Advanced Mechanics FAQ by ZeroAnnihilated
Dragon Ball Z: Budokai Tenkaichi 2 on SuperCheats.com

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Dragonball Z Budokai Tenkaichi 2
-The New Mechanics-
Playstation 2


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by Lee Cook aka ZeroAnnihilated
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Copyright 2008 Lee Cook
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Date Jul/1/2008
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Updated Jan/11/2010
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I     Intro
II    Controls/Buttons
III   Basic Mechanics
        -Basic Movement
        -Clashing
        -Basic combos/techniques
        -Advanced combos/techniques
IV    Advanced Mechanics
        -Basic combos/techniques
        -Advanced combos/techniques
        -Advanced Movement
        -Advanced Defense
	-Ki Combat
V     Special Thanks
VI    Conclusion
VII   Legal/contact information


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I. Intro
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Hi, my name is Lee. I am going to explain to everyone how to understand the 
basic and advanced mechanics of the game. You see, there are basic and advanced
combos and techniques that branch off of the basic mechanics of the game. This
is what everyone is used to. Through much practice, I have unlocked more 
potential in this game than anyone has before. I have discovered the advanced
mechanics of the game. Branching from this will then be the new system of 
combos and techniques. So even the most basic of new combos will be superior to 
the more advanced combos branching from basic mechanics. I hope I confused you
with this introduction and I hope you have fun following my aimless mind.

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II. Controls/Buttons
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R1 = Ascend
R2 = Descend
R3 = Transform
L1 = Lock on
L2 = Power up
X  = Dash
O  = Block
Tr = Ki
Sq = Attack

U  = Up
D  = Down
L  = Left
R  = Right


 
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III. Basic Mechanics
--------------------

The basic mechanics of the game are very simple. They allow you to fight the 
way you were intended to. This is why there is a moves list in the pause menu. 
Everything you need to know in order to have fun in the game is at your 
disposal but fun doesn't grant you victory. It's quite the other way around is 
it not? Still, you will need to know movement and the basic and advanced combos
/techniques that go with the basic mechanics to learn the advanced. So...

First and foremost, in order to do any more to your opponent, you must be 
locked on. This is performed by pressing and holding L1 while near your
opponent until your sights zoom in.

Let's get started


--Basic Movement--

Direction:

Basic movement whether it be forward, back, left or right is performed by  
using the Left Joystick or using the D-Pad on the controller. When one of these
directions is pressed, the character will move in that direction. This is good,
if your character did not go in these directions, this guide would be of no use
to you. 

Dash:

The dash is performed by pressing X and any direction. As apposed to simply
moving in the direction preferred, your character will move at a more 
accelerated rate. Since most characters have the ability to fly, this movement
will be somewhat of a hovering "dash-like" movement. Therefore, when you dash
with a character with flight capability, this will leave the character in a 
hovering pose. When performing a dash, you can hold left, forward, right, back,
or neutral. When you dash with a neutral direction, your character will dash
towards your opponent(assuming you are locked on). If you are too close to
your opponent however, pressing X and any direction will no longer be a dash.
Each character has a distance limitation when it comes to the dash. If you
are too close, your dash will become a sidestep, step in, or a backflip.

Ascend/Descend:

The default buttons for ascension and descension are R1 to ascend and R2 to 
descend. If you are already grounded, simply pressing R1 will make you jump.
This can be of use because some abilities your character might posess may 
only be accessed in jump mode. To stay in the air, simply press R1 or R2 
while in jump mode. Once again, this only works for characters that can fly.
Once in flight mode, you can keep ascending towards the limit of the sky by
simply holding R1. To descend as you may have already guessed, simply press/
hold R2. So it may be understood that as far as the basics go, R1 is apposite
R2. However, like the dash, if you are already airborne and you press R1/R2
when you are too close to your opponent, you no longer have the free feel of
your movement. Free Ascension becomes a short hop upwards, free descension
becomes a short drop downwards. 

Dragon Dash: 

To invoke the Dragon Dash, you simply hold your charge button(L2) and dash in
any direction. The dragon dash is like a dash but more accelerated and more 
intense. This technique may allow you to get out of sticky situations as well
but everything that revolves around the Dragon Dash comes at a price of Ki.
In order to do a Dragon Dash, you must have Ki. If you continue to Dragon Dash
until your Ki is drained, your character will stop Dragon Dashing him/herself.
The limitations of this technique are not swayed by the distance between you 
and your enemy like the normal dash.


Dragon Ascension/Descension:

Like the Dragon Dash, you will be using the L2 button with this. To Dragon 
Ascend or DA, hold L2 and press R1. If you are grounded, DA skips past jump
mode and shoots strait for the sky. Dragon Descension is performed the same 
way but this time you would press R2 instead of R1. Also like the Dragon Dash, 
this technique requires ki. So be careful. The limitations of this technique
are not swayed by the distance between you and your enemy like the normal 
ascension/descension.



--Clashing--


I couldn't help but notice lately while watching videos that a lot of people
don't get extremely high numbers while in clash mode. I had a converstation
about this with my friend Zoso. He didn't understand how I could get above
80 while he had never seen anyone get above 76. Though this doesn't sound 
like much of a difference, I myself have reached 89. Zoso tells me that the
training mode tells you to rotate your left analog stick. Both sticks should
help beating friends or the cpu.


--Basic combos/techniques--



Combos:

The basic combo is called a "combo set". (remember this) The combo set consists
of 5 or less buttons, Starting with Sq and ending with one of three outcomes.
A simple sq: Sq, sq, sq, sq, sq^
A charged sq(in any direction): Sq, sq, sq, sq, hold L+sq^
Tr(up/neutral/down and for some characters, Left/right): Sq, sq, sq, sq, D+Tr^
  (chargable)

The unique feature about the "Tr" combo set is that depending on how many 
punches you throw before hitting Tr, you may get a different outcome. For 
instance: Sq, sq, sq, Tr  may have a different outcome than Sq, sq, Tr.

Some combo sets ending with Tr can have very flashy endings by simply adding
the right ingredients. Examples:
-Sq, sq, sq, U+Tr, X, Tr, sq, sq, sq, sq, Tr^
-Sq, sq, sq, sq, D+Tr, Tr, Tr, sq
-Sq, sq, sq, Tr(ending with gut punch) Tr, Tr, sq. (not for everyone)
-Sq, sq, sq, Tr(ending with Ki Cannon charged) Tr. (not for everyone)

Techniques:

Each character has a pocket of special moves. The most basic of special moves
is the Ki blast. This is acheived by simply pressing the Ki button(Tr). 
The Ki blast can be charged into a more powerful form of the regular Ki blast.
The power that allowes you to do so is gathered by pressing the L2. Though 
not all characters are the same. Androids have to wait for their power to 
gather over time. 

The more powerful of the basic techniques are their B1's, B2's and UB's. 
B1 = Blast 1
B2 = Blast 2
UB = Ultimate Blast

The B1 is performed by one of two ways. Holding L2+O and L2+U+O. Possibly 
some of the most useful abilities lie within your B1. This power comes 
from your blast stocks. These stocks are found within the blast guage that
has the appearance of little blue balls next to your power bar. This ball
will have a number in it and will continue to rise as the fight continues.
These attacks can differ depending on which character you use. Some 
characters have explosive waves, some have instantanious transmission, some
even allow you to reach full power. It all differs, but each can be thrown
into almost any game plan you might have in store.



The B2 is performed by one of two ways. Holding L2+Tr and L2+U+Tr. This 
can range from a beam/volley/power ball/super explosive wave to a rush
attack. Some of which(depending on which character you choose) might be 
unblockable. 


Rush attack = Attack of which your character flies towards the enemy at an
accelerated rate and begins an animations sequence of beating him/her 
senseless.
The rush attack can not be blocked by simply holding O. A small list of 
defense relating to the rush attack:
-Power blocking(O+Tri)
-Your own rush attack
-Dragon rush(L2+X)
-Blast/volley/powerball/Super Explosive Wave
-Dip/"step in"(explained below)
-Teleport/"high speed movement"(explained below)
-Explosive wave/Android Barrier
-Instantanious Transmission
-Charged punch(must be timed correctly)
-A flurry of punches(must be timed correctly)
-Using an afterimage related B1.

