=============================================================================== Dragon Ball Raging Blast 2 Intro to Assault Chases & Combos Version 3.0 by RisingFlare (Andrew Arumemi, Jr.) kusanagi.clansman@gmail.com /// CONTENTS /// I. INTRO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [INTR] II. BASICS OF MELEE . . . . . . . . . . . . . . . . . . . . . . . . . . [BSML] A. Rush Attacks B. Charge Attacks C. Smash Attacks D. Throws E. Rush Blast F. Charge Ki Blast G. Jump Attacks III. MELEE EXPANDED . . . . . . . . . . . . . . . . . . . . . . . . . . [MLEX] A. Steps & Step Attacks B. Signatures C. Pursuit Attacks D. Cancels i. Offensive Cancels ii. Defensive Cancels E. 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. ASSAULT TYPES . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ASLT] A. Goku Type ....................................................... [GOKU] B. Piccolo Type .................................................... [PCLO] C. Teen Gohan Type ................................................. [TGHN] D. Frieza Type ..................................................... [FRZA] E. Super Trunks Type ............................................... [TRNX] F. Gogeta Type ..................................................... [GGTA] G. Ultimate Gohan Type ............................................. [UGHN] VI. CONCLUSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CNCL] VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LGTY] /// UPDATES /// 1/2/2011 v1.0 - Completed guide to Advanced Melee. 1/6/2011 v2.0 - Added Assault Types section to Guide. 1/8/2011 v2.5 - Minor formatting to some sections. - Reworded sections explaining Assault Chases. - Moved Dabura to Gogeta Type - credit to JC_Vertigo @ GameFAQs. - Added Shenron's Wake as a simplified alternative to view individual Assault Chase attacks - credit to JC_Vertigo @ GameFAQs. 1/29/2011 v3.0 - Added Full Rush combo to Rush Attacks section. - Removed Smash Attack 5 and changed to Full Rush Assault Chase. - Added Throws section and Jump Attacks section under Basics of Melee - Added Steps & Step Attacks section under Melee Expanded - Added Dash-in Cancel to Offensive Cancels - Added Backstep Cancel to Defensive Cancels - Reworded Assault Chase section - Added all Full Rush Assault Chases under Assault Types 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 kusanagi.clansman@gmail.com. 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 - Basic combo starter. You can choose the length and how many hits your Rush combos deal. Full Rush Combo - XXXXX - A Full Rush Combo ends a string of Rush Attacks and leaves your enemy open. --------------- 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 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 High - X...up and Y - Knocks enemy up. Smash Attack Low - X...down and Y - Trips enemy. ------- D. Throws ------- Throws create space between you and your enemy. These can only be countered by a Throw Evasion and are otherwise unblockable. Throws can start, continue, or end combos. Throw - Hold RB and B - Grabs enemy before attacking, then knocks far away. Damage and grab range are character specific. ----------- E. 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. ---------------- F. 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. ------------- G. Jump Attacks ------------- Jump Attacks are done by hitting the Jump button while on the ground and performing a Charge Attack or Ki Blast. These can start or continue combos. Jump Charge Attack - Jump, X / Hold X - Jump Charge Attacks have the same timing and effects as standard Charge Attacks. Jump Ki Blast - Jump, YYYY - Jump Ki Blasts have the same limitations as standard Ki Blasts. Jump Charge Ki Blast - Jump, Hold Y - Jump Charge Ki Blasts have the same timing and effects as standard Charge Ki Blasts. III. MELEE EXPANDED [MLEX] =============================================================================== --------------------- A. Steps & Step Attacks --------------------- Steps --- Steps are situational techniques done before, during, or after attacks and combos while near your enemy. Steps