The following word is a fixed-width font test. It should appear on one line.-- ------------------------------------------------------------------------------- Kamehamehamehamehamehamehamehamehamehamehamehamehamehamehamehamehamehamehameha! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Dragon Ball Z Budokai Tenkaichi 2 Comprehensive Combat Guide ------------------------------------------------------------------------------- by Sean Langhi ("Fishbulbhead") Copyright 2007 Sean Langhi ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Version 1.02. Date 5/1/07. ------------------------------------------------------------------------------- Table of Contents ------------------------------------------------------------------------------- I. Introduction and Overview II. Fighting Basics 1. Melee & Ki fighting 2. Blast Attacks 3. Fun with MAX POWER mode 4. Miscellaneous topics III. Advanced Knowledge, Tips, Applications, & Strategies IV. Z-items and Evolution Z V. Contact, Copyrights, & Other Information ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- I. Introduction and Overview ------------------------------------------------------------------------------- Hello to all you readers. This is an apparently much-needed guide to the incredibly deep fighting system of Dragon Ball Z Budokai Tenkaichi 2. While this FAQ is written using the default controls for the Wii version (that's the Wii-Mote and Nunchuk), the strategies and tips apply to the PS2 version as well (I think). A few notes: - I'm assuming you people know how to hold the Wii Remote, plug in the Nunchuk, and the like. I won't waste your time telling you how to do that sort of thing. - This FAQ is written to help people learn the ins and outs of the fighting system. I'm not going to provide a walkthrough of the story mode or any kind of character list. - While I won't list all of the Z-items (some of you know them as Potaras), I will occasionally reference the effect of certain items in battle. In these cases, I will cite the Z-item referenced. What to expect from this guide: As you read this, you'll find that my writing doesn't comply with most FAQ conventions. That's not to say that the information in this document isn't organized, but I've done away with things like a separate controls section. The flow of the guide is such that I'll introduce a technique in the Basics section and tell you the controls and timing for it in addition to anything else you may need to know. The Advanced section tells you more details as well as how to apply all these techniques. I present a LOT of information for what may be a relatively simple technique. This is because many hours (probably too many hours) of experience have taught me intricacies of the fighting system that will make you, the reader, a better fighter more quickly if I spare you the time needed to discover them for yourself. But enough talk - on with the guide. One more note: If you're already proficient in the game but want to know how to get better, or are just looking for knowledge that will give you the upper hand, read the Basics section anyway. You might learn something useful that you didn't already know. ------------------------------------------------------------------------------- II. Fighting Basics / Terminology ------------------------------------------------------------------------------- Format (vaguely): Term/move: definition. Controls and timing. How it works/additional information. Subtopics (always indented). I'll start with the first things a beginner should know and move on to the hard stuff later. I assume no prior knowledge. I'd also like to make it known that this whole guide is meant to be read from top to bottom at least once, but you can later reference it like an encyclopedia of combat. Also, if you see any topic or idea I mention that I haven't already explained, rest assured it will soon be covered in detail. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Melee & Ki fighting Lock-on: You start the battle without a Lock-on. This means that you have free, eight-direction movement with limited automatic camera control and no way to monitor the other fighter. This is bad if you want to actually do damage to your opponent and not get pummeled. To do so, you must (gasp!) LOCK ON to them. Having a Lock-on keeps the camera to the side of your character and pointed towards the enemy. To perform a Lock-on, press and hold Up on the Wii-mote's D-pad. While you are holding Up on the D-pad, your character will look around and try to find the opponent. The longer you hold Up, the farther and wider your search area expands. You can't lock on before the battle has started (the announcer will say "Fight"). Factors of Lock-on: How successful you are varies depending on a number of factors. It takes much longer to lock on if the enemy is farther away. Also, if the other character is not directly in front of you, you must wait for your searching area/field of view to expand to the full 360 degrees or to whatever their relative angle is. If the two fighters get close enough to enter close- range combat mode (Close-combat mode), both will lock on automatically, but maybe with some delay if one snuck up on the other. Lock-on types: The most significant factor when locking on is your particular fighter's Lock-on type. There are three types of Lock-ons: Z-type, Scouter, and Android. Z-type cannot search through cover, so if you're against anyone with a Z-type lock and you run behind a building or rock, jump off a cliff, etc. (basically, if you leave the area their game camera can see), then they won't be able to lock on until they stop trying and move where they can see you. However, fighters with Z-type Lock-on can sense their opponent's energy and track them on the radar. Scouter type Lock-on is a trait of anyone with a scouter. For those of you unfamiliar with Dragon Ball lore, a scouter is that funny visor thing that Frieza's soldiers (either minions or soldier Saiyans) wear. It lets you search THROUGH cover and works significantly faster than Z- type. However, scouters can actually be broken in the heat of battle as the fighters show more and more levels of dynamic damage. After they're broken, the Lock-on becomes even slower than Z-type. Finally, Andriod type Lock-on is fast, sees through cover, and cannot be broken. In addition, none of the androids appear on radar (discussed later). Only androids and robots have Android type Lock-on. Confirmation: Once you lock on, the camera will center on the opposing fighter and the words "Lock on!" will briefly appear below your fighter's health and Ki bar. Breaking a Lock-on: Lock-ons can be broken one of six ways, all discussed later. 1. Being hit by the final B blow of an Aerial Combo. 2. Being hit by an Ultimate Blast (certain techniques only). 3. Being hit by a Body Strike parry (certain characters only). 4. Being hit by a Kiai Cannon blast (certain characters only). 5. Being hit by a Hyper Smash (certain characters only). 6. Voluntarily canceling your own Lock-on by pressing Analog-Down + D-pad-Up. Pointer Radar/Enemy Radar: The Pointer Radar is the funny display with green circles and boxes that appears to the lower right of your screen. It shows the position of the Wii pointer as well as the remote's measurable distance from the screen (the size of the circle on the left). If you are too close to the screen, the circle will be small with no visible space between its four segments. If you are too far away, it will be zoomed out all the way and the game will ask you to "please position yourself closer to your television". If the pointer is off-screen in a direction except off the top, the circle will not appear unless you are in Blast Input mode (discussed later). (If you are, then everything will be yellow.) If the pointer IS off the top and you are not in Blast Input mode, it will appear blue and you will guard (discussed soon). The boxes indicate what steps of your Blast 2 or Ultimate Blast you've performed (discussed later). They fill in with yellow as you correctly perform each motion. Don't worry if it all sounds really complicated. The display is simple in practice. If you press the minus (-) button on the Wii-mote, you can toggle the display from Pointer Radar to Enemy Radar. This is the actual radar that shows your position, your field of view (you can watch it expand if you're locking on), and your enemy's "blip" if you're not locked on (and they're not an android) or a purple arrow if you are locked on. You can also see the "blips" of any items that may appear on the map as you wreak havoc on the environment. Movement: Regular movement: To move relatively slowly but with some degree of precision, simply tilt any direction on the analog stick. If you tilt the stick less, you go slowly. Controls are free, but camera relative, meaning you can move in any direction based on the way the screen is looking. If you have a Lock-on, the game will always be looking towards the opponent. In Close- combat mode, your character will always be facing the enemy, so you circle directly around them. Dash: A dash is a much faster but less precise method of getting around. The in-game tutorial says, "This technique is very important; please remember it". It has a good point, since if you can't dash, it will take you several minutes just to cross the stage, much less react quickly to your enemy's movements. To dash, snap the Nunchuk down (or up) with your wrist. Your character will fly at blinding speed in whatever direction you specify with the analog stick. Your character will soon stop on their own, but you can also cease the movement prematurely by snapping the Nunchuk again. Close-combat movement: In Close-combat mode, movement is totally centered around your enemy. You are notably slower and more precise. Evasive maneuvers: If you try to dash to the left, right, or rear in Close- combat mode, your character will instead do a sidestep, backflip, or something similar. This is useful for moving just enough to avoid an attack before it's launched. If you want to dash out of Close-combat or just circle around the enemy, use a Dragon Dash (discussed later). Jumping and flying: You'll find that ninety percent of the time, you've started flying by accident - if you dash at an enemy who is in the air, start to attack an enemy much taller than you, recover from a blow that sent you airborne, or get picked up and thrown, most every fighter will just stay in the air. To fly voluntarily, use the C button on the Nunchuk in conjunction with tilting the extension controller at certain angles. If you have the Nunchuk flat and mostly parallel to the floor when holding C, your character descends. If you have it tilted at about a 60-degree angle upwards, you jump (and then land). If you are on the ground or already jumping and tilt it at about 80 degrees, you fly straight up and remain airborne. You must actually touch the ground if you wish to jump again instead of just ascending. Note that you can either hold C and then move the Nunchuk to control your movements or move the Nunchuk and then press and release the button. If you try to fly in Close-combat Mode, you'll do an evasive jump either above or below your opponent. (If your feet are planted firmly on the ground, you'll do a regular jump.) While this can be detrimental if you think you're doing a Ki combo (mentioned later), it's actually useful as a more reliable and effective evasive technique. Inability to fly: Some fighters are weak or inexperienced and can't fly. They tend to flail around to stay airborne but sink slowly anyway, can't charge Ki in midair, have trouble guarding when off the ground, and can't descend (they just drop straight down if you try). If you stay in the air for any length of time, you plummet to the ground like a rock. This is bad, since you can't safely attack your enemy in the air. However, even these people can fly like normal when underwater. A partial list of non-fliers: The flight-challenged characters are usually the "normal" ones who don't seem like they should be fighting alongside the Z- fighters. I'm talking about Master Roshi, Hercule, General Tao, Kid Goku, and Grandpa Gohan, among others. Close-combat mode: Once the two characters get close enough to each other, they enter Close-combat mode. This affects movement and enables grabs (discussed later). Rush: A rush is your most basic form of attack: a sequence of fast, weak punches and/or kicks. All characters can perform a rush. (Not to be confused with a dash.) To carry out a rush, tap the A button up to five times. Most characters strike one blow per button press, but other faster or more powerful fighters strike several times with each tap. Once you've caught the opponent in a rush, they are briefly stunned from each strike and will be unable to move, block, or strike back. Opponents will not be "caught" if they are Body Striking, charging any attack, under the influence of Blast 1 charges like Saiyan Soul, or are a Giant (all discussed later). Rushes are not effective attacks on their own; rather, they are used, possibly in conjunction with a Step In, to inflict damage and start a combo before transitioning to a sequenced attack, grab, smash, etc. (all discussed later). Matching blows: If two combatants are hitting each other's blows with their own of the same type (both rushing at the same time, etc.), the attacks will cancel out and nobody will sustain any damage. Smash: You can hold the A button down to charge a powerful attack that will send the enemy flying away from you with crushing force (if you charge it enough). You can aim this attack by inputting a direction on the analog stick before holding A. You can also replace any hit in a rush with a smash, ending the rush sequence with style and power. Guard: Guarding will be your primary method of defense. To guard, move the cursor off of the top side of the screen or hold Down on the D-pad. I personally prefer the D-pad because it's much more reliable and easier to reach. A guard can be held in conjunction with any of the four cardinal analog directions to aim your guard in different directions. Most attacks can only be blocked with a guard if you aim the defense correctly. A quick reference of how to guard most melee techniques (many discussed later): Rushes can be guarded with any direction. Heavy Finish will shatter any guard. Flying Kick must be guarded to the top. Kiai Cannon, when fully charged, is unblockable. Dash attacks can be guarded in any direction. Rolling Hammer must be guarded from the left or right, whichever way it comes. A neutral guard will be shattered, and an incorrect guard will be ignored. Smashes