Battle Arena Toshinden 2 Plus - Strategy Guide (Page 08)
Below are the cheat codes, hints and help for Battle Arena Toshinden 2 Plus - Strategy Guide (Page 08).
AIR
--Jump & Flying: Flying inferno spin. Does block damage. Hard to time as a jump in, as
well as against airborne attacks. When it comes out, however, it is strong and strikes
surely. Best not to use this attack.
Damage: 49+ Block: U
=BACK ATTACKS=
High S: Fire stream. Hits twice and protects all around. Will stop projectiles as flames
from hands shoot out. Use for protection, but with no worries of mistiming it.
Damage: 62+62 Block: B
High K: Reverse spiral thrust. Keeps Master low & strikes with no problems. Cannot be
blocked high, so will trick many fighters. Use when foe's closing in or executing low
attack.
Damage: 49+49 Block: D
Low S: Low fire stream. Hits twice and protects all around. Will most likely stop low
projectiles as flames from hands shoot out. Use for low protection, and to counter foe's
charge.
Damage: 62 Block: D
Low K: Ground twister. Slow, but relatively safe. Will strike under high attacks and beat
low attacks. Use when foe's closing in.
Damage: 49+49 Block: D
=DASH ATTACKS=
WS: Rapid flame chaser. A multiattacking rush attack that doesn't strike well anymore. Can
stop projectiles, but only through the 2nd & 4th punch. Will not hit low crouching foes.
Slow recovery, but will knockdown foe on contact. Best against airborne foes, or closing in
on wide open, tall standing opponents.
Damage: 49 Block: B
HS: Rapid inferno chaser. Same as WS version, except with bigger fire puffs. Can stop
projectiles, but only through the 2nd & 4th punch. Will not hit low crouching foes. Slow
recovery, but will knockdown foe on contact. Best against airborne foes, or closing in on
wide open, tall standing opponents.
Damage: 49 Block: B
WK: Flame roller. A kick/fire combination attack. Projectile will stop projectiles & do block
damage. Projectile can be blocked anyway, but kick has to be blocked high. Use when trying
to get close. (especially against fireball maniacs)
Damage: 24+24 Block: U (Close); B (Far)
HK: Inferno roller. Same as WK version, except projectile is bigger. Projectile will stop
projectiles & do block damage. Projectile can be blocked anyway, but kick has to be blocked
high. Use when trying to get close. (especially against fireball maniacs)
Damage: 49+49 Block: U (Close); B (Far)
=DOWN ATTACKS=
Close Range: Drop spire. A very slow sword thrust. Safe though against retorts because it lasts
for a long time. Fallen foes will have to be careful once they get on their feet. Use if you
can get out fast, or if you want to mess up rising foes
Damage: 24 Block: B
Far Range: Fallen spire. A high-flying sword thrust that can miss if distance is miscalculated.
Use from a distance.
Damage: 37 Block: B
<<>>
RESET
MOTION: F,D,DF + W or H Slash
NOTES: Rising upward slash that will beat any air attack. Snag low blockers unexpectedly.
Damage: W=18x2 {19x2}; H=24x3 {25x3} Block: U
ERASE (Ground level)
MOTION: D,DF,F + W or H Slash
NOTES: Forward sword throw that will stop most attacks. Sparkles from sword will stop some
projectiles at times, but very hard to time.
Damage: W=18x3 {19x3}; H=24x3 {25x3) Block: B
ERASE (Air level)
MOTION: D,DB,B + W or H Slash
NOTES: Upward-angled blade thrust that will stop all airborne foes. Can hit upclose. Sparkles
from sword will stop some projectiles at times, but very hard to time.
Damage: W=18x {19x}; H=24x {25x} Block: B (On ground only)
SHRED
MOTION: B,DB,D,DF,F + W or H Slash
NOTES: Low multi-hitting attack. Master's completely protected from the front and sides. Energy
near sword's hilt will stop most projectiles
Damage: W=(6x)+24 {[6x]+25); Block: B
H=(6x)+49 {[6x]+52}
DELETE
MOTION: F,B,F,B + W or H Slash
NOTES: Sword thrust/fireballs combination attack. Strikes differently depending on distance.
Final shot cannot be crouched under.
