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    Android #17 by MysticFog

    Version: 3.4 | Updated: 05/29/04 | Printable Version | Search Guide | Bookmark Guide

    
    Dragon Ball Z: Budokai 2 for the Playstation 2
    ========
    
    Android
    
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       //  //       _/          _/       Guide Ver 3.4
    
    -=-=-=-=-
    Table of Contents
    -=-=-=-=-
    
    
    I. Copyrights and Stuff
    
    II. Version History
    
    III. About Android #17
    
    IV. Combo List
    - Punch Combo's
    - Kick Combo's
    - Mixed Combo's
    - Custom Cancel Combos
      - Power Blitz
      - Energy Field
      - Power Strike
      - Power Falling Star
    
    V. Capsule List
    - Ability Capsules
    - Physical Capsules
    - Support Capsules
    
    VI. Costumes
    
    VII. Android #17's Dialogue
    
    VIII. The "Time Freeze" Glitch
    
    IX. Contact Me!
    
    X. Special Thanks / Ending
    
    
    -=-=-=-=-
    I. Copyrights and Stuff
    -=-=-=-=-
    
    Alright guys this is my second guide. This Guide is to be used at GameFAQS and 
    ONLY GameFAQS! This Guide is copyrighted by me. All I ask is that you don't go 
    posting all this info on here as is as your own please? I worked hard on doing
    all this info for the great people that play this great game ok? :)
    
    
    
    
    -=-=-=-=-
    II. Version History
    -=-=-=-=-
    
    
    
    
    
    Ver. 1.0  (12/25/03)   : The first version of this Android #17 guide!
    
    Ver. 3.4  (05/29/04)   : wow...this is probably...crazy long since i did this
                             guide! about 4 monthes!! wow. I added tons of stuff
                             with this version...so i guess ill see you next one.
    
    
    
    
    
    
    
    -=-=-=-=-
    III. About Android #17
    -=-=-=-=-
    
    
    
    Alright..here I will tell you a bit about Android #17. His first appearance is
    in DBZ: Episode 118 in the Android Saga when him and his sister Android #18
    were awakened.
    
    Into the Android Saga Android #17 fights a battle with Piccolo after he was
    fused with Kami. After a while Imperfect Cell showed up in the middle of the
    fight and used the Solar Flare technique to blind Piccolo long enough to absorb
    Android #17 to become Semi-Perfect Cell. That was pretty much the end of 
    Android #17's role in DBZ except after Buu gets destroyed and later on near the
    final episodes you see him holding up someone on a road lol.
    
    In Dragon Ball GT the Android #17 that we all know was only one part of Super
    #17. Dr. Myuu and Dr. Gero combined their genius minds and built a second
    Android #17 to combine with the original #17 to become Super #17. Super Android
    #17 is pretty much a psychotic maniac who just goes around firing off blasts at
    everyone. He also has the power to absorb Ki through his body.
    
    
    
    
    
    -=-=-=-=-
    IV. Combo List
    -=-=-=-=-
    
    
    This is where i will list all the combo's that you can perform and all the 
    damage it will do
    
    Note: The Damage of these combo's is recorded when no attack enhancing items
    are equipped! meaning..these are his normal damage percentages for these 
    moves. and these are recorded from attacking from in front of the opponent and
    behind attacking an opponents back seems to cause more damage
    
    Key: 
    
    KB= Knocks Back the Opponent
    PU= Pops the Opponent into the Air
    CH= Able to Charge the Last Hit for an Unblockable
    GB= Guard Break
    GR= Hits Opponent Straight to the Ground
    
    
    
    
    
    
    
    -=-=-=-=-
    Punch Combo's
    -=-=-=-=-
    
    
    
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    P-P-P-P
    -=-=-=-
    
    Hit Count: 4
    
    Description: Four Consecutive Punches
    
    Characteristics: 
    
    Damage: Front= 270   Back= 336
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Running P
    -=-=-=-=-
    
    Hit Count: 1
    
    Description: A Spinning Backhand(On Ground), A Overhead Doublefist Hit(In Air)
    
    Characteristics: KB, GB(In Air)
    
    Damage: Front= 92   Back= 115
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <P-P
    -=-
    
    Hit Count: 2
    
    Description: A Hard Elbow Followed by a Quick Backhand
    
    Characteristics:
    
