Captain Tsubasa 2: World Fighters Captain Tsubasa 2 Super Moves
Super Shot, Pass, Aerial, Dribble, Tackle, and Block, graded E to SSS.
Captain Tsubasa 2: World Fighters puts Super Moves on every position, not only on strikers. TAMSOFT’s sequel, published by Bandai Namco Entertainment, launched on 27 August 2026 in Japan and 28 August 2026 worldwide, including Steam. The dedicated Super Move button is separate from shoot. Fill the Super Move gauge through dribbles, tackles, and other actions, then fire. You cannot double-charge a generic shot into a Super Shot the way Rise of New Champions allowed.
If you still hold Square / X / Y expecting a fireball, read Controls and How to Play first. This page is the technique map: six Super Move types, E-to-SSS grades, and why a midfielder’s Super Pass can matter more than a hopeful Drive Shot from halfway. Voices are Japanese only. The 110-plus playable characters across 22 national teams do not share one Super Move list.
Gauge, chain, and why you wait
The Super Move gauge fills when you dribble, tackle, and win other on-ball actions. It does not fill because you held shoot. Most Super Moves have a windup. Super Tackles can come out faster. Dumping the gauge at first tick leaves you empty in the box. Super Tackling a decoy lets a Super Dribble walk through.
Chain level sits beside the gauge. Successful dribbles, tackles, Super Moves, and pre-shot actions raise chain to 10. Higher levels increase shot power and charge speed. Super Pass and Super Dribble jump the meter faster than an ordinary beat. A turnover transfers chain with possession. Spending Super Move gauge on buildup is often the correct shot: you are buying a later Break, not a highlight for its own sake.
Keepers still pick six directions after the ball leaves the boot. A Super Shot that hits an empty chain into a full stamina bar is a wasted cutscene. Chip first, then spend. Full duel rules live on the goalkeeper page.
Super Moves by position
Super Shot is the one-button special strike. Trajectories can be hard to read. It is not a charged Shoot Move. Charging shoot still produces a Normal Shot or that character’s Shoot Move. Super Shot needs a filled gauge and the Super Move button. Do not fire Hyuga-class Super Shots at 0 chain from the halfway line.
Super Aerial Shot connects from a centering pass or Super Pass. Super Blocks cannot stop it. That is why a midfielder’s Super Pass is a scoring tool. If the box is packed with Super Block specialists, go aerial instead of feeding another grounded Super Shot into the window.
Super Pass fires a shockwave around the receiver. Use it to freeze markers and to set Super Aerial Shot. It is one of the fastest ways to jump chain level.
Super Dribble is a surge with invincibility and hitstun, limited by uses and cooldown. It is also how you donate the ball if you fire it into a Super Tackle you did not read.
Super Tackle varies by character in range, speed, and knockdown. A Perfect dribble can still avoid it. Launch coverage called some tackles overly dominant; treat high-grade Super Tackles as windup eaters, not mash buttons.
Super Block slows time when a shot enters range. Press inside the window. It loses to Super Aerial Shot. Equip it on the defender who occupies the shooting lane, not on a striker you never drop.
Equip the techniques the current character owns. Japan Youth stars do not share one list. Combination Super Moves that involve two or three players need those players assigned the same technique, which cuts variety. Team Skills are real; they are also a roster tax. If you assign a keeper technique to a field player, the game asks whether to move that avatar to goalkeeper.
E to SSS grades and who actually wins
HobbyConsolas lists five skill categories per player: tackle, dribble, aerial shot, shot, and super shot, each graded from E through SSS. The super-shot slot is a category name, not always a shot. A Super Pass that blasts a shockwave and a Super Tackle that covers half a pitch sit in that same column. Forming an eleven with mixed grades matters more than stacking SSS Super Shots and hoping the keeper guesses wrong.
Use the character tier list when you care who wins Max clashes and keeper Breaks. Tsubasa’s Drive family plus Super Pass is a complete kit. Hyuga’s Super Shots empty stamina bars. Wakabayashi’s saves are the Versus problem Super Shots exist to solve.
New Stars custom players inherit what bonds and unlocks allow. A created forward does not spawn with every SSS Super Shot in the 110-plus character, 22-nation pool. See the New Stars route before you lock signature moves on a thin early list.
Practice, versus, and spending the gauge
Rehearse windups in Practice, then test in local split-screen or a private match: fill gauge without dumping chain, spend it on a shot that hits keeper stamina, and note whether a Break landed. Online ranked uses the same rules. Interrupt a Super Shot windup with Super Tackle. Super Block stops grounded Super Shots and loses to Super Aerial.
If the gauge is full and chain is 2, Super Pass. If chain is 8 and a Super Tackle is charging, shoot or Super Pass immediately.
Frequently Asked Questions
Quick answers for launch week on PS5, Xbox, Switch, and Steam.
Can I double-charge a generic shot into a Super Shot?
No. Super Moves need a filled Super Move gauge and the dedicated Super Move button. Charging shoot only produces a Normal Shot or Shoot Move. See How to Play.
How do I fill the Super Move gauge?
Dribbles, tackles, and other on-ball actions fill it. Holding shoot does not. Confirm the Super Move button on Controls.
Which Super Moves exist by position?
Super Shot and Super Aerial Shot for forwards, Super Pass and Super Dribble for midfield, Super Tackle and Super Block for defenders. Aerials ignore Super Block. Keeper duels after the shot are on the goalkeeper page.
What do E to SSS skill grades mean?
Each player has five categories — tackle, dribble, aerial shot, shot, super shot — rated E through SSS. The super-shot slot can be a Super Pass or Super Tackle. Pair grades with the character tier list.
Can a New Stars custom player use every Super Move?
No. Signature moves are gated by unlocks and teammate bonds. Read the New Stars route before you lock a thin early list.
Who should I pick for Super Shots in Versus?
Start with complete kits on the character tier list: Tsubasa for Drive plus Super Pass, Hyuga to empty keeper stamina, Wakabayashi if you are the one facing those shots.