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    Advanced Mechanics FAQ by ZeroAnnihilated

    Version: 2.0 | Updated: 04/12/15 | Printable Version | Search This Guide

    Dragon Ball Z Budokai Tenkaichi 2
    -Advanced Mechanics-
    PlayStation 2
    
    ---------------------------------
    - By ZeroAnnihilated
    - Copyright 2008 ZeroAnnihilated
    - Date Jul/1/2008
    - Updated December/6/2014
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    This guide is very extensive, using additional technical terminology that the 
    average player may not initially understand. It is advised that one learns how 
    to use the Ctrl+F function to find the desired key words as this document is 
    created through progression. Some aspects of technicality may be mentioned in 
    the beginning, but not dissected in depth until much later. While the Table of 
    Contents is fairly detailed, using the Ctrl+F function will help the player 
    navigate at a much faster pace.
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    Table of Contents
    
    I Intro
    II Controls/Buttons
    III Basic Mechanics
    	(A) - Lock On
    	(B) - Basic Movement
    		1. Direction
    		2. Dash
    		3. Step-In
    		4. Side Steps/Back Steps
    		5. Ascension/Descent
    		6. Ascension/Descent Hops
    	(C) - Combos
    		1. The Combo Set
    			a. Channeling
    		2. Combo Set Hooks and Transitions
    		3. Supplementary Combo Sets
    	(D) - The Charge Meter
    	(E) - Ki/Ki Blasts
    		1. Ki Work
    		2. Dash Melee
    	(F) - Offensive Teleportation
    		1. Base Offensive Teleport
    		2. Banishing Attack
    	(G) - Sparking Mode
    		1. Methods
    		2. Advantages
    	(H) - Ki Stocks
    	(I) - Hit Counter
    	(J) - Super Blasts
    		1. Blast 1
    		2. Blast 2
    		3. Ultimate Blasts
    	(K) - Throws
    	(L) - Natural Cancels
    	(M) - Defense
    		1. Blocking
    			a. Focal Adherence
    				I. Aggression
    		2. Deflection
    		3. Dragon Dash Counter
    		4. Defensive Teleportation
    		5. Step-In
    	(N) - Priority
    	(O) - Blast 1 Incorporation
    	(P) - Counter Stance
    	(Q) - Transformations/Fusions
    IV Advanced Mechanics
    	(A) - Recovery Rate
    		1. Offensive Recovery
    		2. Defensive Recovery
    	(B) - Advanced Combos
    		1. Ground & Pound
    		2. Telattack
    		3. Hook Recovery
    		4. Greening/Redding
    		5. Blast Enforcement
    		6. Ki Control
    	(C) - Advanced Movement
    		1. Dash Cancellation
    		2. Shift
    			a. Fake-Out
    			b. Switch
    		3. Sling Shot
    		4. Lift Strike Switch
    	(D) - Advanced Defense
    		1. Combo Breaker
    		2. Ascension Evasion/Surfing
    		3. Rise Over Run
    		4. Auto Teleport
    		5. Last Chance Defense
    	(E) - Fixed Animation Exploitation
    		1. Chaining
    	(F) - Grid Check
    		1. Knocking
    		2. RA Capitalization
    		3. Throw Check
    		4. Dragon Dash Check
    V Z Mechanics
    	(A) - Z Movement
    		1. Grounded Will
    			a. Enigma Dash
    			b. GW Fake-Out
    			c. GW Switch
    			d. Close Tango
    			e. Wide Tango
    			f. Mad Dash
    			g. MD Tango
    		2. Free Will
    			a. Double Taps
    			b. FW Fake-Out
    			c. FW Switch
    			d. FW Tango
    		3. Sling Shot Switch
    	(B) - Z Defense
    		1. Recoil
    		2. Switch Recoil
    		3. Swipers
    			a. Side Swiper
    			b. Forward Swiper
    		4. Absent Recoil Switch
    		5. Sling Shot Recoil
    		6. Challenging
    		7. IT Counter
    	(C) - Z Offense
    		1. Ki Dash
    			a. Energy Cloud
    		2. Beat Down
    			a. Dust Cloud
    		3. FW Sweep
    		4. FW Switch Sweep
    		5. Taxing
    		6. Enigma Sweep
    		7. Enigma Switch Sweep
    		8. Absent Recoil Sweep
    		9. Sling Shot Switch Sweep (S4)
    VI Accreditation
    VII Conclusion
    VIII Legal/Contact Information
    
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    I. Intro
    --------
    
    
    "I did yesterday what they wouldn't, so today I can accomplish what they 
    can't." - Dwayne Johnson
    
    It is intriguing to me how this expression holds true to so many aspects of 
    life. If you are anything like me, you possess a desire to challenge the 
    opposition, break records, hold your fist in the air and declare dominance as 
    you have finally and effectively seized glory. As this expression proves to 
    hold true, one does not obtain glory by merely hoping it lands in his or her 
    lap while they continue to play by the rules and accept limitations. One 
    obtains glory by breaking these limitations, running when opposition screams 
    "Stop!", and ignoring those who claim: "Impossible". Champions are not born, 
    they are made. Only through hard work and dedication can one truly be the 
    best... but I decided to make things a little easier on you.
    
    Within this document, you will find advanced Tenkaichi 2 technical and 
    mechanical manipulation. As this guide reaches far beyond the novice level, 
    you as the competitor will do well to work your way through the game's 
    tutorials first in order to obtain a better understanding of what is 
    considered basic knowledge. A great deal of basic knowledge may be repeated in 
    this guide as a reference for advanced techniques, but I still urge you to 
    prepare yourself before moving forward.
    
    
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    II. Controls/Buttons
    --------------------
    
    
    R1 = Ascend/Jump
    R2 = Descend
    R3 = Transform
    L1 = Lock On
    L2 = Charge Ki
    X  = Dash/Step-In
    O  = Guard
    Tr = Ki Blast
    Sq = Melee
    
    U = Up/Forward
    D = Down/Back
    L = Left
    R = Right
    
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    III. Basic Mechanics
    --------------------
    
    
    What are the basics? Why are they so important? It is often very easy to get 
    caught up in learning advanced techniques and not paying enough attention to 
    the basics that can lead to one's downfall. The basics are the foundation of 
    advanced game-play. If one does not take the time to master the basics, 
    education in the advanced aspect of any game is purely a waste of time.
    
    
    III (A) -Lock On-
    -----------------
    First and foremost, in order to engage your opponent, you must be locked on. 
    This is performed by pressing and holding L1 while near your opponent until 
    your Lock On takes hold. Understand that different characters have different 
    Lock On ability.
    
    -Normal Search:
    
    	(This search allows the player to Lock On to characters that are 
    	visibly seen within the arena. Opponents that are hiding behind rocks 
    	and building can't be seen and are therefore protected from the 
    	player's Lock On ability.)
    
    -Z Search:
    
    	(This search allows the player to Lock On to characters that are 
    	visibly seen within the arena. Opponents that are hiding behind rocks 
    	and building can't be seen and are therefore protected from the 
    	player's Lock On ability. However, with this Z-Type search, the player 
    	can sense the opponent's Ki Signature by means of watching his/her 
    	radar; found at the bottom right of the screen. This Ki Signature will 
    	be displayed as a pulsing light. This will help the player know which 
    	direction to search in terms of where the opponent's position may be. 
    	However, it is also important to know that some characters have the 
    	ability to hide their Ki by means of performing certain Blast 1's and 
    	some androids have the innate ability to remain hidden from such a 
    	search as they do not emit a Ki Signature.)
    
    -Scouter Search:
    
    	(This search allows the player to Lock On to characters that are 
    	visibly seen as well as those who are hiding behind rocks and 
    	buildings. Therefore, they are not protected from the player's Lock On 
    	ability. However, the scouter can be destroyed during combat, which 
    	will then change their search ability into the normal type. This type 
    	of Lock On is subject to characters that have the scouter equipped. 
    	Additionally, the scouter will also pick up on the opponent's Ki 
    	signature as well.)
    
    -Android Search:
    
    	(This search allows the player to Lock On to characters that are 
    	visibly seen as well as those who are hiding behind rocks and 
    	buildings. Therefore, they are not protected from the player's Lock On 
    	ability. Unlike the scouter, this Lock On ability can't be affected 
    	from combat. This type of Lock On is subject to certain Androids.)
    
    It is important to know that each player will automatically lock onto one 
    another when in close proximity of each other. In other words, if you are able 
    to see the other opponent, you can simply walk close to him and both 
    characters will automatically lock-on to each other.
    
    Once you have achieved the Lock On, the camera will focus on your opponent and 
    you may begin your battle strategy.
    
    
    III (B) -Basic Movement-
    ------------------------
    
    
    III-B-1. Direction:
    -------------------
    Without direction, a player is lost. When using the Left Joystick or D-Pad 
    (Directional Pad) to control the character, pressing 
    Left/Right/Forward/Backward will direct the character accordingly. If this is 
    not the case, it may be time to get a new controller. It must also be noted 
    that the character will only move in the specified direction until the player 
    releases the button of direction. If the player is not pressing the 
    directional button, the character will not move in that direction. As most 
    characters have the ability of flight, the characters are shown to hover in 
    the suggested direction instead of walking. 
    
    
    III-B-2. Dash:
    --------------
    As briefly explained in III-B-1, most characters in the game are granted the 
    ability of flight. While the ability of flight does not completely limit the 
    character's ability to dash, it is definitely an aspect of the game to 
    consider when regarding advanced ability. However, these are the basics so 
    let's not get ahead of ourselves.
    
    To dash, one must become familiar with the "X" button. Understand that when 
    Locked On to the opponent, pressing "X" without any directional influence will 
    initiate a neutral Dash that will seek the opponent. Understand now that 
    directional influence can be incorporated during the Dash. In other words: 
    Once the Dash has begun, the player can continually manipulate the directional 
    approach of the Dash until it concludes by pressing any direction. It is in 
    such a case that Forward and Back become Up and Down respectively. It is 
    important to take note of the difference between directional influence of a 
    neutral dash and initiating a directional Dash. For example, pressing a 
    direction to influence a neutral Dash is not the same as Dashing in that 
    direction. Pressing Dash at the same time as holding a direction will allow 
    you to Dash in that direction without seeking the opponent. However, the 
    opponent will still be the focal point of your dash, which will simultaneously 
    cause the player to Dash at a circumference to the opponent. When initiating a 
    directional Dash, Forward and Back are not translated to Up and Down like the 
    neutral Dash's directional influence.
    
    Regardless of the direction you choose, you must also take note of the 
    distance of the Dash as it will conclude on its own. It is possible to end the 
    Dash prematurely by pressing "X" a second time or even holding a different 
    direction and initiating a new Dash.
    
    
    III-B-3. Step-In:
    -----------------
    Understanding the limitations of the Dash is key to maximum maneuvering 
    capability. The more we know, the more we can manipulate. The distance between 
    the player and the opponent is the defining factor that separates a Dash from 
    a Step-In. This factor is the difference between close quarters combat and 
    distanced combat. This factor; this line of scope-differential definition is 
    called the Step-In Barrier. Outside of this barrier, the Dash is just as 
    described above (III-B-2). However, within this barrier, the player enters the 
    circumference of close quarters combat. Movement changes to befit close combat 
    ability.
    
    When inside the Step-In Barrier, pressing the neutral "X" will result with the 
    Step-In. The Step-In is a technique that contains many praiseworthy features:
    
    -The Step-In can be used to link the first two combo sets together (if first 
    combo set is a full combo set)
    -The Step-In ensures the player invulnerable to physical hand-to-player 
    contact (This includes Rush Attacks).
    -The Step-In can be used transitionally to combo Hooks.
    -The Step-In can be used transitionally to counter stances or sway ability.
    
    (All of this will be explained in further detail as the document progresses.)
    
    
    III-B-4. Back Steps/Side Steps:
    -------------------------------
    As discussed in III-B-3, there are maneuvering limitations within the Step-In 
    Barrier. Such limitations have already been discussed in regarding the Step-
    In. It is also important to note that Dashing to the side or back will not 
    result with a Dash either. Instead, side stepping and back stepping are 
    initiated. Depending on the character and whether or not the player is 
    airborne, such movement may result with side flips and back flips. Such 
    movement is performed by simply pressing the desired direction at the time of 
    pressing "X". Pressing Forward while attempting to Dash inside the Step-In 
    Barrier will result with the player attempting to grab the opponent. This will 
    be discussed later in the document.
    
    Take note: Like the Step-In, Side Hops and Back Hops can transition into 
    counter stances, which will also be discussed later.
    
    
    III-B-5. Ascension/Descent:
    ---------------------------
    In this section, you will learn the difference between grounded and airborne 
    maneuvering. As most characters have the ability of flight, the Ascension and 
    Descent ability will be used in the advanced section extensively. However, it 
    is important to understand the limitations of Ascension and Descent on the 
    basic level to understand how to manipulate them for advancement.
    
    -Grounded:
    
    	(When positioned on the ground (not hovering), trying to Descend (R2) 
    	will get you nowhere. However, trying to Ascend (R1) will allow the 
    	player to Jump about 10 feet into the air. The Jump contains its own 
    	combat potential, but we'll get to that later as well. If left alone, 
    	the Jump will conclude with the player falling back to the ground. The 
    	player can use this Jump to seek the opponent by holding Forward if 
    	he/she so chooses. Jumping to the Left/Right/Back is also allowed.)
    
    -Airborne:
    
    	(When positioned high in the air (Distanced), trying to Descend (R2) 
    	will result with the player falling in a controlled manner until the 
    	button is released. In other words, you're not falling so much as 
    	controlling your flight altitude. Therefore, you may be descending but 
    	you are still in flight mode. Respectively, trying to Ascend (R1) will 
    	result with the player increasing altitude through flight. Once the 
    	Ascension/Descent buttons are released, the player's character will 
    	retain concluded position in the air (unless the descent resulted with 
    	grounded position).)
    
    (Also take note: Characters that do not possess flight capability will not 
    retain airborne positioning very long and descending will result in gravity 
    taking full control; brining the player back to ground level.)
    
    
    III-B-6. Ascension/Descent Hops:
    --------------------------------
    Much like Side Steps and Back Steps discussed in III-B-4, the Step-In Barrier 
    effects airborne Ascension/Descent. Instead of simply changing altitude, the 
    Step-In Barrier changes the movement into hops. So when the player attempts to 
    Ascend in close quarters combat, he will Hop diagonally (Up + Back) a single 
    time. Respectively, when the player attempts to Descend in close quarters 
    combat, he will Hop diagonally (Down + Back) a single time. Also like Side 
    Steps and Back Steps, these Ascension/Descent Hops can transition into counter 
    stances (discussed later).
    
    
    III-B-7. Dragon Dash:
    ---------------------
    The player is allowed to use this Dash regardless of the Step-In Barrier. 
    Scope differential has no bearing on the Dragon Dash but the player must be 
    willing to sacrifice Ki to use it. Yes, Dragon Dash consumes Ki. Therefore, it 
    is always important to keep your Ki bars at full capacity as often as 
    possible. Remember this concept: "It is always important to keep your Ki bars 
    at full capacity as often as possible." For there are many aspects of game-
    play that are viable through Ki consumption. You may not always need it, but 
    it is better to have it and not need it than to need it and not have it.
    
    To Dragon Dash, the player must press "L2" and "X" at the same time with any 
    direction to Dragon Dash in that direction. If the player chooses to allow the 
    Dragon Dash to persist, it will eventually come to a conclusion when the Ki 
    meter runs out.
    
    Take note that when two players Dragon Dash into each other at the same time, 
    they will enter the "clash" simulation where both players will battle it out 
    in a Joystick struggle for the most hits. Whoever get the most hits in the hit 
    counter wins the struggle and knocks the opponent away, usually to be followed 
    up with continued attack. The average player can reach numbers up in the 60's 
    and 70's. To make sure one wins these struggles, it is important to understand 
    how to engage the struggle with the best hand position possible. While many 
    players believe the struggle should be won by moving the joysticks side to 
    side, the player must learn how to move his/her hands in the circular motion 
    while moving the forearm side to side. This will take practice. Ensure that 
    the left joystick is placed at the base of the thumb (flexed) and the right 
    joystick at the heel. When ready, the player should be able to reach numbers 
    as high as the upper 80's.
    
    
    III-B-8. Dragon Ascension/Descent:
    ----------------------------------
    Much like what is explained for the Dragon Dash in III-B-7, the Dragon 
    Ascension/Descent is performed by using "L2" incorporation with 
    Ascension/Descent. Therefore, to Dragon Ascend, the player must hold "L2" and 
    press "R1". If the player is already grounded, the button input skips past the 
    Jump and goes straight into Dragon Ascension. To Dragon Descend, the player 
    must hold "L2" and press "R2". Much like when using basic Descent on the 
    ground, trying to Dragon Descend while already grounded will do nothing. 
    Finally, like Dragon Dashing, the Step-In Barrier holds no limitation on the 
    Dragon Ascension/Descent, but also like the Dragon Dash, the Dragon 
    Ascension/Descent also consumes Ki.
    
    
    III (C) -Combos-
    ----------------
    One of the most fundamental properties of any fighting game is building a 
    proper conception of how to link attacks together. One of the most basic ways 
    of doing this resides in the combo system of Tenkaichi 2. Here, I will be 
    explaining the most basic aspects of the combo system of Tenkaichi 2 to help 
    build a foundation for advancement as this document progresses.
    
    
    III-C-1. The Combo Set:
    -----------------------
    At its most basic level, a combo can be created by merely tapping the "Square" 
    button 5 times. This is called the Combo Set. Attain the concept of a Combo 
    Set well, for it will be one of the more significant building blocks for 
    combat manipulation; The Combo Set is the root of combo exploration.
    
    There can be more than one Combo Set in a given combo. Such sets can be linked 
    together by means of various extensions; all of which, I will cover in this 
    document.
    
    For now, the first combo set is performed by the following:
    
    	-Sq, Sq, Sq, Sq, Sq-
    
    While practicing, it is important to take note exactly what happens during 
    this process. Many aspects are used in the incorporation of advanced game-
    play. Such as:
    
    -If the player's character is smaller than the opponent's character, how does 
    this affect the Combo Set?
    
    	(In order for smaller characters to effectively perform melee upon the 
    	opponent, the smaller character must use his/her flight ability to 
    	hover to the height necessary for effective combat.)
    
    -If the player's character is taller than the opponent's character, how does 
    this affect the Combo Set?
    
    	(Depending on how tall the player's character is in relation to the 
    	height of the opponent's character, it can be possible that some 
    	attacks residing in the Combo Set may miss the opponent.)
    
    -Knowing that the player only hit the Square button five times, how many times 
    did the character land an attack?
    
    	(Some characters only expel a single melee attack per press of the 
    	Square button. Other characters expel more. Knowing the character's 
    	physical melee is important for advancement.)
    
    -How much damage does the player's character deal to the opponent as opposed 
    to other characters?
    
    	(Some characters may seem to have great combo capability, but it is 
    	also important to note that some characters deal a greater amount of 
    	damage in their melee than others.)
    
    -What effect does the environment have on the player's ability to work the 
    Combo Set?
    
    	(When grounded, performing Combo Sets can be affected by the variations 
    	of ground elevation. Therefore, there are times that the Combo Set may 
    	fail due to gravitational interference.)
    
    -Once the Combo Set has concluded, what happens to the opponent?
    
    	(Once the Combo Set has concluded without interference, the last hit 
    	will push the opponent away a few feet; keeping the opponent at a 
    	standing position.)
    
    III-C-1-a. Channeling:
    
    	(Channeling is a mechanical aspect of the game that guides one's Base 
    	Melee to attack one's opponent from the front or the rear. When 
    	positioned at the opponent's side, performing Base Melee will guide the 
    	player to the opponent's front or rear, depending on which initial 
    	position the player holds in respect to the opponent's profile. If one 
    	begins the Combo Set while positioned closer to the opponent's front, 
    	further Base Melee will direct one to the front. If one begins the 
    	Combo Set while positioned closer to the opponent's rear, further Base 
    	Melee will direct one to the rear. Many games, especially in the past, 
    	will force the player's attacks to be redirected to the opponent's 
    	front, as the creators seemed to always give the opponent a chance to 
    	defend. For example, in Mortal Kombat Deception, if Player 1 were to 
    	begin attacking Player 2 from behind, Player 2 would immediately begin 
    	to face Player 1 even while suffering through the assault. Other games, 
    	such as Tenkaichi 2, allow the player's attack to continue to affect 
    	the side of initiation, be it the back or the front.)
    
    
    III-C-2. Combo Set Hooks and Transitions:
    -----------------------------------------
    Now that the Combo Set has been established, it is time to move on to the 
    Extensions and Transitions.
    
    -Hooks:
    
    The Hook is a break in the Combo Set that can be used to transition into 
    additional combo sets or end the combo set as a terminus. Depending on which 
    Hook the player chooses to perform, the terminus may include more than one 
    extended terminus level. The Hook resides in the "Triangle" button that must 
    interfere in the Combo Set before the Combo Set concludes. As the Combo Set 
    consists of five "Square" buttons, one of the last four Squares must be 
    replaced by "Triangle" to perform a Hook. It is also important to note that 
    the Hook can also be charged for stronger effect.
    
    Hook 1: Heavy Finish
    
    	(The player's character will perform a physical attack that stuns the 
    	opponent in such a way that he/she must press the "Circle" button for 
    	faster recovery. Depending on the character, the Heavy Finish may be 
    	extended into the Heavy Crush terminus by hitting the "Triangle" button 
    	two more times and finish with "Square". In such a case, the player's 
    	character will hit the opponent with two more Heavy Finish attacks 
    	followed by one more melee attack that knocks the opponent away.)
    
    Hook 2: Kai Cannon
    
    	(The player's character will perform a physical attack that stuns the 
    	opponent temporarily. If the Kai Cannon is charged fully, the attack 
    	will push past the opponent's guard and knock them away, sometimes de-
    	Locked. Depending on the character, if the Kai Cannon is fully charged 
    	and effective, the Kai Cannon may be extended into another terminus by 
    	hitting the "Triangle" button once. In such a case, the player's 
    	character will teleport forward to the opponent and knock them down to 
    	the ground.)
    
    Hook 3: Sweep
    
    	(The player's character will perform a physical attack that sweeps the 
    	legs of the opponent. If the opponent is not able to "Tech" properly, 
    	he/she will fall flat on his/her back. Most characters are granted the 
    	Sweep combo extension by hitting the "Triangle" button two more times 
    	and finish with "Square". In such a case, the player's character will 	
    	hit the swept opponent several feet away, teleport forward to hit the 
    	opponent into the air and finally, teleport up to the opponent and 
    	knock him/her down to the ground. This is known as the Dragon Tornado 
    	Terminus.)
    
    Hook 4: Lift Strike
    
    	(The player's character will perform a physical attack that lifts the 
    	opponent several feet into the air. Most characters are granted the 
    	Lift Strike combo extension by hitting "X" to ascend to the opponent's 
    	position and finish the combo in one of four terminuses:
    
    	1. Triangle, Square, Square, Square, Triangle
    
    	...in which case the player's character will initiate with a Heavy 
    	Finish, followed by three base melee attacks and concluded with a Smash 
    	Attack that knocks the opponent to the ground, de-Locked.
    
    	2. Triangle, Square, Square, Square, Square
    
    	...in which case, the player's character will initiate with a Heavy 	
    	Finish, followed by three base melee attacks and concluded with a final 
    	base melee attack that sends the opponent tumbling to the ground.
    
    	3. Square, Square, Square, Square, Triangle
    
    	...in which case, the player's character will initiate with a base 
    	melee attack, followed by three base melee attacks and concluded with a 
    	Smash Attack that knocks the opponent to the ground, de-Locked.
    
    	4. Square, Square, Square, Square, Square
    
    	...in which case, the player's character will initiate with a base 
    	melee attack, followed by three base melee attacks and concluded with a 
    	final base melee attack that sends the opponent tumbling to the ground.
    
    	Take note that the Lift Strike combo is considered to be the player's 
    	most powerful combo in terms of damage to hit ratio.)
    
    Hook 5: Rolling Hammer
    
    	(The player's character will perform a physical attack that turns the 
    	opponent around, allowing the player to gain rear positioning. If the 
    	player already has rear positioning, the attack will turn the opponent 
    	around, allowing the player to gain frontal positioning.)
    
    Transition 1: The Step-In
    
    	(As already explained before in III-B-3, the Step-In can be used to 
    	link the first two combo sets together if first combo set is a full 
    	combo set. In other words, if a Hook is used in the first Combo Set, 
    	the player cannot use the Step-In to advance to further Combo Sets. As 
    	explained in III-C-1, once the Combo Set has concluded without 
    	interference, the last hit will push the opponent away a few feet; 
    	keeping the opponent at a standing position. It is at this point where 
    	the Step-in can be utilized to transition into the second Combo Set. 
    	After the last hit of the first complete Combo Set, the Step-In will 
    	close the distance and the player is allowed to continue into the 
    	second Combo Set.)
    
    Transition 2: Flying Kicks
    
    	(The Flying Kicks are initiated as a Hook, yet serve as a transition. 
    	Therefore, if the player's character possesses the Flying Kicks 
    	ability, the player can interrupt the first Combo Set with this Hook 
    	and simultaneously transition into the second Combo Set.)
    
    -Hook Limitations: Regardless how long the player is able to stretch the combo 
    along, any single Hook can only be used once without ending the combo. 
    Therefore, it is important for Hook users to incorporate a variety of Hooks 
    into their combos if they wish to continue the combo uninterrupted. While 
    Hooks can be considered as a combo's terminus, it is also used as a means of 
    transitioning into the 2nd Combo Set.
    
    -Hook Management: Each character's fighting style may consist of a variety of 
    Hooks. Some have more than one of the same Hook in his/her combo, some may 
    have one of each Hook. There may be some characters who's combos lack certain 
    Hooks. To discover these Hooks, the player must replace one of the last four 
    "Square" buttons of the Combo Set. However, the formula for each Hook depends 
    entirely on which character the player decides to use. For example:
    
    	Character 1: (Square, Square, Square, Triangle = Heavy Finish)
    	Character 2: (Square, Square, Square, Triangle = Kai Cannon)
    
    As any of the last four "Square" buttons can be replaced by Triangle to engage 
    the Hook, it is still possible that Character 2 possesses a Hook that 
    Character 1 possesses, just in a different position of the Combo Set.
    
    	Character 1: (Square, Square, Square, Triangle = Heavy Finish)
    	Character 2: (Square, Square, Triangle = Heavy Finish)
    
    Ultimately, it is up to the player to learn the combo formula their character 
    possesses to manage his/her Hooks effectively. Understand that every character 
    possesses the ability to perform the Sweep by replacing one of the last four 
    "Squares" of the Combo Set with Down + Triangle. Also understand that every 
    character possesses the ability to perform the Lift Strike by replacing one of 
    the last four "Squares" of the Combo Set with Up + Triangle. However, the 
    Rolling Hammer is a significantly special technique that only a handful of 
    characters possess and it's special quality also resides in the fact that it 
    can be performed absent a Combo Set. By pressing Left/Right + Triangle, the 
    player can spin the opponent around whether the opponent is being subject to a 
    Combo Set or even if he/she were simply standing still.
    
    
    III-C-3. Supplementary Combo Sets:
    ----------------------------------
    Supplementary Combo Sets are the Combo Sets that follows the initial Combo 
    Set. These Combo Sets can be reached through various means, including the 
    Hooks and Transitions explained in III-C-2. The physical attacks that the 
    player's character displays in the Supplementary Combo Sets are usually 
    different than the attacks displayed in the initial Combo Set. Therefore, 
    understanding when a specific Hook may be available must not always be judged 
    by the physical display of the character, but the press of the button.
    
    To reach the first Supplementary Combo Set, the player can use a Hook in the 
    first Combo Set including the Flying Kicks and immediately transition 
    accordingly. Additionally, and more often seen in experienced players, the 
    player can use the Step-In to follow the initial complete Combo Set to 
    transition into the first Supplementary Combo Set. It is at this point that 
    the player must understand that the aftermath from a natural terminus of 
    Supplementary Combo Sets is not like that of the initial Combo Set.
    
    The aftermath of a Supplementary Combo Set is decided on many factors, from 
    how the Supplementary Combo Set was approached to what the opponent is doing 
    as an attempt to fight back. The approach is derived from transitions and 
    Hooks but keep in mind that the Flying Kicks Hook is also considered to be a 
    transition, like the Step-In.
    
    Aftermath types:
    
    -Initial Aftermath:
    
    	(Once a player has completed the initial Combo Set with a string of 
    	five "Squares", the opponent is then pushed away from the player by the 
    	last melee attack. The opponent is still standing, yet not fully 
    	recovered. This short distanced push is the Initial Aftermath. It is 
    	this Aftermath distance that allows the Step-In to transition into the 
    	first Supplementary Combo Set.)
    
    -Boost Aftermath:
    
    	(Once a player has completed the Supplementary Combo Set with a string 
    	of five "Squares", the opponent is then pushed away from the player by 
    	the last melee attack. The opponent is still standing yet not fully 
    	recovered. The distance is significantly farther than the Initial 
    	Aftermath.)
    
    -Collapsed Aftermath:
    
    	(Once a player has completed the Supplementary Combo Set with a string 
    	of five "Squares", the opponent is then pushed away from the player by 
    	the last melee attack. The opponent is no longer standing. Instead the 
    	opponent tumbles to the ground several feet away from the player. The 
    	distance is significantly farther than the Boost Aftermath.)
    
    -Greening Aftermath:
    
    	(Explained in III-D.)
    
    -Red Aftermath:
    
    	(Explained in III-D.)
    
    -Smash Aftermath:
    
    	(Explained in III-D.)
    
    
    III (D) -The Charge Meter-
    --------------------------
    
    At the bottom right corner of the fighting screen, a player can find his/her 
    radar. To the right of this radar, the player will find his/her Charge Meter. 
    This meter is the deciding factor of how powerful your charged attacks will 
    be. There are three levels of the Charge Meter that the player must consider 
    during combat.
    
    	1. Green: Weakest Level
    	2. Red: Medium Level
    	3. Full: Strongest Level
    
    In order to charge an attack, the player must hold the attack button down. The 
    main buttons to consider when dealing with basic attack are "Square" for base 
    melee and "Triangle" for Hooks and Ki Blasts. The concept of the charge is as 
    easy as it sounds. The longer the player holds the attack button down, the 
    higher the Charge Meter will fill; from Green, to Red and finally to Full. 
    Take note here that when a player decides to charge a melee attack, he/she can 
    choose which direction the attack will approach the opponent by holding Up, 
    Left, Right, Down or simply allowing the attack to conclude for a Neutral 
    direction. This is a great addition to the game as the opponent must decide 
    which direction to defend an oncoming attack.
    
    It is at this point that the player must understand the remaining Aftermath 
    Types that were not detailed in III-C-3.
    
    -Greening Aftermath:
    
    	(When the player charges the "Square" button and releases during the 
    	Green level, the opponent is guided through the Greening Aftermath; in 
    	which case the opponent is not pushed anywhere. The opponent is still 
    	standing yet not fully recovered.)
     
    -Red Aftermath:
    
    	(When the player charges the "Square" button and releases during the 
    	Red level, the opponent is guided through the Red Aftermath; in which 
    	case the opponent is knocked in the desired direction of the attack, 
    	plummeting to the ground much further than the Collapsed Aftermath. The 
    	opponent is no longer standing.)
    
    -Smash Aftermath:
    
    	(When the player charges the "Square" button and releases during the 
    	Full level, the opponent is guided through the Smash Aftermath; in 
    	which case the opponent is hit with a very powerful attack that sends 
    	the opponent flying limp in the desired direction of the attack. The 
    	opponent is no longer standing.)
    
    At this time, it is important for the player to understand that different 
    characters possess different charge speeds. Therefore it is important for the 
    player to become familiar with the character at hand on all aspects of combat, 
    even to the details regarding charge speed.
    
    When regarding the speed of the charge, this factor will fluctuate; depending 
    on how the battle progresses. For as the player lands attacks upon the 
    opponent, the Charge Meter will begin to flash red. The more attacks landed 
    during a short period of time, the faster the Charge Meter will flash. 
    Regardless of any specific character's innate charge speed, the faster the 
    Charge Meter flashes, the faster it will charge when engaged. Therefore, the 
    player must always keep in mind that even as his/her offense progresses, the 
    situation is not always the same. The player must also keep in mind that the 
    speed of the flash is strictly related to charged melee, NOT charged Ki 
    Blasts.
    
    Final note: Any Super Blasts such as Blast 2's and Ultimate Blasts that can be 
    charged will also use the Charge Meter.
    
    
    III (E) -Ki/Ki Blasts-
    ----------------------
    The player's Ki Meter is the key that allows the execution of Ki based moves 
    such as Ki Blasts, Blast 2's and Ultimate Blasts. While Blast 2's and Ultimate 
    Blasts may be initiated in a variety of strategic methods, once they are 
    initiated, they use the associated Ki according to their design, unless 
    adjusted through potara incorporation. The Ki Meter is located directly below 
    the player's headmost health bar. The player is granted five Ki Guages that 
    measure up to the character's full Ki Meter. This meter can be filled by a 
    means of Ki Charging via the pressing and holding of the "L2" button and will 
    deplete as Ki Blasts, Blast 2's and Ultimate Blasts are discharged or as 
    Dragon Dashing is performed.
    
    
    III-E-1. Ki Work:
    -----------------
    Ki Blasts are discharged by pressing the "Triangle" button. Similarly to 
    melee, Ki Blasts can be released in succession as a means to connect one 
    attack to the next. Therefore, if one were inclined to do so, one could expel 
    several Ki Blasts into a Ki Blast combo. However, I would advise that the 
    player keep a close eye on the Ki Meter as Ki management is very important in 
    any Dragon Ball Z game. Also, different characters can only expel a certain 
    amount of successive Ki Blasts at a time. Get to know the characters.
    
    As Ki Blasts are important to incorporate into different methods of combat, it 
    is also important for the player to understand the different ways Ki Blasts 
    can be dispersed as well as the differences in Ki usage. This opens up an 
    understanding of how one manages his/her Ki for full effect. Now that the 
    concept behind Ki Blasts, Dashes, Jumps and the Charge Meter have been 
    established, it is safe to move on to the different forms of Ki Blast 
    incorporation.
    
    -Normal Ki Blasts:
    
    	(In this form, the Ki Blast requires a greater deal of Ki in order to 
    	expel a single Ki Blast. Therefore, if a player were to consecutively 
    	press the "Triangle" button for successive Ki Blasts, it would deplete 
    	the Ki Meter fairly quickly.)
    
    -Dashing Ki Blasts:
    
    	(Unlike the Normal Ki Blasts, the Dashing Ki Blasts are released by 
    	simply pressing the "Triangle" button once during a dash for a flurry 
    	of successive Ki Blasts; All of which require a mere fraction of the Ki 
    	required for the same number of Normal Ki Blasts. While using the 
    	Dashing Ki Blasts during side Dashes can be effective for establishing 
    	a secure battling distance between the player and the opponent, the 
    	highest damage such successive Ki Blasts will reach will be if all Ki 
    	Blasts manage to hit the opponent. Therefore, for the highest damage, 
    	using a neutral Dashing Ki Blast attack should do the trick.)
    
    -Jumping Ki Blasts:
    
    	(Much like the Dashing Ki Blasts, the Jumping Ki Blasts are released by 
    	simply pressing the "Triangle" button once. Except this time, the blast 
    	is being performed during a Jump. Also like the Dashing Ki Blasts, the 
    	Jumping Ki Blasts require a mere fraction of the Ki required for the 
    	same number of Normal Ki Blasts as a flurry of Ki Blasts are released.)
    