Damage: WITHOUT SWORD WITH SWORD COMBINE
------------- ---------- -------
(18x3)+37 (6x2+18)+(6x2+18)+(6x2+18)+24 (6x2+18)+(6x2+18)+(6x2+18)+24
{[6x2+18]+[6x2+18]+[6x2+18]+25}
Block: B
=ULTIMATE SACRED TECHNIQUE=
(When Overdrive Gauge is filled)
ARMAGGEDON
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-around sparkle attack. 2-attack variation. From normal & far range, triple sparkle
spray that targets opponents, even if they're moving. Upclose, turns into Last Judge. (Secret
Fatal Technique) Each part will stop most projectiles.
Damage: Spray=37x7 (MAX); Shield=137 Block: B
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
LAST JUDGE
MOTION: D,DF,F,B,DB,D,DF,F + H Slash
NOTES: Sparkling barrier that protects all around Master. Slow startup, but sparkle duration
is long. Will stop most projectiles. Best to stay away from this and use the quicker version
in Armaggedon.
Damage: 137 Block: B
========================================
========================================
========================================
<<>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
=Extra Chain Pattern=
HK into: Close d+WP into: Close d+HS into: WK into:
-------- ---------------- ---------------- --------
=d+HS =WS =d+HK =X
=d+HK =d+WS =d+HS =d+X
=d+WK =WK =d+WS =WS
=d+WS =d+WK =d+WK =d+WS
=HK =HK
=HS =HS
=WK =WS
=WP =WK
=Air Chain=
WK (Startup):
-------------
=HK
=WS
=HS
=X
===============================================================================================
ENDING
At last his true self revealed. No longer hidden behind the scenes, he sees himself clearly.
But this does not surprise him. He is already mad, cold and insane, and feelings no longer have
meaning for him. What lies ahead on his future path? The Master stands alone and isolated, his
heart lost forever...
===============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**VERMILLION**
"The Man who Harbors Death. His
True Colors...."
Stats
------
Height: No Data
Weight: No Data
Blood Type: No Data
Age: No Data
Nationality: No Data
Weapon: Shotgun & Peacemaker
STAGE: ???
RIVAL: None
===============================================================================================
STORY
Where did he happen to come from? And his true nature? What about his purpose? This man
who is veiled in mystery is Vermilion. Covering himself in a black cloak, he goes to shower
death all around through his overwhelming power....
===============================================================================================
<<>>
DURING SELECTION SCREEN:
-(Histerically insane laughter)
DURING TAUNT:
-Kiero!
Trans: I'm gonna wipe you out of existance!
DURING MEGA BOOM:
-Shine!
Trans: Drop dead!
DURING RYUUSAN GAKE:
-Kiero!
Trans: Get out of my sight!
DURING PEACEMAKER:
-Ikuzo!
Trans: I'm coming at ya!
DURING VERM THE RIPPER:
-(Repeated insane laughter)
========================================
========================================
========================================
=Victory Quotes=
FANTASTIC:
-(Gun shot) Shine!
Trans: (Gun shot) Go to your grave!
SKILLED:
-Honto ni yatsura taoshitan da?
Trans: You actually got this far? / Is it true that the other fighters failed against YOU?
ROUGH:
-Hito chigai no you da na.*
Trans: Well, I guess I can't blame you. (Lit. People are different, I guess)
*AUTHOR'S NOTE: The meaning of this phrase is when you do something that you thought someone
else could do/handle. Mistaken, you don't blame him/her because of their different qualities.
RING OUT:
-(Wild laughter) Kono teido ka.
Trans: (Wild laughter) You can't use this (style) to win.
========================================
========================================
========================================
<<>>
MEGA BOOM
MOTION: D,DB,B + W or H Slash
NOTES: W aims slightly above Verm, while H aims more at an angle forward. Timing is crucial, but will stop anything
in the air.
Damage: W=62; H=74 Block: A
RYUUSAN GAKE (Sulfrate Precipice)
MOTION: F,D,DF + W or H Slash
NOTES: Jug/shoulder/energy combination attack. Mist shoots out from jug, while vapor lingers before Verm like a
shield. Will stop alot of attacks and projectiles. Best in combos.
