Battle Arena Toshinden 2 Plus - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Battle Arena Toshinden 2 Plus - Strategy Guide (Page 05).
<<>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK
WK=HS WK=HS
WK=HK WK=HK WK=HK WK=HK
=Extra Chain=
Close WS into:
--------------
=Close WS
=WS
=Close Low WS
=Low WS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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**MONDO**
"Without Changing His Countenance, 'Emotions are
What Determine Victories and Defeats,' He Said"
Stats
------
Height: 179cm
Weight: 66kg
Blood Type: AB
Age: 43
Nationality: Japan
Occp: Onmitsu
Weapon: Seiryu no Yari (Green Dragon's Spear)
Health Gauge: 571
Stage: Training Grounds
Rival: Eiji Shinjo
===============================================================================================
STORY
With secret orders, Mondo returned with information from the Himitsu Kessha. Just as his
client (another organization) was about to attack the Himitsu Kessha, Mondo received an
invitation to the Battle Arena Toshinden. As a way to retaliate, the organization tried to
hold Mondo back, telling him to discard the invitation. Mondo ignored the restratint and headed
for the tournament without consent of his client. The shadows of his history are those of a
fighter, not of a secret warrior.
===============================================================================================
<<>>
DURING SELECTION SCREEN:
Namu!*
-Trans: O' praise to you (O'great one)!
DURING TAUNT:
Shooshi!
-Trans: I win!
(Note: This is said when one feels that the other is inferior.)
DURING FINAL TECHNIQUE:
Kyouriki Jakou Retsu Bu!
-Trans: Strong Man Malicious Scarlet Jig!
=Victory Quotes=
FANTASTIC:
Namu!*
-Trans: O' praise to you (O' great one)!
SKILLED:
Ahahahahaha!
ROUGH:
Shooshi!
-Trans: I win!
(Note: This is said when one feels the other is inferior.)
RING OUT:
Fuyukai senban!
-Trans: So unpleasant! I win!!
*Translator's note: This is said when worshipping the gods in the Buddhist religion. A
popular prayer that is said with this is, "Namu Amida Butsu!", which translates as "Hail
Amida Buddha!". Nowadays, "Namu" can be said if you are worshipping or honoring someone
or something.
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THROW: RETSU. (Violent) Sticking his spear in between his opponents' left arm and body,
Mondo lifts them up into the air for a while, before bringing them down hard to the ground.
Does good damage, but doesn't really have any offensive usages due to Mondo's speed. It's
best used when you're pressured into being defensive, so to grab them once they're close.
Can also work on defensive characters, after you go for a jump in. If you happen to get
anyone near the edge of the ring, you can throw them out if 1) opponent becomes aggressive
and fights back or 2) they remain defensive. Grab 'em, give 'em a hoist, and watch as they're
dunked outside the ring.
Damage: 123 Range: Normal
=BASIC ATTACKS=
WS
--
STAND
--Close: Palm strike. While it's one of Mondo's better combo starters, it's also Mondo's slowest
Basic Attack. It's highly blockable in toe-to-toe situations, the damage is weak, but has good
reach and will make any combo work. Best used defensively, especially when you block an attack
that leaves your opponent vulnerable.
Damage: 24 Block: B 2-in-1: Yes
--Far: Round body swing. Decently quick execution time, delayed recovery time. Good reach, and
may hit twice (rare, however). Good in combos.
Damage: 24(+24) Block: B 2-in-1: Yes
CROUCH
--Close: Low palm strike. Mondo sways forward with the attack, and rears back once it's over.
Quick in execution, but recovery time is slow. Furthermore, it doesn't chain into any other
attack. Due to this, its usage is limited. (unless you quickly 2-in-1) Although you can use
this in some delayed combos in the form of traps, it's best to avoid this move.
Damage: 24 Block: D 2-in-1: Yes
--Far: Low round body swing. Quick in execution, has good reach, and is a great starter for
some of Mondo's low combos. May hit twice. Use in combos and poking when out of reach of harm.
Damage: 24(+24) Block: B 2-in-1: Yes
AIR
--Jump & Flying: Flying round swing. A bit slow in execution, a slightly short reach, and a
short attack point makes this move difficult to use as a jump. However, it works well against
airborne foes. This is the starter for Mondo's Air chain, which is good for making the
opposition guess what your true attack is.
