IROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCKIROCK!!!!
Dragonball Z Budokai Tenkaichi 2
-The New Mechanics-
Playstation 2
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by Lee Cook aka ZeroAnnihilated
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Copyright 2008 Lee Cook
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Date Jul/1/2008
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Updated Nov/3/2012
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I Intro
II Controls/Buttons
III Basic Mechanics
(A)-Basic Movement
1-Direction
2-Dash
3-Ascend/Descend
4-Dragon Dash
5-Dragon Ascension/Descension
(B)-Clashing
(C)-Basic combos/techniques
1-Combos
2-Techniques
(D)-Advanced combos/techniques
1-Combos
2-Techniques
3-More on the Dip/Teleport
4-Rush Strings
5-Throws
6-Counters
IV Advanced Mechanics
(A)-Basic combos/techniques
1-Ground & Pound
2-Greening
(B)-Advanced combos/techniques
1-The Second Combo Set
2-Reverse Ground & Pound
3-Teleport+Attack (Telattack)
4-Combining G&P with Telattack (GP Telattack)
(C)-Advanced Movement
1-Flight Cancel
2-The Fake-Out
3-Free Will
4. FW Tango
5-Side Winding
6-Grid Checking
(D)-Advanced Defense
1-Combo Breaker
2-Auto Teleport
3-Last Chance Defense
4-Ascending/Descending Rush Attack Defense
5-Ascension Evasion
6-Limit Surfing
(E)-Ki Combat
1-Ki Whoring
2-Ki Dashing
3-Beat Down
4-Ki-Blast Power Control (Ki Control)
5-Splitting Approach
(F)-Ground Techniques
1-Grounded Will
2-The Tango (Close)
3-Mad Dash
4-Mad Dash Tango
5-The Recoil
6-Absent Recoil
7-Side-Swiping
8-Forward Swiping
9-The Tango (Wide)
10-GW Sweeping
11-Mad Dash G2 Attacks
12-GW Raining
13-G&P Jumping Ki Blast (G&P JKB)
14-Taxing
15-Jump About
16-Sling Shot
V Special Thanks
VI Conclusion
VII Legal/contact information
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I. Intro
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Hi, my name is Lee. I am going to explain to everyone how to understand the
basic and advanced mechanics of the game. You see, there are basic and advanced
combos and techniques that branch off of the basic mechanics of the game. This
is what everyone is used to. Through much practice, I have unlocked more
potential in this game than anyone has before. I have discovered the advanced
mechanics of the game. Branching from this will then be the new system of
combos and techniques. So even the most basic of new combos will be superior to
the more advanced combos branching from basic mechanics. I hope I confused you
with this introduction and I hope you have fun following my aimless mind.
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II. Controls/Buttons
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R1 = Ascend
R2 = Descend
R3 = Transform
L1 = Lock on
L2 = Power up
X = Dash
O = Block
Tr = Ki
Sq = Attack
U = Up
D = Down
L = Left
R = Right
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III. Basic Mechanics
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The basic mechanics of the game are very simple. They allow you to fight the
way you were intended to. This is why there is a moves list in the pause menu.
Everything you need to know in order to have fun in the game is at your
disposal but fun doesn't grant you victory. It's quite the other way around is
it not? Still, you will need to know movement and the basic and advanced combos
/techniques that go with the basic mechanics to learn the advanced. So...
First and foremost, in order to do any more to your opponent, you must be
locked on. This is performed by pressing and holding L1 while near your
opponent until your sights zoom in.
Let's get started
III (A) --Basic Movement--
1. Direction:
Basic movement whether it be forward, back, left or right is performed by
using the Left Joystick or using the D-Pad on the controller. When one of these
directions is pressed, the character will move in that direction. This is good,
if your character did not go in these directions, this guide would be of no use
to you.
2. Dash:
The dash is performed by pressing X and any direction. As apposed to simply
moving in the direction preferred, your character will move at a more
accelerated rate. Since most characters have the ability to fly, this movement
will be somewhat of a hovering "dash-like" movement. Therefore, when you dash
with a character with flight capability, this will leave the character in a
hovering pose. When performing a dash, you can hold left, forward, right, back,
or neutral. When you dash with a neutral direction, your character will dash
towards your opponent(assuming you are locked on). If you are too close to
your opponent however, pressing X and any direction will no longer be a dash.
Each character has a distance limitation when it comes to the dash. If you
are too close, your dash will become a sidestep, step in, or a backflip.
3. Ascend/Descend:
The default buttons for ascension and descension are R1 to ascend and R2 to
descend. If you are already grounded, simply pressing R1 will make you jump.
This can be of use because some abilities your character might posess may
only be accessed in jump mode. To stay in the air, simply press R1 or R2
while in jump mode. Once again, this only works for characters that can fly.
Once in flight mode, you can keep ascending towards the limit of the sky by
simply holding R1. To descend as you may have already guessed, simply press/
hold R2. So it may be understood that as far as the basics go, R1 is apposite
R2. However, like the dash, if you are already airborne and you press R1/R2
when you are too close to your opponent, you no longer have the free feel of
your movement. Free Ascension becomes a short hop upwards, free descension
becomes a short drop downwards.
4. Dragon Dash:
To invoke the Dragon Dash, you simply hold your charge button(L2) and dash in
any direction. The dragon dash is like a dash but more accelerated and more
intense. This technique may allow you to get out of sticky situations as well
but everything that revolves around the Dragon Dash comes at a price of Ki.
In order to do a Dragon Dash, you must have Ki. If you continue to Dragon Dash
until your Ki is drained, your character will stop Dragon Dashing him/herself.
The limitations of this technique are not swayed by the distance between you
and your enemy like the normal dash.
5. Dragon Ascension/Descension:
Like the Dragon Dash, you will be using the L2 button with this. To Dragon
Ascend or DA, hold L2 and press R1. If you are grounded, DA skips past jump
mode and shoots strait for the sky. Dragon Descension is performed the same
way but this time you would press R2 instead of R1. Also like the Dragon Dash,
this technique requires ki. So be careful. The limitations of this technique
are not swayed by the distance between you and your enemy like the normal
ascension/descension.
III (B) --Clashing--
I couldn't help but notice lately while watching videos that a lot of people
don't get extremely high numbers while in clash mode. I had a converstation
about this with my friend Zoso. He didn't understand how I could get above
80 while he had never seen anyone get above 76. Though this doesn't sound
like much of a difference, I myself have reached 89. Zoso tells me that the
training mode tells you to rotate your left analog stick. Both sticks should
help beating friends or the cpu.
III (C) --Basic combos/techniques--
1. Combos:
The basic combo is called a "combo set". (remember this) The combo set consists
of 5 or less buttons, Starting with Sq and ending with one of three outcomes.
A simple sq: Sq, sq, sq, sq, sq^
A charged sq(in any direction): Sq, sq, sq, sq, hold L+sq^
Tr(up/neutral/down and for some characters, Left/right): Sq, sq, sq, sq, D+Tr^
(chargable)
The unique feature about the "Tr" combo set is that depending on how many
punches you throw before hitting Tr, you may get a different outcome. For
instance: Sq, sq, sq, Tr may have a different outcome than Sq, sq, Tr.
Some combo sets ending with Tr can have very flashy endings by simply adding
the right ingredients. Examples:
-Sq, sq, sq, U+Tr, X, Tr, sq, sq, sq, sq, Tr^
-Sq, sq, sq, sq, D+Tr, Tr, Tr, sq
-Sq, sq, sq, Tr(ending with gut punch) Tr, Tr, sq. (not for everyone)
-Sq, sq, sq, Tr(ending with Ki Cannon charged) Tr. (not for everyone)
2. Techniques:
Each character has a pocket of special moves. The most basic of special moves
is the Ki blast. This is acheived by simply pressing the Ki button(Tr).
The Ki blast can be charged into a more powerful form of the regular Ki blast.
The power that allowes you to do so is gathered by pressing the L2. Though
not all characters are the same. Androids have to wait for their power to
gather over time.
The more powerful of the basic techniques are their B1's, B2's and UB's.
B1 = Blast 1
B2 = Blast 2
UB = Ultimate Blast
The B1 is performed by one of two ways. Holding L2+O and L2+U+O. Possibly
some of the most useful abilities lie within your B1. This power comes
from your blast stocks. These stocks are found within the blast guage that
has the appearance of little blue balls next to your power bar. This ball
will have a number in it and will continue to rise as the fight continues.
These attacks can differ depending on which character you use. Some
characters have explosive waves, some have instantanious transmission, some
even allow you to reach full power. It all differs, but each can be thrown
into almost any game plan you might have in store.
The B2 is performed by one of two ways. Holding L2+Tr and L2+U+Tr. This
can range from a beam/volley/power ball/super explosive wave to a rush
attack. Some of which(depending on which character you choose) might be
unblockable.
Rush attack = Attack of which your character flies towards the enemy at an
accelerated rate and begins an animations sequence of beating him/her
senseless.
The rush attack can not be blocked by simply holding O. A small list of
defense relating to the rush attack:
-Power blocking(O+Tri)
-Your own rush attack
-Dragon rush(L2+X)
-Blast/volley/powerball/Super Explosive Wave
-Dip/"step in"(explained below)
-Teleport/"high speed movement"(explained below)
-Explosive wave/Android Barrier
-Instantanious Transmission
-Charged punch(must be timed correctly)
-A flurry of punches(must be timed correctly)
-Using an afterimage related B1.
The UB is the move that the character is "known for". For instance, no one is
known better than Goku when related to the spirit bomb. In most cases, this
will be the most powerful move your character holds. This is performed by first
acheiving full power.
Full power = Holding L2 until power has reached full and is glowing blue. (Can
only be done when at least 1 blast guage has been filled.)
Then after reaching full power, hold L2+D and press Tr. An UB will leave your
opponent lost.
III (D) --Advanced combos/techniques--
1. Combos:
These combos play off of the basic ones. To reach a full combo, you will be
connecting several combo sets into one long string of attacks. To do so, you
will need to learn the "step in"(Or Dip as I like to call it).
Dip = A movement in the form of a dip when near your opponent that leaves you
temperarily invulerable to hand contact. Good for evasion and covering small
but needed distances. This is performed by pressing X while near your
opponent.
The second combo set=
You may notice that after tapping the Sq button 5 times, the last punch will
push your opponent out of arms reach, keeping you from persuing your enemy.
While your enemy is pushed out of reach, he/she is also stunned for a second.
This is how you connect your first combo set to your second. Make sure that
the combo set ends with a sq, so you can follow up with pressing X to close
the gap and proceed to unleash your second combo set. You may notice that when
you are in your second combo set, your character is not throwing the same kind
of punches/kicks as he/she was in the first. This is because your punches and
kicks in the second combo set are actually more powerful in your second combo
set. See the importance of learning? Which brings me to my next point.
There is a small bar right next to your radar on the bottom right corner of
the screen. This bar will begin to start flashing when your punches fly.
The more punches you land, the faster this bar will flash. The faster, the
better. When the bar is not flashing at all, it takes a longer time to charge
and unleash a fully charged punch. When the bar is flashing like crazy, you
charge and unleash your fully charged punch a lot faster. This is a lot harder
to evade than a punch they see coming. So logically, a charged punch at the end
of your first combo set is not going to be as fast as a charged punch at the
end of your second combo set. Unfortunately there are only 2 combo sets in a
combo relating to the "step in". If you ended the second combo set with a Sq,
this will simply send your opponent spinning to the ground out of dipping
reach.
The more confusing your combo is to your opponent, the better. Which now leads
us into the high speed movement(or teleport as I like to call it)
Teleport = There are 2 main ways to perform a teleport. Offensively and
Defensively. In this particular section, I will be explaining the offensive
strategy. To perform offensively, press O and any direction while in the
act of performing a combo set. The main purpose of using the offensive
teleport is to gain more accurate positioning. The enemy can not block if you
are attacking him/her from the rear.
Example: Sq, sq, L+O, Sq, R+O, Sq, Sq, X....
Keep in mind however, the offensive combo set teleport requires Ki. No Ki = no
teleporting during combo sets.
I should also add that when you are teleporting left/right, it is a good idea
to throw in some ki blasts between teleports to keep your offense
going. As the saying goes, the best defense is a good offense. If you can keep
the opponent on their defense, constant offense increases the possibility of
breaking through the opponent's guard. If you can get around someone's
defenses then the match is yours.
Reminder- The enemy can not block if you are attacking him/her from the rear!!
The defense to a teleporter= Sometimes you'll come across someone who will
continue to teleport in efforts to catch your rear. A defense to such an
assault would be to hold back and guard. When you hear your opponent teleport,
let off block but keep holding back. Your character will turn to the position
where the enemy will appear and immediately hold block again.
2. Techniques:
In my opinion, the biggest part of this game that will allow you to surpass
all others is your ability to cheat the system. Though we will be getting
more in depth of such a suggestion later, this will be explained now simply
because it's also in the training option of the game itself. Cancels are
performed by pressing Triangle/X/O in the middle of a charged punch(hold
Square) or pressing Square/X/O in the middle of a charged triangle related
combo ender(heavy hit/sweep/lift strike) Keep in mind however that these
cancels must be performed before the charged punch is completed. This means
that the cancel button must be pressed before the charge meter next to your
radar is full, otherwise the charged punch will be released instead. Know
now that when you cancel a charged attack, this starts your combo over. If
the hit counter continues however, then you have only started your combo
set over. Many expert players use these cancels so if you want to match up
to them without the advanced mechanics, learn these cancels.