The UB is the move that the character is "known for". For instance, no one is
known better than Goku when related to the spirit bomb. In most cases, this 
will be the most powerful move your character holds. This is performed by first
acheiving full power. 

Full power = Holding L2 until power has reached full and is glowing blue. (Can
only be done when at least 1 blast guage has been filled.)
Then after reaching full power, hold L2+D and press Tr. An UB will leave your 
opponent lost.



--Advanced combos/techniques--



Combos:

These combos play off of the basic ones. To reach a full combo, you will be 
connecting several combo sets into one long string of attacks. To do so, you
will need to learn the "step in"(Or Dip as I like to call it).

Dip = A movement in the form of a dip when near your opponent that leaves you
temperarily invulerable to hand contact. Good for evasion and covering small 
but needed distances. This is performed by pressing X while near your 
opponent.

The second combo set=

You may notice that after tapping the Sq button 5 times, the last punch will 
push your opponent out of arms reach, keeping you from persuing your enemy.
While your enemy is pushed out of reach, he/she is also stunned for a second.
This is how you connect your first combo set to your second. Make sure that
the combo set ends with a sq, so you can follow up with pressing X to close
the gap and proceed to unleash your second combo set. You may notice that when
you are in your second combo set, your character is not throwing the same kind
of punches/kicks as he/she was in the first. This is because your punches and
kicks in the second combo set are actually more powerful in your second combo 
set. See the importance of learning? Which brings me to my next point. 

There is a small bar right next to your radar on the bottom right corner of 
the screen. This bar will begin to start flashing when your punches fly. 
The more punches you land, the faster this bar will flash. The faster, the
better. When the bar is not flashing at all, it takes a longer time to charge
and unleash a fully charged punch. When the bar is flashing like crazy, you 
charge and unleash your fully charged punch a lot faster. This is a lot harder
to evade than a punch they see coming. So logically, a charged punch at the end 
of your first combo set is not going to be as fast as a charged punch at the 
end of your second combo set. Unfortunately there are only 2 combo sets in a 
combo relating to the "step in". If you ended the second combo set with a Sq, 
this will simply send your opponent spinning to the ground out of dipping 
reach. 

The more confusing your combo is to your opponent, the better. Which now leads 
us into the high speed movement(or teleport as I like to call it) 

Teleport = There are 2 main ways to perform a teleport. Offensively and 
Defensively. In this particular section, I will be explaining the offensive
strategy. To perform offensively, press O and any direction while in the 
act of performing a combo set. The main purpose of using the offensive 
teleport is to gain more accurate positioning. The enemy can not block if you
are attacking him/her from the rear. 
Example: Sq, sq, L+O, Sq, R+O, Sq, Sq, X....
Keep in mind however, the offensive combo set teleport requires Ki. No Ki = no
teleporting during combo sets.  

I should also add that when you are teleporting left/right, it is a good idea
to throw in some ki blasts after some or each teleport to keep your offense
going. Though the best offense is a good defense, if that's all they have 
then make sure that's all they can use. Personally, I do believe one should
have a good defense, I am the guy that uses most of his time finding ways 
around people's defenses. If you can get around someone's defenses then the
match is yours.

Reminder- The enemy can not block if you are attacking him/her from the rear!!

The defense to a teleporter= Sometimes you'll come across someone who will
continue to teleport in efforts to catch your rear. A defense to such an 
assault would be to hold back and guard. When you hear your opponent teleport,
let off block but keep holding back. Your character will turn to the position
where the enemy will appear and immediately hold block again. 

Techniques: 

In my opinion, the biggest part of this game that will allow you to surpass
all others is your ability to cheat the system. Though we will be getting
more in depth of such a suggestion later, this will be explained now simply
because it's also in the training option of the game itself. Cancels are 
performed by pressing Triangle/X/O in the middle of a charged punch(hold 
Square) or pressing Square/X/O in the middle of a charged triangle related
combo ender(heavy hit/sweep/lift strike) Keep in mind however that these
cancels must be performed before the charged punch is completed. This means 
that the cancel button must be pressed before the charge meter next to your 
radar is full, otherwise the charged punch will be released instead. Know
now that when you cancel a charged attack, this starts your combo over. If
the hit counter continues however, then you have only started your combo
set over. Many expert players use these cancels so if you want to match up 
to them without the advanced mechanics, learn these cancels.


You already know how to perform the B1's, B2's and UB's. Now I am going to help 
you understand when the right time to use them would be. 

I am going to explain different strategies that "usually" work and others that
always work. Rule #1: Never underestimate your opponent. You must assume he/she
is great until he/she proves otherwise. But for the mere joy of the game, this
is a list of things you might do. 

- If you see your opponent is about to blast you with a Kamehameha and you wish
to battle with him/her for it, blast a Kamehameha right back at him/her. You 
must win the struggle if you are to hold the victory. This is acheived by 
rotating the joy sticks in a circular motion as fast as you can and hope you 
did better than the enemy. 

- If your opponent has used an explosive wave and is stuck in that position, 
(depending on character) you will have a free blast. Keep in mind, some 
characters have explosive waves that nullify your blast. *usually works.

- When you hit your opponent with a flurry of ki blasts, they have few choices.
They can either:

1. Hold block- In which case you can fire an unblockable at them/rush attack.

2. Get hit by blasts- In which case you can fire any beam/powerball/volley/rush
attack.

3. Begin to deflect the blasts- In which case you can fire any beam/powerball/
volley/rush attack.

4. Use explosive wave- In which case you can fire a beam/powerball/volley. 
*usually works.

5. Use an afterimage related attack- In which case you may want to blast a 
beam/powerball/volley. No sense in rushing in and getting too close to someone
you can't hit. 

6. (While in air) hold left/right and then R1/R2- This is probably the best
strategy for "avoiding" the ki blasts. 
  
   -When you just hold left/right, your character takes a posture that is a
   much bigger target(covers more area)... when you press R1/R2, your 
   character poses vertical. The Ki blasts will pass right behind you.
   Just remember to make sure you are out of "step in" range. This does not
   work against every enemy because each opponent is different and shoot
   different types of Ki. 

7. Try to run- This is another defense for the Ki blast but is a strategy used
by chumps. At this time you may begin to verbally taunt them for running like 
a coward.

8. Charge a Kamehameha- When you are in charge mode, you are not phased by
ki blasts. When someone is using the ki blasts to set up for the rush attack,
charging a kamehameha would be a good idea. Unfortunatley, if you charge a
kamehameha and the offending opponent does not rush, you just wasted a lot
of energy.

The fact is, if the opponent has to deal with the flurry of Ki blasts, they
are stuck in that position until the attack is over. This does not mean that 
you have no choice but do deal with ki blasts when they are fired at you. 

The only characters this doesn't apply to are characters too strong for Ki 
blasts to effect. Legendary SSJ Broly is a perfect example. Also if your 
opponent has reached full power, most characters will have the same defense.

- If you send your enemy flying in a straight direction from a charged punch
or throw, this can be followed up with a beam/powerball/volley/rush attack.
*usually works. 

- When your enemy is dizzied, this will leave him/her open for a beam/power
ball/volley/rush attack.

More on the Dip/Teleport:

Dip = The "step in" is one of the most important moves in the hand to hand 
combat. As reported above, the dip leaves you invulnerable to hand contact.
That means that if someone is about to hit you with a charged punch, all you
have to do is hit X at the right time. You will sway right out of his swing. 
This move is also useful when someone is trying to grab you. Though pressing
block at the right time will also defend against grabs, the timing for pressing
the block button is a lot more strict than a simple dip. This movement is also
a great tactic of defending against a rush attack. Just make sure the opponent
is close enough to you, otherwise you will dash right into his/her onslaught.
The difference between a dash and a dip is easy to comprehend. Each character
has what I call an invisible "bubble" around them. The area of which their 
hand to hand combat lies within. To understand the circumference of the bubble
is simple. Go into practice against a non threatening cpu and practice distance
judging between a dip and a dash. This bubble really relates to the size of 
your character. Once you understand the circumference of the bubble, it will be 
much easier to react to an incoming rush attacker once your bubble has been 
invaded. The dip can then be followed by a simple flurry of punches or even a 
Ki based attack using the Tr button. I read in an FAQ written by Sean Langhi 
stating "This is the one technique that sets apart newbies from experts." I 
agree completely with this statement so you might want to pay attention.

