foes have come across.
It doesn't matter how good they are defensively, with this strategy it is only
a matter of time before you have their back. So once again, the goal is to
catch the enemy's back where they have no defense. Keep in mind that any time
you use an offensive teleport, the hit counter starts over. This does not
always mean the combo starts over. For instance, if you punch twice, then
teleport, you only have 3 punches left in your combo set. Even though the
hit counter started over.
The main teleport that matters is in the second combo set. For easier
understanding, we will use a combo with two sets from the basic mechanics
section. Only this time, we will throw a teleport in there.
- A normal combo with 2 sets:
Sq, sq, sq, sq, sq, X, sq, sq, sq, sq, sq^
Result = Enemy spirals off into the distance out of dip range and onto the
ground.
- A normal combo with 2 sets including teleport in second set:
Sq, sq, sq, sq, sq, X, sq, sq, L+O, sq, sq, sq^
Result = Enemy is pushed into distance just outside of dip range but still
standing.
In this particular scenario, this(depending on character) may lead to a third
combo set. To follow up to where the enemy has been pushed, hold up and press
O. If done correctly, you will teleport forwards all the way up to your still
dazed opponent. This particular teleport is not like it's friends. Depending
on your character, this teleport might not start the hit counter over. Though
this may lead to the third combo set, this is not always good. This teleport
is what I like to call the "recovery teleport". Keep in mind that if a full
combo has no teleports but has Ground and Pound in the second combo set, the
recovery teleport is not possible.
When it comes to the recovery teleport, characters split into 3 groups.
1. Characters that are so slow that by the time they teleport up to the enemy,
the enemy has already had time to turn around and defend.
2. Characters that are fast enough to keep the enemy's back but allows the hit
counter to start over.
3. Characters that are so fast that they teleport up to the enemy and begin
punching but the hit counter continues.
Character 1 is not qualified for the telattack. Allowing your enemy to defend
is not how we crush and conquer.
Character 3 has no where to go after the recovery teleport except the ground
and pound. The only way to start your combo over is to use an offensive
teleport in your third combo set. Since an offensive teleport starts the hit
counter over and the third combo set isn't supposed to exist, the game will
think you started your combo completely over. Unfortunately, the offensive
teleport in the third combo set is much slower and allows your opponent to turn
around and defend. Allowing your enemy to defend is not how we crush and
conquer. Though ending with a G&P isn't a bad thing per say, it leaves you with
less options. Less options doesn't make for a self high-five.
Character 2 as Goldielocks would say is just right. I would personally say
that Cooler's base form has a great telattack. Since his combo restarts
after every recovery teleport, you can do the same Combo over and over with
no defense. So in this case, it might look like this:
- Sq, sq, sq, sq, sq, X, sq, sq, L+O, sq, sq, sq, U+O, sq, sq, sq,...
The only difference in the second combo following the recovery teleport is that
the offensive teleport in your second combo set will no longer be L+O, but U+O.
Once you have your enemy's back, pressing U+O will make you teleport in place.
In a sense, you'll stay put and keep attacking.
So, an example of this technique may look like this.
http://www.youtube.com/watch?v=95rCE8gnHOg
(On topic, the recovery teleport can also follow the first Heavy finish/sweep
of your first combo set. This combo set must not include any other alterations
such as kai cannon/flying kick etc... or the combo will end with the opponent
tumbling into the distance outside of recovery teleport zone.)
Though the G&P is not the best strategy for using against an ape, they are
extremely vulnerable to the Telattack. Their size works against them, just
remember to use a character who's punches have physical effect.
Combining G&P with Telattack(GPT attack)=
This is a very dangerous attempt and should only be done by those who have
mastered everything. The reason I say this is dangerous is because it's very
confusing. It's so confusing that if used on an opponent, they will then be
confused and when they go home to pet their cat... the cat will then become
confused.
Once mastered, it's not that bad. However... reading this may make you give up.
The G&P is fine to use in your first combo set. It has no negative effect on
the nature of the beating you are giving your foe. The G&P is fine in the
second combo set as well. When you throw an offensive teleport into the second
combo set that has the ground and pound, things get messy. Get your peripherals
ready because that hit counter is sending you messages like crazy.
If you start a ground and pound in your first combo set and teleport, there is
no negative effect on your G&P. If you were to teleport in your second combo
set, there's two paths to choose from here. If you finish off your combo set,
the hit counter will start over and you can initiate your telattack with a
recovery teleport. However... if you G&P directly before or after your
teleport, the hit counter will start over and recognize that you are starting
a combo set over. If you start your combo set over when the hit counter is at
0, the game believes that you started a new combo over. So in a way, you've
initiated yet another combo system of no defense. So:
- Sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, R2... and repeat.
- Sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2.
... and repeat.
These two combos will have the same effect.
Techniques:
A true master of the game will now have the ability to merge all strategies.
Someone who can fuse the following into one long string of attacks.
G&P/ki blasting/Telattacking/GPT attack
Can go from that order to complete random patterns. Examples:
-Sq, sq, sq, R2, sq, sq, sq, sq, sq, X, sq, sq, R2, Tr, Tr, Tr, Sq, sq, sq, R2
sq, U+O, sq, sq, R2, sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, sq, sq, sq, U+O,
sq, sq, sq, R2, Tr, Tr, Tr Tr, Tr, Tr, Tr.....
--Advanced Movement--
I was watching youtube earlier today and I noticed someone had come up with
something very similar to my Ground & Pound technique for Tenkaichi 3. Though
I don't believe the G&P can be performed on Tenkaichi 3, a man by the name of
Arierure had added a different operation of using the ascension/descension
into the mechanics of movement. The movements that the videos were showing
could not be performed in Tenkaichi 2 unfortunately. However, it did
get me thinking and back into practice mode. I played around with different
ideas until I actually did make a couple things work. So though most of these
aren't the same ideas as Arierure's it was his inspiration to get me thinking
in this direction.
The concept of Arierure's idea is based on pressing Descend/Ascend while in
dash mode to cancel the dash animation. The dashes in Tenkaichi 3 are a little
different than in Tenkaihi 2. So A lot of the movements in his videos can't be
done in BT2. This is ok because I have been looking into it and you won't
be disappointed.
Flight Cancel:
This would be the technique Arierure created. In the middle of a dash, pressing
R1 or R2 at anytime will bring your character out of the dash animation and
into a fight-ready posture. The differences between BT2 and BT3 are bigger
than people think. Some people like BT3's movement mechanics better, others
like BT2's better. The deal with the flight cancel is this. In order to
perform a flight cancel, you have to be in a neutral dash. So in order to do
a flight cancel in BT3, you basically have to be lined up with them and hope
nothing the apponent doesn't move out of the way. The reason it doesn't work
so well is that in order to persue your opponent in BT3, you have to hold
forward. BT2 does not share this "flaw". Once you press X, your character
knows to fly towards your target. Furthermore...
When you press a neutral dash, you will fly towards your opponent. Pressing or
holding attack will make your character(depending on the character) throw or
charge a big punch that if blocked/dodged will leave you open for attack. This
in my opinion has been one of the biggest weaknesses of an assault. If you were
to press a neutral dash and at the instant of impact, press R2/R3 directly
before pressing attack... your character will no longer be throwing that big
punch, but the familiar flurry of punches you've seen each time you start a
combo set. This will seem very familiar to the G&P because you will be
confusing the cpu into thinking you can start a new combo set in replacement
of something else. Except this time you can do it in the air as well as the
ground. The best thing about replacing the big punch with a normal combo set
is that you can use teleports. So in essense, you are turning a weakness into
a strength. Though using the flight cancel is best used on the ground, you
can only use the neutral dash cancel. Once in the air however, you can cancel
a dash no matter what direction.
I will take this opportunity to add that there is more than one way of
avoiding the action of the charged dashing punch. As stated in the advanced
techniques of the basic mechanics, there are ways of cancelling a charged
hand to hand attack. The same goes for the charged dashing punch. If you
cancel the charged dashing punch, you will put yourself in position to begin
a combo set as if you had pressed R2. (Though I personally think pressing R2
is much easier)
Now that this has been said, I will explain the greatness of close-hand combat
in relation to this technique. Though I said earlier in the G&P section that
the barrier is the only "full proof" tactic to use in defense, the attempt to
stop the onslaught is quite similar to pausing a movie. You see, if the G&P
is interrupted by a barrier, the barrier knocks the attacker away and to the
ground. If the attacker wished to continue once the barrier fades, he/she
would have to dash back up to the opponent and begin again. Without the
charged punch to dodge, the dash cancel allows you to restart the G&P easily,
putting the match right back in your hands.
The Fake-Out:
This is a technique based off the idea of the Flight Cancel. Since BT2 can only
use the neutral dash, this may be a bit harder to pull off... may be easier.
I guess it depends on who you are. Pressing a neutral dash towards your enemy
and right before impact, pressing left/right and R2 will cause you to somewhat
slide to the left/right of your opponent and actually pass them right by.
This might seem like a problem because you aren't even facing them and you're
in their bubble which means you would have to do a backflip to do any B2 moves.
BT2 however might actually be more forgiving of what we can do with this.