    Damage: Front= 164   Back= 204
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <P->P
    -=-=-
    
    Hit Count: 2
    
    Description: A Hard Elbow Followed by a Palm Hit
    
    Characteristics: KB, CH
    
    Damage: Front= 173   Back= 215
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <P-<P
    -=-=-
    
    Hit Count: 2
    
    Description: A Hard Elbow Followed by an Uppercut
    
    Characteristics: PU, CH
    
    Damage: Front= 174   Back= 216
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    >P-P-P-P-P
    -=-=-=-=-
    
    Hit Count: 5
    
    Description: Four Consecutive Punches Followed by a double fist uppercut(Palm
                 hit if in the air)
    
    Characteristics: PU(on Ground), CH(On Ground), KB(In Air)
    
    Damage: Front= 396(Ground) 385(Air)   Back= 443(Ground) 432(Air)
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    P-P-P->P
    -=-=-=-
    
    Hit Count: 4
    
    Description: Three Consecutive Punches Followed by a Palm Hit
    
    Characteristics: KB, CH
    
    Damage: Front= 303   Back= 356
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    P->P-P
    -=-=-
    
    Hit Count: 3
    
    Description: Two Consecutive Punches Followed by a Uppercut
    
    Characteristics: PU
    
    Damage: Front= 221   Back= 276
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    
    
    
    
    -=-=-=-=-
    Kick Combo's
    -=-=-=-=-
    
    
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    K-K-K-K
    -=-=-=-
    
    Hit Count: 4
    
    Description: Two Sidekicks to a Shin Kick followed by a Backwards Kick
    
    Characteristics: KB, PU
    
    Damage: Front= 328   Back= 386
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Running K
    -=-=-=-=-
    
    Hit Count: 1
    
    Description: A Spinning Jump Kick(On Ground), A Flying Kick with Both
                 Feet(In Air)
    
    Characteristics: KB, PU(In Air), GB
    
    Damage: Front= 92   Back= 115
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <K-K
    -=-
    
    Hit Count: 3
    
    Description: Overhead Kick followed by two frontal like kicks
    
    Characteristics: CH, GR
    
    Damage: Front= 244   Back= 304
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <K->K
    -=-=-
    
    Hit Count: 3
    
    Description: Overhead Kick followed by a Hard front kick.
    
    Characteristics: KB, PU
    
    Damage: Front= 178   Back= 221
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <K-<K
    -=-=-
    
    Description: Overhead Kick followed by a Jumping Knee
    
    Characteristics: PU
    
    Damage: Front= 178   Back= 221
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    >K-K-K-K-K
    -=-=-=-=-
    
    Hit Count: 5
    
    Description: High Knee to a Side Kick to a Shin Kick followed by Two Rotating
                 Kicks
    
    Characteristics: KB
    
    Damage: Front= 424   Back= 485
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    K-<K
    -=-
    
    Hit Count: 3
    
    Description: High Side Kick followed by a High Frontal Kick
    
    Characteristics: CH, GR
    
    Damage: Front= 239   Back= 298
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    K->K
    -=-
    
    Hit Count: 2
    
    Description: High Side Kick followed by a Hard Rotating Kick
    
    Characteristics: KB
    
    Damage: Front= 168   Back=209
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    K-K->K-K
    -=-=-=-
    
    Hit Count: 4
    
    Description: Two Side Kicks followed by Two Rotating Kicks
    
    Characteristics: 
    
    Damage: Front= 318   Back= 396
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    K-K-<K
    -=-=-=-
    
    Hit Count: 3
    
    Description: Two Side Kicks followed by a High Knee 
    
    Characteristics: PU
    
    Damage: Front= 244   Back= 304
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    
    
    
    
    -=-=-=-=-
    Mixed Combo's
    -=-=-=-=-
    
    
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    P+K
    -=-
    
    Hit Count: 1
    
    Description: A Double Fisted Uppercut(On Ground), A Double Fisted Punch
                 Down(In Air)
    
    Characteristics: KB, PU, CH
    
    Damage: Front= 103   Back= 128
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    >P+K
    -=-
    
    Hit Count: 1
    
    Description: A Strong Forward Punch
    
    Characteristics: KB, CH
    
    Damage: Front= 97   Back= 121
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <P+K
    -=-
    