    -Charged Ki Blast:
    
    	(The Charged Ki Blast is performed much like the Charged Melee Attack, 
    	except with the "Triangle" button. These blasts may have different 
    	effects depending on the character. For example, some character may 
    	have similar Normal Ki Blasts, but when charged might be expelled as 
    	something completely different. Here are a few of the different Charged 
    	Ki Blasts one might expect:
    
    	1. Destructo Disk: Cuts through guard, even in Charged Ki Blast Form.
    	2. Stunner: Not enough to knock the opponent down, but enough to stun 
    	them.
    	3. Paralyzer: Leaves the opponent temporarily paralyzed.
    	4. Strong Ki Blast: Like a Normal Ki Blast, but bigger and more 
    	powerful; will knock the opponent down.
    	5. Multi Ki Blast: The character disperses several Ki Blasts at once.
    
    	...Charged Ki Blasts can be incorporated into Normal Ki Blasts, Dashing 
    	Ki Blasts and Jumping Ki Blasts.)
    
    It is also important for the player to understand that Ki Blasts have a nature 
    of their own that is directly related to the character. Not only the number 
    and type of Ki Blast as explained above, but the speed and accuracy of the Ki 
    Blast as well. Some characters may disperse a flurry of Ki Blasts that go all 
    over the place, while only one or two actually it the opponent. Then there are 
    some that are extremely accurate and will hit the opponent most of the time. 
    Some Ki Blasts are expelled in a circular fashion while other characters shoot 
    their Ki Blasts in a straight line. It is important to get to know the 
    characters.
    
    Finally, one must understand that the Charge Meter may not apply the same for 
    each character when regarding Ki Blasts. It is important for the player to 
    understand how the Charge Meter applies to Ki Blast incorporation for 
    different characters so one can have a variety of attack options available at 
    all times. Some characters may only have one type of Charged Ki Blast. The 
    difference of force in Charge may vary in relation to damage dealt, but the 
    type of Ki Blasts may not vary. However, some characters may have more than 
    one type of Ki Blast available that depends on the three levels of Charge 
    specified in III-D. For example:
    
    Super Saiyan 4 Gogeta possesses 4 levels of Ki Blasts.
    
    	1. Base Ki Blast (Consisting of normal Ki Blasts/Green Aftermath)
    	2. Green Ki Blast (Consisting of a larger Ki Blast/quick paced/Green 
    	Aftermath)
    	3. Red Ki Blast (Consisting of two large Ki Blasts/slower 
    	paced/Collapsed Aftermath)
    	4. Full Ki Blast (Consisting of three large Ki Blasts/Slower 
    	paced/Collapsed Aftermath)
    
    Again, one must get to know the characters.
    
    
    III-E-2. Dash Melee:
    --------------------
    As the player begins to understand how attacks can be incorporated into the 
    Dash by means of Ki Blasts, it is also important to understand that melee 
    attacks (even charged ones) can also be incorporated into the Dash and Jump 
    maneuvers. However, it is important to note that directional influence can 
    only be applied to the Dash Melee Attack, not the Jump Melee Attack. However, 
    if the Jump Melee Attack does make full contact, the player can follow this 
    attack with a Sweep by following the attack with the "Triangle" button. This 
    of course can lead into the Sweep Combo Terminus or whichever means the player 
    decides works best. If the Dash Melee Attack makes full contact, the player 
    can follow this attack with two more melee attacks, the last one smashing the 
    opponent into the ground. This terminus is called Sonic Impact and is 
    performed by Dashing at the opponent, landing a "Square" onto the opponent and 
    then immediately following with "Triangle" and concluding with "Square". These 
    Dash/Jump attacks are great circumstances to begin Combo Sets and continue the 
    assault accordingly, assuming Sonic Impact is not engaged.
    
    Additionally, when regarding Dash Melee Attacks, one must also understand that 
    charged melee attack can be incorporated into Dragon Dashes as well. It is in 
    such a case that there are two charge levels: Weak and Strong. If charged less 
    than full power, the Charged Dragon Dash Melee attack will simply hit the 
    opponent with the same power as a medium-fully charged Dash Melee Attack, 
    allowing the player to continue with Combo Set incorporation. If charged at 
    full power, the Charged Dragon Dash Melee attack will knock the opponent away 
    in the same fashion as a Standing Smash Attack. However, it is important to 
    note that a medium-fully charged Dash Melee or a weakly charged Dragon Dash 
    Melee attack will connect in a strong manner, which will be regarded in the 
    same fashion as a Supplementary Hook but without recovery incorporation 
    (discussed later). If this Supplementary Combo finds its natural terminus via 
    "Square", the combo will end with Collapsed Aftermath.
    
    
    III (F) -Offensive Teleportation-
    ---------------------------------
    As the Dragon Ball Z games have progressed, the creators have applied further 
    emphasis on the teleport system. While teleports have been established in 
    defensive purposes in previous games, the Tenkaichi 2 system of offensive 
    teleports allow the player to teleport at will, as long as he/she has the 
    means to do so in terms of Ki. Offensive teleports consume Ki, so one must 
    learn to manage his/her Ki levels well and recognize when using offensive 
    teleports are the most optimal choice during combat. It is in such a case that 
    one must also keep his/her eye on the opponent's Ki Meter as well; to decide 
    whether or not engaging in a teleport dance with the opponent is a wise 
    decision. Understand that there are potara's that can be added to the 
    character that allow the player to teleport without consuming Ki. It would be 
    wise to keep this in mind.
    
    To fully understand the offensive teleport system, one must understand that 
    there are different teleport types that can be used offensively.
    
    
    III-F-1. Base Offensive Teleport:
    ---------------------------------
    The base offensive teleport is performed during the Combo Set. Which Combo Set 
    an offensive teleport is to be used is solely for the player to decide. 
    However, one must understand where these teleports reside. Every natural Combo 
    Set consists of five "Squares". The offensive teleport resides between 
    "Square" activations, therefore the offensive teleport can only be activated 
    within the attack span of post-first "Square" and before the last "Square" of 
    any single Combo Set. In other words, a natural Combo Set that consists of 
    five "Square" buttons includes the potential of three offensive teleports.
    
    To perform the offensive teleport, one must press "Square" to initiate a Combo 
    Set. Assuming the next move would be to teleport offensively, the player would 
    then press "Circle" and any direction such as Forward, Left, Right or Back. If 
    performed correctly and the Ki Meter has enough Ki to allow the movement, the 
    player's character will directionally teleport according to the direction 
    desired. Much like the side Dash, the opponent is the focal point of your 
    directional teleport. Therefore, if the player is directly in front of the 
    opponent and inside the Step-In Barrier, teleporting to the left or right will 
    not simply result with the player teleporting in a straight line to the left 
    or right, but teleporting around the opponent from the left or the right. As a 
    well versed opponent may be able to react in time to turn around and defend 
    him/herself, further offensive teleports may be required to gain rear 
    positioning.
    
    If the opponent engages in the same strategy to gain rear positioning on the 
    player at the same time the player is attempting to gain rear positioning on 
    the opponent, this is a display of the offensive teleport dance. It is also 
    important to understand that the Combo Set does not reset with every offensive 
    teleport. Therefore, if the player performs an offensive teleport after the 
    first hit of the Combo Set, the next melee performed in succession to the 
    offensive teleport will continue with the second hit of the Combo Set. This 
    can be confusing as the Hit Counter does not rise when regarding offensive 
    teleport incorporation, but as explained before, it is important to know 
    exactly what is going on in combat at all times.
    
    
    III-F-2. Banishing Attack:
    --------------------------
    The Banishing Attack is considered to be an offensive form of teleporting, but 
    only in certain conditions with inclusive limitations. Like the offensive 
    teleport, the Banishing Attack can only follow a melee attack. However, the 
    Banishing Attack can only be activated once the player has successfully 
    connected a Smash Attack. As explained in III-D, the Smash Aftermath of a 
    Smash Attack sends the opponent flying limp in the desired direction. Once 
    completed, the player must immediately press "Triangle" to engage the 
    Banishing Attack. In this instance, the player will teleport offensively to a 
    position beyond the opponents trajectory and perform another Smash Attack. 
    This Smash Attack can be directionally influenced, yet a neutral Banishing 
    Smash Attack will knock the opponent downward to the ground. These attacks are 
    easy to dodge, so as a player's skill and experience progress, this display of 
    offensive teleporting will be seen less and less.
    
    
    III (G) -Sparking Mode-
    -----------------------
    As explained in III-E, the Ki Meter consists of five Ki Guages. When all five 
    Ki Guages are full, the player has reached full power. However, there is a 
    level beyond full power called Sparking. When the player is in Sparking Mode, 
    there are additional attacks and abilities granted to the player's combat 
    repertoire. In order to reach Sparking Mode, the player must use one of three 
    methods, two of which are subject to the character(s) at hand.
    
    
    III-G-1. Methods:
    -----------------
    -Charging Beyond:
    
    	(When a player has reached full power, there is a level beyond full 
    	power called Sparking Mode. This specific method of getting to this 
    	mode is to keep charging Ki even when the Ki Meter is full. The 
    	eligibility for Sparking Mode resides in the question of how many Ki 
    	Stocks the player has attained during the match. In order to reach 
    	Sparking Mode, the player must have at least one Ki Stock. Each time 
    	Sparking Mode is reached via charging Ki, a single Ki Stock is 
    	consumed. Therefore, it is important for the player to keep an eye on 
    	his/her Ki Stock consumption which is located under the player's 
    	character icon, which is located next to the character's health bar.)
    
    -Ki Stock Operation:
    
    	(Most characters possesses a different set of Ki Stock Operations. Of 
    	which, include different effects. Some Ki Stock Operations result with 
    	the player instantly achieving Sparking Mode, usually at the cost of 
    	multiple Ki Stocks. It is very important that the player gets to know 
    	the character as such operations are explained in the practice menu. 
    	This will be explained further as the document progresses.)
    
    -Fusion:
    
    	(Some characters can fuse together in tag-team format to create a new 
    	character displayed in the show as a much more powerful being. As a 
    	result of fusion, the fused character may be granted instant Sparking 
    	mode. To learn how to fuse, check later in the document.)
    
    
    III-G-2. Advantages:
    --------------------
    When in Sparking Mode, the player is granted a variety of techniques and 
    freedom of offense. Offense in melee as well as offensive teleportation. In 
    fact, depending on the character, teleportation may be as free as directional 
    movement. However, it is important to understand that the Sparking Meter 
    drains as time passes. This time span can be lengthened with potara 
    incorporation, but inclusion is for the player to decide. Once a Blast 2 or 
    Ultimate Blast is used, the player is immediately taken out of Sparking Mode, 
    as Blast 2's use normal Ki and the Ultimate Blast uses normal Ki as well, but 
    can only be accessed through Sparking Mode.
    
    -Advantage 1 = Melee Longevity:
    
    	(When in Sparking Mode, most characters' melee is extended. Giants are 
    	not afforded this luxury but the average character get the perks. 
    	Sparking Mode allows the player to combine the initial Combo Set with 
    	the first Supplementary Combo Set in a rinse & repeat fashion without 
    	Step-in/Hook/Transition requirement. In other words, the very last 
    	melee attack of the initial Combo Set is immediately succeeded by the 
    	first melee attack of the first Supplementary Combo Set. The last melee 
    	attack of the Supplementary Combo Set is immediately succeeded by the 
    	first melee attack of an additional initial Combo Set. This will 
    	continue as long as the player continues to spam the "Square" button or 
    	until the Sparking Meter runs out. A player can easily force the Hit 
    	Counter to reach 99 hits with very little effort.)
    
    -Advantage 2 = Offensive Teleport Longevity:
    
    	(As long as the first Advantage holds true to the character at hand, 
    	then so must the mechanical system of offensive teleports. For each 
    	teleport is placed between two natural melee attacks. According to the 
    	nature of the base offensive teleport, the player cannot perform 	
    	offensive teleports before the first melee attack of the initial Combo 
    	Set, and after the last melee attack of the Combo Set. However, as 
    	Advantage 1 explains Melee Longevity, the player is granted a 
    	continuation of offensive teleports as long as melee is continued. 
    	Therefore, a player can punch, teleport, punch, teleport, repeatedly 
    	until Sparking Mode runs out.)
    
    -Advantage 3 = Free Teleportation:
    
    	(Certain characters are allowed to teleport on a free basis when in 
    	Sparking Mode. In essence, the character can teleport without the 
    	requirement of melee incorporation by merely holding a direction and 
    	pressing "Circle". This ability will last as long as the player remains 
    	in Sparking Mode.)
    
    -Advantage 4 = Additional Banishing Attacks:
    
    	(As explained in III-F-2, the Banishing Attack follows the fully 
    	charged melee. When in Sparking Mode, the player may be awarded several 
    	Banishing Attacks in succession to each other as well as Dragon Homing 
    	Attacks. It is important that the player gets to know the characters.)
    
    -Advantage 5 = Additional Dragon Homing:
    
    	(The Dragon Homing is very similar to that of the Banishing Attack as 
    	it follows the fully charged melee. Instead of immediately following 
    	the charged melee with "Triangle", the player will immediately press 
    	"X". This will result with the player engaging Dragon Dash without 
    	using "L2" to change Dash type. This particular Dash only has one type 
    	of attack, fully charged melee. This occurs regardless of whether the 
    	player decides to charge the attack or not. In other words, the player 
    	will immediately follow the fully charged melee with "X" for Dragon 
    	Homing and press or hold "Square" to knock the opponent away, yet 
    	again. The only advantage to charging the melee involved in the Dragon 	
    	Homing is to confuse the opponent on defensive timing. Depending on the 
    	character chosen, when in Sparking Mode, the player may be awarded 
    	several Dragon Homing Attacks in succession to each other as well as 
    	Banishing Attacks. It is important that the player get to know the 
    	characters.)
    
    -Advantage 6 = Camera Angled Smash Attack:
    
    	(The camera angled smash attack is performed by holding "L2" and 
    	charging a melee attack with "Square" and any direction. If performed 
    	correctly, the camera will zoom in on the player performing the attack. 
    	When the player connects the attack, it will automatically de-lock the 
    	opponent and result with Smash Aftermath.
    
    -Advantage 7 = Ultimate Blast:
    
    	(While Blast 2's can be used as long as the Ki is available, the 
    	Ultimate Blast can only be activated when in Sparking mode. This is 
    	usually the character's signature attack and typically the most 
    	powerful attack the character has in his/her arsenal.)
    
    -Advantage 8 = Sparking Combo:
    
    	(The Sparking Combo, as suggested in the title is tightly connected to 
    	being in Sparking mode. This is probably the most favorited combo among 
    	the Tenkaichi community. This combo is initiated by using Dragon Dash 
    	and instead of transitioning into the charged "Square", the player will 
    	make contact with the opponent by use of the "Triangle". Once achieved, 
    	the player will then unleash a spamming flurry of "Squares". At this 
    	point, the camera will do one of two things. Either the camera will 
    	zoom around the two combatants in a circular motion with the two 
    	fighters as the focal point or the camera will go absolutely crazy, 
    	displaying several angles in succession until the combo is concluded. 
    	To conclude the combo, one can simply continue pressing "Square" until 
    	the Sparking Mode runs out or one can press "Triangle" again to knock 
    	the opponent away with Smash Aftermath. The completed terminus of the 
    	Sparking Combo is performed by holding "L2" and hitting "Triangle" as 
    	the opponent is sent flying away.)
    
    -Advantage 9 = Auto Deflection:
    
    	(When in Sparking Mode, some characters are awarded the additional 
    	attribute of Auto Deflection. This will be discussed further as the 
    	document progresses.)
    
    
    III (H) -Ki Stocks-
    -------------------
    Blast Stocks are in many cases, just as important as Ki in the game of 
    Tenkaichi 2. Blast Stock Operations include allowing the player to fight under 
    different circumstances than the opponent. Blast Stock Operation is conducted 
    through the player's Blast 1 ability. The player is able to activate one of 
    two types of Blast 1. The base Blast 1 and the secondary Blast 1. Such Blasts 
    can range in terms of effects from allowing the player to automatically 
    teleport through the opponent's attacks, use Instantaneous Transmission, reach 
    Sparking Mode immediately and many, initiate an explosive wave to knock people 
    off their assault, android barriers that can accomplish the same or even 
    nullify Ki Blasts or even Blast 2/Ultimate Blasts and many more. In order to 
    activate the base Blast 1, the player would hold "L2" and press "Circle". In 
    order to activate the secondary Blast 1, the player would hold "L2", "Up" and 
    press "Circle". Know this, in order to perform the operation, the player must 
    have attained the necessary amount of Ki Stocks. Different effects require a 
    different number of Ki Stocks.
    
    How to attain Ki Stocks? Ki Stocks increase in number as the match progresses. 
    However, there are faster ways to attain Ki Stocks. When the player is able to 
    deflect Ki Blasts, manually defensive teleport through the opponent's attacks 
    or use a Combo Breaker, the Ki Stocks will increase much faster. Such methods 
    will be discussed later as the document progresses.
    
    
    III (I) -Hit Counter-
    ---------------------
    The Hit Counter is one of the most important aspects of the game. At its most 
    basic level, the Hit Counter simply counts the hits the player connects to the 
    opponent, simple enough. However, as the combo system of Tenkaichi 2 is much 
    deeper on the advanced level than shown by the Hit Counter, one must learn to 
    understand that Combos are connected together as a means of understanding the 
    Hit Counter, the player's position in combo activity, the physical attacks of 
    the given Combo Set and how the Hit Counter is affected by Hooks, Transitions, 
    Offensive Teleports, Recovery Teleports, Cancels and Charged Melee. It is for 
    this reason that though the Hit Counter may reset, it does not mean the Combo 
    itself has reset. Most Tenkaichi 2 players will never realize the depth of the 
    Combo system simply because they can only count numbers. Understanding the 
    broken limitations of the game's hidden mechanical system is where the true 
    combo system lies. Such concepts will be discussed as the document progresses.
    
    
    III (J) -Super Blasts-
    ----------------------
    When considering a character's main blasts, there are only three categories to 
    mention. The Blast 1 as mentioned in III-H, the Blast 2 and the Ultimate 
    Blast.
    
    
    III-J-1. Blast 1:
    -----------------
    (See III-H)
    
    
    III-J-2. Blast 2:
    -----------------
    Aside from combo ability, Blast 2's are one of the most effective abilities 
    the character possesses. That being said, the creators made sure to vary these 
    blasts into different types of Blasts. Some are based on melee animation, some 
    are based on Beam type Blasts, some are unblockable. This is one more 
    important reason for the player to get to know the characters. It is also 
    important for the player to understand that most Blast 2's cannot be initiated 
    within the Step-In Barrier. In such cases, the character will automatically 
    perform a back flip/back step in order to reach the appropriate position for 
    Blast 2 execution. To perform the Blast 2, the player must first know that 
    he/she has enough Ki to perform the Blast. Some Blasts require more Ki than 
    others. It is important to know the characters.
    
    Much like the Blast 1, there is a Base Blast 2 and a Secondary Blast 2. In 
    order to perform the Base Blast 2, the player must hold "L2" and press 
    "Triangle". In order to perform the Secondary Blast 2, the player must hold 
    "L2" and "Up" and then press "Triangle".
    
    Types of Blast 2's:
    
    -Type 1 = Kamehameha:
    
    	(The Kamehameha type blast is fairly powerful. What makes the 
    	Kamehameha special is the fact that when it connects, it does not only 
    	deal damage once, but a string of damage as long as the blast is still 
    	active. These type of blasts typically have a wide circumference of 
    	blast. These blasts can be charged according to the Charge Meter OR can 
    	be initiated through a close-up animation sequence.)
    
    -Type 2 = Death Beam:
    
    	(The Death Beam type blast is fairly powerful as well, but its damage 
    	is instantly dealt upon impact. Depending on the specific blast, this 
    	technique may be unblockable. It is important for the player to know 
    	the character. These blasts can be charged according to the Charge 
    	meter OR can be initiated through a close-up animation sequence.)
    
    -Type 3 = Bladed:
    
    	(These types of blasts are based on the bladed attribute. In other 
    	words, these blasts consist of blasts resulting from the swing of a 
    	Sword or construction of Destructo disks. These specific blasts require 
    	no charge and are initiated through the close-up animation sequence. As 
    	a major perk, these blasts are unblockable.)
    
    -Type 4 = Super Explosive Waves:
    
    	(The Super Explosive Wave can be performed inside the Step-In Barrier. 
    	As this Blast can be performed without the back step delay, characters 
    	that possess this Blast are automatically held in high regard as 
    	dangerous characters; Not only because of the instant attack available, 
    	but also for the fact that an opponent cannot simply dodge one time in 
    	order to defend this attack. The Super Explosive Wave creates a wide 
    	circumference around the player. Anyone within the circumference will 
    	have to deal with the Blast in their own way, or become victim to it. 
    	This attack deals six instilled attacks. These attacks were once 
    	believed to be waves as suggested by the name of the attack. However, 
    	this is now believed to be false. The first Wave unleashed by the 
    	player is considered to be a wave. The remaining five attacks are 
    	considered to be pulses. These attacks cannot be charged and always 
    	require the close-up animation sequence.)
    
    -Type 5 = Rush Attack:
    
    	(The Rush Attack is one of the most effective blasts available in the 
    	game. There are three reasons for this consideration. First, the Rush 
    	Attack is considered to be unblockable by the Base Guard. There is a 
    	stronger form of Guard that can deflect the opposing attacker and this 
    	will be discussed later in the document in Defense. Second, the Rush 
    	Attack is an animation sequence once the attack connects to the 
    	opponent. Once the animation begins, the opponent has no choice but to 
    	let the animation conclude before continuing combat; at which time of 
    	release, the opponent is left limp and in need of recovery. Third, the 
    	player's character is able to become the blast, so to speak. In other 
    	words, there is no projectile. The player's character covers the 
    	distance and deals the damage accordingly. All Rush Attacks require the 
    	close-up animation sequence. There are different types of Rush Attacks 
    	to consider, all of which are based on three categories:
    
    	Category 1: Speed/Range
    	-----------------------
    
    	-Speed/Range 1
    	This Rush Attack is extremely fast but covers short distances; cannot 
    	be directionally influenced.
    
    	-Speed/Range 2
    	This Rush Attack is a bit slower but covers a longer distance; can be 
    	directionally influenced (noted as the average Rush Attack).
    
    	-Speed/Range 3
    	This Rush Attack is much slower than the first two but covers a great 
    	length of distance; can be directionally influenced.
    
    	Category 2: Assault Location
    	----------------------------
    
    	-Assault Location 1
    	This Rush Attack is always performed in a specific part of the arena. 
    	The Wall will never get in the way. A good example of this: SSJ4 
    	Vegeta's Rush Attack.
    
    	-Assault Location 2
    	This Rush Attack is performed wherever the initiation took place. 
    	Therefore, if both combatants were next to the wall when the Rush 
    	Attack connected, the Rush Attack conclusion may result with the 
    	opponent being thrown along the wall, or even into it.
    
    	Category 3: Release Trajectory
    	------------------------------
    
    	-Release Trajectory 1
    	This Rush Attack will send the opponent in the upward trajectory. A 
    	good example of this Rush Attack is performed by Kid Buu.
    
    	-Release Trajectory 2
    	This Rush Attack will send the opponent in a forward trajectory. A good 
    	example of this Rush Attack is performed by Goten.
    
    	-Release Trajectory 3
    	This Rush Attack will send the opponent in a downward trajectory. A 
    	good example of this Rush Attack is performed by SSJ Goku.)
    
    -Type 6 = Volley Blasts:
    
    	(Some characters have the Volley Blast ability. This is one of the more 
    	suitable attacks for keeping the opponent on the defense. Like the 
    	Super Explosive Wave, Volley Blasts require the close-up animation 
    	sequence. This type of blast can vary from a considerably small amount 
    	of blasts to a higher range of blasts in succession in a given 
    	direction. However, the accuracy of the blasts may vary depending on 
    	the character.)
    
    -Type 7 = Berzerker:
    
    	(This type of blast has breaks in a chain of Blasts. There are only a 
    	small handful of characters that possess this type of blast. Some 
    	characters possess more damage and attacks within this blast. Super 
    	Android 17 holds the most attacks in the Berzerker Blast. Others have a 
    	significantly less amount such as Super Janemba.)
    
    -Type 8 = Explosive:
    
    	(This type of blast is created through concentrated explosive energy 
    	near the opponent or directed toward the opponent. These attacks are 
    	extremely difficult to defend against, much like the Super Explosive 
    	Wave. When these blasts connect, they deal several hits of damage. 
    	These attacks require the close-up animation sequence.)
    
    -Type 9 = Energy Ball:
    
    	(This type of blast is created as a concentrated ball of energy that 
    	the enemy simply throws in the opponent's direction. These blasts can 
    	be seen in a variation of sizes. While most of these can be used on 
    	command of the attack, the Spirit Bomb must be created first before 
    	execution. These attacks can be charged according to the Charge Meter 
    	OR by means of the close-up animation sequence.)
    
    
    III-J-3. Ultimate Blast:
    ------------------------
    Ultimate Blasts can only be performed while in Sparking Mode. That being said, 
    they share a major similarity in Blast 2 networking as their types vary in the 
    same regard. As a general rule, a character's Ultimate Blast will leave the 
    opponent de-locked. However, it is important to know that just because an 
    Ultimate Blast is supposed to be the characters strongest feature, it is 
    important to get to know the characters. Some characters may have other Blasts 
    that are far more effective than their Ultimates. Once Sparking Mode has been 
    achieved, in order to perform the Ultimate Blast, one must hold "L2" and 
    "Down" and press "Triangle". Ultimate Attacks require the close-up animation 
    sequence.
    
    
    III (K) -Throws-
    ----------------
    Throws are one of the hardest obstacles to overcome at beginner level. 
    Therefore, it is also one of the more important aspects of combat that one 
    must learn before moving on to advanced combat.
    
    Throws are performed by three methods. The Base Throw, the Giant Throw and the 
    Counter Throw.
    
    -Base Throw:
    
    	(The base throw is a technique that all characters possess. This throw 
    	is executed by the player grabbing the opponent and performing some 
    	form of melee to the opponent knocking them away or throwing them in a 
    	specified direction. This grab is performed by holding "Forward" and 
    	pressing "X" while inside the Step-In Barrier.)
    
    -Giant Throw:
    
    	(The Giant Throw cannot be performed by just any character. Some 
    	characters possess this ability, some do not. It is important for the 
    	player to get to know the character. The Giant Throw can only be 
    	performed when the opponent is laying on the ground, face up and with 
    	the player positioned at the opponent's feet. If the character 
    	possesses the ability to perform the Giant Throw, the player must hold 
    	"Forward" and press "Triangle". In such a case, the player will grab 
    	the opponent's ankle and lift the opponent into the air in a swinging 
    	motion. There are different methods to get the opponent into such a 
    	position, such as Sonic Impact or the Sweep, but it is ultimately up 
    	for the player to decide through experiencing the game through combat.)
    
    -Counter Throw:
    
    	(When the player chooses to initiate the counter stance, the counter 
    	attack may come in different forms. Sometimes it will be a counter 
    	melee attack, sometimes it will be a mirage and sometimes it will 
    	result with a counter throw. If this be the case, the player will knock 
    	the opponent's hands away and grab him/her for the throw the player's 
    	character possesses. There are several methods to reach the counter 
    	stance which will be explained as the document progresses.)
    
    
    III (L) -Charge Cancels-
    ------------------------
    One of the most trickiest quality of any decent combat game is the Charge 
    Cancel system. Many fighting games possess this quality and are therefore 
    considered to possess a great deal of tactical and technical depth. For what 
    is more dangerous than an opponent that can fake his/her attack before 
    launching a different one? One may find this concept in martial arts and 
    boxing as feints play a very significant part of one's strategy. Convincing 
    the opponent that a specific attack is worthy of defending, only to be hit 
    with an attack the he/she never saw coming is one of the most lethal strategic 
    means a combatant can possess.
    
    The Charge Cancel may seem self explanatory, but simply understanding the 
    concept of the Charge Cancel does not ensure that professional performance is 
    guaranteed. There is more to consider than the core concept. Technical 
    manipulation such as the Charge Cancel requires timing and practice. Not to 
    mention, the pace of high level Charge Cancelling combos will leave the hand 
    sore for days during the adaptive levels of advancement.
    
    Unlike a lot of games that possess the Charge Cancel system, Tenkaichi 2's 
    combat system allows nearly every melee attack to be charged. With a slim few 
    exceptions, every melee attack that can be charged... can be cancelled. 
    Comparative example:
    
    	-Normal Fighting Game Combo: Punch, Punch, Kick, Kick, KICK (in this 
    	case, only the highlighted "KICK" can be charged and therefore is the 
    	only attack of this string that can be cancelled.)
    
    	-Tenkaichi 2 Combo: PUNCH, PUNCH, KICK, KICK, KICK (As one might 
    	notice, all attacks are highlighted, suggesting that all attacks of the 
    	string can be charged and therefore cancelled.)
    
    While the person defending the first combo will only need to worry about the 
    ONE attack that can be charged and cancelled, the person defending the combo 
    in Tenkaichi 2 will need to be weary of every attack the opponent is 
    presenting as they all can be charged and cancelled.
    
    To Charge Cancel: The player must charge a melee attack in accordance to the 
    Charge Meter. As this attack may be initiated via "Square" or "Triangle", the 
    player must charge the respective button. Before the Charge Meter reaches 
    maximum charge, the player must tap one of the remaining face buttons to 
    cancel the attack. For example: If the player charged a base "Square" attack, 
    the player would then tap one of these remaining buttons: "Triangle", 
    "Circle", or "X" in order to cancel the charged melee. If the player were 
    charging a Hook via "Triangle", the player would tap one of these remaining 
    buttons: "Square", "Circle", or "X" in order to cancel the charged Hook.
    
    As a means of enlightenment, here are some examples of when a Charged Cancel 
    can be incorporated during the different aspects of combat.
    
    -Base Melee Cancels:
    
    	(As explained already, a base "Square" can be charged. During this 
    	charge, the melee can be cancelled. What makes this technical concept 
    	so dangerous is the fact that nearly every punch or kick thrown by the 
    	player can be cancelled. If one were to recall from III-D, when a 
    	player decides to charge a melee attack, he/she can choose which 
    	direction the attack will approach the opponent by holding Up, Left, 
    	Right, Down or simply allowing the attack to conclude for a Neutral 
    	direction. When the player has the ability to cancel these charged 
    	melee attack, this coincides with the strategic value of constantly 
    	keeping the opponent guessing.
    
    	One of the most difficult things to do when regarding Base Melee 
    	Cancels, is to perform them fast enough for the next base melee to 
    	continue the hit counter increment. The opponent's recovery time is 
    	very fast in Tenkaichi 2 when it comes to base melee, so to be able to 
    	continue a combo without breaking the hit counter increment is 
    	extremely difficult, but possible. Once accomplished, the player is 
    	then able to break one of the first mechanics of the game. For every 
    	Combo Set following the Initial Combo Set is the Supplementary Combo 
    	Set. The Supplementary Combo set consists of the physical means 
    	dissimilar to those of the Initial Combo Set. When the player is able 
    	to cancel the Initial Combo Set or even the Supplementary Combo Set via 
    	Base Melee Cancels, the physical attacks of the following Combo Set 
    	will be displayed as the Initial Combo Set while the hit counter 
    	continues to rise. It is in such a case that one must consider which 
    	Combo Set he/she is actually performing, for as the hit counter will 
    	continue to rise, the player will continue to stay inside the realm of 
    	one particular Combo Set. For example:
    
    	If the player begins the Initial Combo Set and begins to cancel the 
    	combos via Base Melee Cancels and continues to attack, he/she may work 
    	through several Combo Sets, without ever reaching the first 
    	Supplementary Combo Set. Therefore, the hit counter could reach 99 if 
    	the player is skilled to do so without ever reaching the first 
    	Supplementary Combo Set. However, if the player at some point chose to 
    	transition to the first Supplementary Combo Set via Step-in or Flying 
    	Kicks, the player will then have another opportunity to cancel this 
    	combo via Base Melee Cancels for a continuous first Supplementary Combo 
    	with the physical appearance of Initial Combo Set attacks. Regardless 
    	of how many times the Initial Combo Set is cancelled, the player will 
    	always be able to transition into the first Supplementary Combo Set by 
    	simply allowing the Initial Combo Set to conclude naturally. In this 
    	case, the last non-cancelled combo set will produce the Initial 
    	Aftermath, allowing the Step-In to bridge the gap and transition into 
    	the first Supplementary Combo Set. However, it is also important to 
    	understand that if at any point the non-cancelled Supplementary Combo 
    	Set concludes, this will produce a Collapsed Aftermath.)
    
    -Hook Cancels:
    
    	(Much like the Base Melee Cancels, Hooks can be cancelled in the same 
    	fashion. As Hooks are just as much a part of the combo as base melee in 
    	terms of cancel ability, one would only need to make the proper 
    	adjustments to the Hooks specifically assigned to the character at 
    	hand. As explained in III-C-2, the formula for each Hook depends 
    	entirely on which character the player decides to use. As long as the 
    	player is able to remember which Hook goes where in the Combo Set 
    	formula, he/she will always know which attack he/she is cancelling. It 
    	is important to get to know the characters. As one may have already 
    	deduced, the Hook is cancelled by charging the "Triangle" button at the 
    	specific position of the Combo Set formula and then tapping one of the 
    	remaining three face buttons before the charge reaches maximum.)
    
    
    -Dash Melee Cancels:
    
    	(The Dash melee attack is very useful, but it does have its flaw. For 
    	when the opponent is sent into a collapsed aftermath, the Dash Melee is 
    	very effective in remaining offensive. For though the opponent may be 
    	spiraling out of control, the melee from the dash attack has the 
    	ability to stop the collapse and bring the opponent back to standing 
    	position, but the recovery is not complete. In this case, the player 
    	can continue to attack and work into an Initial Combo Set, even if the 
    	"true" combo is Supplementary. Once again, it is important to keep an 
    	eye on the Hit Counter. The problem with the Dash Melee is that when 
    	the opponent blocks the attack, the player's offensive recovery is 
    	longer than that of the opponent's ability to simply let go of guard 
    	and begin his/her own assault. It is in this case that the Dash melee 
    	should only be used when the player feels it would be a safe tactic. 
    	When the opponent recognizes the attack before connection, the 
    	attacking player can be in for quite a consequence.
    	
    	However, as the Dash Melee can be charged, it can therefore be 
    	cancelled as well. This will allow the attacking player to judge what 
    	the opponent is able to do in response to a Dash Melee before 
    	connection and decide if cancelling is the best option. It is important 
    	to remember that the Dash possesses two attacks: the Dashing Melee 
    	explained in III-E-2 and the Dashing Ki Blast explained in III-E-1. As 
    	the standing position possesses an astounding variety of attack 
    	options, it is sometimes better to cancel the Dash Melee and bring the 
    	player to standing position as the player's Dash approaches the 
    	opponent. As the opponent is likely to be blocking for the anticipated 
    	Dash Melee, one's Dash Melee Cancel can bring an immediate advantage to 
    	the player as one who is blocking is already forced into defense.
    
    	Though it might already be clear as to how the Dash Melee Cancel is 
    	performed, it is always a good idea to verify for greater 
    	understanding. When Dashing at the opponent, the player must charge a 
    	melee attack via "Square". Before the melee has reached full charged, 
    	the player must then cancel the attack by simply tapping one of the 
    	remaining three face buttons. The player will cancel the Dash Melee 
    	attack and immediately be brought to fighting stance, ready to execute 
    	the next technique.)
    