You already know how to perform the B1's, B2's and UB's. Now I am going to help
you understand when the right time to use them would be.
I am going to explain different strategies that "usually" work and others that
always work. Rule #1: Never underestimate your opponent. You must assume he/she
is great until he/she proves otherwise. But for the mere joy of the game, this
is a list of things you might do.
- If you see your opponent is about to blast you with a Kamehameha and you wish
to battle with him/her for it, blast a Kamehameha right back at him/her. You
must win the struggle if you are to hold the victory. This is acheived by
rotating the joy sticks in a circular motion as fast as you can and hope you
did better than the enemy.
- If your opponent has used an explosive wave and is stuck in that position,
(depending on character) you will have a free blast. Keep in mind, some
characters have explosive waves that nullify your blast. *usually works.
- When you hit your opponent with a flurry of ki blasts, they have few choices.
They can either:
1. Hold block- In which case you can fire an unblockable at them/rush attack.
2. Get hit by blasts- In which case you can fire any beam/powerball/volley/rush
attack.
3. Begin to deflect the blasts- In which case you can fire any beam/powerball/
volley/rush attack.
4. Use explosive wave- In which case you can fire a beam/powerball/volley.
*usually works.
5. Use an afterimage related attack- In which case you may want to blast a
beam/powerball/volley. No sense in rushing in and getting too close to someone
you can't hit.
6. (While in air) hold left/right and then R1/R2- This is probably the best
strategy for "avoiding" the ki blasts.
-When you just hold left/right, your character takes a posture that is a
much bigger target(covers more area)... when you press R1/R2, your
character poses vertical. The Ki blasts will pass right behind you.
Just remember to make sure you are out of "step in" range. This does not
work against every enemy because each opponent is different and shoot
different types of Ki.
7. Try to run- This is another defense for the Ki blast but is a strategy used
by chumps. At this time you may begin to verbally taunt them for running like
a coward.
8. Charge a Kamehameha- When you are in charge mode, you are not phased by
ki blasts. When someone is using the ki blasts to set up for the rush attack,
charging a kamehameha would be a good idea. Unfortunatley, if you charge a
kamehameha and the offending opponent does not rush, you just wasted a lot
of energy.
The fact is, if the opponent has to deal with the flurry of Ki blasts, they
are stuck in that position until the attack is over. This does not mean that
you have no choice but do deal with ki blasts when they are fired at you.
The only characters this doesn't apply to are characters too strong for Ki
blasts to effect. Legendary SSJ Broly is a perfect example. Also if your
opponent has reached full power, most characters will have the same defense.
- If you send your enemy flying in a straight direction from a charged punch
or throw, this can be followed up with a beam/powerball/volley/rush attack.
*usually works.
- When your enemy is dizzied, this will leave him/her open for a beam/power
ball/volley/rush attack.
3. More on the Dip/Teleport:
Dip = The "step in" is one of the most important moves in the hand to hand
combat. As reported above, the dip leaves you invulnerable to hand contact.
That means that if someone is about to hit you with a charged punch, all you
have to do is hit X at the right time. You will sway right out of his swing.
This move is also useful when someone is trying to grab you. Though pressing
block at the right time will also defend against grabs, the timing for pressing
the block button is a lot more strict than a simple dip. This movement is also
a great tactic of defending against a rush attack. Just make sure the opponent
is close enough to you, otherwise you will dash right into his/her onslaught.
The difference between a dash and a dip is easy to comprehend. Each character
has what I call an invisible "bubble" around them. The area of which their
hand to hand combat lies within. To understand the circumference of the bubble
is simple. Go into practice against a non threatening cpu and practice distance
judging between a dip and a dash. This bubble really relates to the size of
your character. Once you understand the circumference of the bubble, it will be
much easier to react to an incoming rush attacker once your bubble has been
invaded. The dip can then be followed by a simple flurry of punches or even a
Ki based attack using the Tr button. I read in an FAQ written by Sean Langhi
stating "This is the one technique that sets apart newbies from experts." I
agree completely with this statement so you might want to pay attention.
Teleport = The "high speed movement" is not only one of the most important
moves in hand to hand combat, but throughout the game entirely. If timed
correctly, this move will allow you to evade moves such as charged punches/
ki based attacks/blasts/beams/volleys/explosive waves/super explosive waves/
and yes, even rush attacks.
As reported above, there are two main ways to use the teleport. Offensive and
defensive. Remember that the offensive usage requires ki(and I strongly
recommend equipping a z-item for such an occasion - Abandonment Essence). The
defensive teleport however, does not. To understand the defensive high speed
movement, you might relate back to the dip. As the dip has a bubble
circumference relating to the size of your character, the teleport bubble
relation is assumed to be the same. It's all about timing. So in essence, the
performance of a defensive teleport is quite similar to that of the dip. The
main difference is that the teleport relates to the opponents attack, whether
it be by his/her hands or the blast related attack he/she can execute.
Rush Strings=
A rush string is somewhat self explanitory but requires certain characters.
I actually wasn't the first to think of this. I was watching something on
Youtube and it gave me some ideas. A video sent in by ShoryuuReppa included
Videl conducting a series of rushes, one right after the other. Somewhat
linking them together. I haven't found anything explained about it so far so
I thought I'd let everyone in on it.
The following technique will require a decent deal of Ki so I would recommend
using either a halo or majin seal.
Unfortunately as I said earlier, only certain characters can perform this
strategy. Your character must:
**1. Be able to transform from base form to higher power, then back down to
base. (At the very least be able to transform to higher power)
**2. Have a rush in more than one form.
Now that we have this established, lets get into the explanation of the rush
string. We shall use Goten for this example. Goten's base form has a rush and
so does his Super Saiyan form. What a lot of people overlook is that when you
transform, time stands still. So what we will want to do is rush the enemy
and immediately transform. You may notice that when you are done transforming,
your opponent is still being sent away from your previous rush. Realize now
that when you come out of a transformation, you are immediately able to do
any B1/B2 you choose... as long as you have the power to do so. Since
transforming requires 1 blast stock per transformation (for Goten), you may
want to wait until your blast guage is completely filled with stocks. So, as
you may already understand... you will be rushing, transforming, rushing again
and then transforming back down to base to start the string back over until
you have no power left. Now that the explanation is complete, lets move on to
the rush categories. With practice, most of these can be used in a rush
string.
Rush categories=
-Beginnings(speed/length)
Rush 1. This rush is extremely fast but covers short distances. This rush
can not be directed from left to right, it is a strait burst.
Rush 2. This rush is a bit slower but covers a longer distance. This rush can
be directed and would be considered an average rush.
Rush 3. This rush is even slower, but covers a great length of distance. This
rush can be directed but the opponent will have a better chance to
defend.
-Middle(positioning of assault)
Rush 1. This rush is always done in a particular part of the board. So in
essense, the wall will never get in the way. A good example of this
would be SS4 Vegeta's rush. These make it much easier to string along.
Rush 2. This rush is performed wherever the fighting took place. If you were
right next to a wall, the rush may throw your opponent into the wall.
This rush makes it a bit harder to string along.
-Endings(which direction the rush will throw the enemy)
Rush 1. This rush will send the opponent flying upward. A good example of this
would be Kid Buu.
Rush 2. This rush will send the opponent flying straight. A good example of
this would be Goten. These make it much easier to string along.
Rush 3. This rush will send the opponent flying downward. A good example of
this would be SSJ Goku. These are hard to pull off but it is possible.
You will have to mix and match these to find a character good for you. A
character like Goten who has a match of Rush 1, Rush 1, and Rush 2 is really
good to use. You can use this strategy from any part of the board. A character
like Kid Trunx however who has a Rush 2, Rush 2, Rush 3 may need some practice.
You will need to wait until he is really high in the air to perform this
technique, for each time will send your enemy lower and lower. Once he/she
hits the ground, the string is over.
A good example of Goten performing this technique can be found at this site:
http://www.youtube.com/watch?v=MJACGl116ZY
This technique can be used for people who have to transform up twice to get to
another rush. It can even be used for people who have to fuse. Just remember
that once you fuse, you can't continue the string.
Throws=
Performed by one of 3 ways.
**1. Hold Up and follow with holding X.
**2. Some counter stances
**3. When at the feet of an opponent.(knocked down, face up) Hold up and press
Triangle.
**1. Explanation-
Throws can be very useful when you are in sticky situations. I place it in this
section of the guide because like the rush chaining, some throws end with you
sending the opponent in a straight direction allowing you to follow up with a
rush attack. Though many players use it for that reason above all other uses,
the throw is at some times essential to get out of a cornered position.
When you are against the wall and fighting an opponent, you may sometimes feel
like the wall gets in the way. At this time you may feel that no matter of
teleporting gets you to the position to get away from the wall. A simple throw
changes everything. Once the throw engages, the animation turns your attack
(throw) opposite of the wall.
The throw is also great for mixing up your opponents defense. If the opponent
is expecting punches and kicks, a throw can make the difference and in most
cases has the potential to change the tide dramatically.
**2. Explanation-
See in counter section below...
**3. Explanation-
Many times when you knock an opponent down(depending on your character), you
will have the chance to grab their leg and launch them into the air. Unlike
the regular throw, this does not pull the fight away from the wall. However,
like the throw, you can follow the act with a rush attack/blast. Many good
players will perform this throw after a sweep. The problem with this is that
your sweep will leave the opponent out of your reach. This problem can be
eliminated by the following suggestion.
-As explained earlier in the teleport section of the combos, the goal is to
reach your opponents back. If you have already acheived such a goal, the
next step would be to sweep your opponent. Immediately follow the sweep
with a teleport to the lef/right to get back to the front of your opponent.
If done correctly, you will appear much closer to your opponent with their
legs high in the air(almost touching you). Though this sounds like it's a
lot more work than simply sweeping from the front, this is actually much
easier to pull off correctly. Think of it this way, if you are good
enough to get to your opponents back, you are good enough to pull off this
move.
This throw is also used by good players by following this suggestion.
-When you are dashing at an opponent, charge a punch(not so much that it sends
them flying) release it. Immediately follow the punch with Triangle and then
hit Square one last time. If done correctly, you will hit the enemy three
times with the last hit knocking them laying face up with their feet directly
in front of and facing you...
Counters=
There are several ways to perform a counter. Countering can be used offensively
and defensively. Always remember that the counter comes from the O button.
These counters can range from a simple backhand/kick to the face to a grab
and for some characters, high speed movement. Keep in mind now that a counter
stance is only effective against regular melee attacks. In other words, a
charged punch or heavy hit will ignore your counter and knock you silly.
Rush counter = The rush counter comes from doing pressing O while in the middle
of a combo set(does not matter which combo set). Using this counter would be
useful to confuse your opponent and somewhat baiting him to punch you at the
wrong time or if your punches are clashing together at the same time, a coutner
stance will give you the advantage.
Dip counter = The dip counter relates entirely on who your character is. This
is performed by pressing X while inside the "step in" bubble and then pressing
O. Some characters take a counter stance while others simply sway in the case
of a second attack to dodge. Must be within the "step in" bubble otherwise you
will dash.
Sidestep counter = This is usually relating to the backhand/kick to the face
and the grab. This is performed by pressing left/right+X while inside the
"step in" bubble and then follow it with O.
Backflip counter = I personally have not caught myself in a situation where I
would need to do this but just in case you do... This is performed by pressing
back+X and follow it with O.
Lift Strike counter = There are four ways to finish the Lift Strike combo.
This counter will only work on two of these ways so you will have to keep your
eyes open.
Combo 1- Sq, sq, sq, sq, up+Tr, X, Sq, sq, sq, sq, sq (counter works)
Combo 2- Sq, sq, sq, sq, up+Tr, X, Sq, sq, sq, sq, Tr (counter works)
Combo 3- Sq, sq, sq, sq, up+Tr, X, Tr, sq, sq, sq, sq (coutner not work)
Combo 4- Sq, sq, sq, sq, up+Tr, X, Tr, sq, sq, sq, Tr (counter not work)
You may see the difference. in order to perform the Lift Strike counter during
the first 2 combos, you must hold Up and press O at the exact timing of the Sq
following the X. If done correctly, you will smack the opponent away. Combos
3 and 4 must be avoided via defensive teleport.
Cancel counter = This is in relation to the cancelling of charged hand to hand
attacks. (Charged punch, charged sweep, charged heavy hit, etc...) If you were
to press the cancel button and hold it, your character will not only cancel
the attack, but he/she will take a counter stance. Many expert players use
this tactic in close hand combat as well.
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IV. Advanced Mechanics
----------------------
I hope you read everything above, because much of what has been covered already
may be reintroduced into the following strategies. First and foremost, to do
some of the following combos/techniques, you should equip your character with
the z-item "Abandonment Essence". No, not every combo/technique will require
this but it's a good idea so you won't get confused later.
Now... to fully understand these strategies, first get it into your heads that
everything we do begins and ends with the hit counter.
Hit counter = The hit counter is the counter that shows up when you begin to
attack your opponent. The number of hits will be shown along with the damage
your attack is unleashing. No one pays any more attention to this other than
how many hits they got in a combo so they can show their friends. Which is nice
but water under the bridge. It is easily understood that the hit counter lets
you know when your combo has begun and when it has ended. This will be the
building blocks of your new strategy.