must be guarded from whichever direction they come. A neutral guard will be shattered by a non-neutral smash, a non-neutral guard will be shattered by a neutral smash, and a completely incorrect guard (example: blocking left while an attack comes from the right) will have no defensive effect. Dragon Dash Smashes are like smashes. Hyper Smashes are unblockable. Lift Strikes and Ground Slashes must be guarded to the bottom. Incorrect or neutral guards will be broken or ineffective depending on how much the attack was charged. If you successfully guard a fully charged Lift Strike, Rolling Hammer, or smash in the right direction, the opponent will actually bounce off of you and must recover from the recoil of their own attack. Other blows will simply inflict no damage when guarded, but this still leaves the assailant open to attack. If you're guarding the wrong way, but input the correct direction just before the attack hits, your guard will work but won't throw the attacker back (just like a normal blow). Giants' melee attacks cause characters who attempt guard them to become semi- stunned through their defense and unable to let go of their guard for a moment, and inflict minor damage through even a successful guard. If your guard is shattered, you lose a bunch of Ki and need to tap the A button a few times to recover. If you end up losing all your Ki, you are stunned and part of your Ki bar (anywhere from one to three sections, depending on the character) turns red. You have to mash A to refill the segments before you can move again. Power Guard: To do a Power Guard, hold the B button during a regular guard. This slowly drains Ki, but blocks twice as much damage as normal defense AND can stop and throw back opponents who charge you head-on with a Rush Blast (discussed later). In the case of the latter, your guard will be broken, but the penalty is minor. Reflect Ki: You can guard against Ki blasts normally to reduce some of the damage, but it's much cooler to actually deflect or even reflect them. To do so against a stream of weak shots, tap guard right before the first shot reaches you, then keep tapping to deflect the rest. Charged shots require more precise timing, but you can actually reflect them (send them back) instead of deflect them (swat them away) if your timing is good enough. You can deflect any shot with no regards to timing by tapping guard once when dashing (your character goes through a whole swat animation), but it leaves you slightly open if you get to the opponent too soon (they will still be stuck in that darn animation while they're getting smacked in the face). If an Android tries to reflect Ki from a standstill, they will actually absorb the Ki blasts instead of reflect them, adding to their own energy supply. Blast Attacks, Ki blasts, and some characters' melee attacks inflict a decreased amount of damage through guards. While your health can be reduced to 1 with the "overlap" damage, you can never actually be killed through a guard that hasn't been broken or penetrated. Body Strike: If you suddenly press and hold your guard in the middle of a rush with no analog input, your character will assume a (potentially funny- looking) stance and your controller will vibrate. This means that they are poised an ready to counterattack. Should the opponent try to hit you with a basic rush, you will parry their blow and either attempt a grab or strike them with a blow that will send them flying, possibly breaking their Lock-on. Important points to note: Some characters who parry with a high-flying strike may break their enemy's Lock-on. This never happens with characters who grab after a parry. Additionally, a select few fighters' Body Strikes parry grabs, not rushes. You can check all this in the Skill List, accessed from the pause menu. To recover from a Lift Strike, press Up+Guard to assume a Body Strike stance that can parry Aerial Combos beginning with the A strike (but not the B heavy). High-Speed Movement: This is a very difficult, much more advanced form of defense. You have to guard JUST before an attack reaches you, be it a Blast 1/2/U or a non-rush physical blow. If your timing is absolutely perfect, your character will actually teleport out of the way of the attack completely unharmed. If your enemy ends up swinging or shooting at empty space, you'll be able to counterattack after you get out of the way. You can use any analog direction to control where you'll end up; you can stay where you are (analog- Up), dodge to the side (analog-Side), move a small distance back (analog-Down), or circle around to your opponent's rear (analog-Side; Close-combat only). Level 3 computer players (the highest difficulty of AI in the game) seem to love this technique, so be prepared to connect with an incredibly small percentage of your attacks if you fight one of them. You can also teleport to the sides or rear at any time during the middle of a rush with analog-Guard. Teleporting voluntarily for offensive purposes costs about one Ki bar. If you're short on Ki, you'll fail to teleport and will be left wide open, so be careful. A few notes about this: The timing is more lenient if you're dashing. Dragon Dash timing isn't easier like regular dashes, but teleportation is still possible. You can also teleport while using evasive maneuvers in Close-combat Mode. Beam-based Blast Attacks are significantly easier to dodge. Rush Blasts can actually be evaded this way, but timing varies between every single attack, and it's next to impossible anyway. Particle-based Blast Attacks like Full Power Energy Wave Volley and Trap Shooter require you to guard just as the particles begin to converge directly on your character (it's a little earlier than you might think). You may have to teleport twice in sequence to dodge all of the particle shots. If you've been hit by the first blow(s) of a sequenced attack, you can still dodge the next/final blow if you focus hard and time it right. An example of this is if your enemy connects with a Dash Smash, you can teleport out of the way of the Sonic Impact combo if your timing is exact. With certain Z-items, you will be able to do this even if you're stunned, down, or otherwise "out of it". In MAX POWER mode, certain characters, generally the powerful or energy-based ones, are able to teleport at will by holding an analog direction and pressing guard. Rush attacks/stems/"Signature Attacks": If you press the A button five times in a rush, your opponent is knocked back a small distance. You have the option to press the B button in place of any one of the A strikes, possibly with an analog direction, to launch a special technique sometime in the middle of said rush. This is the most versatile and interesting part of the melee combat system, as the resulting melee attacks, which are powerful and usually the beginning of a special combo, may be either fully executed for damage and show or partially executed and strung together to create expert combos with upwards of thirty hits. Every character who can actually perform the "common" techniques (Lift Strike, Ground Slash, and sometimes Rolling Hammer) has the same button assignments (Up+B, Down+B, and sometimes Side+B) for those attacks, but because the other abilities are sensitive to how many times you pressed the A button for the rush before you hit the B button, the results of pressing AB, AAB, AAAB, and AAAAB are different for everyone. To check what your character can do with each input combination, pause and select the "Check Skill List" option, then scroll down to the "Signature Techniques" section. Your character's signature attacks are the first things listed in that section. Sequenced attack combos are listed lower down. Heavy Finish: This B attack ends your rush with a heavy punch/kick to the stomach. Ouch. It leaves your opponent stunned and mashing the A button to recover. Heavy Finish usually does a lot more damage than the standard rush hit, especially if it's charged to full power (you can charge this attack). (As a note: All attacks charge faster based on the number in the combo hit counter. If you've done a longer rush first, the attack will charge significantly faster than if you did it almost immediately.) From here, you can either rush again with A or execute the Heavy Finish combo. Heavy Crush: This is the Heavy Finish combo I just mentioned. After connecting with a Heavy Finish attack, press B for a second heavy blow, B again for another, and finally A for a crushing attack that sends your opponent flying away in a low arc. This does a decent amount of damage depending on the character. Kiai Cannon: Hold B to charge a wave of solid kinetic energy, then release the force at your enemy to send them flying away. Some characters who specialize in Ki or telekinesis, like Tien, can break the recipient's Lock-on this way. Kiai Smash: Certain characters can follow up on a full-power Kiai Cannon by pressing B to teleport right next to the enemy and spike them at a sharp downward angle. The strength of this attack varies, but it's usually considerably powerful. Note: After the Kiai Smash, if the opponent hits the ground while the two of you are still within Close-combat range, they will regain their Lock-on automatically. Blaster Wave: Sort of like Kiai Cannon, but usually flings the target in a weak upward arc and generally deals more damage. Rarely followed up by Kiai Smash, but there are exception characters. Flying Kick: A series of anywhere from two to six fast kicks (it varies depending on the character) that can hit through a neutral guard, since the attack must be guarded in the Up direction instead. Useful if the enemy has guarded the rest of your prior rush and is liable to strike back if you don't do something quick. - I regard these next few separately from the rest because they are attacks that are always the same for nearly every fighter, and they can be used at any time during a rush. In other words, they can be used after any number of A button taps with almost any character. Ground Slash: A sweeping blow, usually a kick, aimed at the ankles. If it connects, your opponent will be knocked off their feet and will slowly fall to the ground. This is good when trying to string together long combos. To do a Ground Slash, press Down+B. It can be charged to make it stronger, but the extra delay usually gives intelligent opponents ample time to guard. This attack is defended by means of a guard to the Down direction. Dragon Tornado: This is my personal favorite of all the B-attack combos. Immediately after connecting with a Ground Slash, press the B button to throw a strong punch that will send your enemy flipping through the air, moving away from you. Press B again before they reach the ground to teleport below them and throw a brutal uppercut that propels them in an upward arc. Finally, a quick tap of A transports you above them and spikes them down, volleyball-style. The sequence goes: Ground Slash (A...down+B), B, B, A. This is usually a considerably strong combo depending on the fighter you're using. Lift Strike: A sharp kick/knee/punch from below that sends your opponent flying into the air in a high, short arc. Not too powerful on its own, but WATCH OUT for the combo. Performed by pressing Up+B during a rush. Must be guarded to the bottom. Aerial Combo: Very powerful and equally difficult to execute. Immediately after connecting with a Lift Strike, snap the Nunchuk as you would to dash and you will leap into the air and follow your enemy's arc. This is called a Homing Jump. Before I explain the next part, I will tell you how to recover from a Lift Strike. If you're fast enough, you can regain control by pressing Guard. Pressing Up+Guard has a slight delay, but you'll assume your Body Strike stance. Down+Guard uses Ki, but lets you get up a smaller delay. With that out of the way, I can tell you how to follow up on your Homing Jump. You perform an extremely powerful sort of rush in midair. For the first blow, you can either strike an Aerial Heavy with B and then punch with A, or immediately start your rush with A. The heavy blow is stronger and will ignore any parry stance your enemy might have taken by now, but it requires good timing that varies between all characters. The A-button blow is lighter and is susceptible to counter strikes, but you can strike with it anytime as long as you're within punching reach of your target. You can either finish your rush by continuing to press A until the opponent falls away, or you can end it with B anytime to spike your target downward. Ending the Aerial Combo with B will always break your opponent's Lock-on. This is the only method of breaking Lock-ons that is common to every character in the game. So, your options for the midair strikes are: AAAAA, AAAAB, BAAAAA, BAAAAB. Notice that the initial Aerial Heavy does not count as one of the five rush strikes, so you can extend the number of attacks to six. The last combo I have listed is the most powerful. The complete control sequence for the most powerful Lift Strike combo possible is: A...Up+B, snap Nunchuk, B, AAAAB. It's by no means easy, but even the most average of characters can take away a ton health if done right, AND it breaks any Lock-on. Note: The spike resulting from the final B blow has a sharp downward angle. If the opponent smashes into the ground or a solid wall while the two of you are still within Close-combat range, they will regain their Lock-on. Rolling Hammer: This is a useful technique that is shared by Giants, brawlers, and the most elite fighters. Rolling Hammer is a hook punch (or kick) from either side that deals a medium amount of damage (somewhere between a rush and a Heavy Finish) and turns your opponent around 180 degrees upon impact. This means that they are facing away from you and cannot guard your attacks. If they are already facing away from you when you connect, they will be turned back around towards you. It's important to note that Rolling Hammer has a short recovery time that will break your Rush combo (the counter will reset to zero). The only exception to this that I know of is Super Saiyan 4 Gogeta, who is so fast that he can use this to actually extend the rush. To perform a Rolling Hammer, hit Side+B in the middle of a rush. It can be charged for a more powerful blow. I should mention that you can never hit your opponent twice with the same attack in any one combo. If you're fighting as someone whose AAAAB attack is Heavy Finish, and you rush AAAABAAAAB, the second B strike will send them flipping a short distance away from you. * Dash Smash: This technically should be listed under Dash, but it makes more sense here in the