Yamcha oh Yamcha How could you suck so much in the series but OWN so much in this game. Seriously, I dont understand how such a craptastic ass character such as yamcha could be top tier in this game. Well Maybe i can understand but WOW! Yamcha requires a decent ammount of skill to properly play but man is it worth it. Lets break him down shall we?
Best things about Yamcha:
After image
Power to the very limit
Charge ki blasts(will explain)
Decent charge up rate
Wolf fang fist(TOO GOOD!)
Very good keepaway
Worst things about Yamcha:
Melee
Lack of very good combos
UB could be a bit better
Now as you can see he has so many advantages and his only main problem is that his melee is so horrible. But With what he has he can still hurt his opponents.
After image
Normally Costing 2 stocks, Yamcha can actually escape from combos alot of different combos and situations that you normally cannot teleport out of using a defensive teleport. This makes it very hard to keep him down because now he has the ability to punish his opponents for being careless alot easier than the majority of the characters in the game.
Power to the very limit
Another rare but very powerful move costing 2 stocks This allows yamcha to actually power up with out actually charging up. While also increasing all of his stats for a certain amount of time. Yamcha being able to use this at will makes him even more of a threat because now he doesnt have to waste time powering up, He can now actually keep his opponent away from him and use this move to save alot of time. Oh and the start up on this move is very fast so it can be used anytime you have a small opening.
Charged Ki Blasts
Your key to success part 1. These are really good because they move very slow and they also track the opponent very well. These are very hard to avoid. This is the key to yamcha's keep away game. USE THESE ALL OF THE TIME =P
Wolf fang fist
This move only costs 2 stocks of ki meter and actually comes out pretty fast, does decent damage and makes your opponent fear it because its so cheap. If you miss, it only costs one meter so you arent losing too much ki energy if you miss(try not to miss anyway)
*Will update with the rest at a later time
Sunday, November 4, 2007
Saturday, October 20, 2007
Advanced Tenkaichi Strategies P2: Stun System
The combo system in Tenkaichi 3 is rather deep once you get to the heart of it. Once you learn the Stun system. You actually have quite a bit of ways of not only keeping pressure on your opponent BUT keeping your opponent taking alot of damage. The stun system is unique because it also keeps your opponents from teleporting out of your combos. Very important and useful information to have. In the last section, I covered Anti teleporting. Alot of those things actually pretain to how the stun system works.
Legend
^= Triangle(Ki attack)
[]= Square(Melee attack)
O= Circle (Guard)
X= duh(movement)
l2 = power up
r1= fly upward/jump
r2= fly downward
The basic stun equations works like this.
Stun 1> Combo ender
Stun 1> Stun 2> Combo ender
Stun 1> Stun 2> Stun 3> Combo ender
To understand the stun system you must first understand what moves actually can stun your opponent on contact.
Moves that can stun your opponent on contact are:
*Ki cannon
*Flying kicks
*Delay Charge [] attack(Very small delay)
*Heavy Finisher
Most common move to stun your opponent first is normally flying kick because it is an overhead. Once you have stunned them with this then you may proceed To end the combo. The general rule of stun is when your opponent is stunned by one move, they cannot be stunned by that same move in the same combo more than once. So if you stun someone with flying kicks and then use flying kicks again, It will end the combo because they will fly further away from you. The same goes for any of the other stun moves.
Basic full stun combo:
Late Goku will be used for this example.
This is a full stun combo with late goku. During this combo you will see the opponent be stunned by certain hits. These hits CAN be teleported out of but require really good timing. Just remember that when your stunning your opponent to mix up your stun timings so that they do not freely teleport out of your combos
When you get behind your opponent the stun system actually becomes a but more complex. You actually get more options when you are behind your opponent because you can actually "reset" your stun's. This is advanced stun system application.
The formula for this is:
Stun 1> Stun 2> Stun 3>[]>(staggered)[]> Stun 1
If you perform this properly, You actually reset the combo count and you will in turn reset the stun count back to the beginning of the stun system. Now You cannot keep this going over and over because your opponent will eventually turn around because of the games system. However It is good to use once. The majority of the time you want to just end your combos rather quickly while doing the maximum amount of damage. Applying the same combo from above,You can reset the stun count there.