Damage: 37 Block: U
HS
--
STAND
--Close: Double up-down spear swing. Very fast and reliable up close, making a good combo
starter. Recovery is also fast, allowing for another attack to follow. Range for it to work is
a bit short, so you have to be close to avoid getting the Far HS. Can also stop an airborne
foe, hitting twice even as they come down. Use in combos.
Damage: 37+37 Block: B 2-in-1: Yes
--Far: Mid-level spear stab. Mondo steps forward with the attack, and steps back afterwars. Has
good speed and reach. Possible to step out of harm's way once attack ends. Use in combos,
poking, and countering from afar.
Damage: 37 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low-level spear stab. Good reach and speed. Slight lag in execution, making it
blockable if used alone. Use in combos, poking, and countering from afar.
Damage: 37 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Downward spear stab. Has great reach, super strength, and will strike a foe
way before Mondo comes close to touching the ground. Will beat almost anything that's under him.
Very essential jump in.
Damage: 74 Block: U
WK
--
STAND
--Close & Far: High front kick. Slow in execution, and doesn't chain in with anything else than
with HK. Apart from that, it's reach is good, and will stop airborne opponents if timed
correctly. Use in combos.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low ground kick. Slow in execution, but reliable in starting combos. Good reach.
Use in combos and poking.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Aerial side kick. A bit slow in execution with a short attack point, (doesn't
hit too well) but has good power. Angled slightly downward, but best against airborne foes.
Damage: 37 Block: U
HK
--
STAND
--Close: Backward flip kick. A pretty fast attack that strikes twice. Recovery time is slow,
making it possible to be reversed even if you hit your foe. Works wonders with WK close. use
in combos.
Damage: 37+37 Block: B 2-in-1: No
--Far: Double leaping front kick. While startup is a bit slow, this move is very reliable in
combos, since it moves forward. Can 2-in-1 from any one of the kicks. Note that the 1st hit has
a longer stun than the 2nd hit, so make your combos accordingly. Use in combos.
Damage: 37+37 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low Reverse sweep. Slow in execution, and has slight short range, even though it
moves slightly forward. Best used in combos.
Damage: 37 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Spinning double kicks. Fast, 2-hitting attack that can work as a crossup.
Strong, especially if you can get both hits in. Works well as a jump in, but best against
airborne opponents.
Damage: 74+74 Block: U
=BACK ATTACKS=
High S: Leaping spear stab. Has long reach, and will hit as he leaps away, avoiding any harm
coming at him. Use when foe wants to get close to you.
Damage: 37+3 Block: B
High K: Backflip stomp attack. Fast, will avoid harm, and hits from above. See the "Saka Kaze"
under "Unique Techniques" section for more on its usage.
Damage: 49 Block: U
Low S: Outward spear swing. While shifting away from foe, attack swings out, having good reach
and power. Slight lag time on startup, but still reliable. Use when foe charges in as a counter.
Damage: 49 Block: A
Low K: Turn ground kick. Has short reach, slight lag time on startup, and leaves a foe standing
after hit. Shifts away slightly, giving Mondo some distance away from foe. Use close, mainly as
a low counter.
Damage: 49 Block: D
=DASH ATTACKS=
WS: Inward spear swipe. Mondo steps with the attack, stepping backwards once the attack ends.
Insanely fast attack that has long range. The only problem is the recovery time is slow,
leaving Mondo open for any attack even if it hits. Use after an attack or combo, or as a
counter from afar.
Damage: 24+24 Block: B
HS: Downward spear slam. Will sidestep abit while doing attack. Insanely slow, and doesn't
strike too well, especially if foe is crouch. Can followup with another attack if it hits. Not
much usage, so it's best not to use.
Damage: 49 Block: B
WK: Sliding spin thrust kick. Mondo slides with attack, and steps back once attack ends. A bit
slow, but has good range. Steps out of harms way abit, making it safe to use. Recovery time is
slow, and will not stop once it connects or blocked. Best to use at maximum distance so to
recover immediately. Execute after an attack or combo, or use over low attacks.
Damage: 24 Block: B
HK: Sliding kick. A low attack that hits 2-3 times if blocked. Pretty fast and reliable, but
doesn't go under any attack unless it hits between high-air level. After move connects, can be
cancelled into any WS attack (whether basic or FT), as well as his Close Range Down Attack.
Use after any attack or combo, or as a low combo
Damage: 49 Block: B
(Note: In order to cancel into a WS attack, it has to be about a second before Mondo recovers.
In order to determine this, do this on a blocking foe. When the slide hits twice, you can then
execute any WS attack.)