These new combos/techniques will require you to observe things you never did
before. For instance... when you fight this way, make sure you pick a character
that is shorter than your opponents. Does not have to be to the extreme but for
example, I would use Majin Vegeta when facing SSJ3 Goku. To be honest, my most
dangerous character would be SSJ Kid Trunx, yet he only has 2 to 3 bars of life.
IV (A) --Basic combos/techniques--
Combos:
1. G&P=
This little number is actually one of my favorite tactics to use because it
turns opponents into controller throwers. Remember, fun doesn't grant victory.
Then again, it all depends on what you call fun. I came across this performance
peice while in my room just messing around at complete randomness.
I call this the Ground and Pound(G&P). People who can not fly can not perform
the G&P. Your character must also be able to inflict physical damage to the
enemy. If your punches do nothing, there is no combo. For example, kid Gohan
is unable to G&P Legendary Super Saiyan Broly. Know your characters and for
that matter, know their B1's. Some characters may have ways of making
themselves unphased by hand contact such as saiyan soul.
When you are high in the air and you are performing a combo set and press R2
after 3 hits, what happens? You descend through the air. No one uses this
because it does nothing but allow your opponent to capitalize and take
advantage. You leave yourself open, especially against a skilled enemy. The
same can be said by pressing R1 for that matter. Here's the kicker...
If you were to apply the exact same deal on the ground, your character has
no where to descend to because you're already grounded. This does not go so far
as to say it has no effect on your character. You may notice that when
attacking, your feet aren't exactly planted on the ground. You actually begin
to hover slightly above the ground. So when you press R2 in the middle of a
combo set, your feet simply plant themselves. Realize now that everytime you
plant your feet, you can start your combo set over. So now in this moment of
realization, you may be thinking "Hey, I bet I could keep repeating that over
and over." You'd be correct, but keep in mind that you must do this in the
middle of a combo set. In order to keep it fluent, you may need to negotiate
anywhere between 2 punches and 4 before pressing R2. Each character has their
own way of doing this strategy. Examples:
Kid Trunx - Sq, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2... and so on.
SSJ Sword Trunx - Sq, sq, sq, sq, R2, sq, sq, sq, sq, R2, sq, sq, sq, sq,...
and so on.
Once you've practiced enough, you'll get to the point when there is no
recognition of when you pressed R2. You won't even see your character plant
his/her feet between inturrupted combo sets. Once you've got the timing down
the game will assume the character's feet have touched the ground and let
you do the trick. You won't even recognize the inturruption. It will simply
be a continuous onslaught of Sq related attacks. However... though this combo
strategy may seem like it is an ongoing attack. It is inturrupted and can
eventually be blocked. Still, as far as timing is concerned, your attacks will
be completely fluent. This is why catching your opponents back is so important.
As I stated above, the enemy can not block if you are attacking him/her from
the rear. Each punch will occur in the exact spacing as the next. So in
essence:
Kid Trunx's - Sq, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2
will look exactly like - Sq, sq, sq, sq, sq, sq, sq, sq, sq.
Or for that matter, here's an example of what SSJ4 Gogeta's G&P looks like.
http://www.youtube.com/watch?v=rv8fuD2k3cM
The only way to use the Ground and Pound on an ape is to be an ape yourself.
If you were an ordinary character and tried to G&P an ape, you will descend
too far as if you were in a flight battle with a regular opponent. Though
the Ground and Pound can be performed by the ape, remember that apes only
get one combo set. So once you finish the combo set off, that's it.
As I stated above, each time you press R2 you begin a new combo set. This
means that each 3 punches you throw will be the same 3 punches you thew
before, but who cares? It all feels the same to the enemy. At any time during
this combo strategy, you can throw in a Tr(kai cannon/gut punch/etc...),
U+Tr, D+Tr, or a charged punch. The randomness will make the defense(dip/
teleport) very hard to time.
The explanation as to why you must pick a character shorter than your opponents
is because if your character is taller, your feet have almost no choice but to
already be planted on the ground when doing a combo set. So pressing R2 would
have no effect and therefore further pressing Sq will finish off the combo set.
Though I came up with the strategy alone, it was actually my roommate who
came up with the name for it. Since you have to be on the ground to perform
this combo, he thought the perfect name for it would be the "Ground and
Pound".
When it comes to the Ground and Pound or G&P, characters fall into one of 2
categories. Those who are fast and fluent enough to do so, and those who are
not. For instance, some characters may just be too tall. Some characters may
be too slow. Some characters are generally fast but have too many stalls in
the nature of their combos. It's not their fault, I'm sure they're still good
at the basic mechanics. So in order to pull any good G&P, it takes practice.
Practice includes using different characters in many different scenarios.
It's much easier to do a G&P attacking uphill than it is on a flat surface.
For that matter, going downhill is one of the very few problems you may come
across.
There is only 1 sure way to defend against someone who is using the G&P. That
would be the android barrier that brushes off beams as well. Otherwise, if
you G&P someone and they use a simple explosive wave, you'll get up faster
than they can recover. At which time you will have a free shot at unleashing
your own Kamehameha. Unfortunately for the victim, the G&Pounder will
recover before the barrier disappears. Later techniques will help explain
how to flow back into it.
As I said before about the hit counter being related to this... you know you
are doing the G&P correctly if the hit counter keeps rising. I've seen
many videos of people getting 99 hit combos using practice mode's free
power giving nature to use the same combos followed by rush attacks. This
would not work in an actual battle. I've seen videos of people using
characters like SSJ Sword Trunx going full power (while having 3 blast
guages saved up) and unleashing endless flurries of punches until time runs
out. Then engaged in the blast guage Full Power technique to continue the
endless flurry of punches until the hit counter reached 99. Once you master
my new techniques and combos, you'll realize that this feat can be
accomplished with ease while eating a sandwich and having an in depth
conversation with your friend. All simply by using the G&P. As long as you
remember that it must be done from behind your enemy. You may also notice that
the small bar next to your radar will continually flash for the duration of
your G&P. This strategy is full proof and can be done in a combat situation
with any "champion" you come across.
I personally have had encounters with people who had perfect timing and were
on their game. Truth be told, they were probably more ready than I was. But
it was all in vain. Superior knowledge will bring you victory in every
battle you engage.
2. "Greening"=
This combo technique was braught to my attention by "TheLastGogeta". I have
seen this technique used before in other videos but never really put too much
practice in it. This does not go so far as to say that greening is not a good
technique, I was just already into the G&P and focussed on it. This is
another possible way to reach 99 hits in a combo. It requires control and
timing. The reason why it is called "greening" is based on the power of the
charge guage. When you charge a punch, you may notice the color of the charge
starts out green when it's weak. If you charge a punch in the middle of a
combo or simply charge a punch but let it go at it's weakest charge, you will
not send your opponent flying and can continue your combo. This(like the G&P)
works best from behind your opponent. Remember that the faster the charge
guage blinks, the harder it is to control this charge.
Techniques:
- When you press the Tr button in the middle of a regular combo set, what
happens? You end your combo set with a move like a Kai cannon or gut punch.
When you are performing the G&P, what do you think happens after you press R2?
You may have guessed it. Since R2 starts the combo set over, pressing Tri will
simply start shooting ki blasts at the back of your opponents head. This can
be used to continue the combo or end it. If you only throw a few ki blasts and
begin punching again, you'll continue your combo. It won't even effect the hit
counter. However, if you throw too many Ki blasts, it will push your character
further away from you. Be careful with this technique as well. For when you
connect with your ki blasts, it not only pushes your opponent away, but pushes
him/her upwards as well. The further away from the ground you are, the more
of a risk you put on the chance that your ground and pound will stop working.
Get too far up, and R2 will descend you.
- Same deal as above, but for characters that have a Super Explosive Wave.
I will not guarantee that this will work. The Super Explosive Wave can be
evaded using the defensive teleport. Understand that the super explosive wave
actually sends out 7 waves. If your enemy has the correct timing, he/she can
teleport all 7 times without being harmed and leaving you open for attack. So
though this strategy is nice if you pull it off,(and most of the time you
will) it is not full proof.
- Same deal as above, but for characters that have a normal explosive wave.
This move is not advised simply because it leaves you open for attack. However,
in the rare case(but not as rare as you think) that you have G&Ped your enemy
into a wall... they'll be somewhat stuck between a rock and a hard place.
(Must meet wall at perpendicular angle.)
IV (B) --Advanced combos/techniques--
The hit counter will play a very large part in the following strategies. It
will somewhat become a part of you. At every moment of your onslaught, the
hit counter will become more and more clear in your peripheral vision. Once
this is mastered, what once seemed random will then become completely planned
and with perfect precision. I assure you, you will read this section more than
once.
Combos:
We have gone over the G&P in the basics of Advanced mechanics. This is where
we will begin.
1. The second combo set=
Easy enough to understand, while doing the ground and pound in the first combo
set, (though you start it over time and time again with R2) you can finish a
combo set off and "step in" for the second combo set. As you begin your second
combo set, you may realize that the punches/kicks are different from your first
combo set until you hit R2. Everytime you hit R2, it not only restarts the
combo set, but it believes you are in your first. So it will still look like
you are in your first combo set. However... since the hit counter keeps going,
you will still be in your second combo set(while throwing punches from your
first). Strange! Unfortunately... though punches/kicks in your second "natural"
combo set are stronger than your first, your G&P keeps your attacks just as
strong as if you were in your first combo set. This doesn't matter because the
ammount of damage you're doing is without bounds. But it's something to help
with the understanding of these mechanics. If at any time you mess up and the
hit counter starts over, you must recognize this as you have started your
entire combo completely over and have earned yourself another dip.
Do not slow your punches down to start the hit counter over in attempts to
earn another dip. We will get to that in due time.
The second combo set is not any more powerful than the first, but in my
opinion, it's a good way to taunt your enemy. Acting like you messed up only
to have regained your position with a "step in" is enough to get a *sigh* out
of just about any competitor.
2. Reverse Ground & Pound=
Though the rules still stand for the G&P being most usefull when using a
character smaller than your opponents, there are times when the G&P also
works on smaller opponents. This is noticed mostly when the smaller opponent
has already initiated his/her melee attack. When facing a taller opponent,
your character will begin to hover(which makes it very possible for G&P).
When your smaller foe begins to hover, attacking him/her will bring your
chances of leaving the ground yourself to the surface allowing you to G&P.
Though it is in fact possible, it is not always full proof. Still... it
is nice to at least know you have it at your disposal for making longer
combos and attacks.
When I created the G&P, I was blind to the rules and therefore didn't look
far enough into the possibility that taller characters could perform it.
It was actually Zoso9391 who braught it to my attention after working on
G&P possibilities. Kinda makes me feel nice to know these techniques can
still branch out to styles beyond my practice.
3. Teleport+Attack(Telattack)=
When in your first combo set of a G&P, using an offensive teleport is good for
better positioning but that's about it. To be honest, this is probably the
best opportunity to use the teleport because you have an endless supply of it.
Each normal combo set consists of 5 hits. That's 4 teleports per combo set.
If you were to ground and pound while inserting teleports between punches,
starting a combo set over and over will give you as many teleports as you wish.
This is one of the most confusing strategies any of my foes have come across.
It doesn't matter how good they are defensively, with this strategy it is only
a matter of time before you have their back. So once again, the goal is to
catch the enemy's back where they have no defense. Keep in mind that any time
you use an offensive teleport, the hit counter starts over. This does not
always mean the combo starts over. For instance, if you punch twice, then
teleport, you only have 3 punches left in your combo set. Even though the
hit counter started over.
The main teleport that matters is in the second combo set. For easier
understanding, we will use a combo with two sets from the basic mechanics
section. Only this time, we will throw a teleport in there.
- A normal combo with 2 sets:
Sq, sq, sq, sq, sq, X, sq, sq, sq, sq, sq^
Result = Enemy spirals off into the distance out of dip range and onto the
ground.
- A normal combo with 2 sets including teleport in second set:
Sq, sq, sq, sq, sq, X, sq, sq, L+O, sq, sq, sq^
Result = Enemy is pushed into distance just outside of dip range but still
standing.
In this particular scenario, this(depending on character) may lead to a third
combo set. To follow up to where the enemy has been pushed, hold up and press
O. If done correctly, you will teleport forwards all the way up to your still
dazed opponent. This particular teleport is not like it's friends. Depending
on your character, this teleport might not start the hit counter over. Though
this may lead to the third combo set, this is not always good. This teleport
is what I like to call the "recovery teleport". Keep in mind that if a full
combo has no teleports but has Ground and Pound in the second combo set, the
recovery teleport is not possible.
When it comes to the recovery teleport, characters split into 3 groups.
**1. Characters that are so slow that by the time they teleport up to the enemy,
the enemy has already had time to turn around and defend.
**2. Characters that are fast enough to keep the enemy's back but allows the
hit counter to start over.
**3. Characters that are so fast that they teleport up to the enemy and begin
punching but the hit counter continues.
Character 1 is not qualified for the telattack. Allowing your enemy to defend
is not how we crush and conquer.
