Saturday, October 20, 2007

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.

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