Teleport = The "high speed movement" is not only one of the most important 
moves in hand to hand combat, but throughout the game entirely. If timed 
correctly, this move will allow you to evade moves such as charged punches/
ki based attacks/blasts/beams/volleys/explosive waves/super explosive waves/
and yes, even rush attacks. 
As reported above, there are two main ways to use the teleport. Offensive and
defensive. Remember that the offensive usage requires ki(and I strongly 
recommend equipping a z-item for such an occasion - Abandonment Essence). The 
defensive teleport however, does not. To understand the defensive high speed 
movement, you might relate back to the dip. Though the dip has a bubble 
circumference relating to the size of your character, the teleport bubble 
relates to the power of your character. But don't be fooled, even the weakest 
of characters still have a bubble. It's all about timing. So in essence, the
performance of a defensive teleport is quite similar to that of the dip. The 
main difference is that the teleport relates to the opponents attack, whether
it be by his/her hands or the blast related attack he/she can execute. 


Rush Strings=

A rush string is somewhat self explanitory but requires certain characters.
I actually wasn't the first to think of this. I was watching something on 
Youtube and it gave me some ideas. A video sent in by ShoryuuReppa included
Videl conducting a series of rushes, one right after the other. Somewhat 
linking them together. I haven't found anything explained about it so far so 
I thought I'd let everyone in on it. 


The following technique will require a decent deal of Ki so I would recommend
using either a halo or majin seal.

Unfortunately as I said earlier, only certain characters can perform this 
strategy. Your character must:

1. Be able to transform from base form to higher power, then back down to base.
   (At the very least be able to transform to higher power)
2. Have a rush in more than one form.  


Now that we have this established, lets get into the explanation of the rush 
string. We shall use Goten for this example. Goten's base form has a rush and
so does his Super Saiyan form. What a lot of people overlook is that when you
transform, time stands still. So what we will want to do is rush the enemy 
and immediately transform. You may notice that when you are done transforming,
your opponent is still being sent away from your previous rush. Realize now 
that when you come out of a transformation, you are immediately able to do 
any B1/B2 you choose... as long as you have the power to do so. Since 
transforming requires 1 blast stock per transformation (for Goten), you may
want to wait until your blast guage is completely filled with stocks. So, as
you may already understand... you will be rushing, transforming, rushing again
and then transforming back down to base to start the string back over until
you have no power left. Now that the explanation is complete, lets move on to
the rush categories. With practice, most of these can be used in a rush 
string. 




Rush categories=

-Beginnings(speed/length)
Rush 1. This rush is extremely fast but covers short distances. This rush
        can not be directed from left to right, it is a strait burst.
Rush 2. This rush is a bit slower but covers a longer distance. This rush can
        be directed and would be considered an average rush.
Rush 3. This rush is even slower, but covers a great length of distance. This
        rush can be directed but the opponent will have a better chance to
        defend.

-Middle(positioning of assault)
Rush 1. This rush is always done in a particular part of the board. So in
        essense, the wall will never get in the way. A good example of this
        would be SS4 Vegeta's rush. These make it much easier to string along. 
Rush 2. This rush is performed wherever the fighting took place. If you were
        right next to a wall, the rush may throw your opponent into the wall.
        This rush makes it a bit harder to string along. 
  
-Endings(which direction the rush will throw the enemy)
Rush 1. This rush will send the opponent flying upward. A good example of this
        would be Kid Buu. 
Rush 2. This rush will send the opponent flying straight. A good example of 
        this would be Goten. These make it much easier to string along.
Rush 3. This rush will send the opponent flying downward. A good example of
        this would be SSJ Goku. These are hard to pull off but it is possible.

You will have to mix and match these to find a character good for you. A 
character like Goten who has a match of Rush 1, Rush 1, and Rush 2 is really
good to use. You can use this strategy from any part of the board. A character
like Kid Trunx however who has a Rush 2, Rush 2, Rush 3 may need some practice.
You will need to wait until he is really high in the air to perform this 
technique, for each time will send your enemy lower and lower. Once he/she 
hits the ground, the string is over. 

A good example of Goten performing this technique can be found at this site:

http://www.youtube.com/watch?v=MJACGl116ZY

This technique can be used for people who have to transform up twice to get to
another rush. It can even be used for people who have to fuse. Just remember
that once you fuse, you can't continue the string. 






Throws=


Performed by one of 3 ways.

1. Hold Up and follow with holding X.
2. Some counter stances
3. When at the feet of an opponent.(knocked down, face up) Hold up and press
Triangle.


1. Explanation-

Throws can be very useful when you are in sticky situations. I place it in this
section of the guide because like the rush chaining, some throws end with you 
sending the opponent in a straight direction allowing you to follow up with a 
rush attack. Though many players use it for that reason above all other uses, 
the throw is at some times essential to get out of a cornered position.

When you are against the wall and fighting an opponent, you may sometimes feel
like the wall gets in the way. At this time you may feel that no matter of 
teleporting gets you to the position to get away from the wall. A simple throw
changes everything. Once the throw engages, the animation turns your attack
(throw) opposite of the wall. 

The throw is also great for mixing up your opponents defense. If the opponent 
is expecting punches and kicks, a throw can make the difference and in most
cases has the potential to change the tide dramatically.

2. Explanation-

See in counter section below...


3. Explanation-

Many times when you knock an opponent down(depending on your character), you 
will have the chance to grab their leg and launch them into the air. Unlike 
the regular throw, this does not pull the fight away from the wall. However,
like the throw, you can follow the act with a rush attack/blast. Many good
players will perform this throw after a sweep. The problem with this is that
your sweep will leave the opponent out of your reach. This problem can be
eliminated by the following suggestion.

-As explained earlier in the teleport section of the combos, the goal is to
reach your opponents back. If you have already acheived such a goal, the 
next step would be to sweep your opponent. Immediately follow the sweep 
with a teleport to the lef/right to get back to the front of your opponent.
If done correctly, you will appear much closer to your opponent with their
legs high in the air(almost touching you). Though this sounds like it's a
lot more work than simply sweeping from the front, this is actually much
easier to pull off correctly. Think of it this way, if you are good 
enough to get to your opponents back, you are good enough to pull off this
move. 

This throw is also used by good players by following this suggestion.

-When you are dashing at an opponent, charge a punch(not so much that it sends
them flying) release it. Immediately follow the punch with Triangle and then
hit Square one last time. If done correctly, you will hit the enemy three 
times with the last hit knocking them laying face up with their feet directly
in front of and facing you...  




Counters=

There are several ways to perform a counter. Countering can be used offensively
and defensively. Always remember that the counter comes from the O button. 
These counters can range from a simple backhand/kick to the face to a grab
and for some characters, high speed movement. Keep in mind now that a counter
stance is only effective against regular melee attacks. In other words, a
charged punch or heavy hit will ignore your counter and knock you silly. 

Rush counter = The rush counter comes from doing pressing O while in the middle
of a combo set(does not matter which combo set). Using this counter would be 
useful to confuse your opponent and somewhat baiting him to punch you at the 
wrong time or if your punches are clashing together at the same time, a coutner
stance will give you the advantage. 

Dip counter = The dip counter relates entirely on who your character is. This 
is performed by pressing X while inside the "step in" bubble and then pressing
O. Some characters take a counter stance while others simply sway in the case 
of a second attack to dodge. Must be within the "step in" bubble otherwise you
will dash. 

Sidestep counter = This is usually relating to the backhand/kick to the face 
and the grab. This is performed by pressing left/right+X while inside the
"step in" bubble and then follow it with O. 

Backflip counter = I personally have not caught myself in a situation where I 
would need to do this but just in case you do... This is performed by pressing
back+X and follow it with O. 

