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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