[]> []> []>^(first stun) []>[]>^(Second stun) []>^(third stun)> []>(staggered)[]>(reset stun and combo count)
One more thing that Alters the stun system are Ki blasts. Ki blasts actually cause stun from behind your opponent. So this also can be added to the above stun combo after a stun to add more damage to your combo. And as with the rest of the combo, Your opponent cannot teleport out of your ki blasts.
*Special thanks to Jipang55 for the video upload!
Legend
^= Triangle(Ki attack)
[]= Square(Melee attack)
O= Circle (Guard)
X= duh(movement)
l2 = power up
r1= fly upward/jump
r2= fly downward
The basic stun equations works like this.
Stun 1> Combo ender
Stun 1> Stun 2> Combo ender
Stun 1> Stun 2> Stun 3> Combo ender
To understand the stun system you must first understand what moves actually can stun your opponent on contact.
Moves that can stun your opponent on contact are:
*Ki cannon
*Flying kicks
*Delay Charge [] attack(Very small delay)
*Heavy Finisher
Most common move to stun your opponent first is normally flying kick because it is an overhead. Once you have stunned them with this then you may proceed To end the combo. The general rule of stun is when your opponent is stunned by one move, they cannot be stunned by that same move in the same combo more than once. So if you stun someone with flying kicks and then use flying kicks again, It will end the combo because they will fly further away from you. The same goes for any of the other stun moves.
Basic full stun combo:
Late Goku will be used for this example.
This is a full stun combo with late goku. During this combo you will see the opponent be stunned by certain hits. These hits CAN be teleported out of but require really good timing. Just remember that when your stunning your opponent to mix up your stun timings so that they do not freely teleport out of your combos
When you get behind your opponent the stun system actually becomes a but more complex. You actually get more options when you are behind your opponent because you can actually "reset" your stun's. This is advanced stun system application.
The formula for this is:
Stun 1> Stun 2> Stun 3>[]>(staggered)[]> Stun 1
If you perform this properly, You actually reset the combo count and you will in turn reset the stun count back to the beginning of the stun system. Now You cannot keep this going over and over because your opponent will eventually turn around because of the games system. However It is good to use once. The majority of the time you want to just end your combos rather quickly while doing the maximum amount of damage. Applying the same combo from above,You can reset the stun count there.
[]> []> []>^(first stun) []>[]>^(Second stun) []>^(third stun)> []>(staggered)[]>(reset stun and combo count)
One more thing that Alters the stun system are Ki blasts. Ki blasts actually cause stun from behind your opponent. So this also can be added to the above stun combo after a stun to add more damage to your combo. And as with the rest of the combo, Your opponent cannot teleport out of your ki blasts.
*Special thanks to Jipang55 for the video upload!
Advanced Tenkaichi Strategies P1: Anti-Teleporting
Well, Ive been playing tenkaichi 3 for sometime now and have come across quite a few discoveries. As with any game, The more you play it the more you learn about the game until there is nothing left to learn. But right at this point in time, Im not exactly sure it is possible to learn everything about tenkaichi 3. The reason for this is because every character is very different from the next and they all have distinct advantages over other characters as well. Alot of people who have played the tenkaichi series believe it is a game for scrubs or people who like to mash buttons. This game has everything but that and it clearly shows who is good at the game and who isnt. If you are not good at tenkaichi. It will show in your gameplay. This section will talk about one of those aspects of gameplay known as teleporting and how to get around it.
Teleporting can be rather annoying to deal with. It is a well known fact that you can use teleporting to escape ALOT of situations in this game. However, there are several situations where you CANNOT teleport out of. There are also situations of which you can actually bait your opponent INTO teleporting because they like to mash the O button as much as possible.
Moves that prevent your opponent from teleporting.
*Ki rush wave
Certain characters have this combo ender. This is mainly used as the last part of your combo. The blast before the smash actually is unteleportable so you can use this to punish your opponent away from you with out worrying about them escaping.
*Ki Cannon
The telekenetic push that happens during this combo is cannot be teleported out of. It may be dodged but if your opponent tries to teleport out of this they actually get hit by the Ki cannon. The follow ups to this however may be teleported but if you mix up your timing you can throw off your opponent.
