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!

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