=DOWN ATTACKS=
Close Range: Overhead spear slam. Has long reach and will usually hit when done fast.
Damage: 24 Block: B
Far Range: High-flying backpack crush. Slow due to the extreme heights Mondo soars to. Must
be done fast. Note that you can follow up with any air attack once he bounces off the ground.
Damage: 37 Block: B
<<>>
SHIPPUU JOUDAN ZUKI (High Tempest Spear*)
MOTION: D,DF,F + W or H Slash
NOTES: Mondo steps in with the attack. Will miss if done extremely close. Only point of spear
hits; point will hit when it extends and retracts, but shaft of spear has no effect. Use W
mainly in combos and as a fast overhead, while H is good at poking from a distance and in
high-low confusion with the other Zuki's.
Damage: W=12x; H=24x Block: U
SHIPPUU GEDAN ZUKI (Low Tempest Spear*)
MOTION: D,DB,B + W or H Slash
NOTES: Mondo sways back at the startup, moving out of harm. Ducks low as he thrusts spear,
ducking under high attacks and projectiles. Only point of spear hits; point will hit when it
extends and retracts, but shaft of spear has no effect. Use W mainly in combos and as a fast
underblow, while H is good at poking from a distance and in high-low confusion with the other
Zuki's.
Damage: W=12x; H=24x Block: D
SHIPPUU TEN ZUKI (Skyward Tempest Spear*)
MOTION: B,D,DB + W or H Slash
NOTES: Mondo sways slightly backward at the startup, moving out of harm. Will hit a character
on the ground, but is much more effective against airborne foes. Only point of spear hits;
point will hit when it extends and retracts, but shaft of spear has no effect. Use as an
overhead close or as an air counter.
Damage: W=24x; H=37x Block: U
*(Translator's note: When I say "Spear", I mean in a form of a thrust or penetration. Not in
the literal name of a weapon.)
GOURIKI RAIJIN (Mighty Man God of Thunder)
MOTION: D,DF,F + W or H Slash (in the air)
NOTES: W shoots out one projectile instantly, while H shoots out two, after Mondo twirls his
spear. Mondo homes in onto opponent's direction, and will shoot at that direction. W covers
anything in front, or to the sides of Mondo, while H will cover all directions. Twirling spear
will hit foes upclose if they're behind him, making his H version a 3-hitter. W is good as a
fast attack, while H should be used in cross overs, as well as with the "Saka Kaze" trick.
Damage: W=37; H=37+37+37 Block: U
GOURIKI FUUJIN (Mighty Man God of Wind)
MOTION: B, DB, D, DF, F + W or H Slash
NOTES: W slides forward and attacks immediately, and steps back after attack ends. H sets up
first before sliding forward. Acts like a shield and will stop almost all types of projectiles
and combustions in the game. Not much use in combos, so should be used defensively for
protection, and for draining.
Damage: W=12x; H=24x Block: B
GOURIKI TENBU ("Mightly Man Dancing within the Heavens" or "Mighty Man Heaven's Dance")
MOTION: F,D,DF + W or H Slash
NOTES: W is an instant attacker, knocking foe down. H has a slow start up before attacking,
leaping to great heights. H Tenbu's flight and decension path can be controlled slightly, but
to make it travel at an angle, yoy have to jump in the direction first you desire the Tenbu to
travel. (ex. jump back, land, then H Tenbu. Flight & descent path will move backwards) Sparkles
on spear will stop some air projectiles. Use W mainly in combos and as a air counter, while H
is good in combos, as an air counter, and as a sniper move. (follow up with an air attack)
Damage: W=49{52}; H=62{65} Block: B
=ULTIMATE SACRED TECHNIQUE=
(When Overdrive Gauge is filled)
CHOURIKI MONDOU HOU (Super Man Ground Gate Inferno)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Taking a step forward, targets in onto opponent before releasing projectiles. Works well
in combos and as an anti-air attack.
Damage: 99 (per shot) Block: B
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
CHOURIKI DAIBUTSU METSU (Super Man Great Buddha Destruction)
MOTION: D,DF,F,D,DF,F,B + HS
NOTES: In TSD2, this attack is slow due to the extreme height it soars to before the fire
attack. (In other words, it was useless). Now, this move is fast at startup (Tenbu), and flys to
a much shorter height before releasing projectiles. Targets slightly at start, but not as much
as a regular H Raijin. Descent is also fast, now almost difficult to followup with an air attack
once attack ends. Use close in combos or far as a sniper attack.