    -Jump Melee Cancel:
    
    	(The Jump Melee Cancel is strictly related to the Jump Melee, also 
    	known as the Spiral Slash. This technique is performed when the player 
    	is planted on the ground first. For the player's character will not 
    	jump if he/she is not already grounded. Regardless of the direction of 
    	the jump, there are only two directions of melee attack that the player 
    	must take into consideration. When jumping forward, left, right or 
    	neutral and charging the Jumping Melee, the attack will automatically 
    	zone in on the opponent. It is at this point that one must understand 
    	that if the player is too close to the opponent, it is possible that an 
    	uncontrolled Jumping Melee could overstep the opponent and miss the 
    	target; landing on the rear side of the opponent, facing the opposite 
    	direction. When jumping backward and charging the Jumping Melee, the 
    	attack will continue in that trajectory. If the initial charged melee 
    	makes contact to the opponent, the transitional terminus may be 
    	activated by pressing "Triangle" to initiate a Sweep. This sweep can 
    	then transition into the remaining transitional terminus of the Dragon 
    	Tornado.
    
    	As suggested by previous cancelling techniques, the initial Melee 
    	attack residing in the Spiral Slash can be cancelled by charging the 
    	"Square" button and tapping any of the remaining face buttons before 
    	the charge reaches maximum. It is important to understand these 
    	concepts of the Jumping Melee Cancel as this will be a reference point 
    	for advanced technical ability explained as the document progresses.)
    
    
    III (M) -Defense-
    -----------------
    "Invincibility lies in defense; the possibility of victory in the attack."
    -Sun Tzu
    
    Any knowledgeable combatants of any real fighting game knows that defense is 
    just as important as offense. While one cannot win without a strong offense, 
    one cannot lose with a strong defense.
    
    In order to ensure that one has a strong defense, one must understand the 
    different methods of defense. These methods include the Guard, Deflecting, 
    Dragon Dash Counter, Defensive Teleportation, Offensive Teleportation, Step-In 
    Evasion, Side-Step Evasion, Priority, Blast 1 Incorporation and Counter 
    Stance.
    
    
    III-M-1. Guard:
    ---------------
    At the basic level, blocking with the Guard is the most common form of 
    Tenkaichi 2 defense. This stems from the concept that most games only have one 
    button assigned for the Guard and therefore are suggested to use that button 
    for most if not all defense purposes. As this document progresses, one might 
    find that the defense system of Tenkaichi 2 is far more advanced than initial 
    expectations.
    
    In this section of the document, three major concepts must be taken into 
    consideration: Base Guard, Strong Guard and Focal Adherence.
    
    -Base Guard:
    
    	(First, the simplest form of defense must be understood. In order to 
    	fully understand the defense, one must understand the offense. As a 
    	single punch may be initiated through neutrality, as such does a guard 
    	of neutrality exist. As another melee attack may be initiated through 
    	directional influence, as such does the guard possess directional 
    	influence. For example: As discussed in III-D, when a player decides to 
    	charge a melee attack, he/she can choose which direction the attack 
    	will approach the opponent by holding Up, Left, Right, Down or simply 
    	allowing the attack to conclude for a Neutral direction. As this is the 
    	case, one must understand that the defending player can hold Guard and 
    	directionally influence where the Guard will absorb the blow by holding 
    	Up, Left, Right, Down or simply holding a neutral Guard. By 
    	understanding this concept, the player should be quick to judge which 
    	direction the opponent's attack is approaching for a proper and 
    	successful block. While a neutral Guard will defend perfectly fine 
    	against a Green or Red Charged Melee, the Full Charge carries a 
    	different outcome. It is also within this lesson that the player must 
    	also understand the consequences for each resulting successful block 
    	and misjudged block. There are three results one must expect during the 
    	Base Guard in regarding the Full Charged Melee:
    
    	-Result 1: 100% 
    	When the player chooses the Guard direction that matches the opponent's 
    	melee attack, the player will completely block the opponent's 
    	advancement; of which a thunderous sound of acknowledgement will 
    	resonate. It is in this case that the opponent's attack will be stopped 
    	in its track and the opponent will bounce off of the player's Guard.
    
    	-Result 2: 50%
    	When the player chooses the Neutral Guard position that does not match 
    	the opponent's Melee attack or when the player chooses a Guard of 
    	directional influence when the opponent's Melee attack is neutral, the 
    	50% result takes place. In such a case, the player is able to stop the 
    	attack from inflicting damage, but the Guard is consequently broken. As 
    	the Guard breaks, 3/2 Ki Guages are consumed. It is in this case that 
    	the opponent may have time to take advantage, for the recovery of the 
    	broken Guard may not be fast enough to block the opponent's following 
    	attack. If the player's Ki Meter possesses less than 3/2 Ki Guages 
    	during the Guard Break, the player must undergo Rest Recovery. In this 
    	state, the player must press the "Circle" button repeatedly to recovery 
    	Ki until the Base Ki level is reached. During which time, the player is 
    	unable to Move, Attack or Guard.
    
    	-Result 3: 0%
    	When the player chooses the opposite direction of Guard than the 
    	opponent's melee attack of directional influence, this will result with 
    	full impact and therefore result with the Smash Aftermath. For example: 
    	If the opponent were releasing a fully charged Upward Melee attack and 
    	the player were holding block while holding Up; expecting to block an 
    	attack from above, the player will be knocked away through Smash 
    	Aftermath in the upward trajectory.
    
    -Strong Guard:
    
    	(When regarding the Guard, one might come to find that blocking energy 
    	based attacks such as Ki Blasts or even the Kamehameha doesn't stop 
    	100% of the attack from causing damage. This damage is known as Chip 
    	Damage; the damage still inflicted when blocking the bulk of the 
    	attack. The same effect will take place when Guarding against Giant Ape 
    	Melee as well. While there are other means of defending such attacks to 
    	keep Chip Damage from occurring, the Strong Guard can be used to reduce 
    	Chip Damage by 50%. This advanced block cannot be directionally 
    	influenced, therefore will fall victim to a Result 2 Guard Break 
    	against directionally influenced, fully Charged Melee. However, it is 
    	important for the player to understand the advantages of such a Guard. 
    	As a major example, the Strong Guard holds the ability to keep the Rush 
    	Attack from commencing. As explained in III-J-2, the Rush Attack is 
    	considered to be unblockable. This is not entirely true when regarding 
    	the Strong Guard. However, if successfully blocked, the Rush Attack 
    	will still result with breaking the player's Guard.
    
    	In order to perform the Strong Guard, the player must hold "Circle" and 
    	then also hold "Triangle". When performed correctly, the player's 
    	character will change his Base Guard form into the Strong Guard. It is 
    	important for the player to understand that when in Strong Guard, Ki is 
    	slowly consumed. As this is important to consider for Ki Management, 
    	one must also consider the consequences for blocking a Rush Attack. For 
    	the Rush Attack will cause a Guard Break which consumes 3/2 Ki as well 
    	as the Ki consumed during the Strong Guard itself. As there are other 
    	means of defending such attacks, one must understand the pros and cons 
    	for using any suggested techniques.)
    
    III-M-1-a. Focal Adherence:
    
    	(Focal Adherence represents the mechanical laws of battle that two 
    	combatants must adhere to in relation to their focal point: the 
    	opponent. In other words, it is how the player moves, defends and 
    	attacks in direct relation to where the opponent is positioned. For a 
    	brief example with Street Fighter II, the game will begin with player 1 
    	on the left and player 2 on the right. The match begins with both 
    	players already facing each other. This means Focal Adherence already 
    	holds control over both characters from the beginning of the match. In 
    	order for player 1 to move forward, he must hold right. In order for 
    	him to move backward, he must hold left. Without Focal Adherence, if the 
    	player held left, he wouldn't move backward. Instead, his character 
    	would turn around and face the left and begin to move forward, while 
    	moving away from the opponent. Additionally, if player 1 were to move 
    	forward and jump over his opponent, landing on the other side... both 
    	characters would immediately turn and face each other. This is Focal 
    	Adhesion forcing both characters to face each other as all existing 
    	combatants must direct their focus toward their focal point, being the 
    	opponent. To conclude the example with Street Fighter II, I will also 
    	include the fact that even special techniques such as the Hadouken are 
    	affected by Focal Adherence, for the quarter circle forward and attack 
    	is directionally executed differently, depending on which side of the 
    	opponent the player is on.
    
    	As games have evolved, so has Focal Adherence. While the original 
    	fighting games were based on the 2D environment, there would eventually 
    	come a time when the 3D environment would be tested. As the Side Step 
    	was initially introduced in a game called Dark Edge, the understanding 
    	of Focal Adherence began to evolve. I have never played Dark Edge, so 
    	I'll explain this concept with a different game, one in which I have 
    	extensive experience: Mortal Kombat, Deadly Alliance. Now, the Side-
    	Step was even present in MK4, but I think Deadly Alliance is a good 
    	place to start for explanation because it also exhibits Side-Walking. 
    	As a general rule, a game that has side-stepping to represent the 3D 
    	environment in a 2D fighting game holds two levels of Focal Adherence. 
    	The first level would relate to the traditional style, explained 
    	earlier with Street Fighter II. The second level would be how the 
    	player moves, defends and attacks in relation to side movement.
    
    	If the player were to perform a Side-Step into the background, this 
    	movement is in direct relation to the opponent's position. In other 
    	words, the side-step is not a 90 degree movement to the side, but a 
    	movement that follows a circumference in which the opponent is 
    	positioned at the center. Without Focal Adherence, a side-step would 
    	move the opponent into the background of the stage without the camera 
    	adjusting to keep both opponents on the 2D fighting ground. A 
    	continuation of side-step or side-walking movement would allow the 
    	opponent to move farther and farther away from his opponent and the 
    	camera, into the depths of the background. Fortunately, Focal Adherence 
    	does exist and this does not take place. Instead, any side-step 
    	movement will keep the player within the boundaries of combat.
    
    	At this point, I will need to briefly explain a concept known as 
    	Aggression.
    
    III-M-1-a-I. Aggression:
    
    	(Aggression represents the forward displacement and measure of 
    	additional reach that is created by a character's attack. Every attack 
    	has a specific measure of Natural Reach, which is the extent of reach 
    	an attack may have without character displacement. In other words, if a 
    	player's character were to perform an attack while positioned at ground 
    	zero, and when the attack is concluded, the player is still at ground 
    	zero, the attack possesses zero aggression. The measure of distance 
    	that the attack covers is its natural reach. This is important when 
    	regarding Zoning and Spacing tactic, for some characters may have 
    	longer arms and legs than their opponents. Aggression, on the other 
    	hand, is the measure of distance that is covered character 
    	displacement. In other words, if the player has an attack that begins 
    	at ground zero, but concludes with the player's character repositioning 
    	several feet from ground zero, the attack holds aggression. Such 
    	attacks can be as simple as a punch/kick that includes a single step 
    	forward, but they can also include attacks such as Ryu's Tatsumaki Kick 
    	from Street Fighter II.
    
    	The advanced player should know the difference between Natural Reach 
    	and Aggression, for while a character with longer Natural Reach may be 
    	good for Zoning Tactic, a character with a shorter Nautural Reach may 
    	still be better for Zoning Tactic based on his level of aggression. An 
    	attack with High Aggression may cover more distance than a different 
    	character with a longer Natural Reach.)
    
    	Focal Adherence Continued...
    
    	Now that you understand aggression, you can understand the following: 
    	For most games, Focal Adherence will release its hold on the character 
    	during their melee attacks. This is what allows the side-step to be 
    	used as a means of counter attack. When a single attack is initiated, 
    	it will go in the direction it was initially expected to when last 
    	referenced to Focal Adherence. However, if the opponent performs a side-
    	step, the attack will not follow the opponent's position because Focal 
    	Adhesion is not at work. If performed correctly, the opponent can 
    	perform a side-step and then begin attacking you from the side. The 
    	only way to regain Focal Adherence is to stop attacking and begin any 
    	other movement that relates to Focal Adherence, be it a single movement 
    	in any direction, a new approach for an attack or finding a new way to 
    	defend an attack.
    
    	Understanding this, one should also consider how much time is required 
    	to regain Focal Adherence. For example, an attack that has no Aggression 
    	may take much less time to regain Focal Adherence and therefore presents 
    	a much smaller window of opportunity for counter attack. An attack with 
    	higher levels of aggression requires more time for the attack to 
    	conclude, presenting a larger window of opportunity for counter attack. 
    	While attacks with high aggression are great for zoning and spacing, 
    	they can also be a curse to the player that underestimates his 
    	opponent's evasive capabilities.
    
    	Now, at this level of gaming evolution, it is also important to 
    	understand that unlike the single level of Focal Adherence included in 
    	Street Fighter II, Focal Adherence holds no control over idle characters 
    	when regarding the 3D environment. In other words, Player 1 could use 
    	side-step or side-walking movement to maneuver around the circumference 
    	of the opponent without the opponent automatically facing his opponent. 
    	Therefore, if inclined to do so, Player 1 could walk around his 
    	opponent and to the rear where initial attack is unblockable. To this 
    	degree, one would do well to reference "Channeling" covered earlier in 
    	this document.
    
    	Finally, to explain Focal Adherence in Tenkaichi 2...
    
    	When each match begins, both players are required to lock-on to their 
    	opponent before effective combat can take place. This is due to the 
    	lack of Focal Adherence presented during a de-locked player. During this 
    	phase, any movement is in no relation to the opponent's position, but 
    	instead related to the player's radar. Up is not forward, but North. 
    	Left and Right are not circumferential, but direct 90 degree angle 
    	movement West and East. Down is not back, it is South. One can dash, 
    	ascend, descend, etc, but will still be in no relation to the 
    	opponent's position.
    
    	Once locked on to the opponent, however, Focal Adherence immediately 
    	takes hold. At this point, one should understand the different levels 
    	of Focal Adherence for effective combat.
    
    	-Level 1: Distanced Focal Adherence
    	This is how the player's movement, offense and defense is performed 
    	when positioned outside of the Step-In Barrier. When pressing Forward, 
    	Back, Left and Right, each movement is in direct relation to the 
    	opponent, with Up being Forward, Left and Right following the 
    	circumference of the opponent and Down being Back. However, each 
    	movement allows the player to physically face each direction. 
    	Therefore, if inclined to do so, the player could hold back and face 
    	the opposite direction of the opponent, while Focal Adherence still 
    	holds the opponent as the focal point in the background. At this level 
    	of Focal Adherence, one can Dash, ascend, descend, etc, but all movement 
    	is still in direct relation to the opponent's position. A neutral Dash, 
    	for example, will still be directed toward the opponent's position as 
    	it is directly linked to him through Focal Adherence.
    
    	-Level 2: Approximal Focal Adherence
    	This is how the player's movement, offense and defense is performed 
    	when positioned inside the Step-In barrier. When pressing Forward, 
    	Back, Left and Right, each movement is in direct relation to the 
    	opponent, with Up being Forward, Right and Left following the 
    	circumference of the opponent and Down being Back. However, unlike the 
    	first level of Focal Adherence, one cannot Dash at close proximity. 
    	Instead, any attempts to Dash will result with Side-Steps, Back Steps, 
    	and the Step-In. If Airborne, any attempts to ascend/descend will 
    	result with ascended steps or descent steps. However, Focal Adherence 
    	holds no control on the opponent that is already grounded when relating 
    	to Jumps and descent (a player that is grounded cannot descend anyway). 
    	Also, when in Approximal Focal Adherence, the player's character will 
    	always face his opponent. If the player chose to move back, left, right 
    	or forward, the character's physical focus will remain fixed on the 
    	opponent. This allows the player to attack and defend at the most 
    	effective level.
    
    	It is at this point that one must understand the importance of 
    	Approximal Focal Adherence. As explained in III-F-1, offensive 
    	teleportation is commonly used for rear positioning. While two player 
    	may initiate the Teleport Dance in attempts to gain the better 
    	position, it is sometimes very easy to become a defending victim of the 
    	offending teleporter. As the teleporting opponent may mix up the 
    	direction of the offensive teleport, one must be able to incorporate 
    	Approximate Focal Adherence with their Base Guard. Offensive Teleports 
    	are created through the inclusion of Base Melee. Therefore, one must be 
    	able to bring up their Guard in time for the Base Melee and then 
    	initiate active Approximal Focal Adherence during the offensive teleport 
    	to follow the teleport terminus. This will allow the player to bring up 
    	their Guard as the second attack is initiated by the opponent. If 
    	performed correctly, the player will never lose focus on the position 
    	of their opponent and will therefore continuously be able to defend 
    	oneself.)
    
    
    III-M-2. Deflection:
    --------------------
    The Deflection has been established as a major aspect of DBZ combat. In order 
    to present Tenkaichi 2 defense as relative to the show, the combatants are 
    awarded the ability to hit oncoming Ki Blasts with their bare hands and knock 
    them into a different direction. In this case, the Ki Blast deflected may go 
    into a random direction or even back at the attacking opponent. Though this 
    may be the more well known form of Deflection, physical attacks such as the 
    grab attempt can also be Deflected. As interesting as this concept may seem, 
    one must understand the pros and cons of Deflection in order to realize when 
    it is the optimal choice.
    
    As it currently stands, there does not seem to be any negative aspects to 
    Deflecting a grab. However, when regarding tactical abuse, one must understand 
    the drawbacks to the Ki Blast Deflection. It is in such regard that one must 
    consider "Absolute Block".
    
    -Absolute Block
    
    	(This concept is usually based on the idea that if the player begins to 
    	block an attack or string of attacks, that the player has no choice but 
    	to continue Blocking the attack until the full attack is concluded. It 
    	is within this understanding that one must realize that Ki Deflection 
    	is quite similar by nature. Through Deflecting Ki Blasts, one is unable 
    	to defend against any other attack during Deflection. Therefore, it is 
    	also important for the player to understand the speed of one's Ki 
    	Blasts in relation to that of their Blast 2. Many advanced players will 
    	use this tactic as defense manipulation. As a player Deflects a flurry 
    	of Ki Blasts that move half the speed of a Kamehameha, the attacker is 
    	able to seize advantage of the player's Ki Blast Deflection and connect 
    	with the Kamehameha that is able to outrun the Ki Blast flurry 
    	terminus. Similarly, as a player decides to hold Guard and block the 
    	oncoming Ki Blasts, the attacker is able to seize advantage of the 
    	player's locked Guard and connect with a Rush Attack that is able to 
    	outrun the Ki Blast flurry terminus.)
    
    In order to Deflect properly, one must press "Circle" at the very instant of 
    impact. If performed correctly against the grab attempt, the player will 
    Deflect the opponent's hands, resulting with the opponent stumbling backward a 
    couple feet. If performed correctly against the Ki Blast, the player will 
    Deflect the Ki Blast toward a different direction or as explained earlier, 
    back at the attacker. Every time the player successfully deflects a Ki Blast, 
    his/her Ki Stocks will increase, which will speed up the overall process of 
    attaining Ki Stocks. However, this only works for manual Ki Blast Deflection. 
    As explained in III-G-2, when specific characters reach Sparking Mode, they 
    are awarded Auto Deflection. In this case, the player's manual Ki Blast 
    Deflection is not necessary as the state of Sparking Mode allows Ki Blasts to 
    automatically be deflected off of the character's physical body.)
    
    
    III-M-3. Dragon Dash Counter:
    -----------------------------
    As explained in III-B-7, when two players Dragon Dash into each other at the 
    same time, they will enter the "clash" simulation where both players will 
    battle it out in a Joystick struggle for the most hits. This concept holds 
    true to any aspect of the Dragon Dash. While initiate through different means, 
    Dragon Pursuit and Rush Attacks are based on the Dragon Dash.
    
    As one may use a Tech from being knocked away via Smash Aftermath into a Clash 
    simulation with the Dragon Pursuit, one must always be prepared to engage the 
    Joystick Struggle. However, the Dragon Dash Counter is typically used as a 
    means of defending against Rush Attacks.
    
    The Rush Attack is considered to be one of the most useful techniques in the 
    Tenkaichi 2 arsenal. The speed differential as well as its unblockable nature 
    describes the Rush Attack as one of the most dangerous techniques to defend. 
    However, as explained earlier, the Rush Attack is built upon the Dragon Dash. 
    Therefore, in regards to the Dragon Dash, one can counter the Rush Attack by 
    simply initiating one's own Dragon Dash to initiate the Clash simulation. It 
    is in this case that the player with the fastest hands will win the Joystick 
    Struggle and be awarded the next move. However, as these struggles can be 
    extremely exhausting at times and even more important: a wear on the 
    controller, one must take note that there are other methods of defending the 
    Rush Attack. The more skill the player gains, the less energy wasted.
    
    
    III-M-4. Defensive Teleportation:
    ---------------------------------
    As briefly mentioned in III-M-3, Absolute Block concepts can present a problem 
    during game-play. While the Absolute Block exists as a safety net to ensure 
    the majority of the attack is blocked, on the stronger level of Absolute 
    Blocking, an aggressive opponent may find ways to keep the player trapped in 
    this Blocking state after the attack has concluded. For example: the 
    Kamehameha can be blocked with the Base Guard. However, it is not just the 
    Base Guard that has been initiated. The Absolute Block is also taking place to 
    ensure that the player does not drop his Guard in the middle of the Blast. If 
    the opponent is able to offensively recover before the Absolute Block has been 
    concluded, the opponent can keep the player in the state of Absolute Block by 
    continuing attack methods and force the player to remain in the Absolute 
    Block. This can be performed by Ki Blasts and Aggressive style combos.
    
    To ensure that the player does not fall victim to the Absolute Block, one must 
    become familiar with Defensive Teleportation system. This aspect of the game 
    requires timing and proper judgment of depth perception and by nature, is much 
    more difficult than holding Guard for defense. However, once the player is 
    practiced in the Defensive Teleportation system, he/she will begin to realize 
    the advantages of using a defensive method to instantly transition into 
    offensive ability.
    
    When regarding Defensive Teleportation, there are two situational means to 
    consider: Defending against Melee and Defending against the Blast 2/Ultimate 
    Blast.
    
    -Melee Defense:
    
    	(When regarding the Defensive Teleport for melee, one must understand 
    	that only charged attacks and Hooks can be teleported. When regarding 
    	Hook defense, one should also take note that the Flying Kicks Hook 
    	cannot be Teleported as it is regarded as a transition in this 
    	instance. The player is also not able to Defensively Teleport against a 
    	Kai Cannon Hook as the attack does not intend for direct contact. In 
    	order to Defensive Teleport against a charged melee attack or Hook, one 
    	must develop an alert sense of awareness as well as understanding what 
    	attacks are available to the opponent. It is very important for the 
    	player to get to know the characters. One must recognize what the 
    	character looks like when a specific charge attack is being initiated. 
    	Finally, one must develop an extremely tight sense of responsiveness. 
    	Reactivity is the key factor of any defense system. To perform the 
    	Defensive Teleport against a charged melee attack or Hook, one must 
    	press "Circle" the very instant before the attack makes contact. This 
    	will take a bit of practice for the user to get comfortable with, but 
    	this defense concept is well worth the training. With the defensive 
    	teleport, one may bypass the strain of being caught in Absolute 
    	Blocking and go for the counter attack. It is in such a defense that 
    	the player's character will teleport to the side or sometimes backward. 
    	The player can directionally influence the defensive teleport by 
    	holding the desired direction. This holds the potential to allow the 
    	player to engage in various strategies as there are various tactical 
    	methods to consider from close combat as well as distanced.)
    
    -Blast 2/Ultimate Defense:
    
    	(While the Absolute Block can be a problem when considering Blast 2 
    	Defense, this dilemma falls secondary to the consequences that using 
    	Guard against a Blast 2 can possess. Some Blast 2 attacks are 
    	unblockable, which is why it is also important to get to know the 
    	characters. One must consider what Blast 2 is being executed by the 
    	opponent in order to defend properly. It is in this case that one must 
    	understand that the Defensive Teleport is always the optimal option 
    	when compared to Base Guard. However, one must realize the difficulty 
    	of the Defensive Teleport when regarding Blast 2 based on Depth 
    	Perception.
    
    	-Depth Perception vs Motion Perception
    	The average brain is able to pick up on Motion quite easily. This is 
    	based on how the player is able to pick up on the differences in 
    	lighting during the progression of movement. This concept is what 
    	defense in 2d fighters is based on. When the attack of "A" reaches the 
    	target, "B", the player knows to react accordingly. Depth Perception is 
    	much more difficult for the brain to pick up on. This is why the car in 
    	front of the driver is required to have working tail lights. Otherwise 
    	and in the instance that the front driver must break, the human brain 
    	has a hard time picking up on Depth Perception and therefore lies the 
    	danger of causing the wreck. The ability for the brain to pick up light 
    	is much quicker and therefore allows the rear driver to react 
    	accordingly to tail lights as to not rear-end the front driver. This 
    	concept is what defense in Tenkaichi 2 is based on. While other fighter 
    	games include the luxury of judging their defense on a two dimensional 
    	scenario, the player of Tenkaichi 2 must judge their defense based on a 
    	far more difficult basis.
    
    	Understanding that the Blast 2 is judge via Depth Perception, the 
    	Defensive Teleport must be conducted with such judgment. Similarly to 
    	Defensive Teleporting charged melee and hooks, one must judge exactly 
    	when the attack is going to make contact. As explained in III-J-2, 
    	there are many types of Blast 2's in Tenkaichi 2, all of which must be 
    	judged and handled in a different manner. 
    
    	-Defending Types: Kamehameha/Death Beam/Energy Ball
    	These types of attacks may vary in speed, but all follow the same 
    	guidelines to Defensive Teleportation. As the attack reaches the 
    	instant of impact, it is up for the player to judge exactly when that 
    	impact will take place. When the player is able to time the attack 
    	accordingly, he/she is able to Defensively Teleport the attack by 
    	pressing "Circle" the instance before the Blast 2 makes contact.
    
    	-Defending Types: Volley Blasts/Bladed/Berzerker
    	These types of attacks may also vary in speed, but follow different 
    	guidelines to Defensive Teleportation. For some may consist of more 
    	than one attack and direction. For example: The Volley Blast will 
    	always consist of more than one blast. These blasts are usually 
    	directed in one general direction, but may vary in accuracy. Therefore, 
    	the player must expect to use the Defensive Teleport more than once 
    	before the attack is concluded. This requires a keen eye and quick 
    	reflexes as while the player may be able to influence the direction of 
    	the Defensive Teleport, such blasts of the Volley Blast may cover a 
    	wide range in all directions. Bladed blasts may vary in the quantity of 
    	blasts per execution, therefore it is important for the player to get 
    	to know the characters. As Bladed attacks are unblockable, it is very 	
    	important that the player keeps a responsive defense in teleportation. 
    	Many times, these attacks will follow the opponent through directed or 
    	controlled accuracy. In other words, as some Bladed Blasts may be 
    	executed with higher quantity, the attacking opponent is able to 
    	redirect each attack in accordance to his/her focal point: the player. 
    	Therefore, if the player were to move in any direction to dodge a 
    	previous Bladed Blast, the following Bladed Blast will adjust to the 
    	new position the player has chosen to take. Controlled Bladed Blasts 
    	will be executed in their own fashion; be it through directed or 
    	stationary, but will begin to follow the target after execution. This 
    	requires the player to understand exactly where the projected blast is 
    	at all times until conclusion. As explained as Defensive Teleportation, 
    	one must dodge these techniques by pressing "Circle" the instance 
    	before the Blast 2 makes contact. As the quantity of the attack may 
    	count higher than one attack, the player must be able to redirect his 
    	attention at an instant in order to dodge following blasts. The most 
    	difficult type of blast to teleport defensively when regarding this 
    	section is the Berzerker type: Super 17's Hell's Storm. While the blast 
    	releases 32 attacks within execution, the player must understand that a 
    	single defensive teleport may overlap several attacks of the execution. 
    	Ultimately, the player must learn to teleport through the entire blast, 
    	resulting with seven consecutive defensive teleports. As this blast may 
    	be defended at different distances, such depth perception judgment must 
    	be considered for effective teleportation.
    
    	-Defending Types: Super Explosive Waves/Explosive
    	These types of attacks require a more advanced form of defense. For one 
    	must recognize that these types of Blasts are based more on location of 
    	the opponent or the player him/herself. These blasts may cover a great 
    	radius from the point of origin and therefore require a different form 
    	of Defensive Teleportation. Unlike the types of Blast 2's previously 
    	discussed, the Super Explosive Wave and Explosive types of Blast 2's 
    	are not judged through depth perception. Instead, one must understand 
    	the full timing of the Blast 2 from initiation to execution. For some 
    	attacks may be initiated with the close-up animation sequence, but 
    	require a time pause before the attack is executed for impact. Gaining 
    	an understanding of this time pause is but a small part of Defensive 
    	Teleportation when regarding the Super Explosive Wave and Explosive 
    	types. For once the attack commences, the remainder of the attack 
    	requires a much tighter form of Defensive Teleportation timing than the 
    	remaining blasts as it requires consecutive Defensive Teleportation 
    	without motion or depth perception to judge such timing. However, as 
    	depth perception is not an issue to consider in defending this blast, 
    	the player must train in order to defend on the pace of the attack for 
    	proper defensive teleportation. For example: The Super Explosive Wave 
    	is initiated as a giant wave of energy. However, it is not simply the 
    	first wave that must be dodged. For after the wave is executed, there 
    	are 5 remaining attacks that follow the initiating wave. These attacks 
    	were initially considered to be waves as well, but after closer 
    	inspection, it has been established that such attacks are considered to 
    	be "pulses" as the distance from the focal point has no bearing on the 
    	rate of defensive teleportation. Therefore, the player must learn the 
    	timeframes between each attack residing within these types of blasts. 
    	It is in such case that there are seven defensive teleports that are 
    	required to dodge a complete Super Explosive Wave, as well as most 
    	Explosive attacks.
    
    	-Defending Type: Rush Attack:
    	This type of attack requires one to use depth perception as well as a 
    	trained understanding of the different types of Rush Attacks. As 
    	explained in III-J-2, there are different types of Rush Attacks. In 
    	this case, the player only needs to consider the Speed categories, for 
    	these categories explain the different speeds of the Rush Attack as 
    	well as the directional influence conducted by the opponent's approach. 
    	The Rush Attack may share some aspects of the Kamehameha type Blast 2 
    	in that a Rush Attack is a one shot deal. Either the attacker connects 
    	with the attack, or he/she does not. To defend the Rush Attack, the 
    	player must consider the three speeds and directionally controlled Rush 
    	Attack being initiated. When regarding the first Speed/Range, as the 
    	Rush Attack is extremely fast but covers short distances, the player 
    	must recognize when he/she must have a much tighter control over quick 
    	reflexes. As this Rush Attack cannot be directionally influenced, the 
    	player must react to depth perception alone, but quickly. When 
    	regarding the second Speed/Range, as the Rush Attack is a bit slower, 
    	but covers longer distances, the player must be able to judge the 
    	distance accordingly along with the speed of the attack. If the attack 
    	arrives too soon or too late, the Defensive Teleport will not take 
    	place. As this Rush Attack can be directionally influenced to some 
    	degree, one must also understand that the attacker has the option to 
    	cause abstraction in the player's depth perception, making it harder to 
    	judge the correct timing for Defensive Teleportation. When regarding 
    	the third Speed/Range, as the Rush Attack is much slower, but covers 
    	even longer distances, the player must be able to judge the distance 
    	accordingly along with the speed of the attack. If the attack arrives 
    	too soon or too late, the Defensive Teleportation will not take place. 
    	As this Rush Attack can be directionally influenced to a much greater 
    	degree, one must understand that the attacker has the option to cause 
    	abstraction in the player's depth perception, making it even harder to 
    	judge the correct timing for Defensive Teleportation. It is in this 
    	instance that the player must get to know the characters he is facing. 
    	In order to Defensively Teleport the Rush Attack, one must press 
    	"Circle" at the instance before the Rush Attack makes contact.
    
    Additionally, every time the player successfully defensively teleport dodges 
    an attack, his/her Ki Stocks increase; speeding up the process of attaining Ki 
    Stocks.
    
    
    III-M-5. Offensive Teleportation:
    ---------------------------------
    As explained in III-F-1, Offensive Teleportation can be initiated through 
    Combo Sets. Although one may typically use Offensive Teleportation as an 
    offensive means to gain position, one can also use such a concept as a means 
    for Defense. In using the Offensive Teleportation system as a means for 
    defense, one must consider the fact that the Offensive Teleport is initiated 
    at the whim of the player. Therefore, a player that lacks the timing required 
    for the Defensive Teleport might find value in using the Offensive Teleport 
    system instead. It is within the nature of the Teleport itself that allows the 
    player to remain unaffected by the suggested attack. Through such concepts, 
    one must learn to perform this technique in close combat as well as distanced.
    
    -Melee Defense:
    
    	(Aside from the Teleport Dance concept that is used for gaining optimal 
    	position, the Offensive Teleport can be used to escape Charged Melee as 
    	well. While the Defensive Teleport is based upon the player's ability 
    	to time the exact release of the Charged Melee, the Offensive Teleport 
    	can be initiated as soon as the player realizes the opponent is 
    	Charging his/her Melee attack. This possibility resides in the fact 
    	that a character that is in Charge Melee Mode is endowed with Armor. 
    	This means that if the player were to hit the Charging opponent with a 
    	Base Melee attack, it would inflict damage, but it would not physically 
    	affect the opponent. Therefore, while the opponent is Charging his/her 
    	Melee, the player is able to connect Base Melee and incorporate 
    	Offensive Teleportation before the release of the Charged Attack. 
    	Though the Base Melee will inflict the damage, its true purpose will be 
    	used as a means to initiate the Offensive Teleport for escape. As this 
    	offensive strategy is used as a means of defense, one must understand 
    	that the line between offense and defense sometimes coincide.)
    
    -Blast 2:
    
    	(As one might deduce from the explanation for Melee Defense, one can 
    	use the Offensive Teleport as a means to Defensively Teleport from 
    	Blast 2 Attacks. However, the player must understand that such a tactic 
    	is only optimal against certain Blast 2 types, such as the Kamehameha, 
    	Death Beam, Energy Ball and Rush Attack. Other types that include 
    	multiple attacks within the execution cannot be effectively dodged by 
    	Offensive Teleportation means.
    
    	In order to use the Offensive Teleport as a means to dodge the 
    	suggested Blast Types, one must judge when the attack will make 
    	contact. Once this has been established, the player must be sure he/she 
    	can release at least one "whiff" attack to enable Offensive 
    	Teleportation. This must be done before the attack makes contact. As 
    	the timing of the "whiffed" Offensive Teleportation is far more lenient 
    	in regarding the Kamehameha/Death Beam/Energy Ball attacks, one can 
    	initiate the whiff attack long before the attack makes contact. For the 
    	following Offensive Teleport will place the player out of danger long 
    	before the attack reaches the initial targeted position. However, the 
    	Rush Attack requires a fairly tight timing, though not as tight as the 
    	Defensive Teleport. As the nature of the Teleport suggests that the 
    	Rush Attack cannot make contact to the target that is not physically 
    	present, the Teleport allows the player to move to the desired position 
    	completely unharmed. However, as the timeframe of the Teleport is 
    	relatively small, one must time the Offensive Teleport to match the 
    	approach of the incoming Rush Attack. To perform correctly, the player 
    	must judge when the opponent's Rush Attack will make contact. As the 
    	Offensive Teleport can be initiated through three potentials of the 
    	Combo Set, the player can begin his/her whiff attacks as the opponent 
    	approaches and Offensively Teleport accordingly. If performed 
    	correctly, the Rush Attack will arrive at the exact instant of the 
    	Offensive Teleport, unable to deliver the desired damage.)
    