Character 3 has no where to go after the recovery teleport except the ground
and pound. The only way to start your combo over is to use an offensive
teleport in your third combo set. Since an offensive teleport starts the hit
counter over and the third combo set isn't supposed to exist, the game will
think you started your combo completely over. Unfortunately, the offensive
teleport in the third combo set is much slower and allows your opponent to turn
around and defend. Allowing your enemy to defend is not how we crush and
conquer. Though ending with a G&P isn't a bad thing per say, it leaves you with
less options. Less options doesn't make for a self high-five.
Character 2 as Goldielocks would say is just right. I would personally say
that Cooler's base form has a great telattack. Since his combo restarts
after every recovery teleport, you can do the same Combo over and over with
no defense. So in this case, it might look like this:
- Sq, sq, sq, sq, sq, X, sq, sq, L+O, sq, sq, sq, U+O, sq, sq, sq,...
The only difference in the second combo following the recovery teleport is that
the offensive teleport in your second combo set will no longer be L+O, but U+O.
Once you have your enemy's back, pressing U+O will make you teleport in place.
In a sense, you'll stay put and keep attacking.
So, an example of this technique may look like this.
http://www.youtube.com/watch?v=95rCE8gnHOg
(On topic, the recovery teleport can also follow the first Heavy finish/sweep
of your first combo set. This combo set must not include any other alterations
such as kai cannon/flying kick etc... or the combo will end with the opponent
tumbling into the distance outside of recovery teleport zone.)
Though the G&P is not the best strategy for using against an ape, they are
extremely vulnerable to the Telattack. Their size works against them, just
remember to use a character who's punches have physical effect.
4. Combining G&P with Telattack(GPT attack)=
This is a very dangerous attempt and should only be done by those who have
mastered everything. The reason I say this is dangerous is because it's very
confusing. It's so confusing that if used on an opponent, they will then be
confused and when they go home to pet their cat... the cat will then become
confused.
Once mastered, it's not that bad. However... reading this may make you give up.
The G&P is fine to use in your first combo set. It has no negative effect on
the nature of the beating you are giving your foe. The G&P is fine in the
second combo set as well. When you throw an offensive teleport into the second
combo set that has the ground and pound, things get messy. Get your peripherals
ready because that hit counter is sending you messages like crazy.
If you start a ground and pound in your first combo set and teleport, there is
no negative effect on your G&P. If you were to teleport in your second combo
set, there's two paths to choose from here. If you finish off your combo set,
the hit counter will start over and you can initiate your telattack with a
recovery teleport. However... if you G&P directly before or after your
teleport, the hit counter will start over and recognize that you are starting
a combo set over. If you start your combo set over when the hit counter is at
0, the game believes that you started a new combo over. So in a way, you've
initiated yet another combo system of no defense. So:
- Sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, R2... and repeat.
- Sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2.
... and repeat.
These two combos will have the same effect.
Techniques:
A true master of the game will now have the ability to merge all strategies.
Someone who can fuse the following into one long string of attacks.
G&P/ki blasting/Telattacking/GPT attack
Can go from that order to complete random patterns. Examples:
-Sq, sq, sq, R2, sq, sq, sq, sq, sq, X, sq, sq, R2, Tr, Tr, Tr, Sq, sq, sq, R2
sq, U+O, sq, sq, R2, sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, sq, sq, sq, U+O,
sq, sq, sq, R2, Tr, Tr, Tr Tr, Tr, Tr, Tr.....
IV (C) --Advanced Movement--
1. Flight Cancel:
There are two ways of understanding the concept of Flight Cancelling. The
first is ground movement, the second being air movement respectively.
**1. Ground Flight Cancelling
-As you know, dashing can be done with 4 directions: Neutral (same as
forward), Left, Right and Back. This does not include the Ascension and
Descension. These must be noted, for there are changes in results between
Ground Flight Cancels and Air Flight Cancels.
When dashing in any direction, it is tempting to press X (dash) again to bring
your dash to a stop. This is not the optimal way to cancel your dash. When you
use X to stop the dash, your character uses several frames to simply bring your
character to a stopped position before he/she can begin doing any other
movement again. These frames may not seem like much, but with such a high
paced game, everything matters when related to time usage.
It is also good to remember the risks of dashing in with a charged melee
attack. If the charged melee attack is blocked or dodged, your character will
be vulnerable to attack. One could cancel the charged melee attack with
an in-game cancel to bring your character to a fighting position, but pressing
R2 is much simpler.
If you were to dash and press R2 (descend), your character will immediately be
brought to a stand-up position. Though the force acquired by the initial dash
may result in springing you forward a few feet even after you have cancelled
the dash, you are still in fighting position and ready for the next move. These
few feet of "sliding" can be utilized which will be discussed later in the FAQ.
This alone eliminates the vulnerability of the charged dash melee attack.
Since you are brought to a standing fighting position, you are immediately
able to begin a combo. If the opponent is blocking at this time, the combo can
be switched up by means of teleporting/in-game cancelling/G&P.
However, while on the ground, one can only cancel a neutral dash with R2.
If the user chooses to dash left/right/back, R2 will not cancel the dash and
thus result in your character continuing to dash left/right/back. The
ground (though can be a means of fighting exploitation) can be a means of
limitation. It is worth practicing to know where your strong tactics lie as
opposed to bad ideas in regards to movement on the ground. Though it may
seem that the Flight Cancel isn't as useful on the ground because of the
limiation of only cancelling the neutral dash, the G&P is an excellent
source of keeping in control (which obviously can't be done in the air).
Now that this has been said, I will explain the greatness of close-hand combat
in relation to this technique. Though I said earlier in the G&P section that
the barrier is the only "full proof" tactic to use in defense, the attempt to
stop the onslaught is quite similar to pausing a movie. You see, if the G&P
is interrupted by a barrier, the barrier knocks the attacker away and to the
ground. If the attacker wished to continue once the barrier fades, he/she
would have to dash back up to the opponent and begin again. Without the
charged punch to dodge, the dash cancel allows you to restart the G&P easily,
putting the match right back in your hands.
**2. Air Flight Cancelling
-This concept is basically the same as explained for Ground Flight
Cancelling, except a cancel can be done with any direction: Neutral, Left,
Right and Back. However, while airborne, the user can cencel the dash with
not only R2 (descend), but R1 (ascend) as well. Once these cancels feel
natural, a user can definitely feel more "free" when moving about.
(Remember this: As long as the user is outside of the dip bubble, one could
use a Blast-2 directly after a dash cancel)
2. The Fake-Out:
(Grade 1)
This technique branches from the potential of the Dash Cancel. While
practicing the DC, you may notice certain additional movement that you might
not have expected. For example: When you dash at the opponent and press X to
stop the dash, your character stops where you pressed X. This is not the case
with the DC. The force of inertia helps you move even when you are finished
Dashing. So, while in practice mode, get some distance between the opponent,
about 20-30 feet (opponent set to standing). Dash at the opponent and press
R2 about 3/4 of the way. You may notice that after pressing R2, your character
will rise to a fighting position, but his positioning will continue to move
forward (in a sliding motion). The force generated by your initial Dash is
still processing even though you are not in Dash mode. This works in the air
as well. What makes the slide so important, is that you can control the
direction of the slide. If you Dash at the opponent (just X, no direction)
and while in Dash mode, hold Back and press R2, your character will Cancel
the Dash and slide Backward. With practice, you will be able to slide into
a position for a Blast-2 or Ultimate Blast. Furthermore, if you practice
enough, you can Dash all the way up to the nose of your opponent and then
slide backwards into position for a Blast-2 or Ultimate Blast. What I have
just explained to you is called a Fake-Out (Grade 1). You can use this
strategy to slide backward, forward, left and right.
-After you get used to the Grade 1 Fake-Out, then you can start working on
Grade 2.-
(Grade 2)
If you get to the point where you are performing a DC at the nose of the
opponent in order to do the Grade 1 Fake-Out, then you are ready for this next
technique. When you Dash directly at the opponent (use a neutral X for this,
no need to hold forward while Dashing), hold Left or Right. As soon as you
reach the opponent, Dash Cancel. You will slide past your opponent a few feet,
facing opposite directions. After you get used to this, then start getting
your thumbs used to this next movement. After pressing R2 and slip past the
opponent, immediately slide your thumb from the Left/Right button to Forward.
This may take practice, but eventually you will get it right. When done
correctly, your character will dash past the opponent on the Left or Right
and end up right Behind the opponent. It is one fluid motion. This is the
Grade 2 Fake-Out.
(Keep in mind, when using the concept of the Fake-Out while at the high or
low limits of the stage, the build of the limitations allow easier movement
for R1/R2 manipulation.)
3. Free Will:
Once you understand the limitations of the dip bubble, you may have realized
that there are times when it can work against you. For instance, if your
opponent has began charging a kamehameha and you are too far away to perform
any hand to hand combat BUT are still in the dip bubble, pressing R2 will
simply have your character hop down a foot or so. This doesn't put you out
of danger's way, as a matter of fact, it's about face level. Holding L2 and
pressing R2 takes too much time before the kamehameha would be released.
This has the same effect when pressing left/right as well, rolling won't do.
This of course is just assuming you don't feel confident enough to dodge the
charged attack. However, there is a way to break free from the dip bubble.
This doesn't have to be done during a charged attack, it can be done at any
time you wish. That was simply an example scenario.
It turns out there is another use for the ki blast. You heard me, just a
simple ki blast has the power to temporarily knock down the dip bubble for a
couple frames or so.
Examples-
-Pressing R2 in dip bubble = hop down a foot
-Pressing R2 in dip bubble after ki blast = descend
-Pressing Left+X in dip bubble = hope left
-Pressing Left+X in dip bubble after ki blast = dash Left
-Pressing Right+X in dip bubble = hop right
-Pressing Right+X in dip bubble after ki blast = dash Right
-Pressing R1 in dip bubble = hop up a foot
-Pressing R1 in dip bubble after ki blast = ascend
-Pressing X in dip bubble = dip
-Pressing X in dip bubble after ki blast = neutral dash
-Pressing Back+X in dip bubble = hop backwards
-Pressing Back+X in dip bubble after ki blast = dash Back
Unfortunately, the frame-time available to perform any movement breaking
past the dip bubble is very small and isn't "directly" after the ki blast.
Though the timing can be learned, it is much easier to perform the DOUBLE
Tap. In other words, to descend - Ki blast, R2, R2. Press R2 very quickly
but any more than twice and you will perform a hop down. Also make sure to
hold R2 during the second one. The double tap is very useful and seems to
go hand in hand with Free Will.
The idea of using the neutral dash can be worked with a bit of practice into
squeezing past the opponent to get their back. This is a means of combining
this technique with that of a Fake-out to get behind the opponent. Remember
this however, once you reach past the opponent, hitting the attack button
(square) should bring your character into place to suffice in the stead of
pressing forward. A single ki blast requires less ki than a teleport. So
unless you use z-items like abandonment essense or master's essense, this
tactic is worth the practice. This technique is known as the G2 FW
Fakeout (G2 = Grade 2).
4. FW Tango:
The normal Tango is based on the concept of Grounded Will (which
will be explained later in the guide). The FW Tango is based on the same
concept as the normal Tango, but with using Free Will instead. Shortly
after the GW Tango was "invented", my friend Zoso tried the same concept
but with Free Will instead. He then named it the FW Tango.
Within this concept, it is possible to perform the FW Tango in a "fixed"
position (rear) by simply using neutral FW dashes. The trick is to
initiate the neutral FW with the ki blast, then cancel with ascend or
descend and begin again. Note that hitting the opponent with ki blasts
will push him away. Using the neutral FW Tango will keep you fixed
to the opponent's back.
Also within this concept lies the G2 FW Fakeout. In other words,
it's a multi-G2 FW Fakeout movement. This requires fast hands and
tight control. If pulled off, this move can be very confusing and is also
very flashy.
I do believe this technique has the potential to work against the opponent,
but it is important to note that this requires a lot of control as well,
especially if G2 FW Fakeouts are to be used. It is important that the
user does not allow the opponent to capitalize on the ki blast usage
(meaning, if you are behind the opponent already and decide to go
for another G2 FW Fakeout, you are putting yourself in harms way.
A follow-up ki blast may be deflected at this time).
5. Side Winding:
This technique follows the lift strike. While it is tempting to follow the
lift strike with a heavy hit or the follow-up combo (because it's
devastating), it still keeps you in front of the opponent allowing them
the opportunity to perform a combo breaker (discussed later). However
if one were to catch the opponent's rear and then do the lift strike, by all
means, continue with the attack.
The Side Winder is a maneuver that positions you at the opponent's back,
however this tactic is based mostly on what the opponent does as a means
of defense (in other words, it's based on luck). The reason for this is that
the maneuver can't work unless the opponent decides to recover his/her
stance OR performs a counter stance. The counter stance results in the
best outcome, but the recovery stance CAN work.
This is actually very easy to do. After the lift strike, just hold left/right
instead of performing a combo. If the opponent goes for the counter
stance, the user will jet behind the opponent very quickly. You'll know
if you did it right. If the opponent just goes for the recovery stance,
the user will still move around the opponent, but it will be a bit risky
as to whether they get all the way around the opponent. If the opponent
just falls down, it's a wasted lift strike. So it's up to the user if they
want to risk the move.
6. Grid Checking:
This tactic is based on position manipulation in regards to the boundaries
of the stage (side boundaries). In other words, it's using the side
boundaries as a tool of gaining better positioning.