Damage: 49 (Spear); 99 (per shot) Block: B; U
=HIDDEN TECHNIQUE=
KYOURIKI JAKOU RETSU BU (Strong Man Malicious Scarlet Jig)
MOTION: U,UB,B,DB,D,DF,F + HS
NOTES: 2 part attack. If initial startup hits (Fuujin), entire move will connect. Second part
(Tenbu) is extremely fast, and will counter almost any attack if initial part is blocked.
Initial part may stop projectiles, but usually will not. Works great in combos.
Damage: 6x11 (max); 43{45} Block: B
=UNIQUE ABILITIES=
SAKA KAZE (Slanted Wind)
NOTES: After a Back High K, input any of the following:
1)WS (Close range: crossup; mid range: jump in)
2)WK (Close range: crossup; mid range: jump in)
3)HS (Close-mid range: crossup)
3)HK (Close range: crossup; mid-far range: jump in)
4)W Raijin (Close range: Cross over)
5)H Raijin (Close-far range: jump in)
6)Stomp (Mid range: Overhead)
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<<>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS
WS=HK WS=HK
WK=HS
WK=HK WK=HK WK=HK WK=HK
=Air Chain=
WS (Startup):
-------------
=WS
=WK
=HS (Best when you jump back)
=HK
=Gouriki Raijin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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**DUKE B. RAMBERT**
"No Matter How Great a Swordsman Duke May Be, He
Still Cannot Cut Himself from His Past"
Stats
------
Height: 190cm
Weight: 75kg
Blood Type: A
Age: 30
Nationality: France
Occp: Lord of the Manor
Weapon: Dernier Vancour
Health Gauge: 614
STAGE: Duke's Castle
RIVAL: Eiji Shinjo
============================================================================================
STORY (A Dream is born)
After defeating his foe at the last Battle Arena Toshinden, Duke returned to his castle
to train as a knight. Recently he received another invitation. His face froze as he looked at
the name of the sender: Uranus, from the Himitsu Kessha. Unable to believe it, he clasped his
precious sword, the Dernier Vancour, and set off to battle again.
============================================================================================
<<>>
DURING SELECTION SCREEN:
Ikashite wa kaesan zo!
-Trans: I will kill you! (lit. I will not return your life)
DURING ANGEL TEARS:
Angel Tears!
DURING TAUNT:
Mada mada.
-Trans: Desist, for it'll be futile. (Lit. You're not ready yet)
DURING NOBLE TAUNT (FEINT):
Hah!
DURING NOBLE TAUNT (INSULT):
Hayaku! Tatanai ka.
-Trans: Hurry up! Will you not rise to your feet?
=Victory Quotes=
FANTASTIC:
Touzan no kekka da.
-Trans: For this outcome, it is by divine fate. / This was destined to be.
SKILLED:
Waga tomo ni kake...watashi ha maken!
-Trans: To care about one's (mine) friend...I shall not be defeated!
ROUGH:
Yoi shoubu deatta.
-Trans: This was a well-met match / A nice battle it was.
RING OUT:
Ha ha! Nasakenai zo!
-Trans: Ha ha! How pitiful!
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<<>>
SOUTHERN CROSS
MOTION: B,F,DF,D,DB + W or H Slash
NOTES: W is a charge only attack, while H is both a charge and sword attackd. Sparkles on Duke's
sword the moment the move starts will cancel some projectiles. Same as the sparkle trails behind
him. Final slash cannot be blocked low low. Homes in on opponent in any direction. Sparkles do
damage upclose.
Damage: W=9+12+9; H=3+12+3+12+2+52 Block: W=B;H=B/U on last slash
DEATH
MOTION: D,DF,F + W or H Slash
NOTES: All-around spinning motion protects only Duke's front. Final chop will stop any type of
air attack. W homes in on final chop, while H only targets in.
Damage: W=24+37 {25+39}; H=37+(37x3) {39+[39x3]} Block: B
HARD ROSE
MOTION: F,D,DF + W or H Slash
NOTES: Long-reaching, pressuring attack that works well in combos & keeping foes out of reach.
Damage: W=31+31 {32+32}; H=(24x2)+(24x2) {[25x2]+[25x2]} Block: B
COFFIN
MOTION: D,DF,F + W or H Slash
NOTES: It's best to stick with the W version in combos, while the H version only to catch
elusive-moving opponents. If used at a certain distance, the W will allow you to followup with a
Back Attack if you should dash by foe, whether it hits or not. May also hit opponent in the back,
but don't put your hopes in that.
