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>>>>>>>>>>>>>>>>>>>>>>>>>>>>DRAGON BALL Z<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>HYPER DIMENSION<<<<<<<<<<<<<<<<<<<<<<<
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By Zero IX, Xero (busylife5@PeoplePC.com) v. 1.0
Started at 8/14/01 Updated at 9/15/01
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>CONTENTS<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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Disclaimer
Tutorial of Operation
The Basics
Quick Attacks & Movements List
Character Analysis & Rankings
Walkthrough
FAQ
Credits
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>DISCLAIMER<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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This is an unofficial FAQ; I am in no way affiliated with Nintendo
or Bandai; therefore this document is not to be sold or purchased for
profits of any kind. You may freely distribute this complete document by
any means; provided the entire document remains intact and unaltered
with this notice included; however, you may omit this disclaimer if you
are quoting a particular part of this FAQ. This includes, but is not
limited to, brief quotations or excepts, or large portions or text.
In other words, you may not sell, barter, or trade this FAQ or
other goods. You can pass post it on your website, print it and give it
away to all your friends, etc. etc. etc., so long you do not change the
document in any way, and you include this disclaimer. However, you can
quote this FAQ as long as you credit the quotation to me. That also
means you can quote a portion- even if it is large-of this FAQ, without
having to include this disclaimer, as long as the portion is only about
a single topic (and I am credited). Thanks.
Goku, Vegita, and all others are exclusive property of FUNimation
and Bandai Inc.; the Super Nintendo Entertainment System (SNES) is the
property of Nintendo.
This document is copyright (c) 2001-2003.
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>>>>>>>>>>>>>>>>>>>>>>>>>TUTORIAL OF OPERATION<<<<<<<<<<<<<<<<<<<<<<<<<<
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Out of all the Dragon Ball Z fighting SNES fighting games (Super
Butoden 1, 2, and 3; Super Gokuden 1, 2), Hyper Dimension is the best.
The gameplay has been changed for the better, and the difficulty has
also been increased. Below is a FAQ, which contains how to operate the
game, and of course, complete lists of each of the fighter's attacks and
movements, and a complete walkthrough for the Story mode.
To begin, here is a list of all the menus, what they translate to,
what they do, and how to operate them.
When the game begins, the introduction will play. You can
interrupt it by pressing a button. You will then be given a set of five
options.
The first option (from the top) is the single player Story mode.
Here, a single player fights alone to advance through the many matches.
You have no choice who you fight against, or who you fight with. And,
unlike previous games, there are no options to set the difficulty or the
amount of continues. The story mode covers the Freeza, Cell, and Buu
sagas. It is difficult to complete this mode, and it will take practice.
The matches you will play through are (the character you will fight with
is on the right) Piccolo versus Freeza, Goku versus Freeza, Vegita
versus Perfect Cell, Goku versus Perfect Cell, Goku versus Vegita,
Vegita versus Fat Buu, Goku versus Fat Buu, Goku versus Little Buu,
Vegita versus Little Buu, Fat Buu versus Little Buu, and Goku versus
Little Buu. The final matches against Freeza, Cell, Fat Buu, the first
match Little Buu, and the final match against Little Buu must be won, or
you will be asked by Krillin whether you want to eat a Senzu bean (the
equivalent of a continue) or not (if you choose not to continue, you
lose, and are taken back to the opening menu). You will always begin
with three Senzu beans. However, if you finish the above matches without
the need of a Senzu bean, you will play through three more matches. They
are Gohan versus Gotenks, Goku versus Gohan, and Gohan versus Vegitto.
Specific strategies for each match and more can be found in the
"Walkthrough" chapter in this FAQ.
The second option is the Versus mode. Here, choose whether to
fight another player (first option from the top) or the CPU (second
option). Then, you and your opponent must choose a character (if
fighting the CPU, you will have to choose the character you want to play
against) and the arena where you wish to fight in. You can select your
character (or the CPU's character) randomly by pressing X. After that,
you and your opponent must choose (from the top) your amount of Ki to
start with (the default is 400; press left to decrease the amount by 10,
or press right to increase the amount by 10. The lowest amount possible
is 10, the highest amount possible is 900); how much, if any, extra
damage your attacks do to your opponent (the default is 0, no extra
damage; press left to decrease the amount by 1, press right to increase
the amount by 1. The lowest amount possible is 0, and the highest amount
possible is 10); how much, if any, damage is buffered from your
opponent's attacks (the default is 0, no damage buffered; press left to
decrease the amount by 1, press right to increase the amount by 1. The
lowest amount possible is 0, the highest amount possible is 9); the
CPU's difficulty level (the default is 2. Press left to decrease the
difficulty level by 1, press right to increase the difficulty level by
1. The lowest level possible is 1, the highest level possible is 4); and
what BGM will be played for this fight. Then, you and your friend, or
you and the CPU will fight. After the fight, the winning fighter will
taunt or compliment at the losing one, then the amount of (in order from
top to bottom) wins, loses, and ties for both players. Then you are
returned to the character selection screen for another match.
The third option is the Tenkai-Ichi Budokai mode, where up to
eight players fight through three rounds to decide the champion (the
first round consists of Player 1 versus Player 2, Player 3 versus Player
4, Player 5 versus Player 6 and Player 7 versus Player 8. The second
round consists of the winner of the first match fighting the winner of
the second and the winner of the third fighting the winner of the
fourth. The final round decides who the overall winner will be). You
must select your fighters. Select the current character by pressing the
A button, or select a random character by pressing the X button. Press Y
and the character will be CPU controlled. Finally, when all players have
selected their fighters, press Start and the CPU will randomly select
characters until there are eight fighters. When competing in the Tenkai-
Ichi Budokai, remember, the player who starts on the right will ALWAYS
use the second controller, even if fighting the CPU.
The fourth option is the Practice mode. Here, you will have to
set-up a match the same way as if you were beginning a Versus match.
When the match begins, both players will have infinite health and the
second player is can either be controlled by a second player, or not at
all. Here you can practice your fighter's attacks without retaliation.
Or, you and a second player can practice against each other. However, if
you are looking to increase your skill in combat, play a match in Versus
mode against the CPU at a level just higher than you can beat.
The fifth option takes you to the options menu. Here, you there
are options to (from top to bottom) set the sound to Stereo or Monaural
(starts at Stereo), whether it will be noon, dusk, night, or randomly
chosen at the arena for the fight (starts at Random. Press left to
change to night, again to change to dusk, and again to change to noon,
or press right for the opposite), whether or not to rush a versus match
(starts at On), whether the ability to move opponents and yourself into
another arena during the fight (explained below) is available or not
(starts at On), a sound effects test (Press right to scroll through the
effects 000 to 119, or left for the opposite. Press A to play an
effect), and a BGM test ( press right to scroll through BGMs Noisy,
Another S., Speed, Meilo, Land Base, U. Blue, Sidebad, Fear, Emergency,
Heart S., Earth, End, D. B. 8, World DB, Native, Get, Happy BY, Scene 1,
and Untitled.
Further instructions for combat follow.
And, throughout this FAQ, when giving the movements with which to
execute an attack, A is the A button, B is the B button, Y is the Y
button, L is L button, R is R button, < is the opposite direction your
fighter is facing, > is the direction your fighter is facing, U is up, D
is down, + means and, and / means or.
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>THE BASICS<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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When in fighting, a fighter can cause an invisible force of Ki
energy to protect him when attacked. Whenever he takes damage, he will
not suffer any harm, as all damage will be absorbed by the Ki. However,
a fighter can only produce so much Ki before he begins to take damage
himself. A fighter can also cause Ki to be released as explosive energy,
which the fighter can modify to fit his circumstance.
In combat, your Ki will be displayed in numerals to the left (for
the player on the left) or right (for the player on the right) of your
health bar. When your opponent hits you with an attack, or you attack
with strong Ki blasts, your Ki will be decreased. When your Ki drops too
low, you will begin to lose health as opponents attack you or as you
attack with strong Ki. When your health becomes very low, it will begin
to flash. If your health bar drops to zero you lose the match.
To defeat your opponent, you must attack them, either with a
physical attack or a blast of Ki. There are attacks which all fighters
can perform, and those that only a certain fighter can execute.
You can move left or right with the corresponding directional
button. Hold down to crouch, or press up to jump (holding left or right
as you jump will cause your fighter to jump in the corresponding
direction). You can also execute a shorter jump forward by pressing
forward twice quickly, or you can jump backwards by pressing backwards
twice quickly. Holding the direction opposite your opponent when your
opponent attacks will cause your fighter to guard, blocking all or some
of the attack's damage (you can also guard to block an attack while
crouching).
Attacks that all fighters can execute (with the exception of super
blasts and attacks which cause your character to move into the
background, as those attacks have different names and are performed
differently with each fighter) follow. The attacks below deal NO damage
if blocked.
Y - You will punch; however, the actual method of punching differs from
fighter to fighter (for example, Freeza attacks with his tail). There
are two different punches you can perform. Your fighter will always
perform the first when at a distance from your opponent. The first will
cause your fighter to either move forward slightly before or as they are
attacking, or extend the range of their attack; and whichever happens
depends on who you are. The second is performed in close range combat.
This one is always quicker and NEVER causes your character to move
forwards or backwards. You can also punch while jumping or crouching.
Punches while jumping may differ depending on the direction jumped, but
crouching punches are always the same. The damage for a punch varies
from character to character. A punch does no damage if blocked.
B - You will kick; however, like above, the actual kick depends on who
you are (for example, Fat Buu tries to hit his opponent with his rear).
Again, there are two different kicks you can perform. One is performed
at a distance, and has more range, whereas another is performed at a
close range with no extra range. You can also kick while jumping or
crouching. Kicks while jumping may, again, differ depending on the
direction jumped, but crouching kicks are always the same. Again, the
damage dealt varies. A kick does no damage if blocked.
A - You will throw a small Ki fireball forward. It will dissipate after
going a certain distance. Best to use as your opponent is landing from a
jump or they can easily block. When to small Ki blasts hit, they will
both be destroyed. The speed and damage of each small Ki blast depends
on the character, although the damage is always low and does nothing if
blocked.
X - You will attack with a swipe. This will destroy smaller Ki blasts
(including small super blasts) as well as damage enemies that are caught
by the attack. This attack cannot be performed while crouching or in
mid-air. The damage depends upon the character.
Y + B - Recharge. You will charge your Ki, refilling any energy you
might have lost in battle. THIS IS A VERY IMPORTANT TECHNIQUE! Do this
while your opponent is getting up from being knocked down, or when they
are stunned. You recharge Ki points 5 at a time (the blue circular gauge
next to your health meter shows how much more you must charge before
recovering at 5 more Ki points).
> + X - If you are close to your opponent, you will attack by grabbing
your opponent and throwing them. It is unblockable. IF YOU ARE EVER IN A
CORNER, ATTACK WITH THIS TO ESCAPE. This is also the simplest to execute
an most effective counter-attack. The damage varies.
>,<,>, X - You will execute an attack or punch, that will (if it hits)
knock the opponent into another arena, and your fighter will follow.
This does 25 damage, or no damage if blocked.
D, >, D, >, X - You will execute an attack or punch, that will (if it
hits) knock the opponent into the upper arena. It does 25 damage or no
damage if blocked. Cannot be executed on the Namek arenas, or in other
arenas.
D, <, D, <, X - You will execute an attack or punch, that will (if it
hits) knock the opponent into the lower arena (if you are in the upper
arena). This does 25 damage, or no damage if blocked. Cannot be executed
on the Namek arenas, or in other arenas.
When in combat, after hitting with a kick or punch, always follow
it up with repeated kicks or
punches, as your opponent will be recovering from the previous hit and
will not be able to block any attacks for a short time. You can deal
much more damage to your opponent this way instead of attacking with
only a single kick or punch. If you hit your opponent with a punch, then
with a kick right after (or vice-versa), your opponent will be knocked
over (this doesn't always happen, depending on your character).
If you cannot escape an opponent's attack, hold backwards to
guard, blocking the attack. However, you can still be hit while
guarding. If your opponent crouches and attacks, you will hit (not
always. There are some exceptions- such as Little Buu's crouching punch.
You can block it while standing). But if you crouch and guard, you can
block the attack. You can still block attacks from opponents who are not
crouching in you guard while crouching, as well as attacks from
opponents who are. But you cannot block attacks from opponents who jump
and attack if you are crouching and guarding. You must be standing and
guarding to avoid the attacks of jumping opponents. When blocking
certain attacks, you will still take some damage, even if you guard.
And, while blocking your opponent's attack, you can execute a counter-
attack. When your opponent hits you and you block, a spark will appear.
Simply input the movements for an attack other than a punch, kick, or
small Ki blast, as the spark fades (your opponent will still be in
attacking stance while the spark is there and unable to attack) and your
fighter will interrupt your opponent's attack with his own. This is also
another way to catch an opponent off-guard.
Each fighter also has an attack where they move into the
background before attacking. When in the background, no attack can reach
them. These attacks are good for dodging around Ki blasts and counter-
attacking at the same time. However, these attacks can be countered by
executing your attack that causes you to move into the background. You
will hit your opponent as they finish their attack.
However, there will be arenas in which you will be flying by use
of the technique Bukujutsu. In this arenas, instead of jumping or
crouching, you can fly up or down with the directional buttons. You can
still perform any attacks, except for attacks in which you move into the
background, and you can no longer throw. You can now hold down or up
while pressing A to fire the small Ki blast diagonally downwards, or
diagonally upwards. And, while flying, you can attack upwards by
pressing up and Y; you can attack downwards by pressing down and B. You
no longer need to jump before executing an attack that required you to
jump, as you can no longer jump anyway. You can also block any attack by
holding backwards, even diagonal attacks coming from below of above.
Whenever both you and your opponent's physical attacks hit each
other, a short duel will ensue; after which, both fighters will jump
away from each other. The first one to press an attack button will
attack with a small Ki blast, then with a super blast (if your hold A as
you attack with your super blast, you will be allowed to charge it up!).
There is no way to avoid getting hit unless you attack first.