Lift Strike counter = There are four ways to finish the Lift Strike combo.
This counter will only work on two of these ways so you will have to keep your
eyes open. 

Combo 1- Sq, sq, sq, sq, up+Tr, X, Sq, sq, sq, sq, sq (counter works)

Combo 2- Sq, sq, sq, sq, up+Tr, X, Sq, sq, sq, sq, Tr (counter works)

Combo 3- Sq, sq, sq, sq, up+Tr, X, Tr, sq, sq, sq, sq (coutner not work)

Combo 4- Sq, sq, sq, sq, up+Tr, X, Tr, sq, sq, sq, Tr (counter not work)

You may see the difference. in order to perform the Lift Strike counter during
the first 2 combos, you must hold Up and press O at the exact timing of the Sq 
following the X. If done correctly, you will smack the opponent away. Combos 
3 and 4 must be avoided via defensive teleport. 

Cancel counter = This is in relation to the cancelling of charged hand to hand
attacks. (Charged punch, charged sweep, charged heavy hit, etc...) If you were
to press the cancel button and hold it, your character will not only cancel 
the attack, but he/she will take a counter stance. Many expert players use 
this tactic in close hand combat as well.




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IV. Advanced Mechanics
----------------------

I hope you read everything above, because much of what has been covered already
may be reintroduced into the following strategies. First and foremost, to do 
some of the following combos/techniques, you should equip your character with
the z-item "Abandonment Essence". No, not every combo/technique will require 
this but it's a good idea so you won't get confused later. 
Now... to fully understand these strategies, first get it into your heads that
everything we do begins and ends with the hit counter.

Hit counter = The hit counter is the counter that shows up when you begin to 
attack your opponent. The number of hits will be shown along with the damage
your attack is unleashing. No one pays any more attention to this other than 
how many hits they got in a combo so they can show their friends. Which is nice
but water under the bridge. It is easily understood that the hit counter lets 
you know when your combo has begun and when it has ended. This will be the 
building blocks of your new strategy. 

These new combos/techniques will require you to observe things you never did
before. For instance... when you fight this way, make sure you pick a character
that is shorter than your opponents. Does not have to be to the extreme but for 
example, I would use Majin Vegeta when facing SSJ3 Goku. To be honest, my most
dangerous character would be SSJ Kid Trunx, yet he only has 2 to 3 bars of life.



--Basic combos/techniques--



Combos:

This little number is actually one of my favorite tactics to use because it 
turns opponents into controller throwers. Remember, fun doesn't grant victory.
Then again, it all depends on what you call fun. I came across this performance
peice while in my room just messing around at complete randomness. 

I call this the Ground and Pound(G&P). People who can not fly can not perform
the G&P. Your character must also be able to inflict physical damage to the
enemy. If your punches do nothing, there is no combo. For example, kid Gohan
is unable to G&P Legendary Super Saiyan Broly. Know your characters and for
that matter, know their B1's. Some characters may have ways of making 
themselves unphased by hand contact such as saiyan soul.

When you are high in the air and you are performing a combo set and press R2 
after 3 hits, what happens? You descend through the air. No one uses this 
because it does nothing but allow your opponent to capitalize and take 
advantage. You leave yourself open, especially against a skilled enemy. The 
same can be said by pressing R1 for that matter. Here's the kicker...

If you were to apply the exact same deal on the ground, your character has 
no where to descend to because you're already grounded. This does not go so far
as to say it has no effect on your character.  You may notice that when 
attacking, your feet aren't exactly planted on the ground. You actually begin 
to hover slightly above the ground. So when you press R2 in the middle of a 
combo set, your feet simply plant themselves. Realize now that everytime you
plant your feet, you can start your combo set over. So now in this moment of 
realization, you may be thinking "Hey, I bet I could keep repeating that over
and over." You'd be correct, but keep in mind that you must do this in the 
middle of a combo set. In order to keep it fluent, you may need to negotiate 
anywhere between 2 punches and 4 before pressing R2. Each character has their
own way of doing this strategy. Examples:

Kid Trunx - Sq, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2... and so on. 

SSJ Sword Trunx - Sq, sq, sq, sq, R2, sq, sq, sq, sq, R2, sq, sq, sq, sq,...
and so on.

Once you've practiced enough, you'll get to the point when there is no 
recognition of when you pressed R2. You won't even see your character plant
his/her feet between inturrupted combo sets. Once you've got the timing down
the game will assume the character's feet have touched the ground and let
you do the trick. You won't even recognize the inturruption. It will simply 
be a continuous onslaught of Sq related attacks. However... though this combo 
strategy may seem like it is an ongoing attack. It is inturrupted and can 
eventually be blocked. Still, as far as timing is concerned, your attacks will 
be completely fluent. This is why catching your opponents back is so important.
As I stated above, the enemy can not block if you are attacking him/her from 
the rear. Each punch will occur in the exact spacing as the next. So in 
essence:

Kid Trunx's - Sq, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2

will look exactly like - Sq, sq, sq, sq, sq, sq, sq, sq, sq. 


Or for that matter, here's an example of what SSJ4 Gogeta's G&P looks like.

http://www.youtube.com/watch?v=rv8fuD2k3cM


The only way to use the Ground and Pound on an ape is to be an ape yourself.
If you were an ordinary character and tried to G&P an ape, you will descend
too far as if you were in a flight battle with a regular opponent. Though
the Ground and Pound can be performed by the ape, remember that apes only 
get one combo set. So once you finish the combo set off, that's it. 


As I stated above, each time you press R2 you begin a new combo set. This
means that each 3 punches you throw will be the same 3 punches you thew
before, but who cares? It all feels the same to the enemy. At any time during
this combo strategy, you can throw in a Tr(kai cannon/gut punch/etc...), 
U+Tr, D+Tr, or a charged punch. The randomness will make the defense(dip/
teleport) very hard to time.

The explanation as to why you must pick a character shorter than your opponents
is because if your character is taller, your feet have almost no choice but to
already be planted on the ground when doing a combo set. So pressing R2 would
have no effect and therefore further pressing Sq will finish off the combo set.

Though I came up with the strategy alone, it was actually my roommate who
came up with the name for it. Since you have to be on the ground to perform
this combo, he thought the perfect name for it would be the "Ground and 
Pound".  

When it comes to the Ground and Pound or G&P, characters fall into one of 2
categories. Those who are fast and fluent enough to do so, and those who are
not. For instance, some characters may just be too tall. Some characters may
be too slow. Some characters are generally fast but have too many stalls in 
the nature of their combos. It's not their fault, I'm sure they're still good
at the basic mechanics. So in order to pull any good G&P, it takes practice. 
Practice includes using different characters in many different scenarios. 
It's much easier to do a G&P attacking uphill than it is on a flat surface.
For that matter, going downhill is one of the very few problems you may come
across. 

There is only 1 sure way to defend against someone who is using the G&P. That
would be the android barrier that brushes off beams as well. Otherwise, if 
you G&P someone and they use a simple explosive wave, you'll get up faster 
than they can recover. At which time you will have a free shot at unleashing
your own Kamehameha. Unfortunately for the victim, the G&Pounder will 
recover before the barrier disappears. Later techniques will help explain 
how to flow back into it.

As I said before about the hit counter being related to this... you know you
are doing the G&P correctly if the hit counter keeps rising. I've seen 
many videos of people getting 99 hit combos using practice mode's free 
power giving nature to use the same combos followed by rush attacks. This 
would not work in an actual battle. I've seen videos of people using 
characters like SSJ Sword Trunx going full power (while having 3 blast 
guages saved up) and unleashing endless flurries of punches until time runs 
out. Then engaged in the blast guage Full Power technique to continue the 
endless flurry of punches until the hit counter reached 99. Once you master
my new techniques and combos, you'll realize that this feat can be 
accomplished with ease while eating a sandwich and having an in depth 
conversation with your friend. All simply by using the G&P. As long as you
remember that it must be done from behind your enemy. You may also notice that
the small bar next to your radar will continually flash for the duration of
your G&P. This strategy is full proof and can be done in a combat situation 
with any "champion" you come across. 