    
    III-M-6. Sparking Teleportation:
    --------------------------------
    As explained in III-G-2, certain characters are allowed to teleport on a free 
    basis when in Sparking Mode. In essence, the character can teleport without 
    the requirement of melee incorporation by merely holding a direction and 
    pressing "Circle". Also, in correlation with the explanation in III-M-5: the 
    nature of the Teleport suggests that the Rush Attack cannot make contact to 
    the target that is not physically present, the Teleport allows the player to 
    move to the desired position completely unharmed. This suggests that as the 
    player is able to Teleport Freely through Sparking Mode, the Free 
    Teleportation can be used Defensively as well as Offensively. One only needs 
    to choose a direction and Teleport accordingly. This technique can be used in 
    a similar fashion as Offensive Teleports, but the Base Melee is not required.
    
    
    III-M-7. Step-In Evasion:
    -------------------------
    The Step-In is one of the most useful techniques in Tenkaichi 2. Not only does 
    it allow the player to transition into Supplementary Combo Sets, but it also 
    allows the player to incorporate a strong Defense. In order to understand the 
    importance of the Step-In Evasion, one must understand that during the Step-In 
    movement, the player is completely invulnerable to Melee Attack. This does not 
    suggest that Ki based attacks cannot cause damage. Therefore, one must never 
    Step-In to a Kamehameha unless the player has a concealed subsequent strategy 
    to deal with the blast. When regarding the Step-In Evasion, one must consider 
    four means of practice: Base Melee, Charged Melee, Grabs and Rush Attack.
    
    -Base Melee Evasion:
    
    	(As explained above, the Step-In movement allows the player to be 
    	completely invulnerable to Melee Attack. This means that during the 
    	timeframe of execution to conclusion, the attacker's melee will have no 
    	effect on the player, physically or otherwise. However, it is important 
    	to understand that the Combo Set of any given character can stretch 
    	well beyond the timeframe of the Step-In. Advantages of this concept 
    	will be explained as the document progresses.)
    
    -Charged Melee Evasion:
    
    	(For one to understand the workings of a proper Step-In Evasion for 
    	Charged Melee, one must understand the timeframes of both the Step-In 
    	and the Charged Melee being released. One must understand the speed of 
    	the opponent's attack, which relates to the speed of the character as 
    	well as the speed of the opponent's charge which relates to the speed 
    	of the Charge Meter's flash. While most of this may seem very 
    	complicated, one may come to find that the length of the Step-In 
    	timeframe is long enough to effectively defend against any Charged 
    	Melee. The only factors one must consider are of the following:
    
    	-Release Timing:
    	If the opponent releases their Charged Melee sooner than the player 
    	initiates the Step-In Evasion, the player will fall victim to the 
    	attack. If the player initiates the Step-In Evasion too quickly before 
    	the opponent releases the Charged Melee, the player may recover too 
    	quickly and fall victim to the attack. One must have quick reflexes and 
    	a strong combat mentality for using strategic guidance to reflect what 
    	the player knows of his/her opponent.
    
    	-Charge Melee Cancels:
    	If the player charges a melee attack and the player initiates a Step-In 
    	Evasion to a cancelled melee attack, the player may recover to fall 
    	victim to the opponent's secondary attack. One must understand the 
    	skills the opponent is willing and able to use during combat. The 
    	ability to judge when using certain defensive tactics against an 
    	advanced player is the optimal choice or not is one of the most 
    	important aspects of advanced combat.
    
    	When performed correctly and against the predicted execution of the 
    	opponent, one would press "X" to Step-In while inside the Step-In 
    	Barrier at the instant one's opponent releases their Charged Melee. It 
    	is within this concept that one must understand that unlike the 
    	Defensive Teleport, the Step-In can be performed with, or without the 
    	opponent's cooperation. As mentioned in III-M-4, the Kai Cannon Hook 
    	cannot be Defensively Teleported. However, as the Step-In Evasion does 
    	not require direct contact intention, the maneuver can be used to dodge 
    	the Kai Cannon. While the Step-In technique may seem to cover a decent 
    	timeframe, one must also understand that the recovery rate is typically 
    	faster than that of the Charging Attacker's recovery rate. This allows 
    	the player to counter attack with well deserved payoff.
    
    -Grab Evasion:
    
    	(As one may begin to learn from the training mode, the Grab can be 
    	defended by means of deflection. Similar to Ki Deflection explained in 
    	III-M-2, in order to Deflect properly, one must press "Circle" at the 
    	very instant of impact: the grab connection. Since this means of 
    	defense has a much tighter timeframe than the Step-In duration, one may 
    	feel much more relaxed in using the comparative times between the grab 
    	execution and the Step-In to evade the oncoming attack effectively. 
    	Since the Step-In can be initiated at the whim of the player, one can 
    	press the command well before the grab makes contact. As the duration 
    	of the Step-In lasts a lot longer than the timeframe of the grab's 
    	contact frames, the defensive timing is much more forgiving. Therefore, 
    	as soon as the opponent begins to lunge for the grab attempt, one may 
    	execute the Step-In, ensuring the grab will not make contact. However, 
    	like the Chargeable Melee Attacks, the grab can be cancelled via 
    	Natural Cancels. Therefore, one must consider that the Grab Deflection 
    	keeps the player in defense by using the Guard. It is important to know 
    	your opponent and adapt to their ability.)
    
    -Rush Attack Evasion:
    
    	(The Rush Attack Evasion is built strictly upon the concept of the 
    	Step-In Barrier. Without the understanding of the Step-In Barrier as 
    	well as the circumference of the Step-In Barrier, the foundation of 
    	which the Rush Attack Evasion stands would crumble, leaving the player 
    	to defend through other means. In order to perform the Rush Attack 
    	Evasion effectively, one must fully understand the difference between 
    	using a Dash and using a Step-In; ultimately knowing the Step-In 
    	Barrier Circumference and the maneuvering limitations each realm 
    	governs.
    
    	As explained in III-B-3, the distance between the player and the 
    	opponent is the defining factor that separates a Dash from a Step-In. 
    	This factor is the difference between close quarters combat and 
    	distanced combat. This factor; this line of scope-differential 
    	definition is called the Step-In Barrier. In order to instill the 
    	understanding of the Step-In Barrier circumference, one must test the 
    	line through using the Dash and Step-In until one finds the Barrier. 
    	Once this line has been established, one can then understand how to use 
    	the Step-In Evasion against Rush Attacks.
    
    	As explained in III-J-2, the Rush Attack is not like other Blast 2's. 
    	The Rush Attack is not a projectile of energy, but an attack in which 
    	the player's character is projected as a means of physical melee 
    	animation activation. As this is the case, one can begin to understand 
    	that as the Step-In Evasion works against Melee Attacks, it will also 
    	work against the Rush Attack. It is within this concept that one must 
    	understand why the Step-In Barrier is so important. For the difference 
    	between judging the opponent's physical placement within the Rush 
    	Attack correctly and incorrectly can consequentially end in taking the 
    	full effect of the Rush Attack.
    
    	As many Rush Attacks differ by means of approach: Speed/Length types 1, 
    	2 and 3, one must consider the opponent's initiated position, the speed 
    	of the Rush Attack involved as well as the Directional Influence being 
    	controlled by the opponent. As the Step-In can be used to neutralize 
    	the Rush Attack when used properly, a misjudged distance, speed or 
    	Directional Influence can lead to the player taking the full effect of 
    	the Rush Attack.
    
    	When performed correctly, the player must allow the opponent to 
    	initiate the Rush Attack while taking note of the initial position of 
    	execution. Then the player must wait until the opponent's Rush Attack 
    	brings them within the Step-In Barrier. As soon as the opponent 
    	breaches the player's Step-In Barrier, the player must press "X" to 
    	initiate the Step-In for proper evasion. If one presses "X" to Step-In 
    	too soon; before the opponent has breached the Step-In Barrier, one 
    	will execute the Dash maneuver and direct him/herself right into the 
    	opponent's path of destruction. If the player waits too long to press 
    	"X" even after the player has breached the Step-In Barrier, the Rush 
    	Attack will make contact and the player will fall victim to the full 
    	attack. It is for these reasons that one must recognize the character's 
    	Step-In Barrier circumference, understand that Directional Influence 
    	can distort the opponent's actual distance from the target, and know 
    	that some Rush Attacks are faster than others. Judging all Rush Attacks 
    	the same will lead to a player losing a lot of health when all could 
    	have been avoided with a little bit of practice.)
    
    
    III-M-8. Side-Step Evasion:
    ---------------------------
    The Side Step was first introduced to the fighting engine for "Dark Edge". 
    This technique allowed the player to maneuver to the side in order to evade 
    the opponent's oncoming attack. In the instance of Tenkaichi 2, the Side Step 
    exists as a means of offensive and defensive tactics, but due to the 
    aggressive nature of the combo system, the value of the Side Step when 
    compared to the alternatives has significantly gone down. While the player may 
    find opportunities to use the Side Step as an evasive maneuver, such 
    opportunities relate to but a small part of the game.
    
    -Charged Melee Evasion:
    
    	(Unlike the Step-In, the Side Step does not render the player 
    	invincible during the frames of movement. Therefore, attempting to Side 
    	Step while within the range of the opponent's combos may result in 
    	becoming a victim of the opponent's attacks. However, when the opponent 
    	chooses to use the Charged Melee attack, one may find the time to use 
    	the Side Step effectively during the release of the attack. As one may 
    	deduce from understanding the basic concept of any defensive technique, 
    	one would merely need to consider the time needed to charge and release 
    	the attack in relation to time needed to use the Side Step effectively. 
    	However, one must once again keep in mind that such attacks can be 
    	cancelled via Natural Cancellation. Knowing the opponent's capabilities 
    	is key to any victory.)
    
    It would also be important to note that the Back Flip/Back Step can also be 
    used in the same scenario as an effective defensive maneuver. However, as some 
    characters may hold a more aggressive style of attack, using the Back Step may 
    not be the optimal choice as it may still leave the player in the danger zone.
    
    
    III (N) -Priority-
    ------------------
    As it is understood, the Priority aspect of any fighting game is the tendency 
    of an attack of High Priority to strike through an attack of Low Priority. In 
    essence, if both opponents attack each other at the same time and one player's 
    attack is able to inflict damage while the other is valued as null and 
    ineffective, the victorious attack is considered to be High Priority. On the 
    other hand, if both opponents attack each other at the same time with the same 
    attacks or level of attacks, it is possible that both attacks will cancel each 
    other out. However, there are certain circumstances in which two attacks of 
    equal Priority collide and the opponents must battle/struggle for victory; 
    usually initiating a Beam Struggle or Joystick Rotation Animation Sequence.
    
    While many aspects of the game's Priority balance must be explored though 
    one's continued experience, it is important that one learns the basics of 
    Priority when regarding Base Melee, Charged Melee, Hooks, Ki Blasts and Super 
    Blasts. Ultimately, one must learn how to manipulate the concept of Priority 
    to best suit one's tactical stance for the given circumstance. As there are 
    different types of Charged Ki Blasts, the following will be regarding the 
    Strong Ki Blast as different forms of Ki Blasts have different results due to 
    Priority. For example, the paralyzer will carry a different Priority than the 
    strong blast or Destructo Disk. The Destructo Disk is typically unblockable 
    and therefore holds higher Priority than the rest.
    
    -Base Melee vs Base Melee:
    
    	(In essence, if two players begin their Combo Sets at the same time, 
    	one would be sure to notice that neither opponent will take damage from 
    	the other as each attack will collide with the opponent's attack of the 
    	same Priority. This is an important aspect of the Combo Set chess game 
    	simply because one must understand more aspects of the character's 
    	combo ability such as speed and hit quantity. In other words, as two 
    	opponents share the exact same attack qualities of their combo sets, as 
    	long as each opponent's attack begins at the exact same time, each 
    	attack will value each other as null and ineffective. However, if one 
    	player's character has a Combo Set that consists of more than one hit 
    	per button pressed, then it is possible that the player's Combo Set 
    	will out-last that of his opponent's Combo Set. As the speed of a 
    	player's Combo Set is also an issue to consider, this may also cause a 
    	player's Combo Set to out-last that of his opponent's Combo Set. If 
    	both Combo Sets are allowed to reach their Natural Terminus, the player 
    	who's Combo Set extends beyond the opponent's Combo Set will inflict 
    	damage with the remaining Base Melee of the Combo Set.)
    
    -Charged Melee vs Base Melee:
    
    	(As explained in III-M-5, a character that is in Charge Melee Mode is 
    	endowed with Armor. In such a case, one must understand that the 
    	Charged Melee attack holds Higher Priority than Base Melee. In essence, 
    	the Charged Melee will continue to charge while the opponent's Base 
    	Melee will have no physical effect to stop the charge. This will result 
    	with the Charged Melee completely ignoring the Base Melee and crushing 
    	through for the desired impact. However, in relation to what is also 
    	explained in III-M-5, such a concept can also be used as a defensive 
    	opportunity. A player that is performing Base Melee against a Charged 
    	Melee has the opportunity to unleash the first Base Melee and initiate 
    	an Offensive Teleport in a defensive manner to avoid the impact from 
    	the Charged Melee. As Base Melee is released in a shorter time frame 
    	than the Charged Melee, the Offensive Teleport can be initiated in time 
    	to defend accordingly.)
    
    -Hooks vs Base Melee:
    
    	(Whether it be normal or Transitional, a Hook will take Priority over 
    	Base Melee.)
    
    -Hooks vs Charged Melee:
    
    	(Hooks are to be considered as possessing the same Priority as Charged 
    	Melee as the Hook can also be charged. However, as the Transitional 
    	Hook is released without a means of Charging, the Transitional Hook 
    	will take Priority over a Charged Melee attack unless the Charged Melee 
    	is released at the exact time of Transitional Hook impact.)
    
    -Charged Melee vs Charged Melee:
    
    	(Much like Base Melee, when two Charged Melee Attacks collide with the 
    	same force, they will cancel each other out. If both attacks are 
    	released at the same instance, it is the attack with the stronger 
    	charge that will punch through victorious. However, one must consider 
    	the following: While Base Melee has no physical effect on a Charging 
    	opponent, a Charged Melee will puncture the armor of a Charging 
    	opponent. Therefore, while a Green or Red Charged Melee attack may not 
    	possess the same executing Priority as a Fully Charged Melee, it is 
    	enough to cease the Charge and interrupt the attack.)
    
    -Hooks vs Hooks:
    
    	(Much like Base melee, when two Hooks collide with the same force, they 
    	will cancel each other out. If both attacks are released at the same 
    	instance, it is the attack with the stronger charge that will punch 
    	through victorious. However, one must consider the following: As the 
    	normal Hook can be charged, one must understand that a Charged Hook 
    	will puncture the armor of a Charging opponent. Therefore, while a 
    	Green or Red Charged Hook may not possess the same executing Priority 
    	as a Fully Charged Hook, it is enough to cease the Charge and interrupt 
    	the Hook.)
    
    -Ki Blasts vs Base Melee:
    
    	(Ki Blasts hold a higher Priority over Base Melee. Therefore, when the 
    	opponent is attempting a Combo Set, a simple Ki Blast to the face will 
    	bring his assault to a halt.)
    
    -Ki Blasts vs Charged Melee:
    
    	(The Priority of Ki Blasts and Charged Melee is defined by the force 
    	applied by the charge. Therefore, while Ki Blasts may hold a higher 
    	Priority over Base Melee, a Charged Melee will physically ignore the Ki 
    	Blast and power through.)
    
    -Ki Blasts vs Hook:
    
    	(A Hook is to be considered the same way a Charged Melee is considered 
    	when regarding Ki Blasts. A Hook will physically ignore the Ki Blast 
    	and power through. However, one must take note that this only applies 
    	to the normal Hook. When regarding the Transitional Hook, one must 
    	understand that it cannot be charged and therefore is not considered 
    	the same as a normal Hook. In essence, a Transitional Hook will always 
    	be interrupted by the Ki Blast.)
    
    -Green Ki Blasts vs Green Charged Melee:
    
    	(As there are different levels of charge when regarding Ki Blasts and 
    	Melee, one must consider Priority when these two collide. When a Ki 
    	Blast with a Green charge is unleashed and makes contact with an 
    	opponent that is charging a Green Melee or stronger, the Green Ki Blast 
    	is overpowered due to the Green Charged Melee's higher Priority.)
    
    -Red Ki Blasts vs Charged Melee:
    
    	(While the Charged Melee can overcome the Ki Blast and Green Ki Blast, 
    	any Ki Blast that is charged to the Red level or beyond will take 
    	higher Priority against the Charged Melee.)
    
    -Super Blasts vs Super Blasts:
     
    	(As specified in III-E-1, there is a wide range of specific attacks in 
    	the game that vary in strength and priority, one must play through the 
    	game to understand which specific Blasts carry Priority over others. 
    	However, it has been shown that Super Explosive Waves can stop any 
    	incoming Blast. As each Super Explosive Wave is initiated nearly 
    	instantaneously, one could deduce that the Super Explosive Wave holds 
    	the highest priority in the game, but this would be mere speculation as 
    	the Super Explosive Wave cannot be aimed at an opponent like a Blast. 
    	It is also understood that the only Super Blast that holds the lowest 
    	Priority and will concede to all other Super Blasts is the Rush Attack. 
    	This proves to be true as the Rush Attack is not so much as a 
    	projectile Blast as it is the character's form moving in place of the 
    	projectile.)
    
    -Base Melee vs Rush Attacks:
    
    	(Rush Attacks are noted as being unblockable to the base guard. A 
    	Strong Guard may be able to temporarily put a stop to the Rush Attack, 
    	but at a cost of Ki. Using a Dragon Dash or Rush Attack to counter the 
    	opponent's Rush Attack can be useful for battling the opponent's 
    	approach with a joystick struggle simulation, but that can become 
    	tiresome. The Defensive Teleport and Step In Evasion are great 
    	techniques to use in times of defending a Rush Attack, but there is 
    	another tactic one should keep in mind when defending against the Rush 
    	Attack. As explained in III-J-2, the player's character is able to 
    	become the blast, so to speak. In other words, there is no projectile. 
    	The player's character covers the distance and deals the damage 
    	accordingly. Therefore, until the character's attack makes contact with 
    	the opponent, the character is still in a vulnerable state. This is why 
    	the Super Blast will hold higher Priority to the Rush Attack as 
    	explained above, and much to be held in surprise, so does the Base 
    	Melee. The timing may be tight, but it is possible to unleash a single 
    	Base Melee Attack at the very instant of the Rush Attack's approach 
    	that will inflict damage upon the opponent before the Rush Attack can 
    	make contact. This will automatically interrupt the Rush Attack and 
    	result with the assailant becoming a victim to the player's offensive 
    	Combo Set.)
    
    
    III (O) -Blast 1 Incorporation-
    -------------------------------
    During battle, a player can initiate his/her Blast 1 by holding "L2" and then 
    pressing "Circle" or by holding both "L2" and "Up" and then pressing "Circle". 
    Through such a command, one can execute a variety of techniques that will 
    affect the circumstance of battle for a brief period of time. While some 
    techniques are used as attacks, others are used as a means of defense and in 
    some cases, used as a means of attribute amplification. Each Blast 1 may 
    belong to a specific character while others are shared by many characters, yet 
    stay true to that specific character. In essence, a character possesses two 
    Blast 1's in his/her arsenal. These Blast 1's cannot change unless the 
    player's character Transforms; in which case the player's character may be 
    endowed with a new set of Blast 1's. Through the execution of such techniques 
    results in a cost of Ki Stock. Some Blast 1's require but a mere single Ki 
    Stock while others may require two to three. Such requirements must be 
    discovered through experience and training. The following are the various 
    Blast 1's that a player can execute during battle.
    
    -Acid:
    Causes paralysis to the opponent for a brief period of time.
    
    -After Image:
    Allows the player to automatically defensively teleport any Melee Attack as 
    well as any Super Blast a single time.
    
    -After Image Strike:
    Allows the player to automatically defensively teleport any Melee Attack as 
    well as any Super Blast to a total of three times.
    
    -Android Barrier:
    A small barrier of energy that formulates around the player for a brief period 
    of time. During this time, the player is invincible to Ki Blasts, Super Blasts 
    and Melee Attacks. When the opponent makes physical contact with this barrier, 
    he/she is knocked away and to the ground. However, the player's character is 
    locally fixed until the technique subsides.
    
    -Burning Heart:
    Automatically reach Sparking Mode with all attributes increased for a brief 
    period of time. After Sparking Mode concludes, Ki Charge rate is reduced for a 
    brief period of time.
    
    -Dark Eyes:
    Allows the player to automatically defensively teleport any Melee Attack as 
    well as any Super Blast a single time.
    
    -Explosive Wave:
    A small barrier of energy that formulates around the player for a brief period 
    of time. During this time, the player is invincible to Ki Blasts and Melee 
    Attacks. When the opponent makes physical contact with this barrier, he/she is 
    knocked away and to the ground. However, the player's character is locally 
    fixed until the technique subsides.
    
    -False Courage:
    This technique temporarily endows the player's character with the "Brick Wall" 
    effect in which the opponent's Base Melee holds no physical effect on the 
    player. However, like attacking an opponent with armor, damage is still 
    received.
    
    -Finish Sign:
    Ki Based Attacks and Melee power is briefly increased. Once a Blast 2 is used, 
    the effects dissipates.
    
    -Fruit of the Tree of Might:
    Automatically allows the player to reach Sparking Mode with all attributes 
    increased. Attributes will remain increased until execution of Super Blast.
    
    -Full Power Charge:
    Automatically brings a player's Ki Meter to full: Five full guages.
    
    -Full Power:
    Automatically brings a player into Sparking Mode with all attributes 
    increased.
    
    -Give Me Energy:
    In order to perform Goku's Spirit Bomb, one must first create the Spirit Bomb 
    in accordance to the show through gathering energy. When this technique is 
    performed, Goku will raise his hands in the air and request for the energy. 
    When performed, a Spirit Bomb will appear in the sky. This technique can not 
    only create a Spirit Bomb, but also cause it to grow if performed more than 
    once. This technique can only cause the existing Spirit Bomb to increase two 
    times. Once the Spirit Bomb is in place, the player can then execute the 
    Spirit Bomb technique once he/she reaches Sparking Mode for Ultimate Blast 
    initiation.
    
    -Hero's Flute:
    A small barrier of energy that formulates around the player for a brief period 
    of time. During this time, the player is invincible to Ki Blasts, Super Blasts 
    and Melee Attacks. When the opponent makes physical contact with this barrier, 
    he/she is knocked away and to the ground. However, the player's character is 
    locally fixed until the technique subsides.
    
    -Hidden Energy:
    This technique allows the player to hide from the opponent and cause the 
    opponent's focus to be de-locked. However, this is at the cost of one's full 
    Ki Meter.
    
    -Hi-Tension:
    Automatically recovers two Ki gauges, increases Ki Charge Rate and increases 
    Melee Power until the execution of a Super Blast.
    
    -Howl:
    This allows the player to automatically reach Sparking Mode with Ki Blasts and 
    Melee power increased. However, this will briefly decrease one's Ki Charge 
    Rate.
    
    -Instant Transmission:
    Signature Goku Technique that allows the player to disappear and reappear 
    directly behind the opponent. This will temporarily cause the opponent's focus 
    to de-lock. Must be locked-on to perform this technique.
    
    -Justice Finish Pose:
    Allows the player to automatically reach Sparking Mode with attributes 
    increased.
    
    -Justice Finish Pose 2:
    Allows the player to automatically reach Sparking Mode with attributes 
    increased.
    
    -Justice Pose 1:
    Endows the player with the "cloud" modifier, which will remain until the 
    execution of a Super Blast.
    
    -Kaikosen:
    Temporarily paralyzes the opponent.
    
    -Kaio-Ken:
    This technique completely restores the Ki Meter and increases all attributes. 
    During this time, the player's Ki meter will slowly deplete. When the Ki Meter 
    is fully drained, the player will no longer be in Kaio-Ken state.
    
    -Kakarot:
    Allows the player to automatically reach Sparking Mode with specified 
    attributes increased.
    
    -Long Awaited for 100%:
    This technique allows the player to automatically reach Sparking Mode with all 
    attributes increased. Afterwards, the player's Ki Charge rate is briefly 
    reduced.
    
    -Mystic Breath:
    Temporarily paralyzes the opponent.
    
    -Power Up to the Very Limit:
    This technique allows the player to automatically reach Sparking Mode with all 
    attributes increased. Afterwards, the player's Ki Charge rate is briefly 
    reduced.
    
    -Psycho Barrier:
    A small barrier of energy that formulates around the player for a brief period 
    of time. During this time, the player is invincible to Ki Blasts, Super Blasts 
    and Melee Attacks. When the opponent makes physical contact with this barrier, 
    he/she is knocked away and to the ground. However, the player's character is 
    locally fixed until the technique subsides.
    
    -Psychokinesis:
    Temporarily paralyzes the opponent.
    
    -Pump Up:
    Temporarily increases specified attributes until the execution of a Super 
    Blast.
    
    -Saiyan Soul:
    Temporarily increases Ki and Melee power until a Super Blast is executed.
    
    -Self Harm:
    The player can choose to sacrifice a bar of life to instantly reach Sparking 
    Mode. Additionally, the Melee attribute will be briefly increased.
    
    -Sensu:
    As related to the show, a Sensu Bean can restore all health.
    
    -Sleep:
    This technique requires a bit of time to perform successfully as it renders 
    the player temporarily unable to defend. However, if the technique is pulled 
    off successfully, the player restores a great deal of health, restores the 
    Full Ki Meter and increases attributes.
    
    -Solar Flare:
    This technique will temporarily blind and de-lock the opponent. If the player 
    falls victim to this technique, the screen will go completely white.
    
    -SP Fighting Pose:
    Automatically allows the player to reach Sparking Mode. Melee, Ki and Defense 
    attributes are increased as well. However, Ki Charge Rate is reduced for a 
    brief time.
    
    -SP Fighting Pose 2:
    Automatically allows the player to reach Sparking Mode. Ki and Cloud 
    attributes are increased as well. However, Ki Charge Rate is reduced for a 
    brief time.
    
    -SP Fighting Pose 3:
    Automatically allows the player to reach Sparking Mode. Ki and Defense 
    attributes are increased as well. However, Ki Charge Rate is reduced for a 
    brief time.
    
    -SP Fighting Pose 4:
    Automatically allows the player to reach Sparking Mode. Ki and Melee 
    attributes are increased as well. However, Ki Charge Rate is reduced for a 
    brief time.
    
    -SP Fighting Pose 5:
    Automatically allows the player to reach Sparking Mode. All attributes are 
    increased as well. However, Ki Charge Rate is reduced for a brief time.
    
    -Super Unyielding Spirit:
    Automatically allows the player to reach Sparking Mode. All attributes are 
    increased as well. However, Ki Charge Rate is reduced for a brief time.
    
    -Telekinesis:
    Temporarily paralyzes the opponent.
    
    -Vice Shout:
    Temporarily paralyzes the opponent.
    
    -Wild Sense:
    Allows the player to automatically defensively teleport any Melee Attack as 
    well as any Super Blast a single time. Additionally, if the player uses Wild 
    Sense to dodge a Melee Attack, the player will teleport behind the opponent 
    and initiate a Smash Attack upon the opponent. If the player uses Wild Sense 
    to dodge a projectile Super Blast, the player will simply automatically 
    defensively dodge the attack.
    
    
    III (P) -Counter Stance-
    ------------------------
    The Counter Stance is a life saver through many aspects of the game. As the 
    opponent will likely always be looking for a way to land his punches on the 
    player, it is up for the player to know two things: 1) When he/she is capable 
    of performing a Counter Stance and 2) When he/she SHOULD perform a Counter 
    Stance. The first being completely conditional to the player's tactical 
    performance; what he/she is already attempting, the latter being completely 
    conditional to the situation at hand when regarding the opponent's intentions. 
    The Counter Stance is only effective against Base Melee. Therefore, Charged 
    Melee, Hooks, Ki Blasts or Super Blasts will disregard the Counter Stance and 
    punch through. When one successfully performs a Counter Stance, the results 
    may vary depending on the character, for different characters possess 
    different results to their Counter Stances. Counter results:
    
    	1. Counter Grab (Counters the attack with a Grab Attempt)
    	2. After Image (Automatically Defensively Teleports Base Melee)
    	3. Dragon Deflection (Counter Deflects the opponent completely away 
    	from the player in an upward trajectory, in a semi-Collapsed 
    	Aftermath.)
    
    In this section, it is important that one understands the different methods of 
    initiating the Counter Stance.
    
    -Step-In Counter Stance:
    
    	(As explained in III-M-7, the Step-In movement allows the player to be 
    	completely invulnerable to Melee Attack. This means that during the 
    	timeframe of execution to conclusion, the attacker's melee will have no 
    	effect on the player, physically or otherwise. However, it is important 
    	to understand that the Combo Set of any given character can stretch 
    	well beyond the timeframe of the Step-In. It is in this situation that 
    	a player can incorporate the Step-In Counter Stance for optimal 
    	performance.
    
    	After a player performs a Step-In maneuver, one can then initiate the 
    	Step-In Counter Stance by pressing and holding "Circle". It is 
    	important that the player knows the character, for some characters 
    	transition into a Counter Stance while others transition into a Sway. 
    	The Sway is simply a second evasive maneuver that is linked to the 
    	Step-In that can help evade a prolonged attack.
    
    	Once the Counter Stance is initiated, holding "Circle" will keep the 
    	Stance fixed. During this period, Ki is consumed in order to hold the 
    	Stance. This technique is perfect for countering opponents that love to 
    	present an aggressive approach with Base Melee.
    
    	Alternatively, one may also initiate the Step-In Hook as a means of 
    	Counter Attack. While one can transition from the Step-In to the 
    	Counter Stance by pressing "Circle" post Step-In, one can alternatively 
    	transition into the character-specified Hook by pressing "Triangle". It 
    	is important to understand that though pressing "Triangle" alone can 
    	initiate the character-specified Hook, one can incorporate a Lift 
    	Strike or Sweeping Hook in its place.)
    
    -Side Step Counter Stance:
    
    	(Unlike the Step-In, the Side Step does not render the player 
    	invulnerable to Melee. Therefore, one must be very careful when 
    	executing the Side Step. However, one must also understand that like 
    	the Step-In, one can transition into a Counter Stance by following the 
    	Side Step with "Circle". Also unlike the Step-In Counter Stance 
    	initiation, the Side Step Counter Stance does not transition into a 
    	Sway at any point. Therefore, one can always count on some form of 
    	Counter Stance when transitioning from the Side Step. Again, for one to 
    	continue holding the Counter Stance, one must hold "Circle" and 
    	therefore consume Ki. Unlike the Step-In, one cannot incorporate the 
    	Counter Hooks as suggested in the Step-In. The concept of the Side Step 
    	Counter Stance holds true to Back Steps, Ascension Hops and Descent 
    	Hops.)
    
    -Melee Counter Stance:
    
    	(As explained in III-F-1, Offensive Teleportation is performed by 
    	following a Base Melee Attack with pressing a desired direction and 
    	"Circle". In the instance of the Melee Counter Stance, one would do the 
    	same command, but without directionally influencing the "Circle" press. 
    	In essence, it is a sequence of initiating Base Melee Attack with 
    	"Square" and immediately transitioning into a Counter Stance by 
    	pressing "Circle". Like the Counter Stances previously discussed, one 
    	must hold "Circle" to keep the Counter Stance in place. This will 
    	consume Ki as well. This technique is very useful when battling in 
    	close quarters combat as the foundation of close combat lies within a 
    	swarm of Base Melee.)
    
    -Cancellation Counter Stance:
    
    	(As explained in III-L, a Chargeable Melee or Hook can be cancelled via 
    	Natural Cancellation. In doing so, one must charge the attack and then 
    	press one of the remaining face buttons for Natural Cancellation.
    
    	In order to incorporate the Counter Stance into the Natural 
    	Cancellation system, one only needs to continue holding the button used 
    	for cancellation. Just as holding such a button to initiate and hold 
    	the Counter Stance though other methods of Counter Stance previously 
    	discussed, holding the face button of Natural Cancellation will 
    	initiate the Counter Stance and hold the Stance as Ki is consumed. It 
    	is in this instance that one must recall the different methods of 
    	Natural Cancellation. For not all Natural Cancellation methods can 
    	transition into a Counter Stance. The following are Natural 
    	Cancellations that can transition into Counter Stance:
    
    	1. Charged Melee Cancellation
    	2. Charged Dash Melee Cancellation
    
    	Once the Charged Jumping Melee is cancelled via Natural Cancellation, 
    	the player's character cannot transition into the Counter Stance. 
    	Instead, the player will merely continue his path of gravitational 
    	pull.)
    
    -Lift Strike Counter Stance:
    
    	(When one has become a victim of the Lift Strike, it is imperative that 
    	one finds a way to defend, for the Lift Strike Combo Terminus is one of 
    	the most powerful and devastating combo the game has to offer. When the 
    	player is lifted into the air via Lift Strike, one is given an 
    	opportunity to transition into Counter Stance with the mashing of the 
    	"Circle" button. If performed correctly, the player will tech in mid 
    	air and engage the Counter Stance. However, as the Lift Strike Combo 
    	Terminus can be initiated by one of two attacks: The Heavy Finish and 
    	the Base Melee, one must make the judgment call. A Heavy Finish will 	
    	ignore the Counter Stance and simply performing the aerial Tech will 
    	likely move out of range of the Heavy Finish but will fall victim to 
    	the Base Melee.)
    
    
    III (Q) -Transformations/Fusions-
    ---------------------------------
    In order to transform one's character, one must take note that this technique 
    is performed in different ways, all of which relate to pressing the right 
    Joystick; also known as "R3". If allowed, the player can choose which 
    Transformation his/her character will perform by holding a specified direction 
    while pressing "R3". One must also understand that Transformations require and 
    consume Ki Stocks. Typically, a single Transformation from one level to the 
    next will consume a single Ki Stock, but this will also relate to the 
    character at hand. The initiation of a Transformation will result with an 
    animation sequence close-up on the character in which the player will see the 
    character Transform without worrying about the opponent inflicting damage. In 
    essence, when initiated correctly, the character will Transform successfully 
    without the opponent being able to stop it. When regarding this technique, one 
    must take note that there are three forms of Transformations: Progressive, 
    Flexible, Fusion, Absorption.
    
    -Progressive:
    
    	(The Progressive Transformation is a Transformation that is permanent 
    	unless another Progressive Transformation is possible. In essence, one 
    	can Transform in one direction progressively. However, once the 
    	player's character has reached his/her final Transformation, no further 
    	Transformations are possible.)
    
    -Flexible:
    
    	(The Flexible Transformation is a Transformation that is not permanent. 
    	In essence, one can Transform in a progressive direction as well as 
    	reverting back to Base Form. While one may possess the ability to 
    	Transform progressively to the next level of Transformation or even 
    	skip levels of Transformation with the required Ki Stocks available, 
    	reversion will always result with Base Form.)
    
    -Fusion:
    
    	(The Fusion Transformation is a Transformation that requires the 
    	specified teammate suggested for the desired Fusion. Like the 
    	Progressive Transformation, the Fusion Transformation is permanent. 
    	Once a Fusion has taken place, no further Fusion Transformations may be 
    	performed by the character. However, there are cases where the 
    	character may still have Progressive or even Flexible Transformations 
    	available.)
    