*Flying kick
This is probably going to be one of your most used combo extenders for the characters that have this. As you probably guessed it cannot be teleported because it cannot be charged. So you will probably be using this REALLY often. Another thing about This move is that it actually helps to mix up your opponent because it is an overhead. So you can mix this up with Ground Slash hit(Which hits low).
*Ki blasts: Dont laugh, These actually are really good at preventing your opponent from teleporting your moves. This also keeps your opponent stunned if they are stunned and actually stuns them for a short time if you manage to get behind them.
*Staggers: Ive explained what these does in a previous blog post but this actually changes the timing of your opponents teleport if they decide they want to teleport in the middle of your string. If your opponent is being overly defensive make sure to use this to break their defenses.
*Delay Charge moves: No longer has the Charge cancels from Tenkaichi 2, but it is still as useful. Charge a move and make your opponent believe that you will attack them with a fully charged move. If they attempt to teleport out they actually will get hit by the delay charge because you changed the timing on the move. I wouldnt use these too often because a good opponent will probably Attempt a sidestep or a Duck under. Both of which can lead to massive ammounts of pain. But if you mix this up with the above options you actually will be in good shape when you use this.
And last but not least...
Throwing: Yeah its pretty obvious but i feel i should state it anyway. If you have successfully baited your opponent into attempting a teleport, you can throw them and then attempt to hit them with a B2. Throws can be Z counter 2'd out of so you have to be careful about how much you attempt throwing to punish your opponents teleporting.
*Special thanks to Jipang55 for the video footage.
Teleporting can be rather annoying to deal with. It is a well known fact that you can use teleporting to escape ALOT of situations in this game. However, there are several situations where you CANNOT teleport out of. There are also situations of which you can actually bait your opponent INTO teleporting because they like to mash the O button as much as possible.
Moves that prevent your opponent from teleporting.
*Ki rush wave
Certain characters have this combo ender. This is mainly used as the last part of your combo. The blast before the smash actually is unteleportable so you can use this to punish your opponent away from you with out worrying about them escaping.
*Ki Cannon
The telekenetic push that happens during this combo is cannot be teleported out of. It may be dodged but if your opponent tries to teleport out of this they actually get hit by the Ki cannon. The follow ups to this however may be teleported but if you mix up your timing you can throw off your opponent.
*Flying kick
This is probably going to be one of your most used combo extenders for the characters that have this. As you probably guessed it cannot be teleported because it cannot be charged. So you will probably be using this REALLY often. Another thing about This move is that it actually helps to mix up your opponent because it is an overhead. So you can mix this up with Ground Slash hit(Which hits low).
*Ki blasts: Dont laugh, These actually are really good at preventing your opponent from teleporting your moves. This also keeps your opponent stunned if they are stunned and actually stuns them for a short time if you manage to get behind them.
*Staggers: Ive explained what these does in a previous blog post but this actually changes the timing of your opponents teleport if they decide they want to teleport in the middle of your string. If your opponent is being overly defensive make sure to use this to break their defenses.
*Delay Charge moves: No longer has the Charge cancels from Tenkaichi 2, but it is still as useful. Charge a move and make your opponent believe that you will attack them with a fully charged move. If they attempt to teleport out they actually will get hit by the delay charge because you changed the timing on the move. I wouldnt use these too often because a good opponent will probably Attempt a sidestep or a Duck under. Both of which can lead to massive ammounts of pain. But if you mix this up with the above options you actually will be in good shape when you use this.
And last but not least...
Throwing: Yeah its pretty obvious but i feel i should state it anyway. If you have successfully baited your opponent into attempting a teleport, you can throw them and then attempt to hit them with a B2. Throws can be Z counter 2'd out of so you have to be careful about how much you attempt throwing to punish your opponents teleporting.
*Special thanks to Jipang55 for the video footage.
Thursday, October 18, 2007
Video and Match Breakdown
Now This entry will use video representation to show how a match will play out. I also will explain Certain points of which are very important to pay attention to in This game.
*Note: This Video may not be the best video to show this with however this video does show alot of the basic elements of gameplay. That is what we want in this particular entry.
00:11: Though this is the very beginning of the match, One of the most important things to notice is the usage of the smash that Vegeta used against Goku. It is a weird mash known as a "Just mash". This move is a just frame move that has to be performed with in one frame of your character flashing. This is a very hard technique to use properly.
