Grand Battle! 2

'One Piece: Grand Battle! 2' is a fighting game based on the One Piece manga and anime, released for the Sony PlayStation. The direct sequel to Grand Battle!, it retains almost every element of the original while adapting new material from the Alabasta Saga and introducing many new mechanics.

Developed by Ganbarion and published by Bandai, ''Grand Battle! 2'' was released in Japan on March 20, 2002. Like its predecessor, it met with great success, supporting its own line of action figures as well as a handheld spinoff covering much of the same material.

A direct sequel would be released the following year.

Gameplay
''Grand Battle! 2'' retains its predecessor's 2.5D combat mechanics, with three-dimensional character sprites interacting on a two-dimensional axis. Player characters can run, jump, double-jump, crouch, block, and pick up (as well as throw and catch) items around the battlefield.

Fighting consists of standard button combinations. Each player character can access at least 20 standard techniques, along with several Finisher (必殺) techniques that incorporate full cinematics. As in Grand Battle!, Finisher techniques follow a numbered level system, and are divided into five classes:
 * Strike (打撃) finishers are delivered through largely conventional blows.
 * Boost (タメ) finishers are delivered through blows that can be "charged" for extra range.
 * Grapple (投げ) finishers are delivered completely flush with the opponent, and cannot be blocked.
 * Counter (カウンター) finishers are delivered by intercepting one of the opponent's attacks.
 * Support Summon (助っ人召喚) finishers call in a support character to deliver the blow.

However, Finishers are no longer tied to health levels, instead relying on a newly-introduced Food Charge (メシチャージ) mechanic. Each character may carry a maximum of three Food Charges, as displayed by the circular gauge next to the health bar; performing a level-one Finisher requires one Food Charge, and so on.

Food Charges also facilitate a separate mechanic known as One Piece Heat (ONEピースヒート), which activates when a character with three Food Charges receives what would otherwise be a finishing blow. One Piece Heat greatly raises the character's attack power and speed for a set period, but will instantly end with the next hit received, emptying the Food Charge gauge completely.

Characters
There are a total of twenty-four player characters, thirteen of which are assigned support characters. Most support characters are tied to Support Summon-class Finishers, which only permit one support character per battle; however, several are tied to other classes of Finisher, which allows them to coexist.

Items
Combatants may be helped or hindered by a variety of items around the battlefield. All items can be picked up or caught, and are generally activated by either direct contact or the impact of a throw.

If attacked, most items vanish immediately, without activation; if left alone, they generally vanish after five seconds. Many items will also slide or roll of their own accord if set on a tilted surface.

Below is a table of items and their respective effects.

Items are generally found by breaking the containers positioned around each stage - barrels release food, crates release attack items, and treasure chests release power-ups. These containers can also be picked up, caught, or thrown for minor damage.

Battle Stages
There are a total of twelve stages, all based on canon locations, each with unique music, features, and background spectators.

Game Modes
Three modes may be accessed from the Top Menu.

Grand Battle
Grand Battle (グランドバトル) mode allows players to participate in classic arcade-style battles against each other or against the CPU. CPU opponents may be set at three different difficulties. Time limits may be set at 60 seconds, at 99 seconds, or completely disabled. Stages may be preset or randomly selected.

Event Battle
Event Battle (イベントバトル) mode puts the player character through a gauntlet of five 99-second battles against five semi-randomly selected CPU opponents.

If the combatants have any basis for canon interaction, the battle will typically be framed by a short cutscene. The stage for each battle also generally follows canon; Chopper will always be fought at Drum Castle, Crocodile will always be fought at Alubarna, and so on.

Combat progression is greatly simplified from that of Grand Battle!; the player character need not fully defeat each opponent, but merely have greater health when time runs out. Once all five battles are cleared, a short ending cinematic unique to the player character is played, followed by the game's development credits.

Outright losing a battle will present the player with a continue option; a total of five continues are allowed before Event Battle automatically ends.

Training
Training (修行) mode allows the player to test a character's controls and capabilities on the hazard-free Marine Headquarters stage. Here, food charges and health regenerate automatically, and all damage output is visibly recorded.

In addition to standard difficulty settings, the player may program the opponent character to do nothing, run away, give chase (without attacking), or focus exclusively on one type of attack.

Trivia

 * Grand Battle! 2 was a popular game, and at the PlayStation Awards 2002, the game picked up a Gold prize; alongside Grand Battle!, this made the series a double prize winner at the awards.
 * The game's opening cinematic begins with a recreation of Volume 20's cover (with Vivi replacing Koza, Robin replacing Cobra, and Karoo removed) and a modification of Chapter 179's closing narration; it ends with a recreation of Chapter 198's color spread.
 * In Bon Kurei's special attack Mane Mane Memory, he will randomly turn into Morgan, Zeff or Kureha.
 * Arlong will not receive damage by falling in the water in any stage. Devil Fruit users receive double damage, and Crocodile receives quadruple.
 * This is the only fighting game where Mr. 3 is a playable character.

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