    -Absorption:
    
    	(Like the Fusion Transformation, the Absorption Transformation is 
    	permanent. However, the Absorption Transformation does not require a 
    	specified teammate to perform and does not allow progressive 
    	Transformations. However, there are times that additional Absorption 
    	Transformations can take place that may act in place of Progressive 
    	Transformations.)
    
    ------------------------------------------------------------------------------
    ----------------------------------------------------------------------------
    
    
    IV. Advanced Mechanics
    ----------------------
    
    
    From this point forward, one will become familiar with the synergy 
    incorporated in many aspects of the game on an advanced level. It is important 
    that one understands the basics covered up to this section, for the complexity 
    of techniques and the theories included here will require a solid 
    understanding of the basic nature of the game. Thus far, this document has 
    covered the boundaries and limitations of the nature of Tenkaichi 2, 
    proceeding here will broaden one's understanding of how such boundaries and 
    limitations can be bent and broken for ultimate exploitation.
    
    
    IV (A) -Recovery Rate-
    ----------------------
    There are two types of Recovery Rate: Offensive and Defensive. For one who 
    attacks an opponent must also regain composure and become ready for the next 
    attack just as the victim must also recovery from the initial attack and 
    become ready for a following attack. While the Offensive Recovery is fairly 
    self explanatory, the Defensive Recovery Rate is based on more than one aspect 
    of the game.
    
    
    IV-A-1. Offensive Recovery:
    ---------------------------
    Many attacks may seem inherently linked together and must require a certain 
    timeframe to allow any other offensive attack to be incorporated. As some 
    buttons may have different results via execution during the given situation, 
    one must understand the Offensive Recovery Rates in order to perform the 
    desired attack. For example, the "Triangle" button is used for Hooks and Ki 
    Blasts. As explained in III-C-2, the Heavy Finish Hook is initiated by the 
    "Triangle" button and can progress into a Heavy Crush Terminus by pressing 
    "Triangle" two more times and concluded with a "Square". There is a certain 
    timeframe after the initiating "Triangle" that the button is still under 
    consideration for the Heavy Crush terminus. If the player wished to follow the 
    initiating "Triangle" with a Ki Blast, one must wait for the Offensive 
    Recovery Rate to conclude before using the Ki Blast instead of proceeding into 
    the Heavy Crush terminus. The same concept must be regarded to all Hooks that 
    have transitional terminus potential such as the Sweep or Kai Cannon. More 
    importantly though, is that the player understands that not all characters are 
    the same in terms of Offensive Recovery. Some characters recover their offense 
    fairly quickly while others take a very long time. Fighter Trunks is a very 
    big fan favorite, for on a basic level, he does hold a lot of potential in the 
    fight game. However, he holds a very slow Offensive Recovery Rate, which 
    limits his exploitation factor.
    
    
    IV-A-2. Defensive Recovery:
    ---------------------------
    As explained above, there are many aspects of the game in which Defensive 
    Recovery takes hold. Such aspects include: Turning around, standing up, Base 
    Ki Recovery, Aftermath Recovery, Composure and Tech Recovery.
    
    -Turning Around:
    
    	(When the player manages to catch the opponent's rear, the opponent's 
    	first response should be to turn around. This is important because 
    	without the proper Blast 1 barrier, an opponent cannot defend nor 
    	attack when being attacked from behind. However, one must also consider 
    	that the timeframe of Turning Around is considered to be a Recovery 
    	Rate. During this time, the opponent is not able to effectively defend 
    	against attacks. However, the timing of exploitation is fairly small, 
    	so it is possible for the opponent to turn around in time to defend if 
    	the window of opportunity is missed.)
    
    -Standing Up:
    
    	(This Recovery Rate is also known as Waking Up. During this timeframe, 
    	the character is trying to get to his/her feet and is physically 
    	vulnerable to attacks that cannot be effectively defended. It is in 
    	this instance that one must learn the value of "teching". An un-teched 
    	impact will result with the player laying on the ground. During which 
    	time, the player may fall victim to further attacks; be it via Ki 
    	Blast, Super Blast, or even further Base Melee abuse.
    
    	It is also important to understand that different characters possess 
    	different attacks. While the Recovery Rate of standing up can be 
    	exploited, one may feel it necessary to stay grounded in the ragdoll 
    	position. In some cases, the opponent is unable to deal any real damage 
    	as the player laying on the ground receives less damage than a standing 
    	one. However, some characters possess a Dashing Charge Melee that will 
    	bring the opponent off of the ground and to a standing position for 
    	further damage. It is important that one knows the characters and never 
    	underestimate the capabilities of his/her opponent. The concept of 
    	delivering further damage to a downed or waking opponent is known as 
    	Vortex. In this case, the player can continually deliver damage to a 
    	downed opponent by taking advantage of the ragdoll effect via Dashing 
    	Charged Melee or taking advantage of the Waking Up time frame of 
    	vulnerability.)
    
    -Base Ki Recovery:
    
    	(As explained in III-M-1, when a Guard is Crushed, the Ki Meter is 
    	depleted by several Ki Guages. If the Ki Meter becomes completely 
    	drained through such regard, the victim is then rendered in Base Ki 
    	Recovery. In this instance, the character must stand vulnerable until 
    	his/her Ki Meter is raised to the Base line of Ki. This process can be 
    	sped up by mashing the "Circle" button as suggested on the screen. One 
    	must consider that Defensive Teleportation is still an option as well 
    	as Blast 1 Barriers, but beyond this, the Recovery Rate must find 
    	completion.)
    
    -Aftermath Recovery:
    
    	(When the player falls victim to a Smash Attack, one transitions into 
    	the Smash Aftermath. In such a case, one has the ability to speed up 
    	this Recovery Rate by mashing the "Circle" button as suggested on the 
    	screen. Otherwise, the player will continue in such aftermath until the 
    	Recovery is completed.)
    
    -Composure:
    
    	(When the player falls victim to a Charged Hook such as the Sweep or 
    	Heavy Finish, one must find his/her recovery. For during this time, the 
    	player may fall victim to continued Melee. While a transition of Hook 
    	Terminus can be defended via Defensive Teleportation, an opponent that 
    	chooses to continue via Base Melee must be dealt with by recovery 
    	alone. Such Recovery must be gained through mashing the "Circle" button 
    	as suggested on the screen. During the time of Composure Recovery, the 
    	player is completely vulnerable to attacks that are not able to be 
    	dodged defensively.)
    
    -Teching:
    
    	(The ability of Teching is understood as keeping oneself from rag-
    	dolling. In other words, while a player might get knocked to the ground 
    	like a ragdoll by simply pressing nothing, he/she missed the 
    	opportunity to Tech off of the ground and bounce back to his/her feet. 
    	This is done by pressing "Circle" at the instance of ground impact. The 
    	ability of a player to Tech has been established in many fighting games 
    	over the years. As Tenkaichi 2 is based on a 3d environment, one must 
    	understand that he/she holds the potential to Tech off of the 
    	boundaries as well as the ground.)
    
    One may notice when watching the more advanced players that they always take 
    advantage of Recovery Rates. When the opponent is attempting to Wake Up, it is 
    likely that a Super Blast, Rush Attack, Ki Blast flurry or even a Charged 
    Dashing Melee is on its way to make the adjusted impact. However, there are 
    also times when the players may take advantage of Techs as well. As important 
    as a Tech is, it is also important to note that a Rush Attack cannot connect 
    with a player that is in Ragdoll position. Many players will initiate a Rush 
    Attack that when timed correctly, will connect with the opponent at the exact 
    instant of Tech Recovery. Therefore it is always important to know when to 
    Tech and when to Ragdoll.
    
    
    IV (B) -Advanced Combos-
    ------------------------
    Thus far, the player should have a solid understanding that each Combo Set 
    consists of five or less consecutive presses of the "Square" button, of which 
    one may incorporate the Charged Terminus, the Hook Terminus or a Base "Square" 
    Terminus. As explained in III-I, Combos are connected together as a means of 
    understanding the Hit Counter, the player's position in combo activity, the 
    physical attacks of the given Combo Set and how the Hit Counter is affected by 
    Hooks, Transitions, Offensive Teleports, Recovery Teleports, Cancels and 
    Charged Melee. It is for this reason that though the Hit Counter may reset, it 
    does not mean the Combo itself has reset. As time has passed, there have been 
    many breakthroughs in Tenkaichi 2's combo system regarding how the combo 
    system relates to the Hit Counter and the character's physical activity during 
    combat.
    
    
    IV-B-1. Ground & Pound:
    -----------------------
    The Ground & Pound is based on a new type of cancellation that is derived from 
    the limitations of the 3D environment in relation to the maneuvering 
    capability of the characters. In essence, it is due to the character's 
    limitations in movement that allow the player to break other limitations. As 
    suggested by the name, this technique must be performed on or near the ground. 
    One's experience will guide him/her to understand the exact height of 
    technical allowance. One would do well to understand that the G&P is the most 
    devastating technique in Tenkaichi 2. Once the rear of the opponent is 
    reached, one may G&P to victory with very little opposition.
    
    -Theory:
    
    	(As explained in III-B, one must understand the circumference of the 
    	Step-In Barrier in order to distinguish the realm of Dash ability from 
    	the realm of Step-In ability. Once understood, such a boundary also 
    	constructs the limitations of ascension and descent. For example, when 
    	the player is airborne and distanced from the opponent, pressing "R1" 
    	to ascend will cause the player's character to ascend with flight 
    	capability. Respectively, if the player chose to press "R2" to descend, 
    	the player's character would do so until he/she reached the ground. 
    	However, inside the Step-In Barrier, the ascension and descent are 
    	limited due to the close quarters combat circumference. In such a case, 
    	an airborne player who chooses to press "R1" to ascend while inside the 
    	Step-In Barrier will merely hop upward and back a few feet. 
    	Respectively, if the player chose to press "R2" to descend while inside 
    	the Step-In Barrier, he/she would merely hop downward and back a few 
    	feet. During battle, such a tactic is less useful than the side step as 
    	the player is left in a vulnerable maneuvering attempt. It is for this 
    	reason that most players, even a lot of great players have chosen to 
    	ignore the ascension/descent buttons during close quarters combat.
    
    	What these people never figured out resides in the following concept. 
    	When grounded and inside the Step-In Barrier, pressing "R1" to ascend 
    	will cause a Jump. Pressing "R2" in the same situation will result in 
    	no effect as an attempt to descend when already grounded possess 
    	nullified influence. However, it is important to take note that any 
    	character with flight ability will initiate a hovering ability while 
    	performing Melee attacks. As over 90% of the characters on the roster 
    	possess flight ability, it is safe to say that this technique holds 
    	high potential for every fighter. When the player's character begins to 
    	hover during his/her melee, it is important to note that the hover can 
    	be grounded with the "R2" button. As the player's character is well 
    	within the Step-In Barrer, pressing "R2" should cause the player to hop 
    	down and backward a few feet. As the ground is clearly in the path of 
    	doing so, the player's character merely cancels the Hop, instantly 
    	allowing the player to perform the next technique desired. Since the 
    	"R2" can be incorporated into any Combo Set, one is able to begin a 
    	Combo Set and immediately cancel the Combo Set with R2 Cancellation and 
    	begin his/her attack again. Though the Combo Set was indeed cancelled, 
    	it's relation to the Hit Counter is not intertwined and therefore will 
    	not reset the Hit Counter. It is within this concept that the player 
    	can use R2 Cancellation through the same continued Combo Set well 
    	beyond the Hit Count of 99. This concept is called the Ground & Pound.
    
    	It is also important to understand that while the Melee of the player 
    	typically initiates the Hover ability, this also relates strictly to 
    	the attacks the player exhibits, and more importantly: the height 
    	difference between the player's character and the opponent. The hover 
    	ability compensates for the height difference when facing a taller 
    	character. Therefore when using a character that is shorter than the 
    	opponent, the hover is enabled during melee combat. However, if one 
    	were to choose a taller character than the opponents, the hover is not 
    	necessary and therefore not enabled. The player's character's feet are 
    	already planting themselves with every attack. Therefore, any attempt 
    	to descend would be as effective as if the player were standing still. 
    	The attacks themselves, on the other hand, may hold potential to enable 
    	the hover as some attacks bring the opponent off the ground as its 
    	nature. Some attacks may simply bring the feet off the ground during 
    	the attack exhibition which will also enable the hover. It is important 
    	to know which characters can enable the hover against which characters 
    	and why.
    
    	Finally, the player must understand the fluidity of the G&P for any 
    	given character. For example, some characters may R2 Cancel into the 
    	G&P technique but a continuance of G&P may seem choppy. This fluidity 
    	can usually be smoothed out through training and switching up 
    	cancellation potentials, or which "Square" to replace with R2 
    	Cancellation, but there are some characters in which the G&P is not 
    	very effective. Once performed correctly, the only chance the opponent 
    	has to even stall the player's attack is the possession of a Blast 1 
    	Barrier. Fortunately, a player that can tech well, will be able to 
    	reactivate the G&P before the opponent Offensively Recovers from the 
    	Barrier. Again, it is important to know the characters and which ones 
    	work best with the G&P.)
    
    As briefly explained, the Hit counter is not intertwined with the Combo Set in 
    order to cancel the Hit Counter, but the Hit Counter does share a connection 
    with the Combo itself. Therefore, once the player decides to continue the 
    prolonged Combo Set without the interruption of R2 Cancellation, the player 
    can then treat the rest of the Combo Set as if it were his/her first Combo 
    Set. Completing the Combo Set with a Base "Square" Terminus will result with 
    an Initial Aftermath, allowing the Step-In to transition into the next 
    Supplementary Combo Set. However, one must be advised that as the G&P Combo 
    Set can be carried for a very long time, one must also keep an eye on the 
    Charge Meter as it will still relate directly to the amount of connected 
    attacks landed. Also, it is important to understand that every time R2 
    Cancellation is used to initiate the G&P, the physical Combos performed by the 
    player will always resemble that of the Initial Combo Set. As explained in 
    III-C-3, the physical attacks that the player's character displays in the 
    Supplementary Combo Sets are usually different than the attacks displayed in 
    the initial Combo Set. Therefore, once a player transitions into the 
    Supplementary Combo Set and then incorporates the G&P, the physical attacks 
    will not resemble that of the Supplementary Combo Set, but that of the Initial 
    Combo Set. The nature of the G&P will complicate things sometimes so it is 
    important that the player knows exactly what Combo Set he/she is performing 
    and what impacts different actions will have on the combo itself. One can not 
    merely trust what the Hit Counter shows, but one can UNDERSTAND what the hit 
    counter shows.
    
    IV-B-2. Telattack:
    ------------------
    As explained in IV-B-1, the relationship between the Combo Set and the Hit 
    Counter is very flexible. In order to take full advantage and construct a 
    strong offense, one must understand what impacts different actions will have 
    on the combo itself. While the G&P will cancel the Combo Set without severing 
    the link with the Hit Counter, an Offensive Teleport will reset the Hit 
    Counter without severing the link with the Combo. It is at this point that one 
    must learn the effects of using these techniques as well as the usefulness of 
    the Recovery Teleport. Also, it is important that one performs this technique 
    from the rear.
    
    -Recover Teleport:
    
    	(When the player is able to position the opponent into Boost Aftermath, 
    	a simple Step-In will not cover the distance. As the Boost Aftermath is 
    	initiated through the means of a Base "Square" Terminus, a continued 
    	Offensive Teleport is not allowed as they must be incorporated before 
    	the Terminus of a Combo Set. The Recovery Teleport is initiated by 
    	holding Forward and pressing "Circle" after the Base "Square" Terminus 
    	initiates the Boost Aftermath. If performed correctly, the opponent 
    	will teleport forward a distance much longer than any directionally 
    	influenced Offensive Teleport. This Recovery Teleport will allow the 
    	player to continue his assault on the opponent. Typically, the Recover 
    	Teleport allows the player to being his/her Recover Rate, resulting 
    	with a reset in the Hit Counter. However, if the player's character has 
    	a very fast Offensive Recovery Rate, then it is possible that the 
    	player can enter a connected Combo Set through the Recovery Teleport.)
    
    The idea of the Telattack is to incorporate the Offensive Teleport and the 
    Recovery Teleport with the additional influence of the opponent's Recovery 
    Rate to allow a continuous attack sequence that works from the Initiating 
    Combo Set into the Supplementary Combo Set and then back into the Initiating 
    Combo Set. To perform correctly, one must understand the following commands:
    
    	1. Complete natural Combo Set consisting of five "Squares". Offensive 
    	Teleports may be incorporated here, but there will be no serious 
    	bearing on the Combo other than resetting the Hit counter. This is not 
    	necessary at this point as the game's engine still believes one to be 
    	in an Initial Combo Set. 
    
    	2. As the last Base "Square" Terminus results with an Initial 
    	Aftermath, the player will then transition into the Supplementary Combo 
    	Set via Step-In. 
    
    	3. It is during the Supplementary Combo Set that the Offensive Teleport 
    	must be engaged. Without the Offensive Teleport, the natural Terminus 
    	of the Supplementary Combo Set will result with Collapsed Aftermath. It 
    	is the Offensive Teleport that initiates the Boost Aftermath. 
    	Understand that if the G&P concept were to be initiated during this 
    	Combo Set, the physical aspect of the Combo change will revert the 
    	combo back into the Initial Combo Set state. Completing such a Combo 
    	Set with the Base "Square" Terminus would only result with yet another 
    	Initial Aftermath.
    
    	4. Though the Offensive Teleport will reset the Hit Counter, the Combo 
    	itself will continue. The resulting Boost Aftermath from the Base 
    	"Square" Terminus will allow for the Recovery Teleport to take place. 
    	Once the Recovery Teleport brings the player up to the right position, 
    	one can begin the process over or conduct a different means of attack. 
    
    Additionally, it would be an optimal choice to learn how the G&P can be 
    incorporated into any Combo Set of any strategy to ensure one knows the full 
    potential of Combo manipulation.
    
    
    IV-B-3. Hook Recovery:
    ----------------------
    The Hook Recovery follows the same guidelines as the Telattack, but requires 
    the speedy Recovery Rate of the opponent to work successfully.
    
    -Recovery Influence:
    
    	(When the player lands a Hook such as the Sweep or the Heavy Finish, 
    	the opponent is placed into Recovery mode. This Recovery Rate can be 
    	sped up by the pressing of the "Circle" button. If the player 
    	immediately continues into the Supplementary Combo Set through 
    	transitioning from the Hook, the opponent is placed into Boost 
    	Aftermath. However, if the player chose to use the Hook inside the 
    	Supplementary Combo Set instead and then continue into the Base 
    	"Square" Terminus, an opponent that presses nothing will merely fall 
    	into Collapsed Aftermath. However, if the opponent were to try to 
    	recover faster from the Heavy Finish or Sweep of the Supplementary 
    	Combo Set by pressing the "Circle" button, his Recovery Rate is raised. 
    	If the opponent chooses to entertain this method, a base "Square" 
    	Terminus from the player will place the opponent into Boost Aftermath. 
    	As explained in IV-B-2, the Recovery Teleport can cover the distance of 
    	the Boost Aftermath, allowing a continuance of attacks.)
    
    
    IV-B-3. Greening/Redding:
    -------------------------
    As explained in III-D, there are three levels of Melee Charged: Green, Red and 
    Full. As any physical melee that can be charged can be defensively teleported, 
    one must take note that the combos suggested here are not perfect. 
    Greening/Redding can be used safely enough against the CPU, but one must take 
    careful consideration when using such techniques against a human opponent.
    
    -Greening:
    
    	(Regarding III-D, when the player charges the "Square" button and 
    	releases during the Green level, the opponent is guided through the 
    	Greening Aftermath; in which case the opponent is not pushed anywhere. 
    	The opponent is still standing yet not fully recovered. It is during 
    	this instant that one must understand that as long as the player's 
    	Offensive Recovery Rate is faster than the opponent's Defensive 
    	Recovery Rate, the player can continue into the Supplementary Combo 
    	Set. As the Greening technique is founded on Base Melee, one could use 
    	the Greening Technique at will and in place of any "Square" of the 
    	Combo Set. This can lead to a combo reaching beyond 99 hits as long as 
    	the opponent finds no way of defending.)
    
    -Redding:
    
    	(Regarding III-D, when the player charges the "Square" button and 
    	releases during the Red level, the opponent is guided through the Red 
    	Aftermath; in which case the opponent is knocked in the desired 
    	direction of the attack, plummeting to the ground much further than the 
    	Collapsed Aftermath. The opponent is no longer standing. In such a 
    	case, the opponent's trajectory can also be influenced with the 
    	direction of the attack. In order to follow up this attack with further 
    	Redding technique, one would simply incorporate a follow-up Dashing 
    	Melee to catch the falling victim. As long as the hit counter rises, 
    	one is still stringing the combo along. Continuing with the Redding 
    	Technique can force the Hit Counter to reach 99 hits.)
    
    
    IV-B-5. Blast Enforcement:
    --------------------------
    As explained in III-E-1, different characters can only expel a certain amount 
    of successive Ki Blasts at a time. As there has yet to be a Cancellation 
    process such as the G&P to cancel the Ki Blast Flurry for further Ki Blast 
    addition, one can still use the G&P to incorporate Melee to Cancel the Ki 
    Blast Flurry and continue one's assault. It is during this process that one 
    would incorporate Ki Blasts within the G&P after every execution of the "R2" 
    Cancellation. If performed correctly, one could force the Hit Counter to reach 
    over 99 hits with the inclusion of Melee and Ki Blasts alike.
    
    In order to perform correctly, one would begin with the Initial Combo Set and 
    Cancel it with "R2" Cancellation. As soon as the combo is interrupted, one 
    would press "Triangle" a few times to expel a few Ki Blasts and then begin a 
    new Initial Combo Set again for a rinse and repeat concept. However, it is 
    very important that one must ensure that the "Triangle" is pressed at the 
    proper instant. For when one presses "Triangle" at the moment of ground 
    contact, the Descent Sweep is initiated instead of the Ki Blast. It is 
    important that one must practice the timing of such techniques to perform 
    effectively.
    
    
    IV-B-6. Ki Control:
    -------------------
    As discussed in III-E-1, the Charged Ki Blast is performed much like the 
    Charged Melee Attack, except with the "Triangle" button. These blasts may have 
    different effects depending on the character. For example, some character may 
    have similar Normal Ki Blasts, but when charged might be expelled as something 
    completely different. Here are a few of the different Charged Ki Blasts one 
    might expect:
    
    	1. Destructo Disk: Cuts through guard, even in Charged Ki Blast Form.
    	2. Stunner: Not enough to knock the opponent down, but enough to stun 
    	them.
    	3. Paralyzer: Leaves the opponent temporarily paralyzed.
    	4. Strong Ki Blast: Like a Normal Ki Blast, but bigger and more 
    	powerful; will knock the opponent down.
    	5. Multi Ki Blast: The character disperses several Ki Blasts at once.
    
    In the instance of the Paralyzer, Strong Ki Blast and Multi Ki Blasts, there 
    are some characters who's Charged Ki Blasts can be released at a Charge level 
    to place the opponent into Greening Aftermath. While these Ki Blasts can 
    usually be unleashed more than once per set, it is possible connect several of 
    the suggested Charged Ki Blasts upon the opponent before the set runs out. 
    This type of Ki Blast construct is called Ki Control. In such a case, one 
    could use the Blast Enforcement method to transition into Ki Control in order 
    to incorporate variety into the G&P, or merely execute a variety of Base Ki 
    Blasts and Ki Control as a means of connected Ki Blast assault.
    
    
    IV (C) -Advanced Movement-
    --------------------------
    As discussed in III-B, there are limitations set on how the player can move in 
    a 3D environment. Through mechanical exploration, many great players have 
    found ways to work the system for optimal maneuvering capability. As this 
    document progresses, such capabilities will be brought to light as the player 
    must advanced accordingly. Maneuvering skills are regarded as being one of the 
    most important aspects of any fighting game, as Tenkaichi 2 is built upon a 3D 
    environment with flight capability, such skills are regarded as even more 
    important. One would do well to acknowledge this concept and train to perfect 
    it.
    
    
    IV-C-1. Dash Cancellation:
    --------------------------
    As explained in III-B, the Dash is a maneuvering technique that allows the 
    player to move at a fast pace toward the direction desired by holding the 
    desired direction and pressing "X", all in regarding Focal Adherence. 
    Normally, if a player wanted to bring the Dash to a halt prematurely, one 
    would simply press "X" a second time. However, if one were to pay close enough 
    attention, one might see that using "X" to bring a Dash to a premature 
    conclusion will cause the character to slam on the breaks. In essence, the 
    Dash is being put into the process of being stopped. One can see this more 
    clearly when using Kid Buu. If one were to Dash with Kid Buu and stop the Dash 
    with "X", one would see Kid Buu physically bring his legs into the air and 
    attempt to stop the Dash. During this time, the character is trying to 
    offensively recover from the Dash stoppage. In this section of the document, a 
    new concept of Dash Stoppage will be discussed without the inclusion of 
    Offensive Recovery.
    
    -R1/R2 Cancellation:
    
    	(As explained above, when attempting to bring the Dash to a halt, 
    	pressing "X" will result with Offensive Recovery. However, if one were 
    	to press "R1" or "R2" in the middle of an aerial Dash, the player is 
    	immediately able to transition from Dash Mode to Ascend or Descend mode 
    	respectively. As the "R1" or "R2" button is not being held, the 
    	character does not continue into Ascension or Descent, but merely 
    	returns to fighting stance. In this circumstance, the "R1" or "R2" 
    	command simply cancels the Dash and immediately returns the character 
    	to fighting stance. In such an instance, one would do well to 
    	understand the mindset of the combatant, as most players that 
    	acknowledge an approaching Dasher will expect the Charged Dash Attack. 
    	If one can immediately transition into fighting stance, many 
    	alternative attack methods are immediately at the player's disposal. It 
    	is important that the player understands that both "R1" and "R2" are 
    	capable of cancelling the Dash. However, it is also understood that the 
    	advanced player will typically use "R2" as it relates to other forms of 
    	cancellation that one will use later in which "R1" is not the optimal 
    	choice.
    
    	As the concept of "R2" Cancellation has now been covered, one must 
    	understand how such a concept works on the ground. While all 
    	directionally influenced aerial Dashes can be cancelled with "R1" and 
    	"R2", such cancellation is far more limited on the ground. When a 
    	player is Dashing on the ground, "R2" cancellation does not always take 
    	form. As a Dash that is on the ground is considered to be a Grounded 
    	Dash, pressing "R2" will usually hold no effect on the Dash at all 
    	while pressing "R1" will initiate a Jump. It is important that one 
    	understands the limitations of the grounded Dash Cancel. When one 
    	Dashes to the side, pressing "R2" will typically have no effect on the 
    	Dash. Therefore, if one were to attempt a Dash Cancel, one would stick 
    	to the Neutral Dash. However, as the "R2" Cancellation does hold true 
    	to the Neutral Dash, it is in relation to the height of the character. 
    	If the character is too tall, pressing "R2" will have no effect on the 
    	Neutral Dash. Such limitations have been explored and exploited as 
    	progression through this document will explain.
    
    	Additionally, as the "R2" Cancellation may take form on a grounded 
    	player, one must also realize the potential of initiating a Descending 
    	Sweep by pressing "Triangle" at the very instance the player's 
    	character plants his/her feet.)
    
    -R2C Super Blast:
    
    	("R2C" or "R2" Cancellation can be used to bring an opponent directly 
    	from Dash Mode into fighting stance. It is within this concept that a 
    	player must acknowledge the potential to expel a Super Blast. As 
    	discussed above, the opponent typically expects a specifically limited 
    	number of attacks from the Dash. However, as the player can immediately 
    	transition from Dash mode into fighting stance, the player is 
    	immediately awarded Super Blast ability as long as he/she is not inside 
    	the Step-In Barrier and holds the correct amount of Ki. In order to 
    	perform one would merely perform a Dash, then tap "R2" and immediately 
    	press the commands for the desired Super Blast.)
    
    
    IV-C-2. Shift:
    --------------
    This technique is unlike the other maneuvering techniques explained in III-B, 
    for it does not follow the same rules and limitations of such movements. The 
    Shift is a technique that allows the player to move beyond the understanding 
    of the typical Tenkaichi 2 player and thus gives the advanced player an upper 
    hand on several methods of combat.
    
    As explained in IV-C-1, "R2C" can immediately bring the Dashing player into 
    fighting stance. However, this does not mean the player's character is brought 
    to an immediate fixed position. While pressing "X" to stop a Dash will bring 
    the player's character to a fixed position, the Offensive Recovery Rate is a 
    drawback. However, this is assuming that one would want to reach an immediate 
    fixed position. Through further exploration, there has been a new discovery in 
    maneuvering techniques known as the Shift. The Shift is created by the initial 
    momentum created by the initial Dash. Once the Dash is performed, with it, 
    comes the momentum of moving forward. As the Offensive Recovery Rate of 
    pressing "X" is used as a means of slamming the breaks of the Dash, pressing 
    "R2" to cancel the Dash does not slam on the breaks. Therefore, when one 
    presses "R2" to cancel the dash, it will bring the opponent to fighting stance 
    as the momentum of the initial Dash will continue to project the player's 
    character in the initial direction. Therefore, if a player were to Dash at the 
    opponent and then press "R2" 3/4 the distance of the Dash, the momentum of the 
    initial Dash will be stored into the new movement called the Shift. This 
    technique will continue moving toward the opponent for a few feet. Depending 
    on the distance of the initial Dash, "R2" Cancellation at 3/4 the distance may 
    result with the player Sliding the remainder of the distance.
    
    As explained above, the Descending Sweep should always be kept in 
    consideration when dealing with grounded "R2C". One can Cancel the Dash and 
    Shift forward to the opponent and initiate the Descending Sweep as an 
    unexpected attack.
    
    IV-C-2-a. Fake-Out:
    
    	(The Fake-Out is a means of directionally manipulating the Shift even 
    	when the Step-In Barrier has been breached. As explained above, the 
    	momentum of the initiating Dash is stored within the Shift. However, 
    	this does not mean that the Shift must continue in the same trajectory 
    	as the Dash would lead one to expect. In fact, as one must understand 
    	that the momentum is stored within the Shift itself, one can then 
    	influence the Shift directionally as soon as the "R2" cancellation 
    	takes place. As this technique is beyond the boundaries of the game's 
    	maneuvering limitations, the Shift is free to roam even while inside 
    	the Step-In Barrier.
    
    	As a simpler explanation, one can Dash in a specific direction and then 
    	use "R2C" with a different direction and will the Shift in the newly 
    	desired direction. As the Step-In Barrier holds no bearing on the 
    	Shift, one can Dash at the opponent, breach the Step-In Barrier, and 
    	then Shift Back outside of the Step-In Barrier for Super Blast 
    	positioning. As the typical Tenkaichi 2 player will not expect a Super 
    	Blast from a Dashing opponent that has already breached the Step-In 
    	Barrier, a Shift into Super Blast will in many cases be an optimal 
    	choice. Such a maneuver does not necessarily have to transition into a 
    	Super Blast, as the movement alone is defined as a Fake-Out.
    
    	One must also understand now that even though the Shift does not cover 
    	as much distance as the normal Dash, its stored momentum can be 
    	redirected for boosting effect. In other words, if one were to Dash at 
    	the opponent and then "R2C" to initiate the Shift while holding 
    	Forward, it is possible that the forward directionally influenced Shift 
    	will push faster than the initial Shift.)
    
    IV-C-2-b. Switch:
    
    	(As explained above, the Shift is beyond the boundaries of the game's 
    	maneuvering limitations. It is free to roam even while inside the Step-
    	In Barrier. As the Shift can be directionally influenced, it can be 
    	used as a means of maneuvering around the opponent and Switching to the 
    	opponent's rear in a very quick manner.
    
    	While one may understand that the Shift can be directionally influenced 
    	from the moment of "R2C", such directional influence can be further 
    	guided as long as the Shift takes place. In essence, the Shift can be 
    	manipulated with more than one direction before the maneuver is 
    	concluded. It is through such manipulation that one can approach the 
    	opponent by Dashing from the front and then move around the opponent 
    	and to the rear via Shift.
    
    	In order to perform correctly, one would Dash at the opponent and 
    	breach the Step-In Barrier. Once the Step-In Barrier has been breached, 
    	the player will then cancel the Dash via "R2C" and initiate the Shift. 
    	The Shift will continue to move forward if left unaffected through 
    	directional influence. As the player reaches the opponent's position 
    	while in Shift motion, one will hold Left or Right to continue to Shift 
    	to the side and past the opponent. As Focal Adherence still takes hold, 
    	once the player Shifts past the opponent, one would hold Forward to 
    	bring him/herself into rear position of the opponent. Once perfected, 
    	such a movement should feel and look smooth. Once perfected, one should 
    	also try to incorporate the Descending Sweep as this will be great 
    	practice for an insulting attack. The Descending Sweep is the only 
    	attack that can be initiated directly out of the Shift, save the 
    	Rolling Hammer.)
    
    
    IV-C-3. Sling Shot:
    -------------------
    As explained in III-L, the Charged Jumping Melee can be cancelled via Natural 
    Cancellation. It is based within this concept that the Sling Shot was born. It 
    is because of this technique that the Charged Jumping Melee stands alone from 
    its fellow Natural Cancellations.
    
    -Spring:
    
    	(When one's character is grounded, it is possible to jump into the air 
    	about 10 feet before gravity takes hold and brings the character back 
    	to the ground. As one should have covered in III-L, this holds the 
    	potential of a Chargeable Melee Attack. As also explained in III-L, 
    	this Charged Jumping Melee can be cancelled by pressing one of the 
    	remaining face buttons. It is within this Charge where the potential of 
    	a new movement is stored: the Spring. If a player were to Charge the 
    	Jumping Melee Attack, then hold a desired direction while cancelling 
    	the Charge with a Natural Cancellation, the Spring will be engaged. For 
    	example, if one were to Charge a Jumping Melee Attack and then hold 
    	Left and initiate a Natural Cancellation, the player's character will 
    	cancel the attack and then Spring off to the Left. Unlike the Shift, 
    	the Spring is not created by the momentum built from the initiating 
    	movement. Instead, the force of the Spring is built within the Charge 
    	Meter. Therefore, if the player were to create a spring while the 
    	Charge Meter were in the Green, the Spring will be relatively short. 
    	However, if the player were to wait until the Charge Meter were in the 
    	Red, the Spring will be relatively long and beyond the Step-In Barrier; 
    	well within the realm of Super Blast capability. Since the move is 
    	created though the Charge Meter and not the Jump, one must also 
    	understand that the Jump itself can be cut short by an early execution 
    	of the Charged Melee. The sooner the Charged is initiated, the shorter 
    	the Jump. The player will remain in Charged Jumping Melee mode until 
    	the Charge is complete or cut short via Natural Cancellation. The 
    	closer to the ground the player can remain, the lesser the chance that 
    	the opponent can recognize the technique. 
    
    	One must be very tactical with this technique as the Charge may possess 
    	enough armor to allow a successful execution, one may still take damage 
    	from the opponent's attempted assault. It is also important to know 
    	exactly when to initiate a Super Blast, for if the player executes the 
    	"Triangle" button at the incorrect timeframe, the Descending Sweep will 
    	be initiated instead.)
    
    
    IV-C-4. Lift Strike Switch:
    --------------------------
    The Lift Strike Combo Terminus is one of if not the most devastating basic 
    combos the game has to offer. When regarding the ratio of Hit to Damage 
    percentage, the Lift Strike Combo Terminus is definitely the most powerful 
    combo the game has to offer. As the opponent will most likely keep this in 
    mind, one should expect a form of defense attempt from the opponent. In this 
    case, the opponent will do one of three things: Aerial Tech, Counter Stance 
    and Ragdoll.
    
