=============================================================================== Dragon Ball Raging Blast 2 Intro to Assault Chases & Combos Version 1.0 by RisingFlare (Andrew Arumemi, Jr.) [email protected] /// CONTENTS /// I. INTRO. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .[INTR] II. BASICS OF MELEE . . . . . . . . . . . . . . . . . . . . . . . . . . .[BSML] A. Rush Attacks B. Charge Attacks C. Smash Attacks D. Rush Blast E. Charge Ki Blast III. MELEE EXPANDED . . . . . . . . . . . . . . . . . . . . . . . . . . .[MLEX] A. Signatures B. Pursuit Attacks C. Cancels i. Offensive Cancels ii. Defensive Cancels D. Assault Chase i. Charge Attack 2 Assault Chase ii. Smash Attack Assault Chase IV. ADVANCED MELEE. . . . . . . . . . . . . . . . . . . . . . . . . . . .[AVML] A. Putting It Together B. Raging Soul V. CONCLUSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .[CNCL] VI. LEGALITY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .[LGTY] I. INTRO [INTR] =============================================================================== Welcome to my Dragon ball Raging Blast 2 Intro to Assault Chases & Combos guide. This is my first attempt at making a guide, and it started out as a personal list of notes before I made the decision to share. This guide is designed to help the reader understand some basic concepts in melee fighting and to encourage experimentation with combo design. This guide is designed with the XBOX 360 Controller in mind, although, with the terminology I used, any user should be able to use the guide. If you have questions or see anything that needs correction, feel free to email me at [email protected]. II. BASICS OF MELEE [BSML] =============================================================================== ------------ A. Rush Attacks ------------ Rush Attacks are a flurry of punches and kicks. These can start or continue combos. Rush Attack - X, XX, XXX, XXXX, XXXXX - Basic combo starter. You can choose the length and how many hits your Rush combos deal. -------------- B. Charge Attacks -------------- Charge Attacks are powerful hits that can knock away your enemy depending on how long you hold the Rush Attack button. These can start, continue, or end Rush combos. Charge Attack Level 1 is a strong attack; Charge Attack Level 2 is a bit more damaging and knocks away a little; Charge Attack Max does even more damage, knocks the enemy far away, and breaks guard; and Charge Attack Snap does the most damage, is unblockable, and will always knock the enemy far away. Hold the Rush Attack button until the game zooms in on your character for Max. Release the Rush Attack button as soon as your character flashes for the Snap timing. Holding a direction on the left analog stick gets you a different Charge Attack. N Charge Attack - Hold X - Neutral, knocks enemy straight away on longer Charges. U Charge Attack - Hold up and X - Knocks enemy up on longer Charges. D Charge Attack - Hold down and X - Knocks enemy downward on longer Charges. L Charge Attack - Hold left and X - Knocks enemy left on longer Charges. R Charge Attack - Hold right and X - Knocks enemy right on longer Charges. For the rest of this guide, Charge Attack Levels 1 and 2 will be indicated by just the number, e.g. Charge Attack 1 and Charge Attack 2. ------------- C. Smash Attacks ------------- Smash Attacks end Rush combos with attacks that leave your enemy open. Except for Smash Attack 3 & Smash Attack 5, Smash Attacks can be charged. Smash Attack Max does more damage and breaks guard, and Smash Attack Snap does the most damage and is unblockable. Hold the Ki Blast button until the game zooms in on your character for Max. The timing for Smash Attack Snap is the same as Charge Attack Snap. Smash Attack 1 - XY - Reverses enemy. Smash Attack 2 - XXY - Breaks guard. Knocks away a little when charged to Max. Knocks far away when charged to Snap. Smash Attack 3 - XXXY - Attacks consecutively. Smash Attack 4 - XXXXY - Powerful blow that stuns. Smash Attack 5 XXXXXY - This is not the same for everyone. This depends on the Assault Type. Smash Attack High - X...up and Y - Knocks enemy up. Smash Attack Low - X...up and Y - Trips enemy. ---------- D. Rush Blast ---------- A