Explain: When you are in neutral dash mode, you can hold any direction you
choose and you will still end up at your target. If you continue
to hold that direction when you press R2, you will slide in that
direction. So, if you performed a neutral dash and held back
before pressing R2, you will slide backwards(right out of bubble
boundary). From this particular position, you can move right into
a rush attack or blast. This is why it's a fake out. Holding right
or left when pressing the R2 will either make you slide around
your opponent to the right or to the left. Once you pass your
opponent, you can let go of that direction and hold forward. If
performed correctly, you should have their back. We all know what
to do from here. Catching their back however usually depends on
if they were blocking when your initial dash was done. If not,
they will turn towards you. If you were to hold back after you
pass your opponent, you should then be out of range of the bubble,
therefore a rush attack or blast would be encouraged.
When in the instance that you do the backwards fake-out while in full power
mode, you are already in position to perform your UB.
As far as I can tell, the Fake-Out can only be done in BT2.
One minor note: Some players like to fight in the air. Since the match starts
on the ground, the only way to get to flight is to basically press R1 three
times. Once to jump, twice to stay in the air and a third to ascend. This
takes up time and gives the opponent a chance to take advantage. While in Jump
mode, you can't block, only dodge and deflect ki blasts. An easy way to skip
past the jumping and hold in air would be to press X(neutral dash) and
immediately press/hold R1. When you dash, the cpu notes that your feet have
left the ground and you are in flight mode. Therefore, as long as you are
outside of the opponents "dip bubble", you will ascend.
--Advanced Blocking--
As you should know by now, there are several ways of blocking. There is the
normal way of blocking by simply pressing a neutral circle. The other basic
ways of blocking are for when your opponent is trying to sweep you or perform
a lift strike(in which case you would hold down+circle), charge a punch to
knock you sideways(in which case you would hold that direction+circle), and
so on. Though there is a more advanced block that is shown to you within the
regular training of the game(O+Triangle), there is a blocking method that the
game's training didn't mention.
Let's look at this scenario. Assume your opponent is going to attack you in
close combat. Once the first hit of his/her combo begins, you won't really get
the chance to start blocking again until they reach a point where they decide
to charge a punch/kick.(Assuming their combo has no lag to it) In which case
you have to decide at a seconds notice if it will be neutral, up, down, left or
right that you must hold while pressing block. Though this may also give you
the chance to teleport behind your opponent, we are discussing blocking. So
let's leave that out of the scenario. Instead, let's look deeper in the combo.
A full combo including 2 combo sets with no Triangle involved would look like
SQ, sq, sq, sq, sq, X, sq, sq, sq, sq, sq. Instead of waiting for that last
punch to arrive, we are going to break the combo. Think of Killer Instinct's
combo breaker. That's basically what we are going to do. A regular square in
any combo set can be blocked and inturrupted in mid combo even if you have
already fallen victim to the combo's first punch. This requires perfect
timing but worth it once mastered. If you press up+square at the perfect time
of impact of any combo set punch, you will perform your combo breaker.
I have rarely come across anyone who can put it into their combat style
simply because of it's precise timing but it is possible. If this were to be
mastered, you would have the perfect close combat defense. If you were to
master the G&P as well, you would have the perfect close combat offense. So
I stress that you learn each of them as best you can. It takes a lot of
training to get right. You will fail a lot before the timing comes to you.
Though you may go through a lot of training not even seeing what I'm talking
about, just be patient and keep trying.
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V. Specail Thanks
-----------------
This is the part where I thank any and all sites that have posted my Faq and
others who have helped warp my mind around these ideas.
Sites-
GameFaqs.com
NeoSeeker.com
Gamespot.com
Supercheats.com
Others-
Nick Kowal (Pitching the name Ground and Pound)
DarqueAnjul (Opening my eyes to the differences between B1's and B2's)
ShoryuuReppe (Showing the video of Videl's rush strings)
Arierure (Showing the videos of Tenkaichi 3's flight cancel)
Renegadetx2001 (Showing the video of the super advanced block)
Zoso9391 (Bringing the reverse G&P to my attention)
TheLastGogeta (Introducing "Greening" to me)
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VI. Conclusion
--------------
I hope this FAQ has opened at least some eyes and has lead readers to victory.
-------------------------------------------------------------------------------
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VII. Legal/contact information
------------------------------
This document in it's entirety was written by me, Lee Cook. ("ZeroAnnihilated"
on the website gamefaqs.com) This would be the part where I talk to you about
the copywright. Everything that I have written here must not be used on any
site without my permission. I don't think I'd mind at all but just in case, you
can email me at LJCZero@hotmail.com.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.
Copyright: 2008 Lee Cook aka ZeroAnnihilated
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