Damage: Energy mist Shoulder & Jug
----------- --------------
W=56 H=43+3 W=56{59} H=37x3{39x3)
Energy Vapor
------------
W=56 H=43
Block: B
=ULTIMATE SACRED TECHNIQUE=
(When Overdrive Gauge is filled)
PEACEMAKER
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-out bullet barrage from the air that homes on to where opponents are, no matter where they move.
Effective out of normal range. Cannot be blocked low. Will suck in an opponent once caught, or snag in a foe
if they're airborne.
Damage: (6x9)+43 Block: U
=SECRET FATAL TECHNIQUES=
(When Health Gauge is low and flashing)
VERM THE RIPPER
MOTION: D,DF,F,B,DB,D + H Slash
NOTES: All-out bullet barrage that targets in at foe at the start. Does not home in afterwards.
Will suck in foes closer at times.
Damage: (18x9)+49 Block: B
=UNIQUE ABILITIES=
GUN SMOKER
MOTION: WS + WK when foe is knocked down
NOTES: OD drainer. Use whenever.
Damage: 0 (Empties out opponent's OD) Block: N
========================================
========================================
========================================
///Combo Pattern\\\
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS
WS=HK
WK=HS WK=HS
WK=HK WK=HK
=Extra Chain Pattern=
Close HS into:
--------------
=Close (Low) HS
=Far (Low) HS
ENDING
===============================================================================================
It happened in an instant... The black warrior who appeared as if from nowhere has
triumphed over the fighters wh struggled so hard against ambition, hatred and destiny. No one
shall every know his true form now, looking into his cold eyes, it seems that only a hopeless
and desolate future awaits him...
===============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**SHO SHINJO**
"A Man Already Called a Legend"
-----
Stats
-----
Height: 176cm
Weight: 63kg
Blood Type: A
Age: No Data
Nationality: Japan
Weapon: Hienken (Flying Swallow Sword)
Health Gauge: 614
STAGE: Tower of Babel
RIVAL: None
==============================================================================================
STORY
Could it be that Sho had entered the unknown realm which fighters are coming across?
Even his little brother who, when he encountered Sho, couldn't understand his ways of
contemplation. Sho repeated to fight, as if he were bored. Overwhelmingly, that strength had
totally conquered the world. There isn't a single person who doesn't know that warrior's name,
for that name is spoken with such deification. Sho is also called the "Wind's Etranza", for
he goes where ever the wind flows.
==============================================================================================
///Chatter of a Fighting God\\\
DURING SELECTION SCREEN:
-Meifuku o inoru.
Trans: Pray for a better life in the underworld
DURING TAUNT:
-Misete kure yo!
Trans: Show me what you got!
DURING RYUUGEKI DAN:
-Shuugeki Dan!
Trans: Charging assault kick!
DURING SHISHOUZAN-NI:
-Hishouzan!
Trans: Flying Slash!
========================================
========================================
========================================
=Victory Quotes=
FANTASTIC:
-Shizuka ni nemure.
Trans: Rest in peace.
SKILLED:
-Yowasugiru.
Trans: Pathetic. / Such a waste of time.
ROUGH:
-Kimi to tatakae koto o koun ni omou.
Trans: I feel we are fortunate to have fought with each other.
RING OUT:
-Meifuku o inoru.
Trans: In the next world, wish for a better afterlife.
========================================
========================================
========================================
<<>>
RYUUGEKIDAN (Dragon Attack Charge)
MOTION: DF + W or H Kick
NOTES: W is good for tripping up a foe, while H is good within combos. Can easily follow up
with a fast attack after a H version. Can only go under high attacks.
Damage: Block:
SHISHOUZAN - NI (Rising Death Slash #2 or Deadly Slash II)
MOTION: B,D,DB + W or H Slash
NOTES: H can go under some projectiles only during 2nd slide forward. Spin motion will hit any-
thing around him. Reach is good, even for the W version.
Damage: Block:
HISHOUZAN - KAI (Flying Slash - Revised)
MOTION: F,D,DF + W or H Slash
NOTES: H goes under some projectiles during charge. Spin motion will hit anything around him.
Reach is good, even for the W version.
Damage: Block:
SUISEIKYAKU (Shooting Star Kick)
MOTION: D,DB,B + W or H Kick (in the air)
NOTES: Homes in onto opponent no matter where they are. Flames on legs may cancel some
projectiles.