are performed by quickly tapping a direction on the left analog stick near your enemy. Dash-in - Tap up Backstep - Tap back Sidestep - Tap left or right On a basic level, Dash-ins are offensive techniques, while Backsteps and Sidesteps are defensive. Step Attacks ---------- Step Attacks are Rush Attacks, Smash Attacks, and Charge Attacks that are done right after a Step. These are best performed by immediately inputting your attack right after starting the Step. Step Rush Attack - Step, immediately hit X, XX, XXX, XXXX, XXXXX Step Smash Attack - Step, immediately hit Y Step Charge Attack - Step, immediately Hold X ----------- B. 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. ---------------- C. 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 continue your melee combo. Continuing the melee combo resets the count for Pursuit Attacks, allowing you to chain more Pursuits. -------- D. 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 --------------- Dash-in Cancel - Cancel Full Rush Combos, Charge Attacks, Smash Attacks, Charge Ki Blasts, Jump Attacks, and some Signatures by performing a Dash-in. Rush Attack Cancel - Cancel Charge Attacks, Smash Attacks, Charge Ki Blasts, and Jump Charge Attacks by starting a Rush Attack. Charge Attack Cancel - Cancel Full Rush Combos, Smash Attacks, Charge Ki Blasts, and Jump Charge Attacks by performing a Charge Attack. Ki Blast Cancel - Cancel Charge Attacks, Smash Attacks, Jump Charge Attacks, and some Signatures by shooting a Ki Blast. Charge Ki Blast Cancel - Cancel Charge Attacks, Smash Attacks, and some Signatures by charging or shooting a Charge Ki Blast. Signature Cancel - Cancel Full Rush Combos, Charge Attacks, Smash Attacks, Throws, Charge Ki Blasts, and Jump Charge Ki Blasts by performing a Signature. Super Attack Cancel - Cancel Full Rush Combos, Charge Attacks, Smash Attacks, Throws, Charge Ki Blasts, and Super Risings by performing a Super Attack. Ultimate Attack Cancel - Cancel Full Rush Combos, Charge Attacks, Smash Attacks, Throws, 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 Full Rush Combos, Charge Attacks, Smash Attacks, Charge Ki Blasts, Jump Attacks, and some Signatures by Sidestepping. Backstep Cancel - Cancel Full Rush Combos, Charge Attacks, Smash Attacks, Charge Ki Blasts, Jump Attacks, and some Signatures by Backstepping. Jump Cancel - Cancel Rush Attacks, Full Rush Combos, 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. -------------- E. 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 a Charge Attack 2, and the Ki or Dash button after a Full Rush Combo or a Smash Attack. Each button typically leads to a different Assault Chase combo, and there are different combinations for Assault Chases. Every Assault Chase combo ends in a Charge Attack 2 or a Cinematic Combo. Additional Assault Chase combos can be linked only after a previous one has ended with a Charge Attack 2. For the sake of understanding concepts, it helps to look at Assault Chases as Charge Attack 2 Assault Chases and Smash Attack Assault Chases. Charge Attack 2 Assault Chase --------------------------- Charge Attack 2 > X/Y/A/B - Charge Attack 2 can link into an Assault Chase mapped to the Rush Attack, Ki Blast, Signature, or Dash button. Smash Attack Assault Chase ------------------------ Smash Attack > Y/A - Smash Attacks chain into an Assault Chase which then can link into the Assault Chases on the Rush Attack, Ki Blast, Signature, or Dash button. However, unlike Charge Attack 2, each Smash Attack yields a different Assault Chase and can lead into a Cinematic Combo. You can follow-up with an Assault Chase for up to three attacks. An Assault Chase combo can have one or more parts. Each part counts as one attack. If you perform a two-part Assault Chase combo and then a three-part one, you will see both parts of the first combo complete and only the first part of the second combo. For example, we'll look at Base Fighting Trunks' Charge Attack 2 Assault Chase combos: 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 Chase combos 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 combo (Y) because all three