I personally have had encounters with people who had perfect timing and were
on their game. Truth be told, they were probably more ready than I was. But 
it was all in vain. Superior knowledge will bring you victory in every
battle you engage.


"Greening"=

This combo technique was braught to my attention by "TheLastGogeta". I have
seen this technique used before in other videos but never really put too much
practice in it. This does not go so far as to say that greening is not a good
technique, I was just already into the G&P and focussed on it. This is 
another possible way to reach 99 hits in a combo. It requires control and 
timing. The reason why it is called "greening" is based on the power of the 
charge guage. When you charge a punch, you may notice the color of the charge
starts out green when it's weak. If you charge a punch in the middle of a 
combo or simply charge a punch but let it go at it's weakest charge, you will
not send your opponent flying and can continue your combo. This(like the G&P)
works best from behind your opponent. Remember that the faster the charge
guage blinks, the harder it is to control this charge. 


Techniques:

- When you press the Tr button in the middle of a regular combo set, what 
happens? You end your combo set with a move like a Kai cannon or gut punch.
When you are performing the G&P, what do you think happens after you press R2?
You may have guessed it. Since R2 starts the combo set over, pressing Tri will
simply start shooting ki blasts at the back of your opponents head. This can
be used to continue the combo or end it. If you only throw a few ki blasts and
begin punching again, you'll continue your combo. It won't even effect the hit
counter. However, if you throw too many Ki blasts, it will push your character
further away from you. Be careful with this technique as well. For when you 
connect with your ki blasts, it not only pushes your opponent away, but pushes
him/her upwards as well. The further away from the ground you are, the more
of a risk you put on the chance that your ground and pound will stop working. 
Get too far up, and R2 will descend you. 

- Same deal as above, but for characters that have a Super Explosive Wave.
I will not guarantee that this will work. The Super Explosive Wave can be 
evaded using the defensive teleport. Understand that the super explosive wave 
actually sends out 7 waves. If your enemy has the correct timing, he/she can 
teleport all 7 times without being harmed and leaving you open for attack. So 
though this strategy is nice if you pull it off,(and most of the time you
will) it is not full proof.

- Same deal as above, but for characters that have a normal explosive wave.
This move is not advised simply because it leaves you open for attack. However,
in the rare case(but not as rare as you think) that you have G&Ped your enemy
into a wall... they'll be somewhat stuck between a rock and a hard place. 
(Must meet wall at perpendicular angle.)



--Advanced combos/techniques--



The hit counter will play a very large part in the following strategies. It 
will somewhat become a part of you. At every moment of your onslaught, the
hit counter will become more and more clear in your peripheral vision. Once 
this is mastered, what once seemed random will then become completely planned
and with perfect precision. I assure you, you will read this section more than
once.

Combos:

We have gone over the G&P in the basics of Advanced mechanics. This is where
we will begin. 

The second combo set=

Easy enough to understand, while doing the ground and pound in the first combo
set, (though you start it over time and time again with R2) you can finish a
combo set off and "step in" for the second combo set. As you begin your second
combo set, you may realize that the punches/kicks are different from your first
combo set until you hit R2. Everytime you hit R2, it not only restarts the 
combo set, but it believes you are in your first. So it will still look like 
you are in your first combo set. However... since the hit counter keeps going,
you will still be in your second combo set(while throwing punches from your 
first). Strange! Unfortunately... though punches/kicks in your second "natural"
combo set are stronger than your first, your G&P keeps your attacks just as 
strong as if you were in your first combo set. This doesn't matter because the
ammount of damage you're doing is without bounds. But it's something to help 
with the understanding of these mechanics. If at any time you mess up and the
hit counter starts over, you must recognize this as you have started your 
entire combo completely over and have earned yourself another dip. 

Do not slow your punches down to start the hit counter over in attempts to 
earn another dip. We will get to that in due time. 

The second combo set is not any more powerful than the first, but in my
opinion, it's a good way to taunt your enemy. Acting like you messed up only 
to have regained your position with a "step in" is enough to get a *sigh* out
of just about any competitor. 


Reverse Ground & Pound=

Though the rules still stand for the G&P being most usefull when using a 
character smaller than your opponents, there are times when the G&P also
works on smaller opponents. This is noticed mostly when the smaller opponent
has already initiated his/her melee attack. When facing a taller opponent,
your character will begin to hover(which makes it very possible for G&P).
When your smaller foe begins to hover, attacking him/her will bring your 
chances of leaving the ground yourself to the surface allowing you to G&P.
Though it is in fact possible, it is not always full proof. Still... it
is nice to at least know you have it at your disposal for making longer
combos and attacks. 

When I created the G&P, I was blind to the rules and therefore didn't look
far enough into the possibility that taller characters could perform it. 
It was actually Zoso9391 who braught it to my attention after working on
G&P possibilities. Kinda makes me feel nice to know these techniques can
still branch out to styles beyond my practice.

Teleport+Attack(Telattack)=

When in your first combo set of a G&P, using an offensive teleport is good for
better positioning but that's about it. To be honest, this is probably the
best opportunity to use the teleport because you have an endless supply of it. 
Each normal combo set consists of 5 hits. That's 4 teleports per combo set. 
If you were to ground and pound while inserting teleports between punches, 
starting a combo set over and over will give you as many teleports as you wish.
This is one of the most confusing strategies any of my foes have come across. 
It doesn't matter how good they are defensively, with this strategy it is only 
a matter of time before you have their back. So once again, the goal is to 
catch the enemy's back where they have no defense. Keep in mind that any time 
you use an offensive teleport, the hit counter starts over. This does not 
always mean the combo starts over. For instance, if you punch twice, then
teleport, you only have 3 punches left in your combo set. Even though the 
hit counter started over.

The main teleport that matters is in the second combo set. For easier 
understanding, we will use a combo with two sets from the basic mechanics 
section. Only this time, we will throw a teleport in there. 

- A normal combo with 2 sets: 
Sq, sq, sq, sq, sq, X, sq, sq, sq, sq, sq^
Result = Enemy spirals off into the distance out of dip range and onto the 
ground.

- A normal combo with 2 sets including teleport in second set:
Sq, sq, sq, sq, sq, X, sq, sq, L+O, sq, sq, sq^
Result = Enemy is pushed into distance just outside of dip range but still 
standing. 

In this particular scenario, this(depending on character) may lead to a third
combo set. To follow up to where the enemy has been pushed, hold up and press
O. If done correctly, you will teleport forwards all the way up to your still
dazed opponent. This particular teleport is not like it's friends. Depending
on your character, this teleport might not start the hit counter over. Though
this may lead to the third combo set, this is not always good. This teleport
is what I like to call the "recovery teleport". Keep in mind that if a full
combo has no teleports but has Ground and Pound in the second combo set, the
recovery teleport is not possible.

When it comes to the recovery teleport, characters split into 3 groups. 

1. Characters that are so slow that by the time they teleport up to the enemy,
the enemy has already had time to turn around and defend.

2. Characters that are fast enough to keep the enemy's back but allows the hit
counter to start over.

3. Characters that are so fast that they teleport up to the enemy and begin
punching but the hit counter continues. 

Character 1 is not qualified for the telattack. Allowing your enemy to defend
is not how we crush and conquer.

Character 3 has no where to go after the recovery teleport except the ground 
and pound. The only way to start your combo over is to use an offensive 
teleport in your third combo set. Since an offensive teleport starts the hit
counter over and the third combo set isn't supposed to exist, the game will
think you started your combo completely over. Unfortunately, the offensive 
teleport in the third combo set is much slower and allows your opponent to turn
around and defend. Allowing your enemy to defend is not how we crush and 
conquer. Though ending with a G&P isn't a bad thing per say, it leaves you with 
less options. Less options doesn't make for a self high-five. 

Character 2 as Goldielocks would say is just right. I would personally say 
that Cooler's base form has a great telattack. Since his combo restarts 
after every recovery teleport, you can do the same Combo over and over with
no defense. So in this case, it might look like this:

- Sq, sq, sq, sq, sq, X, sq, sq, L+O, sq, sq, sq, U+O, sq, sq, sq,...
The only difference in the second combo following the recovery teleport is that
the offensive teleport in your second combo set will no longer be L+O, but U+O.
Once you have your enemy's back, pressing U+O will make you teleport in place.
In a sense, you'll stay put and keep attacking. 