Damage: Block:
SENKOUGA (Flash Tooth)
MOTION: D,DB,B + W or H Kick
NOTES: Can hit airborne opponents above him if timed correctly. Extremely fast & possesses good
power, so use as much as you would use Hishouzan.
Damage: Block:
ZETSUMETSU ZAN (Eliminating Severe)
MOTION: D,DB,B + W or H Slash
NOTES: A fast overhead attack if you use the W version. W also act like a sliding attack if
done from a distance. H will go over projectiles just as Sho starts his somersault. Targets
onto foe, but doesn't home in. Distance can be controlled.
Damage: Block:
JUSEIGYO (Cursed Fish Soul)
MOTION: D,DF,F + W or H Kick
NOTES: W is a somersault knee drop, while H is a flaming flip kick/downward kick combination.
W is best upclose in combos, while H can hit airborne opponents (close) & ground foes (far).
H can stop some projectiles. Both can counter against projectiles. H may juggle foes.
Damage: Block:
REKKUZAN (Intense Air Slash)
MOTION: D,DF,F + W or H Slash
NOTES: A double projectile attack. Can juggle airborne opponents if timed correctly.
Damage: Block:
GEKKOSEN (Moonlight Fan)
MOTION: D,U + W or H Kick (air/ground)
NOTES: Upclose, strikes with his knee first. Can cancel some projectiles, as well as can be
controlled.
Damage: Block:
=ULTIMATE SACRED TECHNIQUE=
(When Overdrive Gauge is filled)
JIGOKU GOKURAKU MON (Hell & Nirvana Gate)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Initial slice will stop most projectiles. The same during its burning rush. Great as a
combo ender.
Damage: Block:
=SECRET Fatal Technique=
(When Health Gauge is low and flashing)
BANKI MOUSHUU KEN* ("Entire Demons' Fierce Assault Sword" or "Sword of All Demons' Violence)
MOTION: F,D,B,D,F + HS
NOTES: Low charge that turns into a multi-hitting beatdown if Sho connects. Charge can go under
some projectiles. Will not work if connection is broken during attack. Unlike Eiji's and Kayin's,
this doesn't come out all the times even if the motion is perfect.
Damage: Block:
*Translator's Note: "Ban" is written as the same character as "Man", which means "10,000".
However, in most cases, "Ban" is read as "full", "complete", or "everything within a specific
group".
=HIDDEN TECHNIQUE=
ENMA RESSHUU SAI (Fire Demon [Iffrit] Decimation)
MOTION:
NOTES: Too slow to really be of any real offensive usage. Sparkles in Sho's hands, as well as the
energy burst, will stop most projectiles.
Damage: Block:
JIRA O SATSU (Double Murder)
MOTION:
NOTES: Suicide move that harms both foe and his foe. Leaves him open for a beating, so use
wisely.
Damage: Block:
=UNIQUE ABILITIES=
URA-TE JAKUZUKI (Reverse-hand Weak Thrust)
MOTION: D,DF,F + HS (Jump up)
NOTES: Basically his Flying WS
DAMAGE: 37(39) BLOCK: U
URA-TE KYOUGIRI (Reverse-hand Strong Slice)
MOTION: D,DF,F + WS (Jump up)
Notes: Basically his Flying HS
DAMAGE: 74(78) BLOCK: U
========================================
========================================
========================================
<<>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
=Extra Link=
D,U + WK(Stand WK) D,U + HK(Stand HK)
------------------ ------------------
=Hits: 2 =Hits: 1
=2-in-1: Yes =2-in-1: Yes
=Chain: Yes =Chain: No
(Note that this will only work in a chain combo. If you do it on its own,
you'll do the Gekkousen)
=Air Chain=
Jump WS (done just as he leaves the ground):
-------------------------------------------
=Suiseikyaku (just as he recovers, before
he lands)
===============================================================================================
ENDING
Why does he fight? Why does he sacrifice everything in following the way of the sword? In
front of the proud and lonely warrior Sho, words have no meaning. The unshakeable confidence in
his eyes, and the eloquence of his sword, tell all. Will Sho, better known as the Stranger,
continue on his quest forever?