However, if physical attacks collide in while flying, one fighter
will fly into the background, while the other will fly into the
foreground. The fighter in the foreground can attack with the Renzoku
Energy Dan (three small Ki blasts) by pressing A, or a super blast by
pressing B. The fighter in the background must defend by pressing either
X or Y. Pressing X blocks the Renzoku Energy Dan, while Y blocks the
super blast. If the first attack is blocked, the fighter in the
foreground gets to attack again. If this attack is blocked, the fighters
switch places. This will keep going until someone hits the other with a
super blast.
A note on super blasts. When executing them (the movements are the
same for each fighter, but each one is different), the longer you hold
the A button as you finish the attack will increase its strength
(Freeza's super blast cannot be charged) strength of the attack. When
super blasts of equal strength hit they will cancel each other out;
otherwise the stronger blast will disperse the smaller one and hit the
opponent. Super blasts can be blocked but they will still do some
damage. After hitting with a super blast, it is always a good idea to
recharge your health while your opponent is knocked down (your opponent
will not be knocked down if they blocked the attack. Most super blasts
take 10 points of Ki to execute. Executing a super blast when your Ki is
low will take 10 points of health. Also, super blasts fired at 45
degrees are stronger than a super blast which is not charged, but it is
not stronger than a super blast which is. Smaller, weaker blasts take
around 5 to no points of Ki.
If your fighter becomes very low on health (your health bar will
be flashing red), you can perform a desperation attack. These attacks
are incredibly strong, and do a huge amount of damage. The movements for
each fighter's desperation attack, as well as all their other attacks,
is below.
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>>>>>>>>>>>>>>>>>>>>>>QUICK ATTACKS & MOVEMENTS
LIST<<<<<<<<<<<<<<<<<<<<<
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Below is a no-bull list of each fighter's attacks and movements.
Desperation attacks will be listed at the bottom of each fighter's list.
And any attack with a follow-up attack will have the follow-up attack
listed along with it (such as Piccolo's High Mystic Attack, which can be
followed up by a throw).
Goku's Attacks and Movements
D + Y . . . Goku Uppercut
D, D + >, >, Y . . . Double Punch
> + B . . . Double Kick
<, < + D, D, D + >, >, B . . . Gekiretsurenkyaku
D, D +<, <, B . . . Abisegeri
D, >, D, >, B . . . Jump Knee Lift
(While jumping) >, D, B . . . Slash Down Kick
L/R + B . . . Shunkan-Idou Kyaku
<, D, <, D, Y . . . Shunkan-Idou Mukau
<, D, <, D, B . . . Shunkan-Idou Sakini
>, <, >, A . . . Kantsu Energy Dan
<, < + D, D, D + >, >, A . . . Kamehame-ha
D, D + <, <, >, A . . . Chou Kamehame-ha
<, < + D, D, D + >, >, U, Y . . . Super Meteo Smash
Vegita's Attacks and Movements
< + D, > + U, Y . . . Jumping Bakuken-ha
<, < + D, D, D + >, >, Y . . . Dashing Bakuken-ha
D, U, Y . . . Bakuhatsu-ha
(While jumping) D, D + <, <, Y . . . Final Flash Bomb
L/R + Y . . . Driving Elbow
D, D + >, >, B, D, D + >, >, B, D, D + >, >, B . . . Super Dash
>, D, D + >, B . . . Needle Block
D, D + >, >, A . . . Renzoku Energy Dan
(While jumping) D, D + <, <, A . . . Energy Dan
<, < + D, D, D + >, >, A . . . Big Bang
D, D + <, <, >, A . . . Final Flash
U, D, Y . . . Galactic Gunfire
Gotenks' Attacks and Movements
D + Y . . . Gotenks Uppercut
D + > + Y, >, D, <, Y . . . Sliding Headbutt and Power Tackle
D, D + >, >, Y . . . Inoshishi Attack
<, < + D, D, D + >, >, Y . . . Rolling Thunder Uppercut
(While jumping) D, >, Y . . . Ultra Diving Headbutt
L/R + Y . . . Ultra Headbutt
(While jumping) >, <, >, A . . . Kikoha
D, D + >, >, A . . . Renzoku Energy Dan
D, >, D, >, A . . . Renzoku Shine Shine Missiles
<, < + D, D, D + >, >, A . . . Kikoha
D, D + <, <, >, A . . . Super Ghosts Kamikaze Attack
>, <, D + <, D, D + >, >, Y . . . Renzoku Galactica Donuts and Gekitotsu
Buu Buu Volleyball
Gohan's Attacks and Movements
D + Y . . . Gohan Uppercut
> + Y . . . Jet Upper
< (hold), >, Y . . . Bakuretsu Rush
< (hold), >, B . . . Bakuretsukyaku
D (hold), U, B . . . Zankuukyaku
(While jumping) >, D, B . . . Bukuukyaku
L/R + B . . . Zanzouken and Rushing Knee
D, D + >, >, A . . . Renzoku Energy Dan
<, < + D, D, D + >, >, A . . . Masen-ko
D, D + <, <, >, A . . . Kamehame-ha
>, > + D, D, D + <, <, >, B . . . Gekiretsu Rush
Vegitto's Attacks and Movements
D, D + >, >, Y . . . Driving Elbow
> + B . . . Vegitto Kick
D + B . . . Grand Slider
>, > + D, D, D + <, <, B . . . Super Dash
< + D, > + U, B . . . Kicking Uppercut
(While jumping) >, D, B . . . Slash Down Kicks
L/R + B . . . Backstep Kick
D, D + <, <, A . . . Kakusan Energy Dan
<, < + D, D, D + >, >, A . . . Big Bang
D, D + <, <, >, A . . . Final Kamehame-ha
D, D + <, <, D + <, D, D + >, >, Y . . . Galactic Juggle
Piccolo's Attacks and Movements
>, > + D, D, D + >, Y, >, > + D, D, D + <, <, Y . . . High Mystic Attack
and Throw
>, > + D, D, D + >, B, >, > + D, D, D + <, <, Y . . . Low Mystic Attack
and Throw
<, < + D, D, D + >, >, Y . . . Mystic Counter
(When close to your opponent) B, > . . . Piccolo Kick
(While jumping) >, D, B . . . Bukuukyaku
L/R + B . . . Sonic Kick
<, < + D, D, A . . . Kaikouha
D, >, A . . . Tsuihidan
<, < + D, D, D + >, >, A . . . Gekiretsukoudan
D, D + <, <, >, A . . . Makankousappou
>, <, D, U, Y . . . Meteo Smash and Kakusanyuudohkodan
Fat Buu's Attacks and Movements
D (hold), U, Y . . . Powersault
< (hold), >, Y . . . Planet Attack
< (hold), >, Y, <, < + D, D, D + >, >, Y . . . Shin Planet Attack
D + B . . . Sliding Crash
(While jumping) D + B . . . Dropping Crash
< (hold), >, B . . . Buu Buu Spin
D (hold), U, B . . . Henku Beam
L/R + B . . . Big Crash
D, D + <, <, A . . . Kakusan Energy Dan
<, < + D, D, D + >, >, A . . . Buu Bomb
D, D + <, <, >, A . . . Mightiness Bomber
D, D + >, >, Y, B . . . Jinruizetsumetsukougeki
Little Buu's Attacks and Movements
Y . . . Buu Punches
> + Y . . . Stretching Buu Punch
D, >, D, >, Y . . . Lengthening Buu Whip
<, < + D, D, D + >, >, Y . . . Rolling Buu Tackle
(While jumping) >, <, < + D, D, Y . . . Buu Floater
L/R + Y . . . Rolling Buu Attack
D, D + <, <, Y . . . Close Surprise Kick
D, D + <, <, B . . . Far Surprise Kick
D, D + <, <, A . . . Farthest Surprise Kick
(While jumping) D, >, Y . . . Buu Energy Dan
(While jumping) D, >, B . . . Buu Energy Dan
>, <, >, A . . . Kantsu Energy Dan
<, < + D, D, D + >, >, A . . . Buu Burn
D, D + <, <, >, A . . . Power Ball
<, >, > + D, D, U, Y . . . Udebunrikougeki
Freeza's Attacks and Movements
D, D + <, <, Y . . . Freeza Cutter
D, >, D, >, Y . . . Jishin-ha
>, > + D, D, D + <, <, Y . . . Psychokinesis
D + B . . . Slide
(While jumping) D, >, B . . . Slash Down Kicks
(While jumping) D, D + <, <, B . . . Black Hole Death Ball
L/R + B . . . Backstep Kick
A . . . Freeza Beam
D, <, D, <, A . . . Kienzan
<, D, <, D, A . . . Daichiretsuzan
<, < + D, D, D + >, >, A . . . Death Ball
D, <, >, A . . . Kiaiho
D, D + >, >, Y, B . . . Super Freeza Rush
Perfect Cell's Attacks and Movements
D, D + >, >, Y . . . Bakuretsu Rush
(While jumping) >, D, Y . . . Negative Arrow
>, > + D, D, D + <, <, Y . . . Psychokinesis
<, < + D, D, D + >, >, Y . . . Honoo
L/R + Y . . . Grand Slider
>, <, >, B . . . Cell Junior
>, > + D, D, D + <, <, B . . . Cell Barrier
>, <, >, A . . . Kantsu Energy Dan
<, < + D, D, D + >, >, A . . . Kamehame-ha
D, D + <, <, >, A . . . Chou Kamehame-ha
>, > + D, D, D + <, <, < + D, D, D + >, >, Y . . . Chou Bakuhatsu-ha
>, <, >, <, >, Y . . . Chou Bakuretsu Rush
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>>>>>>>>>>>>>>>>>>>>>>CHARACTER ANALYSIS & RANKINGS<<<<<<<<<<<<<<<<<<<<<
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Another list of each fighter's attacks follow, along with a
description of each. After each attack, I will give the approximate
(damage from attacks can fluctuate slightly) amount of damage dealt. For
attacks which hit multiple times, I put the approximate amount of damage
from a single hit, as each hit does varying amounts of damage. I will
use the same abbreviations I used above for the movements to execute
attacks. I will also have a list of combos (strings of attacks linked
together that have no breaks or pauses). When giving combos, anything in
brackets means it is optional, and a / means "or". A strategy or any
special notes for the fighter at the bottom of the list. Starting from
the first fighter to the upper left on the selection screen and moving
right . . .
Goku, was born on Planet Vegita, home of the Saiya-jins. The
Saiya-jins were a ruthless race. They would kill off the populations of
entire planets and sell them to the highest bidder. They took orders
from Freeza, a strange, but powerful alien of unknown origins. However,
he came to fear the Saiya-jins' strength, and destroyed their planet.
When Vegita, who was prince of the Saiya-jins, Nappa, Vegita's right
hand, and Raditz, another Saiya-jin, returned from the missions Freeza
had sent them on, Freeza told them the planet had been destroyed by a
meteor. The Saiya-jins believed his lies, and became his hitmen. While
this was happening, Kakarot, another Saiya-jin, was sent to Earth to
destroy it when he grew up. However, he forgot his mission, and the very
fact he was a Saiya-jin, when he had an accident. He grew up, not
knowing he was a Saiya-jin. A kindly old man named Gohan took him in,
and named the young boy Goku. Goku grew up, and, after rigorous training
under many different trainers, Goku became the world's strongest
warrior. He married Chi-Chi, and had a son, whom he named Gohan.
However, another Saiya-jin, Raditz, who was Goku's older brother, was
sent to Earth by Freeza, to see if Kakarot had accomplished his mission.
He was annoyed when he found Goku had not destroyed Earth, and he had
even married. Raditz's annoyance soon became anger when Goku refused to
continue his mission, even after Raditz told him he was a Saiya-jin. In
a rage, Raditz attacked Goku. Goku, strong as he was, couldn't match
Raditz's strength. Raditz kidnapped Gohan, and unless Goku cooperated,
he would kill Gohan. Piccolo, who had sensed Raditz's strength, caught
Raditz as he was leaving, only to realize Raditz was more than any of
them could handle. Though bitter rivals, Goku and Piccolo formed a loose
alliance in order to defeat Raditz. They found Raditz, and a battle
ensued. Goku and Piccolo couldn't scratch Raditz . . . Then Piccolo
stepped out of the fight, charging a strong attack which he had kept
secret. Goku tried to hold out against Raditz long enough for Piccolo to
charge, but it was a futile effort. Goku was no match, and Raditz could
easily evade or block Piccolo's attack. But Gohan took Raditz by
surprise, tackling him. This distracted Raditz long enough for Goku to
tackle him, and hold him down. Piccolo was ready to attack, but if Goku
released Raditz, he would escape. Goku ordered Piccolo to go ahead and
kill them both. Piccolo complied, and let loose with his "Special Beam
Cannon" an attack much stronger than either of the Saiya-jins
anticipated. The attack tore through both Goku and Raditz, killing them.
Goku went to the other dimension, home of the Kaios. There, after he
recovered, he traveled down Snake Road, and after many months, he met a
certain King Kaio, who was impressed by Goku's determination and
strength. The gravity on King Kaio's planet was much stronger than
Earth. Goku soon learned to master the gravity there, increasing his
strength, and he was taught the Kaioken and Genki Dama by King Kaio.
When Goku completed his training, Kaio sent word to his friends on
Earth. With the Dragon Balls, they wished Goku back. He returned just in
time to help battle Nappa and Vegita, who had been sent by Freeza to
destroy Earth after both Goku and Raditz failed. Nappa was killed by
Vegita (after Vegita saw how weak Nappa was compared to Goku, he killed
him, saying he was not worthy battle alongside him). Then, Goku and
Vegita fought, and after fierce combat, Goku, Gohan, and Krillin,
defeated Vegita. Goku made an enemy of the Saiya-jin Prince, who was
very, very, very angry about the fact he had lost to a lower-class
Saiya-jin than himself. Goku was badly injured, and went to a hospital
to recover and later, he caught up with Freeza on the planet Namek,
where Goku became a Super Saiya-jin, and defeated Freeza. Later, he
saved the Earth from the dying Cell, and defeated Super Buu. He also
learned how to go Super Saiya-jin 2 (which is the state he is in this
game), and Super Saiya-jin 3.