parts have been used. If an Assault Chase combo 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 Trunks' 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 combo 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 Chase combos, 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 combo 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 combo that ends in a Cinematic Combo, X Y Y. If we chain into this Assault Chase combo from U Charge Attack 2 > Y while in Raging Soul, we would see the combo end in a Ping-pong Combo. The input would be as follows: 1. U Charge Attack 2 - Charge Attack 2 2. Y - chain into 1st Assault Chase 3. X Y Y - 2nd Assault Chase combo Outside of Raging Soul, this wouldn't work. The Assault Chase window would have ended on the second part of the second Assault Chase combo. However, with no three-part limit, the Assault Chase would continue into the Ping-pong Combo. V. ASSAULT TYPES [ASLT] =============================================================================== The Assault Type determines the Full Rush Assualt Chase combos, Charge Attack 2 Assault Chase combos, and Smash Attack Assault Chase combos for all characters. Assault Chase combos can only be chained after a previous one is finished with a Charge Attack 2. Any Assault Chase combos longer than three parts can only be completed while in Raging Soul. Here are the Assault Types with the characters that share them, all with completed Assault Chase combos. For a simplified view with just the individual Assault Chase attacks, visit http://s1.zetaboards.com/Shenrons_Wake/topic/3920500/1/ Thanks to JC_Vertigo for the suggestion. ------------------------------------------------------------------------------- A. Goku Type [GOKU] ------------------------------------------------------------------------------- Characters -------- Android #18 Bardock Captain Ginyu Cell (1st Form), Cell (2nd Form) Cell Jr. Cooler Goku, SS Goku Gotenks Krillin Salza Trunks (Sword), SS Trunks (Sword) Turles Yamcha Full Rush Assault Chase Combo --------------------------- XXXXXY - Same as Smash Attack 1 Assault Chase Charge Attack 2 Assault Chase Combos ---------------------------------- X (Smash Attack 4) > Y (R Charge Attack 2) Y (Smash Attack 2 Max) > Y (U Charge Attack 2) B (Smash Attack Low) > Y (Smash Attack High) > Y (Cinematic Combo) A (Smash Attack 3) > Y (L Charge Attack 2) Smash Attack Assault Chase Combos ------------------------------- Smash Attack 1 > Y (N Charge Attack 2) Smash Attack 2 Max > Y (U Charge Attack 2) Smash Attack 3 > Y (L Charge Attack 2) Smash Attack 4 > Y (R Charge Attack 2) Smash Attack High > Y (Cinematic Combo) Smash Attack Low > Y (Smash Attack High) > Y (Cinematic Combo) ------------------------------------------------------------------------------- B. Piccolo Type [PCLO] ------------------------------------------------------------------------------- Characters -------- Android #14 Android #15 Android #16 Android #17 Broly, SS Broly Cui Dodoria Dore Dr. Gero Jeice Nail Piccolo Tien Videl Zangya Full Rush Assault Chase Combo --------------------------- XXXXXY - Same as Smash Attack Low Assault Chase Charge Attack 2 Assault Chase Combos ---------------------------------- X (L Charge Attack 2) Y (Smash Attack 4) > Y (Smash Attack 3) > Y (U Charge Attack) B (Smash Attack 2 Max) > Y (Cinematic Combo) A (Smash Attack 1) > Y (N Charge Attack 2) Smash Attack Assault Chase Combos ------------------------------- Smash Attack 1 > Y (N Charge Attack 2) Smash Attack 2 Max > Y (Cinematic Combo) Smash Attack 3 > Y (U Charge Attack 2) Smash Attack 4 > Y (Smash Attack 3) > Y (U Charge Attack 2) Smash Attack High > Y (D Charge Attack 2) Smash Attack Low > Y (Smash Attack High) > Y (D Charge Attack 2) ------------------------------------------------------------------------------- C. Teen Gohan Type [TGHN] ------------------------------------------------------------------------------- Characters -------- Android #13 Android #19 Burter Chiaotzu Future Gohan Gohan, SS Gohan Goten, SS Goten Kid Gohan Neizu Saibamen Teen Gohan, SS Teen Gohan Trunks (Fighting Teen), SS Trunks (Fighting Teen) Full Rush