So, an example of this technique may look like this.

http://www.youtube.com/watch?v=95rCE8gnHOg

(On topic, the recovery teleport can also follow the first Heavy finish/sweep
of your first combo set. This combo set must not include any other alterations
such as kai cannon/flying kick etc... or the combo will end with the opponent
tumbling into the distance outside of recovery teleport zone.)



Though the G&P is not the best strategy for using against an ape, they are
extremely vulnerable to the Telattack. Their size works against them, just 
remember to use a character who's punches have physical effect.

Combining G&P with Telattack(GPT attack)=

This is a very dangerous attempt and should only be done by those who have 
mastered everything. The reason I say this is dangerous is because it's very 
confusing. It's so confusing that if used on an opponent, they will then be
confused and when they go home to pet their cat... the cat will then become
confused. 

Once mastered, it's not that bad. However... reading this may make you give up.
The G&P is fine to use in your first combo set. It has no negative effect on 
the nature of the beating you are giving your foe. The G&P is fine in the 
second combo set as well. When you throw an offensive teleport into the second
combo set that has the ground and pound, things get messy. Get your peripherals
ready because that hit counter is sending you messages like crazy. 

If you start a ground and pound in your first combo set and teleport, there is 
no negative effect on your G&P. If you were to teleport in your second combo 
set, there's two paths to choose from here. If you finish off your combo set, 
the hit counter will start over and you can initiate your telattack with a 
recovery teleport. However... if you G&P directly before or after your 
teleport, the hit counter will start over and recognize that you are starting 
a combo set over. If you start your combo set over when the hit counter is at 
0, the game believes that you started a new combo over. So in a way, you've 
initiated yet another combo system of no defense. So:

- Sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, R2... and repeat.

- Sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, R2, sq, sq, sq, R2, sq, sq, sq, R2.
... and repeat.
These two combos will have the same effect.   

Techniques:

A true master of the game will now have the ability to merge all strategies.
Someone who can fuse the following into one long string of attacks. 

G&P/ki blasting/Telattacking/GPT attack

Can go from that order to complete random patterns. Examples:

-Sq, sq, sq, R2, sq, sq, sq, sq, sq, X, sq, sq, R2, Tr, Tr, Tr, Sq, sq, sq, R2
sq, U+O, sq, sq, R2, sq, sq, sq, sq, sq, X, sq, U+O, sq, sq, sq, sq, sq, U+O,
sq, sq, sq, R2, Tr, Tr, Tr Tr, Tr, Tr, Tr.....



--Advanced Movement--



I was watching youtube earlier today and I noticed someone had come up with
something very similar to my Ground & Pound technique for Tenkaichi 3. Though 
I don't believe the G&P can be performed on Tenkaichi 3, a man by the name of 
Arierure had added a different operation of using the ascension/descension 
into the mechanics of movement. The movements that the videos were showing 
could not be performed in Tenkaichi 2 unfortunately. However, it did
get me thinking and back into practice mode. I played around with different 
ideas until I actually did make a couple things work. So though most of these
aren't the same ideas as Arierure's it was his inspiration to get me thinking
in this direction.


The concept of Arierure's idea is based on pressing Descend/Ascend while in 
dash mode to cancel the dash animation. The dashes in Tenkaichi 3 are a little 
different than in Tenkaihi 2. So A lot of the movements in his videos can't be 
done in BT2. This is ok because I have been looking into it and you won't
be disappointed.

Flight Cancel:

This would be the technique Arierure created. In the middle of a dash, pressing 
R1 or R2 at anytime will bring your character out of the dash animation and 
into a fight-ready posture. The differences between BT2 and BT3 are bigger 
than people think. Some people like BT3's movement mechanics better, others
like BT2's better. The deal with the flight cancel is this. In order to 
perform a flight cancel, you have to be in a neutral dash. So in order to do
a flight cancel in BT3, you basically have to be lined up with them and hope
nothing the apponent doesn't move out of the way. The reason it doesn't work
so well is that in order to persue your opponent in BT3, you have to hold 
forward. BT2 does not share this "flaw". Once you press X, your character
knows to fly towards your target. Furthermore...

When you press a neutral dash, you will fly towards your opponent. Pressing or
holding attack will make your character(depending on the character) throw or
charge a big punch that if blocked/dodged will leave you open for attack. This
in my opinion has been one of the biggest weaknesses of an assault. If you were
to press a neutral dash and at the instant of impact, press R2/R3 directly 
before pressing attack... your character will no longer be throwing that big
punch, but the familiar flurry of punches you've seen each time you start a
combo set. This will seem very familiar to the G&P because you will be 
confusing the cpu into thinking you can start a new combo set in replacement 
of something else. Except this time you can do it in the air as well as the
ground. The best thing about replacing the big punch with a normal combo set 
is that you can use teleports. So in essense, you are turning a weakness into
a strength. Though using the flight cancel is best used on the ground, you
can only use the neutral dash cancel. Once in the air however, you can cancel
a dash no matter what direction.

I will take this opportunity to add that there is more than one way of 
avoiding the action of the charged dashing punch. As stated in the advanced 
techniques of the basic mechanics, there are ways of cancelling a charged 
hand to hand attack. The same goes for the charged dashing punch. If you 
cancel the charged dashing punch, you will put yourself in position to begin
a combo set as if you had pressed R2. (Though I personally think pressing R2
is much easier)

Now that this has been said, I will explain the greatness of close-hand combat
in relation to this technique. Though I said earlier in the G&P section that 
the barrier is the only "full proof" tactic to use in defense, the attempt to
stop the onslaught is quite similar to pausing a movie. You see, if the G&P
is interrupted by a barrier, the barrier knocks the attacker away and to the
ground. If the attacker wished to continue once the barrier fades, he/she 
would have to dash back up to the opponent and begin again. Without the 
charged punch to dodge, the dash cancel allows you to restart the G&P easily,
putting the match right back in your hands. 



The Fake-Out:

This is a technique based off the idea of the Flight Cancel. Since BT2 can only 
use the neutral dash, this may be a bit harder to pull off... may be easier. 
I guess it depends on who you are. Pressing a neutral dash towards your enemy
and right before impact, pressing left/right and R2 will cause you to somewhat
slide to the left/right of your opponent and actually pass them right by.
This might seem like a problem because you aren't even facing them and you're 
in their bubble which means you would have to do a backflip to do any B2 moves.
BT2 however might actually be more forgiving of what we can do with this. 

   Explain: When you are in neutral dash mode, you can hold any direction you 
            choose and you will still end up at your target. If you continue
            to hold that direction when you press R2, you will slide in that 
            direction. So, if you performed a neutral dash and held back 
            before pressing R2, you will slide backwards(right out of bubble
            boundary). From this particular position, you can move right into 
            a rush attack or blast. This is why it's a fake out. Holding right
            or left when pressing the R2 will either make you slide around
            your opponent to the right or to the left. Once you pass your 
            opponent, you can let go of that direction and hold forward. If
            performed correctly, you should have their back. We all know what
            to do from here. Catching their back however usually depends on 
            if they were blocking when your initial dash was done. If not, 
            they will turn towards you. If you were to hold back after you 
            pass your opponent, you should then be out of range of the bubble,
            therefore a rush attack or blast would be encouraged.


When in the instance that you do the backwards fake-out while in full power 
mode, you are already in position to perform your UB.  

As far as I can tell, the Fake-Out can only be done in BT2.


One minor note: Some players like to fight in the air. Since the match starts 
on the ground, the only way to get to flight is to basically press R1 three 
times. Once to jump, twice to stay in the air and a third to ascend. This 
takes up time and gives the opponent a chance to take advantage. While in Jump 
mode, you can't block, only dodge and deflect ki blasts. An easy way to skip 
past the jumping and hold in air would be to press X(neutral dash) and 
immediately press/hold R1. When you dash, the cpu notes that your feet have 
left the ground and you are in flight mode. Therefore, as long as you are 
outside of the opponents "dip bubble", you will ascend.