D + Y - Goku Uppercut. Goku quickly uppercuts. Deals 17 damage and is
fast and easy to execute. No damage if blocked.
D, D + >, >, Y - Double Punch. Goku slides forward with a punch, which
he follows with an uppercut that knocks your opponent down. If the first
punch connects, the second will hit. A good counter-attack. The first
punch does 18 damage, while the second punch does 22. If both punches
hit, your opponent will 40 damage. If blocked, both punches deal 3
damage each.
> + B - Double Kick. Holding forward as you kick causes Goku to follow
his kick with a second. If the first kick connected, or if your opponent
let down their guard too soon, the second will hit, and your opponent
will be knocked flat their back. The second kick also carries Goku
forward a short distance, which is useful for catching opponents off
guard. The first kick does 21 damage, and the second does 22 damage. If
both kicks hit your opponent will take 43 damage. This attack will
inflict no damage if blocked.
<, < + D, D, D + >, >, B - Gekiretsurenkyaku. Goku will move forward
with a string of four very high damaging kicks. Difficult to execute
quickly, but if you hit with any one of the kicks, the kicks following
will hit. If all attacks hit, your opponent will take 70 damage. If
blocked, each kick does 4 damage.
D, D + <, <, B - Abisegeri. Goku spins forward into the air, kicking.
Easy to execute, and it hits multiple times. Good for attacking your
opponent as they jump, or spinning over any manner of Ki blasts to hit
your opponent! This also puts you in a good position to begin a combo. A
hit does 18 damage, however, this attack will almost always hit twice,
dealing 36 damage. If blocked, a single hit does 2 damage.
D, >, D, >, B - Jump Knee Lift. Goku uppercuts with his knee while
jumping. Attack with this when close to your opponent. It hits more than
once if you are close enough. Good for ending a string of attacks, or
intercepting your as they mid-jump; however, its best used as a counter-
attack. Since Goku executes this attack quickly, your opponent won't be
able to block or counter fast enough. A hit from this attack does 11
damage, or 3 damage blocked. If you attack with this at a close range
you can hit your opponent up to 3 times for 61 damage or 9 damage if
blocked.
(While jumping) >, D, B - Slash Down Kick. Goku shoot diagonally down
forwards, leg outstretched. This is good for hitting you opponent before
or after they attack with Ki, or as they land. Do not abuse this attack,
or your opponent will become wary. It is more useful to catch your
opponent off guard, and deal 24 damage, or 4 damage if blocked.
L/R + B - Shunkan-Idou Kyaku. Goku executes Shunkan-Idou, and appears in
the background, then comes at his opponent with a fast kick. Like all
other attacks of the kind, it is fast, but not high damaging. It deals
17 damage, and no damage if blocked.
<, D, <, D, Y - Shunkan-Idou Mukau. Goku will execute Shunkan-Idou and
appear a closer to his opponent. This is best to execute when close to
your opponent, as Goku will appear behind (!) them. Great for avoiding
Ki attacks; it also puts you in position to counter-attack with a combo.
<, D, <, D, B - Shunkan-Idou Sakini. Goku will execute Shunkan-Idou and
appear farther away from his opponent. This is great for avoiding an
opponent's dashing or sliding attack.
>, <, >, A - Kantsu Energy Dan. Goku will attack with a larger Ki blast,
which destroys all smaller Ki blasts, and even small super blasts (!),
AND still keep going! Good to hit the enemy if they attack with a triple
or more Ki blast (such as the Renzoku Energy Dan). Deals 24 damage, and
deals 3 damage blocked. Takes 5 Ki to execute.
<, < + D, D, D + >, >, A - Kamehame-ha. Goku executes Kamehame-ha at a
forty-five degree angle. Deals 42 damage, or 4 damage if blocked. Takes
10 Ki to execute.
D, D + <, <, >, A - Chou Kamehame-ha. Goku attacks with the Chou
Kamehame-ha. The longer you charge before attacking, the larger and
stronger the blast will be. Deals 32 damage if it hits without being
charged, or 5 damage if blocked. If charged, it does 52 damage, or 7
damage blocked. If fully charged, it does 73 damage, or 10 damage if
blocked. Takes 10 Ki to execute.
<, < + D, D, D + >, >, > + U, U, Y - Goku's desperation attack is the
Super Meteo Smash. It is unblockable, though it is very, very difficult
to execute. Goku will charge for a few seconds, then Shunkan-Idou Mukau
and appear directly in front of his opponent, punch and kick them
repeatedly (and they can't block!) until they are stunned, then go Super
Saiyain 3 (!), uppercut them, then drop out of the Super Saiyain levels
and blasts the opponent with a Genki Dama before returning to Super
Saiya-jin 2. This deals 110 damage.
Because of the difficulty of Goku's attacks, linking them together
is difficult unless you are fast. Remember, if you miss with your attack
do not continue with the combo.
D + Y, D + Y - Goku Uppercut, Goku Uppercut. Like I said above, unless
you hit with the first attack, there is no reason to combo. This is a
fast combo that deals around 34 if all uppercuts hit.
D + Y, > + B - Goku Uppercut, Double Kick. This will deal 60, if not
blocked, you've got a fast combo which deals almost as much as a super
blast!
(D, D +<, <, B) (D, D +<, <, B) (D, D +<, <, B) -
(Abisergeri)(Abisergeri)(Abisergeri). Yes, if you are fast, simply
bounding around with the Abisergeri is a good combo, as it makes it hard
to attack Goku, and if they try, they're in for pain! If your opponent
is in a corner, THIS will keep stop them from pulling anything. And if
they block, throw them as the attack ends.
<, D, <, D, Y, <, < + D, D, D + >, >, B/D, >, D, >, B - Shunkan-Idou
Mukau and Gekiretsurenkyaku or the Jump Knee Lift. Shunkan-Idou away
from your opponent and counter with a string of kicks, or warp in front
of or behind them and go for it! Or execute the Jump Knee Lift if you
haven't got the movements for Gekiretsurenkyaku down yet.
<, < + D, D, D + >, >, B, D, D + >, >, Y - Gekiretsurenkyaku, Double
Punch. A six hit combo that deals heavy damage if all hits connect. It
still does a reasonable amount of damage if blocked.
(D, D +<, <, B) <, < + D, D, D + >, >, B, D, D +<, <, B, > + B -
(Abisergeri) Gekiretsurenkyaku, Abisergeri, Double Kick. Good for
flipping over a Ki blast and assaulting your opponent, or assaulting
your opponent before flipping over them and attacking again, or both.
However, you'll have to be fast executing the if you choose to execute
the Abisergeri before Gekiretsurenkyaku, as the latter is very difficult
to execute quickly. Try rolling the keys (that means rolling from < to
D to >, then pressing B. If done at the right speed, the CPU will
interpret it as <, < + D, D, D + >, >, B) if you have problems.
If you prefer defense, Goku is great. He's really good at catching
opponents off-guard, or countering their attacks. The Abisergeri is a
very good defensive attack. You can flip over opponents Ki blasts,
intercept a jumping opponent, hit them as they are trying to execute an
attack, or catch them in the middle of one! And if they block the
attack, throw them. However, Goku's best defensive (as well as
offensive) manuever is the Shunkan-Idou. You can easily avoid Ki attacks
or and attack for that matter. Follow it up with a throw or a fast
attack to catch your opponent for sure! You can also escape from and
opponent if the situation is becoming a bit too hot.
After hitting with any attack follow it up with either the Jump
Knee Lift or the Double Kick while your opponent is trying to recover-
this works really well as when attacked as a follow-up to a jumping
attack.
Or, if the opponent fired a small Ki blast or a Renzoku Energy
Dan, or even a small super blast, counter with a Kantsu Energy Dan. It
will pierce through nearly all of your opponent's Ki attacks and hit
your opponent.
If your opponent attacks with a dashing or sliding attack, execute
Shunkan-Idou and appear far from them and counter-attack (the
Gekiretsurenkyaku and the Abisegeri work well).
Another VERY useful trick is to get close to your opponent,
execute the Shunkan-Idou Makau (you'll appear behind your opponent), and
throw them (> + X). Unblockable, and can really catch your opponent off-
guard.
If your health becomes low, get as far away from your opponent as
possible and execute Goku's desperation, the Super Meteo Smash. It is
very difficult to execute, but within a few tries you should be able to
get the motions down (you must perform the actions for the attack fast).
Goku can also be cheap. If you get the motions for the Super
Meteo Smash down, there is no way you can lose- it always hits and is
unblockable. However, it *IS* avoidable. As Goku executes Shunkan-Idou
and appears close to you, just jump away.
Like I said before, Goku's skills are in his ability to counter
his opponent at every turn, and, when he hits, he hits hard with a
combo, then perfroms a Shunkan-Idou and disappears, only to strike from
behind his opponent!
Vegita, is prince of all Saiya-jins. His planet was destroyed by
Freeza, but he believed Freeza's lies and thought it to be destroyed by
a meteor. Freeza then sent him to Earth to destroy it, as well as kill
the rebellious Kakarot. He first came to Earth, along with his right
hand, Nappa, and a group of Saibaimen, expecting to easily wipe out its
inhabitants, when they were met by Piccolo, Gohan, Krillin, Tenshinha,
Chiatzu, Yamcha, and Yajirobee. The Saibaimen killed the arrogant
Yamcha, Chiatzu performed a "Psycho Attack" in order to kill Nappa and
himself, but, unfortunately, he hardly scratched Nappa. However,
Tenshinha, Chiatzu's friend, became angered, attacking Nappa. Nappa
amputated Ten's arm, then managed to kill him, but not after Ten damaged
him badly. But just when things were looking bad, Goku, who had been
wished back, arrived. Goku easily defeated Nappa, who, enraged, tried to
kill Gohan but Piccolo sacrificed himself to let Gohan live. Vegita lost
his temper and killed Nappa, then faced off with Goku, Gohan, Krillin,
and Yajirobee. Goku went one on one with Vegita at first. Goku used the
Kaioken to match Vegita's strength, then fought him. Vegita fought Goku
with an arrogant attitude, for he was far stronger, and wasn't afraid to
show it. Goku didn't stand a chance . . . however, Vegita had
underestimated Goku's determination. When Goku began used the Kaioken to
multiply his strength by 2, Vegita still scoffed at his strength, and
toyed with Goku. A big mistake. Goku again performed Kaioken,
multiplying his strength by 3! Now he was slightly stronger than the
Saiya-jin prince, but that was enough. Goku fought Vegita with such
ferocity that Vegita was left reeling. Angrily, and not wanting to admit
there was another that rivaled his power, Vegita decided to simply
destroy Earth. He simply flew high into the sky, charged up, and
attacked with the Gyarikku Hou, a gigantic blast, destroying the- wait,
what's this, something is resisting against his blast! It was Goku, of
course. He stopped Vegita's blast with his own Kamehame-ha! The Saiya-
jins put all their strength into their attacks, each trying to outdo the
other. Vegita, driven by sheer rage and injured pride, and Goku,
fighting for those of Earth. Vegita was too strong. Goku couldn't resist
any longer. But there was one chance left. Kaioken . . . by 4! But could
Goku handle the power?! No, but he was charged long enough to power his
Kamehhame-ha to devastating heights- strong enough to overcome Vegita's
Gyarikku Hou, blasting Vegita into orbit! Goku was spent, but he had
defeated Vegita. Yajirobee came to congratulate Goku- who immediately
told him to leave, as the Saiya-jin prince had returned! Though badly
damaged, Vegita had one last trick up his sleeve . . . In a desperate
attempt to defeat Goku, Vegita performed the Powerball attack, creating
the radiation which mutated him into an Oozaru- a gigantic ape -
multiplying his strength by 10! Because he was also a Saiya-jin, Goku
would have mutated also, but his tail had been removed some time ago
(Saiya-jin must have their tail to go Oozaru). Vegita chased Goku, who
could do nothing in the face of Vegita's power. Goku dodged away from
Vegita, who had begun to play with Goku . . . again. Suddenly, Goku got
an idea. He jumped right in front of Vegita, who though surprised by
this, decided to crush Goku, until suddenly, he was blinded by a bright
flash emitting from Goku's body- the Taiyoken! Goku flew away from the
blinded Oozaru, and gathered energy for a desperate attack- the Genki
Dama! Energy surged through him, when suddenly, Vegita recovered! Taken
by surprise, Goku was unable to prevent the enraged Oozaru from breaking
both his legs and squeezing him in a crushing embrace . . . Suddenly,
Gohan and Krillin attacked Vegita- Gohan, who still had his tail, was
affected by the radiation which still was present, and he to became an
Oozaru! Gohan and Krillin defended Goku, but, Vegita was too strong.
Gohan and Krillin were both tired out, when Yajirobee of all people cut
Vegita's tail, transforming him back to his original state. Ggohan's
tail was cut soon after by Vegita, however. Goku then released the Genki
Dama. Vegita dodged it. However, Gohan bounced it back at him- Vegita
was unable to fight any longer. Krillin was ready to finish him, but
Goku had him spare Vegita. The Saiya-jin prince left Earth angrily,
vowing to defeat Kakarot. Vegita later helped Goku, Piccolo, Gohan, and
Krillin battle Freeza. As Freeza mortally wounded him, he saw his dreams
of becoming the strongest unravelling . . . as he died he saw he was not
the strongest, and died crying, which was a rare thing for him. But
because off Goku's kindness, he was brought back to help battle Perfect
Cell. His son (from the future), Trunks, was killed by Perfect Cell.
