What are Captain Tsubasa 2 Super Moves?
Character-specific special techniques unlocked by filling the Super Move Gauge through actions like dribbling and tackling. Types cover Shot, Aerial Shot, Pass, Dribble, Tackle, and Block — not only shooting.
This Captain Tsubasa 2 Super Moves overview classifies how signature techniques work in CAPTAIN TSUBASA 2: WORLD FIGHTERS (TAMSOFT CORPORATION / Bandai Namco Entertainment): gauge fill, role types (Shot / Pass / Dribble / Tackle / Block / Aerial), and how S-moves feed the chain system. Full per-player move lists stay TBA until each name is verified in-game or on official materials — this page is the type map, not a fake complete database. WORLD FIGHTERS only (not NES). Verified August 30, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam · PS5 · Xbox Series X|S · Nintendo Switch |
| Genre | Super action soccer · Sports / Arcade |
| Mode | Local Versus · online ranked |
| Price | ~$59.99 Standard · Deluxe / Ultimate + Season Pass |
| Release | Released August 27–28, 2026 |
| Roster context | 110+ players · 22 national youth teams |
| Developer / Publisher | TAMSOFT CORPORATION / Bandai Namco Entertainment |
| Steam | App 2172910 |
| Move family | Character-specific Super Moves across attack and defense |
| Listing note | 110+ players · 150+ move cutscenes highlighted in official features |
| Not this game | NES / FC special lists · Rise of New Champions move IDs alone |
Captain Tsubasa 2 Super Moves unlock for the play when the Super Move Gauge is filled. Official systems copy is direct: max the gauge through actions like dribbling and tackling, then unleash the character’s signature technique from their position kit.

| Step | What to do |
|---|---|
| 1. Contest | Win dribbles / tackles — gauge wants active play, not idle possession |
| 2. Fill | Keep landing successful actions until the Super Move Gauge maxes |
| 3. Choose type | Spend as Pass, Dribble, Tackle, Block, Shot, or Aerial based on role |
| 4. Link | Use the S-move as a Chain step when you still need Level |
| 5. Finish | Charge the shot after the link so Chain power actually hits the keeper |
If your only striker sits on a full gauge while midfielders are empty, you will force selfish finishes. Rotate who contests so the player who needs the next Super Pass or Super Tackle actually has meter. Versus punish one-gauge teams that always dump on the first green prompt.
Systems copy separates charged shots (normal shot → stronger shot move when fully charged) from character Super Moves. You can Break a keeper with Chain + charge even when the gauge is empty — do not stall forever waiting for a Super Shot icon.
Next: map which Super Move type belongs to which job on the pitch.
Official feature and systems material expands special techniques beyond classic shooting. Use this type table as the Captain Tsubasa 2 Super Moves taxonomy before you chase individual names on players.
| Type | Typical role | Primary job |
|---|---|---|
| Super Shot | Forwards / finishers | Direct high-power finish at goal |
| Super Aerial Shot | Forwards on crosses | Connect from a centering pass into a aerial finish |
| Super Pass | Midfielders | Surge the ball into the final third as a Chain link |
| Super Dribble | Attacking mids / wingers | Break a line while extending Chain |
| Super Tackle | Defenders / destroyers | Hard stop that can flip possession mid-Chain threat |
| Super Block | Defenders / defensive mids | Shut down an incoming special once activated |
| GK-side tactics | Goalkeepers | Six-way prediction + stamina saves (Break is the attacker answer) |
A grounded Super Shot answers a carry into the box. A Super Aerial Shot answers a centering pass — official systems copy calls out connecting from the cross. If you only practice ground shots, you will waste wing service that your roster was built to convert.
Midfield Super Moves exist to move the field state, not only to pad highlight reels. Super Pass into a free striker protects Chain Level; Super Dribble through a single marker extends it. Empty midfield gauges are why many Journey stalls feel “stuck at the arc.”
Super Tackle and Super Block are the defensive answer to an opponent’s high Chain. Saving the gauge for the moment they commit a Super Dribble is often better than spending early on a random midfield poke. Pair this with Max Tackle timing from the systems page.
With types clear, wire them into Chain on purpose.