Free Will:

Once you understand the limitations of the dip bubble, you may have realized
that there are times when it can work against you. For instance, if your
opponent has began charging a kamehameha and you are too far away to perform
any hand to hand combat BUT are still in the dip bubble, pressing R2 will 
simply have your character hop down a foot or so. This doesn't put you out
of danger's way, as a matter of fact, it's about face level. Holding L2 and
pressing R2 takes too much time before the kamehameha would be released. 
This has the same effect when pressing left/right as well, rolling won't do.
This of course is just assuming you don't feel confident enough to dodge the
charged attack. However, there is a way to break free from the dip bubble. 
This doesn't have to be done during a charged attack, it can be done at any
time you wish. That was simply an example scenario. 

It turns out there is another use for the ki blast. You heard me, just a 
simple ki blast has the power to temporarily knock down the dip bubble for a 
couple frames or so.

Examples-

-Pressing R2 in dip bubble = hop down a foot
-Pressing R2 in dip bubble after ki blast = descend
-Pressing Left+X in dip bubble = hope left
-Pressing Left+X in dip bubble after ki blast = dash Left
-Pressing Right+X in dip bubble = hop right
-Pressing Right+X in dip bubble after ki blast = dash Right
-Pressing R1 in dip bubble = hop up a foot
-Pressing R1 in dip bubble after ki blast = ascend
-Pressing X in dip bubble = dip
-Pressing X in dip bubble after ki blast = neutral dash
-Pressing Back+X in dip bubble = hop backwards
-Pressing Back+X in dip bubble after ki blast = dash Back

Unfortunately, the frame-time available to perform any movement breaking
past the dip bubble is very small and isn't "directly" after the ki blast. 
Though the timing can be learned, it is much easier to perform the DOUBLE
Tap. In other words, to descend - Ki blast, R2, R2. Press R2 very quickly 
but any more than twice and you will perform a hop down. Also make sure to
hold R2 during the second one. The double tap is very useful and seems to
go hand in hand with Free Will.

The idea of using the neutral dash can be worked with a bit of practice into 
squeezing past the opponent to get their back. A single ki blast requires 
less ki that a teleport. So unless you use z-items like abandonment essense
or master's essense, this tactic is worth the practice. 


--Advanced Defense--


Combo Breaker:

As you should know by now, there are several ways of blocking. There is the 
normal way of blocking by simply pressing a neutral circle. The other basic
ways of blocking are for when your opponent is trying to sweep you or perform
a lift strike(in which case you would hold down+circle), charge a punch to 
knock you sideways(in which case you would hold that direction+circle), and
so on. Though there is a more advanced block that is shown to you within the
regular training of the game(O+Triangle), there is a blocking method that the
game's training didn't mention. 

Let's look at this scenario. Assume your opponent is going to attack you in 
close combat. Once the first hit of his/her combo begins, you won't really get
the chance to start blocking again until they reach a point where they decide
to charge a punch/kick.(Assuming their combo has no lag to it) In which case 
you have to decide at a seconds notice if it will be neutral, up, down, left or
right that you must hold while pressing block. Though this may also give you 
the chance to teleport behind your opponent, we are discussing blocking. So 
let's leave that out of the scenario. Instead, let's look deeper in the combo.

A full combo including 2 combo sets with no Triangle involved would look like
SQ, sq, sq, sq, sq, X, sq, sq, sq, sq, sq. Instead of waiting for that last 
punch to arrive, we are going to break the combo. Think of Killer Instinct's
combo breaker. That's basically what we are going to do. A regular square in 
any combo set can be blocked and inturrupted in mid combo even if you have 
already fallen victim to the combo's first punch. This requires perfect 
timing but worth it once mastered. If you press up+square at the perfect time
of impact of any combo set punch, you will perform your combo breaker. 

I have rarely come across anyone who can put it into their combat style 
simply because of it's precise timing but it is possible. If this were to be 
mastered, you would have the perfect close combat defense. If you were to 
master the G&P as well, you would have the perfect close combat offense. So 
I stress that you learn each of them as best you can. It takes a lot of 
training to get right. You will fail a lot before the timing comes to you. 
Though you may go through a lot of training without understanding what I'm 
talking about, just be patient and keep trying. 



Auto Teleport:

Since we already know the concept of the teleport bubble, this next step will 
be based on the circumfrence of just that. The teleport bubble is much smaller
than the dip bubble. You can be several paces away from your opponent before 
the game recognizes a dip action instead of a neutral dash. Though the 
following can be done in most cases when regarding the dip bubble, it's much
more effective when keeping the mindset of working around the teleport bubble.

When facing an opponent that has a Blast 2/Ultimate blast with a preemptive 
animation close-up such as SSJ Kid Trunks' base Blast 2(L2+Triangle), 
Super 17's base Blast 2(L2+Triangle), 3rd form Baby Vegeta's secondary Blast 2
L2+Up+Triangle), or even SSJ4 Gogeta's Ultimate blast, going with the auto 
teleport is the key. However, the auto teleport only works when you are in or 
close to the opponents teleport bubble. The idea is to make sure that you are 
NOT holding block before the animated close-up. Then press and hold block 
DURING the animated close-up. When the game picks back up and the blast is 
released, your character will automatically dodge the blast. This game works
frame by frame, the time taken for the blast to reach you is still within the
time barrier of pressing "O" during the animation in relation to simply 
waiting for the blast to get close enough to dodge. If you are already holding
block before the animated close-up begins, the game won't recognize the 
release for repressing block before the frame time is completed. Therefore, 
you will either continue blocking or get hit in the face with a blast.

This doesn't work for chargeable blasts because there is no animated close-up. 
Which brings me to the bridge. There are exceptions where this will not work 
simply because some characters take more frames beyond the animated close-up
before releasing the blast. Case in point would be Omega Shenron's ultimate 
blast. There is an animated close-up but beyond this, he holds his blast a 
couple frames longer, so you'll end up blocking instead. Know your characters
and know your opponents. Which brings me to my next point.

Some rush attacks work somewhat similar. However, you must know what type of 
rush attack you are dealing with. Remember the differences in the first half
of this FAQ about the different types of rush attacks. Rush attack type 1 is 
much faster than the other 2, but it's much shorter as well. The prime example 
of rush attack type 1 would be SSJ4 Gogeta's secondary Blast 2(L2+Up+Triangle).
This rush attack moves at or near the same speed as a blast. Therefore, the 
auto teleport will work. This once again requires you to know your characters
and know your opponents. When in close combat with an opponent such as this
and you see them preparing for a rush attack, a good tactic would be to dash 
in. If you are close enough when the animated close-up begins, all you have
to do is simply press and hold "O". If the opponent has a type 2 or 3 rush 
attack, you will be holding block and get nailed. As you well know, a dip
or dragon dash would be the best tactic in these cases.

The only exception when the dip/teleport bubbles do not apply is when 
defending against a Super Explosive Wave. The Super Explosive Wave creates
a barrier much larger than the dip bubble instantly. Therefore, as long as
you are inside the SEW barrier, you can auto teleport through the FIRST 
wave. The last 6 are up to you to time. However, once the first wave
is dodged, you can block the last 6 if you aren't willing to risk the 
damage that a mistaken teleport attempt would include. Though blocking 
the last 6 waves still take some damage, the attacking opponent is 
left vulnerable once the Super Explosive Wave is completed. It depends
on what you want to do.

The best way to learn the timing of dodging all 7 waves of the SEW can be 
done by the following:

-Practice mode
-Set GT. Saiyaman to Technical logic
-Practice timing against GT. Saiyaman's SEW spamming 



Last Chance Defense:

The last chance defense is a tactic used against a select group of 
characters that have Blast 2's such as volleys and/or Super 17's Hell
Storm. It's basically the exact opposite effect of Auto teleporting through
the first wave of the SEW. Instead of teleporting the first wave, you will 
teleport through the last shot of the volley/Hell Storm. This too has it's
advantages simply for allowing you to regain control of your character 
before the opponent's character completely finishes his blast 2 act(in other
words, he'll still be standing there with his arms up or Super 17 will be
putting his arm back on). Therefore, this leaves your opponent open for a
follow-up attack. Be careful however, unless a z-item such as Perfect 
Stance is equipped, you will still take significant damage guarding the 
power of a volley/Hell Storm. 