    -Switch Inclusion:
    
    	(As explained above, when performing the Lift Strike upon the opponent, 
    	he/she will react in one of three ways. Either the opponent will 
    	perform the aerial Tech, perform the Counter Stance, or Ragdoll and 
    	fall to the ground. If the opponent falls to the ground, the Lift 
    	Strike Switch will not work. If the player performs the Aerial Tech, the 
    	Lift Strike Switch will work most of the time, but it is also possible 
    	that the opponent's Defensive Recovery Rate will be quick enough for 
    	them to defend. However, if the opponent performs the Counter Stance, 
    	the Lift Strike will work to perfection. In order to perform the Lift 
    	Strike Switch, one would merely follow-up on the Lift Strike with "X" as 
    	if he/she were to transition into the Lift Strike Combo Terminus. 
    	However, instead of moving into the terminus, one would simply hold 
    	Left or Right. In the event that the opponent recovers into a Counter 
    	Stance, the momentum built from the "X" approach will then be 
    	redirected into moving the player around to the opponent's rear. This 
    	is a quick movement and will avoid the Counter Stance, positioning the 
    	player into the optimal location for rear attack.)
    
    
    IV (D) -Advanced Defense-
    -------------------------
    While the basic mechanics will explain several aspects of Tenkaichi 2's 
    defensive system, one must understand the concepts that aren't in the practice 
    menu. Of course, one must not forget the basics as they are the foundation of 
    keeping the opponent's attacks in check, but to leave the advancements of 
    Tenkaichi 2's defensive system to ignorance is not how one exhibits greatness.
    
    
    IV-D-1. Combo Breaker:
    ----------------------
    The name "Combo Breaker" was pioneered from the combo based video game "Killer 
    Instinct". In this game, when a player has fallen victim to an opponent's 
    combo, one has the ability stop the combo in its tracks. It is only befitting 
    that this technique should share the same name as it is used in the same 
    manner. This technique seems to be a part of Tenkaichi 2's defensive aspect of 
    the fighting engine, but for some reason, it was not included in the practice 
    menu. This technique was later modified and included in the Tenkaichi 3 game, 
    known as the Z-Counter #2.
    
    When one has become a victim of the opponent's combo, one must be very 
    familiar with the speed of the opponent's character as well as the combos 
    being used. Such is necessary, for one must press the proper commands at the 
    very impact of the opponent's punch or kick. If the player presses the 
    commands outside of the few framed window of opportunity, the technique will 
    not work. It may be possible to button mash in hopes the technique will be 
    executed, but one will always find that training for the proper timing will 
    always bring one to a stronger, more solid defensive system.
    
    In order to perform, one must press both the "Square" button and the "Up" 
    direction at the very impact of the opponent's punch, kick or even grab 
    attempt. If performed correctly, the player will exhibit a blocking motion 
    unlike the other blocking exhibitions. A thunderous sound of acknowledgement 
    will resonate as the opponent's attack will be immediately interrupted and the 
    player will then have the opportunity to engage his/her offense. 
    
    This technique can be performed during the player's Base Guard. For one must 
    also understand that the Combo Breaker is based on the impact of the 
    opponent's punch or kick, regardless of whether or not any damage was 
    inflicted. However, one must also understand that the Combo Breaker can only 
    be performed from the front. If the opponent is attacking the player from the 
    rear, the player is unable to perform the Combo Breaker.
    
    
    IV-D-2. Ascension Evasion/Surfing:
    ----------------------------------
    As explained in III-M-1, the concept of Approximal Focal Adherence is based on 
    how the opponent faces the focal point while inside the Step-In Barrier; focal 
    point being the opponent. As a general rule, when two players are inside the 
    Step-In Barrier, one's Base Melee Attacks can reach the opponent before the 
    opponent has a chance to move out of the way via directional influence. In 
    other words, if the opponent were to hold left, he would slowly move to the 
    left while keeping his focus upon the player. If the player were to begin his 
    Base Melee, the opponent's slow movement is not fast enough to move out of the 
    path of destruction. This is why one is awarded the Side Step ability, but 
    even the Side Step is not full proof. Depending on the Aggression aspect of 
    the character's attacks, one may be able to maneuver around the attack if 
    he/she were on the boundary of the Step-In Barrier, but the closer the player 
    positions oneself to the opponent, the more unlikely this will succeed.
    
    -Ascension Evasion:
    
    	(When a player ascends to the sky, one will find that there is a limit 
    	to the 3D environment. Once the player reaches this limit, he/she can 
    	continue to hold "R1" to stay in the Ascending state even if the 
    	ascension itself has ceased. It is in this state that one must 
    	understand that directional influence is far more sensitive in 
    	effective movement, especially within the Step-In Barrier. In fact, 
    	such directional influence while inside the Step-In Barrier is in most 
    	cases fast enough to out-maneuver the opponent's Base Melee. In 
    	essence, one would have access to an amplified movement in regards to 
    	Approximal Focal Adherence as one would not merely face the opponent 
    	with such directional influence, but will hold true to the Focal Point, 
    	being the opponent. As one would be able to move much faster with 
    	directional influence in this state, one can evade the opponent's Base 
    	Melee, even while inside the Step-In Barrier. The closer to the 
    	opponent, the faster a player is able to maneuver around the opponent's 
    	attack due to centripetal force. 
    
    	To perform correctly, one would ascend to the sky until one reaches the 
    	stage's limit. Once this is performed, one will hold this state of 
    	ascension. Once the opponent approaches and begins to attack via Base 
    	Melee, one would simply hold left or right. Such directional influence 
    	of the ascension state will maneuver the player's character around the 
    	opponent's attacks. Once the opponent realizes that his/her attacks 
    	have not made contact, he/she will regroup and try again. Once the 
    	opponent's Approximal Focal Adherence is re-established, he/she may 
    	begin a new attack. As long as the player continues to hold a direction 
    	to maneuver around the opponent, such attacks will be unlikely to make 
    	contact. This is a very frustrating tactic to deal with for the 
    	opposing side.)
    
    -Surfing:
    
    	(As one has already established an understanding of Ascension Evasion, 
    	one will understand Surfing as it follows the same mechanical 
    	construct. However, instead of using the upper limit of the 3D 
    	environment, one would use the stage's lower limit of the 3D 
    	environment. Unfortunately, not all stages have a lower limit without 
    	the stage's ground interfering. Therefore, one must be sure to chose 	
    	the correct stage that includes a lower limit such as Ruined Earth or 
    	Kami's Lookout.
    
    	In such a case, one would hold "R2" to descend to the lower limits of 
    	the stage and hold "R2" to remain in the state of descent. In this 
    	state, one can maneuver as effectively as the Ascension Evasion. This 
    	technique will be performed by holding "R2" and incorporating 
    	directional influence for optimal movement around the opponent's 
    	attacks inside the Step-In Barrier.)
    
    
    III-D-3. Rise Over Run:
    -----------------------
    This concept is in direct relation to outrunning a Rush Attack by simply 
    holding Ascend or Descend, for the ascension and descent possess a speed 
    greater than some Rush Attack types, but one must know which type of Rush 
    Attack one is attempting to evade, for some Rush Attacks are faster than the 
    Ascension and Descent. 
    
    In order to perform, one must take note that there are 3 different categories 
    of speed when dealing with the Rush Attack. As explained in III-J-2, the first 
    is extremely fast but covers short distances. This Rush Attack cannot be 
    directionally influenced. This type of Rush Attack cannot be outran via Dash 
    nor Ascension nor Descent. This Rush Attack can sometimes be evaded as its 
    path of destruction is a straight line, but outrunning is not an option. The 
    second is a bit slower and covers a longer distance. This Rush Attack can be 
    directionally influenced and is noted as the average Rush Attack. This type of 
    Rush Attack can be outran by holding the "R1" to ascend or "R2" to descend. 
    However, one must be sure that he/she has enough room to ascend the entirety 
    of the Rush Attack's approach. For if the player reaches the upper or lower 
    limit of the stage before the Rush Attack is concluded, one will fall victim 
    to the attack. As the third type is even slower than the first two and covers 
    a greater length of distance, one may conclude that the Ascension or Descent 
    can outrun the approach, but as explained for the second type, one must be 
    aware of where the stage's limits are. In the case that a Rush Attack is 
    approaching the ascending or descending player, one may take notice that the 
    Rush Attack is unable to make contact until the player's ascension or descent 
    ceases. However, as the player is then able to evaluate where the opponent's 
    approach is positioned, one can judge an appropriate Defensive Teleport or 
    Step-In Evasion as a last resort before the upper or lower limits of the stage 
    are reached.
    
    
    IV-D-4. Auto-Teleport:
    ----------------------
    When a player chooses to work with the Defensive Teleport, one must consider 
    proper timing in relation to depth perception. In many cases, if the player is 
    close enough to the opponent, one would merely judge his/her Defensive 
    Teleport on the opponent's movement. However, there are certain Super Blasts 
    that require the close-up camera animation prior to Super Blast execution. It 
    is in such a case that the Auto-Teleport can be initiated.
    
    When an opponent performs a Super Blast that requires the close-up camera 
    animation, one must understand that there is a very small time span between 
    when the animation is concluded and the Super Blast is unleashed. Fortunately, 
    this time span coincides with the time needed for an opponent to initiate up 
    his/her guard in time for a Defensive Teleport. For performing the Defensive 
    Teleport is based on the concept of pressing "Circle" before the very instant 
    of the Super Blast impact. As the times of both the execution and the defense 
    coincide, it is possible to use this concept as a means for an Automatic 
    Teleport.
    
    In order to perform correctly, one must allow the opponent to initiate his/her 
    Super Blast. During the close-up camera animation, the player must press and 
    hold the "Circle" button. As soon as the close-up camera animation concludes, 
    the opponent's Super Blast will be executed and the player's character will 
    begin to execute his/her block as initiated during the close-up camera 
    animation. As these two timeframes coincide for a Defensive Teleport, as long 
    as the player is close to the opponent or within the boundary of the Super 
    Explosive Wave, he/she will automatically teleport defensively through the 
    first pulse or portion of the blast. Therefore, if the Super Blast were based 
    on a Beam type, the blast will be dodged in its entirety. If the opponent were 
    using a Super Explosive Wave, the player will automatically dodge the first 
    pulse, but must defend the remainder of the Blast manually.
    
    
    IV-D-5. Last Chance Defense:
    ----------------------------
    Some Super Blasts may consist of multiple attacks before the conclusion of the 
    attack's entirety. While one may be able to Defensively Teleport through each 
    attack with the right timing, there are some cases when the first portion of 
    such attacks have already made contact upon a guarding player. In such a case, 
    one had not correctly executed the Defensive Teleport through judging depth 
    perception, but simply held block. If the player were to continue to hold 
    block, the full impact of the attack will be blocked, and only Chip Damage 
    will be inflicted. However, once the attack has made impact with the player's 
    guard, that does not mean the remainder of the attack cannot be Defensively 
    Teleported.
    
    While holding block through a Super Blast's impact, one can still judge the 
    timing of the remaining attacks held within the Super Blast. As the guard will 
    be locked due to Absolute Block explained in III-M-2. During this locked 
    guard, one can cease to hold "Circle" and the guard will continue to hold. It 
    is with this concept that one can press "Circle" again at the exact impact of 
    an attack included within the Super Blast that a Defensive Teleport can be 
    executed. Therefore, while the first portion of such attacks may be blocked, 
    one can Defensively Teleport the remainder of the blast manually. In many 
    cases, the advanced player will only teleport the very last portion of the 
    blast as a means of playing safe, for Chip Damage is not as bad as a poorly 
    judged Defensive Teleport that results with full impact.
    
    
    IV (E) -Fixed Animation Exploitation-
    -------------------------------------
    The concept of the Fixed Animation stems from the Transformation system. 
    However, it also stems into the "tag" system as well as the fusion techniques. 
    There are two different "time" concepts one must consider when regarding this 
    technique: Game Time and Real Time.
    
    -Game Time:
    
    	(How the game interprets the time that has gone by during battle. This 
    	usually coincides with Real Time, but is still based on how the game is 
    	keeping up with Real Time.)
    
    -Real Time:
    
    	(The actual amount of time that has passed during battle, regardless of 
    	what happens in the game.)
    
    All techniques in the game are based on Game Time. For the most part, Game 
    Time keeps up with Real Time. However, there are some techniques that cause 
    Game Time to stop as Real Time continues. Therefore, most techniques will are 
    bound by Game Time in order to work according to the mechanics and rules the 
    techniques are based upon. However, the Transformation system is still built 
    upon Real Time while the rest of the game is stopped at Game Time. It is 
    through this concept that one can take advantage of techniques that are 
    limited through Game Time and Real Time.
    
    When a player executes a Super Blast, there is a timeframe beyond the 
    execution that the player is unable to initiate a sequenced Super Blast, even 
    if the player possesses enough Ki to execute it. This is where the 
    Transformation, Fusion, Absorption and Tag system is used to exploit Game 
    Time. Once the player has executed the Super Blast, he/she can then Transform, 
    Fuse, Absorb or Tag a teammate. During the Transformation, Game Time stops 
    while Real Time continues. The time required to wait before a sequenced Super 
    Blast is based on Real Time. Therefore, once the Transformation has concluded, 
    an additional Super Blast is immediately awarded as the time required to wait 
    has passed, yet Game Time has not. It is in this case that one can initiate 
    "Chaining".
    
    
    IV-E-1. Chaining:
    -----------------
    As explained above, Super Blasts can be executed directly after another 
    through Game Time manipulation through Transformations, Fusions, Absorption 
    and Tags. When one chooses to use a Super Blast, one can initiate a Rush 
    Attack that may have the ability to be Chained with a sequenced Rush Attack, 
    depending on the type of Rush Attack.
    
    As explained in III-J-2, there are different categories to consider when 
    regarding the Rush Attacks. It is with such categories that one can judge when 
    a Rush Attack Chaining system can be applied. If the Rush Attack always takes 
    place in a specific part of the stage, one will not have to worry about Stage 
    boundaries interrupting the Chaining sequence. If the Rush Attack ends with 
    sending the opponent in a straight trajectory, one can initiate another Rush 
    Attack that can land on the opponent fairly successfully. However, one must 
    understand that the Chaining of Rush Attacks only works if different 
    Transformations possess Rush Attacks as well, otherwise one must consider 
    Chaining with a different type of Super Blast such as a Kamehameha. If the 
    Rush Attack sends the opponent in a downward trajectory, one might want to 
    begin the Chaining sequence from an elevated height to ensure the ground does 
    not interfere with the Chaining sequence. Finally, one must always keep an eye 
    on the Ki Meter to ensure enough Ki is available for further Rush Attack 
    execution as well as the Ki Stocks. Without Ki Stocks, one cannot Transform. 
    If one were to incorporate the Tag system for Game Time manipulation, one must 
    keep his/her eye on the Tag meter.
    
    As some transformations are progressive, one may only be able to Chain a few 
    times. However, there are some characters that possess Rush Attacks in both 
    their base form as well as Transformed state and are allowed the Flexible 
    Transformation system, it is possible to Chain by Progressive and Reversed 
    Transformations as explained in III-Q.
    
    
    IV (F) -Grid Checking-
    ----------------------
    As there are upper and lower limitations to the 3d stages of Tenkaichi 2, one 
    must also understand that there are Grid Barriers that confine the players to 
    the battle site. The Grid Barrier is not visible until the player or opponent 
    is next to or near it. Once the player gets too close to the Grid Barrier, one 
    will see the barrier as it is displayed as a Grid. While it is in many cases a 
    better idea to stray from the Grid as it limits one's maneuvering 
    capabilities, one can also use such a barrier to one's own advantage if the 
    proper techniques were executed. Ultimately, the technique known as Grid 
    Checking allows the player to use one's surrounding Grid Barrier as a means to 
    position oneself behind the opponent by manipulating the bounce one endures 
    when knocked into the Grid Barrier. In such a concept, one must consider the 
    three options: Knocking, Rush Attack Capitalization, Throw Check and Dragon 
    Dash Check.
    
    
    IV-F-1. Knocking:
    -----------------
    As explained above, when battling in close combat while next to the Grid 
    Barrier, one must always know that the Grid Barrier can be used as a means of 
    positioning manipulation. This is exhibited by causing the opponent to hit the 
    Grid Barrier by Smash Attack and cause the opponent to bounce off as one 
    position's oneself into rear positioning. As easy as this may sound, there are 
    other aspects to the technique that one must consider such as distance from 
    the Grid Barrier, the trajectory of the victimized opponent and the angle of 
    which the opponent bounces off of the Grid Barrier.
    
    When using the Knocking technique, one would ensure that the opponent is 
    closer to the Grid Barrier. However, one must also ensure that when regarding 
    a perpendicular angle to the Grid Barrier, one must be angled between 30 to 45 
    degrees. If one were to smash the opponent any less than 30 degrees, the 
    player will cause the opponent to bounce right back into his/her original 
    location and rear positioning will not be gained. If the player is angled more 
    than 45 degrees, the opponent will not bounce off of the Grid Barrier. 
    Instead, he/she will be directed along the wall in Smash Aftermath.
    
    As one must ensure the opponent is closer to the Grid Barrier, one must also 
    ensure that his/her own character is also closer to the Grid Barrier than the 
    distance caused by the bounce. This is what allows the player to reach rear 
    positioning. Regardless of which angle one chooses between 30 and 45 degrees, 
    when the opponent bounces off the Grid Barrier, his/her physical being is 
    automatically sharpened to a parallel angle to the wall. Therefore, when the 
    opponent bounces off the Grid Barrier, he/she will either be facing directly 
    to the Grid Barrier, or directly away from it. In such a case of proper 
    Knocking, one will ensure the opponent is facing away from the Grid Barrier as 
    rear position is gained.
    
    
    IV-F-2. RA Capitalization:
    --------------------------
    As explained in III-J-2, there are different types of Rush Attacks. When 
    regarding the Grid Check, one only needs to consider the second and third 
    categories of Rush Attacks. When considering Category Two of the Rush Attacks, 
    one must always ensure that the Assault Location 2 is part of the Rush Attack 
    construct. For a Rush Attack with Assault Location 1 will bring the opponent 
    away from the Grid Barrier and therefore eliminate the chance for a proper 
    Grid Check. As the Assault Location 2 can be directed as a means of sending 
    the opponent in Smash Aftermath, one can use such trajectory to send the 
    opponent toward the Grid Barrier. As one must also consider the third Category 
    of Rush Attack construct, the Release Trajectory is also very important. For 
    the Release Trajectory 1 will send the opponent up, but will also tend to be 
    redirected by the Grid Barrier instead of bouncing off. Therefore, one would 
    do well to stick with the Release Trajectory 2 and 3, for these trajectories 
    will create a bounce as long as the angle is correct. 
    
    Unlike the Knocking technique, one will not be preemptively standing in the 
    opportune location for position advantage. Instead, one would follow the Rush 
    Attack's Release Trajectory with a Dash. It is in this case that one must 
    understand the Rush Attack's trajectory in regards to the angle from the Grid 
    Barrier. As explained in IV-F-1, the angle of the bounce is very important. 
    However, it is in the case of RA Capitalization that one can allow angles less 
    than 30 degrees to perform a proper Grid Check.
    
    When regarding angles from 30 to 45 degrees, the Release Trajectory of a Rush 
    Attack can be followed by a Charged Dashing Melee. When the opponent bounces 
    off of the wall, the initial dash created by the player will move slightly 
    past the opponent's new location, but the Focal Adherence of the Charged Dash 
    Melee will bring the player into the rear position. Therefore, it is always 
    important to know where the Grid Barrier is as well as its angle, even when it 
    can't be seen prior to the Rush Attack initiation. Also, as explained above, 
    the angle of trajectory can accept a degree less than 30 degrees as it is no 
    longer imperative that the player approach the opponent from the limited 
    angles. While a Charged Dashing Melee attack would simply make contact upon 
    the opponent's face instead of the rear, one can use this opportunity to 
    substitute the Switch in place of the Charged Dashing Melee. As the player 
    will bounce off of the Grid Barrier in a parallel angle to the Grid Barrier, 
    one can take advantage of the expected opponent's position for proper 
    Switching ability. In essence, one would recognize that the opponent is 
    directly between oneself and the Grid Barrier, initiate the Rush Attack with 
    Release Trajectory 2 or 3, follow up with a Dash and as the opponent bounces 
    off of the Grid Barrier, one would simply use the Switching technique 
    explained in IV-C-2 to gain rear position.
    
    
    IV-F-3. Throw Check:
    --------------------
    The Throw Check is very similar to that of the RA Capitalization in that one 
    would use the Dash to follow the throw for Charged Dashing Melee or Switching 
    opportunity. However, one must always keep in mind that the direction of the 
    throw can be changed depending on the position of the player and the opponent.
    
    While using a Throw to send the player toward the Grid Barrier is a great 
    tactic from a distance, trying to Grid Check the opponent by Throwing him/her 
    when near the Grid Barrier will result with a directionally forced throw. For 
    example, if one were to be facing the Grid Barrier with the opponent standing 
    in front of him, one could throw the opponent from a distance and the 
    opponent's trajectory would likely be directed toward the Grid Barrier. 
    However, if both players were near the Grid Barrier; within Step-In Barrier 
    distance from the Grid Barrier, the fighting engine would force the player to 
    turn around during the Throw sequence and release the opponent in the opposite 
    direction of the Grid Barrier. It is always important to understand the rules 
    of which each technique is executed, for some rules are used as a basis for 
    proper execution, others are used as a basis for exploitation.
    
    
    IV-F-4. Dragon Dash Check:
    --------------------------
    The Dragon Dash Check is somewhat of a combination of the previous Grid 
    Checking concepts. In order to Dragon Dash Check, one must use a Smash Melee 
    as one would to perform the Knocking technique. However, instead of doing so 
    in close proximity to the Grid Barrier, one would do so at a distanced 
    position. Like the Knocking technique, the Dragon Dash Check must also be 
    angled between 30 and 45 degrees to the Grid Barrier. However, instead of 
    incorporating the normal Dash, Charged Dashing Melee or Switching techniques, 
    one would merely follow the Smash Attack with "X" to engage the Dragon Homing 
    technique. However, instead of following up the Dragon Homing with a Charged 
    Melee, one would merely allow the Dragon Homing maneuver to conclude into 
    close proximity of the opponent at the exact instant that the opponent bounces 
    off of the Grid Barrier. If performed correctly, the Dragon Homing movement 
    should conclude as the player is bouncing off of the Grid Barrier, positioning 
    the player right behind the opponent. This technique requires a lot more 
    timing than the other Grid Checking techniques and also requires Ki for Dragon 
    Homing ability, but one must not discard any techniques at their disposal at 
    any given time.
    
    ----------------------------------------------------------------------------- 
    ----------------------------------------------------------------------------- 
    
    
    V. Z Mechanics
    --------------
    
    
    "Hard work beats talent when talent doesn't work hard." - Kevin Durant
    
    It is not always enough to be talented. While one can surely reach victory by 
    understanding the concepts discussed in the Basic and Advanced Mechanics, to 
    reach true greatness, one must reach beyond. One must be willing to work hard, 
    train as long as it takes, and be willing to endure the mental frustration of 
    taking the long road as it is the one true path to greatness.
    
    The Z Mechanics include a variety of techniques that may include a synergetic 
    mold of two or more techniques to reach further advancement. Some techniques 
    will include a mold of techniques previously discussed in the Basic and 
    Advanced Mechanics, some techniques will include completely new concepts. It 
    is important that one keeps an open mind and remain focused as the advancement 
    of Z Mechanics reach beyond the understanding of the limitations of Tenkaichi 
    2's mechanical system.
    
    
    V (A) -Z Movement-
    ------------------
    This section will include different means of elite maneuvering techniques. 
    While one may have learned many aspects of Tenkaichi 2's maneuvering abilities 
    in the Basic and Advanced sections of this document, it is important that one 
    understands that such concepts may be referenced in order to develop a better 
    understanding of what is being explained. In a 3D environment, it is widely 
    understood that movement is just as important as one's offense or defense, for 
    movement can lay the ground work for such aspects of the game. The more one is 
    able to manipulate Tenkaichi 2's mechanical system to reach maneuvering 
    abilities that are unmatched by the opponent, one will always be "one step 
    ahead".
    
    
    V-A-1. Grounded Will:
    ---------------------
    Much like the Ground & Pound, one must always keep in mind that Grounded Will 
    is directly linked to how one works when his/her character is planted on the 
    ground. As the game allows flight capability, many fighters will ascend to the 
    sky as they may feel the ground may limit their maneuvering abilities. 
    However, as one continues to learn the newer concepts of advanced fighting, 
    one may begin to understand that the ground can be used as a means of 
    furthering one's combat abilities; reference G&P.
    
    In the case of Grounded Will, one must now understand that as the ground can 
    be used for furthering one's combat abilities, it can further one's 
    maneuvering abilities as well. This all begins with the Enigma Dash.
    
    V-A-1-a. Enigma Dash:
    
    	(The maneuvering concept known as Grounded Will revolves around the 
    	Enigma Dash. This technique gets its name from its mysterious nature as 
    	it exists beyond the limitations of a grounded dash and Step-In 
    	Barrier.
    
    	While the normal ground Dash can only be cancelled via "R2" 
    	Cancellation when using the Neutral Dash, this cancellation is also 
    	bound by the height of the characters. The Enigma Dash can be cancelled 
    	via "R2" Cancellation in any direction. However, what really highlights 
    	this technique's potential is based on the fact that unlike the normal 
    	Dash, one can use the Enigma Dash while inside the Step-In Barrier.
    
    	As previously expressed, Grounded Will techniques may only be executed 
    	once the player's character is planted on the ground. This concept 
    	stems from the fact that the Enigma Dash is initiated by the Jump. 
    	While Tenkaichi 2's mechanical limitations may hinder the Dash ability 
    	while inside the Step-In Barrier, it does not hinder the ability for a 
    	player to initiate the Jump. It is important that the player understand 
    	that the Jump can then be transitioned into the Dash. It is this Dash 
    	that can be initiated while inside the Step-In Barrier, unphased by the 
    	limitations of close quarters combat. However, an aerial Dash that 
    	stems from a Jump is still not considered an Enigma Dash as the ground 
    	has no bearing on the Dash. As explained above, the ground can be used 
    	as a means of furthering one's combat abilities, including the 
    	potential of the Enigma Dash. The technique's mysterious nature also 
    	stems from the fact that it stands upon the line between an aerial Dash 
    	and a grounded Dash, which will be explained as the document 
    	progresses.
    
    	In order to perform the Enigma Dash, one must ensure that his/her 
    	character is planted on the ground. If the player begins in hover mode, 
    	the Jump cannot be initiated. Once grounded, the player must press "R1" 
    	to initiate the Jump. As explained before, the Jump can then transition 
    	into a Dash. However, the key to executing the Enigma Dash is to 
    	shorten the time between the initiated Jump and the Dash. Once 
    	perfected, the player should not be able to see the Jump take place at 
    	all. Instead, the player will simply Dash from standing position. As 
    	this Dash can be initiated inside the Step-In Barrier as well, one can 
    	perform the Enigma Dash anywhere on the stage as long as the ground is 
    	present.
    
    	Finally, one must consider how the Enigma Dash relates to addressing 
    	the Focal Point. To do so, one must understand that the nature of the 
    	Directionally Influenced Enigma Dash inside the Step-In Barrier may 
    	result with one of two outcomes. These outcomes relate directly to the 
    	distance from the opponent inside the Step-In Barrier. Therefore, one 
    	must consider that there are actually two Step-In Barrier levels: The 
    	Outer Core and the Inner Core. When one performs a Directionally 
    	Influenced Enigma Dash while inside the Inner Core, the player will 
    	Dash into that direction while the influence of the Focal Point will 
    	slowly take grasp. It is in this instance that one may expect to Dash 
    	in a straight line to the Left or Right, one would find that the Dash 
    	will begin to curve in the direction of the opponent to re-align with 
    	the Focal Point: Being the opponent. However, when one performs a 
    	Directionally Influenced Dash while inside the Outer Core of the Step-
    	In Barrier, the Focal Point will have full influence on the player's 
    	dash. In this instance, the Enigma Dash will circle around the 
    	circumference of the opponent at the initial distance.)
    
    V-A-1-b. GW Fake-Out:
    
    	(As explained in IV-C-2, the Shift is created by the initial momentum 
    	created by the initial Dash. Once the Dash is performed, with it, comes 
    	the momentum of moving forward. When one presses "R2" to cancel the 
    	dash, it will bring the opponent to fighting stance as the momentum of 
    	the initial Dash will continue to project the player's character in the 
    	initial direction. This same concept can be executed through Grounded 
    	Will exhibition. As one can use "R2C" in any direction as long as the 
    	Enigma Dash has been initiated, with it, comes the momentum of moving 
    	in that direction and therefore presents Shift potential. As one can 
    	initiate the Dash within the Step-In Barrier, one may find a variation 
    	of techniques that would otherwise be unavailable.
    
    	When one is able to perform the Enigma Dash within the Step-In Barrier, 
    	one can use "R2" Cancellation to initiate a Shift which can be 
    	directionally influenced. This Shift can be used as a means to reach 
    	immediate Super Blast positioning. Alternatively, one can simply use 
    	the Enigma Dash to reach Super Blast positioning and use "R2" 
    	Cancellation in order to immediately initiate Super Blast ability. As 
    	this technique allows immediate Super Blast ability from close quarters 
    	combat, one may realize that such a technique is held in high regard to 
    	becoming a dangerous adversary.
    
    	Finally, it is also important that the player understand that such a 
    	technique can be incorporated into other advanced techniques as a means 
    	of linking one attack to the next. As the Enigma Dash is initiated by 
    	means of the Jump, one understands that he/she must be planted on the 
    	ground in order to perform the technique correctly. However, as 
    	explained in IV-B-2, the essence of the G&P resides in incorporating 
    	the "R2" Cancellation. As the "R2" Cancellation of the G&P does not 
    	necessarily require the player's character to plant his/her feet on the 
    	ground to cancel the Combo Set, one can in fact use such a technique to 
    	plant his/her character's feet on the ground. At this instance, one 
    	must then understand that a Jump is immediately awarded to the player 
    	and by nature, so is the Enigma Dash. As this holds true to the 
    	advanced player, one is then able to link the G&P into the Enigma Dash 
    	and therefore into the Dash Cancellation for Super Blast ability. To 
    	perform, one must have great timing and control. The execution of such 
    	a link is as follows: Press "Square" a few times to execute the Combo 
    	Set, cancel the Combo Set with "R2" and ensure that the character 
    	plants his/her feet on the ground, immediately press "R1" to initiate 
    	the Jump, immediately press "X" and the backward direction to ensure 
    	the Enigma Dash is properly initiated, press "R2" for the Dash 
    	Cancellation once outside the Step-In Barrier, initiate the desired 
    	Super Blast by holding "L2" and pressing "Triangle" or holding "L2" and 
    	"Up" or "Down" and pressing "Triangle" for the Base Super Blast, 
    	Secondary Blast 2 or Ultimate Blast 2 respectively. As one can simply 
    	use the Neutral Enigma Dash and use "R2C" while holding Back, one can 
    	alternatively use the Backward Shift in order to position oneself for 
    	Super Blast ability.)
    
    V-A-1-c. GW Switch:
    
    	(The GW Switch uses Grounded Will concepts in order to Switch around the 
    	opponent and reach rear positioning. This technique requires a lot of 
    	control and timing as each inclusive command must be executed in the 
    	correct sequence or the technique will fall short of success. As the GW 
    	Fake-Out is performed with the inclusion of the Enigma Dash, one would 
    	perform the GW Switch with such incorporation. It is important that one 
    	continually considers the fact that the Enigma Dash can be performed 
    	while inside the Step-In Barrier, for the entirety of the Grounded Will 
    	Switch will be executed within close quarters combat. While the Side 
    	Step can be used as a means to reach rear positioning, the technique is 
    	slow and therefore exhibits an ineffective means of reaching rear 
    	positioning undamaged. The Offensive Teleport should always be 
    	considered as an effective means to reach rear positioning. However, 
    	such a technique will require Ki consumption without the proper Z-Item 
    	attached. Additionally, the Offensive Teleport can be predicted when 
    	combating a live opponent as his/her tactics may reflect Offensive 
    	Teleportation as well. The GW Switch requires no Ki, it is just as fast 
    	if not faster than the Offensive Teleport and is very difficult to 
    	predict or detect until proper positioning has already been gained.
    
    	As one may have considered at this point, the GW Switch is a synergetic 
    	mold of the Enigma Dash created by Grounded Will means and the Switch, 
    	explained in IV-C-2. Such a technique can be performed with Left or 
    	Right directional influence, that is up for the player to decide during 
    	any given grounded situation. In order to perform correctly, one would 
    	execute the following commands in the proper sequence. One would also 
    	do well to remember that control and timing are the keys that allow the 
    	technique to work effectively: While standing inside the Step-In 
    	Barrier; face to face with the opponent, one would initiate the Jump 
    	technique by pressing "R1". One would immediately press "X" to initiate 
    	the Neutral Enigma Dash. While this Dash will not last long for the 
    	player is already face to face with the opponent, one would immediately 
    	press "R2" for Dash Cancellation. In essence, the player will initiate 
    	the Enigma Dash that will lead nowhere, but will still be initiated. 
    	Once "R2C" is incorporated, the Shift is immediately created. As the 
    	momentum of the initiated Enigma Dash is stored in the Shift, one can 
    	use directional influence to maneuver the Shift accordingly. As soon as 
    	the Shift is initiated, one must hold Left or Right to Shift past the 
    	opponent. Once the Shift carries the player past the opponent, one must 
    	hold Forward to conclude the Shift's directional influence for proper 
    	rear positioning. As this technique requires five buttons in such a 
    	short timeframe of control, one may find him/herself a bit intimidated 
    	during live combat, but as expressed before: To reach true greatness, 
    	one must reach beyond. One must be willing to work hard, train as long 
    	as it takes, and be willing to endure the mental frustration of taking 
    	the long road as it is the one true path to greatness. These technique 
    	require training and focus, as one should expect at this point of the 
    	document.
    
    	Finally, one must understand that like the GW Fake-Out, the GW Switch 
    	can also be incorporated as a link to G&P tactics. In essence, one can 
    	initiate the G&P and use "R2" Cancellation to transition into Grounded 
    	Will tactics in order to immediately incorporate the GW Switch for rear 
    	positioning. In order to perform correctly, one would execute the 
    	following commands in controlled succession: Press "Square" a few times 
    	to execute the Combo Set, cancel the Combo Set with "R2" and ensure 
    	that the character plants his/her feet on the ground, immediately press 
    	"R1" to initiate the Jump, immediately press "X" to ensure the Neutral 
    	Enigma Dash is properly initiated, immediately press "R2" to cancel the 
    	Dash and initiate the Shift, immediately press Left or Right to 
    	directionally influence the Shift and move past the opponent, conclude 
    	the Shift by pressing Forward for rear positioning. If one were to 
    	train hard enough, it is even possible that one could use such a 
    	transitional maneuver quickly enough that the Hit Counter does not 
    	reset before rear combat is continued.)
    