    Hit Count: 1
    
    Description: A Uppercut
    
    Characteristics: PU, CH
    
    Damage: Front= 87   Back= 108
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Running P+K
    -=-=-=-=-=-
    
    Hit Count: 1
    
    Description: A Charging Headbutt
    
    Characteristics: KB, GB
    
    Damage: Front= 82   Back= 102
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    K+G
    -=-
    
    Hit Count: 2
    
    Description: Two Rotating Kicks
    
    Characteristics: KB
    
    Damage: Front= 178   Back= 222
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <K+G
    -=-=
    
    Hit Count: 1
    
    Description: A Back-flip Kick
    
    Characteristics: KB(In Air)
    
    Damage: Front: 133   Back= 166
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    >K+G
    -=-=
    
    Hit Count: 1
    
    Description: A Leaping Swing-kick
    
    Characteristics: KB(In Air)
    
    Damage: Front: 133   Back= 166
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    P-K
    -=-
    
    Hit Count: 2
    
    Description: A Punch followed by a Rotating Kick
    
    Characteristics: KB
    
    Damage: Front= 158   Back= 197
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    K-K->K->K-P
    -=-=-=-=-=-
    
    Hit Count: 5
    
    Description: Two Side Kicks to one Rotating Kick to one Rotating Sweep
    followed by an uppercut
    
    Characteristics: PU, CH
    
    Damage: Front= 376   Back= 468
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    P-P-K-K-K
    -=-=-=-=-
    
    Hit Count : 6
    
    Description: Two Consecutive Punches followed by Four Rotating Kicks
    
    Characteristics: KB
    
    Damage: Front= 432   Back= 538
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <P-K
    -=-
    
    Hit Count: 2
    
    Description: A Hard Elbow followed by a Hard Frontal Kick
    
    Characteristics: KB, PU
    
    Damage: Front= 178   Back= 221
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <P-<K
    -=-=-
    
    Hit Count: 2
    
    Description: A Hard Elbow followed by a High Knee
    
    Characteristics: PU
    
    Damage: Front= 178   Back= 221
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <P->K
    -=-=-
    
    Hit Count: 2
    
    Description: A Hard Elbow followed by a Backwards Kick
    
    Characteristics: KB
    
    Damage: Front= 97    Back= 121
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    >P-K-K
    -=-=-
    
    Hit Count: 3
    
    Description: A Punch into a Rotating Sweep followed by a High Frontal Kick
    
    Characteristics: KB, PU
    
    Damage: Front= 238   Back= 297
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    >K-P-P-P
    -=-=-=-
    
    Hit Count: 4
    
    Description: a Knee followed by Three Consecutive Uppercuts
    
    Characteristics: PU, CH
    
    Damage: Front= 327   Back= 389
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    <K-P-P
    -=-=-
    
    Hit Count: 3
    
    Description: A Overhead Kick into an Uppercut followed by a Hard Elbow
    
    Characteristics: KB, PU, CH
    
    Damage: Front= 252   Back= 292
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    P-P-K->K
    -=-=-=-
    
    Hit Count: 5
    
    Description: Two Consecutive Punches to a Rotating Kick followed by Rising
                 Scissor-like Kick
    
    Characteristics: KB, PU
    
    Damage: Front= 364   Back= 434
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    >P-P-P-K-K
    -=-=-=-=-
    
    Hit Count: 6
    
    Description: Three Consecutive Punches to a scissorkick followed by a big 
                 forward push like kick.
    
    Characteristics: KB, CH
    
    Damage: Front= 420   Back= 488
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    
    
    
    -=-=-=-=-
    Custom Cancel Combos
    -=-=-=-=-
    
    
    
    
    
    Alright here are the Toughy Combos that you can do. you must cancel right at
    the beginning of a charge part to do these combos. ill put *Cancel* at the
    part you gotta cancel at! I'll only put up the longest ones i can do though.
    to cancel out of a charge move hold that button and press guard! It takes some
    time to learn this well. you can also sidestep as well when you hit up or down
    when cancelling. it also seems that the damage these do are depending on how
    or when you cancel or hit your opponents. these terms might sound odd to you
    but let me explain..if something is like this..(P~)* it means you cancel it
    normally. If it looks like (P~)-- it means you cancel it into a sidestep.
    I'll put bubbles around the button presses just for these. I seperated these
    into sections for the abilitys.
    