Rush Blast is a series of Ki Blasts fired off in quick succession. Rush Blast - YYYY - The number, speed, and strength of Ki Blasts fired in succession depend on the character. Ki Blasts can start or continue Rush combos. --------------- E. Charge Ki Blast --------------- Charge Ki Blasts do more damage depending on how long you hold the Ki Blast button. These can start, continue, or end Rush combos. Charge Ki Blast Level 1 is a strong blast, Charge Ki Blast Max does more damage, and Charge Ki Blast Snap does the most damage and fires the fastest. Hold the Ki Blast button for about a second for Max. The timing for Charge Ki Blast Snap is the same as Charge Attack Snap. For the rest of this guide, Charge Ki Blast Level 1 will be indicated by just the number, e.g. Charge Ki Blast 1. III. MELEE EXPANDED [MLEX] =============================================================================== ---------- A. Signatures ---------- Signatures are character specific attacks, each having specific properties that affect your enemy differently. Signatures can start, continue, or end combos, and you can only use one twice before the combo automatically terminates. --------------- B. Pursuit Attacks --------------- Pursuit Attacks are the Homing Dash, Super Dash, and Teleport follow-ups after attacks that send the enemy flying far away. These attacks are Smash Attack 2 Snap, Charge Attack Max, Charge Attack Snap, some Throws, some Signatures, Cinematic Combos, and Ping-pong Combos. Pursuit Attacks are done by hitting the Dash button or Rush button as soon as you send the enemy flying. Pursuit 1 - A > X / AA > X - Homing Dash / Super Dash with Charge Attack Max. You can do Pursuit 1 twice. Pursuit 2 - X - Teleport Charge Attack Max. You can do Pursuit 2 up to three times before the combo terminates. High-Tension Pursuit - In High-Tension, a Super Attack is added at the end of two Pursuit 1 and/or three Pursuit 2 attacks. After knocking the enemy far away, you can chain a total of five Pursuit Attacks - two Pursuit 1 and three Pursuit 2. In High-Tension, hitting the Dash button after two Pursuit 1 attacks finishes the string with a Super Attack as your enemy is flying away. Hitting the Rush Attack button after 2 Pursuit 2 attacks ends in a Super Attack as your enemy is flying toward you. Super Dashing while in Pursuit 1 puts you behind the enemy, and you have the choice to either continue the Pursuit string or to coninue your melee combo. Continuing the melee combo resets the count for Pursuit Attacks, allowing you to chain more Pursuits. ------- C. Cancels ------- Cancels are used either to extend combos or to escape hairy situations by cutting out the startup and recovery frames of attacks. There are several types of Cancels, and not all characters have the same types. When any Cancel is performed successfully, a yellow bolt of lightning will flash across the screen. If you attempt the same Cancel a second time, or if you don't have enough ki for what you want to Cancel into, a red bolt of lightning will flash across the screen, which means the Cancel was unsuccessful. In other words, you can't do the same Cancel twice in a single combo. For the sake of understanding concepts, it helps to look at Cancels as Offensive Cancels and Defensive Cancels. Offensive Cancels -------------- Rush Attack Cancel - Cancel Charge Attacks, Smash Attacks, and Charge Ki Blasts by starting a Rush Attack. Charge Attack Cancel - Cancel Rush Attacks, Smash Attacks, and Charge Ki Blasts by performing a Charge Attack. Ki Blast Cancel - Cancel Charge Attacks, Smash Attacks, and Signatures by shooting a Ki Blast. Charge Ki Blast Cancel - Cancel Charge Attacks, Smash Attacks, and Signatures by charging or shooting a Charge Ki Blast. Signature Cancel - Cancel Rush Attacks, Charge Attacks, Smash Attacks, and Charge Ki Blasts by performing a Signature. Super Attack Cancel - Cancel Charge Attacks, Smash Attacks, Charge Ki Blasts, and Super Risings by performing a Super Attack. Ultimate Attack Cancel - Cancel Charge Attacks, Smash Attacks, Charge Ki Blasts, and Super Risings by performing an Ultimate Attack. Defensive Cancels -------------- Guard Cancel - Cancel Charge Attacks, Smash Attacks, Charge