Special notes about Just mash
*It is counterable via Z counter or Z counter 2
*It is Unblockable
*It Teleports a short distance to hit your opponent
*Your opponent CANNOT dodge this move using Regular dodge.
00:15: Here you see Goku hitting vegeta with melee but then he teleports behind his opponent. This is actually a form of mix up. Getting behind your opponent leads to alot of damage. So if you manage to get behind your opponent use the largest combo possible to get the most ammount of damage.
Special notes about being behind your opponent.
*They cannot block your moves from behind
*They can Z counter you and switch positions
00:20: Something really basic but i probably should point it out anyway. Goku here is powering up after knocking his opponent away from him to build Ki meter. This is very important to standard play because if you do not have Ki, You are no threat to your opponent. Make sure to keep Ki at all times.
00:30: Vegeta attempts Hit Goku with a blast 2 Goku counters and attempts to hit vegeta back with his own blast 2. Do not use blast moves randomly. They can and always will be punished by a smart player. At this point however Vegeta actually is able to counter out of the retaliated blast because he was at a good enough distance.
00:50: Goku is in the middle of a combo and attempts to use a low slash move against vegeta. vegeta is able to Z counter out of the predicted move. Z counter is about being able to predict your opponents moves.
00:55: Same exact thing happened here. Vegeta predicted yet another one of goku's moves and countered out of it using Z counter.
1:24: Guard break! This is important to learn. All charge up moves on block guardbreak if they are full powered. Gaurdbreaks take away one ki meter from your opponent and they CANNOT Z counter right after a guardbreak(I could be wrong but i havent seen any exact evidence of the opposite) They can however Z counter 2 but i believe the window might be shortened? I'll have to check on that. Anyway You are however at frame advantage after a guard break on your opponent. One more thing to remember is that you get free melee hits if you attack right after a guardbreak so you should be able to get a nice combo going. Make sure to capitalize on these everytime you see them!
Hopefully with the breakdown i gave it will give you a better understanding of what to do in tenkaichi 3!
*A special thanks to Kyored for posting this video on Youtube for me to analyze.
*Note: This Video may not be the best video to show this with however this video does show alot of the basic elements of gameplay. That is what we want in this particular entry.
00:11: Though this is the very beginning of the match, One of the most important things to notice is the usage of the smash that Vegeta used against Goku. It is a weird mash known as a "Just mash". This move is a just frame move that has to be performed with in one frame of your character flashing. This is a very hard technique to use properly.
Special notes about Just mash
*It is counterable via Z counter or Z counter 2
*It is Unblockable
*It Teleports a short distance to hit your opponent
*Your opponent CANNOT dodge this move using Regular dodge.
00:15: Here you see Goku hitting vegeta with melee but then he teleports behind his opponent. This is actually a form of mix up. Getting behind your opponent leads to alot of damage. So if you manage to get behind your opponent use the largest combo possible to get the most ammount of damage.
Special notes about being behind your opponent.
*They cannot block your moves from behind
*They can Z counter you and switch positions
00:20: Something really basic but i probably should point it out anyway. Goku here is powering up after knocking his opponent away from him to build Ki meter. This is very important to standard play because if you do not have Ki, You are no threat to your opponent. Make sure to keep Ki at all times.
00:30: Vegeta attempts Hit Goku with a blast 2 Goku counters and attempts to hit vegeta back with his own blast 2. Do not use blast moves randomly. They can and always will be punished by a smart player. At this point however Vegeta actually is able to counter out of the retaliated blast because he was at a good enough distance.
00:50: Goku is in the middle of a combo and attempts to use a low slash move against vegeta. vegeta is able to Z counter out of the predicted move. Z counter is about being able to predict your opponents moves.
00:55: Same exact thing happened here. Vegeta predicted yet another one of goku's moves and countered out of it using Z counter.
1:24: Guard break! This is important to learn. All charge up moves on block guardbreak if they are full powered. Gaurdbreaks take away one ki meter from your opponent and they CANNOT Z counter right after a guardbreak(I could be wrong but i havent seen any exact evidence of the opposite) They can however Z counter 2 but i believe the window might be shortened? I'll have to check on that. Anyway You are however at frame advantage after a guard break on your opponent. One more thing to remember is that you get free melee hits if you attack right after a guardbreak so you should be able to get a nice combo going. Make sure to capitalize on these everytime you see them!