attacks section. While dashing, hold A to charge an attack. It's usually easily guarded, but some characters can hit a downed opponent this way to force them back up. This is a good tactic for when you want to continue a relentless assault on the enemy after they've been knocked away from you. Sonic Impact: I listed Dash Smash here because of its combo. After you connect with a dash smash, press B and then A to throw two more consecutive blows. The opponent ends up flat on the ground after this, with their ankles facing you if you're on the ground next to them (so convenient for Giant Throw). Giant Throw: If the opponent is down with their ankles or ankle-type appendages (hey... some of these characters are really weird) facing you, some characters can press Up+B to grab those the enemy and hurl them in a really long aerial arc. It doesn't do damage by itself, but this is really great since the opponent takes a while to recover and you can follow them and continue a combo from there. Also, they remain in a straight trajectory for a good amount of time, leaving them completely open to beam-based Blast Attacks. Jumping techniques: Jumping is one of the most versatile and useful maneuvers in the game, since it can branch into any of a variety of offensive or defensive tactics. While jumping, you can do any of the following: Downward strike: Hold the A button to charge a downward midair attack. While you hold A, your jump will carry you down and a good distance forward. You can strike enemies near the ground without warning this way. Shoot Ki: Tap B repeatedly (or tap twice & hold the second time) to shoot as many Ki shots as you can in rapid sequence. They are aimed diagonally downward and in front of you, but can curve to follow an enemy. Some characters shoot a dozen or more blasts, but you pay the cost in energy of only one normal shot. This is very useful for shearing off the last dregs of an opponent's health or really confusing an enemy who is trying to approach you. Deflect Ki: Press guard in a jump to swipe your hands, pushing away any Ki shots that may reach you during your jump cycle. You don't need to worry about timing. Teleport: High-Speed Movement is possible while jumping. If you get the timing right, pressing guard will cause you to teleport rather than deflect Ki. Illusion Slash: Immediately after your feet are on the ground again, hold the B button to charge an attack called an Illusion Slash that is identical to a Ground Slash. If you hit the opponent while they're not dashing, you can use this to transition into a Dragon Tornado. Grabs: When in Close-combat mode, hold analog-Up and shake the Nunchuk forward and your character will reach out and try to grab. Some characters like Piccolo and Buu have stretchy arms that can grab across the entire range of Close-combat mode. You're vulnerable while you try to grab, but if you connect, you execute an elaborate grab combo, dealing some amount of damage to the enemy and manipulating their position (either keeping them close, throwing them to the ground, or knocking them away). It all varies depending on who you're using. Ki: Ki is your energy, the yellow bar below your health display. It's used to attack, defend, and do everything in between. The Ki bar: The yellow bar fills as you gain Ki and empties as you use it. Each of the five segments of the bar represents one Ki Gauge. As you charge to MAX POWER, the already-full bar will fill once more with blue. Charging Ki: Hold Z on the Nunchuk to focus your energy and refill the Ki bar. Charge speed varies between characters. Your fighter remains still while charging. You can charge above your Ki limit to MAX POWER mode (more details much later), but only if you have at least one Blast Stock. Ki blast: This is the most basic use of Ki. Tap the B button repeatedly to fire a bunch of little energy bullets at the enemy. Every character's shots differ in color, movement pattern/speed, strength, and number (how many you can fire consecutively). They can be guarded to greatly reduce damage. To defend against them, either neutralize them with shots of your own OR tap guard when they're about to reach you to smack them away from you in random directions. Smash Ki blast: Hold B to charge a more powerful blast. The nature of each character's (already unique) blast varies slightly based on how long you charge it. These blasts are usually considerably larger than regular ones. Also, your opponent's small blasts are completely erased by your own large blast, but your blast keeps going. This is a good defensive strategy. However, two large blasts will cancel. For characters who have multiple energy shots when they do a smash Ki blast, each one neutralizes one of the opponent's charged shots. An example of this is: Piccolo releases three spinning spheres when he charges. Goku releases one large sphere. Goku's blast neutralizes one of Piccolo's, but Piccolo's other two continue on their way. Unlike their uncharged counterparts, smash Ki blasts will home back in on the other fighter when reflected if powerful enough. Because of this, it's common to have reflection volleys with human opponents (computers are usually too dumb). You can only have one fully charged smash Ki blast out at one time. Until it goes away, you can't charge and release another, unless you're one of a select group of characters (Chiaotzu comes to mind). When dashing, you can press guard to deflect Ki of all types with no regards to timing. You are left slightly vulnerable if you reach the enemy early. Ki is lost or drained when firing Ki blasts, using Blast 2 or Ultimate Blast techniques, suffering guard breaks, Power Guarding, or Dragon Dashing. Ki is steadily regained when charging Ki, hitting the opponent with rush attacks, or connecting with special hits or combos like Heavy Finish/Crush. When idling, your Ki will refill slowly, but only to a certain point depending on the energetic strength of your fighter. Fun with Ki (combos): These are cool. Pay attention to them. Jumping Ki combo: This is an awesome combo that is very hard to pull off with total success but is really demoralizing to the enemy. First, jump into the air, but don't hover. Anytime during your midair jump cycle, you have the ability to dispel Ki. You can either hold B to fire a charged shot, or you can tap B repeatedly to fire off several shots. This causes you to pause in your falling descent, but doesn't make you fly. Some fighters, like Majin Vegeta, are absolutely psychotic and shoot off a dozen or more blasts in less than two seconds. Oddly enough, this consumes far, far less energy than firing the same number of blasts from a standstill. After you're done shooting, you drop back to the ground. The instant your feet hit the landing surface, hold B to charge a special Ground Slash known as an Illusion Slash. With a lot of luck, you can hit your enemy and follow up with a Dragon Tornado. The circumstances will rarely favor you when trying to pull this off, but when you do, it's really flashy and cool. Dashing Ki combo: Tap B a bunch of times when dashing to shoot a bunch of Ki towards the enemy while dashing. This works with a dash in any direction. If you are dashing sideways around the other fighter, you can hit them from all directions and they won't be able to block very well because they're so confused. If you do this while dashing straight at them, all they see is a cloudy mass of energy, and you somewhere in it, dashing straight at them, and they lose track of you when all your Ki blasts explode in front of their face and completely block their view and by the time everything has cleared, you're already there punching them in the face. Sure, they can guard, but instead of punching you can just grab them or try to shatter their guard. Dragon Dash: While holding Z, snap the Nunchuk down as you would to dash and your fighter will perform a Dragon Dash. This is similar to a Dash, but it drains Ki at a rate that varies between fighters (sometimes slowly, sometimes quickly) and is much more difficult for the opponent to mess up with attacks. Unlike a dash, a Dragon Dash will not stop until you snap the Nunchuk again, run out of Ki, or reach the opponent. You can Dragon Dash even when in Close-combat mode. To stop your enemy's Dragon Dash from a distance, launch a charged Ki blast at them. When Dragon Dashing, you can raise or lower altitude as you would in flight (with the C button and Nunchuk tilt). Directional variations: By inputting an analog direction before snapping the Nunchuk, you can change the movement pattern of a Dragon Dash. Neutral - You dash straight towards your enemy, assuming you have a Lock- on. Up - You dash forwards at your current altitude. If you pass the enemy, you just keep going. Side - You circle around your opponent at hyper speed. This is REALLY annoying for the other fighter when in close proximity. Down - You dash in a straight line away from the enemy. Diagonal - Varies, and usually gets really messed up when you go past the enemy. No consistent circling pattern. Dragon Dash Smash: While Dragon Dashing, hold the A button to charge a special smash that will send your opponent flying just like a regular smash. You can also aim the attack with analog input. Even if your target guards, they will still be knocked a good distance back from a fully charged blow. Vertical Dragon Dash: You can dash straight up or down by first holding Z, then slowly (so as not to activate a regular Dragon Dash) tilting the Nunchuk into the up or down flight positions, then pressing the C button. You can't attack while doing this, but it's good for dodging or confusing the enemy as well as breaking certain obstacles like the floating ice in the Glacier region. Smash sequence / Dragon Homing & Vanish Attack: This is a really powerful sequenced attack that is also very difficult to dodge. It takes quite a bit of practice to get it down right, so I'll break it down into steps. Step 1 - Hit the enemy with a fully charged smash. They must not crash into the ground or an unbreakable wall. Breakable objects are fine. The attack must be fully charged, or they won't fly away from you so hard. Step 2 - After a very brief pause, the length of which varies between characters, snap the Nunchuk as if to dash. You will follow the opponent with an automatic Dragon Dash. This is called Dragon Homing. Step 3 - Hold the A button to charge a Homing Smash. This is identical to a Dragon Dash Smash. You can aim this attack in any direction with the analog stick. If you reach the opponent and you're not already charging your attack, you will stop and the combo will be broken. To prevent this, always charge with the A button as soon as you can. Step 4 - After connecting with the Homing Smash, press the B button to launch a Vanish Attack. You will teleport in front of your opponent and smash them at full power. This is usually more powerful than a Homing Smash, but it varies depending on your fighter. You can aim this attack with analog input, but by default, you'll spike your target face-first into the ground. Alternatively, though arguably less desirably, you can change the sequence: 1-Smash, 2-Vanish Attack, 3-Dragon Homing, 4-Homing Attack. The plain controls for the first sequence are: (underscore _ means hold for charge) (A...)A_, snap Nunchuk, A_, B. This combo is extremely effective for manipulating your opponent's position, since you can aim their trajectory with every attack you launch. Just remember that the directions are reversed for when you teleport behind them. Step In: This is the one technique that sets apart newbies from experts, as well as adds a lot of complexity to the game's melee combat. If you are in Close-combat mode and snap the Nunchuk without any analog input, your fighter will shift forward and end up right next to the target. This is called a Step In, and while your character is doing this, he or she will be rendered untouchable. Your enemy's blows won't even make contact. Obviously, this is a major defensive technique. The duration isn't long enough to effectively dodge energy-based Blast Attacks, but there are rumors of fighting masters who have actually dodged Rush Blasts this way, then pounded the enemy into oblivion. The invincibility granted is an exciting prospect, but the true depth of Stepping In lies in the ability to immediately carry out a wide variety of techniques. Any button input whatsoever during a Step In will result in one of lots of different maneuvers. For example, you can Step In right past an enemy's smash attack and bring out a rush by tapping the A button. From this rush, you can immediately produce a combo of your own. However, you can also do Signature Techniques without ever bothering to rush. This is the major value of Step In attacks. I will list all of them below: Step In, A...: Rush Step In, A_: Smash Step In, B: Either Heavy Finish, Kiai Cannon, or Flying Kick. Varies between characters. You can check this in the Skill List. Step In, Down+B: Ground Slash Step In, Up+B: Lift Strike Step In, Guard: Either Sway or Feint Sway, which puts you in Body Strike stance. You can check this in the skill list. (Sways are explained next.) *You cannot perform a Rolling Hammer from a Step In. Depending on the character, any of these attacks may be combined with a Sway. A Sway is a backwards feint that extends the "untouchable" period of the Step In. Some characters can voluntarily perform an isolated Sway after Step In, as listed above. Others have Sway attached to one of the moves. An example of this: [Snap Nunchuk, B] may either bring out Step In Heavy or Sway Heavy, depending on the character. Step In Heavy is a Step In followed by a Heavy Finish. Sway Heavy is a Step In followed by a Sway that transitions back into a Heavy Finish. You can check your fighter's unique techniques in the Skill List. ~~This is one of the most important pieces of information in the whole guide, so pay attention to it. You may have noticed how, after a five-hit Rush, your enemy is knocked back a small distance away from you, still standing. You may immediately Step In to close this distance and continue the combo with another rush. And with a second Rush comes another round of Signature Attacks. This means that you probably now have an instant 27-hit combo at your disposal. I will elaborate: The most common AAAAB technique is, by a wide margin, Heavy Finish. If this is the case with your current character, you can perform the following combo. This is because the Step In lets you piece together everything you have learned in one continuous hit count. The combo is... Full rush, Step In, rush ending with Heavy Finish, rush ending with Ground Slash, rush ending with Lift Strike, Homing Jump, strongest Aerial Combo. [AAAAA, snap Nunchuk, AAAAB, AAAADown+B, AAAAUp+B, snap Nunchuk, B, AAAAB.] That's 26 hits. Your battered target hitting the ground is hit 27. Before they get up, you can shoot Ki at them for even higher numbers. Some fighters' AAAAA rushes have more than 5 strikes, leading to combos upwards of 40 hits. