Dragon Ball Z: Shin Budokai - Another Road Walkthrough :
This walkthrough for Dragon Ball Z: Shin Budokai - Another Road [PSP] has been posted at 05 Jun 2010 by doolywhistle and is called "Janemba FAQ". If walkthrough is usable don't forgot thumbs up doolywhistle 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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doolywhistle |
Walkthrough - Janemba FAQ=============================================================================== OIZO.. .ZNNNNNNNNNNNNNMNNM ~M++=NZ+IZI.. ., .NZZZZZZZZZZOOOON=O: .N+++++N+++M8OZ.. ...ZOOMDZ,, ONZZZZZZZZZZZZZN$O.. .N++++++N++++M++NZ?NNNZO.OOO.OOOO7IIZ?8NMMDZOMZZZNO. $OZZDNNNMOZZZOMO7. O=++++++$+++N++8+++++++NO++ND++ZZZZZONZZZNZZNDZZMO.,MZZND$8OOZZZN=OON~. .N++MN++MD=+M+++M++++++ND+++M++ZZZZZZOZZONZZ$DZZ$? OONDONZZZZZZN7NNM7+. Z7+DM++M++$$+++N7NNNNIII$D+=++NZONZZDOZZNZODO$O$,.ON7O7NOZZZZOD$OONO. .,M+++++I+=N++++=NM+MIIOIIN++++NZZZZNDZOZNZZOZNM?N,8O$IZZZZZNDNDZZNI? D++++N++++=NN++N+=NI???IN++++NZZ8ZZMNZZOZZZZZZZMOIZNZOZZZMNNZZZZNO. .N+++M?+M++=ND++N+++N?IIN=N+++ZZZZZZNMNZZNZOMZZZ8$$NZZZZZOZZZZZZN7= ZMZDNNN8NN?$NMMN+=NDOO+++N7++$OZZMMZNNNNNDMNNNN77ZZZZZZZZZZZZZONO. $$.~I7$7O?..+:7OOOO,.OOOOZOOO$OOOOOO?OOZ+OOOODNMNNNNNNNNNNNNNNZ~. . . ..... .. .?$$$$$$ZZZZZZZZZ$ Table of Contents: Search the numbers to quickly jump around the guide 00-Legal Stuff 01-Updates 02-Intro 03-General Strategies 04-Janemba Strategy 05-Match-Ups 06-Combo Section 07-Death Move/Ultimate Ratings 08-Dealing with Piccolo 09-Tier List 10-Special Thanks =============================================================================== 00-Legal Stuff+Contact If you have any questions or suggestions, email me at stinkmeaner@comcast.net This may not be reproduced exept for personal, private use. It MAY NOT be placed on any website, or distributed without my permission. Use of this on web site other than Gamefaqs is not allowed. Any less is a violation of copyright. COpyright 2010 ViewtifulBrohan =============================================================================== 01-Updates 4-18-10 Finished Version 1.0 of the FAQ =============================================================================== 02-Intro I'd rather not talk about the anime, so if you want to read a bio, look on the Dragon Ball Wiki. In Another Road, Janmeba sports many poweful tools, a throw that puts him outside of the range of most starters, good rushdown, and regeneration, which puts him above alot of the cast. His combo starters are RRRE- and SRRE-, both of which need to be canceled very quickly to combo. JANEMBA ADVANTAGES -High Baseline Ki -Exellent Throw -Good Rushdown, though not quite "Bardock" Rushdown -Regeneration ABC -Good Damage Potential, does just above 2800 with his best combo JANEMBA DISADVANTAGES -Slow Deathmoves -Requires very fast, very precise cancels. Definintly not for beginers -Unable to deal with long range fighters =============================================================================== 03-General Terms Charge Canceling: Charge canceling has been around since the first budokai, and it is what makes the combos you see on youtube possible. Canceling is done by holding down the "S" in the attack chain down, and tapping guard. This allows you to return to a neutral stance. Now's the fun part: when in this neutral stance, you can use chain, and another, and another, until you use the same chain twice. If done fast enough, all you will see is one long combo. Two more advanced forms of canceling are the ki cancel, and the aura burst cancel. Aura Bust cancelling is done by holding S, tapping the right shoulder button[while still holding S] and quickly tapping either R or S. Ki cancelling is the most advanced form, and is done by holding E at the end of any chain and tapping block. There is double, triple, and even QUAD ki canceling. Players famous for this are Soriphen and Saiyanjin2. I myself have only mastered single ki canceling. For more info check out Goryu's FAQ http://www.gamefaqs.com/portable/psp/file/924588/42016 18 sec. rule Although it is nice to use charge canceling to make long combos, this is not always going to be possible. See, your opponent's Ki regenerates at a fixed rate, even while you're beating the crap outta them. When it regens to 3 bars, you will be TC'd[teleport countered]When at zero ki, you have 18 sec. to use a combo, and even less if your opponent's Ki is higher. Ki Management EVERYTHING other than Rush and Slam attacks cost Ki, so don't abuse it. This means no