    V-A-1-d. Close Tango:
    
    	(Once the GW Switch has been perfected, one must understand how the 
    	technique relates to Approximal Focal Adherence and how such concepts 
    	can be manipulated during combat. As one GW Switch is concluded with 
    	grounded position, one must understand that an immediate succession of 
    	GW Switches can be executed. Once the ability to connect GW Switches in 
    	succession is perfected, one will realize that the maneuvering ability 
    	is much faster than the recovery time related to Approximal Focal 
    	Adhesion. In essence, one can use the initial GW Switch to maneuver to 
    	rear positioning. As the opponent attempts to turn around, the next GW 
    	Switch can be executed to keep the opponent's Approximal Focal Adherence 
    	from regaining focus. The succession of three or more GW Switches is 
    	known as the Close Tango. This technique allows the player to stay one 
    	step ahead from the opponent's ability to focus and face the player. As 
    	this technique is a synergetic linkage of GW Switches, the Close Tango 
    	requires an extreme level of control and timing to perform correctly. 
    	In fact, for one to perform even the lowest form of the Close Tango 
    	correctly, one would engage a command sequence of fifteen buttons 
    	within a two second time span.)
    
    V-A-1-e. Wide Tango:
    
    	(One may inquire why the Tango consisting of GW Switches would be 
    	considered as a Close Tango. This concept resides in the fact that the 
    	circumference of the GW Switch is comparatively small. The player stays 
    	very close to the opponent throughout the entirety of the maneuver. As 
    	there is more than one way to use Grounded Will to reach rear 
    	positioning, a Tango that consists of a similar technique that requires 
    	a larger circumference will have a slower centripetal force and will 
    	result in a Wider circular movement; hence the Wide Tango.
    
    	While the GW Switch is performed by initiating the Neutral Enigma Dash, 
    	the Enigma Dash can be directionally influenced by holding the desired 
    	direction. This same concept is considered for GW Fake-Out ability. 
    	However, when regarding Switch potential, one would initiate a Left or 
    	Right Enigma Dash while inside the Step-In Barrier. As one can then use 
    	"R2C" in order to initiate the Shift, one can then directionally 
    	influence the Shift to maneuver around the opponent. This movement 
    	works best when the player uses the forward/diagonal Enigma Dash to 
    	push toward the rear of the opponent, the Shift can continue the 
    	movement into rear positioning. To perform correctly, one would execute 
    	the commands as follows: Press "R1" to initiate the Jump, immediately 
    	hold Left/Forward or Right/Forward and press "X" to initiate the 
    	directionally influenced Enigma Dash, immediately press "R2" and toward 
    	the direction of the rear for Enigma Dash Cancellation and directional 
    	Shift influence, hold forward for conclusive Shift manipulation. As the 
    	sided Enigma Dash presents a small distance that extends further than 
    	the GW Switch, it will ultimately create a wider Tango when used in 
    	succession. Such a technique will be further referenced as the Side 
    	Swiper as the document progresses.)
    
    V-A-1-f. Mad Dash:
    
    	(This chaotic machine of technical mastery is based on the concepts
    	of Grounded Will. However, as most of the Grounded Will techniques 
    	described in this document are concluded with the means of using the 
    	descend button for controlling the final positioning, Mad Dashing skips 
    	that idea altogether. One would do well to remember that when trying to 
    	control a Grounded Will technique by bringing any movement to a stand, 
    	a player will use the descend button for Shifts and basic dash cancels, 
    	and in some cases of the Enigma Dash, one would use "X" to cancel the 
    	dash completely. Though one could also use "R1" to cancel the airborne 
    	Dash as well, a player must understand that using "R1" does not 
    	effectively cancel a Dash as "R2" or "X" would with GW technique. 
    	Instead, the execution of the ascend button will cause your character 
    	to jump directly out of the dash and into the air as the game considers 
    	the player to be airborne during the Enigma Dash, but also considering 
    	the player to be grounded; allowing "R2" Cancellation.
    
    	This is where the magic behind the chaos of Mad Dashing begins. As 
    	explained above, trying to ascend out of the Enigma Dash will cause the 
    	player to jump. As the initial Enigma Dash is initiated by a jump, it 
    	is within this concept that one must cancel the first Enigma Dash with 
    	a second Enigma Dash without "R2" Cancellation. In essence, one would 
    	perform the Enigma Dash in one direction and immediately perform an 
    	additional Enigma Dash in a different direction, directly cancelling 
    	the first Enigma Dash for sequencing Enigma Dashes. As this can be 
    	executed as many times as the player desires, a player can dash at high 
    	speed throughout the battlefield, no matter the relation to the 
    	opponent's position. The player can dash as fast as he/she desires in 
    	any direction as the opponent's Step-In Barrier bears no limitation 
    	over the player. At such high speeds, it becomes very difficult for the 
    	opponent to follow the player's movement, making this technique very 
    	useful in mind games and tactical advantages.)
    
    V-A-1-g. MD Tango:
    
    	(As explained in V-A-1-d and V-A-1-e, the Tango concept is structured 
    	around the sequential execution of several GW Switches or Side Swipers. 
    	Each one increasing in width with respect to the opponent's position 
    	respectively. As the concept of Mad Dash is structured entirely upon 
    	link Enigma Dash repetition, one must understand that a producing 
    	Supplementary Enigma Dashes requires more skill than simply using "R2" 
    	Cancellation and directional influence like the GW Switch and Side 
    	Swiper. As this proves to be the case, one would venture to guess that 
    	transitioning one Enigma Dash into a second Enigma Dash may take a bit 
    	more time to recalibrate than using "R2" Cancellation for GW Switches 
    and 	Side Swipers. Therefore, when using Mad Dash technique to maneuver 
    	around the opponent as one would for Tango exhibition, one may find 
    	that the circumference of the Tango is conducted at a farther distance 
    	than the Wide Tango. It is with such a concept that this technique be 
    	named the "MD Tango".
    
    	To perform, one would consider how the Enigma Dash relates to the Inner 
    	and Outer Core of the Step-In Barrier as explained in V-A-1-a. When one 
    	performs a Directionally Influenced Enigma Dash while inside the Inner 
    	Core, the player will Dash into that direction while the influence of 
    	the Focal Point will slowly take grasp. When one performs a 
    	Directionally Influenced Dash while inside the Outer Core of the Step-
    	In Barrier, the Enigma Dash will circle around the circumference of the 
    	opponent at the initial distance. As this concept holds to be true, 
    	this would allow the player to use an Enigma Dash to reach the Outer 
    	Core or even outside the Step-In Barrier and then immediately 
    	transition into a Supplementary Enigma Dash with directional influence 
    	to circle the circumference of the opponent at the given distance. As 
    	each Enigma Dash can be transitioned into an immediate Supplementary 
    	Enigma Dash, this would allow the player to continuously Dash around 
    	the opponent in the same manner of a Tango. It is also important to 
    	note that as each of the Dashes involved in the MD Tango is an Enigma 
    	Dash, one must understand that "R2" Cancellation is always an option. 
    	Therefore, one can incorporate an instant Cancel to the MD Tango if 
    	one were inclined to do so.)
    
    
    V-A-2. Free Will:
    -----------------
    As one may progress through the document for the full understanding of 
    Grounded Will, one must then build an understanding that the movement 
    abilities of the advanced player extend beyond the limitations of Tenkaichi 2. 
    As the player continues progression of skillful maneuvering ability, it is 
    important that he/she understands that such limitations can be exploited 
    through more than one method. It is within the concept of Free Will that one 
    can find similar exploitations explained within the Grounded Will concept, but 
    through a means of Ki manipulation. Unlike Grounded Will concepts, Free Will 
    allows such exploitation through aerial exhibition as well, so the Enigma Dash 
    will not be used for Free Will consideration.
    
    When considering Ki manipulation for maneuvering exploration, one must 
    understand the impact of the Ki method being applied. As one is sure to 
    understand the full concept of the Step-In Barrier and its maneuvering 
    limitations on a basic level, one may progress through this document with the 
    knowledge that such a barrier can be affected through Ki Blast incorporation. 
    In fact, for one to truly understand such an impact, one must consider the 
    fact that each character possesses a Step-In Barrier. While these Step-In 
    Barriers may share the same effects through close quarters combat, one must 
    still consider the fact that each character possesses their own Step-In 
    Barrier. Once this is conceptualized, one must then understand that as Ki 
    Blast incorporation can affect a Step-in Barrier, it does not ensure that the 
    same effect will be exhibited on both Step-In Barriers. To understand such an 
    effect, one must consider the following:
    
    	(The Step-In Barrier limits the maneuvering capabilities of the 
    	characters by means of setting a boundary between Dashing and 
    	performing the Step-In and the like. However, as both characters 
    	possess the Step-In Barrier, it has been questioned as to which Step-In 
    	Barrier holds the limitations for which character. While the true 
    	answer may never be fully understood, the inclusive concept explains 
    	Free Will exploitation. If the opponent is inside the player's Step-In 
    	Barrier, then the player's maneuvering ability is being limited to 
    	Step-In based movement. While this alone does not affect the opponent's 
    	maneuvering ability, the fact that the player is concurrently 
    	positioned inside the opponent's Step-In Barrier limits the opponent's 
    	maneuvering ability as well.
    
    	When the player initiates a Ki Blast, his/her Step-In Barrier is 
    	temporarily withdrawn. This Ki Blast does not cause the opponent's 
    	Step-in Barrier to recede, therefore only affecting the player's 
    	maneuvering ability. During this window of opportunity, the player is 
    	able to use the Dash ability within the Step-in Barrier circumference. 
    	As the player is still inside the opponent's Step-In Barrier, such free 
    	movement is not awarded to the opponent.)
    
    V-A-2-a. Double Taps:
    
    	(In order for one to take full advantage of the Free Will advancement, 
    	one must learn the Double Tap concept. Through the explanation of Free 
    	Will, one may find that the concept of the Double Tap may not be 
    	entirely necessary for the concept to work, but the Double Tap is used 
    	as a means of presenting the right time-based position of the second 
    	command for proper Free Will execution. As the document progresses, 
    	this will be explained further as the concept of Free Will is based on 
    	Double Tap advisement.
    
    	The Double Tap is self explanatory as one would tap the same button two 
    	times in an immediately sequenced time frame. Therefore, if one were to 
    	present an execution of a Double Tap, one would tap the suggested 
    	button twice, very quickly. As there is but one button to consider for 
    	Double Taps, but several directions to incorporate for directional 
    	influence, one must understand the following acronyms:
    
    	-DTN: Double Tap Neutral
    		Press "X" twice
    
    	-DTL: Double Tap Left
    		Hold Left and press "X" twice.
    
    	-DTR: Double Tap Right
    		Hold Right and press "X" twice.
    
    	-DTB: Double Tap Back
    		Hold Back and press "X" twice.
    
    	-DTA: Double Tap Ascend
    		Press "R1" twice.
    
    	-DTD: Double Tap Descend
    		Press "R2" twice.
    
    	As explained above, when the player initiates a Ki Blast, his/her Step-
    	In Barrier is temporarily withdrawn. During this window of opportunity, 
    	the player is able to use the Dash ability within the Step-in Barrier 
    	circumference. However, as this window of opportunity is within a very 
    	tight timeframe, one would be wise to incorporate the Double Tap to 
    	initiate the Dash with the right timing. Therefore, if one were to 
    	choose to use Free Will to Dash in any direction in close quarters 
    	combat, one would initiate the Ki Blast and use the Double Tap with the 
    	desired direction. The same effect is available for Ascension and 
    	Descent. The reasoning behind the timing of the Double Tap resides in 
    	the fact that one must consider the Offensive Recovery from the initial 
    	Ki Blast. While the window of opportunity to Dash exists during this 
    	time, the Offensive Recovery of the initial Dash must pass. Therefore, 
    	the first Tap of the Double Taps is executed during this recovery 
    	period. The second Tap of the Double Tap is executed after the recovery 
    	but before the window of opportunity closes. Therefore, the initial Tap 
    	of the Double Tap is not completely necessary if one has the perfect 
    	timing, but it helps one understand where to place the second Tap of 
    	the Double Tap for proper Free Will execution.
    
    	It is important that one understands that when disregarding the Free 
    	Will concept, one is not set free through Double Taps, but limited by 
    	them. For attempting a Double Tapped Dash will simply initiate a Dash 
    	and conclude it. Therefore, one must understand that Double Taps are 
    	directly linked to Free Will and nothing else.)
    
    V-A-2-b. FW Fake-Out:
    
    	(As explained in IV-C-2, the Shift is created by the initial momentum 
    	created by the initial Dash. Once the Dash is performed, with it, comes 
    	the momentum of moving forward. When one presses "R2" to cancel the 
    	dash, it will bring the opponent to fighting stance as the momentum of 
    	the initial Dash will continue to project the player's character in the 
    	initial direction. This same concept can be executed through Free 
    	Will exhibition. As one can use "R2C" in any direction as long as the 
    	related Dash has been initiated, with it, comes the momentum of moving 
    	in that direction and therefore presents Shift potential. As one can 
    	initiate the Dash within the Step-In Barrier, one may find a variation 
    	of techniques that would otherwise be unavailable.
    
    	When one is able to perform the Double Tap Dash within the Step-In 
    	Barrier, one can use "R2" Cancellation to initiate a Shift which can be 
    	directionally influenced. This Shift can be used as a means to reach 
    	immediate Super Blast positioning. Alternatively, one can simply use 
    	the Double Tap Dash to reach Super Blast positioning and use "R2" 
    	Cancellation in order to immediately initiate Super Blast ability. As 
    	this technique allows immediate Super Blast ability from close quarters 
    	combat, one may realize that such a technique is held in high regard to 
    	becoming a dangerous adversary.
    
    	However, as this technique is not based on the Enigma Dash like the 
    	closely related Grounded Will concept, one must understand that the 
    	Double Tap Dash involved in Free Will is to be considered as a normal 
    	Dash held within an extraordinary circumstance. This explains that if 
    	one were to initiate Free Will while grounded, one must ensure that 
    	his/her character is short enough for the Dash to create height during 
    	execution. This allows "R2" Cancellation, creating potential for 
    	grounded Free Will Fake-Out ability for immediate Super Blast 
    	initiation. It is important that the player gets to know the characters 
    	and their distinctive strengths and limitations.)
    
    V-A-2-c. FW Switch:
    
    	(The FW Switch uses Free Will concepts in order to Switch around the 
    	opponent and reach rear positioning. This technique requires a lot of 
    	control and timing as each inclusive command must be executed in the 
    	correct sequence or the technique will fall short of success. As the FW 
    	Fake-Out is performed with the inclusion of the Double Tap Dash, one 
    	would perform the GW Switch with such incorporation. It is important 
    	that one continually considers the fact that the FW Dash can be 
    	performed while inside the Step-In Barrier, for the entirety of the 
    	Free Will Switch will be executed within close quarters combat. The FW 
    	Switch is just as fast if not faster than the Offensive Teleport and is 
    	very difficult to predict or detect until proper positioning has 
    	already been gained.
    
    	As one may have considered at this point, the FW Switch is a synergetic 
    	mold of the Double Tap Dash created by Free Will means and the Switch, 
    	explained in IV-C-2. Such a technique can be performed with Left or 
    	Right directional influence as well as Ascension and Descent, that is 
    	up for the player to decide during any given grounded situation. In 
    	order to perform correctly, one would execute the following commands in 
    	the proper sequence. One would also do well to remember that control 
    	and timing are the keys that allow the technique to work effectively: 
    	While placed inside the Step-In Barrier; face to face with the opponent 
    	and preferably at an aerial position, one would first unleash a single 
    	Ki Blast. It does not matter if the Ki Blast makes contact with the 
    	opponent, so working with a character that has poor accuracy with Ki 
    	Blasts is not a direct problem. It does not matter if the Ki Blast is 
    	blocked or deflected, unless the Ki Blast is deflected back at the 
    	player. What matters is that the player executed the Ki Blast. This 
    	execution withdraws the player's Step-in Barrier, allowing further Free 
    	Will exploitation to continue. One would then initiate the DTN by 
    	Double Tapping "X" for a neutral Dash. While the player's initial 
    	position is already placed directly in front of the opponent, the 
    	animation of the Neutral Dash must take place, even for an instant. 
    	During this small time frame, one must initiate "R2C" to initiate the 
    	Shift. Once the Shift is initiated, one must remember that directional 
    	influence is an option. Such Directional Influence will be used to 
    	maneuver around the opponent with the Shift. Therefore, one would press 
    	Left/Right to maneuver past the opponent. Once the Shift has pushed the 
    	player past the opponent, one would conclude the Shift by pressing 
    	Forward to reach rear positioning. As this technique includes six 
    	buttons in succession and in a timely fashion, it will require training 
    	and focus, as one should expect at this point of the document.)
    
    V-A-2-d. FW Tango:
    
    	(When relating to the previous Tango concepts discussed in V-A-1, one 
    	can quickly develop an understanding that the FW Tango will follow 
    	similar measures of technicality. For as the previous Tangos discussed 
    	throughout the document consist of repeated Techniques that the Tango 
    	is based upon, the FW Tango is based upon FW Switches in succession. 
    	However, as Free Will is based upon different mechanics, one must be 
    	willing to make the proper adjustment for efficient Tango execution. 
    	Such adjustments are explained as follows:
    
    	When Grounded Will concepts are at play, the Tango is based upon moving 
    	in harmony with the opponent's recovery rate of Focal Adherence. 
    	However, such recovery rate is solely based upon the opponent's ability 
    	to gain Focal Adherence without any other factors at work. When Free 
    	Will concepts are at play, the Tango is based upon moving in harmony 
    	with the opponent's recovery rate of Focal Adherence that has also been 
    	affected by the initial Ki Blast. Therefore, the timing is not the 
    	same. Also, in order to perform the FW Tango in the same manner as the 
    	previous Tangos, one must be able to reach the opponent's level of 
    	hover for proper sequential execution. While holding Forward at the 
    	tail of the FW Switch will bring one to rear positioning, initiating 
    	further melee assault is what brings such a level to balance. 
    	Therefore, performing sequenced FW Switches may not keep the player at 
    	the opponent's level of hover. One must also consider the fact that 
    	some character possess the "Giant's Throw". As explained in III-K, to 
    	perform the Giant's Throw, one must hold Forward and press "Triangle". 
    	If one were to perform the Free Will Tango using immediate successive 
    	FW Switches, one must be sure to release the tail end "Forward" before 
    	initiating the Supplementary FW Switch. For as each FW technique is 
    	initiated with a Ki Blast by pressing "Triangle", it is possible that 
    	one may perform a mistaken Giant's Throw instead. It is for this 
    	problem that it is encouraged that one link FW Switches with 
    transitional 	Melee and Offensive Teleportation.
    
    	To perform, one must initiate the first Free Will Switch by releasing a 
    	Ki Blast while positioned directly in front of the opponent. Once 
    	released, one would immediately follow the Ki Blast with a Double 
    	Tapped Neutral Dash or DTN by pressing "X" twice in fast succession. As 
    	the Dash is initiated within the Step-In Barrier, one would then cancel 
    	the Dash with "R2" Cancellation. As this cancellation will alter one's 
    	state into the Shift technique, one would then be awarded directional 
    	influence. One would then immediately press Left or Right to Shift past 
    	the opponent. Once past the opponent, one would press Forward to 
    	conclude the Shift for rear positioning. From this point, one would 
    	perform a single Base Melee attack and then initiate a Backward 
    	Offensive Teleport for Outer Core position within the Step-in barrier. 
    	From here, one would allow the opponent's recovery rate to take hold. 
    	During this Recovery time frame, one would release a second Ki Blast 
    	and start the process over again.)
    
    
    V-A-3. Sling Shot Switch:
    ---------------------
    As explained in IV-C-3, if a player were to Charge the Jumping Melee Attack, 
    then hold a desired direction while cancelling the Charge with a Natural 
    Cancellation, the Spring will be engaged. While the Spring is based upon the 
    Charge Meter as a means of determining the distance of the maneuver, one can 
    further manipulate the Spring into additional maneuvering exploitation through 
    further cancellation.
    
    In order to understand such exploitation, one must consider the fact that at 
    this level of advancement, one must learn to combine exploited techniques to 
    reach new levels of advancement. It is within such a mindset that one will 
    find the way to reaching the Sling Shot Switch. As one may notice through 
    Sling Shot training, the Spring involved in the Sling Shot can be directed, 
    but not manipulated directionally like the Shift. However, it is with a 
    similar concept that we will transition into an optimal option for Sling Shot 
    directional influence. While inside the Spring, one must use "R2C" in order to 
    cancel the Spring itself. During this time. the momentum stolen from the 
    Spring will be stored into the Sling Shot Shift. Access to this Shift is far 
    more difficult to activate than the previous Shift stemming from the Dash 
    concept.
    
    Like the Shift concepts previously discussed in this document, directional 
    influence becomes a simple matter of holding the desired direction. Once the 
    Spring is cancelled via "R2C", a very small window of opportunity will present 
    itself for directional influence. To perform the Sling Shot Switch, one must 
    incorporate such directional influence into the Neutrally Cancelled Sling Shot 
    Cancellation. It is important that one remembers that there are two 
    cancellations being incorporated into the Sling Shot Switch. The first 
    includes Natural Cancellation, the second: "R2" Cancellation. One must wait 
    until the second cancel has been activated before directional influence takes 
    place. Once the Spring has been cancelled via "R2" Cancellation, one must 
    consider the fact that such momentum is now stored in the neutral Shift. 
    Therefore, one must treat such directional influence as one would with the G2 
    Switch. To perform correctly, one would initiate a Charged Jumping Melee 
    Attack, Cancel the attack via Natural Cancellation, immediately cancel the 
    Spring with "R2" Cancellation to transition into the Shift, press Left to 
    bypass the opponent, immediately press Forward to conclude the Shift into rear 
    positioning.
    
    
    V (B) -Z Defense-
    -----------------
    As one reaches level Z Defense, one has proven to have progressed through the 
    Basic and Advanced forms of Defense. It is at this point that one must 
    understand that it is possible to reach beyond the advanced level of Defense 
    and strive for something greater. No matter what, it is always up for the 
    player to decide which form of defense is the optimal choice. However, it is 
    also important that one arms him/herself with as many options as possible as 
    it allows the player to hold the highest form of control during battle. From 
    this point forward, the options explained for Defensive purposes will be based 
    on concepts far more difficult than the Defensive Techniques explained earlier 
    in the document.
    
    
    V-B-1. Recoil:
    --------------
    The Recoil is one of the most difficult Defensive Techniques that Tenkaichi 2 
    has to offer. While other Defensive techniques such as the Defensive Teleport, 
    Step-In and Deflection require the timing of a single button command, the 
    Recoil requires the player to initiate a sequence of five buttons within the 
    time-framed window of a Charged Melee Attack or Grab attempt.
    
    In order to fully understand the concept of the Recoil, one must first 
    reference the Fake-Out explained in IV-C-2-a. The Fake-Out is a means of 
    directionally manipulating the Shift even when the Step-In Barrier has been 
    breached. While the momentum of the initiating Dash is stored within the 
    Shift, this does not mean that the Shift must continue in the same trajectory 
    as the Dash would lead one to expect. In fact, as one must understand that the 
    momentum is stored within the Shift itself, one can then influence the Shift 
    directionally as soon as the "R2" cancellation takes place. As this technique 
    is beyond the boundaries of the game's maneuvering limitations, the Shift is 
    free to roam even while inside the Step-In Barrier. Typically, the Base Fake-
    Out is performed by Dashing at the opponent and then initiating "R2" 
    Cancellation while holding Back to Shift Backward. While the "R2C" can take 
    place within the Step-In Barrier, the Shift can still take place and maneuver 
    the player's character back outside of the barrier for Super Blast 
    opportunity.
    
    Inverted Fake-out AKA "Recoil":
    
    	(While the Base Fake-Out is performed by Dashing at the opponent, 
    	breaching the Step-In Barrier and then incorporating "R2C" to Shift 
    	Backward; outside of the Step-In Barrier, the Recoil is based on a 
    	similar concept, but reversed. It is with this understanding that one 
    	must consider that to reverse such a movement, one would be positioned 
    	inside the Step-In Barrier, Dashing Backward to break free of the Step-
    	In Barrier and incorporating "R2C" to Shift Forward into one's original 
    	position. As one may have guessed, the Enigma Dash will be required to 
    	initiate this technique. However, the movement alone is not the only 
    	factor to consider. As this technique is used as a Defensive means, one 
    	must also understand that such a sequence of commands must also be 
    	performed within the window of the opponent's Grab attempt or Charged 
    	Melee Attack. 
    
    	To perform, one must be inside the Step-In Barrier; grounded and on the 
    	Defense. As the opponent begins to Charge his/her Melee Attack or 
    	attempt to Grab the player for a throw, the player must immediately 
    	press "R1" to Jump and consequently present potential for Grounded Will 
    	movement. Directly after the Jump, one must transition into the 
    	Backward Dash, initiating the Enigma Dash to break free from the Step-
    	In Barrier. As one leaves the Step-In Barrier, the opponent's attack 
    	will swing wildly at thin air or the opponent's attempt to grab will 
    	result with empty hands. It is at this point that one must press and 
    	hold Forward as the player also presses "R2" for "R2C". At this point, 
    	the player will be transitioning into the Forward Shift, bringing 
    	him/her back into his/her original position as the opponent's attack 
    	concludes. While this technique may require more button commands than 
    	the Step-In or Defensive Teleport, one must consider the advantages: 
    	Defensive Teleports cannot be used against Grab attempts; Recoils are 
    	faster and allow quicker recovery for attack; Recoils include the "R2" 
    	Cancellation, allowing the player to incorporate Super Blast ability 
    	instead of Sliding Forward into original position.)
    
    
    V-B-2. Switch Recoil:
    -----------------
    As one must understand, the Recoil is a technique used to manually maneuver 
    out of harm's way during the opponent's Charged Melee Attack or Grab attempt 
    by means of manipulating the Enigma Dash through "R2" Cancellation and 
    Directional Influence. It is through such a concept that one may consider the 
    Switch Recoil, as it is factoring in the GW Switch explained in V-A-1-c as a 
    defensive means to maneuver around the opponent to avoid the oncoming attack.
    
    While the concept of the Switch Recoil is more difficult to perform than the 
    Base Recoil, one must also understand that the result of the Switch Recoil 
    places the player in a much safer position with a higher advantage than the 
    Base Recoil, for the Switch Recoil ends with rear positioning. While the Base 
    Recoil requires the full timing of the opponent's attack, the Switch Recoil 
    allows immediate safety as the opponent begins the Charged Melee Attack or 
    Grab. When performing the Base Recoil, one must judge and in some cases, 
    gamble on how much charge is being applied to the Charged Melee Attack. Some 
    opponent's may release as a Green charged, some as a Red charged some as a 
    Full Charge. If one cancels forward into the Shift too early, the player may 
    position him/herself back into the original danger zone. One must also 
    consider the possibility that the opponent may use Natural Cancellation for 
    the Charged Melee Attack or Grab attempt. In such a case, one must also 
    consider Super Blast potential at the point of "R2" Cancellation. However, one 
    must also understand that the G2 Switch positions the player into rear 
    position, regardless of whether the player will charge to Green, Red, Full or 
    Cancellation.
    
    To perform, one must be inside the Step-In Barrier; grounded and on the 
    Defense. As the opponent begins to Charge his/her Melee Attack or attempt to 
    Grab the player for a throw, the player must immediately press "R1" to Jump 
    and consequently present potential for Grounded Will movement. Directly after 
    the Jump, one must transition into the Neutral Dash, initiating the Enigma 
    Dash. One would then immediately use "R2" Cancellation to initiate the Shift. 
    As the Shift takes hold, the player must then use directional influence to 
    maneuver past the opponent by pressing Left or Right. Once the player moves 
    past the opponent, he/she must then hold forward to conclude the Shift for 
    rear positioning. As the Shift is directionally influenced to the side, the 
    opponent's attack will swing wildly at thin air or the opponent's attempt to 
    grab will result with empty hands. While this technique may require more 
    button commands than the Step-In or Defensive Teleport, one must consider the 
    advantages: Defensive Teleports cannot be used against Grab attempts; Switch 
    Recoils are faster and allow quicker recovery for attack; Switch Recoils 
    result with rear positioning which is an automatic combat advantage.
    
    
    V-B-3. Swipers:
    ---------------
    The Swiper is a Defensive maneuver that relates closely to the Switch Recoil. 
    However, one must understand that while the Switch Recoil concept gains the 
    same position without the inclusion of the opponent's attack, the Swiper works 
    best if the opponent is in fact on the attack. In other words, the Swiper 
    takes advantage of the opponent's offense as a means to gain rear position.
    
    
    V-B-3-a. Side Swiper:
    
    	(As explained above, the Swiper is closely related to the Switch Recoil 
    in 	the fact that the technique is based on using the Enigma Dash as a 
    	means to reach the opponent's rear. However, unlike the Switch Recoil, 
    the 	Side Swiper requires the opponent's attack to reach proper rear 
    	positioning. Such a concept is explained as follows:
    
    	When the player is planted on the ground, positioned inside the Inner 
    	Core of the Step-In Barrier and standing directly in front of the 
    	opponent, one is given the option to use the Enigma Dash for free Dash 
    	ability within the Step-In Barrier. However, instead of initiating the 
    	Neutral Enigma Dash, the player will be using immediate directional 
    	influence to direct the Enigma Dash to the Left or the Right. In other 
    	words, the player will perform an Enigma Dash in the sided direction. 
    	As the player is positioned inside the Inner Core of the Step-In 
    	Barrier, Approximal Focal Adherence does not immediately take hold and 
    	therefore allows the unaffected straight line Dash. As the player's 
    	character reaches the limit beyond the Step-In Barrier, his/her next 
    	step is to use "R2" Cancellation to initiate the Shift. When the Shift 
    	is initiated, one must be holding Forward to influence the Shift toward 
    	the opponent's position. As this technique alone will bring the 
    	player's character to the opponent's side profile, this will leave a 
    	50/50 chance that further offense would bring one to the opponent's 
    	front or the opponent's rear due to Channeling. As this technique is 
    	not full proof without the opponent's involvement, this concept 
    	explains how the maneuver is used as a Defensive Technique; without the 
    	Defensive purpose, the technique is a fail.
    
    	As explained, the opponent must be involved in this Defensive technique 
    	for proper performance. When the Shift of the Side Swiper brings the 
    	player back to the opponent's side profile, the requirement of the 
    	opponent's offensive is what allows rear positioning. The aggressive 
    	projection of the opponent's Charged Melee Attack or Grab attempt will 
    	propel him/her forward as the player Shifts into rear positioning. It 
    	is in such an instance that the two coincide in harmony for the player 
    	to effectively maneuver for the advantage.
    
    	To perform, one must be inside the Inner Core of the Step-In Barrier; 
    	grounded and on the Defense. As the opponent begins to Charge his/her 
    	Melee Attack or attempt to Grab the player for a throw, the player must 
    	immediately press "R1" to Jump and consequently present potential for 
    	Grounded Will movement. Directly after the Jump, one must transition 
    	into the sided Dash, initiating the Enigma Dash to the Left or the 
    	Right. One would then immediately use "R2" Cancellation and 
    	simultaneously press Forward to initiate the Forward Shift. As the 
    	Shift takes hold, the player moves past the opponent due to the 
    	opponent's propelled influence from to his/her own attack, reaching 
    	rear positioning. Through such a technique, the opponent's attack will 
    	swing wildly at thin air or the opponent's attempt to grab will result 
    	with empty hands. While this technique may require more button commands 
    	than the Step-In or Defensive Teleport, one must consider the 
    	advantages: Defensive Teleports cannot be used against Grab attempts; 
    	Side Swipers are faster and allow quicker recovery for attack; Side 
    	Swipers result with rear positioning which is an automatic combat 
    	advantage when performed correctly.)
    
    V-B-3-b. Forward Swiper:
    
    	(This follows the same guidelines of the Side Swiper, but instead of 
    	using the Sided Enigma Dash, one would angle the Enigma Dash to the 
    	frontal diagonal direction to enhance the chance of reaching the 
    	opponent's rear in case the opponent decides to cancel his/her attack; 
    	Channeling will guide the player to the opponent's rear much easier 
    	when one positions him/herself closer to the rear. However, one must 
    	take note that holding Forward while attempting a Dash when inside the 
    	Step-In Barrier results with an attempt to Grab the opponent. Herein 
    	lies a chance for error, so it is extremely important that one guides 
    	his/her Enigma Dash with the utmost degree of control.)
    
    
    V-B-4. Absent Recoil Switch:
    ------------------------
    The concept of the Absent Recoil Switch is based similarly on the guidelines 
    of the Switch Recoil, but without the initial presence of the opponent. While 
    conducting a game of combat in a 3d environment, one must be able to perform 
    and defend a variety of attacks as the opponent's abilities range beyond that 
    of a two dimensional plane. When the opponent is at a distance, one must be 
    able to comprehend the attacks the opponent has at his/her disposal. When 
    regarding such attacks, one must also consider the many possible defensive 
    techniques that one can perform as well as which defensive techniques the 
    opponent will expect. While many of the defensive techniques explained 
    previously in this document may be executed by the single to double button 
    commands, the Recoil concepts require the player to judge the situation 
    accordingly and perform techniques that require several sequenced buttons 
    within a specific timeframe related to the judgment. 
    
    The Absent Recoil Switch is a Defensive Technique that is directly related to 
    that of the Dashing Attacker. Like the Rush Attack, one must judge the 
    potential for defense on depth perception. However, while evading the Rush 
    Attack is based on judging depth perception as the moving attacker reaches the 
    fixed target, the Absent Recoil Switch is judged on the moving attacker while 
    including a moving target, being the player's character. There are two 
    concepts to consider when regarding the Absent Recoil Switch: Aerial and 
    Grounded.
    
    -Aerial Absent Recoil Switch:
    
    	(When the player and the opponent are both airborne and distanced, one 
    	must consider the possibility that the opponent possesses the potential 
    	to initiate a Dashing Charged Melee Attack. While one may already 
    	understand to have several defensive techniques available to deal with 
    	such a technique, one must consider all possible defensive techniques 
    	to ensure one's complete advancement. When the opponent begins to Dash 
    	toward the player's character, one must initiate a Dash in any 
    	direction excluding a direction that faces the enemy's location. In 
    	other words, the opponent must approach the player, the player must be 
    	moving in a direction that requires the opponent to catch him/her.
    
    	Once the chase has been established, the player must always remember 
    	that the Dash can be transitioned into Shift mode via "R2C". As long as 
    	the opponent is in a normal Dash mode, Focal Adherence will lead the 
    	opponent to his Focal Point, being the player's character. When the 
    	opponent begins to Charge his/her Dash Melee, the attack will also base 
    	itself upon Focal Adherence, bringing the opponent's attack toward the 
    	target, being the player's character. However, the unleashing of a 
    	Charged Dashing Melee includes a propelled projection of the opponent's 
    	physical position. While such a propelled attack is based on Focal 
    	Adhesion, the force stored into the player's Shift moves faster than 
    	that of the opponent's unleashed attack. Therefore, while the Charged 
    	Dashing Melee Attack may come close to making contact, an elite player 
    	will be able to use the Shift to maneuver around the attack and place 
    	oneself into rear positioning.
    
    	To perform, one must bait the opponent to perform the Charged Dashing 
    	Melee Attack. Once engaged, the player must Dash to the Side or 
    	Backward. As the opponent's attack approaches the player, one must 
    	judge the instant of impact accordingly. Once accurately judged, one 
    	must hold a sided direction and initiate "R2" Cancellation to 
    	transition into the directionally influenced Shift. As the opponent's 
    	attack is unleashed into thin air, the player's character will be 
    	directed around the opponent through the Shift. As the player moves 
    	around the opponent, one must press Forward to conclude the Shift for 
    	rear positioning.)
    