    
    
    Difficulty Key:
    
    
    Easy             = Pretty easy to use..should be able to pull it off like that.
    
    Intermediate     = A combo that would take a bit of practice to do but 
                       eventually will be able to pull off alot.
    
    Advanced         = A combo that probably would take a LONG time before 
                       successfully performing right and a long time to be able to 
                       pull off again and again.
    
    Near Impossible  = A Combo where you'll probably only able to do once in your
                       life because it never registers half the time but it has
                       worked once.
    
    
    Key:
    
    ~  = Cancel into
    *  = Normal Cancel
    -- = Sidestep Cancel
    ^  = Pops the Opponent into the air
    
    
    
    
    -=-=-=-=-
    Power Blitz
    -=-=-=-=-
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    (>K+G) (<K-K~)--(P) (>K) (K-<K~)*(<P-<K^) (>P-P-P-K^) (P-P-P-P-E)
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Difficulty: Intermediate
    
    Hit: 19
    
    Description: A Jumping Roundhouse into an Overhead Kick sidestep cancelled into
                 a Little Punch into a High Knee into a Front Kick cancelled into
                 Hard Elbow into a Jumping Knee into Three Consecutive Punches into
                 a scissorkick Juggle into Four Consecutive Punches into a Power
                 Blitz
    
    Characteristics: KB
    
    Damage: 1233
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    (>K+G) (<K-K~)--(P) (>K) (K-K->K->K-P^) (>K-P-P-P-E)
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty: Intermediate
    
    Hit: 15
    
    Description: A Jumping Roundhouse into a Overhead Kick sidestep cancelled into
                 a Little Punch into a High Knee into Two Front Kicks into a Round-
                 House Kick into a Spinning Shin Kick into a Uppercut Pop-up into
                 a High Knee into Three Uppercuts into a Power Blitz
    
    Characteristics: KB
    
    Damage: 1232
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    
    
    -=-=-=-=-
    Energy Field
    -=-=-=-=-
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    (>K+G) (<K-K~)--(P) (>K) (K-K->K->K-P^) (>P-P-P-K^) (>P-P-P-K-E)
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty: Intermediate
    
    Hit: 21
    
    Description: A Jumping Roundhouse into a Overhead Kick sidestep cancelled into
                 a Little Punch into a High Knee into Two Front Kicks into a Round-
                 House Kick into a Spinning Shin Kick into a Uppercut Pop-up into
                 Three Consecutive Punches into a Scissorkick Juggle Two times into
                 a Energy Field
    
    Characteristics: KB
    
    Damage: 1321
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    (>K+G) (<K-K~)--(P) (>K) (K-K->K->K-P^) (>P-P-P-K^) (P->P-P-E)
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty: Intermediate
    
    Hit: 19
    
    Description: A Jumping Roundhouse into a Overhead Kick sidestep cancelled into
                 a Little Punch into a High Knee into Two Front Kicks into a Round-
                 House Kick into a Spinning Shin Kick into a Uppercut Pop-up into
                 Three Consecutive Punches into a Scissorkick Juggle into Two Front
                 Punches into a a Uppercut followed by a Energy Field
    
    Characteristics: KB
    
    Damage: 1321
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    
    
    -=-=-=-=-
    Power Strike
    -=-=-=-=-
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    (>K+G) (<K-K~)*(K-K->K->K-P^) (K-K->K-K-E)
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty: Easy
    
    Hit: 20 (Success)
         19 (Fail)
    
    Description: A Jumping Roundhouse into a Overhead Kick cancelled into Two Front
                 Kicks into a RoundHouse Kick into a Spinning Shin Kick into a
                 Uppercut Pop-up into Two Front Kicks into Two Spinning Kicks
                 followed by a Power Strike
    
    Characteristics: GR
    
    Damage: 1202 (Success)
             977 (Fail)
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    
    
    -=-=-=-=-
    Power Falling Star
    -=-=-=-=-
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    (>K+G) (<K-K~)--(P) (>K) (K-K->K->K-P^) (>P-P-P-P-E)
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty: Advanced
    
    Hit: 25 (Success)
         24 (Fail)
    
    Description: A Jumping Roundhouse into a Overhead Kick sidestep cancelled into
                 a Little Punch into a High Knee into Two Front Kicks into a Round-
                 House Kick into a Spinning Shin Kick into a Uppercut Pop-up into
                 Four Consecutive Punches into a Power Falling Star
    
    Characteristics: GR
    
    Damage: 1487 (Success)
            1235 (Fail)
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    
    
    -=-=-=-=-
    V. Capsule List
    -=-=-=-=-
    
    
    
    
    
    This is where i will list all of Android #17's capsules and their Usefulness. 
    As well as the combo's you need to perform some of them.
    