Assault Chase Combo --------------------------- XXXXXY - Same as Smash Attack High Assault Chase Charge Attack 2 Assault Chase Combos ---------------------------------- X (Smash Attack 4) > Y (Smash Attack 2 Max) > Y (Cinematic Combo) Y (N 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) Smash Attack Assault Chase Combos ------------------------------- Smash Attack 1 > Y (U Charge Attack 2) Smash Attack 2 Max > Y (Cinematic Combo) Smash Attack 3 > Y (L Charge Attack 2) Smash Attack 4 > Y (Smash Attack 2 Max) > Y (Cinematic Combo) Smash Attack High > Y (D Charge Attack 2) Smash Attack Low > Y (Smash Attack 3) > Y (L Charge Attack 2) ------------------------------------------------------------------------------- D. Frieza Type [FRZA] ------------------------------------------------------------------------------- Characters -------- Bojack Frieza (1st Form), Frieza (2nd Form), Frieza (3rd Form) Guldo Kid Trunks, SS Kid Trunks Mecha Frieza Nappa Raditz Recoome Scouter Vegeta Tarble Vegeta, SS Vegeta Zarbon, Zarbon (Post-Transformation) Full Rush Assault Chase Combo --------------------------- XXXXXY - Ends in U Charge Attack 2 Charge Attack 2 Assault Chase Combos ---------------------------------- X (Smash Attack 4) > Y (Smash Attack Low) > Y (D Charge Attack 2) Y (Smash Attack 1) > Y (R Charge Attack 2) B (Smash Attack 3) > Y (Smash Attack 2 Max) > Y (Cinematic Combo) A (Smash Attack High) > Y (N Charge Attack 2) Smash Attack Assault Chase Combos ------------------------------- Smash Attack 1 > Y (R Charge Attack 2) Smash Attack 2 Max > Y (Cinematic Combo) Smash Attack 3 > Y (Smash Attack 2 Max) > Y (Cinematic Combo) Smash Attack 4 > Y (Smash Attack Low) > Y (D Charge Attack 2) Smash Attack High > Y (N Charge Attack 2) Smash Attack Low > Y (D Charge Attack 2) ------------------------------------------------------------------------------- E. Super Trunks Type [TRNX] ------------------------------------------------------------------------------- Characters ------- Android #13 (Fusion) Hatchiyack Legendary SS Broly Majin Buu Majin Vegeta SS3 Broly SS3 Vegeta Super Trunks Super Vegeta, SS2 Vegeta Vegito, Super Vegito Full Rush Assault Chase Combos ---------------------------- XXXXXY - Same as Smash Attack 4 Assault Chase XXXXXA - Same as Smash Attack 1 Assault Chase Charge Attack 2 Assault Chase Combos ---------------------------------- X (U Charge Attack 2) Y (N Charge Attack 2) B (R Charge Attack 2) A (Smash Attack 3) > Y (Smash Attack Low) > Y (Smash Attack High) > A (Smash Attack 2 Max) > A (Cinematic Combo) A (Smash Attack 3) > Y (Smash Attack Low) > A (Smash Attack 2 Max) > A (Cinematic Combo) A (Smash Attack 3) > A (L Charge Attack 2) Smash Attack Assault Chase Combos ------------------------------- Smash Attack 1 > Y (Smash Attack High) > A (Smash Attack 2 Max) > A (Cinematic Combo) Smash Attack 1 > A (L Charge Attack 2) Smash Attack 2 Max > A (Cinematic Combo) Smash Attack 3 > Y (Smash Attack Low) > A (Smash Attack 2 Max) > A (Cinematic Combo) Smash Attack 3 > A (L Charge Attack 2) Smash Attack 4 > Y (D Charge Attack 2) Smash Attack 4 > A (Smash Attack 1) > Y (Smash Attack High) > A (Smash Attack 2 Max) > A (Cinematic Combo) Smash Attack 4 > A (Smash Attack 1) >A (L Charge Attack 2) Smash Attack High > Y (Smash Attack 4) > A (Smash Attack 1) > A (L Charge Attack 2) Smash Attack High > A (Smash Attack 2 Max) > A (Cinematic Combo) Smash Attack Low > Y (Smash Attack High) > A (Smash Attack 2 Max) > A (Cinematic Combo) Smash Attack Low > A (Smash Attack 2 Max) > A (Cinematic Combo) ------------------------------------------------------------------------------- F. Gogeta Type [GGTA] ------------------------------------------------------------------------------- Characters -------- Bojack (Full Power) Cell (Perfect), Cell (Perfect Form) Dabura Gohan, SS Gohan Janemba Kid Buu Pikkon SS Gotenks, SS3 Gotenks SS2 Goku, SS3 Goku Super Gogeta Full Rush Assault Chase Combos ---------------------------- XXXXXY - Same as Smash Attack 2 Max Assault Chase XXXXXY - Ends in R Charge Attack 2 Charge Attack 2 Assault Chase Combos ---------------------------------- X (Smash Attack 1) > Y (L Charge Attack 2) X (Smash Attack 1) > A (U Charge Attack 2) Y (Smash Attack Low) > Y (U Charge Attack 2) Y (Smash Attack Low) > A (R Charge Attack 2) B (Smash Attack 3) > Y (Smash Attack 4) > Y (N Charge Attack 2) B (Smash Attack 3) > Y (Smash Attack 4) > A (D Charge Attack 2) B (Smash Attack 3) > A (Smash Attack 2 Max) > Y (Smash Attack 4) > Y (N Charge Attack 2) B (Smash Attack 3) > A (Smash Attack 2 Max) > Y (Smash Attack 4) > A (D Charge Attack 2) B (Smash Attack 3) > A (Smash Attack 2 Max) > A (L Charge Attack 2) A (Smash Attack High) > Y (Cinematic Combo) A (Smash Attack High) > A (D Charge Attack 2) Smash Attack Assault Chase Combos ------------------------------- Smash Attack 1 > Y (L Charge Attack 2) Smash Attack 1 > A (U Charge Attack 2) Smash Attack 2 Max > Y (Smash Attack 4) > Y (N Charge Attack 2) Smash Attack 2 Max > Y (Smash Attack 4) > A (D Charge Attack 2) Smash Attack 2 Max > A (L Charge Attack 2) Smash Attack 3 > Y (Smash Attack 4) > Y (N Charge Attack 2) Smash Attack 3 > Y (Smash Attack 4) > A (D Charge Attack 2) Smash Attack 3 > A (Smash Attack 2 Max) > Y (Smash Attack 4) > Y (N Charge Attack 2) Smash Attack 3 > A (Smash Attack 2 Max) > Y (Smash Attack 4) > A (D Charge Attack 2) Smash Attack 3 > A (Smash Attack 2 Max) > A (L Charge Attack 2) Smash Attack 4 > Y (N Charge Attack 2) Smash Attack 4 > A (D Charge Attack 2) Smash Attack High > Y (Cinematic Combo) Smash Attack High > A (D Charge Attack 2) Smash Attack Low > Y (U Charge Attack 2) Smash Attack Low > A (R Charge Attack 2) ------------------------------------------------------------------------------- G. Ultimate Gohan Type [UGHN] ------------------------------------------------------------------------------- Characters -------- Cooler (Final Form) Frieza (Final Form), Frieza (Full Power) Meta-Cooler SS Future Gohan SS2 Gohan SS2 Teen Gohan Super Buu, Super Buu (Gotenks Absorbed), Super Buu (Gohan Absorbed) Ultimate Gohan Full Rush Assault Chase Combos ---------------------------- XXXXXY - Ends in U Charge Attack 2 XXXXXY - Ends in L Charge Attack 2 Charge Attack 2 Assault Chase Combos ---------------------------------- X (Smash Attack 3) > Y (Smash Attack Low) > Y (L Charge Attack 2) X (Smash Attack 3) > Y (Smash Attack Low) > A (N Charge Attack 2) X (Smash Attack 3) > A (Smash Attack 1) > Y (Smash Attack Low) > Y (L Charge Attack 2) X (Smash Attack 3) > A (Smash Attack 1) > Y (Smash Attack Low) > A (N Charge Attack 2) X (Smash Attack 3) > A (Smash Attack 1) > A (N Charge Attack 2) Y (Smash Attack High) > Y (R Charge Attack 2) Y (Smash Attack High) > A (Cinematic Combo) B (Smash Attack 4) > Y (U Charge Attack 2) B (Smash Attack 4) > A (R Charge Attack 2) A (Smash Attack 2 Max) > Y (Smash Attack 1) > Y (Smash Attack Low) > Y (L Charge Attack 2) A (Smash Attack 2 Max) > Y (Smash Attack 1) > Y (Smash Attack Low) > A (N Charge Attack 2) A (Smash Attack 2 Max) > A (D Charge Attack 2) Smash Attack Assault Chase Combos ------------------------------- Smash Attack 1 > Y (Smash Attack Low) > Y (L Charge Attack 2) Smash Attack 1 > Y (Smash Attack Low) > A (N Charge Attack 2) Smash Attack 1 > A (N Charge Attack 2) Smash Attack 2 Max > Y (Smash Attack 1) > Y (Smash Attack Low) > Y (R Charge Attack 2) Smash Attack 2 Max > Y (Smash Attack 1) > Y (Smash Attack Low) > A (N Charge Attack 2) Smash Attack 2 Max > A (D Charge Attack 2) Smash Attack 3 > Y (Smash Attack Low) > Y (L Charge Attack 2) Smash Attack 3 > Y (Smash Attack Low) > A (N Charge Attack 2) Smash Attack 3 > A (Smash Attack 1) > Y (Smash Attack Low) > Y (L Charge Attack 2) Smash Attack 3 > A (Smash Attack 1) > Y (Smash Attack Low) > A (N Charge Attack 2) Smash Attack 3 > A (Smash Attack 1) > A (N Charge Attack 2) Smash Attack 4 > Y (U Charge Attack 2) Smash Attack 4 > A (R Charge Attack 2) Smash Attack High > Y (R Charge Attack 2) Smash Attack High > A (Cinematic Combo) Smash Attack Low > Y (L Charge Attack 2) Smash Attack Low > A (N Charge Attack 2) VI. 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. VII. 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. ===============================================================================