Hopefully with the breakdown i gave it will give you a better understanding of what to do in tenkaichi 3!
*A special thanks to Kyored for posting this video on Youtube for me to analyze.
Monday, October 15, 2007
Mind of tenkaichi: The mix up & Gameflow
As with any game, mix ups are very important in this game. The ability to keep your opponent guessing is a integral part of Tenkaichi. Every characters mix ups are very different from the next(with over 90 characters im not going through all of them lol) But I will give a breif explanation of how the mix up in this game works.
Mixing up your opponent in tenkaichi is rather easy, You just have to know what options your character has. Alot of these are found out via training mode and messing around with your characters moves and combos(which can be found in the command list) But for right now lets use Goku as an example.
Goku(Mid)
Flying Kick
Heavy Finish
Rolling Hammer
Ki Cannon
Flying kick: Flying kick is goku's overhead extender. This allows you to continue your offense by breaking the opponents guard if they arent blocking high(up + O) Pressing [] right afterward will continue your melee/combo. This extender is also safe on block so you can use it pretty often.
Heavy Finish: This is a move that can be charged up. If you mix up the timing you can actually bait your opponent into dropping their guard to try and evade it. If you sense they might try to evade, You can hit them with a gut blow. This puts your opponent in a pretty long stun that keeps them in place for a while. This gives you a chance to do a full combo on your opponent.
Rolling hammer: This is a very valuable move to for Goku's mix up. This move on block guard breaks your opponent and on hit this move turns your opponent around. In backturned state, your opponent cannot attack or block to counter your attacks. But they can teleport so make sure to be aware of that. However Dont let this discourage you from using this. This move can also be charged up(which enables guard break) to force your opponent to try and deal with it.
Ki cannon: This move is a telekenitic push that becomes unblockable if fully charged. The weakness in this move is that it is rather easy to see coming so your opponent will probably be able to deal with it if they see it a few times. Use with caution
Using these options with goku will give you a solid offense. You can figure out how to do these moves in training mode or by looking at the command list. Each character has their own mix ups and situations. Remember that you can also use your Charge [] smash attacks to deal with an opponents melee if you happen to be attacking with them. Mixing up how long you charge them against your opponent can really screw with their minds. Just make sure to experiment with the above and check your command list in practice mode.
General Gameflow
The basic gameflow of Tenkaichi is something you have to make sure to get down. The main objective in this game is to make sure that you have at least 3 ki meters. I say at least because you dont want to go into the danger zone with no ki meters. That isnt good because now your opponent doesnt have to worry about you teleporting behind them to counter their attacks. It allows your opponent to get a read on what you can possibly do at that time. So if you have ki stocks your opponent has to be aware that you can counter their moves at any given time. At the same time, You want to make your opponent waste their ki because it limits their options and keeps them from using ultimate blasts.
The best times to power up:
*Smashing your opponent away from you
*When your opponent is powering up(not always the best option but its there)
*Knocking your opponent down at a further distance
If you have the pressure on your opponent and you have enough ki, Dont waste time trying to power up more unless your close to sparking mode. Keep attacking your opponent until they counter you. If they counter you however you have to be prepared to deal with what they throw at you. Right now I personally do not believe there is anything in this game that cannot be teleported out of. So becareful of how predictable you are.(just make sure you arent predictable haha)
Mixing up your opponent in tenkaichi is rather easy, You just have to know what options your character has. Alot of these are found out via training mode and messing around with your characters moves and combos(which can be found in the command list) But for right now lets use Goku as an example.
Goku(Mid)
Flying Kick
Heavy Finish
Rolling Hammer
Ki Cannon
Flying kick: Flying kick is goku's overhead extender. This allows you to continue your offense by breaking the opponents guard if they arent blocking high(up + O) Pressing [] right afterward will continue your melee/combo. This extender is also safe on block so you can use it pretty often.
Heavy Finish: This is a move that can be charged up. If you mix up the timing you can actually bait your opponent into dropping their guard to try and evade it. If you sense they might try to evade, You can hit them with a gut blow. This puts your opponent in a pretty long stun that keeps them in place for a while. This gives you a chance to do a full combo on your opponent.