-Check 1: "Knocking"
-When performing a combo on the opponent next to the wall,
it is sometimes optimal to knock them into the wall with a
charged melee attack. This will cause the opponent to hit the
wall and bounce off. If this was done close enough to the wall,
the situation will result with you behind the opponent ready to
continue the attack at the opponent's rear.
-Check 2: "Rush Capitalization" (RC)
-Remember which rush attacks each character has, and
know that this does not work with every character. This tactic
requires a "medium" Rush-2 category. When at the right
position (facing the boundary at a perpendicular angle), the
rush attack will throw the opponent toward the boundary.
Knowing the boundary will bounche the opponent forward a
few feet, one could simply dash forward and perform a
Fake-Out (g2) and gain position at the opponent's rear.
-It is also important to note that if the opponent is thrown at
the boundary at an angle less than perpendicular (but
less than a 45 degree angle), the boundary will knock the
opponent off of the wall at a 90 degree angle (from the boundary).
Since you would dash in at a different angle than the 90
degree bounce, the fakeout is not necessary. One could
simply dash in with a charged melee attack and end up at
the opponent's rear due to the boundary bounce.
-Check 3: "Dragon Dash Check" (DD Check)
-This tactic requires the right distance from the boundary.
If one were to knock the opponent toward the boundary with a
charged melee attack, one must know that the opponent will
hit the boundary and bounce off. If the distance esitmation is
correct, a simple dragon dash following the charged melee
attack will suffice to position oneself at the opponent's rear.
IV (D) --Advanced Defense--
1. Combo Breaker:
As you should know by now, there are several ways of blocking. There is the
normal way of blocking by simply pressing a neutral circle. The other basic
ways of blocking are for when your opponent is trying to sweep you or perform
a lift strike(in which case you would hold down+circle), charge a punch to
knock you sideways(in which case you would hold that direction+circle), and
so on. Though there is a more advanced block that is shown to you within the
regular training of the game(O+Triangle), there is a blocking method that the
game's training didn't mention.
Let's look at this scenario. Assume your opponent is going to attack you in
close combat. Once the first hit of his/her combo begins, you won't really get
the chance to start blocking again until they reach a point where they decide
to charge a punch/kick.(Assuming their combo has no lag to it) In which case
you have to decide at a seconds notice if it will be neutral, up, down, left or
right that you must hold while pressing block. Though this may also give you
the chance to teleport behind your opponent, we are discussing blocking. So
let's leave that out of the scenario. Instead, let's look deeper in the combo.
A full combo including 2 combo sets with no Triangle involved would look like
SQ, sq, sq, sq, sq, X, sq, sq, sq, sq, sq. Instead of waiting for that last
punch to arrive, we are going to break the combo. Think of Killer Instinct's
combo breaker. That's basically what we are going to do. A regular square in
any combo set can be blocked and inturrupted in mid combo even if you have
already fallen victim to the combo's first punch. This requires perfect
timing but worth it once mastered. If you press up+square at the perfect time
of impact of any combo set punch, you will perform your combo breaker.
I have rarely come across anyone who can put it into their combat style
simply because of it's precise timing but it is possible. If this were to be
mastered, you would have the perfect close combat defense. If you were to
master the G&P as well, you would have the perfect close combat offense. So
I stress that you learn each of them as best you can. It takes a lot of
training to get right. You will fail a lot before the timing comes to you.
Though you may go through a lot of training without understanding what I'm
talking about, just be patient and keep trying.
2. Auto Teleport:
Since we already know the concept of the teleport bubble, this next step will
be based on the circumfrence of just that. The teleport bubble is much smaller
than the dip bubble. You can be several paces away from your opponent before
the game recognizes a dip action instead of a neutral dash. Though the
following can be done in most cases when regarding the dip bubble, it's much
more effective when keeping the mindset of working around the teleport bubble.
When facing an opponent that has a Blast 2/Ultimate blast with a preemptive
animation close-up such as SSJ Kid Trunks' base Blast 2(L2+Triangle),
Super 17's base Blast 2(L2+Triangle), 3rd form Baby Vegeta's secondary Blast 2
L2+Up+Triangle), or even SSJ4 Gogeta's Ultimate blast, going with the auto
teleport is the key. However, the auto teleport only works when you are in or
close to the opponents teleport bubble. The idea is to make sure that you are
NOT holding block before the animated close-up. Then press and hold block
DURING the animated close-up. When the game picks back up and the blast is
released, your character will automatically dodge the blast. This game works
frame by frame, the time taken for the blast to reach you is still within the
time barrier of pressing "O" during the animation in relation to simply
waiting for the blast to get close enough to dodge. If you are already holding
block before the animated close-up begins, the game won't recognize the
release for repressing block before the frame time is completed. Therefore,
you will either continue blocking or get hit in the face with a blast.
This doesn't work for chargeable blasts because there is no animated close-up.
Which brings me to the bridge. There are exceptions where this will not work
simply because some characters take more frames beyond the animated close-up
before releasing the blast. Case in point would be Omega Shenron's ultimate
blast. There is an animated close-up but beyond this, he holds his blast a
couple frames longer, so you'll end up blocking instead. Know your characters
and know your opponents. Which brings me to my next point.
Some rush attacks work somewhat similar. However, you must know what type of
rush attack you are dealing with. Remember the differences in the first half
of this FAQ about the different types of rush attacks. Rush attack type 1 is
much faster than the other 2, but it's much shorter as well. The prime example
of rush attack type 1 would be SSJ4 Gogeta's secondary Blast 2(L2+Up+Triangle).
This rush attack moves at or near the same speed as a blast. Therefore, the
auto teleport will work. This once again requires you to know your characters
and know your opponents. When in close combat with an opponent such as this
and you see them preparing for a rush attack, a good tactic would be to dash
in. If you are close enough when the animated close-up begins, all you have
to do is simply press and hold "O". If the opponent has a type 2 or 3 rush
attack, you will be holding block and get nailed. As you well know, a dip
or dragon dash would be the best tactic in these cases.
The only exception when the dip/teleport bubbles do not apply is when
defending against a Super Explosive Wave. The Super Explosive Wave creates
a barrier much larger than the dip bubble instantly. Therefore, as long as
you are inside the SEW barrier, you can auto teleport through the FIRST
wave. The last 6 are up to you to time. However, once the first wave
is dodged, you can block the last 6 if you aren't willing to risk the
damage that a mistaken teleport attempt would include. Though blocking
the last 6 waves still take some damage, the attacking opponent is
left vulnerable once the Super Explosive Wave is completed. It depends
on what you want to do.
The best way to learn the timing of dodging all 7 waves of the SEW can be
done by the following:
-Practice mode
-Set GT. Saiyaman to Technical logic
-Practice timing against GT. Saiyaman's SEW spamming
3. Last Chance Defense:
The last chance defense is a tactic used against a select group of
characters that have Blast 2's such as volleys and/or Super 17's Hell
Storm. It's basically the exact opposite effect of Auto teleporting through
the first wave of the SEW. Instead of teleporting the first wave, you will
teleport through the last shot of the volley/Hell Storm. This too has it's
advantages simply for allowing you to regain control of your character
before the opponent's character completely finishes his blast 2 act(in other
words, he'll still be standing there with his arms up or Super 17 will be
putting his arm back on). Therefore, this leaves your opponent open for a
follow-up attack. Be careful however, unless a z-item such as Perfect
Stance is equipped, you will still take significant damage guarding the
power of a volley/Hell Storm.
4. Ascending/Descending Rush Attack defense:
My friend Zoso9391 uploaded a video on youtube showing an ability to escape
a type 3 Rush Attack. His friend Matias actually discovered it, but it seems
to work. The best places for this to work are ruined earth and the lookout.
Any place where there's a lot of room to ascend/descend.
The idea is to make sure you are facing a Rush Attack type 3 character, when
the opponent rushes at you, just begin ascending/descending(whichever you
have more room). At the very least, this will give you enough time to perform
a dip easier. It brings the opponent close enough to measure the time needed.
This is the video he uploaded:
http://www.youtube.com/watch?v=Cdjq7bgV-yk
This shows the difference between defending a rush type 3 vs a rush type 1.
5. Ascension Evasion:
This move was brought to my attention from a new friend UlqiorraSciffar20.
I have performed this move from time to time but never gave it much attention.
Instead, I simply regarded it as part of movement basis using Ascension and
Decension, but this new friend helped me recognize the utility of such a
technique.
The concept of this technique is to bait the cpu/opponent into dashing at you
with a charged melee attack. As they dash at you, you then dash in any
direction you wish to create the correct distance. When the opponent
reaches the correct mark, you change your direction from Dash to Ascend while
moving your character in a whirlwind-like manner to slip around the opponent's
attack and then move in behind the opponent.
To see his move in action:
http://www.youtube.com/watch?v=DO-uRKqj_oU&feature=channel_video_title
Also, once you begin to ascend, you can continue to hold the button even after
you have reached the top of the stage. Your character will no longer continue
to rise, but the action of rising will be at your disposal.
The concept of this technique is described as such. When attacking your
opponent, you can do what you will to knock them to the upper limits of
the state. Once there, you would then use the technique "Free Will" to
free yourself from the Step-In Barrier for Dashing manipulation. However,
instead of Dashing, you can Double Tap Ascend instead and Hold the button.
While in the Ascension performance, you can then move your character left
or right as you wish and as long as you like. You may notice that the
opponent will have a very hard time trying to hit you (unless you mess up
the timing of course). I say again, this is not full proof for the
opponent has more in his bag of tricks than simply spamming melee attacks.
One could also use the FW Fake-Out in order to enter this state of movement,
but it is not exactly necessary.
6. FW Surfing:
Like Ascension Evasion, the same concept works with the lower limits for
stages that have no ground (Ruined Earth/Kami's Lookout). What makes this
unique, is the left/right/back/forward movement involved in such a technique.
Of course since this technique works with the lower boundaries of the stage,
one would use Descend in order to move in a free manner.
The Ascension Evasion and Surfing techniques allows the user to out
maneuver the attacker even while they are attempting basic combos and in
some cases, even Ki Blasts. This is NOT full proof, for it is improbable that
you will be able to dodge a Blast-2, but you are still in a position to assess
such a situation for a change in plan.
Once you are able to evaluate exactly how the cpu reacts to such trickery,
you can then begin to understand the timing of when you are able to pull
off a Blast-2 or Ultimate due to their vulnerability.
IV (E) --Ki Combat--
There are different ways to utilize the ki blast other than setting up for
blast 2's and ulitmate blasts. The ki blast system varies depending on what
character you use for many different reasons
Different characters may have different type of ki. This includes the amount of
ki blasts they can shoot at a time before they have to pause before restarting
again. Think of it like a combo set, only a different amount of ki blasts in
a combo set depending on the character. This concept is the basis of what will
bring me to my next topic.
1. Ki Whoring:
Since we now know about the Ground & Pound, this is where Ki Blast usage can
come in handy. Since the Ki blast set can only onsist of a certain amount of
blasts per person, the G&P is a great way to work in a couple melee attacks
to keep the ki blasts going. This is best used when you have the opponents
back and are using ki blasts directly on them. Before you run out of ki
blasts, simply G&P for a single set, then begin ki blasting again. This isn't
much more helpful than simply performing the G&P, but it is helpful to confuse
the opponent and make things a bit more embarassing for them.
Buttons press...
Triangle, Triangle, Triangle, Square, Square, R2, Triangle, Triangle, etc...
This doesn't necessarily need to be done from behind, but like the G&P, it can
be blocked from the front and in ki blast situations, even deflected. So though
it may be useful from the back, it's biggest advantage is the essense of
confusion. Now that I decided to bring up the G&P, this would be a good time to
explain another advantage of ki whoring.
This is the most difficult set of buttons I've come up with to date for actual
combat. It's basically a sequence of cancels that can be put into the assault
once the upper hand is in your grasp.
Things you need to know for this assault-
-Dip Bubble circumferences
-G&P
-Ki Whoring
-Free Will
-Dash Cancel
I personally like using SSJ4 Vegeta for this but it works with many characters.
**1. Catch the opponents back
**2. Begin the G&P
**3. Sneek in the Ki Whoring branching from the R2 at the end of a G&P set
**4. Use Free Will and Double Tap backwards
**5. Cancel the dash with R1(ascend)
**6. Blast 2(Or others depending on character)
This technique seems to work very well. It's somewhat similar to the fakeout
only from a close proximity.
2. Ki Dashing:
Understanding the concept of double taps is essential in the performance of
the ki dash. There will be many times when you dash at the opponent and press
the ki button to unleash a great deal of ki blasts within a single press. This
is an offensive form of getting close to your opponent while contantly keeping
them on the defensive. Unfortunately, the chance that the opponent won't simply
deflect the ki blasts right back in your face are fairly slim. It feels
natural to not only hit the block button to either deflect or block the ki
blasts, but to hit it several times, enhancing the chances for a deflected
ki blast. So... more cases than none, people don't typically like using this
technique. However, this move should not be overlooked for the simple fact that
like the jumping ki blasts, this technique doesn't require much ki at all.
Simply mashing Triangle in a neutral position will unleash a lot of ki blasts,
however, if you watch the ki meter, your ki will drain fairly quickly. When in
jump mode, or dash mode for that matter, pressing Triangle once will unleash
a flurry of ki blasts and very little ki. So the potential is there, we just
need the will. Free will, that is.