    
    
    
    
    
    -=-=-=-=-
    Ability Capsules
    -=-=-=-=-
    
    
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Power Blitz
    -=-=-=-=-=-
    
    Description: Android #17 Forms and Shoots a Blast of Blue Ki
    
    - - - -Different Combinations- - - - 
    
    >E               Characteristics: PU      Damage: 375
    
    >K-P-P-P-E       Characteristics: KB      Damage: 702
    
    P-P-P-P-E        Characteristics: PU      Damage: 645
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Energy Field
    -=-=-=-=-=-
    
    Description: Android #17 Activates a Blue Ki Barrier around him.
    
    - - - -Different Combinations- - - -
    
    <E               Characteristics: PU      Damage: 450
    
    P->P-P-K         Characteristics: KB      Damage: 671
    
    >P-P-P-K-E       Characteristics: KB      Damage: 806
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    -=-=-=-=-
    
    
    
    
    
    
    -=-=-=-=-
    Physical Capsules
    -=-=-=-=-
    
    
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Power Strike
    -=-=-=-=-=-
    
    Description: Android #17 kicks the opponent into the air, bashes them around
                 and you do the choosing button thing.
    
    - - - - - -Combination- - - - - - - -
    
    K-K->K-K-E   Damage: Front= 825(Success)   Back= 903(Success)
                                600(Fail)            678(Fail)
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Power Falling Star
    -=-=-=-=-=-=-=-=-
    
    Description: Android #17 Uppercuts the Opponent into the air, and Slams them
                 Back down and you do a Ki Gathering thing.
    
    - - - - - -Combination- - - - - - - -
    
    >P-P-P-P-E   Damage: Front= 1451(Success)  Back= 1493(Success) 
                                 816(Fail)            858(Fail)
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Buster Swing
    -=-=-=-=-=-
    
    Description: Android #17 Grabs the Opponent and kicks them up, grabs their foot
                 and spins them around then lets go.
    
    - - - - - -Combination- - - - - - - -
    
    P+G       Damage: 270
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    -=-=-=-=-
    
    
    
    
    
    
    -=-=-=-=-
    Support Capsules
    -=-=-=-=-
    
    
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Breakthrough                    Special
    -=-=-=-=-=-
    
    Description: Can use all of Android #17's moves and abilities
    
    Requirements: None (Activated as soon as battle begins)
    
    Slot Usage: 7
    
    Tradeable?: No
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Special Coating                 Common
    -=-=-=-=-=-=-=-
    
    Description: Defensive Power Up by 10 %!
    
    Requirements: None (Activated as soon as battle begins)
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Improved Special Coating        Uncommon
    -=-=-=-=-=-=-=-=-=-=-=-
    
    Description: Defensive Power Up by 20 %!
    
    Requirements: None (Activated as soon as battle begins)
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Nanomachine                     Rare
    -=-=-=-=-=-
    
    Description: Defensive Power Up by 30 %!
    
    Requirements: Activated as soon as battle begins
    
    Slow Usage: 3
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Improved Nanomachine            Special
    -=-=-=-=-=-=-=-=-=-
    
    Description: Defensive Power Up by 45 %!
    
    Requirements: Activated as soon as battle begins
    
    Slot Usage: 4
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    1/3 Senzu Bean                  Rare
    -=-=-=-=-=-=-
    
    Description: Recover Health by 1/3 and 1 Ki Gauge
    
    Requirements: Automatically Activated when Health becomes Zero.
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Senzu Bean                      Special
    -=-=-=-=-
    
    Description: Health and Gauge Fully Recovered
    
    Requirements: Automatically Activated when Health becomes Zero
    
    Slot Usage: 3
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Viral Heart Disease             Uncommon
    -=-=-=-=-=-=-=-=-=-
    
    Description: Slowly Drains the Health of both characters
    
    Requirements: Activated as soon as battle begins
    
    Slot Usages: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Vaccine                         Uncommon
    -=-=-=-
    