Rolling hammer: This is a very valuable move to for Goku's mix up. This move on block guard breaks your opponent and on hit this move turns your opponent around. In backturned state, your opponent cannot attack or block to counter your attacks. But they can teleport so make sure to be aware of that. However Dont let this discourage you from using this. This move can also be charged up(which enables guard break) to force your opponent to try and deal with it.
Ki cannon: This move is a telekenitic push that becomes unblockable if fully charged. The weakness in this move is that it is rather easy to see coming so your opponent will probably be able to deal with it if they see it a few times. Use with caution
Using these options with goku will give you a solid offense. You can figure out how to do these moves in training mode or by looking at the command list. Each character has their own mix ups and situations. Remember that you can also use your Charge [] smash attacks to deal with an opponents melee if you happen to be attacking with them. Mixing up how long you charge them against your opponent can really screw with their minds. Just make sure to experiment with the above and check your command list in practice mode.
General Gameflow
The basic gameflow of Tenkaichi is something you have to make sure to get down. The main objective in this game is to make sure that you have at least 3 ki meters. I say at least because you dont want to go into the danger zone with no ki meters. That isnt good because now your opponent doesnt have to worry about you teleporting behind them to counter their attacks. It allows your opponent to get a read on what you can possibly do at that time. So if you have ki stocks your opponent has to be aware that you can counter their moves at any given time. At the same time, You want to make your opponent waste their ki because it limits their options and keeps them from using ultimate blasts.
The best times to power up:
*Smashing your opponent away from you
*When your opponent is powering up(not always the best option but its there)
*Knocking your opponent down at a further distance
If you have the pressure on your opponent and you have enough ki, Dont waste time trying to power up more unless your close to sparking mode. Keep attacking your opponent until they counter you. If they counter you however you have to be prepared to deal with what they throw at you. Right now I personally do not believe there is anything in this game that cannot be teleported out of. So becareful of how predictable you are.(just make sure you arent predictable haha)
Mind of Tenkaichi: The offense Part 2
Legend
^= Triangle(Ki attack)
[]= Square(Melee attack)
O= Circle (Guard)
X= duh(movement)
l2 = power up
r1= fly upward/jump
r2= fly downward
Melee and Getting around defense
Now that we know how to use the smaller ki blasts to control range and add pressure to your opponent, lets talk about the upclose game and breaking your opponents defense. There are alot of ways that you can defend in tenkaichi now. Alot of those ways have already been covered in the defensive portion of this blog(so take a look at it if you missed it =P) How to get around such things and build an offense around your opponents defensive options is important. So lets get to it.
*Staggered strings
Staggered attack strings are very important in this game. Basically you adjust the timing of your melee to make it seem like your opponent has room to counter but instead you hit them back before they are able to move. Sadly the downside to staggered attack strings is that this gives your opponent more room to Z counter 2 back or teleport behind you. Don't let this discourage you however. Use Staggered strings as much as possible as long as your opponent isnt countering them =P
[] [] (slight pause) [](another pause)[]
This is a staggered string(well the notation for it anyway) This allows you bait your opponent into attacking in between your strings.
[]>[]>[]
This is a normal string. If you go to practice mode, you will notice that the strings have different speeds. These speed differences force your opponent to drop their guard at some point. Practice and master these.
Offensive Teleporting
A rather simple concept actually but i suppose it wont hurt to explain it a bit. During melee you have the ability to teleport to either side or behind your opponent by pressing Left/Right+O
This allows you to mix up your attacks and to catch your opponent off gaurd. I wouldnt use this too often though. Its rather easy for your opponent to counter if they see it too much.
These are the basic things you should learn about tenkaichi first. Once you learn these things then you will be ready for advanced applications(coming soon to this blog)
^= Triangle(Ki attack)
[]= Square(Melee attack)
O= Circle (Guard)
X= duh(movement)
l2 = power up
r1= fly upward/jump
r2= fly downward
Melee and Getting around defense
Now that we know how to use the smaller ki blasts to control range and add pressure to your opponent, lets talk about the upclose game and breaking your opponents defense. There are alot of ways that you can defend in tenkaichi now. Alot of those ways have already been covered in the defensive portion of this blog(so take a look at it if you missed it =P) How to get around such things and build an offense around your opponents defensive options is important. So lets get to it.