When you are behind your opponent, you are already in the perfect position to
do the ki blast. This specific technique requires great timing in relation to
free will, but since ki dashing makes it hard to see what your character is
doing (when his/her ki dashing is complete) you must rely mainly on the sound
your character is making. Know how many ki blasts your character expells in a
ki dash. In a sense, this technique can be infinite as long as you have ki...
and good timing. This is how it is done. Once behind the opponent, hit the
triangle button once. Do a neutral double tap and hit triangle once again for
the ki dash. As soon as you hear the last ki blast has connected, hit triangle
again. By this time, your ki dash has been completed and you will be at a
standing position, unleasing a single neutral ki blast. Continue this process
until you have the timing correct. Against any opponent, this should keep them
from turning around and defending. With enough ki, you can win an entire match
without hitting the punch/kick button a single time. This can be done in the
air or on the ground, it is your choice. However, keep in mind that neutral
ki blasts will cause the opponent to slowly ascend off the ground, while the
ki dash causes them to slowly descend. A good example of this technique can
be found here:
http://www.youtube.com/watch?v=aarRj6uNaqQ
3. Beat Down:
This concept is much like the ki dash and if done properly, can be turned
into an infinite of it's own. However, using the right character plays a big
part of how this technique is performed. When dashing into an opponent that
is lying down, some characters can pick up the opponent with a dashing melee
while others can not. The characters that can do this are allowed the
technique of the Beat Down. This technique is based on dashing at an opponent
that is lyind down, using square to pick them up, then turning this into the
combo ended with triangle and square. Then a neutral FW will bring you to yet
another opportunity to repeat the process. This technique will throw a lot of
dust in the air.
4. Ki-Blast Power Control (Ki Control):
As I said, different characters have different types of ki blasts. This is
most obvious in charged ki blasts. This is the big picture of how ki blasts
can be used in combo situations. This is also based from the idea of Ki Whoring
in the sense of working in Ki blasts during regular combos, but we'll get to
that.
This particular tactic isn't necessarily working with simple ki blasts in
general, but more so with the charged form. Charged ki blasts come in
different forms depending on the situation and character. For instance, Krillin
has a charged ki blast in the form of a disk. This form is very useful in a
sense that it's also unblockable. That alone will allow you to connect other
following attacks that the opponent won't be able to defend. However, in most
cases, they won't be in a disk form. Most will be either a regular ki blast
but more powerful(which moves fairly close to the speed of a small ki blast.)
Others will be in the form of a stunning ki blast. This moves at a bit slower
pace than that of a normal ki blast. This will not knock your opponent down,
but stuns them for further attack. Ki Control is a tactic used by characters
like SSJ4 Goku or Kid Buu. When behind the opponent, a low charged ki blast
can be repeated as if it were a combo itself. This tactic takes off a great
deal of damage. The best way to initiate this tactic would be during the
concept of Ki Whoring. The combo would start with the G&P, work right into
regular ki blasting and then charged into Power Control. The last Power
Controlled ki blast can then be followed with a dip and begin a new combo
without losing the opponents back. This is a very frustrating and confusing
tactics to opponents. Just remember, you have to "know your characters and
know your opponents".
A good video showing the Ki Blast Power Control...
http://www.youtube.com/watch?v=DjFcfTQpOfY
This technique is very useful in keeping the opponent under your offense. The
longer you are able to keep up an offense with attacks that can't be defended,
the more certain your victory will be.
5. Splitting Approach:
This strategy is based on the slowest forms of ki blasts. Some characters such
as Omega Shenron and Yamcha have slower ki blasts that can stun the enemy and
sometimes even paralyze them for a few frames. Though this type of blast can
be useful in close combat, it's best advantage is it's slow pace nature. Some
of the greatest Tenkaichi 2 players choose these type of characters for this
very reason. The idea is simple. When you are facing an opponent, you're
focussed on the character and what he/she's doing at that instant. The game
requires a lot of timing and reaction speed. Pro players work well with
getting around defenses, this is a prime example of just that.
-How it works - When using these ki blasts, make sure you have a good distance
between yourself and the opponent. Release a single charged
ki blast that will slowly make it's way to your enemy. As
soon as you release the ki blast, you must then make your way
to the opponent on either "side" by means of going left/up/
right/down. The key is to direct the opponents attention to
yourself. What makes the ki blast work so well is that the
opponent has no choice but to focus on one or the other. His
or her options are limited to attacking/defending against you
or running from the ki blast which will leave him/her open for
your following attacks. If he/she decides to duke it out with
you,(whether you get the upper hand or not) the ki blast will
hit him/her from behind, stunning or paralyzing allowing for
further abuse from your following offense.
On a side note, it would be a good idea to throw out a few of these ki blasts
from different locations before dashing around the opponent. This leaves less
room for the opponent to retreat.
Example = Ki blast, move forward, ki blast, move left, ki blast, dash right
and around the opponent.
But remember, to use this strategy, you must "know your characters and know
your opponents".
IV (F) --Ground Techniques--
1. Grounded Will:
I would have put this in the advanced movement section, but one must know
some of the aspect of other techniques following that particular section to
understand this one. Booyah!!
This technique (as the name suggests) can only be performed when your character
is planted on the ground. This means you will need to learn the difference
between what your character looks like when he/she is grounded and when he/she
is floating. This is essential for lack of such knowledge can lead to a harsh
consequence. What you are going to be learning is not too far off from the
"free will" exercise, however the difficulty of this move is a bit more
advanced, and therefore should not be attempted unless the situation seems a
bit more flexible. For example, if you face the cpu (even on the hardest
level), you'll more than likely find the relaxed moment and time to perform
such a move. Performing this technique against another human opponent on the
other hand will be much more difficult. However, it should suffice as a great
insulting move.
The move itself is a lot like the concept of a neutral free will technique that
ends with a fake-out to get behind the opponent. Since this is much harder to
do on the ground, I recommend using Grounded Will. Though I previously stated
the level of difficulty of such a move, performing this move would more than
likely match that of a grounded neutral free will fake-out. (Geez... got a lot
of names for these techniques now, lol).
In order to perform this technique, you must have full knowledge of the
following-
-Circumference of the dip bubble
-Dash cancelling
-Fake-out concepts
-Free Will concepts
Know this... though the difficulty of this move is fairly high, not to mention
that this movement is also completely situational, it does have it's good
points. It has the same outcome as a teleport/free will fake-out, but does not
require ANY Ki at all, just really tight timing. Ok! Now for the real
explanation.
You all should know by now what happens when you press the ascend/descend
buttons when in the air. Not to mention hitting left/right/forwards/back and
X. Yeah, a bunch of hopping around and a step-in. While in the air, in order
to break the barriers of the dip bubble, one would know to use Free Will to get
to dashes, ascension, descension, etc. Though FW does work while grounded, the
neutral FW Fake-out is extremely hard to do. Not to mention, double tapping
descend does no good because there's no where to go. The up double tap will
cause your character to jump straight up instead of flying upwards. However,
therein lies the potential for another breakthrough. Since you are grounded,
Free Will is not needed to break the dip barrier when referred to ascending.
In the air, pressing R1 will cause your character to hop upwards a few feet.
When your character is standing (even in the dip bubble) pressing R1 will
cause your character to jump strait up several (about 10) feet. No different
than if you were standing 30 feet away from the opponent. Now, read carefully.
What we are going to do is take the Dash Cancel and quite simply put, reverse
it. Much like you can cancel a dash with ascend/descend, you can cancel and
disrupt the jump with a dash. I didn't create the game so I can't tell you
WHY the game allows this, but the jump (like the ki blast) breaks the dip
bubble, allowing for you to dash in any direction while positioned well within
the dip bubble. This requires no ki at all and still holds the same concept of
the Free Will. However, to keep the battle at a close range, you would need to
press a neutral dash DIRECTLY after the jump. The hardest part is making sure
not to press the buttons at the same time, because the timing separation is
that close. If done correctly, you will not even see your character leave the
ground. He/she will simply perform a neutral dash right in front of the
opponent. Unlike the free will concept, doing a neutral dash fake-out behind
the opponent is actually a bit easier. The reason behind this explanation is
that you had to press R1 preemptively in order to initiate the technique. So
the game thinks you are airborne. Once you are airborne, pressing R2 (descend)
to perform a fake-out is much easier. The game obtains a more forgiving nature
to let you slip by. This also means you are able to cancel the dash when
dashing left/right/back/neutral by pressing R2. In the case of going left,
right or backwards, you should be able to perform a blast 2/ultimate blast.
Just remember to know when you are planted as opposed to floating.
Remember what was explained in the Ground Flight Cancel about not
being able to cancel a dash when dashing left/right/back with R2. Grounded
Will helps fix this problem. When one wishes to dash left/right/back and
cancel, use Grounded Will. Pressing R2 can cancel the dash and open an
opportunity for Blast-2 usage.
On a side note, this technique can be a good starter for ki dashing, but to
try initiating each set in the ki blasts with GW is not recommended. IMO, if
I were to initiate the ki dash with GW, I would use FW for the remainder of
my ki dashing sets. But it's up to you... you might find a groove in your
style that I might fall short in. God speed!!!
If you wanted to get more of a flow for using such a technique, you might
want to try to incorporate this technique with the concept of the G&P.
Remember that the G&P uses descend as the key to cancelling combo sets. This
key can also be used to plant your characters feet, thus allowing an
opportunity to perform a GW Fakeout. This takes a lot of practice simply
because your hands must be at their peak in the midst of combat, but it's
possible. The same concept can be worked with performing blast 2/ultimate
attacks as well. Same as the fakeout, you can break free using the G&P
cancel to dash where you need to be.
*Cancelling with X (dash)
-This is the only time that cancelling with X is optimal. In every other case,
I urge you to use R2 (descend), but most importantly, it's up to the user to
decide in the middle of battle.
Using X to cancel a dash will cause the opponent to cancel the dash by
wasting frames as explained in the Flight Cancelling section. However,
When using Grounded Will, pressing X does not waste frames. It simply
stops the character on the spot just like pressing R2 (but with less
of a sliding effect). When cancelling GW with R2 for Blast-2 opportunity,
the game is extremely picky on the timing between the user going for a
GW Dash Cancel to Blast-2 and a GW Dash Cancel to Descending
Sweep. Since using X to cancel the dash does not carry this confusion,
this is the one time X is the optimal option. However, there are stipulations
that may hinder techniques later explained.
It is also important to note that the concept of Grounded Will was first
inspired by a player known as Auriele. This player was introducing a
concept in the 3rd Tenkaichi game consisting of using Grounded Will
concepts to maneuver about the opponent through "in & out" movements.
While the GW tactics of Tenkaichi 2 enable the dash ability within
the confines of the Step-In barrier, Tenkaichi 3's mechanics do not
allow such freedom. However, before GW was discovered for Tenkaichi
2, it must be clarified that Auriele was the first to initiate such
discoveries. While GW does not allow free dashing within the Step-In
barrier in Tenkaichi 3, it does allow a different movement currently
known as the "jolt": A very quick movement ranging up to 7 feet,
allowing the user to move in and out of the Step-In barrier with
lightning speed. At the end of such a movement, the player's
character is placed at a fighting stance position. Such concepts were
later implemented into Zoso9391's experimental game-play, which
would eventually lead him to inventing the technique currently
known as "Perfect Flanking" (later named by Snapaholic1).
While Tenkaichi 3 was not the main focus of Zoso9391, such
emphasis was not placed on this discovery until much later.
Months later, I (ZeroAnnihilated) began to experiment with such
concepts in Tenkaichi 2. It was then that such concepts described
above were discovered. Though the mechanical reasoning behind GW
concepts are different than those of Tenkaichi 3, the "how-to"
reasoning behind such concepts are nearly identical. I eventually
perfected many GW techniques in Tenkaichi 2; techniques such
as the GW Fake-out, GW G2 Fake-out (currently known in Tenkaichi
3 as Perfect Flanking), Recoils and Absent Recoils were
invented/perfected accordingly. Later, a Tenkaichi 3 elite player
named Snapaholic1 would pioneer such focus into the implementation
of GW into Tenkaichi 3 in a means to perfect the technique
"Perfect Flanking".
2. The Tango (Close):
My friends (Warhawk and Zoso) made a video consisting of what they call
the quad teleport for DBZ Budokai Tenkaichi 3. It consisted of hitting the
opponent with a heavy hit, then follow up with 4 offensive teleports. This
requires the player to punch, teleport, punch, teleport, punch, teleport,
etc... but in alternating directions. Warhawk's video was the first to show
it, Zoso's was the second as a means of a response video. As I have been
working with Grounded Will and the G2 Fakeout, I thought I'd see if
I could do something similar, but instead: Replace the offensive
teleports with G2 Fakeouts. When my video was complete and uploaded,
one of my other friends (TheDBZShadow) thought the full movement
from first G2 Fakeout to the last should be called "The Tango".
Though I originally thought the Tango would be just for looks and
entertainment, I have concluded that the Tango can be a very
strategic strand of techniques. An offensive teleport has a "tell",
which is the initiating punch. Since Grounded Will can be
initiated immediately as long as the player is grounded, there
is not "tell" for a G2 Fakeout. As long as the player can hold the
control of the movement, one could put as many G2 Fakeouts as
desired into the Tango. However, it is also required that the player
pays close attention to the opponent and how they are reacting
to the confusing movement. The goal is to catch the opponent off
guard for rear placement or even a blast-2. As long as the player
is focussed, one would notice whether the opponent is blocking,
attacking, or trying to turn around to face you between G2 Fakeout
movements.