long-range spam with death moves or Ultimates, because nothing sucks more then having an ultimate Aura guarded and seeing 5 ki bars go down the drain. Always try to have 3 Ki bars at all times to escape combos. Combos with no Deathmoves in them usually build alot of Ki, so keep that in mind as well. Zoning- Zoning is basically another term for keep-away. Characters infamous for this are namely Piccolo and Broly. The former's zoning is so beastly, that he is considered pierless. Pokes- Quick, usually high-priority attacks that are used to gain distance to charge ki. Rushdown-The ability to pressure the opponent to teleport counter. Generally speakin, the better your rushdown, the higher placement on a tier. Characters infamous for thier good and bad rushdown are Bardock and Goku. the latter is low-tier, so keep that in mind when choosing a main. Slam Starters: Slam starters are the essential tool to compete in Shin Budokai Another Road. They are usually high priority attacks that lead into other chains. Chains- A chain of attacks.ex.>RSS, SSS,ect. Priority-The amount of "oomph" behind a move so to speak. Attacks with high priority rip through lower priority attacks. =============================================================================== 04-Janemba Strategy Janemba has an array of tools to crush his opponent beyond all hope. Think of him as a mixture of Bardock and Sword Trunks, but toned down a bit. Rushdown and Offense For Rushdown, Janemba has S is a Guard-Breaking move, so that pretty much makes up for his limited options, but make sure to energy cancel it so you can combo off of it a bit though. Another good tool is Janemba's RS, which is a stun that you can also use as combo filler, and unlike Future Trunk's >RRSS, can hit short characters on the ground. Sword Cancel Another part of Janemba's offense are his sword cancels. Any chain that involves his sword can be canceled to continue a combo. But don't think it will be easy to do this, because there is JUST ENOUGH stun in his sword cancels to continue a combo, and this can only be utilized by an energy cancel. This means you will need to have very fast canceling speed to use Janemba effectively, but the payoff is great. Think of him as GT Vegeta from Infinite World. When at a Ki disadvantage Luckily Janemba can also fight at a Ki disadvantage as well. The first "S" in SRRE- has good priority like Vegeta's and Bardock's, so that's good. But Janemba's throw is his main tool while at a disadvantage. Although you can't combo off of it, R+G is still an exellent option because it puts you outside the range of most combo starters. Only Piccolo and a few others can reach you from there. Keep using his throw, and your natural Ki regen should be enough to put you in a ki advantage, as your basline ki is 6 bars. Regeneration Regeneration should only be used when your health is low, and more importantly, when you're sure you won't lose the regened health from a combo. This means using it when at a Ki advantage so you can teleport counter, otherwise, you won't have the ki to escape a combo, and as such could lose more health than you gained. =============================================================================== 05-Match-Ups Match ups are what comprises a tier list. A character with mostly good match-ups is Top Tier. Ones with mostly bad match-ups are bottom tier. But being top tier doesn't mean that person is the best, a low tier character can be better than them. This is called a counter. But enough blabber, lets get going. JANEMBA GOOD MATCH-UPS Cell-Cell's SSSS* starter has more hits than your starter, but will always lose on priority and speed. Without his starter, Cell really can't put up a fight because your rushdown is better than his to. With these gone, he can't do realiable damage outside of Tail Shoot, so you pretty much shut him down. Vegeta- Your starters are nearly identical, but yours is much better, because has two attacks after the initial "S". His rushdown may be slightly better, but you still outclass him in terms of damage and starters. JANEMBA BAD MATCH-UPS Piccolo-For someone that needs to be close in to fight, Piccolo is your worst nightmare. His SSS starter shuts down your entire game, because he will constantly be pushing you away or drawing you in, and then quickly pushing you back again. You can't even have a damage advantage over him, or a counter Deathmove to stop his starter. This is probobly Janemba's worst match-up Pikkon-For every one of your sword