Ki Blasts, Signatures, Homing Dashes, Super Dashes, and Super Risings by hitting the Block button. Sidestep Cancel - Cancel Rush Attacks, Charge Attacks, Smash Attacks, Charge Ki Blasts, and some Signatures by Sidestepping. Jump Cancel - Cancel Rush Attacks, Charge Attacks, Smash Attacks, and Charge Ki Blasts by hitting the Jump button. Super Rising Cancel - Cancel Charge Attacks, Smash Attacks, Charge Ki Blasts, Signatures, Homing Dashes, and Super Dashes by Super Rising. Ki Charge Cancel - Cancel Charge Attacks, Smash Attacks, and Charge Ki Blasts by hitting the Ki Charge button. ------------- D. Assault Chase ------------- Assault Chase is a new way to pursue your enemy and continue your melee combos. An Assault Chase is done by hitting some combination of the Rush Attack, Ki Blast, Signature, or Dash buttons after Charge Attack 2 and Smash Attacks. Each button typically leads to different Assault Chase combos, and there are different combinations for Assault Chases. Every Assault Chase ends in a Charge Attack 2, and chases can be linked together only after they are completed. For the sake of understanding concepts, it helps to look at Assault Chases as Charge Attack 2 Assault Chases and Smash Attack Assault Chases. With Charge Attack 2 Assault Chases, Charge Attack 2 can link into the Assault Chases mapped to the Rush Attack, Ki Blast, Signature, and Dash buttons. For Smash Attack Assault Chase, each Smash Attack can chain into an Assault Chase. You can follow-up with an Assault Chase for up to three attacks. An Assault Chase can have one or more parts. Each part counts as one attack. If you perform a two-part Assault Chase and then a three-part one, you will see both parts of the first chase complete and only the first part of the second chase. For example, we'll look at Fighting Trunks' Charge Attack 2 Assault Chases: X (Smash Attack 4) > Y (Smash Attack 2 Max) > Y (Cinematic Combo) Y (Charge Attack 2) B (Smash Attack Low) > Y (Smash Attack 3) > Y (L Charge Attack 2) A (Smash Attack 1) > Y (U Charge Attack 2) When we perform any Charge Attack 2, we can follow-up with any of these Assault Chases in the three-part window. If we go with Y, we would use one part of the Assault Chase window and have two parts remaining. If we follow that with B, the Assault Chase window would end at the second part of the second Assault Chase (Y) because all three parts have been used. If an Assault Chase ends in a Cinematic Combo, it has to reach its end by the time the three-part Assault Chase window is finished in order to go into the Cinematic Combo. In Fighting Trunk's case, if we used U Charge Attack 2, we would follow-up with X Y Y to get to the Cinematic Combo. If we instead followed-up U Charge Attack 2 with A Y and then tried to input the Assault Chase that ends in the Cinematic Combo (X Y Y), the Assault Chase window would end at the first part of it (X) and we wouldn't see the Cinematic Combo. IV. ADVANCED MELEE [AVML] =============================================================================== ------------------- A. Putting It Together ------------------- Raging Blast 2's melee system has some basic principles behind making combos. There are limitations on the number of attacks and strings allowed in a single combo before it automatically terminates. For example, you can do a Smash Attack 3 twice in your combo, and after the second time, the combo will automatically terminate, signified by the enemy spiraling away (this does not necessarily mean the entire combo is over; only the melee portion). However, if you use Smash Attack 3 once, you still can use other Smash Attacks to continue your combo. Consider the attack types and their number of allowed uses: 1. Rush Attack - No limit. 2. Charge Attacks - Each attack can be done twice. 3. Smash Attack - Each of the four strings can be done twice. 4. Rush Blast - No limit. 5. Charge Ki Blast - No limit. 6. Signature - Can be done twice. 7. Pursuit - Pursuit 1 can be done twice. Pursuit 2 can be done three times. 