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~STOP!~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you can pull off the combo I listed above on at least 90% of your attempts, you are ready to move on. If not, keep practicing everything above this insert. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Blast Attacks Ah, now for the cool part. These are the attacks that are associated with Dragon Ball. (Can you say Kamehameha?) I didn't mention these before because people who don't bother to learn the melee combat system and instead spam Blast 2 attacks are in serious trouble when they meet an opponent who's good at avoiding Blast Attacks. But since you didn't ignore that warning above and are really a melee master, you'll be okay. Blast Input mode: Hold the Z and B buttons to enter Blast Input mode. While holding those buttons, you can move the remote or cursor in different ways to perform Blast 2 and Ultimate Blast techniques. Cursor Out: This refers to moving the cursor corresponding to your Wii Remote off of one side of the screen. For example, moving your cursor off past the left of the screen is called a Left Cursor Out. Blast Stock: A unit of energy that takes a more subtle form than Ki. The little number with a bar next to it that resides next to your Ki display tells you how many Blast Stocks you have. Every time the bar fills, it resets and the number increases by one. Blast Stocks are used for Blast 1 attacks and to charge to MAX POWER. The bar fills gradually on its own over time, but I think it increases a bit faster during rushes and while charging Ki. This is unconfirmed. Common abbreviations: B1 = Blast 1. B2 = Blast 2. UB = Ultimate Blast. Skill List: In case you've forgotten, that's the list of absolutely everything your fighter can do. Anything beyond single button presses (rush, Ki blast, guard...) that does not appear on this list is not something that your character knows how to do. You can access this list from the Pause Menu, which is in turn accessed by pressing the + button on the Wii-mote. You may have to try a couple of times before it works. Unblockable attacks: Some attacks, like Special Beam Cannon and Spirit Bomb, are marked as "Unblockable Attack" in the Skill List. This means that they completely penetrate (ignore) guards and Power Guards. They can still be dodged with High- Speed Movement. Reload time: The short time after an attempted Blast 2 or Ultimate Blast of any type, successful or failed, during which the game will recognize your input but won't launch another B2/UB attack because your character needs to refocus their energy. You just have to wait it out. Some Z-items reduce the duration of this time (The Turtle Stone, Vicious Desire). There are three types of Blast Attacks: Blast 1: These are minor techniques that are not usually used for direct offense; rather, they provide support for your fighter in some way. Instead of consuming Ki like B2 and UB attacks, Blast 1 attacks use Blast Stocks. Every character has two Blast 1 attacks. The first is performed by pressing Z+Guard. The second is executed with Z+analog-Up+Guard. Inexperienced players perform these by accident because they haven't learned to avoid doing Up Cursor Outs inadvertently (remember, they count as guarding). All Blast 1 attacks fall into one of the following categories. Barrier type: Attacks in this category include Explosive Wave, Psycho Barrier, and Android Barrier. These attacks instantly create a barrier of energy around your fighter. If the other character touches you, they will be knocked back and will take minor damage. Anything they were doing will be canceled. Additionally, these barriers block some energy-based attacks depending on the technique used; Explosive Wave can only take Ki shots, but Android Barrier will resist Ultimate Blasts. These attacks are incredibly useful because they usually cost just one Blast Stock (unless your character is large) and will stop Rush Blasts, Ki barrages, dash attacks, and maybe even Blast Attacks. You can even stop the enemy while they're hitting you in the middle of a rush.
Paralysis type: Examples include Kaikosen and Telekinesis, among others. These attacks fire a mass of confuse-o-ray energy for a short distance, usually in the direction of your target (if you've locked on.). Should your target get caught up in the blast, they will be frozen in place, twitching. This stops them in their tracks and leaves them totally open to attack. Paralysis attacks usually don't do much damage, but there are exceptions (like a developed blast from Piccolo's Kaikosen). They usually eat up about two Blast Stocks. They're useful in Close-combat because they're so difficult to dodge if you don't see them coming. Be warned, though - your fighter pauses takes a short moment to prepare the attack, so if you're hit, you won't shoot but you will still pay the price in Blast Stocks. Pump Up / MAX POWER type: These aren't attacks, they're power-ups. When you use them your fighter is restricted to one spot for a moment, but if they finish their little dance and/or taunt, they'll get temporary augments to certain stats. Also, some of these techniques put you in MAX POWER mode right away. Still others do both. However, if you use instant MAX POWER-ups, when the charged energy runs out you'll charge Ki like a Level 8 snail. Such boosts are best used for fancy Ultimate Blast finishers with an extra kick. If you do use a Blast Attack, you usually lose all your stat boosts, so you can only apply the extra strength to one super attack. This category comprises the majority of Blast 1 techniques. Afterimage type: Nothing happens when you use these except a loss of Blast Stock. Nothing, that is, until an attack comes your way. You automatically teleport out of harm's way, no input required. The attack called Wild Sense will automatically strike back with a powerful counterattack if you're in Close- combat range. If not, it acts just like Afterimage and Afterimage Strike, which just move you out of the way. Afterimage Strike works several times with a convenient one-time cost and no down payments or interest, providing a considerable layer of defense. The cost can vary from 1 to 3 Blast Stocks between fighters for all of the techniques. Other: Give me your energy! is Goku's first Blast 1 technique in his first form. Using this technique causes him to stand still while he charges energy for a Spirit Bomb. Blast 2: Powerful attacks so potent that they eat up several bars of Ki. These do a lot of damage and are staples of the game's combat. To perform Blast 2 attacks, get into Blast Input mode (hold Z and B) and move the Wii-mote in different patterns. These patterns may be Cursor Outs in any of the four directions, a pull back / push forward motion similar to the way the characters do Kamehameha, or a double-snap of the Nunchuk followed by a forward thrust of the Wii-mote. As you correctly perform each step of these motion sequences, one of the sets of yellow boxes on your Pointer Radar will fill in. It is imperative that you keep control over your cursor. Make sure you only put it off- screen if you need to. If you execute the motion sequence for a move, your in- game fighter will launch the corresponding attack. This can happen in one of two ways. The first will fade the background to a partial black, do a pseudo-time- freeze camera cut to a shot of your fighter preparing the attack, then immediately launch the technique. The second way is for other attacks that allow you to hold the B button to delay the actual energy release in favor of charging up a more powerful blast. If you finish the controller input in Close-combat range, you'll automatically step back and then launch the assault. Every character has two Blast 2 techniques. To check what attacks your fighter has, as well as the motion input and cost in Ki bars for each one, look at the Skill List. Like Blast 1 attacks, there are several varieties of Blast 2 attacks. Wave type: These are what are most commonly associated with Dragon Ball - large shots of energy propelled by equally large beams. These are none too subtle, so you can easily see them coming and take proper evasive action at any distance. Attacks like these are usually charged, but sometimes use the cinematic camera cut. Techniques that come to mind are Kamehameha, Masenko, and Full Power Energy Wave. Beam type: Thin, concentrated shots of energy. Beam type attacks usually move quickly and penetrate guards. They are sometimes charged, but are more commonly instant with cinematic camera cut effect. Examples are Dodon Ray, Death Beam, and Special Beam Cannon. Particle type: Many shots of comparatively weak energy that converge on and overwhelm the target. Almost always cinematic, non-charged launches. These are really, really hard to dodge from a distance, since they move quickly and converge on you with tricky timing. Dashes or Dragon Dashes have been known to work with daredevil timing in some cases, but Power Guards are your most reliable option here unless you're some kind of master at teleporting. Be warned that computers are inhumanly good at avoiding these. These are the ones people tend to spam or abuse because they require very little skill. Be a responsible player and don't spam. Attacks that come to mind (albeit painfully) are Trap Shooter and Super Energy Wave Volley. Shot type: Solid, usually vaguely spherical blasts of energy that aren't propelled by a wave. They're usually relatively large and fast, so watch out for them. Sometimes charged, sometimes cinematic. Examples are Light Grenade, Shoot Blaster, and Full Power Energy Ball. Super Explosive Wave type: It's a truly super Explosive Wave that launches a wave of deadly energy in a wide radius around the user. These are very hard to dodge once you're in range, and are typically powerful as well. Burst type: Charges a small area of explosive blast energy at the target's exact location, then lets loose a really damaging blast. If you move, the charged area won't, so to properly avoid these you should just dash away. However, the range of the explosion is considerably larger than the visible charge, so you need to be quick. Disc type: Launches anywhere from one to six disk-shaped energy blasts at the target. Like their smash Ki counterparts, these are always unblockable. Dodge them by Dragon Dashing out of the way of the attack or dashing to the side and then teleporting as they curve to follow your lateral motion once they reach the spot where you just were. Surround type: A bunch of medium-size blasts (or one concentrated mass) first surround your enemy in pseudo-frozen time, then (split up and) rain down after time is unfrozen. These never charge and are always cinematic. I don't know whether to say they're difficult to dodge because most of the shots usually miss. The most notable examples are Hellzone Grenade and Expanding Energy Blast. These attacks aren't too common. Rush Blast: These ARE too common. Once you do these (which always execute cinematically), you'll charge straight at your enemy in a would-be Dragon Dash that can often be directed with analog input. The distance for which you zoom towards the target of your attack varies between all attacks, but it's usually a good portion of the map. Once you reach your enemy, you trap them in a really cool and brutal specialized attack sequence that does a ton of damage. However, if you reach a target who's down flat on the ground, you'll just stop (and not attack). The most basic form of defense against Rush Blasts is a Power Guard, which is broken upon impact but throws back the offender as well. Rush Blasts are very common and may seem cheap or imbalanced in design, but there are many ways to defend against them, most of which are discussed in the Advanced section. Other: Hyper Tornado is one of Pikkon's attacks that in which he charges forward at the enemy like a missile. You can steer him with the analog stick. A few character have attacks in which a long string of explosions is set off near the target. Dodge these by dashing (but you must have already been dashing before), teleporting to the left (very difficult) or guarding (your best option, but you will take some damage). Ultimate Blast: Blast 2, meet steroids. Steroids, meet Blast 2. If you want to do an Ultimate Blast attack, you need to be in MAX POWER mode first (with at least one Blast Stock, charge Ki past full until the bar is filled with blue). Everyone has just one of these, and it's their signature attack. Ultimate Blasts leave you with very little Ki afterwards. They're done just like Blast 2 attacks, but the result is very, very different. Some characters' UB attacks are B2 attacks for other fighters, but the two are by no means the same. An example: Kamehameha is one of Goku's Blast 2 attacks, but it's also listed as Cell Junior's UB. Goku needs to charge the attack. On release, if it hits, it does some damage. Cell Junior, on the other hand, executes the attack immediately/"cinematically" with more power than a fully charged technique, does a lot more damage, has a tendency to penetrate guards, and actually breaks the enemy's Lock-on. Enough said. Suicide type: Deceptively benign Blast 2 tactics like Super Explosive Wave can become so powerful in Ultimate Blast form that they actually kill the user, as in the case of Final Explosion and several others. Well, they at least bring you down to exactly one point of health. The upside is that they're much stronger than your average Ultimate Blast, and if you're at less than a half-bar of health, you really haven't got a lot to lose. The key to identifying these is to look for certain keywords in the names, like "Final", "Farewell", "Suicide", and "Bomb" or "Bomber". (Final Explosion / Farewell, Mr. Tien / Saibamen Bomb / Suicide Bomber) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fun with MAX POWER mode I'll say it outright - the full MAX POWER combo is the most awesome of the awesome, bar none. And by awesome, I mean freaking insane. My personal record is over 70 hits and upwards of 5 bars of damage (with level 160 Super Saiyan 4 Gogeta). I should warn you, dear readers, that this combination is probably the hardest and most advanced challenge thus far in your fighting game career. And