Damage: Block:
HELM CRUSH
MOTION: D,DF,F + W or H Slash (in the air)
NOTES: Travels in an angle depending on the direction of jump. Direction can be controlled. Fast
& safe, Duke can use this as a double jump & go over alot of attacks & projectiles, and come down
with his attack. Use as a counter or surprise, especially if you can do it the moment you jump
against low blocking/attacking opponents.
Damage: Block:
=ULTIMATE SACRED TECHNIQUE=
(When Overdrive Gauge is filled)
GRAND CROSS
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-around protection move. At startup, overhead slash that can be blocked in any manner.
Once he strikes the ground, the energy bursts have to be blocked low. Energy protects his front,
back, and sides. Duke targets foe all the way to the end. Sword/energy can stop most air attacks.
Sparkles can stop some projectiles just at the very beginning, but very hard to time right.
Damage: Block:
=SECRET Fatal Technique=
(When Health Gauge is low and flashing)
THE END
MOTION: DB,D,DF,F,B + H Slash
NOTES: W & H Death combined. Stronger, faster homing ability. Hits foes even if they are behind
him. Best in combos (if you can get the motion) or to catch airborne foes.
Damage: Block:
=HIDDEN TECHNIQUE=
ANGEL TEARS
MOTION: F,DF,D,DB,B,F,D,DF + H Slash
NOTES: Impervious to attacks, but will take regular damage unfortunately. Slow, targetting attack
that is easy to block. First cut aims high, while second cut aims mid.
Damage: Block:
=UNIQUE ABILITIES=
FAKE
MOTION: WS + WK when foe is knocked down
NOTES: OD wipeout. Moves you forward abit, so don't use while you're foe's about to get up or too
close. (Duke might step over foe, with his back know exposed to harm)
Damage: 0 (Empties out opponent's OD) Block: N
DISRESPECT
MOTION: WS + WK when foe is knocked down
NOTES: OD wipeout. Possibly better than the latter, this leaves him stationed in one spot. Has long
duration, so take care while using this. Pair with his regular taunt for added effect.
Damage: 0 (Empties out opponent's OD) Block: N
========================================
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<<>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**ELLIS**
"Now That She Has Defeated her Father, She
Set Forth on Another Battle"
Stats
------
Height: 157cm
Weight: 46kg
Blood Type: O
Age: 17
Nationality: Turkey
Occp: Dancer
Weapon: A pair of Dirks
Health Gauge: 534
Rival: Gaia
STAGE: Istanbul
RIVAL: Gaia
================================================================================================
STORY
Ellis has learned that Gaia, the man in armor, was her real father. For some reason, she
felt neither fondness nor hatred towards him. She decided to go back to the troupe of traveling
minstrels who had raised her. A year passed and she received another invitation. With that, she
was informed that her father was wanted by the Himitsu Kessha as a traitor. Still having no
feelings towards her father, yet she decided to go in the hope of saving him.
================================================================================================
<<>>
DURING SELECTION SCREEN:
-Ikuzo!
Trans: Here I go!
DURING THE END OF KISS KISS KISS:
-BAKA!!
Trans: DUMMY!!
DURING STARDUST NIGHT
-Yah! Yah! Yah! Goodnight baby!!
DURING FRENCH KISS
-Ikuzo! Yahyah! Yah! Yah! French Kiss!!
Trans: Here I come! Yahyah! Yah! Yah! French Kiss!!
=Victory Quotes=
FANTASTIC:
-Kondo ganbatte ne.
Trans: Better luck next time, okay?
SKILLED:
-Makenaide mo!
Trans: I won't lose!
ROUGH:
-Yoku wakatta.
Trans: I understand well.
RING OUT:
-Ganbatte yaru ka ne?
Trans: I'm doing my best, you know?
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<<>>
LOLLYPOP
MOTION: D,DB,B + W or H Slash
NOTES: Range is little, but protects all around. Doesn't cancel attacks as it used to anymore,
so don't rely on it as a safety move.
Damage: Block:
SORE WIND
MOTION: F,D,DF + W or H Slash
NOTES: Energy on blade can cancel some projectiles, but timing is very tricky. H will go under
some projectiles, so use it against fireball freaks. All in all, a very good ender in combos.
Damage: Block:
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