===============================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------------------
L. Secrets & Tricks of the Arena
--------------------------------
FIGHT VERMILION AND SHO
-First, go to the Option screen and set the difficulty to 6 or higher. Next, go back to the
Title screen and access the 'Full Battle' mode. Once you've chosen your character, you
must fulfill a certain requirement before either Verm or Sho will appear:
Sho - Must play through without any continues.
Vermilion - Must get 3 Fantastics or more without any continues.
If done correctly, you'll be in their presence after you watch your character's ending.
OBTAIN EXTRA CHARACTERS
-To play as the 2 Boss characters and 2 Secret characters, there are two methods that can
be used:
1st Method
-First set the difficulty to 4 or higher*. Next, go to the Title screen and choose the '1P
Game' mode. Choose your character and play straight to the end**. Once you've won, you'll go
back to the title screen and should notice that the cursor has changed yellow to blue. This is an
indication that both Uranus and Master are selectable. Now head back to the Option screen and set
the difficulty to 6 or higher. Again, choose the '1P Game' mode and repeat the process, choosing
any of the characters (including the newly acquired Boss characters). Once you've beaten the
game, you'll head back to the Title screen. The cursor will be a different color again, turning
from blue to red. The other 2 characters, Vermilion and Sho, will now be at your disposal.
(*Setting the difficulty 6 or higher at the start will still make both tricks work.)
(**This will work even if you lose and continue during any match.)
2nd Method
-There is a code in which you can use to get all the extra characters. When you first start
up your disc, wait until the Title screen appears and the words are scrolling onto the screen.
While this is happening, using controller 1, type in this following code:
(1) L1, L1, L1, L1, L1, R1
The color of the cursor should be blue instead of yellow. Uranus and Master will be usable.
Repeat the process again, using controller 2 this time. Type in the following:
(2) R1, R1, R1, R1, R1, L1
This will turn the cursor red, indicating that both Vermilion and Sho are usable now.
INSTANT HIDDEN TECHNIQUE
1st Method
-Once you've obtained all the extra characters, set the difficulty to 8 at the Option screen.
Choose the "1P Game" mode, and play as any of the characters. Whether you continue or not it
doesn't matter, just so long as you beat the game. Once you've returned back to the Title screen,
the cursor (which should've been red) should now be green. Head to the Option screen and set the
L and R buttons with "Fatal Techniques". While you're playing a game, press two of these
buttons simultaneously and you will instantly perform your character's Hidden Technique!*
2nd Method
-After all the secret characters have been obtained, (it doesn't matter the method) wait for
the Title screen to come on. When the words are scrolling down, input:
(3) L2, L2, L2, L2, L2, R2
Set your L & R buttons with FT and press them together during the fight to stand a chance! Keep
in mind, though, that if your character has more than one HT, (i.e. Chaos) only one will be set
permanently through this method.
HIDE OPTIONS BOX AND ON-SCREEN DISPLAY
-During the game, press start to pause. Using controller 1, hold select, and press Tri+Sq+X+O
simultaneously. (You can also press select at the same time if you want) This will remove the
Options Box, making it possible to use the "Slow Motion" and "Camera Controller" functions.
Press these buttons again and the on-screen display (Health gauge, timer, etc.) will be removed
as well. Not the game can be played with the characters and the backgrounds cleared and blinded,
for you'll never know when your death is to come! To bring the Options Box and displays back,
just press the buttons one more time.
CAMERA CONTROLLER
-Different camera angles and perspectives are possible to choose and manipulate. To do this, set
the L and R buttons to "Not Used". Move down to the Camera Type and move left once. A new option,
"Control" will be available. Moving back to any of the L/R button setup, push right. The L/R
buttons will all be set on "Camera Control". When you start a game, pause and remove the Options
Box. Now you can control the camera to any angle you desire:
Fixed Rotation View
L1: Rotates camera around characters to the left.
R2: Rotates camera around characters to the right.
L2: Rotates camera around characters downwards.
R2: Rotates camera around characters upwards.
L2+R2: Reset to centered view (only if view has been rotated up or down).
When you pause the game and press select, new camera options can be used:
Still-Lined View
L1: Slides camera to the left.
R1: Slides camera to the right.
L2: Zooms inward.
R2: Zooms outward.
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