At the very least, this movement is a very insulting string of techniques.
I can't think of a better way of showing the opponent that he/she's in
over their head.
3. Mad Dashing:
This chaotic machine of a technical massacre is based on the concepts
of Grounded Will. However, as most of the Grounded Will techniques
described in this FAQ are concluded with the means of using the
descend button for controlling the final positioning, Mad Dashing
skips that idea altogether. 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 slides and basic dash cancels,
and in some cases of the GW dash, one would use X (dash/step-in)
to cancel the dash completely. Though one could also use R1 (ascend)
to cancel airborn dashes as well, a player would soon learn that using
R1 does not cancel a dash like R2 or X would with GW technique.
Instead, the ascend button will cause your character to jump directly
out of the dash and into the air (about 10 feet into the air). While
the game considers you to be airborne already during GW dashes
(allowing a descending dash cancel), the game also considers you
to be grounded as well, as your dash is also hard to distinguish
from the normal grounded dash.
However, this is where the magic behind Mad Dashing chaos begins.
As explained above, trying to ascend out of a Grounded Will dash
will cause the player to jump out of the dash. Remember now how
the initial Grounded Will dash was initiated... by a jump! Fast hands
now! It is within this concept that we will cancel the first GW Dash
with a second GW Dash (without cancelling with descend or
slides). So in essence, one will GW Dash in one direction and
immediately GW Dash in a different direction directly cancelling
the first GW Dash. As this can be done as many times as the player
desires (with enough control), a player can dash at high speed all
over the battlefield, no matter where they are in relation to the
opponent. Meaning, they can dash as fast as the like in any
direction, and the step-in barrier has no power over the opponent.
At such high speeds, it becomes very difficult for the opponent
to follow your movement. This technique is very useful in mind
games and tactical advantages.
4. Mad Dash Tango:
As one might guess from understanding the concepts of the Tango,
using Mad Dash concepts can be used to work around the opponent the
way a Tango is performed. However, as the Mad Dash initiates and works
with full GW Dashes (no matter how fast you cancel them), the Tango
is going to be extremely wide (even when compared to the Wide Tango).
The reason being: The original GW Dash that initiates the Mad Dash
will send you in a straight line to the left/right/diagonal/etc, but the
following dashes that would go to the sides will then revolve around
the opponent. You might have noticed that when you dash to the left or
right when you are distanced from the opponent, you don't dash
in a straight line. Instead, you dash in a circumference around
the opponent. It is in such a case that the Mad Dash can be a Tango.
However, it is also important to keep in mind that you are not
subjected to only pressing left/right when moving around your
opponent. You can still GW dash in any direction. Pressing left/
right is only in relation to the Mad Dash Tango and is what makes
it look the way it does.
I believe it is also important to note that like any normal dash, the
attack connected to the dash is usually going to be a charged melee.
As expressed in this FAQ in the Dash Cancel sections, I urge any
player to consider the final positioning of the Mad Dash Tango.
It is true that a charged melee during the Mad Dash Tango will
bring you to your enemy, but at what cost? An enemy can dodge
a charged melee. I believe the optimal option would be to Mad Dash
according to one's chaotic will, but as the last movement to reach
the opponent, switch to the descending slide to cancel the last
GW Dash of the Mad Dash Tango.
5. The Recoil:
Understanding the concept of Grounded Will and the Fake-Out (grade-1) are
key to understanding the Recoil. As a matter of fact, while the Fake-Out
(grade-1) is meant to dash in and cancel backwards, the Recoil is the act of
dashing out and cancelling forward. Since dashing is not an option without
either Free Will or Grounded Will... one of the two is needed. Since the
Recoil is a defensive maneuver, Grounded Will will suffice.
When one decides to practice the Grounded Will concepts, the first
temptations to use the tactic is to wait for the opportune time. Right after a
blocked heavy hit/charaged melee attack for example. After time passes, the
user becomes more comfortable with Grounded Will so as to incorporate it
into more risky gameplay strategy: Following a Ground & Pound set for
example. However, while this concept is based more on offense, the Recoil
is a defensive maneuver.
When inside the Dip Bubble, one might be tempted to use the Dip to dodge a
heavy hit/sweep/lift strike/etc and counter with an attack of their own.
However, the user will not be able to counter until the "Dip" action is
completed. There is enough time to counter attack before the opponent
regains their defense (about 99% of the time anyway) but there is an
alternative: The Recoil.
(Remember: You must be grounded first, otherwise this will not work)
While blocking an attacker's combo, if you notice that the attacker is
charging a melee attack such as the heavy hit, sweep or lift strike, one
could take this opportunity to GW backwards (out of harms way) and then
cancel forward with descend (back inside the Dip Bubble directly following
the opponents attack). Though this action is harder than simply pressing
X (Dip), the action is faster and allows a counter attack sooner. However,
it is very important to practice timing, otherwise one could cancel into
a heavy hit/sweep/lift strike before the attacker's melee is completed.
*Cancelling Recoil with X
-As explained in the Grounded Will section, one could cancel the GW dash
with X to unleash a Blast-2. However, when using the recoil, using X
can help or hinder your technique depending on the character you use.
Since using R2 holds the possibility of a CPU confusion between
cancelling for a Blast-2 and cancelling for a descending sweep, one
might be tempted to use X as the optimal alternative during the recoil.
However, since using X for the cancel depends on the character, I
strongly urge the user to practice the outcome for any particular
character. While a SSJ4 Vegeta will have no problem cancelling forward
to begin a combo or simply cancel into a Blast-2 against a SSJ4 Goku,
using SSJ Kid Trunks against SSJ4 Goku will not have the same
outcome. When using a smaller character to cancel out of a recoil
with X, the game does not acknowledge it until several frames later.
In such a case, one would be more inclined to use R2 for a better
result.
It should also be noted that pressing X to cancel forward also works
with the right character, but R2 is much quicker in this respect. It
is something to work with and find comfort with. If one becomes
more natural using X for a simple recoil, make sure to use the
right character for the job. If one were to use R2 for cancelling the
recoil for a Blast-2, know there is a possibility that the game will
confuse your intentions.
Though the Recoil is personally prefered, one could also use the
Grounded Will Fake-Out (grade-2) as a means of dodging the charged
melee attempt. It would definitely result in better placement. This is
what I like to call the G2 Recoil (formerly known as G2 Evasion).
I do believe it is worth noting that since the Recoil is performed by
cancelling forward with descend, one could add a descending sweep as a
counter attack when reaching the opponent.
Someone recently asked me what I thought about the Recoil's
practicality inside the Dip Bubble. I feel that it would be helpful
to include my response to him in the FAQ as well.
"The main practicality for the recoil is constant free movement.
Whether it be to move backward to avoid getting hit for that instant,
and then moving back in for position recovery, moving out of harms
way to reach the opponent's rear, or simply moving out of harms way
to cancel for safer positioning (or even a blast-2). Notice that when
the opponent charges a melee attack, there are different ways to deal
with it. Block it (in which case you are caught in a standing still
position, perform the step-in (in which case you are caught in the dip
motion), teleport, or use the recoil (which as already stated, gives you
many more options). If however, the opponent decided to cancel their
charged melee attack, blocking would simply leave you in the standing
defensive position, the step-in would leave you in a vulnerable state,
the teleport would be harder to pull off due to confusion, while the
recoil can be cancelled with descend/X as soon as the cancelled
charged melee is noticed. A G2 Recoil will still place you behind the
opponent regardless of the charged melee cancel because it is still
considered a G2 fake-out. As the practicality rises with this
technique, I am sad to inform that the skill and difficulty to perform
this movement rises just as high. Once your skills are honed, it will
become a normal part of your gameplay."
6. Absent Recoil:
After understanding the concept of the Recoil, it is important to know
the relevance of the opponent's position/action in relation to your
position. As you know, the base recoil is used to dodge charged melee
attacks; whether it be a Recoil, a Recoil Sweep, or even a G2 Recoil.
Regardless of how the recoil ends, the first part is initiating the
Recoil by means of a backward GW dash. Remember this during
this technique. The Absent Recoil is a Recoil, absent the opponent
(meaning, the opponent is not inside the dip bubble). Since the
Recoil is based on the mechanics of Grounded Will, a Recoil can be
performed anywhere in the map, regardless of how close the opponent
is. Before we begin our explanation of the Absent Recoil, let's talk
about the base Recoil first.
When performing the recoil, you only have a small window to perform
the entire movement. Timing is extremely tight. When you notice the
opponent charging his melee attack, you have between the time
he begins the charge to perform the backward GW dash. Then you
must cancel forward with R2 before you create too much distance
between you and the opponent (otherwise cancelling forward will
not bring you all the way back to the opponent), while also making
sure you cancel forward as the opponent is "finishing" his attack.
If you do it too soon or too late, you will get hit. The G2 Recoil
requires a neutral GW dash and a cancel while holding left/right
to get out of harms way. This is probably one of the most difficult
move that requires the most timing in Advanced Mechanics, save
the SEW/Hell's Storm defense. It's a lot of fast hand movement
for quick positioning, all under the pressure of the threatening
opponent.
What I've done with the Recoil is basically eliminated the threat
to calm the nerves, and I've cut the technique into two halves. This
makes things much easier. If you create some distance from the
opponent first (by means of GW, FW, or other), this is eliminating
the threat, at least temporarily. Since you can perform the base
Recoil anywhere, you are free to do it as you will without the
pressure of an attacking opponent. Now, as I said, I've cut the
Recoil into two halves. Well, this is not entirely true. For the
Recoil has always had two halves, but the entire technique
has been crammed together because of the "reflex motion"
that it's just looked at as one complete motion. Without the
attacking opponent, you can GW backward and cancel with R2
as many times as you wish without cancelling "forward". This
is a means of "baiting" the opponent in. Since the opponent is not
attacking you yet, the first part of the movement is pressure free.
Since you don't have to worry about the "reflex" part of the
movement until the opponent approaches, you can constantly
keep yourself in the first part of the Absent Recoil by means of
GW, Cancel, GW, Cancel. It is during this time that you must
watch the opponent carefully. If the opponent begins throwing
ki blasts, you can cancel to the side and immediately press
block to defend yourself, OR you can cancel the GW with R2 and
then immediately initiate another GW but to the side to outrun
the ki blasts. If you notice the opponent dashing toward you,
make sure the opponent begins a "charged dash melee" attack.
If the opponent does so, wait until the opponent is close and
about to unleash his charged attack. As soon as he is close
(remember, you are in the middle of the backward GW dash),
you can cancel to the side with R2 and then immediately press
forward to maneuver around the opponent much like a G2
Recoil. The difference is that instead of you pushing
forward to gain position by using GW, you are pulling
backward and allowing the opponent to push himself into a
situation that allows you two swing behind him.
As with the Recoil Sweep, there is an Absent Recoil Sweep
as well. If the opponent dashes toward you during your
backward G2 dash, you can cancel forward and hit the
"ki" button to initiate a descending sweep. It's a very
quick motion and hard to see coming.
Link to the video move:
http://www.youtube.com/watch?v=ZkX8JXHbTV4
7. Side-Swiping:
This maneuver is very similar to the what's described as the G2 Recoil,
but with a few changes. First and foremost, I would like to say this
maneuver is easier than the G2 Recoil, but requires a bit of
"baiting". I say this because without the opponent's participation, the
Side-Swipe CAN be useless. Let's take a look at the G2 Recoil
first.
When performing the G2 Recoil, the movement is sparked by
the jump and then a dash forward. The only reason the user is able to move
past the opponent is because of the the "forward" dash. When the dash
is cancelled with R2, the slide allows the movement past the opponent.
It is then up to the user to move forward to the opponent's rear. The
opponent does not have to be moving for this.
The Side-Swipe is different in that instead of dashing forward, one
would dash left/right instead. An immediate "forward" R2 cancel is
encouraged to bring the user back to the opponent. However, this is where
things are different. If the opponent sits still, the recovery from the Side-
Swipe will bring the user up to the side of the opponent. Not the front or
the rear, but the side. An attempted combo might bring you to the rear,
but then again it might bring you right back to the front. This is why
one must indulge the opponent to attack. The act of the opponent's melee
will pull them forward allowing the SideSwipe to bring you to position at
the opponent's rear.
8. Forward-Swiping:
As explained above in the Side Swiper, the Forward Swipe is performed
by a straight GW dash cancelling into a forward slide to the opponent.
However, unlike the Side Swiper, the Forward Swiper does not bring
the player back to the opponent's 90 degree. While the Side Swiper
needs the opponent to attack in order for the slide to reach the
rear, the Forward Swiper does not share this necessity. Instead
of GW dashing to the side and cancelling forward with Descend
to reach the opponent's rear, we are going to GW dash
diagonally (Side+Forward) in a means to break past the opponent's
90 degree and then cancel forward into position. In many cases,
this technique is easier than the Side Swiper as it does not
require the opponent to attack (to propell him/her forward).
However, risks are involved in performing this technique. As a
GW G2 Fake-out involves a neutral GW dash and a Side Swiper
requires a sideways GW dash, these techniques are not
directionally at risk of performing the wrong technique. However,
as the Forward Swiper uses the forward diagonal direction to
move past the opponent, if not performed correctly, the game
might think you are trying to perform a grab attempt. In such a case,
you may be trying to escape an attack from the opponent via recoil
incorporation; a simple mistaken grab attempt will get you
caught by the opponent's offense.