Vegita, though usually uncaring, became enraged and attacked Cell, but
he couldn't defeat him. He did distract him long enough for Gohan to
atomize the monster, finishing what he couldn't. Later, he accepted
Madoshi Bibidi's offer to become his slave to receive power- he thought
he could defeat Goku. Their fight nearly ended in disaster, but Trunks
(from the present), begged Vegita to stop. He did. But, the damage from
the battle was enough to allow Bibidi to revive Buu . . . To make up for
his mistake, Vegita helped Goku battle Buu, and, when neither of them
could defeat the Majin, he sacrificed his life destroy both himself and
Buu. But the attack failed, killing only Vegita. Vegita was revived once
again to protect Earth from Little Buu. He learned how to go Super
Saiya-jin 2 (whenever you fight with him in this game he is in this
state). He is also in has the Majin strength in this game, thus the "M"
on his forehead and the energy surrounding him.
< + D, > + U, Y - Jumping Bakuken-ha. Vegita jumps forward a good
distance, then fires a short burst of Ki from his palms, the Bakuken-ha,
in mid-air before jumping back a slight distance. It deals a fair amount
of damage if not blocked, and it is good for catching your opponent off
guard. Like Goku's Abisegeri, you can use this to dodge over Ki blasts
and counter-attack your opponent. Most large Ki blasts are difficult to
clear. It deals 36 damage, or 5 damage if blocked.
<, < + D, D, D + >, >, Y - Dashing Bakuken-ha. After a short lag time,
Vegita dashes a until close to his opponent and attacks with the
Bakuken-ha for a fair amount of damage if not blocked. A good attack
although it should be executed when closer to your opponent than
farther, as they can hit you as you dash. If you attack with it at a
close range, your opponent will be unable to counter-attack in time.
Again, 36 damage, or 5 damage if blocked.
D, U, Y - Bakuhatsu-ha. Vegita will stand still for a second, then cause
a energy to flare from the ground a short distance away from him. This
is great for stopping opponents dashing or sliding towards you, but you
are very vulnerable while executing this attack. If you attack with this
when your opponent is too close to you, they have a good chance to hit
you before the attack is executed. But if they attack to reach you from
a distance, they will almost always take a hit . . . or two . . . or
three. This will disperse Ki blasts, defending you. However, it is
unable to stop a charged or fully charged super blast, so be careful. An
easy way to counter this attack is to attack with any attack where your
fighter attacks from the background. A hit from this deals 12, or 2
damage, blocked. However, it will nearly always hit two to three times.
(While jumping) D, D + <, <, Y - Final Flash Bomb. Vegita attacks by
expelling large amounts of energy around himself. This can not block any
of your opponent's attacks, save small Ki blasts (and even these will
disperse the energy field, though the blast itself will dissipate), and
because the energy is expelled around Vegita, your opponent must be very
close to you for you hit them. This attack is best to execute when under
a jumping opponent. This keeps Vegita suspended in mid-air; you can use
it to avoid attacks. It does 42 damage, or 6 damage blocked.
L/R + Y - Driving Elbow. Vegita jumps into the background and rushes the
enemy with his elbow extended. A good attack to catch enemies off-guard
before and as they attack. It does 15 damage, and none if blocked.
D, D + >, >, B - Super Dash. Vegita's trademark string of attacks.
Vegita will dash forward, then slide into the enemy. This does not
inflict too much damage. Perform the attack again as Vegita executes the
first, and Vegita will slam his knee into his opponent's chest If you
quickly perform the attack for a third time, Vegita punch his opponent
then will finish with a devastating kick. The enemy will be knocked
down. The initial slide is also a good attack by itself. The slide does
17 damage, the slide coupled with the knee does 35 damage, and all
attacks hitting deal 73 damage. Ouch. If blocked, the slide does 3
damage, the slide and knee do 6 damage, and all attacks together do 12
damage.
D, >, D, >, B - Needle Block. Like Goku's Jump Knee Lift, but faster.
Vegita will execute an uppercut with his knee as he jumps upwards. Good
to hit a jumping opponent, or for counter-attacking. This attack can hit
multiple times if you execute it when close to an opponent. A single hit
does 26 damage, or 5, blocked. If you are close enough, it will hit
three times, dealing 50 damage or 12, blocked.
D, D + >, >, A - Renzoku Energy Dan. Vegita rapidly attacks with three
small Ki blasts in a row. However, the Kantsu Energy Dan or other large
Ki blasts can disperse the smaller blasts and still hit Vegita, so be
careful. Each blast does 10 damage, or 2 damage each if blocked. Takes
10 Ki to execute.
(While jumping) <, D, <, D, A - Energy Dan. Vegita hang in mid-air
slightly longer while attacking with two small Ki blasts fired
downwards. You can catch opponents off-guard with this. Each hit shot
deals 10 damage, or 2 damage each if blocked. Takes 5 Ki to execute.
<, < + D, D, D + >, >, A - Big Bang. Vegita attacks with a Big Bang at a
forty-five degree angle. Deals 42 damage, or 3 damage if blocked. Takes
10 Ki.
D, D + <, <, >, A - Final Flash. Vegita holds both arms out, then brings
them together, executing the Final Flash. The longer you charge before
attacking, the larger and stronger the blast will be. Deals 32 damage if
it hits without being charged, or 5 damage if blocked. If charged, it
does 52 damage, or 7 damage blocked. If fully charged, it does 73
damage, or 10 damage if blocked. Takes 10 Ki to execute.
U, D, Y - Vegita's desperation attack is the Galactic Gunfire. Vegita
will grab at the opponent, jump, throw them to the ground, repeatedly
blast them with Ki small blasts from above, then hit them with an
explosive force which causes everything to explode! Either, this attack
will be almost impossible to execute, or extremely easy. To perform it
more easily, jump at your opponent, and before you land, press U, D,
then Y just as you land. Or crouch by quickly tapping down, then press
U, D, Y as Vegita returns to a standing position. Another way is to
press > then U, D, Y. And this attack is unblockable! However, unlike
Goku's desperation, you have to be close to the opponent to hit with it,
so be careful. It deals about 142 damage.
Vegita's attacks are slightly difficult to link together because
some of his better attacks are preceded by a lag. Other than that he can
combo quite well.
< + D, > + U, Y, D, D + >, >, A - Jumping Bakuken-ha, Renzoku Energy
Dan. Jump at your opponent with the Jumping Bakuken-ha, then pound them
with the Renzoku Energy Dan.
D, D + >, >, B, D, D + >, >, B, D, D + >, >, B, D, D + >, >, B, D, D +
>, >, B, D, D + >, >, B - Super Dash, Super Dash. This is a good combo
to be performed over and over- especially when in a corner. However, you
can usually only execute the full string of attacks a twice before your
opponent counters. Go ahead and abuse it anyway, though.
< + D, > + U, Y, <, < + D, D, D + >, >, Y, (D, U, Y) - Jumping Bakuken-
ha, Dashing Bakuken-ha, (Bakuhatsu-ha). If you are fast, these make a
good combo. The jumping Bakuken-ha will usually be blocked (if it isn't,
they will be knocked down. Wait until they stand up before continuing
the combo), although your opponent might let down their guard long
enough for you to hit them with the dashing Bakuken-ha. If they block
that, hit them with the Bakuhatsu-ha, although it will probably be
blocked.
Vegita is a very aggressive fighter. Come attack the opponent with
repeated kicks and punches, and when they try to block, execute the
Super Dash, then jump away, only to jump back at them once their
defenses are down and hit them with the Jumping Bakuken-ha! Or jump and
kick, and after hitting the opponent, throw them.
The trick with Vegita, is to keep attacking the enemy; don't let
up, and don't stop to catch your breath! If you're attack is blocked
fall back, but return as fast as possible.
You can break out of an opponent's attack with a quick crouching
kick- Vegita's crouching kick hits twice, and pushes the enemy a good
distance back. Quickly attack with Bakuhatsu-ha or Super Dash! You can
also attack with the Bakuhatsu-ha defensively, blocking Ki blasts or
keeping your opponent back.
When you corner an opponent, attack with the Renzoku Energy Dan.
While they block the attack, come at your opponent with the Super Dash.
Catch your opponent off-guard by attacking with the dashing
Bakuken-ha, then execute Bakuhatsu-ha as they stand up.
Vegita can also attack airborne enemies. Execute the Big Bang or
Needle Block attack to send your opponent back to the ground! Catch your
opponent by surprise by jumping towards your opponent a few seconds
after they jump, and hit them with small Ki blasts from mid-air as you
jump over them! Or simply hit them with Renzoku Energy Dan or a well
timed Bakuhatsu-ha as they land.
And if they get you weak, attack with the Galactic Gunfire. It's
easy to execute, making it ideal to throw into the middle of a Super
Dash attack. However, you have to get close to the enemy, so be careful.
Or you can just repeatedly slide to knock your opponent down, and
recharge while they are getting up.
Vegita's punches (actually, his close punch is a quick headbutt)
and kicks are great for close range combat. They are both fast, although
they don't have very good range.
Only attack with the Final Flash Bomb to hit a your opponent in
mid-jump or to stay in the air a few seconds longer. Never play
defensively too long, or your opponent will wear you down.
In any case, Veggies is a very good fighter; his moves catch you
of guard and can be done repeatedly for a great deal of damage, the
Needle Block makes an excellent counter-attack, and he can shield off
your Ki attacks with his Bakuhatsu-ha. However, if you catch him in-
between attacks, and keep him on defense, you can get in some good
damage, especially if you trap him in a corner. Vegita is also a good
all-around fighter, as well as the offensive master.
Gotenks, is Goten, Goku's and Chi-Chi's youngest son, and Trunks,
Vegita's only son, fused into one. They were taught how to fuse by Goku
to battle Fat Buu, and Gotenks was soon able to go Super Saiya-jin 3.
Gotenks is strong, but somewhat naive, giving his attacks sgoofy names.
Though confident in his fighting ability, he is very arrogant, and
enjoys taking his sweet time in battle. In this game, he is in the Super
Saiya-jin 3 state.
D + Y - Gotenks Uppercut. Like Goku, Gotenks quickly uppercuts. Easy to
execute, and deals 17 damage, or no damage if blocked.
D + > + Y - Sliding Headbutt. Gotenks slides forward on the ground,
hitting the enemy with his head. 18 damage if not blocked. It will do no
damage if blocked.
>, D, <, Y - Power Tackle. After hitting with the above attack,
immediately executing this will cause Gotenks to throw his opponent.
This attack is unblockable because your opponent will still be
recovering from the previous attack. This attack, together with the
previous, deal 32 damage.
D, D + >, >, Y- Inoshishi Attack. Gotenks dashes before jumping forwards
a short distance, headbutting the enemy. 28 damage. No damage if
blocked.
<, < + D, D, D + >, >, Y - Rolling Thunder Uppercut. Much like a
favorite attack of Goten, the Rolling Bomber, Gotenks will roll his fist
around many times, then finish with an uppercut. If your opponent is
close to you, they will be hit repeatedly, then knocked upwards by the
uppercut. If you miss, though, you'll be left wide open until the attack
ends. Attack with this to end a combo. If all punches and the uppercut
hit, it will deal 50 damage. A single punch will deal about 10 damage,
while the finishing uppercut deals about 17 damage. Blocked, each hit
does 1.
(While jumping) D, >, Y - Ultra Diving Headbutt. Gotenks will shoot out
of the air and headbutt his opponent. Not high damaging, but it does
enough. 26 damage if not blocked, 4 blocked.
L/R + Y - Ultra Headbutt. Gotenks jumps into the background and attacks
the opponent with a headbutt. Same as all the other attacks of this
kind. 17 damage, none if blocked.
(While jumping) >, <, >, A - Kikoha. Gotenks attacks with a small Kikoha
blast in mid-air. Great to hit your opponent if they are jumping. Deals
32 damage. It deals 5 damage if blocked. Takes 5 Ki.
D, D + >, >, A - Renzoku Energy Dan. Gotenks rapidly attacks with three
small Ki blasts, one after the other. Each blast does 10 damage, or 2
damage if blocked. Takes 5 Ki.
D, >, D, >, A - Renzoku Shine Shine Missiles. Gotenks rapidly attacks
with eleven (!) small Ki blasts. If they hit, your opponent will take a
great deal of damage. If you miss, you will be open for a good while.
Each blast deals 10 damage each, or 2 if blocked. If all hit, you can
deal 110 (stronger than most super blasts) damage, or 22 if blocked.
Takes 10 Ki.
<, < + D, D, D + >, >, A - Kikoha. Trunks' signature attack. Gotenks
attacks with a larger Kikoha at a forty-five degree angle. 42 damage if
blocked, 3 damage if not blocked. Takes 10 Ki.
D, D + <, <, >, A - Super Ghosts Kamikaze Attack. Gotenks attacks with a
ghostly image of himself. These ghosts home in on your opponent. They
longer you charge, the more ghosts Gotenks will attack with (the limit
is three). These deal heavy damage, and if you hit with all three, you
can really inflict some pain. However, your opponent can cancel out a
ghost with a small Ki blast! This is best to attack with while your
opponent is jumping, because it catches them off-guard quite well. If a
single ghost hits, it does 42 damage, or 3 damage if blocked. If all
ghosts hit, your opponent will take 125 damage, or 9 damage if blocked.
Because of its strength and the added seeking ability, this is the best
super blast in the entire game. Takes 10 Ki.
>, <, D + <, D, D + >, >, Y - Gotenks' desperation attack is the Renzoku
Galactica Donuts and Gekitotsu Buu Buu Volleyball. Gotenks attacks with
three Galactic Donuts succession. If they hit, they will squeeze your
opponent into a volleyball ball which Gotenks will smash around. Heavy
damage. Gotenks fires it faster than a Ki blast, so it is a very
effective counter-attack attack, though the actual donuts move somewhat
slowly. This attack is not difficult to execute, but easy for an
opponent to dodge if fired at a distance; if you try to attack with it
at a short range, your opponent could hit you before you can attack.
Plus, it is blockable, and it does no damage if blocked. This deals 110
damage.
Gotenks lacks a good amount of attacks to work with. His attacks
don't deal that much damage either, but his attacks are fairly easy to
link together, although there will be gaps in-between where your
opponent may be warned and block your attack.
D + Y, D + Y, D + Y - Gotenks Uppercut, Gotenks Uppercut, Gotenks
Uppercut. A good quickie, and with some nice (about 45) damage for a
quick combo so easy to execute.