*Staggered strings
Staggered attack strings are very important in this game. Basically you adjust the timing of your melee to make it seem like your opponent has room to counter but instead you hit them back before they are able to move. Sadly the downside to staggered attack strings is that this gives your opponent more room to Z counter 2 back or teleport behind you. Don't let this discourage you however. Use Staggered strings as much as possible as long as your opponent isnt countering them =P
[] [] (slight pause) [](another pause)[]
This is a staggered string(well the notation for it anyway) This allows you bait your opponent into attacking in between your strings.
[]>[]>[]
This is a normal string. If you go to practice mode, you will notice that the strings have different speeds. These speed differences force your opponent to drop their guard at some point. Practice and master these.
Offensive Teleporting
A rather simple concept actually but i suppose it wont hurt to explain it a bit. During melee you have the ability to teleport to either side or behind your opponent by pressing Left/Right+O
This allows you to mix up your attacks and to catch your opponent off gaurd. I wouldnt use this too often though. Its rather easy for your opponent to counter if they see it too much.
These are the basic things you should learn about tenkaichi first. Once you learn these things then you will be ready for advanced applications(coming soon to this blog)
Sunday, October 14, 2007
Mind of Tenkaichi: The offense Part 1
Well now that we have the basics out of the way, We can move to much more pressing matters at hand; How to attack properly. For those new to the series, this section will actually be of great use to you and might even help some veteran players step up their game as well =P. Alright lets go to it!
Legend
^= Triangle(Ki attack)
[]= Square(Melee attack)
O= Circle (Guard)
X= duh(movement)
l2 = power up
r1= fly upward/jump
r2= fly downward
Alright First thing is to talk about the importance of mid and long range ki blasts. It is very important to use Ki Blasts through out the fight to force your opponent to deal with them. They have several ways of dealing with a ki blast.
Ways to deal with a Ki blast:
*Moving out of the way
*Blocking
*Reflecting then back toward the opponent.
The idea is to condition your opponent to deal with one of these 3 ways of dealing with your blasts. Each characters blasts are different because they have a different effect depending on many things(how long its charged how close etc)
Lets say your at midscreen you shoot ki blasts at your opponent. Your opponent decides that they want to block your ki blasts(not a very smart move). If your opponent decides to block your ki blasts. This allows you to move in freely on them. Making rush attacking much easier on you because you are at an advantage. You may as well call this frame advantage. If your opponent attacks you after blocking your ki blasts, They are now giving you a chance to combo them. You can do several things after a Ki blast is blocked
* Throw
* [] rush >left+O(teleport behind opponent)
* [] rush to combo(if opponent gets hit)
If your opponent moves out of the way of your ki blasts. Then you can either continue to shoot them with blasts or take that time to power up. If they are moving in close toward you try to put some distance between you. If they are blindly attacking you, You can actually get off a Strong ki blast in their face(l2 +^ This should be used rarely or unless you have really good prediction lol)
Legend
^= Triangle(Ki attack)
[]= Square(Melee attack)
O= Circle (Guard)
X= duh(movement)
l2 = power up
r1= fly upward/jump
r2= fly downward
Alright First thing is to talk about the importance of mid and long range ki blasts. It is very important to use Ki Blasts through out the fight to force your opponent to deal with them. They have several ways of dealing with a ki blast.
Ways to deal with a Ki blast:
*Moving out of the way
*Blocking
*Reflecting then back toward the opponent.
The idea is to condition your opponent to deal with one of these 3 ways of dealing with your blasts. Each characters blasts are different because they have a different effect depending on many things(how long its charged how close etc)
Lets say your at midscreen you shoot ki blasts at your opponent. Your opponent decides that they want to block your ki blasts(not a very smart move). If your opponent decides to block your ki blasts. This allows you to move in freely on them. Making rush attacking much easier on you because you are at an advantage. You may as well call this frame advantage. If your opponent attacks you after blocking your ki blasts, They are now giving you a chance to combo them. You can do several things after a Ki blast is blocked
* Throw
* [] rush >left+O(teleport behind opponent)
* [] rush to combo(if opponent gets hit)
If your opponent moves out of the way of your ki blasts. Then you can either continue to shoot them with blasts or take that time to power up. If they are moving in close toward you try to put some distance between you. If they are blindly attacking you, You can actually get off a Strong ki blast in their face(l2 +^ This should be used rarely or unless you have really good prediction lol)
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