Battle High 2 A+ achievements

Battle High 2 A+

3.0 from 35 votes

There are 35 Battle High 2 A+ achievements (15 without DLC) worth 6,694 (1,600)

532 tracked gamers have this game, 15 have completed it (2.82%)

Achievement Details

Shinji's Saga in Battle High 2 A+

Shinji's Saga375 (65)

Earn all of Shinji's Journal Entries.

  • Unlocked by 16 tracked gamers (3% - TA Ratio = 5.76) 533  

Achievement Guide for Shinji's Saga

1,124,279 (429,885)
Achievement won on 18 Dec 15
TA Score for this game: 6,694
Posted on 18 December 15 at 18:27, Edited on 18 December 15 at 18:31
This solution has 5 positive votes and 0 negative votes. Please log in to vote.
One of Shinji's Journal Entries requires a 20 hit combo in Arcade mode. In most other challenges, you can either fake your way through it or use one of the challenge mode combos. In this particular case, that isn't an option.

Thanks to MaliceMike2121 and FelizP for some good tips, I managed to come up with my own streamlined and relaxed combo.

Needs to be done in the corner. (default controls listed)

Jump in cn_Y (j.HP)
cn_down cn_X (c.LP)
cn_down cn_A (c.LK)
cn_down cn_Y (c.HP)
cn_rightcn_right (Dash Cancel)
cn_RB (Overhead)
cn_down cn_A (c.LK)
cn_down cn_Y (c.HP)
cn_rightcn_right (Dash Cancel)
cn_RB (Overhead)
cn_A (LK)
Hold cn_left, then cn_right cn_X (Hold <, then > LP)
Hold cn_left, then cn_rightcn_leftcn_right cn_A (Hold <, then >, <, > LK)

It takes the easy parts of challenge 14 and loops it, then finishes it off with some of the easier moves to buffer the super.

That is exactly 20 hits, but if you find yourself 1 short towards the end of the combo, you can add an additional Hold cn_left, then cn_right cn_X after the first Hold cn_left, then cn_right cn_X

It sounds daunting, but the charge time is only 1 second long, so it comes out very quickly.

When it comes to facing AI opponents, I would avoid trying this against HW, Kazuo, Khai

HW loves to anti-air you and refuses to stay still in a corner.
Kazuo has super armor and will ruin your day.
Khai is a jumping monkey which makes it hard to land the jump heavy punch to start the combo.

I find Ryken is the easiest to do it too, but at some point, you'll be happy to take anyone that'll stay still long enough to get hit in the corner.

Hopefully this helps someone out there.
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