D + Y, <, < + D, D, D + >, >, Y - Gotenks Uppercut, Rolling Thunder
Uppercut. If you are fast enough, this can really inflict damage!
<, < + D, D, D + >, >, A, D, D + <, <, >, A - Kikoha, Super Ghosts
Kamikaze Attack. Knock them out of the air with Kikoha, then hit them
with the Super Ghosts! Just make SURE you hit, or you'll waste about 20
points of Ki. Ouch.
(D, D + >, >, D, D + >, >, A) (D, D + >, >, D, D + >, >, A) (D, D + >,
>, D, D + >, >, A) - Renzoku Shine Shine Missiles. A super Ki assault.
It will take its toll on your Ki for sure, but if you can hit your
opponent . . . Just let me say it will be WELL worth it. Even if they
block, they'll take major damage. This is an exccellent stategy to use
against opponents. Just be wary of attacks from the background. Thanks
to Lord Sephiroth for alerting me to this stategy.
Gotenks has some of the lowest-damaging attacks as well as some of
the highest damaging attacks. He also has a good variety to his attacks,
although his they are few.
This makes Gotenks good at surprise attacks. Your best bet is to
mix up your attacks; for example, the Inoshishi Attack followed by a
quick Gotenks Uppercut. Or jump and drop your opponent with the Ultra
Diving Headbutt from mid-air, then follow it up with a Renzoku Energy
Dan or the Renzoku Shine Shine Missiles.
The Sliding Headbutt should always be followed by the Power
Tackle. However, if you find the tackle difficult to execute, attack
with a crouching kick.
Counter-attack with and Inoshishi Attack or a Sliding Headbutt.
The Rolling Thunder Uppercut is also a good counter-attack, but it is
too difficult to execute. It can also be used to trap opponents in the
corner of an arena.
With Gotenks, play between aggressive and defensive. Aggressively
attack your opponent then fall back suddenly. When they try to attack,
hit them with a headbutt, then follow it up with a Super Renzoku Energy
Dan. If your opponent jumps at you, counter with a Ki blast! Always try
to take your opponent by surprise. When they fall, attack with ghosts as
they get up.
Attacking with a hit-and-run pattern is also good for Gotenks.
However, be sure not to follow the same pattern more than needed.
Otherwise, your opponent will become wary, and Gotenk's safety lies in
his ability to catch his opponent of guard.
Gohan, Goku's and Chi-Chi's oldest son. Gohan is much like his
father in many aspects, however, he prefers to study instead of train,
which is partly due to his mother, Chi-Chi, who was, for a time, very
worried about his safety. However, when Piccolo became his trainer, he
instilled a strict fighting sense in Gohan. Later, Piccolo sacrificed
his life to save Gohan from Nappa. Gohan has revered and respected his
former trainer since. Later, he and Krillin wished Piccolo, Tenshinha,
Chiatzu, and Yamcha, who were also killed by Nappa, back. Gohan has been
a fierce fighter, and trained in the Room of Space and Time. When
Perfect Cell challenged the Earth's fighters at the Cell Games, Goku
defeated him, he became enraged, and self-destructed, killing Goku. But
he didn't die so easily. He then proceeded to kill Vegita, Trunks, and
Android #16, then he fought Gohan, and after crippling Gohan's arm,
began to insult Goku. By now, Gohan had completely lost his temper, and
his true power was finally released. He went Super Saiya-jin 2, becoming
the first Saiya-jin to ever surpass Super Saiya-jin, and killed Cell
with a single punch. Gohan became very lax in his training, and when he
and Kaioshin tried to stop Madoshi Babidi and Dabura from reviving Buu,
Gohan was unable to defeat Dabura, whose strength was scoffed by Goku
and Vegita. Later, Gohan trained with Kaioshin, and became very, very
strong, becoming Mystic Gohan, which is the state he is in this game.
D + Y - Gohan Uppercut. Gohan, like Goku and Gotenks, can perform a fast
uppercut. 17 damage, none if blocked.
> + Y - Jet Upper. Gohan rushes forward with an uppercut, your opponent
down into the air. Attack with this when close to your opponent, as your
chances of missing are reduced and your opponent has no chance to
counter-attack. This deals 17 damage, and none if blocked.
< (hold), >, Y - Bakuretsu Rush. Gohan moves forward while punching.
Like the previous attack, it should be attacked with only if you are
close to your opponent; if you miss, you will be wide open for attack. A
excellent counter-attack. A single punch does about 22 damage, and if
all punches hit, your opponent will take about 52 damage. Blocked, a
single punch does around 2 damage and all punches do 10 damage.
< (hold), >, B - Bakuretsukyaku. Gohan rushes forward, knee outstreched.
If he hits his opponent he will follow-up the attack with a kick. Attack
with this when at a short distance from your opponent. If the distance
is too far, your opponent can easily attack you with a Ki blast. Another
good counter-attack. The first hit will do 12 damage, while the second
will do 14, dealing 26 damage if all attacks hit. Each hit does 3 damage
each if blocked.
D (hold), U, B - Zankuukyaku. Gohan jumps straight up as he executes a
kick. A good attack with which to knock jumping opponents out of the
air, or punish your opponent if they get too close. 26 damage, or 4
blocked.
(While jumping) >, D, B - Bukuukyaku. Gohan shoots downwards from mid-
air. If he connects with his opponent, he will kick them repeatedly,
then jump away. 20 damage, none if blocked.
L/R + B - Zanzouken and Rushing Knee. Gohan executes Zanzouken and
appears in the background before rushing his opponent with his knee.
Same as all the other attacks of this kind. 18 damage, none if blocked.
D, D + >, >, A - Renzoku Energy Dan. Gohan attacks with three small Ki
blasts, one after the other. 6 damage each, or 2 each if blocked. Takes
10 Ki.
<, < + D, D, D + >, >, A - Masen-ko. Gohan attacks with the Masen-ko at
a forty-five degree angle. Deals 38 damage, or 3 damage if blocked.
Takes 10 Ki.
D, D + <, <, >, A - Kamehame-ha. Gohan attacks with the Kamehame-ha. The
longer you charge before attacking, the larger and stronger the blast
will be. Deals 32 damage if it hits without being charged, or 5 damage
if blocked. If charged, it does 52 damage, or 7 damage blocked. If fully
charged, it does 73 damage, or 10 damage if blocked. Takes 10 Ki.
>, > + D, D, D + <, <, >, B - Gohan's desperation attack is the
Gekiretsu Rush. Gohan will rush his opponent, punching, before finishing
the attack with an uppercut, a kick, and a Zankuukyaku. Easy to execute,
but it too easy to jump over Gohan or hit him with a Ki blast as he does
this attack. Attack with this when both you and your opponent are in a
corner, as they will have a difficult time trying to avoid the attack. A
single hit does about 10 damage, or 2 damage, blocked. If all of the
hits connect, you will deal 150 damage, or 28 damage blocked.
Gohan lacks fast attacks, but is otherwise good for combos. Like
Gotenks, he also is lacking a sufficient array of attacks.
D + Y, D + Y, D + Y - Gohan Uppercut, Gohan Uppercut, Gohan Uppercut.
You know what to do.
< (hold), >, Y, > + Y/D, D + >, >, A - Bakuretsu Rush, Jet Upper/Renzoku
Energy Dan. Hit your opponent with multiple punches, then slam them with
an even harder one, or blasts them with the Renzoku Energy Dan!
< (hold), >, B, D, D + >, >, A/> + Y - Bakuretsukyaku, Renzoku Energy
Dan/Jet Upper. Hit opponent with a fast set of kicks followed by a fast
punch or even faster fireballs!
D (hold), U, B, > + Y/D, D + >, >, A - Zankuukyaku, Jet Upper/Renzoku
Energy Dan. Kick your opponent before punching them to smithereens or
blasting them until they scream!
As Gohan, you have to play defensively. Only attack your opponent
when they or open, or if you counter-attack. If you do attack your
opponent, make sure you inflict a good deal of damage. Counter-attack
with the Bakuretsu Rush, and follow it up quickly with the uppercut.
Quickly executing the Zankuukyaku while your opponent is close to you
also makes a good counter-attack. When trying to catch an open enemy,
attack with by rushing the opponent with your knee outstretched. If you
hit with your knee, the kick following is sure to hit. The Bukuukyaku is
also a good move with which to catch the opponent off-guard with. Throw
your opponent every chance you get.
Gohan is also the supreme champion at counter attacks. His
Bakuretsu Rush, Bakuretsukyaku, and Zankuukyaku are excellent counters,
and should be abused.
You'll have to be careful what attacks you attack with and when
you do attack, make sure they hit. If you miss, attack with a fast
attack, such as an uppercut. If you miss with that, go defensive. Block
your opponent's attacks until they are open.
Let loose with a Ki attack whenever possible. Because of Gohan's
less than lacking amount of quick physical attacks, your Ki attacks will
be very useful.
In other words, don't mess up. Be careful, especially when
choosing when to attack, and what to attack with.
Vegitto, is Goku and Vegita fused into one. When Little Buu
absorbed Fat Buu, Goten, Trunks, Piccolo, and Gohan, becoming Ultimate
Buu, Goku and Vegita agreed to fuse permanently, this time using the
Potarra earrings given to them by Kaioshin. They fused, becoming
Vegitto! Vegitto was the strongest fighter in all of DBZ. Vegitto went
Super Saiya-jin, and easily defeated Ultimate Buu with almost no effort.
However, Vegitto allowed Buu to absorb him in order to rescue his those
the Majin had absorbed. However, after being absorbed, Vegitto was split
back into Goku and Vegita. Vegita, disgusted at having to fuse again,
crushed his earring. Goku and Vegita managed to free everyone Buu had
absorbed, and later defeated Buu.
D, D + >, >, Y - Driving Elbow. Vegitto rushes forward, elbow extended.
If he hits his opponent, he will immediately hit his opponent a second
time with a jab. Good damage. A fast attack which can easily catch your
opponent off-guard. Good for ending a combo. The hit from Vegitto's
elbow does 17 damage, and the jab following does 15 damage, dealing 32
damage altogether. Both attacks deal 3 damage if blocked.
> + B - .Vegitto Kick. Vegitto will thrust his foot outwards, then he
will then forcefully bring his foot down, for two hits (sometimes). This
will allow Vegitto to hit opponents who are blocking while crouching
without jumping. This deals 20 damage, and none if blocked.
D + B - Grand Slider. Vegitto will dash forward. This attack does not
inflict heavy damage, but knocks your opponent upwards. 16 damage, but
none if blocked.
>, > + D, D, D + <, <, B - Super Dash. Vegitto will spin and kick. If he
hits the his opponent, he will execute a string of punches and kicks,
finishing with a flip kick. This does 32 damage.
< + D, > + U, B - Kicking Uppercut. Vegitto shoots diagonally upwards
kicking. Execute this to intercept your opponent as he jumps, or when in
close to an opponent to inflict good damage. It also makes an excellent
counter-attack. A single kick does 16 damage, but if you execute this
attack at a close range it can hit up to four times, dealing 46 damage.
A blocked kick does 2 damage.
(While jumping) >, D, B - Slash Down Kicks. Vegitto shoot diagonally
down forwards with a slash-down kick. If you hit the enemy, even if they
are blocking, Vegitto will attack with second Slash Down kick. A good
move to catch opponents off-guard. 18 damage each, or 2 damage each,
blocked.
L/R + B - Backstep Kick. Vegitto leaps into the background, then leaps
towards his opponent, kicking. Same as all the other attacks of this
kind. 20 damage. None if blocked.
D, D + <, <, A - Kakusan Energy Dan. Vegitto attacks with a row composed
of three small Ki blasts in a slightly diagonal line. If one blast hits,
the lower blasts are sure to hit. Faster to fire than a super blast, and
it does a good deal of damage if it hits. Better than the Renzoku or the
Kantsu Energy Dan. Each blast deals 8 damage, or 2 if blocked. Takes 5
Ki.
<, < + D, D, D + >, >, A - Big Bang. Vegitto attacks with the Big Bang
at a forty-five degree angle. Deals 42 damage, or 3 if blocked. Takes 10
Ki.
D, D + <, <, >, A - Final Kamehame-ha. Vegitto attacks with a hybrid of
the Chou Kamehame-ha and the Final Flash. Deals 32 damage if it hits
without being charged, or 5 damage if blocked. If charged, it does 52
damage, or 7 damage blocked. If fully charged, it does 73 damage, or 10
damage if blocked. Takes 10 Ki.
D, D + <, <, D + <, D, D + >, >, Y - Vegitto's desperation attack is the
Galactic Juggle. Vegitto will gather Ki. If your opponent is very close
to him, Vegitto will attack his opponent, throwing them high up, then
attacking with a Ki force to damage them as they drop, before catching
them in mid-fall and hurling them into the ground. If you miss, Vegitto
will be stunned for an insignificantly short period of time. Did I
mention this attack is incredibly difficult to execute? It deals 117
damage.
Vegitto can link together many of his rushing attacks to perform
some fast, damage dealing combos, if you are fast enough.
D, D + >, >, Y, <, < + D, D, D + >, >, B/< + D, > + U, B, D, D + <, <, A
- Driving Elbow, Super Dash or Kicking Uppercut, Kakusan Energy Dan. A
fairly fast combo if executed quickly.
D, D + >, >, Y, D + B - Driving Elbow, Grand Slider. The best rushing
combo for Vegitto. Fast, and it deals a decent amount of damage.
(< + D, > + U, B) ( < + D, > + U, B) ( < + D, > + U, B) - Just like
Goku's Abisergeri, Vegitto's Kicking Uppercuts is a good attack to pound
at you opponent with, but if you get careless, your opponent could
easily hit you. If they block the attack throw, your opponent as you
land.