yes, I know all about Ivy's whip attack in Soul Caliber 2. I know what I'm saying. Don't believe me? See for yourself: [AAAAAA...Z+A snap A_ snap A_ B B B snap B_ AAAAAAAAAA... B Z+B(_)] ...Yeah. This whole section is devoted to breaking that down for you, piece by piece, as well as covering the rest of the MAX POWER move set. But first, a quick crash course on MAX POWER mode: - It is a kind of "super" state that any fighter can enter. - There is a whole extra move set that is possible only in MAX POWER. - To get to MAX POWER, you need one Blast Stock and some spare time to charge. - Charge your Ki bar to full. Keep charging and watch it fill with blue. - If you stop charging before it fills completely, it will slowly drain. - The extra charge resets completely if you use Ki. - Once the blue part fills the whole bar, you'll release a shockwave of sorts. - You are now at MAX POWER. - The shockwave throws back your opponent if they're near you. - The blue in the Ki bar, which now looks electrified, steadily drains. - It always drains at the same rate, even if you use Ki. - This means you have an unlimited supply of Ki for generic uses (no Blasts). - Once the blue bar empties or you use a Blast 2/U, you are no longer "MAX'd." - Using a Dragon Heavy depletes your charge instantly if you miss or they guard. The MAX POWER move set: Diverse, super, powerful, diversely super-powerful, and all-around awesome. Note that not every technique applies to every character, and you can look it all up in the Skill List, blah, blah, blah... Violent Rush: Remember how, when you rush, your opponent flies away from you the fifth time you press A? Not anymore. You can break the hit counter at 99 with Super Saiyan 4 Gogeta. Super Dash: During a regular dash, press A. You teleport for a short distance, then let loose with the MAX POWER equivalent of a fully charged generic Dash Smash. This lets you get past anything coming your way and is disorienting to your target. Super Movement: This is one of my favorite things to do in the whole game. It's voluntary teleportation with analog+Guard. It works anytime, anywhere, which is especially irritating for your enemy (but hilarious for you) when you keep vanishing and circling around them in Close-combat mode. It also makes dodging Blast attacks fun, easy, and convenient at the low, low price of NO Ki. Superman: There's no actual name or listing for this, but some people are untouchable in MAX POWER mode - at least, untouchable where Ki is concerned. The Ki shots literally bounce off their chests. Hyper Smash: Press the Z and A buttons at the same time. You do a "cinematic" Smash, just like those Blast attacks that don't charge up. It also happens to be unblockable (but the target can still teleport if they're really lucky). This does lots more damage than a regular Smash. It can also break Lock- ons for some characters. Number of Pursuits: You can actually do Dragon Homing and Vanish Attacks multiple times sequentially in one long, brutal, pinball-esque combo. The maximum number of each attack varies between fighters. This is usually the best way to follow up on a Hyper Smash if you're looking to do solid damage in a combo. Timing for consecutive Dragon Homing varies widely and is usually pretty picky, so watch out. Ultimate Blast: You can, of course, always perform your Ultimate Blast when you're in MAX POWER. In fact, you should try to squeeze out every last point of damage you have time to inflict because you can use your technique even if you only have a sliver of blue left in your Ki bar. Some Ultimate Blasts break Lock- ons. Dragon Heavy: A special Heavy Finish-type attack that is a linking item in the MAX POWER combo. Do it while Dragon Dashing or in Dragon Homing by pressing the B button. You can hold it down for a delay if you want, but the attack won't charge. If you miss with this, all of your MAX POWER charge instantly vanishes. The MAX POWER combo: Here's where I break it down for you step by step. It's actually not as complex as it seems, but the timing can get pretty picky. I'll list the control again... [AAAAAA...Z+A snap A_ snap A_ B B B snap B_ AAAAAAAAAA... B Z+B(_)] The first part, "[AAAAAA...", is Violent Rush. Depending on how long your particular character can stay in MAX POWER mode, you can do this for a while to confuse, disorient, and demoralize your target. Be sure to leave ample time for the next steps. The second part, "Z+A", is a Hyper Smash to end the Violent Rush. You can add analog input to 'aim' your enemy. The third part, "snap A_" mixed with "B", represents the multiple Dragon Homing / Homing Smashes and Vanish Attacks that come after the Hyper Smash. Do as many as you can or want, but remember to save a Dragon Homing for the next step. Remember to watch your timing with consecutive dashes, as they can be tricky. You can organize the attacks in any order, but you have to keep your opponent from hitting the blue stage-boundary wall, or your combo will end. Steer them away from the wall by adding analog input to any of these attacks. The fourth part, "snap B_", is your last Dragon Homing, which you will end with a Dragon Heavy. Be sure to get the timing right; if you fail to connect with this attack for any reason, you lose all your charge. The fifth part, "AAAAAAAAAA...", happens after the Dragon Heavy. Immediately after hitting with the attack, mash the A button as quickly as humanly possible to throw inhumanly rapid blows. I like to call this a Dragon Rush. It really has to be seen to be believed. Also, your blue bar drains at double speed, so watch to make sure you don't run out of charge. The sixth part, "B Z+B", uses the B button to smash the enemy away from you after the Dragon Rush (I call this a Dragon Smash), then finally ends the MAX POWER combo by firing your primary Blast 2 attack with Z+B (the key combination for Blast Input Mode). It will prefer Wave type over Beam or Shot type, Beam or Shot type over Particle type. If you don't have any of those types of attacks, you won't be able to do anything after the Dragon Smash. Note that you can just hit B, then Z+B, and your screen display takes care of the rest. In other words, don't wait until you see the smash animation to input the "fire Blast Attack" command, because it's probably too late. You can hold Z+B to charge or delay the attack. So, the control in English is, [Violent Rush, Hyper Smash, Dragon Homing, Homing Smash, Dragon Homing, Homing Smash, Vanish Attack, Vanish Attack, Vanish Attack, Dragon Homing, Dragon Heavy, Dragon Rush, Dragon Smash, Blast 2 finisher] Alternate strategies: There are several other ways you can take advantage of all your MAX POWER abilities. I'll detail some of my favorites below. Ultimate Blast combo: You can use up all your Dragon Homing and Vanish Attacks, then launch your Ultimate Blast instead of attempting the Dragon Heavy. I recommend this if you are running out of blue charge or if you simply want to use your special attack. Violent Rush: Sometimes, you may feel like using up all your MAX POWER time doing nothing but mashing A and laughing maniacally. Heh heh heh. This is actually a pretty effective strategy, since defense and evasion are very difficult. It may seem less effective than the Dragon Heavy rush, but with Violent Rush your Ki bar will not drain at double speed and your attacks aren't all that much slower. I've never broken the hit counter with the full MAX POWER combo, but I have with Violent Rush. No restrictions on Ki: Some characters like the giants, highest Super Saiyans, and Mecha Frieza have very powerful Ki shots. In MAX POWER, mashing B at a standstill won't make your bar drain any faster, so you can just keep shooting and shooting, potentially dealing lots of damage. MAX POWER - the anti-defense: Is your opponent guarding against all your attacks? Use Super Movement to teleport around them, then Hyper Smash them in the back before they know what's happening. Also, approaching them with constant Super Movement will really mess them up. A piece of advice: You should charge to MAX POWER if you want to go on a high- damage rampage with "the combo", use your Ultimate Blast, or gain access to the move set. Make sure you have time to charge up, and make sure that you haven't left yourself vulnerable with the shockwave delay. It's good to break the enemy's Lock-on with an Aerial Combo or Body Strike, then hide to buy some time. However, if you don't have a purpose for going to MAX POWER, it's better to save your Blast Stock. Summarily speaking, don't hesitate to charge to MAX POWER, but only if you have a reason to do so. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Miscellaneous topics Here are the items that don't fit anywhere else. They are still important, so pay attention to them, especially since some of them (like Clashing) are really cool. Appeal, or Taunt: Once you've locked on, simultaneously press Up on both the analog stick and D-pad (analog-Up+D-pad-Up). If you do it right, you'll taunt the enemy. You're extremely vulnerable to attack, but this is really demoralizing to humans and computers alike. Special Taunts: A few characters have taunts so demoralizing that when they use them in Close-combat range, the other guy actually loses some Ki charge. Certain Z-items add lots of crazy bonuses for taunting, but the developers decided to disguise the technique description under the indecipherable euphemism of "appeal". Dizzy recovery: When you suffer a powerful attack, you'll very often find yourself dizzy, immobilized, stunned, or otherwise incapacitated. If this happens to you, you can almost always recover faster and regain control by mashing the A button. In some situations, you need to get up off the ground by pressing Guard. Cursor management: The most important component in ensuring that you have total control over your in-game actions is to KEEP THE CURSOR ON SCREEN AT ALL TIMES UNLESS GUARDING OR USING A BLAST ATTACK. I can't stress it enough - it's really easy to mess up a perfectly good Blast Attack or Rush Combo by doing something weird with your cursor. Tips for good cursor control: Sit or stand at a MEDIUM distance from the television, make sure your hands rest comfortably at the same elevation as the TV set, avoid playing in direct sunlight or around halogen lighting, avoid mirrors, and hold your hands steady. Fall damage and breaking falls: If you're smashed or spiked hard enough into/through the ground or another surface, you'll take a small amount of damage from the impact. You can prevent this damage and recover instantly with some carefully timed controller input. Right before you hit something, press Analog- Up+guard to use some Ki and spring up with a Dragon Dash, or press Analog- Down+guard to recover with a backflip (like the Close-combat evasive maneuver). You can only do this if you've recovered enough from the attack by mashing A. Clashing: The craziest, most intense climactic sequences in the Dragon Ball anime usually involve energy attacks colliding or warriors matching each other blow for blow in super-speed. Both of these situations happen often in this game. Clash of Blast Attacks / "Blast Battle": If two Wave-type Blast Attacks or two Beam-type techniques collide somewhere between the fighters who launched them, a Ki battle ensues. The background fades to dark and the camera cuts between each character as they struggle to overpower the other. To win the duel, you have to move the analog stick around more than your enemy (apply more power by rotating faster). If an Ultimate Blast meets a Blast 2, the UB attack will have an advantage. Also, an attack that is fully charged will have an extra edge over the same attack uncharged. If you have any extra Ki left over after launching the attack, you can apply some of it to complement your analog stick motions. This gives you a HUGE advantage, but if you use up all your Ki you'll be dizzy when the clash is over. The loser of the duel is thrown back by the shock of the blast and suffers more damage than their attack would have caused. Exchange of blows / "Fighting Battle": If two Dragon Dashes meet head-on, the combatants will exchange an absurd number of blows in the space of about three seconds. At the end of that time, whoever scored more hits by rotating the analog stick faster will finally land an attack and smash the enemy away. Every segment (1/8 of the whole analog stick) that you rotate counts as one hit. Most Level-3 computers score around sixty hits. This type of clash uses the actual hit counter, so the winner gets credit for a sixty-plus hit combo. Damage suffered by the loser varies based on how many hits each character scored. It's usually around a third of a health bar. This is one of the most important things to know in the game, since the best way to defend against a Rush Blast is to meet the attacker's forward charge with a Dragon Dash of your own and clash against them. Even if you lose, you still suffer less damage than you would have from the Blast, but you are open to attack afterwards. Giants: These are the characters who are super-sized and super-strong. They typically don't flinch from regular fighters' rush attacks, are incredibly slow, lack techniques other than Heavy Finish and Rolling Hammer (and maybe Lift Strike), can't reflect Ki, have short and powerful Ki volleys, charge Ki slowly, lose Ki quickly, and deal tons and tons of damage. Very powerful non-Giants (Super Saiyan 3 and the like) can cause the Giants to flinch. The best way to battle a Giant is with smashes and smash Ki blasts between Blast 2 attacks, with the occasional Dragon Rush when you have time. Most Giants are simply transformations of certain normal characters. Water: If you go under water, you move more slowly, charge Ki at dramatically decreased speeds, and have trouble locking on. However, your enemy has all the same impairments, so it might be useful to take the fight into a body of water if you want to force a change in strategies. Also, you will not fall down in water, so if knocked off your feet you will simply flip back upright (or sink slowly if you're not fast about pressing the A button). Non-fliers CAN move freely underwater, so Herculeophiles (if there are any) should try to play in areas like the glacial region. Destructible environment: Some parts of the stages, like trees, rocks, and small hills, can be easily destroyed with Dragon Dashes, several Ki shots, or living projectiles (smash your enemy into something). That last one adds damage to your combo. In the story mode, sometimes Dragon Balls will fall out of things. In dueling, sometimes items fall out if you've turned them on. Items (Dueling): If you have the option turned on, items will sometimes show up in Dueling battles when you break things. They are spheres much like Dragon Balls that come in three varieties. Yellow items instantly give you a full charge of Ki. Green items replenish one bar of health. Blue items instantly put you in MAX POWER mode with no Ki charge speed penalty afterwards. You can see all of these items on the radar (the color of the blips indicate the type of item). Chasing attack: If you're too slow with your rush combos, which may not be your fault if you're fighting as a heavyweight, sometimes the combo will continue but the hit counter will reset. If you perform a continuous combo of [full rush, Step In, full rush] without the counter breaking, your opponent flips away from you and lands flat on the ground. However, if the counter does break because you pause after the Step In, the last hit of the second rush will send them sliding some distance away still on their feet, just out of the range of another Step In. At this point, you can press analog-Up+Guard to teleport after them, provided you have the necessary Ki. This is called a Chasing Attack, and you can continue the combo from there. Since attacks like Rolling Hammer frequently break the combo, this is really useful for dragging out a devastating combo of [rush ending with Heavy Finish, rush ending with Ground Slash, rush ending with Rolling Hammer, full rush, Chasing attack, rush ending with Heavy Finish, rush ending with Ground Slash, rush ending with Lift Strike, Aerial Combo ending with heavy strike]. The hit counter won't register it as continuous, but at this point your human opponent will have likely lost their mind (trust me, it's priceless to watch their reaction). Transformations: Some characters can transform into more advanced fighters. You need at least one Blast Stock to do this, but it can cost up to three (check the very bottom of the Skill List). You also must have unlocked the transformed state from playing the story or fusing items. Press the 1 button on the Wii Remote and you'll (hopefully) view a short cutscene where you focus energy and then become super. You need to have had a second or two of rest beforehand and not be in a combo, or else it might not do anything when you input the command. If your character has multiple transformations, you can skip some with the necessary Blast Stock numbers by holding directions on the analog stick when you press the 1 button (Analog-Left is the default transformation, Up skips to the second, Right to the third). To transform back once powered up, hold analog-Down and press 1. This doesn't cost any Blast Stock. Some fighters cannot transform back, either for story or technical reasons. Fusion: This is where two characters who are on the same team in a multi- character battle either use Potara Earrings or perform the Fusion Dance to produce a super-powerful fused fighter. You do this by holding Z, inputting an analog direction, and then pressing the 1 button. You generally need several Blast Stock for this. If the fused character can transform, you can also fuse straight into the later forms with even more energy. This seems really confusing in writing, so check the very bottom of the Skill List to understand it better. Both characters must be alive and on the same team, the fusion character must be unlocked, and you need to have enough Blast Stock if you want to fuse. Switch characters: In multi-character battles, press the 2 button to swap out for the character pictured next to the Switch Gauge (the short purple one). To choose which character to switch with, press analog-Left or Right while holding Z. If you want to switch, you need to have a full Switch Gauge. Much like Blast Stock, the gauge fills over time. Scrolling in menus: This might seem out of place in a combat guide, but it's important that you know how to get around in the Skill List. In all menus, you can point the cursor at the screen and press A to scroll, highlight options, and select them, or you can point the cursor OFF the screen (and it has to stay off) and use the analog stick (Up and Down to scroll, Left and Right for page up/down). I strongly recommend the latter because it's faster and much, much easier. End of the world: The most powerful Ultimate Blasts can actually destroy the world if you either miss or strike a target too close to the ground. It shows a really cool cutscene and moves you to one of the two destroyed planet arenas (Earth or Namek), both of which have lots of flying space. The only downside is that Ruined Earth has no breakable objects. You can toggle this effect in Dueling stage select by pressing Z. The developers called it "Map Effect". Adjust camera view: To change the relative camera position during a battle, hold Left or Right on the D-pad and press analog-Left or Right to switch sides, or analog-Up or Down to zoom in or out. You can be doing other things (charging Ki or guarding with the cursor) while switching sides, but you need to be standing still to zoom the view. Instant charge: If you shake or wave the Wii-mote while charging a smash, the charge meter will fill instantly. This is more useful than words can describe... It only works with the remote, however, so Classic and Gamecube controllers are left without the advantage. Invulnerable charge: When charging a melee attack, you won't flinch from basic fighting or Ki blows. You will still take damage, however. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~ Congratulations! You've learned every fighting technique there is to know. That's quite an accomplishment. This game is pretty much in a league of its own in terms of complexity... If you've truly mastered everything, pat yourself on the back a couple of times. Then read the next section, which will teach you all the intricacies and nuances of everything you've learned. If you can really grasp all that information, you'll be truly untouchable in battle. That would actually be really unfortunate, because the developers made the hardest AI a bunch of pushovers who just teleport a lot and spam Blast Attacks, and no human opponent would be willing to fight you. -------------------------------------------------------------------------------- -- -------------------------------------------------------------------------------- -- III. Advanced Knowledge, Tips, Applications, & Strategies -------------------------------------------------------------------------------- -- So you've learned how to fight. Now it's time to learn how to fight with flair. I'll present information in bullet format, and topics will appear in roughly the same order they were addressed in the Basics section. - There are a few strategies that you can follow at the start of a battle that may give you the upper hand. They are useful against different types of opponents and with different types of fighters. The first is to stay at your starting location. You can jump or move, but you generally stay where you are. As soon as you have full control, you lock on to your target and then either try to dash-attack them or shoot a volley of Ki. You can also try the Illusion Slash combo, since the conditions are as favorable as they're going to get. Most of the high- difficulty computer fighters will either approach you or guard, depending on your actions. The second strategy involves moving before the battle and hiding out of your opponent's view, then charging Ki or attacking from a distance. If you've hidden well enough, you may even be able to charge to MAX POWER before they find you. As your enemy sits around wondering where you went, you can sneak out and lock on to them while still avoiding their attention. This is very effective if you can lock on through walls, but is just as useless if the opponent has the ability to do so. The third strategy is to get as far away from the opponent as possible, then locking on from a distance. This lets you see any attack coming your way, but gives the enemy a chance to hide. It's somewhat risky, but rarely a real disadvantage. The fourth and last strategy is a good one; you move right up to your opponent (or behind them if they try to guard) and mash the A button right from the start. If your fighter is slow, you may have to dash for a second and then cancel it. You'll already have a Lock-on because you're in Close-combat range. This only works if they stay still at first, but even so, most human enemies will be smart enough to flee once they know what you're doing. It will give you the greatest advantage of all these strategies, but only if it works. - Dashing is usually a good long-distance evasive maneuver. It's the only standard way to avoid unblockable disc-shaped smash Ki blasts. It can also be used to dodge Particle-type Blast Attacks, but you have to have really good timing. You can teleport more easily while dashing, which can really help you dodge different attacks. You can also try Dragon Dashing, but there is a slight warm-up delay and you don't get the more forgiving teleportation timing. - It's all too easy to neglect Close-combat evasive maneuvers, but they're much more useful than they appear. They work even in the middle of a rush, so you can use them as a no-Ki substitute for offensive teleportation. They are also really, really good for dodging charged attacks after blocking the preceding rush. While the enemy sits there charging an attack aimed at what is now empty space, you can pelt them with Ki, launch a Blast Attack, or even Step In, Sway, and attack if your timing is good enough. The flying jumps executed with the C button are less obvious options, but they're more effective because they get you out of the way faster and put you out of your opponent's line of sight. If they can't see you, they can't see that Ki blast you're charging up... - If you want to get your opponent away from you or buy yourself some time, lure them into the air, then hit them with a double rush with a Step In linking the two. The last rush hit will send them flipping down to the ground. Until they impact a surface, they can't get up or fly again. You can use this time to charge Ki or move somewhere else. - Vertical Dragon Dashes (Z+Nunchuk-tilt+C) are a good way to make a sudden approach or escape and catch your enemy off-guard. - Watch your Pointer Radar carefully if things aren't working right for you. It will indicate which way the Sensor Bar thinks you're doing a Cursor Out as well as if you're guarding by accident and how close you are to the television. - If you're playing as someone who can't fly, try to stay on the ground. Even if you're hovering just inches above the surface, you'll have trouble guarding or charging Ki. If you try to voluntarily descend before you plummet to the ground, you'll drop all the way down unharmed, even from great heights. This is good as an evasive tactic, but somewhat limits your movement options. But above all else, stay underwater if you can because you'll have full flight control when submerged. - Smashes are more versatile than they might seem. You can use them to end rushes, then do the Dragon Homing and Vanish Attacks. They're good for when enemies are charging at you, since you can launch a smash just before they reach you that will (with the right timing) send them flying away before they can do anything. I find that I use smashes most to shatter the guards of enemies. Since you can aim smashes and execute them so rapidly (by instant-charging), your target will have little time to react. - If you are matching your opponent's rush (hitting each other at the same time, accomplishing nothing), you can do one of two things. Voluntarily teleporting costs a whole Ki bar, but you can move around to their back and get the upper hand. However, the rush hits you have already launched will be "subtracted" from the combo you start once behind your target. (Example: AAA matches blows with the enemy, so you teleport behind them and only have AA left in that rush.) You can negate this effect by waiting for a moment, but they may turn back around and hit you. Whenever I teleport to the back in such a situation, I almost always grab. You can't teleport out of the way of a grab, so because their back is turned, they will be totally defenseless. The second tactic is to use a Body Strike. Depending on your character, this will either lead to a teleport, parry or grab. It costs just one half of a Ki bar and may break their Lock-on, but I usually don't think to do this instead of teleporting. - The timing for High-Speed Movement can be deceptive. You need to hit guard a little earlier than you might think; the idea is to have your guard about to be active just as an attack is about to REACH you, not CONNECT with you. If you look closely, you can see the defending character visibly start to put up a guard before they zip out of the way. - If you don't trust your own timing for teleportation and want an easier alternative (shame on you, it comes with practice), you can try offensive rush teleportation instead. This only works if you see an attack coming and have ample time until it reaches you. Swing away at thin air, then voluntarily teleport to the sides before it gets to you. You need one Ki bar for this, so watch your energy before you rely on this kind of thing. I should also note that this is a very good way to dodge Rush Blasts that are coming from a distance. - Even if you've been hit by several blows of a sequence of attacks, you can still teleport out of the way. For example, if you have taken a Heavy Finish and are being hit with the Heavy Crush combo, you can teleport out of the way of any of the Heavy Crush hits. The game designers have made it so that you can't mash guard to get out of the way; rather, you have to calm down, pick one hit to try to dodge, see it coming, and press guard clearly before your attacker actually swings at you (it's much earlier than you'd think). In combos like Dragon Tornado, you can really mess up the enemy if you teleport out of the way of the downward spike and strike back before they know what's happened. - Heavy Finish takes longer to actually deliver a blow than most attacks. However, it shatters any guard, regardless of direction. Unless your opponent can see it coming and avoid it, or teleport out of the way, you can very easily break their defense. This is especially useful since most fighters know Heavy Finish. - You can use Heavy Finish to stun your enemy and keep them in front of you, setting them up for an easy grab. - If you are rushing your target and they've guarded against each hit, you can throw them off with Flying Kick. If they don't change their direction to guard to the top, they'll be hit by all of the blows and will fly away or remain in place, vulnerable. If they do guard at least one of the kicks, you are free to continue your rush from there. At this point, you can swipe at them with a quick, mostly uncharged Ground Slash, which would require a guard in the opposite direction. Since they probably won't react in time, you can continue with the Dragon Tornado, scoring lots of damage. - A fully charged Kiai Cannon will completely ignore its recipient's guard. It usually deals a good amount of damage, especially when coupled with Kiai Smash. Since about half the characters with Kiai Cannon can use it to break Lock-ons, a really effective strategy is to rush, then penetrate the guard your target will put up using Kiai Cannon, then carefully time your Kiai Smash so that they fly down right where you want them. When applied well, the target will be standing at the bottom of a ravine, desperately trying to lock on while you sit somewhere at the top behind cover, laughing your head off while charging Ki. - Rolling Hammer is a very useful tool for destroying your enemy's defense. It will either turn them around and render them unable to guard or break their guard, leaving them open to another rush (and another Rolling Hammer). Be sure to alternate directions (analog-Left or Right) every so often so as not to be predictable, because if they guard correctly, you'll be the one who's open. - Dash attacks that lift opponents off the ground are really useful for going berserk. An example of a "berserk" combo is [short & quick rush ending with Flying Kick, short rush ending with Heavy Finish, smash, Dragon Homing Smash, Vanish Attack (down into ground), dash attack, rush ending with Ground Slash, Dragon Tornado, dash attack, rush ending with Kiai Cannon, Kiai Smash, dash attack, rush ending with...]