Matched by build plan, shared topics, and guide progression — not random related links.
The systems trailer script lists Super Moves inside the Chain recipe: dribble past defenders, activate Super Moves, and chain pre-shot actions to boost Chain Level. That means S-moves are not only finishers — they are legal, high-value Chain steps.

| Spend pattern | Chain effect | When it is correct |
|---|---|---|
| Super Dribble → carry → charge shot | Extends Level into the box | 1v1 on the last defender |
| Super Pass → striker control → pre-shot links | Transfers Level safely | Two markers on the ball carrier |
| Super Tackle win → outlet pass → rebuild | Stops their Chain; starts yours | Opponent threatening a Break |
| Super Shot with low Chain | Weak Break odds vs fresh keeper | Only if keeper already Broken / low |
| Super Aerial after centering Super Pass | High-value finish link | Wing overload vs packed box |
| Block without follow-up | Denies their move only | Fine — then recycle possession |
Every gauge spend should answer: does this raise Chain, protect Chain, or cash Chain? If the answer is “looks cool,” hold the button. Ranked players punish highlight Super Shots that reset your only meter while their keeper is still at full max.
Chain Level caps, stamina collisions, and Break permanence are detailed on systems. This page only owns the Super Move type map and spend patterns.
Use the decision table next when you hesitate mid-attack.
Scan this card in Practice until the choices feel automatic. It pairs Super Move spends with Chain / Break goals without inventing damage percents.
| Match state | Super Move choice | Avoid |
|---|---|---|
| Gauge full, Chain low, midfield | Super Pass or Super Dribble to build | Raw Super Shot from distance |
| Gauge full, Chain high, box entry | Pre-shot links then Shot / Aerial | Another midfield Super Dribble into traffic |
| Keeper freshly Broken | Simpler finish / shorter charge OK | Overcharging until a double-team arrives |
| Keeper full max, first real chance | Chain + charge aimed at Break | Emptying gauge on a predictable corner |
| Opponent Super Dribble winding up | Super Tackle / Block if ready | Late normal tackle after they already beat you |
| Your striker exhausted | Pass to a fresh finisher | Forcing their Super Shot anyway |
| Winning late, protecting a lead | Defensive Super Block / Tackle holds | All-out Super Shot counters that concede transition |
| Learning a new player | One type drill per session | Opening ten TBA-named moves at once |
This hub refuses to invent Drive Shot / Fire Shot style names without a verified in-game string, official listing, or trusted capture. Early launch windows ship with partial community lists; Season Pass characters through August 2027 will keep adding kits.
Stage 3 gives you the type overview, activation loop, and Chain spend rules. P1 may add `/super-moves/{slug}` detail pages once names, footage, and stamina notes are locked. Until then, treat player pages as the roster index and this page as the rules index.
Open Practice with the character, trigger each Super Move, and write the on-screen title exactly. Cross-check against official patch / Bandai notes when they list techniques. Do not trust auto-generated wikis that mix Rise of New Champions IDs into WORLD FIGHTERS.
Character-specific special techniques unlocked by filling the Super Move Gauge through actions like dribbling and tackling. Types cover Shot, Aerial Shot, Pass, Dribble, Tackle, and Block — not only shooting.
Stay in active duels: successful dribbles, tackles, and related play fill the gauge. Idle possession does little. Spend on purpose once it maxes.
Yes. Official systems copy includes activating Super Moves inside the Chain build alongside dribbles and pre-shot actions. Use Pass/Dribble links to raise Level before you cash a Shot.
No. Against a full-stamina keeper with low Chain, a Super Shot is often a saved gauge dump. Build Chain or Break first; cash the Shot when the bar is soft or Level is high.
P1 may add /super-moves/{slug} pages once names and footage are verified. This Stage 3 page stays a type overview with TBA for unverified titles.
No. This site covers CAPTAIN TSUBASA 2: WORLD FIGHTERS (2026). NES / FC move lists do not apply.
On the systems page — Chain Level, stamina collisions, Max vs Max timing, six-direction saves, and Break permanence.
August 30, 2026
Matched by build plan, shared topics, and guide progression — not random related links.