Ascending/Descending Rush Attack defense:

My friend Zoso9391 uploaded a video on youtube showing an ability to escape
a type 3 Rush Attack. His friend Matias actually discovered it, but it seems
to work. The best places for this to work are ruined earth and the lookout. 
Any place where there's a lot of room to ascend/descend. 

The idea is to make sure you are facing a Rush Attack type 3 character, when 
the opponent rushes at you, just begin ascending/descending(whichever you
have more room). At the very least, this will give you enough time to perform
a dip easier. It brings the opponent close enough to measure the time needed.

This is the video he uploaded:

http://www.youtube.com/watch?v=Cdjq7bgV-yk
 
This shows the difference between defending a rush type 3 vs a rush type 1.



--Ki Combat--

There are different ways to utilize the ki blast other than setting up for 
blast 2's and ulitmate blasts. The ki blast system varies depending on what
character you use for many different reasons

Different characters may have different type of ki. This includes the amount of 
ki blasts they can shoot at a time before they have to pause before restarting
again. Think of it like a combo set, only a different amount of ki blasts in
a combo set depending on the character. This concept is the basis of what will
bring me to my next topic.



Ki Whoring:

Since we now know about the Ground & Pound, this is where Ki Blast usage can 
come in handy. Since the Ki blast set can only onsist of a certain amount of 
blasts per person, the G&P is a great way to work in a couple melee attacks
to keep the ki blasts going. This is best used when you have the opponents 
back and are using ki blasts directly on them. Before you run out of ki 
blasts, simply G&P for a single set, then begin ki blasting again. This isn't
much more helpful than simply performing the G&P, but it is helpful to confuse
the opponent and make things a bit more embarassing for them.

Buttons press...

Triangle, Triangle, Triangle, Square, Square, R2, Triangle, Triangle, etc...

This doesn't necessarily need to be done from behind, but like the G&P, it can 
be blocked from the front and in ki blast situations, even deflected. So though
it may be useful from the back, it's biggest advantage is the essense of 
confusion. Now that I decided to bring up the G&P, this would be a good time to 
explain another advantage of ki whoring.

This is the most difficult set of buttons I've come up with to date for actual
combat. It's basically a sequence of cancels that can be put into the assault 
once the upper hand is in your grasp. 

Things you need to know for this assault-

-Dip Bubble circumferences
-G&P
-Ki Whoring
-Free Will
-Dash Cancel

I personally like using SSJ4 Vegeta for this but it works with many characters. 

1. Catch the opponents back
2. Begin the G&P
3. Sneek in the Ki Whoring branching from the R2 at the end of a G&P set
4. Use Free Will and Double Tap backwards
5. Cancel the dash with R1(ascend)
6. Blast 2(Or others depending on character)

This technique seems to work very well. It's somewhat similar to the fakeout 
only from a close proximity.


Ki Control:

As I said, different characters have different types of ki blasts. This is 
most obvious in charged ki blasts. This is the big picture of how ki blasts 
can be used in combo situations. This is also based from the idea of Ki Whoring
in the sense of working in Ki blasts during regular combos, but we'll get to 
that.

This particular tactic isn't necessarily working with simple ki blasts in 
general, but more so with the charged form. Charged ki blasts come in 
different forms depending on the situation and character. For instance, Krillin
has a charged ki blast in the form of a disk. This form is very useful in a 
sense that it's also unblockable. That alone will allow you to connect other 
following attacks that the opponent won't be able to defend. However, in most
cases, they won't be in a disk form. Most will be either a regular ki blast
but more powerful(which moves fairly close to the speed of a small ki blast.)
Others will be in the form of a stunning ki blast. This moves at a bit slower
pace than that of a normal ki blast. This will not knock your opponent down, 
but stuns them for further attack. Ki Control is a tactic used by characters 
like SSJ4 Goku or Kid Buu. When behind the opponent, a low charged ki blast 
can be repeated as if it were a combo itself. This tactic takes off a great 
deal of damage. The best way to initiate this tactic would be during the 
concept of Ki Whoring. The combo would start with the G&P, work right into 
regular ki blasting and then charged into Power Control. The last Power 
Controlled ki blast can then be followed with a dip and begin a new combo 
without losing the opponents back. This is a very frustrating and confusing 
tactics to opponents. Just remember, you have to "know your characters and 
know your opponents". 

A good video showing the Ki Blast Power Control...

http://www.youtube.com/watch?v=DjFcfTQpOfY

This technique is very useful in keeping the opponent under your offense. The 
longer you are able to keep up an offense with attacks that can't be defended,
the more certain your victory will be. 



Splitting Approach:

This strategy is based on the slowest forms of ki blasts. Some characters such
as Omega Shenron and Yamcha have slower ki blasts that can stun the enemy and
sometimes even paralyze them for a few frames. Though this type of blast can
be useful in close combat, it's best advantage is it's slow pace nature. Some
of the greatest Tenkaichi 2 players choose these type of characters for this
very reason. The idea is simple. When you are facing an opponent, you're 
focussed on the character and what he/she's doing at that instant. The game
requires a lot of timing and reaction speed. Pro players work well with 
getting around defenses, this is a prime example of just that.

-How it works - When using these ki blasts, make sure you have a good distance
                between yourself and the opponent. Release a single charged
                ki blast that will slowly make it's way to your enemy. As
                soon as you release the ki blast, you must then make your way
                to the opponent on either "side" by means of going left/up/
                right/down. The key is to direct the opponents attention to 
                yourself. What makes the ki blast work so well is that the 
                opponent has no choice but to focus on one or the other. His
                or her options are limited to attacking/defending against you
                or running from the ki blast which will leave him/her open for
                your following attacks. If he/she decides to duke it out with 
                you,(whether you get the upper hand or not) the ki blast will
                hit him/her from behind, stunning or paralyzing allowing for
                further abuse from your following offense. 

On a side note, it would be a good idea to throw out a few of these ki blasts
from different locations before dashing around the opponent. This leaves less
room for the opponent to retreat. 

Example = Ki blast, move forward, ki blast, move left, ki blast, dash right 
          and around the opponent.

But remember, to use this strategy, you must "know your characters and know 
your opponents".




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V. Specail Thanks
-----------------

This is the part where I thank any and all sites that have posted my Faq and 
others who have helped warp my mind around these ideas. 

Sites-
GameFaqs.com
NeoSeeker.com
Gamespot.com
Supercheats.com


Others-
Nick Kowal     (Pitching the name for the Ground and Pound a.k.a G&P)
DarqueAnjul    (Opening my eyes to the differences between B1's and B2's)
ShoryuuReppe   (Showing the video of Videl's rush strings)
Arierure       (Showing the videos of Tenkaichi 3's flight cancel)
Renegadetx2001 (Originally showed the Super Explosive Wave Defense; Showed 
               videos using Ki control; Showed a video of Last Chance 
               defense)
Zoso9391       (Bringing the reverse G&P to my attention; informing me about
               the auto teleport; did a lot of scouting for other techniques)
TheLastGogeta  (Introducing "Greening" to me)
Matias         (Introduced the ascend/descend defense to rush attacks type 3)
Jey3149        (Showing videos using Free Will; Combo Breakers; Splitting 
               Approach)
KoolKev        (Showing the concept of Ki Whoring)		




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VI. Conclusion
--------------

I hope this FAQ has opened at least some eyes and has lead readers to victory.






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VII. Legal/contact information
------------------------------

This document in it's entirety was written by me, Lee Cook. ("ZeroAnnihilated"
on the website gamefaqs.com) This would be the part where I talk to you about 
the copywright. Everything that I have written here must not be used on any 
site without my permission. I don't think I'd mind at all but just in case, you 
can email me at LJCZero@hotmail.com.
 


This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
without advance written permission. Use of this guide on any other web site or 
as a part of any public display is strictly prohibited, and a violation of 
copyright.



Copyright: 2008 Lee Cook aka ZeroAnnihilated
 

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