. The idea is that many small, aggressive combos can be linked together with dash attacks after the enemy is out of your immediate grasp. This only works if your particular fighter's dash attack hits characters that are already down. (Hint: Berserk combos rarely use Step Ins as they tend to break the pace.) - If you want to hit an enemy full force with a Blast 2/U attack but you are far away from them, try using a dash attack followed by Sonic Impact to get them on the ground, then Giant Throw to fling them in the air, where they're an easy and helpless target for any kind of B2/UB, even Rush Blasts. - If somebody shoots you from a distance with a Blast Attack while you are charging Ki, you can charge right up until the very last second. So long as you let go of the Z button first, you can teleport out of the way without any kind of hindrance. The computer AI does this a lot. - Volleys of Ki blasts are good for forcing the opponent into defense. They are especially effective when fired during a dash, since the target has no choice but to simply guard, since reflecting the Ki would only leave them open to a dash attack. - You can also use basic Ki shots to add a few hits to a combo. This can buy you some time, since using Ki to hit an enemy who is frantically mashing the A button will increase their recovery time a little bit. - Smash Ki blasts will send absolutely anyone tumbling to the ground upon non- guarded impact, even Giants. You can even stop Dragon Dashes this way. If your charged Ki is disc-shaped, like Krillin's, it is slow and inaccurate but powerful, unblockable, and non-reflectable. All in all, very useful for switching from defense to offense. - Use the jumping Ki combo whenever you can get away with it. It's very difficult for the opponent to get through the rapid blasts, and if they try to approach you, you can swipe at them with an unexpected Illusion Slash. The Illusion Slash works anytime you land on your feet in any way, regardless of whether you shot Ki or even jumped. Non-fliers can drop straight down and use Illusion Slash anytime. Also, if you and your opponent are both on the ground, it may help you to jump (don't shoot any Ki) and land right in front of them, then use the attack. If they try to follow your vertical movements, they'll never see it coming. - The jumping aerial strike can be the beginning of a really useful combo. If you strike an enemy on or just above the ground, you can press the B button right after you hit to immediately launch an Illusion Slash. Since your target is still reeling from the first blow, they'll be helpless as you hit them with a Dragon Tornado. You can even do this against enemies who are flat on the ground if you time it carefully. You have to hit them hard with the downward strike, then swipe at them after they've bounced off the ground and are a few inches in the air. - Jump strikes carry you forward at a pretty speedy rate and are difficult to identify, so you can use them to launch a spontaneous, unexpected attack on your opponent. - Dashing at your enemy while shooting Ki can really give you the upper hand, especially since the resulting energy-residue cloud tends to block human opponents' vision. - You should try to use Dragon Dashes as low-risk evasive options. They generally don't put you in a very good spot to counterattack, but running away at high speeds before your opponent can recover from the attack they just missed might give you the opportunity to counterattack from a distance. - Your basic smash attack sequence should be a staple of your fighting, since it's usually on the stronger side of your fighter's arsenal. It's not too challenging to block a smash, but if the target's guard is already broken, they have little chance of preventing the Dragon Smash and Vanish Attacks. Unless, of course, they have learned how to teleport out of the middle of a smash combo. - Step Ins, aside from linking combos together, are really useful for switching from defense to offense. They grant invulnerability even if you're already standing right next to your enemy and you end up just sort of leaning forward. If you can predict a charged attack in time, you can step right around it, leaving the opponent swinging at air (or water) while you launch a technique of your own. - If an opponent is attempting a rush combo but is only hitting air, your character might be able to Step In and press guard to immediately Body Strike with no rush. This lets you completely negate your enemy's attempt at offense, giving you the upper hand. - If you manage to gain an opportunity to switch from defense to offense while in combat (by employing the super awesome strategies I'm teaching you), you should generally launch a simple, straightforward attack combo like [rush, Heavy Finish, Heavy Crush], then follow up from there with Ki volleys, dash attacks (for those berserkers out there), or Blast Attacks. Rush Blasts work especially well if you can time them so that you arrive at your enemy just as they're getting up. - Keep your cursor on-screen at all times. Keep your cursor on-screen at all times. Keep your cursor on-screen at all times. Keep your cursor on-screen at all times. Keep your cursor on-screen at all times. Keep your cursor on-screen at all times. I can't stress this enough. - Sometimes launching a Blast Attack right after certain techniques can be tricky. For example, stunning the enemy with a Heavy Finish and then trying to go to Blast Input mode can be tricky, since you'll probably hit B before Z and continue into a Heavy Crush by accident. In these cases, you need to launch the initial attack with B, then immediately hold down Z and then B before the game will accept either button for input (meaning before it can confuse Blast Input mode with charging Ki or hitting again with B). - Barrier-type Blast 1 attacks are very useful for stopping Rush Blasts, even the weak ones like Explosive Wave. More powerful techniques like Psycho Barrier can stop even Ultimate Blasts, which may be a more effective and reliable option than teleporting. - One good application of Paralysis-type Blast 1 attacks is to freeze the enemy in place, then use a Blast 2 or Ultimate Blast attack while they have no ability to dodge, guard, teleport, or defend. You can also use them to freeze enemies who are charging straight at you or using Rush Blasts. - Pump Up-type Blast 1 attacks can add some extra kick to your Blast Attacks, but they usually deplete once you finish such a technique. You can get more value from them by using only basic fighting techniques, since some Pump Up-type techniques' effects will remain indefinitely if you don't use B2/UBs. MAX POWER- type skills should really only be used to power up one final finishing assault, since they cause you to charge Ki incredibly slowly when they run out. However, there are exceptions. Characters like the Ginyu Force team have Pump Up & MAX POWER-type Blast 1 attacks that only cost one Blast Stock, so they're basically always in MAX POWER with a bunch of stat boosts. In these cases, they are free to use the whole MAX POWER charge-up for purposes so minor as to just get a full five bars of Ki. - Some Saiyans have Saiyan Soul as one of their Blast 1 techniques. This attack adds lots of power to their physical attacks and Ki blasts, and it can increase the damage of Blast Attacks by about 17%. Most importantly, it makes the user impervious to recoil from weak attacks, meaning you won't flinch or be thrown back from basic attacks. This technique lasts until the user launches a Blast Attack, at which point the effects dissipate. You can then use it again immediately. If
you are playing as a Saiyan who has this ability, keep it active at all times - it gives them an advantage proportionate to how comparatively powerful the Saiyans are in the actual story. - Characters who use Afterimage-type Blast 1 techniques should turn them on as frequently as possible. Afterimage and Afterimage Strike, which move you out of the way of any attack and accept analog input for direction control, both work if you are standing still, stunned, or guarding. This effectively prevents any combos used against you from ever completing before you've teleported out of the way. Wild Sense works only once, but it will unfailingly carry you out of the way of almost any attack, and it will strike back with a powerful downward smash if you're in Close-combat range. - Share your energy! charges a larger Spirit Bomb the longer it's used without interruption. You're completely helpless while you use it, so you probably won't get much of a charge unless you break your attacker's Lock-on and hide somewhere. You can use it for up to three full charges (or many more partial charges) to increase the size of the Spirit Bomb, but 1 charge yields just as powerful an attack as 3 charges, only smaller and somewhat easier to dodge. - If you do damage to someone while they are using any Blast Attack, the attack will be interrupted and cut short. - While you are charging any type of Blast 2 attack, Ki shots launched at you will disappear right in front of your fighter. Once launched, the attack will blast straight through any Ki blast. So if your enemy is shooting a long string of Ki shots at you, once good strategy is to begin charging a Blast 2 attack to cancel the Ki, forcing the attacker to quickly guard or dodge. You may also want to fire an uncharged attack to blast through all the Ki and hit them without warning. - Upon impact, Beam-type Blast 2 attacks will either deal all their damage at once or register multiple hits with one continuous stream of energy. If you miss with an all-or-nothing Beam-type attack (like Masenko), the beam will dissipate. Multiple-hit techniques will remain for a short time. If the opponent dodged the blast when it reached them but unwittingly ran into the stream when they reached you, the energy blast will sustain itself to deliver all of the potential hits in spite of the fact that the beam shouldn't have lasted that long. - If you are charging a Blast 2 attack, you can add analog input to aim the attack to the left, right, top, or bottom. This is useful to compensate for the motion of enemies who are trying to dash out of the way. - One of the best ways to dodge Particle-type Blast 2 attacks is to simply Dragon Dash out of the way. The only problem is that the timing for when to dash varies widely depending on what attack you're facing. - When trying to teleport out of the way of a Particle-type assault, you should generally dash straight at it to get the more-forgiving timing. If you dash to the side, the attacks will curve to follow you and a successful teleport won't put you completely out of the way of the last few shots. - The correct timing for teleporting out of the way of Particle-type attacks is earlier than other for other attacks. You need to guard just as the attacks are converging on you, not reaching you or colliding with you. If there are enough shots in the stream, multiple teleports may be necessary to get out of the way of all of them. - If a Wave- or Beam-type attack hits any other type of attack that launches, it will blast right through. This means that Kamehameha is good for countering Full Power Energy Wave Volley. They also tend to penetrate Super Explosive Waves. - If a Wave-type attack hits a Beam-type, there will usually be no collision detection and whichever attack hits the other fighter first will do damage. - If an enemy is charging at you, try stopping them with a Blast 2 attack (just make sure it's something you launch, not a Rush Blast or Burst-type attack). Super Explosive Wave-type techniques are especially effective, since there's absolutely no way they will be able to reach you. - Rush Blasts can be blocked, dodged, or counterattacked with any of the methods already discussed (Power Guard, teleport, Afterimage-type Blast 1, launch a Blast 2 attack). You can even just run away if you think you can escape their dashing range. However, the best, fastest, easiest, and most reliable method of responding to a Rush Blast is to Dragon Dash straight at them. Yes, that's right, go towards them (but it has to be Dragon Dashing). This is because the Rush Blast movement registers as a Dragon Dash, and when two Dragon Dashes meet, a clash ensues. The Fighting Battle is easy to win if you've mastered control stick rotation, and you can actually do damage to the attacker and force them into defense. You can even launch a Blast Attack of your own right after they lose the clash. However, if they win the exchange of blows, they'll be able to launch the same attack again (but with the clash damage added), so there is some risk involved. The upside to this method is that you can switch from a standstill to a Dragon Dash in no time flat (well, maybe with a slight