Dragon Ball Z: Shin Budokai - Another Road Walkthrough :
This walkthrough for Dragon Ball Z: Shin Budokai - Another Road [PSP] has been posted at 06 May 2010 by dilly waynee and is called "Cell FAQ". If walkthrough is usable don't forgot thumbs up dilly waynee and share this with your freinds. And most important we have 16 other walkthroughs for Dragon Ball Z: Shin Budokai - Another Road, read them all!
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dilly waynee |
Walkthrough - Cell FAQINTRODUCTION Cell has always been a fun character to play as. Constructed from DNA taken from Goku, Vegeta, Piccolo, and Frieza, Cell has a massive pool of attacks and abilities to draw from. Because of this, Cell has always had a rather interesting (and very inconsistent) move list to work with. Aside from Kamehameha, none of his moves have stayed the same from game to game. So what's new this time around? A life absorbing Perfect Cell that, while very inaccurate to the series, is a blast to play as. Cell in Shin Budokai Another Road is a defensive fighter built around punishing the opponent's mistakes whether through absorbing health or a Warp Kamehameha. If you want a tactical, defensive character, look no further than Cell. ------------------------------------------------------------------------------ CELL ADVANTAGES - Tail Shoot is one of the best attacks in the game, draining the opponent's health while restoring Cell's. The attack itself is quick with a lot of range and very hard to see coming. Once stuck with Cell's tail, the opponent can't teleport counter out of it. Remember though, don't spam it or you will just end up wasting ki. - Cell can play a very strong defensive game. His >S and the first hit of his SSSSS string both have a lot of priority and reach and can easily shut down an opponent's rushing offensive game down cold. - Regeneration is an excellent ABC, restoring a full bar and a half of health. - He can combo of off his throw. ------------------------------------------------------------------------------ CELL DISADVANTAGES - Cell's rush down game is extremely limited. His SSSS string is fairly slow and easily interrupted and he doesn't have any other slam strings that can be used to start a combo. - Cell isn't a very strong character, hitting only in the 2000s with his best combo. ------------------------------------------------------------------------------ CELL MAIN STRATEGY Unless you want to fight without your best attacks, you should always fight as Super Perfect Cell. Since Cell doesn't have a strong offensive game, you will need Tail Shoot to heal during a battle. Cell is strictly a defensive character, rather than rushing down the opponent, you will need to defend until you can find an opening you can exploit. Cell simply doesn't have any means of pressuring the opponent nor does he have a good set of slam strings to break through their guard. If you play Cell aggressively, chances are, you will lose. *Rush down* Cell's only viable rush down strings are his >RRSS and his S, so if you use it in the middle of the opponent's slams or rushing strings, odds are you will break their offense. SSSSS works the same way for punishment, like >S it is best used to interupt the opponent's strings. To avoid becoming predictable, mix it up with throws and aura slams. Remember, the safest way to damage the opponent with Cell is to cancel his SSSSS string into a combo, if you get predictable with SSSSS and the opponent finds a way to fight around it, your options become EXTREMELY limited. Cell doesn't have a good rush down game to fall back on incase things get rough so you can't afford to become predictable. *Healing* To get the most out of Cell's defensive game, you will have to continuously heal to force the opponent to attack. The best, and safest, way to regain health is to end all of your combos with Cell's Tail Shoot. While a single individual Tail Shot doesn't heal that much, after 3 or 4 of them the health regained starts becoming very noticeable. Even if you aren't linking together large combos, the difference in health will overcompensate for Cell's low damage. Tail Shoot should be your dominate method of healing, Regeneration shouldn't be used unless you desperately need a large amount of health healed immediately. When that time comes, make sure that the opponent isn't in a position where they can blast you when you regenerate. >S is probably the quickest way to get some distance between you and the opponent so you can safely heal, but again, don't be predictable or the opponent will never give you a chance to use Regeneration. *What to do when the opponent has the Ki advantage* Since Cell is a defensive character to begin with, he doesn't suffer too much when the opponent has the ki advantage. Since SSSSS is already fairly slow, it is the easiest, and safest, way to bait the opponent into using a teleport counter and wasting 3 bars. >S still remains a great attack to throw out since the opponent can't break fall from the slide giving you plenty of time to charge ki. There really isn't too much to say here, an aggressive opponent just gives you more opportunities to land SSSSS and >S and neither one can be easily punished from a teleport counter. ------------------------------------------------------------------------------ COMBO SECTION *Super Quick Guide to Combo Canceling* All combo cancels are done by holding down the last S in a regular combo string then tapping guard to cancel the animation. When done fast enough, the character returns to their neutral state and can immediately start another combo string. Once mastered, the charge on the canceled S doesn't show and the full combo looks fluid without any noticeable breaks or pauses. Side Step canceling can be done by tapping down or up with guard but only works with certain combo strings. The advantage to side step canceling is that if done properly, the combo continues from the opponent's back where damage is greater. Energy attacks can also be canceled by holding down E then tapping guard, but only a few characters need use this method to cancel a string. Since energy canceling uses a small amount of ki, it isn't recommended unless it is the ONLY way to cancel a certain string for that character. Finally, the most advanced combo cancel is the Aura Cancel. While holding S, tap Aura Burst, release S, then tap S again to trigger the character's Aura Slam. This is by far the most difficult cancel to pull off but opens a whole new range of damage. After a successful Aura Smash cancel, you are granted a free Aura Rush attack so use that to close the distance and continue the combo. *The Golden Rule of Combo Canceling* NEVER under any circumstances attempt a combo that puts the opponent in ki advantage. That means that no combo should EVER go over 2.5 bars worth of ki gain for the opponent since it leaves you open for a teleport counter (which can be canceled into a combo). That also means that no combo should end in an attack that can be recovered from quickly leaving endless possibilities for a counter attack. Basically, no on the ground attacks since break fall can lead into a combo just as quickly as a teleport counter cancel. Finally, absolutely NO PURSUIT FINISHERS!!!!!! I can't stress this one enough, although they look great each pursuit attack gives the opponent back 1 whole ki bar. That means that getting a complete Pursuit combo ending in a finisher is next to impossible against anyone who knows how to teleport counter. A single pursuit attack is okay once in a while to show off, but trying for 3 is asking for trouble. All combos in this guide follow are safe to use but incase you try building your own, just keep in mind the golden rule and you should be okay. Legend: R = Rush attack S = Slam attack >= Towards opponent < = Away from opponent > > = Dash to opponent ^ = Up on the D-pad E = Energy Button - = Cancel * = Stun ~ = Side Step Cancel ' = Fully charge upcoming move [AB] = Aura Burst -[AB] = Aura Cancel ***ALL COMBOS ARE DONE AT MAX KI AGAINST GOGETA AT MAX KI*** All combos performed on the ground without booster cards in SPF. Beginners Section No cancel knowledge needed 1) SSSS*, E [Tail Shoot] 9 hits, 803 damage 2) SSSS*, RRRSRRRS>E [Death Beam] 11 hits, 935 damage Intermediate Section No Burst canceling knowledge needed 1) SSSSS-, >RRSS-, |
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