cancels, he has an Axe-Kick cancel, and does not need to energy cancel to use them. This means his Ki building is better than yours, which is a bad thing in this game. He also has Burning Shoot and Hyper Tornado, both of which have higher priority than anything you have. You may have a slight damage advantage, but this doesn't matter if he's constantly wailing on you. =============================================================================== 06-Combo Secton Now to get to the part you have been waiting for, the combos. Here's a legend if you don't understand the notations: R = Rush attack S = Slam attack > = Towards opponent < = Away from opponent /\ = Up on the D-pad E = Energy Button - = Cancel * = Stun ' = Fully charge upcoming move [AB] = Aura Burst -[AB] = Aura Burst Cancel #1:RR*, >RRRR*, RRRR*, E[Hell Gate] 11 hits, 1336 dmg #6:SRE-, RS*, >RRRRE-, R, RRRS 25 hits, 1830 dmg #7:RR*, >RRRRE-[AB]S, SRE-, E[Hell Gate] 25 hits, 2581 dmg. #8:SRRE-, RRRRE-, >RRRR*, RRRE, E[Hell Gate] 32 hits, 2825 dmg [The easier combos are near the top, and get tougher until you hit #7] Janemba is a very stylish, very strong fighter that has a very high learning curve. Don't be down if you don't get the combos at first, because I sure didn't, so keep practicing and you'll get the hang of it. =============================================================================== 07-Deathmove/Ultimate ratings Hell Gate-6/10 It's a one hit deathmove with slow startup, which would usually be a bad thing, but when Hell Gate DOES come out, it almost immeadiately hits the opponent. A strategy I like to use is when I use this outside of a combo, I charge it a bit to fake my opponent out, so when they rush up to start a combo, they get blasted in the face for 440 dmg. Don't get too obvious though, because any good player will get wise to what you're doing eventually, so mix up the charge times a bit. Rakshasa's Claw-4/0 A physical deathmove that has low damage, and worse yet, low priority. That's like having a sandwitch without the meat and cheese, pointless right? This move's only use is as a combo ender, so use it as such. Spike Hell-6/10 Average, in the truest sense of the word. It's startup time is a little slow, and the damage is low for an ultimate. It is used at it's best you cancel into it from a high juggle, as it has many follow-up options. It's situational but works well. Regeneration 10/10 Among the best ABC in the game. This attack regenerates 1500 health, that's a big deal in a game like this. Need I say more? =============================================================================== 08-Dealing With Piccolo where should I start? For one, his SSS starter has the longest range in the game. This is enough to make him Top Tier already, but it doesn't stop there. He does 3200 damage with his best combo, 400 more than your 2800. Your throw won't work, because even though it pushes your opponent away, Piccolo will still be able to hit you with SSS. With no counter DM, Janemba has no way of fighting Piccolo effectively. I'd hate do be a downer, but just put your PSP down and take a walk or something. =============================================================================== 09-Tier List For those of you questioning the placement of certain characters on the tier list, here's a rough outline of it. SS Tier 1.Piccolo S Tier 2.Sword Trunks 3.Krillin 4.Bardock 5.Armor Trunks A Tier 6.Broly 7.Pikkon 8.Janemba 9.Vegeta B Tier 10.Vegetto 11.Kid BUu C Tier 12.Super Buu 13.Future Gohan 14.Cell 15.Freiza 16.Demon King Dabura 17.Fat Buu 18.Android 18 D Tier 19.Goku 20.Adult Gohan 21.Teen Gohan 22.Gotenks 23.Gogeta E Tier 24.Cooler Piccolo is best because of his SSS starter, and Cooler is worst because he has no slam starter, and worse, nothing to compensate for it. Vegetto and Kid Buu are in a tier of their own for having good matchups against top tiers. Super Buu MAY be B tier because of his Super Evasive Kick. Again, this is a rough outline, so some people could be switched around. =============================================================================== 10-Special Thanks Dimps-Duh, they made the game, DrunkenPilot72-For introducing me to DBC, [http://dbcompetitive.forumotion.com/forum.htm] DBC-Thanks to everyone there for helping me up my game to a whole new level, My friend Wendell-For the hours he spent helping me test all this nonsense, And most importantly Akira Toriyama for creating this series. |
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