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