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)
Monday, October 15, 2007
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