8. Assault Chase - Each Assault Chase attack can be done twice. With the exceptions of Rush Attack, Rush Blast, and Charge Ki Blast, any attacks and strings in each of these attack types can be repeated a certain amount of times before the combo automatically terminates. Due to the limitation on the number of attacks and strings, there is a direct limitation on the number of times an attack type can be used. For example, a Charge Attack 1 can be done up to two times before automatic termination. Going by this logic, if we start a combo with R Charge Attack 1, follow with Smash Attack 4, and perform a second R Charge Attack 1, the melee portion of the combo will automatically terminate. However, if we decided to follow Smash Attack 4 with a U Charge Attack 1 instead, we would have been able to continue the combo. Expanding on that, we can have a combo that uses each of the five Charge Attack 2 types at least once and still continue the combo. And, since a combo automatically terminates when an attack type has reached it maximum number of uses, if we use R Charge Attack 2 again, we should expect the combo to automatically terminate. Taking all of this into consideration, we know why Smash Attack 4 > Smash Attack 1 > Smash Attack 2 > Smash Attack 4 works, and why D Charge Attack > Smash Attack 4 > D Charge Attack> D Charge Attack can't work. Assault Chase attacks have properties of Charge Attack 2 and Smash Attacks. Using the concepts from above, Assault Chases with properties of an attack type will add to that attack type's number of uses when performed in a single combo. For example, Kid Gohan's Smash Attack 1 Assault Chase is XY (Smash Attack 1) > Y (U Charge Attack 2). So far, Smash Attack 1 and U Charge Attack 2 have been used. If we perform another Smash Attack 1 or U Charge Attack 2, the melee portion of the combo will automatically terminate. Finally, performing a Cancel in a single combo resets the three-part window in Assault Chase, which in turn allows you to chain additional Assault Chases, as long as you haven't done the same attack twice. ----------- B. Raging Soul ----------- Raging Soul is a state that allows you to chain together more Assault Chases than usual. In other words, the three-part limit on Assault Chases is gone, and you can chain together as many as you wish, as long as you don't repeat any attacks. In Raging Soul, if you perform an Assault Chase that ends in a Cinematic Combo that normally wouldn't fit inside the three-part window before, you will see your enemy getting hit around in a Ping-pong Combo instead of the Cinematic Combo. For example, we'll look at SS Teen Gohan's Charge Attack 2 Assault Chase that ends in a Cinematic Combo, X Y Y. If we chain into this Assault Chase from U Charge Attack 2 > Y while in Raging Soul, we would see the Assault Chase end in a Ping-pong Combo. The input would be as follows: 1. U Charge Attack 2 - Charge Attack 2 2. Y - 1st Assault Chase 3. X Y Y - 2nd Assault Chase Outside of Raging Soul, this wouldn't work. The Assault Chase window would have ended on the second part of the second Assault Chase. However, with no three-part limit, the Assault Chase would continue into the Ping-pong Combo. V. CONCLUSION [CNCL] =============================================================================== So, now you know the basics of how melee combos and Assault Chases work. This should get you started on experimenting with combos and coming up with some interesting stuff. If there's anything you don't understand, drop me a line. Take care. VI. LEGALITY [LGTY] =============================================================================== This document is intended for private home use only, and may not be reproduced through electronic or commercial means without the expressed consent of the author (Andrew Arumemi, Jr.). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in or gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Send an e-mail to me (Andrew Arumemi, Jr) if you would like to post this file on your website and you will likely receive a positive response. If you do post the file, please keep it in its original form with all of the sections intact and credit the author as the writer of the file. The latest version of the file can be found at http://www.gamefaqs.com/ Copyright 2011 Andrew Arumemi, Jr. ===============================================================================