D, D + <, <, A, D, D + >, >, Y/D + A, < + D, > + U, B/<, < + D, D, D +
>, >, B - Kakusan Energy Dan, Driving Elbow or Grand Slider, Kicking
Uppercut or Super Dash. This combo has flexibility, but note it may be
difficult to continue with the combo if you do execute the Grand Slider
instead of the Driving Elbow, which would be the better choice. And, out
of the Kicking Uppercut or the Super Dash, take your pick, they both
work well, but I would generally choose the Kicking Uppercut.
Vegitto is a very balanced character. He can play offensively or
defensively, and is good at both (although he does better when you play
offensively). However, he is not the best at either.
To attack offensively, the Driving Elbow, the Super Dash, and the
Kicking Uppercut are great for catching your opponent and really dealing
damage.
Abuse the Grand Slider. It is an incredibly useful attack that
makes up for its lack of damage in speed and ease to execute, as well as
the fact it can take opponents by surprise.
When playing defensively, the Kicking Uppercut and the Super Dash
are good counter-attacks. When trying to catch an open enemy, attack
with a string of kicks, a dash, or rush, elbow extended forward to begin
a string of attacks.
Vegitto's slash-down kick, which is followed by a second kick, is
good attack to hit the opponent with when they try to attack with a Ki
blast, as the blast will pass under you and you will hit the opponent
before they can react. If both kicks hit, follow it up by kicking
upwards.
Also, Vegitto's two hit kick is very useful, as it will allow
Vegitto to hit opponents who are ducking and blocking with a single
kick, without having to jump and attack. So, unless your opponent wants
to be hit, they will stand and block. After kicking, quickly dash to
catch them off-guard.
In any case, Vegitto can do nearly anything, and do it well. His
attacks are versatile, and can be used to combo or to counter-attack.
And, all of his attacks deal a good fair amount of damage. This makes
him an ideal all-around character.
Piccolo, the most powerful Namekian alive. When his father become
Kami, he split himself from all the evil within him, creating Piccolo
Diamou. However, if Diamou was killed, Kami would be aslo, so there was
nothing he could do to stop him . . . until Goku, in his earlier years,
mortally injured him. Diamou created Piccolo to take his place, then
died, making Piccolo Kami's new side. Thus Piccolo was born hating Goku,
and was forced to survive alone in the wilderness for years as he grew
up. His desire to destroy Goku grew also. However, when Raditz came to
Earth, Piccolo saw that Raditz interfered with his plans of destruction,
so he aided Goku in defeating Raditz. However, when Goku distracted
Raditz long enough for Piccolo to attack, Piccolo was forced to kill
them both, or else Raditz would have escaped. Piccolo cared little for
Goku, but when he learned from the dying Raditz that Vegita and Nappa,
stronger Saiya-jins, were coming to Earth, he took it upon himself to
train Gohan, who had demonstrated his strength against Raditz. As part
of his training, Piccolo heartlessly left Gohan in the wilderness to
fend for himself for 6 months. When the 6 months were up, Piccolo fought
Gohan until he was assured of his strength. He then rallied Krillin,
Yamcha, Tenshinha, and Chiatzu to battle Vegita and Nappa when they came
to destroy Earth. Yamcha, Tenshinha, and Chiatzu were killed battling
Nappa and his small group of Sabiamen, and when Nappa was finally
defeated, he attacked Gohan in a desperate effort to kill him. Piccolo
had grown attached ti his hated foe's son, and stopped him, but at the
cost of his own life. In the other dimension, Piccolo refused to train
with Yamcha, Tenshinha, and Chiatzu, waiting until they were wished back
by Gohan and Krillin. After being wished back, Piccolo merged with Nail,
a Namekian who had helped Gohan and Krillin. He then distracted Freeza,
long enough for Goku to charge the Genki Dama, even though he was no
match for Freeza and badly wounded, and the attack failed to kill him.
Later, Piccolo merged with Nail and Kami (his father, Piccolo Diamou's
good side), greatly increasing his strength. Piccolo never gives up,
even when facing impossible odds. He has nerves of steel, and a fierce
sense of justice. He is now one of Goku's allies.
>, > + D, D, D + >, Y - High Mystic Attack. Piccolo stretches his arm to
attack his opponent at a good distance. Good to catch your opponent off-
guard. 24 damage, 6 if blocked.
>, > + D, D, D + >, B - Low Mystic Attack. Piccolo will crouch and
stretch his arm to attack his opponent at a good distance. Another good
move to catch your opponent off-guard. Again, 24 damage, 6 if blocked.
<, < + D, D, D + >, >, Y - Mystic Counter. Piccolo will raise his arm.
If he is hit with a physical attack, Piccolo returns with a stronger
attack. This is a can really catch an enemy off-guard. They may think
you are wide open, and attack, only to be knocked away by a stronger
attack! This is also good to attack with when dealing with overly-
aggressive players. 30 damage, and is unblockable once Piccolo attacks.
>, > + D, D, D + <, <, Y - As Piccolo attacks with either of the of the
two previous attacks, performing this will cause Piccolo to throw his
opponent if his attack hits. This adds 32 damage to the attack.
(When close to your opponent) B, > - Piccolo Kick. Truly the most unique
attack in the game, if you are close to your opponent (but not to
close), kick them. Piccolo will execute his close range kick, jolting
his opponent with his knee. Now press > and Piccolo will extend his leg
for another hit! 24 damage, none if blocked.
(While jumping) >, D, B - Bukuukyaku. Piccolo shoots downwards from mid-
air. If he connects with his opponent, he will kick them repeatedly,
then kick them away. This inflicts 32 damage, none if blocked.
L/R + B - Sonic Kick. Piccolo leaps into the background, then comes at
his opponent with a kick. Same as all the other attacks of this kind. 20
damage, none if blocked.
<, < + D, D, A - Kaikouha. Piccolo shocks his opponent. You can only hit
them with this when they are close to you. Deals 12 damage, 2 if
blocked. Takes 5 points of Ki.
D, >, D, >, A - Tsuihidan. Piccolo attacks with a seeking Ki blast. It
inflicts a good amount of damage, and is useful for hitting tricky
opponents, although it can be negated by a small Ki blast. 26 damage, 2
if blocked. Takes 5 points of Ki.
<, < + D, D, D + >, >, A - Piccolo attacks with Gekiretsukoudan, which
is also known as the Chou Bakuretsuma-ha, at a forty-five degree angle.
42 damage, 3 if blocked. Takes 10 points of Ki.
D, D + <, <, >, A - Makankousappou. Piccolo's signature "Special Beam
Cannon". This attack will blast through opponents, hitting multiple
times, even if blocked! With no charging, this deals 22 damage, but will
nearly always hit your opponent twice, doubling the damage; 2 damage if
blocked (it will always hit twice if blocked). If charged, it does 27
damage, double for multiple hits; or 4 damage blocked. If fully charged,
it does 32 damage, again, double that if it hits more than once, or 10
damage if blocked. Takes 10 points of Ki.
>, <, D, U, Y - Piccolo's desperation is the Meteo Smash and
Kakusanyudohkodan. He will uppercut the enemy into the air, float up and
meet them with a string of punches as the fall, then hit them with five
Tsuihidans at once! It is also very easy to execute, making it one of
the better desperation attacks. 122 damage.
Piccolo's attacks were never easy to combo, but they are even
harder now. He is missing alot of his attacks from the previous DBZ
fighters, which were removed in favor of very different attacks.
>, > + D, D, D + >, Y/>, > + D, D, D + >, B, (>, > + D, D, D + <, <, Y )
D, >, D, >, A - High Mystic Attack or Low Mystic Attack (with throw),
Tsuihidan. Attack your opponent and blast them. What else?
(D, >, D, >, A) (D, >, D, >, A) (D, >, D, >, A) - (Tsuihidan)
(Tsuihidan) (Tsuihidan). They'll have a difficult time dodging these
heat seekers!
Piccolo is another well-balanced character. He does not have many
attacks which can be linked together, but he makes up for this in
damage. Like Vegitto, each of his attacks do a good amount of damage.
Piccolo does best in close range combat, but he can attack and
attack well at any range. Piccolo's High and Low Mystic Attacks are
great when attacking offensively at a distance; alternate between the
high and low attack to confuse your opponent. The follow-up throw can be
done as Piccolo is stretching his arm, so you should always perform it.
The Sonic Kick is also more important because of Piccolo's small amount
of attacks. The Bukuukyaku should also be abused.
However, Piccolo is the undisputed best at close range combat. He
has no equal . . . maybe Perfect Cell or Vegita, but Piccolo's Kaikouha
and Mystic Counter can get rid of anyone easily. Speaking of which, the
Kaikouha is easy to attack with, and easy to hit with when at a close
range, making it a great counter-attack. His Mystic Counter is another
good counter-attack. But what really causes Piccolo to be the best at
close range is his kicks, and (shivers) the Piccolo Kick. They are fast
and high damaging, and can hit more than once! His crouching kicks are
very long, and can catch your opponent off-guard.
When in fighting a defensive opponent, throw them, or blast Ki at
them repeatedly. When fighting an offensive or aggressive opponent, play
defensively, and catch them off-guard. Whenever you knock an opponent
down, you should immediately begin recharging your Ki and health, or
ready the Makankousappou.
And, Piccolo's Ki attacks are good too. The Tsuihidan is very
difficult to dodge, and will inflict a good amount of damage. Piccolo's
Gekiretsukoudan can catch an opponent off-guard, and can even hit an
opponent standing next to you. The Mankankousappou does a good amount of
damage, but only because it hits twice, so be careful how you attack
with it.
In other words, Piccolo is a little of everything. He can hit and
run, catch his opponent off-guard, play defensively, offensively or
somewhere in between, but most of all he can attack fast and hard.
Fat Buu, the first Majin, was the terror of the Kaios, the one who
killed every Kaio, excepting Kaioshin. He was locked away, but was
unable to be destroyed. Much later, Madoshi Babidi and Dabura tried to
revive the Majin, and succeeded in convincing Vegita to join them. They
succeeded, and ironically, each of them were killed by Majin Buu; Majin
Buu killed Dabura on a whim; Vegita realized what he had done, and died
trying to kill the Majin; and Majin Buu soon grew tired of Babidi's
orders and killed him. Majin Buu was very strong, but was beaten by
Goku. But Goku could not kill him. Then, Majin Buu met Mr. Satan, and
came to like his dog Bee. When Bee was hurt, Majin Buu became angry, and
decided to become good. He expelled the evil inside of him. This evil
became a new Buu, who was consumed by the evil of the Majins. Thus,
Majin Buu, with all the evil of the Majins removed, became Fat Buu.
However, Majin Buu ate Fat Buu, taking his power, and became Super Buu.
Later, thanks to Goku and Vegita, and Super Buu was defeated. Or so they
thought . . .
D (hold), U, Y - Powersault. Fat Buu swings his arms upwards in an ark.
This takes a slightly too long to execute. 32 damage, 4 if blocked.
< (hold), >, Y - Planet Attack. Fat Buu rolls, then dashes towards his
opponent head first. 22 damage, 4 if blocked.
<, < + D, D, D + >, >, Y - Shin Planet Attack. If executed as Fat Buu
performs a Planet Attack, Buu will flip and bounce to and the attack.
Ignore this- it does EXACTLY the same damage as a Planet Attack, so
there is really no point in executing this attack.
D + B - Sliding Crash. Fat Buu slowly slides forward for a short
distance on his fat rear. 18 damage, none if blocked.
(While jumping) D + B - Dropping Crash. Fat Buu drops from mid-jump,
trying to hit his opponent with his rubbery, marshmallow rear. 24
damage, none if blocked.
< (hold), >, B - Buu Buu Spin. Fat Buu spins, pirouetting repeatedly. A
good attack to break away from an opponent with, although Buu is
vulnerable while performing this. A hit does 20 damage, or 1 if blocked.
If you are close to your opponent when you execute this, you can hit
multiple times, dealing 60 damage, or three if blocked.
D (hold), U, B - Oyatsukosen. Fat Buu shocks his opponent, turning them
into candy. He munches on his opponent, then spits them out. This looks
funny, and can really catch your opponent off guard. It CAN be blocked,
though, and your opponent has to be fairly close. 45 damage, none if
blocked.
L/R + B - Big Crash. Fat Buu leaps into the background and comes at his
opponent, trying to hit them with his over-sized behind. 24 damage, none
if blocked.
D, D + <, <, A - Kakusan Energy Dan. Fat Buu fires small Ki blasts
diagonally upwards and downwards, as well as straight ahead. And if your
opponent is close enough, they will be hit by all three. Not unlike
Vegitto's Kakusan Energy Dan, but each blast is fired at a different
angle. Each blast does 8 damage each, or 2 each if blocked. Takes 5
points of Ki.
<, < + D, D, D + >, >, A - Buu Bomb. After a short lag time, Fat Buu
creates an invisible Ki force rise up around him, dealing a good amount
of damage as well as dissipating any other Ki attacks coming towards
him. 40 damage, or 6 damage if blocked (if your opponent blocks the
attack while close to you, they will be hit multiple times for blocked
damage).Takes 10 points of Ki.
D, D + <, <, >, A - Mightiness Bomber. Fat Buu fires an invisible blast
of Ki at his opponent. The longer you charge before attacking, the
stronger your attack will be. Deals 40 damage if it hits without being
charged, or 6 damage if blocked. If charged, it does 58 damage, or 7
damage blocked. If fully charged, it does 70 damage, or 10 damage if
blocked. Takes 10 points of Ki.
D, D + >, >, Y, B - Fat Buu's desperation attack is the
Jinruizetsumetsukougeki, otherwise known as the Genocide Attack. Fat Buu
shocks his opponent, stunning them. He then floats upwards and breathes
out many bolts of Ki at his stunned opponent, devastating them. 120
damage.
Combos? This guy is just too slow. Generally, just true to execute
a Buu Buu Spin after attacking, then throw as soon as possible.
Like Gohan, Fat Buu is a defensive character. His attacks are
slower, but they deal much more damage.
His Planet Attack and Buu Buu spin are both good attacks to catch
your opponents off-guard, or to hit them with if they leaves themselves
open. And, along with the Powersault and Buu Bomb, also make good
counter-attacks. The Oyatsukosen is another good counter attack. It
deals a great amount of damage, is easy to do and can catch your
opponent by surprise, but you have to charge down before doing it, so it
is not that useful.