So, in essence, the buttons used to perform the Forward
Swiper:
-Ascend (jump) to initiate the technique
-X (dash/step-in) +holding forward+Left/Right
-(once past the opponent's 90 degree, hold forward and press
R2 (descend)
*Incorporating the Descending Slide-
-Remember that as you are already past the opponent before you
cancel forward with descend, (like the GW G2 Fakeout) you
inherit the ability to incorporate the descending sweep as you
approach the opponent. Once the directional risks of the
Forward Swiper is under strong control, one might find
the incorporation of the descending sweep easier to perform
in the Forward Swiper than the GW G2 Fakeout.
9. The Tango (Wide):
The Close Tango is suggested as such because the GW G2 Fake-out
is a very tight movement. When maneuvering around the opponent, the
distance between the player and the enemy is very tight. There is another
strategy one can use when attempting to Tango around an opponent: The
Wide Tango. The Wide Tango (as the name suggests) works around a
larger circumference as the player moves around the opponent. This
allows a little more comfort and a little more safetey as the opponent
is not as close and it is easier to see what the opponent is doing.
Instead of using the GW G2 Fake-out to Tango around the opponent,
the player has the option to use Side-Swipers/Forward-Swipers
instead of using GW G2 Fake-outs to perform a Tango. As Slide
manipulation requires a lot of movement in a short distance, the
technique must be tight. However, as half of the Side Swiper/
Forward Swiper is a GW dash (later to be cancelled with descend
into a slide), the initial GW Dash creates enough distance to expand
the circumference of the Tango. In essence, the Close Tango is
a set of GW G2 Fake-outs, while the Wide Tango is a set of Side-
Swipers/Forward Swipers. However, it is also important to note
that one can mix and match them accordingly to create a varied
Tango.
10. GW Sweeping:
This technique is risky but nice when it works. Be sure to practice. The move
is based strictly from the Grounded Will and works straight from the sweep
related to descension. As you should know by now, hitting triangle during a
descension right as your character lands on the ground will perform a sweep.
This sweep is fun to use during grounded dash cancels in general, but this
same concept works within Grounded Will. When next to the opponent in a
grounded situation, performing a neutral GW dash directly followed by a dash
cancel will leave you an opportunity to hit Triangle for a sweep. The timing
is extremely tight and will require a lot of practice, but it's well worth it.
This sweep is a bit quicker than simply dipping into a sweep, but the biggest
advantage of this technique is it's explosive nature to the eye. A sweep
following a dip can be seen coming a mile away to the trained eye. This
particular sweep is hard to see coming. Still... since this move is so advanced,
the difficulty factor is a big one. I don't recomment using it too often.
If you'd like to further the difficulty of such a move, it is possible to do
so by incorporating it with the GW Fakeout. Though such a move is not
necessary, it does add insult to injury. It's simply adding the descend that
allows the GW Fakeout with the timing of the triangle while holding forward.
This will bring your character around the opponent while preparing for a
sweep. If done correctly, you'll fakeout behind the opponent directing into an
immediate sweep.
11. Mad Dash G2 Attacks:
As explained in the Mad Dash section, the technique is based on
Grounded Will. However, as also explained in the Forward Swiper, the
player has the ability to GW dash in the forward-diagonal direction to
earn a rear position behind the opponent. In such a case (as the player
is still in a GW dash), one could simply use the mechanics of a GW
dash to their advantage. It is also important to note that the following
techniques can also be used in Recoil tactics.
*Mad Dash JKB =
-As the player dashes behind the opponent with the diagonal GW Dash,
it must be clear that the Jumping ability is still in existence within
the GW Dash. Therefore, once behind the opponent, a player can simply
perform a shot hop Jumping Ki Blast to transition into Taxing related
connections.
*Mad Ki Dash =
-As the Ki Dash involved in the FW section is initiated by a mechanical
break through FW concepts, it is important to note that Ki Dashing
can also be initiated by a mechanical break through GW concepts.
As the GW Dash also holds the ability to use Dashing Ki Blast flurries,
so would the Mad Dash. Therefore, much like the Mad Dash JKB, one
can simply use the diagonal GW dash to earn rear positioning, and then
cancel into a second GW dash directed toward the opponent while
using Ki Dash concepts to unleash a flurry of ki blasts upon the
opponent's backside.
*Mad Dash Sweep =
-As explained in the Mad Ki Dash, a player can GW dash directly out
of the initial GW Dash that gained rear positioning. As the second GW
dash is directed at the opponent, instead of using Ki Dash concepts, one
could simply cancel the second GW Dash with descend and incorporate
a descending sweep. However, as flashy as this technique may seem,
I would also stress that using a Forward Swiper Sweep is a much
easier technique, looks very much like the Mad Dash Sweep and
the results are the same.
12. GW Raining:
This technique is based from the jumping arial ki blasts. Jumping ki blasts are
shot in flurries, but it's hard to find the right situation to unleash such an
attack. The opponent is usually right in your face or far away but not in
position for the jumping arial ki blasts. Even in most cases when the opponent
is in the perfect distance, you are more than likely not planted on the ground.
The GW is a good helper. The strangest thing about the GW is that even on a
broken system, it's hard to have everything figured out. For instance, in the
respect to using dash cancels out of GW, it works because the game thinks you
are in flight mode. However, if you pressed R1 in the same instance (aside from
the neutral GW), the game thinks you are still on the ground, so you'll jump
again. Therefore, in the instance of dashing left/right/backwards in a Grounded
Will manner, you can hit R1 for a good chance to use the jumping arial ki blast
flurry.
13. G&P Jumping Ki Blast (G&P JKB):
This technique is much more efficient than GW Raining because it allows a
jumping ki blast directly from a combo set. The fact that the G&P allows a
continous flow of attack by means of descending is the key to this technique.
Since a jumping ki blast can only be performed when your character is already
planted on the ground, using the descend action will allow your character to
jump at the junction of each G&P combo set. In it's entirety, it's descending
to break the combo set simply to jump for a JKB. Much like Grounded Will, the
Ki blast button must be initiated directly after the jump button is completed.
Though the animation is more delayed than GW, your character should still be
low enough for the ki blasts to effect the opponent. This is most effective
when you are positioned behind the opponent.
On topic, one would also be enclined to perform a landing sweep from time
to time. This may not require G&P simply because the JKB creates too much
space between yourself and the opponent. So instead of incorporating the
G&P with this alteration, perform a JKB after a heavy hit. While the opponent
is stunned, move forward a bit to close distance. This should put you in
place for a JKB followed by a landing sweep.
14. Taxing:
The term taxing may not make sense by the direct meaning of the word, to be
honest, I just kinda threw it out there. The concept behind taxing is based on
the G&P JKB. The G&P JKB creates enough distance between yourself and the
opponent for a dashing ki blast. Which can in turn press forward with further
ki dashing or simply starting over with a set of G&P. Taxing is referred to
simply repeating the process of G&P, JKB, Ki dashing. If performed properly,
the opponent will fall into an infinite of ki blasts and melee.
15. Jump About:
This concept is not based on Grounded Will but is still an extension from the
concept of cancelling the jump with a dash. Since you can cancel the jump with
a dash, I have confirmed this to be a good escape route in order to create
distance for blast 2's/ultimate attacks. While grounded and under melee attack,
simply press R1 once to jump out of the situation, followed by a dash in any
direction (hold forward to go behind opponent) and cancel the dash with ascend
or descend to allow the opportunity to initiate a blast 2 or ultimate blast.
16. Sling Shot:
This technique is based on the incorporation of in-game cancel manipulation
within the jumping base attack. Notice that when in jump mode, the player
can choose to attack by means of Ki Blast flurries or attacking with
melee. Like most of the other melee attacks in Tenkaichi 2, this
jumping melee attack can also be charged and like the other chargeable
melee attacks, this jumping melee attack can also be cancelled with
in-game cancel mechanics. However, unlike the other chargeable
melee attacks, the jumping melee attack is not limited to a fixed position
when cancelled.
When one performs the jumping melee attack and cancel it with in-game
cancels, a player is left standing in front of the opponent in a fighting
stance. However, if the player were to hold left or right during this
cancel, the player's character will spring off into that direction.
It may feel logical at first to believe that the distance of the spring
is directly related to the height of the inital jump, this is false. Insead,
the distance of the spring is directly related to the amount of power
charged before the cancel. Therefore, there are two types of Sling
Shots:
A) Half Sling Shot (bad)
-The Half Sling Shot is performed with charging only a small amount
of power before cancelling. The distance is short and usually leaves
the player in a vulnerable position.
B) Full Sling Shot (good)
-The Full Sling Shot is performed with charging nearly full power
before cancelling. The distance is much greater and extends beyond
the boundaries of the Step-In barrier, presenting opportunity
for Blast-2/Ultimate Blast potential.
It is important to note that this technique may need more practice
than what one might guess, for the attack itself (even if cancelled) is
in the possession of descending movement. Therefore, using a Blast-2
improperly can result in a descending sweep, leaving the player vulnerable.
Unlike Grounded Will and Free Will "slide" concepts, this "spring" can
not be manipulated. It is a solid movement that must come to its
conclusion before the player can possess free movement again.
-G2 Sling Shot-
After bringing the concept of the Sling Shot to Zoso9391's attention,
being the highly advanced player that he is, he began to experiment
with Sling Shot possibilities. Less than a day later, Zoso got back
with me and explained that he was able to perform this technique
with the concepts of the Sling Shot.
While the spring from the Sling Shot can not be manipulated through
directional influence, it can be cancelled by means of the descend
button. The timing is extremely tight, but if one were to spring off
and press descend before they touched the ground, it is possible
to use such momentum of the Sling Shot's spring to transition into
a slide. This slide can be manipulated with directional influence as in
any other technique that possesses it. Therefore, it is possible to
spring to the left/right, then cancel the spring with descend and
slide around the opponent to their rear. In other words, you will
cancel the charged melee with in-game cancels to initiate the spring
from the Sling Shot, and then cancel the spring with descend to
initiate a slide. This technique is a double cancel and requires a lot
of control.
-Sling Shot Recoil
This is simply using the Sling Shot at a defensive maneuver
against an opponent's charged attack. However, unlike the
Recoil, we will not use the slide to avoid the opponent's attack.
Instead, we will use the Jump that initiates the Sling Shot to
avoid the opponent's attack and then initiate the slide with
the double cancel explained above to finish the technique.
Conclusively, this technique will resemble a variation of
the G2 Recoil, but using different mechanics with the Sling
Shot.
Exampe: Jump to avoid charged attack or grab attempt, initiate
charge attack, cancel attack with in-game cancel mechanics
to initiate the spring, cancel the spring with descend to initiate
the slide around the opponent as their attack concludes.
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V. Specail Thanks
-----------------
This is the part where I thank any and all sites that have posted my Faq and
others who have helped warp my mind around these ideas.
Sites-
GameFaqs.com
NeoSeeker.com
Gamespot.com
Supercheats.com
Others-
Nick Kowal (Pitching the name for the Ground and Pound a.k.a G&P)
DarqueAnjul (Opening my eyes to the differences between B1's and B2's)
ShoryuuReppe (Showing the video of Videl's rush strings)
Arierure (Showing the videos of Tenkaichi 3's flight cancel)
Renegadetx2001 (Originally showed the Super Explosive Wave Defense; Showed
videos using Ki control; Showed a video of Last Chance
defense)
Zoso9391 (Bringing the reverse G&P to my attention; informing me about
the auto teleport; Bringing to light the FW Tango; did a lot of
scouting for other techniques, invented the Tenkaichi 3 version of
the GW G2 Fake-out AKA "Perfect Flanking", bringing attention
to the optimal option of using the Forward Swiper, several of the
Mad Dash G2 Attack concepts)
TheLastGogeta (Introducing "Greening" to me)
Matias (Introduced the ascend/descend defense to rush attacks type 3)
Jey3149 (Showing videos using Free Will; Combo Breakers; Splitting
Approach; Side Winding)
KoolKev (Showing the concept of Ki Whoring)
UlqiorraSciffar20
(Showing the concept of Ascension Evasion, bringing the concept
of using X as a means of GW cancelling to my attention)
TheDBZShadow
(Pitching the name for The Tango)
Auriele
(Showing GW tactics in Tenkaichi 3, inspiring practice that
would eventually lead to the discovery of many GW techniques
in Tenkaichi 2 as well as Tenkaichi 3)
Snapaholic1
(Giving a name to the technique discovere by Zoso9391,
"Perfect Flanking": Tenkaichi 3 version of GW G2 Fake-out)
Zzzolapa (Introduced the concepts the Mad Dash)
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VI. Conclusion
--------------
I hope this FAQ has opened at least some eyes and has lead readers to victory.
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VII. Legal/contact information
------------------------------
This document in it's entirety was written by me, Lee Cook. ("ZeroAnnihilated"
on the website: gamefaqs.com) This would be the part where I talk to you about
the copywright. Everything that I have written here must not be used on any
site without my permission. I don't think I'd mind at all but just in case, you
can email me at LJCZero@hotmail.com.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.
Copyright: 2008 Lee Cook aka ZeroAnnihilated
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End
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