delay), so you have lots of time to react. Human opponents may not expect the clash, so you'll get the added advantage of them not realizing they need to rotate the control stick for a few moments. - Use Ultimate Blasts either to take off some of the health of an enemy with lots of vitality remaining or to finish an enemy struggling to get up. Use Suicide- type Ultimate Blasts only to take off the last bar or two of health of the last enemy you have to face. - I recommend that you use the MAX POWER combo to wear away three bars of health off of an enemy with a medium amount of vitality left. You can use it whenever you want, though. - When charging Ki to MAX POWER, make sure you have ample time to do so. A good time to do this is when the enemy is charging Ki as well, or after you've smashed them away and they're stunned and on the ground. If you're interrupted with a partial blue charge, try not to teleport offensively or get your guard broken, since this will deplete the charge you have. Try instead to just smash the enemy away so you can finish charging. - When in MAX POWER and in Close-combat fighting, try to use Hyper Smashes a lot because they deal a surprisingly high amount of damage, may break Lock-ons, and leave the enemy little reaction time. - If the opponent is shooting Ki at you and your character has the "Superman" effect in MAX POWER, try to approach them so that the Ki bounces off you and hits them (it will if you're close enough). - When using characters with Super Movement, teleport as much as you need to. As long as you're in MAX POWER, you'll have no problem dodging any attack. - Super Dash will put you right past any attack your enemy might throw your way, which is especially overwhelming when combined with the confusion you'll cause by suddenly disappearing, then smacking them in the face. You should easily be able to transition into Violent Rush. - You can also use regular Super Movement out of a dash instead of Super Dash. - If you want to score as high a combo as you can get, you can skip the rest of the MAX POWER combo and pull a Dragon Heavy on your enemy straight from a generic Dragon Dash. - Don't forget - if you use up all your pursuit attacks (that's Dragon Homing Smash & Vanish Attack), you can launch your Ultimate Blast in place of the Dragon Heavy & Dragon Rush. There's no reload time after the last attack. This can be a cool strategy if your UB is a Rush Blast, since your enemy will be completely open as long as they don't hit the ground or another surface. - If you have the chance, try to aim your attacks so that they send your target through various objects and into walls, the ground, and such. This is a really demoralizing way to add damage to your combo if they miss their chance to recover off of the object. - Recover from smash blows by springing up and Dragon Dashing as much as you can. It's not too difficult to master, and you'll probably land an unexpected attack on the enemy. If they guard, you can still charge the attack to knock them back some distance, which sets things up perfectly for you to Step In and attack. - Clash as much as possible. Not only are clashes really, really cool, but Fighting Battles can save you from Rush Blasts, and winning Blast Battles can deal more damage than your attack would have on its own. - If you're playing as a Giant, then rushes are not a good strategy. Just use Rolling Hammer, do Aerial Combos, and smash as much as possible. Use Blast Attacks when you can, but don't devote a lot of time to charging Ki. - When playing as a flying character, try to stay out of the water as much as possible. If you can, force your opponent, to stay underwater so they're slower and can't really charge Ki, but don't aim all your attacks towards liquid or they'll be able to recover much more easily. - Once you're comfortable doing Blast Attacks without watching the little yellow boxes, try to stay in the Enemy Radar view as much as you can. It gives your enemy less advance warning of a Blast Attack, and it lets you keep track of your enemy's position and see any items that may appear. - If you see an item, smash your enemy away as quickly as possible and then grab it without hesitation. Remember, getting them away from you takes precedence over getting the item, however great the advantages of the latter may be. If you're not careful, you might smash them straight into it instead (which would be bad if you don't like seeing your rival in MAX POWER mode [blue items] all of a sudden). - Try to construct your combos around Step Ins instead of Chasing Attacks, but if you see that the conditions are right, don't hesitate to perform one. Just make sure you can afford the cost in Ki (which you should, since the consequent rush helps you gather energy). - Transforming is usually a good strategy, but consider the consequences before you make the change. Some characters can't transform back, and some transformed fighters simply have different move sets rather than more powerful techniques. If you know you can win a fight with a fighter's first form, then there's no pressure to transform. - Regardless of what I may have said about transforming, fusion is always a good move. If you can fuse, do so immediately. You'll always end up with a much stronger fighter who has awesome techniques. - Switch characters as often as you like. Most people ignore the 2 button altogether, and they end up paying the price in dead fighters. With certain Z- items, it may even give you a chance to regain some health, energy, or Blast Stock. - Destroying the world with an Ultimate Blast can be a very good move. The Ruined Earth arena is absolutely huge. It has lots of flying space (no ground except for the platforms!) and places to hide. On the other hand, the Dying Namek locale is just the opposite, all flat ground with little cover. If your strategy is conducive to either one of these, don't hold back. If the enemy doesn't like it, they're forced to stand in the way of a x100 Big Bang Kamehameha. -------------------------------------------------------------------------------- -- This is getting to be a bit much, isn't it? If you have actually stuck with this guide long enough to read this far, kudos to you. You're one of the very few who is patient enough to learn such a complicated system. Next up is Z-items, and that's it. -------------------------------------------------------------------------------- -- -------------------------------------------------------------------------------- -- IV. Z-items and Evolution Z -------------------------------------------------------------------------------- -- Z-items are items that you can equip to your character before a battle that enhance their abilities in one of the eight categories or grant special advantages. You can buy them at the Item Shop (in the story, it's Baba's Palace) with money you've earned from Dragon Adventure or tournaments. There are two types of Z-items, Ability-type and Support-type. Ability-type items can grow with experience gained from battles in Dragon Adventure or Ultimate Battle Z modes, making their bearer even more powerful. Support-type items give a flat stat bonus, possibly across multiple categories, and/or enhance certain fighting techniques. For example, the Z-item "The Turtle Stone" gives +5 speed and reduces the reload time of Blast Attacks. Before I present any more information, I should explain the different categories. Categories: Life/Health: Determines how many bars of health you start with. One level is about equal to a third of a bar. Ki: Affects how quickly you charge Ki, how much damage your shots inflict, and to a lesser extent, how many shots you can fire in a row. Attack: Higher levels increase the amount of damage your physical attacks do. Defense: Decreases the amount of damage you take from any attack. Speed: Increases the speed at which you move, dash, perform a full rush, and charge physical attacks. Blast 1: Increases the strength and/or effectiveness of your Blast 1 techniques and the speed at which you gain Blast Stock. Blast 2: Increases the damage inflicted by your Blast 2 techniques. Ultimate Blast: Increases the damage inflicted by your Ultimate Blast. On the character select screen, you first choose the character and form you want to use, then you select one of three options: Normal, Custom, Evolution Z. "Normal" selects the character with Level 1 stats in all areas. "Custom" selects the character with the stat boosts from any items you may have equipped to them. "Evolution Z" takes you to the item screen. (In the story mode, you always have the custom versions of characters.) The item screen shows the selected fighter's current stats in all areas and three menu options. With no items, the stats will all be at 1, for a total level of 8. The three menu options are "Evolution Z", "Logic", and "Password". The latter two can only be accessed if you've come to this screen from the Main Menu section of "Evolution Z", then "Z-item Catalog" from there. "Evolution Z" brings you to the equip screen. "Logic" enables you to tell your character how to act when controlled by AI - you can have it be 'balanced', 'powerful' (melee-heavy), or 'technical' (Blast spammer). "Password" will display a long and confusing string of symbols that, when entered into the Data Center on a friend's game, will enter your fighter on that friend's machine exactly as is for use in Dueling and tournaments. If you select "Evolution Z", you are shown a screen full of seven slots. Some of them are light gray (open), and some are blanked out (unusable). If you select one of the open slots, the game brings up a menu from which you can select a Z- item. They are divided into the two categories, so finding the one you want is a matter of switching back and forth. Once you've selected an item, it will be equipped to that character, filling the slot. It can then be used in battle and possibly gain experience. When you are running out of open slots, you can make some of the gray ones active by equipping Ability-type Z-items listed as "Equipment Slots +(2-4)". At the start of the game, you have very few Z-items and can only buy +1 Ability- type items (+2 for equipment slots) and a few Support-types. As you play more and begin to complete the different game modes, you can get Item Shop Membership Cards in bronze, silver, and eventually gold that let you buy much better items at decreased prices. In the end, you can buy almost all the Support-type items there are and up to +10 Ability-types (+4 for equipment slots). If you find that your characters are too weak, try playing through Ultimate Battle Z courses and a few tournaments. If you make good progress, you can buy better items. If you gain experience after a battle, it will be listed on the post-battle results screen. You cannot gain experience in tournaments or Dueling. How much experience you earn is determined by the total level of the enemies you fight. Every character in your party or team earns the number listed, which is then divided up among their Ability-type items. Once an item's experience increases to a certain number, it will reset to zero and change to a new item one level higher than the old one, leveling up the bearer as well. The amount of experience required to level up the item increases as the item itself becomes more powerful. The maximum level any item can reach is +19, for a stat level of 20. Even if an Ability-type item has reached the +19 level and cannot gain any more experience, it will still take some experience from the total gained. An example of this: If you have a character with four Ability-type items, three at +15 and one at +19, and you gained 400 experience in a battle, the +15 items each get 100 experience even though the +19 item can't do anything with its share of 100 experience. Support-type items do not detract from the total. Ability-type items bulk up your basic stats, but Support-type items are what really make your character unique. Some of them simply give stat bonuses of different amounts in different areas, but most Support-type items grant abilities for use in battle. For example, items like Perfect Stance or Master's Protection make the character's guard negate any damage whatsoever, so Blast Attacks and Ki shots won't get through at all. Other items such Chichi's Support or Master's Spirit let you use High-Speed Movement even when you're stunned, dazed and confused. Still others (Bibidi's Magic and Gohan's Teacher) add all kinds of crazy bonuses if you successfully taunt in Close-combat range. There are far too many to list in a guide strictly about combat, so if you get a new item, pull it up in the Z-item List and press the C button to view its description. Keep experimenting with different combinations of items. There's no one "right" or "perfect" item setup, so you can make every character different based on their unique abilities. The high levels you can achieve with Ability-type items are useful and appealing, but the Support-type items' ability enhancements should by no means be ignored. -------------------------------------------------------------------------------- -- And with that, dear reader (yes, I know that's singular. You're the only one left), I bid you farewell, for I have more fanatically obsessive guides to write. You may not fully realize it, but you have ascended beyond the limits of mere mortals into the Other World of Dragon Ball Z Budokai Tenkaichi 2 mastery. Go buy yourself a donut or something. -------------------------------------------------------------------------------- -- -------------------------------------------------------------------------------- -- V. Contact, Copyrights, & Other Information -------------------------------------------------------------------------------- -- This guide and everything in it (basically, this whole document) is copyright 2007 me, Sean Langhi ("Fishbulbhead" on the GameFAQs website). All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any website without my express written permission (or theirs, if I submitted it to them). Use of this guide on any unauthorized website or as part of a public display is strictly prohibited and is a violation of copyright. If you want to use my guide on your site, email me at fishbulbhead23 aT yAh0O DoT c0M. (I wrote that funny to throw off bots and bugs.) You can't post it until I say "Yes", but I almost definitely will, so there's no need to worry. You must not modify the guide in any way, and you have to list me as the author. Current list of authorized websites: GameFAQs.com Neoseeker.com -------------------------------------------------------------------------------- -- THE END