And, do not get into close range combat with Fat Buu. His attacks
are too slow; and it is especially difficult to get out of a corner.
Fat Buu has typical Ki blasts, excepting the Buu Bomb. The Buu
Bomb can be used to disperse opponent's Ki attacks, and is also a great
counter attack.
As for Fat Buu's desperation attack, it is difficult to execute,
and difficult to hit your opponent with.
Fat Buu can be a good character for advanced players, but to the
rest, his lack of fast attacks is very frustrating. Overall, he has
potential, but his slow attacks coupled with his lack of mobility, drags
him down.
Little Buu, is the last Majin and the final Buu. After Super Buu
was defeated by Goku and Vegita, he became a thinner, smaller Buu, whose
strength began to increase at an alarming rate. He was very strong, and
he began to destroy . . . However, in a last, desperate attempt to
defeat him, Vegita distracted Buu, though it nearly cost him his life,
giving Goku enough time to charge the Genki Dama. Goku put all his
strength in the attack, and barely managed to destroy Little Buu. After
he was defeated, Goku wished for his power to be bestowed upon a boy. At
the following Tenkai-Ichi Budokai, Goku met Uubu, and has been training
him since.
Y - Buu Punches. Little charges forward, punching repeatedly. Each punch
does around 15 damage, noe if blocked.
> + Y - Stretching Buu Punch. Little Buu slides forward, his fist
stretching outwards a good distance. It does 22 damage, and none if
blocked.
D, >, D, >, Y - Lengthening Buu Whip. Little Buu causes the tassel on
his head to lengthen, and whips the it out a good distance. 22 damage,
none if blocked.
<, < + D, D, D + >, >, Y - Rolling Buu Tackle. Little Buu rolls himself
into a spinning ball, then flies quickly forward. Good for catching your
opponent off-guard. 32 damage, 5 if blocked.
(While jumping) >, > + D, D, D + >, >, Y - Buu Floater. Little Buu
flattens himself out, causing him to float. He will remain suspended in
air until you press a button other than a direction. While in air, you
can float back and forth by the > and < buttons.
L/R + Y - Rolling Buu Attack. Little Buu becomes a spinning blob and
leaps into the background before flying at his opponent.
D, D + <, <, Y - Close Surprise Kick. Little Buu shoves his foot into
the ground, and it comes up right in front of him, hitting any opponent
who gets too close. Cannot be attacked with while in an arena where you
fly. 26 damage, 4 if blocked.
D, D + <, <, B - Far Surprise Kick. Little Buu shoves his foot into the
ground, and it comes up a fair distance away from him. Good for
surprising an opponent. Cannot be attacked with while in any arena which
causes you to fly. 26 damage, 4 if blocked.
D, D + <, <, A - Farthest Surprise Kick. Little Buu shoves his foot into
the ground, and it comes up a great distance away from him. THIS will
really catch an opponent off-guard! Cannot be attacked with while in an
arena where you fly. 26 damage, 4 if blocked.
(While jumping) D, >, Y - Buu Energy Dan. Little Buu hangs in mid-air,
and spits a stream of three small Ki blasts straight forward, hitting
any airborne opponents. While in an arena where you fly, you must press
U, D, >, Y to execute the attack. 10 damage each, or 1 each, blocked.
(While jumping) D, >, B - Buu Energy Dan. Little Buu hangs in mid-air,
and spits a stream of three small Ki blasts diagonally downwards. Good
for catching an opponent off-guard. While in an arena where you fly, you
must press U, D, >, B to execute the attack. 10 damage each, or 1 each,
blocked.
>, <, >, A - Kantsu Energy Dan. Little Buu will attack with a larger Ki
blast, which destroys all smaller Ki blasts. Good to hit the enemy if
they attack with a triple or more Ki blast (such as the Renzoku Energy
Dan). 22 damage, 3 blocked. Takes 5 points of Ki.
<, < + D, D, D + >, >, A - Buu Burn. Little Buu attacks with the Buu
Burn at a forty-five degree angle. 42 damage, 3 if blocked. Takes 10
points of Ki.
D, D + <, <, >, A - Power Ball. Little Buu raises an Ki blast above his
head, then fires it. Its strength depends on how much you charge it.
Attacking with this as an opponent is above you will cause them to be
hit by the blast as it is above Little Buu's head. Deals 32 damage if it
hits without being charged, or 6 damage if blocked. If charged, it does
57 damage, or 8 damage blocked. If fully charged, it does 72 damage, or
10 damage if blocked. Takes 10 points of Ki.
<, >, > + D, D, U, Y - Little Buu's desperation attack is the
Udebunrikougeki. Little Buu whips his tassel, wraps it around his
opponent, holding them in place, swings his arm around so fast it
catches on fire, then detaches his arm, which punches them so hard . . .
! Not too difficult to execute, and, because of the length of his
tassel, it can be executed at a distance. It does 92 damage.
Little Buu is not very good for combos, but his attacks are fast,
and can executed fairly quickly.
D, >, D, >, Y, D, D + <, <, Y/D, D + <, <, B/D, D + <, <, A/<, < + D, D,
D + >, >, Y- Lengthening Buu Whip, Close Surprise Kick or Far Surprise
Kick or Farthest Surprise Kick or Rolling Buu Tackle. A flexible combo
to attack your opponent at any range.
> + Y, D, >, D, >, Y (<, < + D, D, D + >, >, Y) - Stretching Buu Punch,
Lengthening Buu Whip, (Rolling Buu Tackle). A faster combo which is just
as devastating.
D, D + <, <, Y/D, D + <, <, B/D, D + <, <, A, >, <, >, A/D, D + <, <, >,
A - Close Surprise Kick or Far Surprise Kick or Farthest Surprise Kick,
Kantsu Energy Dan or Power Ball. Surprise your opponent with a kick,
then hit them with either the Kantsu Energy Dan or the Power Ball, take
your pick.
Little Buu is very agile, but his attacks don't do all that much
damage. But his attacks are very good at catching his opponent off-
guard, especially with the Lengthening Buu Whip and the Surprise Kicks.
Little Buu, like Gotenks, is good at catching his opponent off-
guard. He is also very maneuverable, allowing him to easily dodge Ki
blasts and such. He also has decent Ki blasts of his own. Speaking of Ki
blasts, the Buu Energy Dan should be used to the point of over use,
mostly because it will do damage even if blocked, and will do a good
amount of damage if they hit. Little Buu can also attack at a good
range, too.
Ruthlessly attack your opponent while continuously dodging their
attacks and coming back with your own. Advanced, faster players can use
this strategy to evade and attack all at once- you'll be almost
untouchable if you get it down.
Basically, just be careful what attacks you attack with and when.
That's really all there is to say about Little Buu.
Freeza, the Planet Destroyer, was the monster who is responsible
for the destruction of Planet Vegita as well as the death of Goku's
father, Bartock. Freeza, his father, King Cold, and his brother Cooler,
are of an unknown race. Freeza took control of Planet Vegita and used
the Saiya-jins, the inhabitants of Planet Vegita, as his own minions.
However, the Saiya-jins began to grow to strong for him to control, so
he destroyed them. He spared Nappa, Raditz, and Vegita, told them lies
about their planet's fate, they believed him and they joined his army.
On Freeza's orders, Raditz was sent to Earth to see if Kakarot, another
Saiya-jin who had been on Earth at the time of Planet Vegita's
destruction, had destroyed the planet yet. Of course, Kakarot- Goku -
hadn't, and he and Piccolo managed to kill Raditz. Nappa and Vegita were
sent next. Nappa died (ironically, it was the enraged Vegita who killed
him), but Vegita lived. However, while the Saiya-jins were on Earth,
Freeza learned of the Dragon Balls. With many of Earth's best fighters
dead, Freeza could easily have used Earth's Dragon Balls- however,
because Piccolo had died in combat, his othter side, Kami, also died,
which, in turn, caused Shenron, Earth's dragon, to die, which caused the
Dragon Balls to turn to stone. So Freeza headed for Namek, a distant
planet with much stronger Dragon Balls than those on Earth. He wanted to
use the Namekian Dragon Balls to wish for immorality, but so did Vegita,
who turned traitor and killed Zarbon, Kui, and Dodoria, three of
Freeza's most finest henchmen. Gohan and Krillin also traveled to Namek
to stop Freeza. Gohan and Krillin, with the help of Tsumuri, Mai-Ma,
Dende, Nail, and Guru, the great Namekian eldre, gathered most of the
Dragon Balls. They then met Vegita, and formed a temporary alliance.
Freeza unleashed his private troops- Ginyu, Burter, Jiisu, and Guld.
Fortunately, Goku arrived just in time to help his friends in battle. So
Freeza's last henchmen were killed- save Ginyu, but he became trapped in
the body of a Namekian toad (he was beaten by Goku, but before Goku
could kill him he executed the Body Switch attack. However, Goku held a
toad in the way of his attack, causing him to become a toad), so he was
useless. Angered, Freeza took matters into his own hands and went after
Guru to force him to give away the location of Goku, Gohan, Krillin,
Vegita, Dende, as well as the Dragon Balls. Guru was very old, and was
dying, and if he died, because he had created the Namekian Dragon Balls,
the Dragon Balls would lose their power. Still, Guru sent Nail to stall
Freeza. Nail, who knew he had just been given his death sentence, did
what he had to. He ". . . didn't stand a snowball's chance in a furnace
in Hell against Freeza . . . " (according to Vegita, Guardian of
Destiny). But as soon as Freeza realized he was being purposely delayed,
he mortally wounded Nail and left him for the dead. Then, Freeza went
after Dragon Balls himself, knowing there was no time to lose- Guru was
nearly dead. Goku, Gohan and Krillin wished Piccolo and all the others
killed by Nappa and Vegita back on Earth back to life, and that they
would be brought to Namek. The third wish was to be Vegita's, but the
Guru died, and Vegita never got his wish. However, Freeza then found
them. Freeza was stronger than all of them. As he revealed his true
power, Vegita cried- there was no way to beat him. However, Piccolo
found the dying Nail and allowed his fellow Namekian to merge with him.
Then Piccolo agreed to try to hold off Freeza so Goku could charge a
Genki Dama. But Freeza was too much. Vegita was killed, and Piccolo was
badly wounded by Freeza. Freeza then reached full power, and killed
Krillin. Goku's rage caused him to go Super Saiya-jin. However, Goku was
stronger than Freeza in his Super Saiya-jin state, and defeated him.
Freeza, outraged, tried to kill Goku in a last, desperate attempt, but
his attack was deflected back at him, tearing him up. As Freeza died he
leveled the Namek. The survivors wished back those who were killed. But
Freeza was not dead. His body was found by his father, King Cold. King
Cold had Freeza rebuilt as a cyborg. Freeza and Cold returned to Earth
to destroy it. Cold wanted to destroy Earth from space aboard his large
spaceship, but Freeza insisted on going to Earth and defeating those to
he lost to, as well as retrieving the Dragon Balls there. On Earth, the
warriors felt Freeza's power approaching, and Piccolo voiced their
frustrations before they attacked Freeza. Freeza brought an army with
him, but upon seeing Goku again, he went insane, but just then . . .
Another Super Saiya-jin attacked Freeza- Vegita's son from the future,
Trunks. Trunks easily killed Freeza, King Cold, and his entire army. In
this game, Freeza is in his original final state (he developed various
forms to hide his power).
D, D + <, <, Y - Freeza Cutter. After a short lag time, Freeza slashes
his opponent. 32 damage, 5 if blocked.
D, >, D, >, Y - Jishin-ha. After a slight lag time, Freeza causes a
flare of Ki to shoot from his palm. It has a good range, too.
>, > + D, D, D + <, <, Y - Psychokinesis. Freeza attacks with an
invisible force of Ki which raises his opponent into the air and throws
them. It is unblockable and unavoidable, and makes an perfect counter-
attack. 32 damage. However, it can only be done at a close range.
D + B - Slide. After a short lag time, Freeza slides forward on his
back. 16 damage, none if blocked.
(While jumping) D, >, B - Slash Down Kicks. Freeza shoot diagonally down
forwards with a slash-down kick. If you hit the enemy, even if they are
blocking, Freeza will attack with second slash-down kick. A good move to
catch opponents off-guard and deal a good amount of damage. Each kick
does 18 damage each, or 2 each if blocked.
(While jumping) D, D + <, <, B - Black Hole Death Ball. Freeza will hang
in mid-air, forming a Death Ball which he causes to collapse, creating a
black hole. He will throw the attack at diagonally downwards. Your
opponent can also be damaged by the aftershock as it hits the ground.
Somewhat slow to fire, though. 24 damage, 4 if blocked.
L/R + B - Backstep Kick. Freeza floats into the background, then comes
at his opponent, kicking. 20 damage, none if blocked.
A - Freeza Beam. Freeza shoots a beam from his finger. It moves much
faster than most other small Ki blasts. 10 damage, none if blocked.
D, <, D, <, A - Kienzan. The infamous "Distructo Disk", Krillin's
trademark technique. Freeza forms a semi-homing disk from Ki and throws
it at his opponent. Difficult to dodge. It is also easy enough to
execute, so it can be done repeatedly. However, it can be negated by a
small Ki blast. 30 damage, 4 if blocked. Takes 5 points of Ki.
<, D, <, D, A - Daichiretsuzan. Freeza causes a bolt of Ki to shoot
diagonally downwards from just above him. When the bolt touches the
ground, it will travel forward at ground level. A good attack with which
to catch opponents off-guard. 20 damage, 3 if blocked. Takes 5 points of
Ki.
<, < + D, D, D + >, >, A - Death Ball. Freeza creates a star-like Death
Ball and throws it at a forty-five degree angle. 42 damage, 3 if
blocked. Takes 10 points of Ki.