    -Grounded Absent Recoil Switch:
    
    	(While the Aerial Absent Recoil Switch is based on maneuvering the Shift 
    	for a defensive means for the Charged Dashing Melee, one must also 
    	consider that such a technique can be performed on the ground. However, 
    	unlike the Aerial Absent Recoil Switch, the Grounded Absent Recoil 
    Switch must 	be initiated through Grounded Will. For trying to perform 
    any "R2" 	Cancellation may fall short of success when working on the ground. 
    	Therefore, when the player is grounded, one must always be sure to 
    	initiate the Enigma Dash to ensure "R2" Cancellation ability at all 
    	times. While it may feel easier to perform normal Dashes during game-
    	play, one will learn that the Enigma Dash allows far more potential for 
    	Defense as well as Offense.
    
    	Ultimately, one would perform the Absent Recoil Switch expressed in the 
    	Aerial Absent Recoil Switch, but by means of performing the Enigma Dash 
    	while on the ground. It is with the Enigma Dash that such maneuvering 
    	is possible. Therefore, to perform the Grounded Absent Recoil Switch, 
    one 	must bait the opponent to perform the Charged Dashing Melee Attack. 
    	Once engaged, the player must initiate the Enigma Dash to the Side or 
    	Backward. As the opponent's attack approaches the player, one must 
    	judge the instant of impact accordingly. Once accurately judged, one 
    	must hold a sided direction and initiate "R2" Cancellation to 
    	transition into the directionally influenced Shift. As the opponent's 
    	attack is unleashed into thin air, the player's character will be 
    	directed around the opponent through the Shift. As the player moves 
    	around the opponent, one must press Forward to conclude the Shift for 
    	rear positioning.)
    
    Finally, one must also consider that not all Dashing Attacks are based on the 
    opponent's Melee. The opponent may decide to unleash a flurry of Dashing Ki 
    Blasts. However, one must also consider the fact that he/she always possesses 
    the ability to cancel the Dash or Enigma Dash and maneuver to a position of 
    Defense, whether it be a possible Absent Recoil Switch or simply a basis for 
    Basic Defense.
    
    
    V-B-5. Sling Shot Recoil:
    -------------------------
    As it is understood, the Sling Shot is engaged by the initiation of the Jump. 
    While the Jumping Charged Melee is the deciding factor of how much power is 
    stored in the Spring, one must also decide how such a technique can be used as 
    a defensive manner for possible counter attack. This depends entirely on how 
    the player incorporates his/her Sling Shot during the opponent's offense. When 
    the opponent charges his/her Melee Attack or attempts a Grab, one must 
    consider how much time he/she is allowed to perform such a technique. 
    Typically, there are two reference points of the Sling Shot that can be linked 
    to the opponent's attack for proper defense. In most cases, this technique 
    will be used as a means of exhibition. However, there are variables to 
    consider which can make such a technique very useful, such as Priority during 
    the Charged Jumping Melee Attack included within the Sling Shot.
    
    Regardless, one must understand the key points of defensive potential when the 
    opponent presents a Charged Melee Attack or Grab attempt. The two reference 
    points are the evading Jump and the evading Spring. When the opponent is 
    unleashing his/her Charged Melee Attack or Grab, the player can Jump to evade 
    the attack and then incorporate the remaining commands for the Sling Shot. 
    However, one may also Jump preemptively as the opponent begins to charge 
    his/her Melee Attack. As the player is Charging his/her Jumping Melee Attack 
    at the instance the opponent is charging his/her Melee Attack, one would 
    transition into the Spring at the instance of the opponent's unleashed attack 
    or Grab. It is wise to consider Super Blast incorporation when dealing with 
    the Sling Shot, for it is the key to punishing the opponent's poor offense.
    
    As one understands that he/she can use the Sling Shot as a Defensive means for 
    Recoil execution, one must also understand that the Sling Shot Switch can be 
    used in the same regard for rear positioning. Therefore, it is always 
    important to learn all techniques regarding such advancement, for they do find 
    themselves working together to create synergetic movements, attacks and 
    defensive means.
    
    
    V-B-6. Challenging AKA Z-Motion:
    --------------------------------
    If one were to imagine a technique that baited the opponent's Melee from the 
    Inner Core of the Step-In Barrier that allowed the player to maneuver 
    evasively, remaining undamaged to then transition into a reflective approach 
    that allowed the player to directly challenge the opponent's Charged Melee 
    face to face, just to perform a Supplementary evasive maneuver by linking 
    advanced techniques for final Super Blast potential, one would find the 
    technique known as Challenging.
    
    For one to fully understand how the Challenging Technique works, one must 
    understand and be comfortable with the tactical offense of the opponent, the 
    speed at which one may leave the Inner Core of the Step-In Barrier via Enigma 
    Dash, the timeframe of the opponent's Combo Set, Mad Dash concepts, the Sling 
    Shot concept, the opponent's Charge Rate for Charged Melee and performing the 
    Super Blast at the tail of the Sling Shot while understanding the timeframe 
    measured for Descending Sweeps. While such concepts are a must to perfect the 
    technique, performing the technique on a technical basis is as follows:
    
    	(To perform correctly, one must initially be positioned within the 
    	Inner Core of the Step-In Barrier, placed directly in front of the 
    	opponent and planted on the ground. One must be very reflexive and able 
    	to judge when the opponent is about to begin his/her Combo Set. Just as 
    	the opponent begins his/her Combo Set, one must initiate a Backward 
    	Enigma Dash by pressing "R1" to Jump and immediately hold Back and 
    	press "X". Once the player has evaded the opponent's initial flurry of 
    	Melee Attacks, one must judge when the opponent is going to Charge 
    	his/her Melee Attack while inside the Enigma Dash. As one begins to 
    	accurately estimate the probability of the opponent's Charged Melee, 
    	one must hold Forward and press "R1" a second time to initiate the 
    	Forward Jump to execute the Sling Shot. This is possible as the Enigma 
    	Dash allows the Jump due to the Mad Dash concept. As the Jump is then 
    	transformed into a Charged Jumping Melee Attack by pressing and holding 
    	"Square", one must ensure that his/her Charged Melee Attack is matching 
    	the timing of the opponent's Charged Melee Attack. At this time, if 
    	performed correctly, both players should be face to face, Charging 
    	their Melee Attacks. However, as the player is working within the Sling 
    	Shot technique, one would then initiate the Backward Spring as the 
    	opponent unleashes his/her Charged Melee Attack by holding Backward and 
    	pressing one of the remaining face buttons for Natural Cancellation. As 
    	the Spring brings the player back out of the Step-In Barrier, one must 
    	then judge the exact time needed to initiate a Super Blast instead of a 
    	Descending Sweep while the opponent concludes his/her attack and before 
    	his/her offensive recovery is complete. This is of course performed by 
    	holding "L2" and pressing "Triangle" or holding "L2" and "Up" and 
    	pressing "Triangle". Of course, that is unless one wanted to 
    	incorporate the Ultimate Blast by holding "L2" and "Down" and pressing 
    	"Triangle".)
    
    
    V-B-7. IT Counter:
    ------------------
    This technique is used as a defensive maneuver against the Instantaneous 
    Transmission user. Up to this point, the player that chooses the Instantaneous 
    Transmission has an advantage. Players of this level know the importance of 
    gaining rear position as melee cannot be defended effectively when received 
    from the rear. However, a player with a strong understanding of Focal 
    Adherence should have no problem understanding the following.
    
    Knowing the freedoms and limitations that dwell inside each level of Focal 
    Adherence will allow the player to maneuver into optimal position against the 
    Instantaneous Transmission user. This begins with understanding that when 
    locked-on to the opponent and in close proximity, one cannot dash without 
    incorporating Free Will or Grounded Will. As the Instantaneous Transmission 
    automatically puts the opponent inside the Step-In Barrier, Approximal Focal 
    Adherence limits the player's movement. Now before we move forward, let us 
    reference a previous concept:
    
    -When a player is de-locked from the opponent, he has no Focal Adherence. All 
    movement is based on North, South, East and West in relation to his Radar. He 
    can Dash, he can ascend, he can descend, etc. If on the other hand, both 
    players reach close proximity to each other, they will automatically lock-on 
    to each other without the need to search. This auto-lock takes place in any 
    condition, including when the lift strike combo knocks the opponent to the 
    ground de-locked. If the player were to approach the opponent again, even if 
    from behind, the player will automatically lock on again. This also relates to 
    the Instantaneous Transmission, for the IT will also cause the opponent to be 
    de-locked for an instant, but close proximity will force the de-locked player 
    to automatically lock back on to the IT user.
    
    	(The IT Counter takes place within a very small window of opportunity. 
    	This window is between when the IT using character (say SSJ3 Goku) 
    	begins to appear behind the player and when the player automatically 
    	locks on. During this small window of time, the player has zero Focal 
    	Adhesion. This means that between the instant SSJ3 Goku appears and the 
    	player automatically locks on to the opponent, he has free movement, 
    	including the dash. The IT Counter is a means of using such free 
    	movement to gain rear positioning to the IT user before movement 
    	recovery is complete. Much like any movement including the dash that is 
    	terminated by a supplementary X, the IT has movement recovery, which 
    	includes the time it takes to get back into fighting stance. Though the 
    	player has Dashing capability during this instant, the auto lock-on 
    	aspect of the game is so fast, it will cause the player to lock on 
    	before the player's dash can carry him a distance.
    
    	Once understood, the player can now use this to his advantage. To 
    	perform the IT Counter, one would wait until the player performs the 
    	IT. As soon as the player re-appears behind him, the player will 
    	immediately dash to the side. As lock-on will take place immediately 
    	during this dash, the player will then quickly hold back and tap the R2 
    	button for Dash cancellation and Shift transition. As the Shift can be 
    	directionally manipulated, one would use this knowledge to Shift into 
    	rear position. The technique must be performed quickly and to 
    	perfection, for rear positioning must be gained during the time the 
    	movement recovery is concluded by the IT user, which does not require a 
    	lot of time at all.)
    
    
    V (C) -Z Offense-
    -----------------
    As a player of advancement reaches the Z level of Offense, one is expected to 
    understand all of the previous techniques explained throughout this document, 
    for one must learn to walk before he/she learns to run. One must consider 
    movement as the basis of all progression throughout combat, as one must also 
    understand that one's Offense is based upon such movement. As a Dashing Melee 
    is attached to the Dash itself, as such are advanced Offensive techniques 
    attached to advanced maneuvering ability.
    
    
    V-C-1. Ki Dash:
    ---------------
    As explained in III-E-1, the Normal Ki Blast requires a greater deal of Ki in 
    order to expel a single Ki Blast. Therefore, if a player were to consecutively 
    press the "Triangle" button for successive Ki Blasts, it would deplete the Ki 
    Meter fairly quickly. However, unlike the Normal Ki Blasts, the Dashing Ki 
    Blasts are released by simply pressing the "Triangle" button once during a 
    Dash for a flurry of successive Ki Blasts; All of which require a mere 
    fraction of the Ki required for the same number of Normal Ki Blasts. When all 
    Ki Blasts from the Dashing Ki Blast attack make contact upon the opponent, the 
    damage inflicted can be quite significant, depending on the character. 
    Therefore, unleashing a connection of the multiple Ki Blasts included within 
    the Dashing Ki Blast attack will inflict far more damage than a single Normal 
    Ki Blast, while requiring a fraction of the Ki. It is within this concept that 
    the player will exploit the concepts previously discussed within this document 
    to connect Dashing Ki Blasts to ensure maximum damage.
    
    To perform for best quality, one would do well to reach the opponent's rear 
    before engaging this technique. Like the G&P, if one were skilled enough, one 
    could perform the Ki Dash as a means of an infinite attack, but without 
    throwing a single attack. Ultimately, the player would unleash an endless 
    supply of Ki Blasts that extend beyond the limitations of the Ki Blast Combo 
    explained in III-E in order to perform a seemingly infinite Ki Blast Combo, as 
    long as the Ki Meter is able to continually supply the Ki required. This is 
    achieved by implementing the Free Will concept to allow Dashing Ki Blast 
    ability within the Step-In Barrier.
    
    	(To perform, one must first reach rear positioning by means of one's 
    	chosen method. Once rear positioning has been established, one must 
    	ensure that he/she is within the Step-In Barrier. It is at his point 
    	that one must understand that in order to perform the Dashing Ki Blast, 
    	one must use Free Will to engage any Dashing techniques within the 
    	Step-In Barrier. Therefore, one must release the initial Ki Blast to 
    	begin the technique by pressing "Triangle". One must immediately 
    	perform the "DTN" by pressing "X" twice in immediate succession to 
    	engage the FW Dash. As soon as the Dash is engaged, one would then 
    	press "Triangle" to perform the Dashing Ki Blast. To engage a 
    	continuation of the Ki Dash, one would simply repeat the process by 
    	initiating the Supplementary Normal Ki Blast before the opponent can 
    	defensively recover in respect to Approximal Focal Adherence.)
    
    V-C-1-a. Energy Cloud:
    
    	(The Energy Cloud is created when the player performs the Ki Dash. When 
    	the Ki Blasts from the Ki Dash make contact, the remnants of the 
    	technique creates a cloud of energy that reflects the same color as the 
    	initial Ki Dash. It is within this cloud that one may continue to 
    	attack the opponent without his/her visual expectancy of the player's 
    	next attack. In essence, the Energy Cloud allows the player's next 
    	technique of immediate succession to be performed in covertness.)
    
    
    V-C-2. Beat Down:
    -----------------
    As explained in III-E-2, the Sonic Impact terminus is reached by performing 
    the Dashing Melee Attack and then following up with "Triangle" and then 
    concluding with "Square". However, one must understand that the final blow of 
    the Sonic Impact knocks the opponent directly to the ground at their initial 
    position. Typically, one would use this advantage to perform the Giant's Throw 
    to continue one's assault. However, it is within the concepts of Z Offense 
    that one finds new techniques to continue one's assault such as the Free Will 
    or Grounded Will. Typically, one would find the Free Will concept most useful 
    as the Ki Blast required keeps the opponent on his/her defensive recovery, 
    allowing the player to perform his/her next technique with the highest impact 
    rate.
    
    In essence, the Beat Down is a sequence of performing the Sonic Impact 
    explained above, and then using Free Will to perform the technique again as a 
    means of working through Vortex application or manipulating the opponent's 
    Defensive Recovery via attacking him/her through his/her "waking up" state. 
    This allows the player to continuously knock the opponent to the ground over, 
    and over unless the opponent is skilled enough to defensively teleport through 
    such attacks.
    
    	(To perform the Beat Down, one must engage the opponent with a Dashing 
    	Melee by first pressing the Neutral "X" to approach the opponent and 
    	then pressing "Square" to make physical, damaging contact. Once 
    	applied, the player must immediately follow the "Square" with 
    	"Triangle" and then conclude the Sonic Impact with "Square". As this 
    	technique alone will result with the opponent laying on the ground at 
    	the player's feet, one must then initiate Free Will by pressing 
    	"Triangle" for the initial Ki Blast. As one must perform a Dash that 
    	approaches the locally positioned opponent, one must perform the "DTN" 
    	by pressing "X" two times in immediate succession. After the player 
    	enters Dash mode via Free Will, one must perform the next incorporated 
    	Sonic Impact based solely on which character he has chosen. Some 
    	characters possess a Dashing Melee that picks the opponent straight off 
    	of the ground from lying position while others do not. It is at this 
    	point where one must be able to judge the opponent's recovery rate in 
    	"Waking Up" to seize advantage of the opponent's vulnerable state for 
    	further assault.)
    
    V-C-2-a. Dust Cloud:
    
    	(When the player knocks the opponent to the ground, such impact will 
    	cause dust to scatter from the ground. This is completely dependent on 
    	where the player is stationed on the stage, for some sections of the 
    	selected stage or even the entirety of the stage holds no dust to 
    	scatter. It is in the case that one finds him/herself in a dusted area 
    	that the Sonic Impact will cause the Dust Cloud to appear. When dealing 
    	with the Beat Down technique, one may consider such regard in 
    	reflection to that of the Energy Cloud; a chance to conceal one's next 
    	attack via covertness.)
    
    
    V-C-3. FW Sweep:
    ----------------
    The Sweep involved in any Dash is based upon performing the Descending Sweep 
    by pressing "Triangle" at the very instance one plants his/her feet. This 
    technique is very useful as it presents an attack that cannot be easily 
    predicted from the opponent.
    
    When regarding the FW Sweep, one must understand that the Sweep itself is 
    build upon the Dash that feeds it. Therefore, one may perform the Sweep 
    through the normal Dash through means of open combat and mind game application 
    or one can establish the Descending Sweep through means of Free Will 
    execution. While there are many advanced players that may choose to perform a 
    variety of FW techniques, one must also understand that it is important to 
    have every offensive technique at the ready at all times. Therefore, one may 
    incorporate a FW Sweep directly from linked Ki Dashes. When the Ki Dash is 
    performed, the impact of the Ki Blasts presents a cloud of energy, typically 
    colored the same as the Ki Blast. Through such a cloud of energy, one may find 
    him/herself in a state of covertness. It is within this state that one must 
    understand that such techniques that the opponent may predict or even visually 
    see coming in other circumstances, are now hidden; clouded from the opponent's 
    sight. This is where the Free Will Sweep strives. It is also very important 
    that the player understands that though this technique is flashy and is hard 
    to detect within controlled Energy Clouded areas, the remaining termini of the 
    technique can easily be defended by an experienced player via Defensive 
    Teleportation.
    
    	(To perform, one must unleash the initial Ki Blast to execute Free 
    	Will. Once established, the player must engage the "DTN" by pressing 
    	"X" in immediate succession. As the "DTN" will initiate the Neutral 
    	Free Will Dash, one must immediately press "R2" to descend to the 
    	ground while immediately pressing "Triangle" at the instance of 
    	player's landing. If performed correctly, the player will Sweep the 
    	opponent, allowing a possible Dragon Tornado Terminus.)
    
    
    V-C-4. FW Switch Sweep:
    ------------------
    As explained in V-C-3, the Sweep involved in any Dash is based upon performing 
    the Descending Sweep by pressing "Triangle" at the very instance one plants 
    his/her feet. When regarding the FW Sweep, one must understand that the Sweep 
    itself is build upon the Dash that feeds it. Therefore, one may perform the 
    Sweep through the normal Dash through means of open combat and mind game 
    application or one can establish the Descending Sweep through means of Free 
    Will execution. However, unlike the Base FW Sweep, one must incorporate the 
    Descending Sweep that rides the FW Dash by means of Free Will Switch 
    incorporation.
    
    While one may find the opportunity to perform FW Sweeping within the Energy 
    Cloud of Ki Dash performance, one may find tricky ways to pull off the 
    Descending Sweep by alternative Free Will concepts such as the FW Switch. 
    While the FW Switch requires a good number of button commands to pull off 
    effectively, the FW Switch Sweep requires the same command execution, but with 
    one additional button to incorporate the Descending Sweep.
    
    	(To perform, one must be positioned inside the Inner Core of the Step-
    	In Barrier while hovering just above ground level. In fact, the 
    	distance from the player and the ground should be so short that one 
    	could simply tap "R2" to plant his/her feet. This distance of elevation 
    	is required for the inclusive "R2C" to take hold and the descending 
    	Sweep to properly activate. Once properly positioned, one must execute 
    	the initial Ki Blast that will activate Free Will. Once activated, one 
    	must engage the "DTN" by pressing "X" in immediate succession. Once the 
    	Neutral FW Dash has been activated, one must immediately press "R2" for 
    	"R2" Cancellation to transition into the Shift. As one's Shift is still 
    	considered to be at an elevated level through its journey to ground 
    	level, one must incorporate directional influence by pressing "Right" 
    	or "Left". As the momentum of the Shift pushes the player past the 
    	opponent, one must then press "Forward" to conclude the Shift movement 
    	for rear positioning. As this would be the button command for the FW 
    	Switch, one must also understand that the "R2C" that allowed the Shift 
    	to be activated also brings the player to the ground at the end of the 
    	Shift. Therefore, one must judge the exact instant that the player's 
    	character plants his/her feet. It is at this instance that the player 
    	must press "Triangle" to incorporate the Descending Sweep.)
    
    
    V-C-5. Taxing:
    --------------
    In order to understand the concept of Taxing, one must be fully comfortable 
    with the concept of the Ground & Pound technique. One must understand that 
    while performing the G&P technique, pressing "R2" to cancel the Combo Set does 
    not necessarily result with the player's character visually planting his/her 
    feet. In order for the player to ensure that his/her character plants his/her 
    feet, one must present further control of the "R2C" to force the character to 
    plant his/her feet. This concept is very important as one is to incorporate a 
    transitional Jump for Taxing to succeed.
    
    In essence, the Taxing technique incorporates the G&P while using the "R2" 
    Cancellation to transition into the Jumping Ki Blast Flurry. In order for the 
    Jumping Ki Blast Flurry to make proper impact upon the opponent's back, one 
    must ensure that the timeframe between the initial Jump and Ki Blast execution 
    must be very short, allowing the player to jump a mere foot off of the ground 
    before unleashing the Jumping Ki Blast Flurry. As it is important to 
    understand that when the player performs a Jumping Melee Attack or a Jumping 
    Ki Blast Attack, one cannot incorporate any other attack until the Jump has 
    concluded, with the exception of the Descending Sweep. However, one must 
    understand that the potential of a Dash is presented through the entirety of 
    the Jump, whether an attack was included or not. It is within such a concept 
    that one must understand that post Jumping Ki Blast Flurry, one is allowed the 
    ability to Dash. As this holds true, the next technique involved in Taxing is 
    to follow the Jumping Ki Blast Flurry with a Neutral Dash, awarding the player 
    the ability to initiate the Dashing Ki Blast. As the Dashing Ki Blast 
    concludes, one is in position to continue a repeated Taxing set.
    
    	(To perform, one must place oneself in rear positioning of the 
    	opponent. Once established, one must begin a Combo Set by pressing 
    	"Square" anywhere from one to four times. If the player presses the 
    	Square button the fifth time, the opponent will be pushed into Initial 
    	Aftermath, losing the ability to use "R2C". It is important that one 
    	finds the comfort zone for "R2" Cancellation to take place as the 
    	fluidity of the G&P is very important. After one has decided which 
    	"Square" command one would use as a pinpoint for transition, one would 
    	then press "R2" to cancel the Combo Set. In doing so, one must also 
    	control the "R2" in order to ensure the player's character plants 
    	his/her feet. Once established, one must then press "R1" and then 
    	immediately press "Triangle" to initiate a Jumping Ki Blast Flurry of 
    	low elevation. This is to ensure the Ki Blast make impact upon the 
    	opponents back. As soon as the last Ki Blast is unleashed, one must 
    	immediately press "X" to transition into the Neutral Dash. As one 
    	begins his/her Dash, one must then press "Triangle" to incorporate the 
    	Dashing Ki Blast Flurry. As one's last Ki Blast from the Dashing Ki 
    	Blast Flurry concludes, one may begin the process again for continued 
    	assault.)
    
    
    V-C-6. Enigma Sweep:
    ----------------
    The Sweep involved in any Dash is based upon performing the Descending Sweep 
    by pressing "Triangle" at the very instance one plants his/her feet. This 
    technique is very useful as it presents an attack that cannot be easily 
    predicted from the opponent.
    
    When regarding the Enigma Sweep, one must understand that the Sweep itself is 
    build upon the Dash that feeds it, being the Enigma Dash. Therefore, one may 
    perform the Sweep through the normal Dash through means of open combat and 
    mind game application or one can establish the Descending Sweep through means 
    of Grounded Will execution. While there are many advanced players that may 
    choose to perform a variety of GW techniques, one must also understand that it 
    is important to have every offensive technique at the ready at all times. As 
    one requires the understanding that the Enigma Dash allows "R2" Cancellation, 
    this also allows the player to incorporate the Descending Sweep within the 
    maneuver. Therefore, one must always understand that no matter what direction 
    the Enigma Dash is engaged, one always has the ability to Cancel Forward into 
    a Descending Dash.
    
    	(To perform, one must first initiate the Enigma Dash. The initial 
    	position of the Dash is of no consequence, but one must understand the 
    	length of the Shift that allows the Descending Sweep to take place. 
    	Therefore, regardless of the initial position of the Enigma Dash, the 
    	player must concentrate on the distance between the point of "R2" 
    	Cancellation and the opponent. Once the player is positioned within the 
    	distance of the average Sliding distance, one may then press "R2" for 
    	"R2" Cancellation to transition into the Shift while pressing "Forward" 
    	to direct the Shift toward the opponent. As the Shift brings itself to 
    	a conclusion at the opponent's position, one must then press "Triangle" 
    	to incorporate the Descending Sweep.)
    
    
    V-C-7. Enigma Switch Sweep:
    ------------------
    As explained in V-C-3, the Sweep involved in any Dash is based upon performing 
    the Descending Sweep by pressing "Triangle" at the very instant one plants 
    his/her feet. When regarding the Enigma Sweep, one must understand that the 
    Sweep itself is build upon the Dash that feeds it. Therefore, one may perform 
    the Sweep through the normal Dash through means of open combat and mind game 
    application or one can establish the Descending Sweep through means of 
    Grounded Will execution. However, unlike the Base Enigma Sweep, one must 
    incorporate the Descending Sweep that rides the Enigma Dash by means of 
    Grounded Will Switch incorporation. While the GW Switch requires a good number 
    of button commands to pull off effectively, the Enigma Switch Sweep requires 
    the same command execution, but with one additional button to incorporate the 
    Descending Sweep.
    
    	To perform, one must first place him/herself within the Inner Core of 
    	the Step-In Barrier, standing directly in front of the opponent and 
    	planted on the ground. To initiate the technique, one must first press 
    	"R1" to Jump for Grounded Will initiation. Once initiated, one must 
    	then press "X" for the Neutral Enigma Dash to be incorporated. As the 
    	player's initial position was placed directly in front of the opponent, 
    	such a Dash animation will not last long at all. The window of 
    	opportunity is extremely small, so one must then use the directional 
    	influenced Shift as soon as possible, before the Dash animation 
    	concludes. To do so, one must press "R2" to initiate the Shift and then 
    	"Left" or "Right" to directionally influence the movement. As the 
    	momentum of the initial Dash and Shift moves Forward, the Left/Right 
    	incorporation into directional influence will allow the player's 
    	character to Shift past the opponent. The player must then immediately 
    	press "Forward" to conclude the Shift movement as explained in the GW 
    	Switch for rear positioning. However, as the GW Switch concludes with 
    	complete descent, one must be sure to press "Triangle" as the player's 
    	character makes ground contact to initiate the Descending Sweep at the 
    	opponent's rear.
    
    Once must understand that this Descending Sweep can also be included in the 
    Switch Recoil as a means of counter attack. Also, as this technique is based 
    on Grounded Will concepts, one must also understand that one can link this 
    technique to Ground & Pound exploitation. It is important that the player 
    understands all of his/her options.
    
    
    V-C-8. Absent Recoil Sweep:
    ---------------------------
    As explained in V-C-6, as one requires the understanding that the Enigma Dash 
    allows "R2" Cancellation, this also allows the player to incorporate the 
    Descending Sweep within the maneuver. Therefore, one must always understand 
    that no matter what direction the Enigma Dash is engaged, one always has the 
    ability to Cancel Forward into a Descending Dash. It is within this concept 
    that one must incorporate the same technical aspect into the Absent Recoil. 
    However, in order to fully understand how the technique may be incorporated, 
    one must only consider the Grounded Absent Recoil, for the Descending Sweep 
    will only work when the Ground can be used as a basis for initiation.
    
    With such consideration, one must be able to manipulate one's opponent into 
    pressing his/her aggression. One must bait the opponent's approach in order to 
    catch the opponent into the trap, being the Absent Recoil Sweep. As related to 
    the Absent Recoil Switch, one must understand that the Dash involved is based 
    upon the Enigma Dash, allowing "R2" Cancellation at any time. In essence, the 
    concept of the Absent Recoil Sweep is to bait the opponent into approaching 
    the player's character while performing the Enigma Dash. As the player reaches 
    the proper proximity of the player's character, one would use the Forward 
    Shift to initiate the Descending Sweep.
    
    	(To perform the Absent Recoil Sweep, one must bait the opponent to Dash 
    	toward the player's position. Once engaged, the player must initiate 
    	the Enigma Dash to the Side or Backward, preferably the latter. As the 
    	opponent's approach reaches twice the distance of a Shift from the 
    	player, one must judge the distance accordingly for as the Shift is 
    	initiated, it will cover half the distance between the player and the 
    	opponent, while the opponent will cover the rest. in essence, the two 
    	players will meet in the middle of the distance. Once accurately 
    	judged, one must hold Forward and initiate "R2" Cancellation to 
    	transition into the directionally influenced Shift. As the player 
    	reaches the opponent's proximity of movement, one must press "Triangle" 
    	to initiate the Descending Shift at the instance of convergence.)
    
    One must also understand that though the technique is highly unpredictable, it 
    does not mean the technique cannot be dodged through defensive teleportation. 
    However, as the Descending Sweep is still a part of the technique, one must 
    also understand that the follow-up Dragon Tornado terminus is still an option.
    
    
    V-C-9. Sling Shot Switch Sweep (S4):
    ---------------------------
    While working through the explanation of V-A-3, one is referenced to IV-C-3 to 
    explain that if a player were to Charge the Jumping Melee Attack, then hold a 
    desired direction while cancelling the Charge with a Natural Cancellation, the 
    Spring will be engaged. While the Spring is based upon the Charge Meter as a 
    means of determining the distance of the maneuver, one can further manipulate 
    the Spring into additional maneuvering exploitation through further 
    cancellation. This exploitation is explained as cancelling the Spring through 
    "R2" Cancelation to initiate the Sling Shot Shift which is described as being 
    far more difficult to activate than previous Shifts stemming from the Dash 
    concept. Like the Shift concepts previously discussed in this document, 
    directional influence becomes a simple matter of holding the desired 
    direction. Once the Spring is cancelled via "R2C", a very small window of 
    opportunity will present itself for directional influence. To perform the 
    Sling Shot Switch, one must incorporate such directional influence into the 
    Neutrally Cancelled Sling Shot Cancellation. As there are two cancellations 
    being incorporated into the Sling Shot Switch, the first being Natural 
    Cancellation, the second: "R2" Cancellation. One must wait until the second 
    cancel has been activated before directional influence takes place. Once the 
    Spring has been cancelled via "R2" Cancellation, one must consider the fact 
    that such momentum is now stored in the neutral Shift. Therefore, one must 
    treat such directional influence as one would with the G2 Switch.
    
    Once the player performs the Sling Shot Switch correctly, one would simply 
    incorporate the Descending Sweep at the tail end of the concluding Sling Shot 
    Shift.
    
    	(To perform, one would initiate a Jump by pressing "R1". One would 
    	immediately begin to charge the Jumping Malee Attack by pressing and 
    	holding "Square". Before the Charge Meter runs out, one must 
    	immediately use Natural Cancellation to transition into the Neutral 
    	Spring by pressing any of the remaining face buttons before the Charge 
    	is concluded. As one has transitioned into the Neutral Spring, one must 
    	understand that such animation will not last long as one is descending 
    	through gravitational pull. Once the player's character lands, the 
    	window of transitional opportunity ends. Therefore, one must then press 
    	"R2" to use "R2" Cancellation before the player's character lands on 
    	the ground. As the momentum build through the Spring is now stored in 
    	the Sling Shot Shift, one must then use such momentum to incorporate 
    	directional influence to maneuver around the opponent by pressing 
    	"Left" or "Right". As one moves past the opponent through the 
    	directionally manipulated Shift, one must hold "Forward" to conclude 
    	the Shift momentum into rear positioning. As this would normally 
    	conclude the Sling Shot Switch, in order to incorporate the Descending 
    	Shift, one must press "Triangle" before the Sling Shot Switch meets its 
    	final conclusion for grounded rear positioning.)
    
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    VI. Accreditation
    -----------------
    
    
    I have found that as much time and effort that I have put into improving my 
    abilities of Tenkaichi 2 game-play, my level of skill would not be where it is 
    today if not for the great minds of other Tenkaichi 2 players. First and 
    foremost, I would like to give proper accreditation to those who have 
    contributed to the essence of this document, be it through direct contribution 
    or mere inspiration.
    
    -Arierure:
    
    	(Inspiration through exhibitions of Tenkaichi 3's Flight Cancel)
    
    -Auriele
    
    	(Showing Grounded Will Tactics in Tenkaichi 3, inspiring the training 
    	required that would eventually lead to the discovery of many Grounded 
    	Will techniques in Tenkaichi 2 as well as Tenkaichi 3.
    
    -DarqueAnjul:
    
    	(Helped in the beginning to distinguish the difference between a Blast 
    	1 and a Blast 2.)
    
    -Golden_Gogeta:
    
    	(Wrote the FAQ: "Blast 1, 2 and Ultimate" as a reference point for 
    	Blast 1 description)
    
    -Jey3149:
    
    	(Exhibiting Free Will concepts, the Combo Breaker and the Lift Strike 
    	Switch)
    
    -KoolKev92:
    
    	(Exhibiting the Blast Enforcement technique)
    
    -Matias:
    
    	(Exhibiting the Rise Over Run concept)
    
    -Nickeleye AKA Nick Kowal:
    
    	(Pitching the name for the technique: Ground & Pound)
    
    -RenegadeTX2001:
    
    	(Originally exhibited the Super Explosive Wave Defense, exhibited Ki 
    	Control and Last Chance Defense)
    
    -ShoryuuReppe:
    
    	(Exhibiting Videl's Chaining concept)
    
    -TheDBZShadow:
    
    	(Pitching the name for the technique: Tango)
    
    -TheLastGogeta:
    
    	(Pitching the name for the technique: Greening)
    
    -UlqiorraSciffar:
    
    	(Exhibiting a limited variation of the technique that eventually became 
    	Ascension Evasion)
    
    -Zoso9391:
    
    	(Helping with further understanding the mechanics of Ground & Pound 
    	ability. Explained Auto Teleportation. Exhibiting a variation of the 
    	technique that eventually became the Free Will Tango. Helped scout for 
    	other techniques to further the advancement of Tenkaichi 2. Invented 
    	the Tenkaichi 3 version of the GW Switch AKA "Perfect Flanking". 
    	Informed the optimal option of using the Forward Swiper with the right 
    	control. Explained various Mad Dash Switch based attack concepts.)
    
    Zzzolapa:
    
    	(Introduced the concepts of the Mad Dash)
    
    The following names belong to those who have helped me advance as a player by 
    means of continuous player vs player combat:
    
    -Nickeleye
    -IronX
    -Eos
    -BomberMan
    -Sorideon
    -Genocide
    -Magnus
    -Splice
    -X Button
    
    Those who have not been mentioned do not possess an online name or gamer tag. 
    Without their permission, I am not at liberty to give their names.
    
    The following sites are named and thanked for presenting at least one version 
    of my FAQ:
    
    GameFaqs.com
    NeoSeeker.com
    Gamespot.com
    Supercheats.com
    VGStrategies.About.com
    
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    VII. Conclusion
    ---------------
    
    
    	Congratulations! You finally made it to the end. Remember, these 
    techniques may seem very difficult but if you find yourself having a difficult 
    time, keep in mind that even the best players in the world had to struggle. I 
    wish you all well on your journey of Tenkaichi 2 technical and mechanical 
    exploration and I hope to see you soon on YouTube!
    
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    VII. Legal/Contact Information
    ------------------------------
    
    
    This document in its entirety was written by me, Lee Cook ("ZeroAnnihilated") 
    on the website: GameFAQs.com. Everything that has been written here must not 
    be used on any site without my permission. For possible consent, please 
    contact me at LJCZero@hotmail.com.
    
    This may not be reproduced under any circumstance except for personal private 
    use. It may not be placed on any website or otherwise distributed without 
    advanced written permission. Use of this guide on any other website 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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