D, <, >, A - Kiaiho. Freeza's super blast cannot be charged, but it is
very painful and deals a great amount of damage. IF it hits. And that is
quite a big IF let me tell you. It takes quite a while before Freeza
fires this, and during that time Freeza is very vulnerable to anything
but a Ki blast- any Ki blasts will thrown at Freeza will be dissipated,
but not if they are thrown at his back (a fully charged super blast will
cancel both attacks, though). And, Freeza's opponent must be in front of
him when the attack is fired, or else no damage will be dealt. But, if
they are in front of Freeza when the attack hits, it is unblockable. 72
damage, cannot be blocked. Takes 10 points of Ki.
D, D + >, >, Y, B - Freeza's desperation attack is the Super Freeza
Rush. After a good lag, Freeza, shoots forwards, surrounded by explosive
power. While executing this desperation, he is invulnerable to Ki
attacks. 106 damage, NO damage if blocked.
Freeza can execute some fast combos, however, they can drain Ki
quickly, because many of Freeza's best attacks (the Kienzan, the
Daichiretsuzan) are Ki attacks.
<, D, <, D, A, (D, >, D, >, Y) D, <, D, <, Y - Daichiretsuzan, (Jishin-
ha) Freeza Cutter. This is for a close range attack. Hit your opponent
with Daichiretsuzan, (if your fast, hit them with the Jishin-ha here)
then slash them with the Freeza Cutter!
D, >, D, >, Y, <, D, <, D, A - Jishin-ha, Daichiretsuzan. Another one
for close range combat, this really works!
A, <, D, <, D, A, D, >, D, >, A - Freeza Beam, Daichiretsuzan, Kienzan.
Most opponents will try to jump over the Freeza Beam and the
Daichiretsuzan, only to get busted by the Kienzan.
Freeza has a great amount of potential. If you are very mindful of
what attack you are attacking with and when, you'll find Freeza is a
choice character.
Freeza relies on his Ki attacks more than anything else. The
Kienzan and Daichiretsuzan are good moves to abuse. The Kienzan is deals
a good amount of damage, and it seeks out your opponent. This is a very
good attack to use against a jumping opponent- it's fast enough to
execute before your opponent reaches the ground, and you can't block
attacks in mid-air. The Daichiretsuzan is good to catch an opponent off-
guard or as they are executing an attack. It also serves a purpose in
close range combat, as it can hit your opponent as it shoots towards the
ground. The Black Hole Death Ball and Death Ball are both good for
offensive and defensive reasons. The Black Hole Death Ball should be
abused, as it deals a good amount of damage to opponents, but it also
keeps Freeza in the air longer, so it is useful for avoiding Ki blasts
and returning with one of your own! The Death Ball, like the Kienzan and
Daichiretsuzan, is good defense against opponents who jump alot, as if
the try to attack you and you attack with a Death Ball, they will feel
pain. Offensively, the Death Ball should be attacked with only if you're
sure you're going to blast your opponent. The Jishin-ha is good for
defense as well as offense, as it can be used to keep your opponent at
bay, or for a good close range attack.
And don't forget Freeza's small Ki blast, the Freeza Beam. It
travels faster than most other Ki blasts, and deals more damage, so it
is also an effective attack.
As for Freeza's other attacks, they are there to back-up his Ki
attacks. The Slash Down Kicks are faster and easier to execute than the
Death Ball, and still deal a good amount of damage, if not blocked. The
Freeza Cutter would be a great attack for close range combat, but the
lag time before makes it somewhat ineffective, even as a counter-attack.
However, if you can catch your opponent by surprise to hit them with
this attack, you will deal good damage. Freeza's Slide gets him so low
he can avoid almost anything, and knock his opponent down if he hits.
However, it has a lag time before it that can prepare opponents from
your attack.
As for Freeza's desperation attack, use it at a short distance
from your opponent, or they will hit you in the lag before the attack.
However, Freeza is invulnerable to Ki during this attack, so it is good
to hit an opponent with if they are trying something. It is also a good
attack to use over and over and over, as you are bound to hit your
opponent before too long.
And, Freeza's Psychokinesis is completely unblockable at a close
range. It is the more than the perfect counter-attack, but it can be
difficult to execute. If you master it though, you will be almost
invincible. Besides the Freeza Cutter and the Jishin-ha, it is one of
Freeza's few close range attacks, and is his best. Enemies will be
unable to get close to you, and when they try to get away, lay on them
with everything. And, attacking with the Psychokinesis as much as
possible is cheap, but it works quite well.
Overall, Freeza's strength is in the damage he deals, and his
range. However, he has some fair (and one very cheap) close range
attacks, making him good for a balanced playing style.
Perfect Cell, an android designed from the DNA of Goku, Vegita,
Piccolo, and Freeza. In the past, Goku destroyed the Red Ribbon army. A
high ranking official in the army, Dr. Gero, wanted revenge. He designed
Androids #16, #17, #18 and #19. Each of his creations uncontrollable.
Eventually, he transplanted his brain into an android, becoming #20.
However, he was soon killed by #17 and #18, who had turned on him.
Before he died, he began the process of creating Android #21- namely,
Cell. Years later, after Cell had finally awakened, he found himself in
an incomplete form, because of a lack of energy. He knew to reach his
true form, he could gain energy by absorbing people. In particular, #17
and #18 had certain power sources built into them that would allow Cell
to transform to his final form instantly. However, the Androids were too
strong to absorb . . . And they had killed Vegita, Gohan, Krillin,
Piccolo, Yamcha, Tenshinha, and Chiatzu, as well as half the population
of Earth. Goku had died from a rare heart disease; leaving only Trunks,
Vegita's son, to defend Earth. There was not enough strong fighters to
absorb, and there would not be enough time for Cell to go about
absorbing Earth's remaining population. This was a hopeless situation
for Cell, but he then learned Bulma, Trunks' mother, had created a
machine to take Trunks back in time so he could change the future. With
Trunks gone, Cell used the time machine for himself. He followed Trunks
into the past. While Trunks gave Goku medication to prevent the heart
disease he was destined to have, Cell found Androids #16, #17, and #18.
He defeated #16, and absorbed #17. Soon, he absorbed #18 also. He then
became Perfect Cell. Cell then began his own Tenkai-Ichi Budokai of
sorts, where every contender battled him, and if he won, he would
destroy Earth. Cell defeated Mr. Satan with ease, then went on to battle
Goku. After a narrow fight, Goku proved stronger. Cell was forced to
release #18, then turned to suicidal tactics and self-destructed.
However, Goku warped both himself and Cell to King Kaio's planet, and
Goku, along with King Kaio and Bubbles, were killed. However, one of
Cell's brain cell's remained, and he used this chance to rebuild his
body as Perfect Cell! He returned to Earth, created 6 Cell Juniors-
smaller androids resembling himself -and with his creations, he beat
around the rest of the contenders, killing Trunks, who was still in the
past. At this point Vegita wildly attacked Cell, but to no avail. Cell
killed #16 (who had been reprogrammed by Bulma to help battle Cell),
crippled Gohan's arm, then began to insult Goku, right in Gohan's face.
That mistake cost Cell his life. Gohan went Super Saiya-jin 2, killed
each Cell Junior with a single kick, then finished Cell with one punch.
Everyone who had died in battle were revived, then Trunks went back into
the future before Cell came to the past. He had grown tremendously in
strength, and killed Androids #17 and #18, as well as Cell, preventing
him from coming to the past. In this game, he is in his perfect state.
D, D + >, >, Y - Bakuretsu Rush. Perfect Cell rushes forward, punching
repeatedly. If one punch connects, all of the following will. If all of
the punches connect, great damage will be dealt. It will still do good
damage if blocked. However, don't miss with it, or you will be wide
open. A good counter-attack. A hit does 32 damage, or 3 damage blocked.
If all hits connect, you can deal 95 damage (ouch).
(While jumping) >, D, Y - Negative Arrow. Perfect Cell attacks with an
arrow-shaped blast of Ki diagonally downwards. 26 damage, 4 if blocked.
>, > + D, D, D + <, <, Y - Psychokinesis. Perfect Cell attacks with an
invisible force of Ki which stuns his opponent, as it lifts them into
the air, then throws them back onto the ground. This is very, very, very
CHEAP! It can catch your opponent at any range. Another good counter-
attack. It is not completely unblockable- if your opponent is pressing
<, if they are jumping, or if they are in the background, this attack
will miss. But, because it has no start-up, your opponent will (most
likely) be unable to avoid the attack. 35 damage.
<, < + D, D, D + >, >, Y - Honoo. Perfect Cell raises his hand, spraying
bursts of flame at a forty-five degree
angle. 26 damage, 4 if blocked.
L/R + Y - Grand Slider. Perfect Cell leaps into the background then
slides at a great speed at his opponent. 24 damage, none if blocked.
>, <, >, B - Cell Junior. After a good lag time, Perfect Cell spawns a
Cell Junior. The Cell Junior will repeatedly hop forward, and explode
upon contact with an opponent. Very slow to execute. 58 damage, 6
blocked.
>, > + D, D, D + <, <, B - Cell Barrier. Perfect Cell causes a
tremendous force of Ki to surge through himself. If your opponent
touches Cell during this period, they will take heavy damage. However,
he is still vulnerable to Ki blasts. 34 damage, 5 blocked.
>, <, >, A - Kantsu Energy Dan. Perfect Cell will attack with a larger
Ki blast, which destroys all smaller Ki blasts. Good to hit the enemy if
they attack with a triple or more Ki blast (such as the Renzoku Energy
Dan). 24 damage, 5 if blocked. Takes 5 points of Ki.
<, < + D, D, D + >, >, A - Kamehame-ha. Perfect Cell attacks with a
Kamehame-ha at a forty-five degree angle. 42 damage, 3 if blocked. Takes
10 points of Ki.
D, D + <, <, >, A - Chou Kamehame-ha. Perfect Cell attacks with the Chou
Kamehame-ha. The longer you charge before attacking, the larger and
stronger the blast will be. Deals 32 damage if it hits without being
charged, or 5 damage if blocked. If charged, it does 52 damage, or 7
damage blocked. If fully charged, it does 73 damage, or 10 damage if
blocked. Takes 10 Ki.
>, > + D, D, D + <, <, < + D, D, D + >, >, Y - Perfect Cell's
desperation attack is the Chou Bakuhatsu-ha. Cell attempts to surpass
perfection, becoming much stronger, and larger. He then punches the
ground, causing Ki to rise up in the form of a trio of mass explosions
before returning to his true form. If your opponent tries to jump over
the explosion they will be hit by the Ki force. Be warned, an opponent
can counter with any attack where they attack from the background. If
your opponent is caught in all three blasts, they will take 126 damage.
A single hit does 33 damage, or 6 each blocked (if your opponent blocks
every hit, they will take 36 damage because each blast hits multiple
times).
>, <, >, <, >, Y - Perfect Cell's desperation attack is the Chou
Bakuretsu Rush. Cell attempts to surpass perfection, becoming much
stronger and larger. He then rushes forward, punching many, many times
before returning to his true form. If one punch connects, the following
will. If all hits connect, your opponent will take 156 damage (the
highest damage for a desperation attack in the game!). A single punch
does 33 damage, or 6 if blocked (if your opponent blocks every punch
they will take 36 damage).
Perfect Cell has very few combos, but they are all fairly useful.
That's really about it.
>, > + D, D, D + < , <, Y, >, <, >, B - Psychokinesis, Cell Junior. As
long as your opponents aren't too close, this combo will get them every
time.
>, <, >, B, >, <, >, A/D, D + <, <, >, A - Cell Junior, Kantsu Energy
Dan or Chou Kamehame-ha. Another defensive combo. It's for trying to hit
your opponent as they try to avoid Cell Junior.
D, D + >, >, Y, >, > + D, D, D + <, <, B - Bakuretsu Rush, Cell Barrier.
Because opponents often try to counter-attack after the Bakuretsu Rush,
they will probably be taken by surprise by the Cell Barrier.
Cell strength is in the amount of damage he can deal. And he CAN
deal damage! He even has two (!) desperation attacks!
Cell plays best if you start by playing defensively. Stay as far
away from your opponent as much as possible, inflicting as much damage
as you can at a long range. Once you've chipped away enough of your
opponent's Ki and health, get aggressive, and really put the pressure on
them. Attacks such as the Psychokinesis, Cell Junior, and the Kantsu
Energy Dan are good long range attacks when playing defensively. The
Bakuretsu Rush, Cell Barrier, and Negative Arrow are good attacks at
close range and are also great for catching opponents off-guard. The
Honoo and the Kamehame-ha are good to keep opponents away from you. The
Chou Kamehame-ha is great for pounding the crud out of your opponents.
Speaking of attacks, Cell's Psychokinesis makes him the one of the
cheapest. Cell is the only fighter with a fast, easy to execute attack
which is nearly undefendable, and can hit at any range! If you master
this attack, you can decide the fight quite easily, as well as defeat
any opponent with ease.
And, Cell excels in close range combat. Although he can't hit as
fast as Piccolo or Vegita can, he can deal more damage. Also, his
punches aren't that strong, and are too slow, but his kicks are fairly
fast and hurt.
Plus, if you are losing, Cell has two desperation attacks for you
to attack with! However, the Chou Bakuhatsu-ha is very difficult to
execute, and if your opponent isn't caught in most of the explosions, it
won't do that much damage. But the Chou Bakuretsu Rush inflicts a
tremendous amount of damage, and is mindlessly easy to execute. Just be
careful when executing his desperations, as you could leave yourself
wide open.
Cell is very strong, and can be very cheap. He is one of the
better characters.
The following rankings are for the determining characteristics in
a fighter- offense defense, and balance. And, I have added another
ranking for surprise- just how well a fighter can catch others off-
guard. Find which strategy works for you, and pick one of the
characters.
Below is for the best offensive fighter. Who can attack, fast,
hard, non-stop, and not give opponents a chance to counter?
10 - Fat Buu. He's all defense, and his attacks are slow. Not a good
combination for offense.
9 - Little Buu. His attacks are mostly used to catch opponents by
surprise.
8 - Gohan. He is a defensive fighting, but he has a few good offensive
attacks (such as the Jet Upper).
7 - Fr