    Description: Nullify the effect of the Viral Heart Disease
    
    Requirements: Activated as soon as battle begins.
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Super Holy Water                Rare
    -=-=-=-=-=-=-=-
    
    Description: Damage Percentage is Reduced
    
    Requirements: Activated when Damaged
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Automatic Restoration           Uncommon
    -=-=-=-=-=-=-=-=-=-=-
    
    Description: Damage Percentage is reduced bu using a set amount of Ki
    
    Requirements: Activated when damaged(Ki reduced by damage)
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Rage!                           Uncommon
    -=-=-
    
    Description: Attack Power Increases by 12 % in the first 10 seconds of battle
    
    Requirements: Activated as soon as battle begins
    
    Slow Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Rage!!                          Rare
    -=-=-
    
    Description: Attack Power increases by 20 % in the first 15 seconds of battle
    
    Requirements: Activated as soon as battle begins.
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Rage!!!                         Special
    -=-=-=-
    
    Description: Attack Power increases by 28 % in the first 20 seconds of battle
    
    Requirements: Activated as soon as battle begins.
    
    Slot Usage: 3
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Serious!                        Uncommon
    -=-=-=-
    
    Description: When health drops below 1/3, Attack Power Increases
    
    Requirements: Activated when health falls below set value
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Serious!!                       Rare
    -=-=-=-=-
    
    Description: When health drops below 1/2, Attack Power Increases
    
    Requirements: Activated when health falls below set value
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Serious!!!                      Special
    -=-=-=-=-
    
    Description: When health drops below 2/3, Attack Power Increases
    
    Requirements: Activated when health falls below set value
    
    Slot Usage: 3
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Last Ounce of Strength          Special
    -=-=-=-=-=-=-=-=-=-=-
    
    Description: When health drops below 1/6, Attack Power is greatly Increased
    
    Requirements: Activated when health falls below set value
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Potential                       Rare
    -=-=-=-=-
    
    Description: Attack Power increases for a fixed time period
    
    Requirements: Activated as soon as battle begins
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Mode-switching Systems          Special
    -=-=-=-=-=-=-=-=-=-=-
    
    Description: Attack Power & Defensive Power increase at regular intervals
    
    Requirements: Activated as soon as battle begins
    
    Slot Usage: 3
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Super Kami Water                Uncommon
    -=-=-=-=-=-=-=-
    
    Description: Attack Power increased and Health slowly decreases
    
    Requirements: Activated as soon as battle begins
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Gero's Perpetual Energy R&D     Special
    -=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Description: Ki remains at MAX, but transformation is impossible
    
    Requirements: Activated as soon as battle begins
    
    Slot Usage: 3
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Android's Barrier               Uncommon
    -=-=-=-=-=-=-=-=-
    
    Description: Nullify all opponents' Ki Blast Wave
    
    Requirements: Activated as soon as Ki Blast Wave hits
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Gero's Deflection R&D           Uncommon
    -=-=-=-=-=-=-=-=-=-=-
    
    Description: Auto Deflect Ki Blast Wave
    
    Requirements: Activated by holding down the Guard button before being hit by a
    Ki Blast
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Gero's Deflect-Back R&D         Rare
    -=-=-=-=-=-=-=-=-=-=-=-
    
    Description: Auto Deflect-Back Ki Blast Wave
    
    Requirements: Activated by holding down the Guard button before being hit by a
    Ki Blast
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Gero's Energy R&D               Rare
    -=-=-=-=-=-=-=-=-
    
    Description: If Deflect or Deflect-Back is successful, Ki increases by a fixed
    amount
    
    Requirements: Activated when Deflect or Deflect-Back is successful
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Yakon                           Rare
    -=-=-
    
    Description: Comrade or Enemy, Ki consumption accelerates in a transformed
    state.
    
    Requirements: Generated when transformed
    
    Slot Usage: 1
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Androids' Goals                 Special
    -=-=-=-=-=-=-
    
    Description: Combat Spirit Keeps Improving (Ki Regenerates)
    
    Requirements: Activated as soon as battle begins
    
    Slot Usage: 2
    
    Tradeable?: Yes
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    -=-=-=-=-
    
    
    
    
    
    
    -=-=-=-=-
    VI. Costumes
    -=-=-=-=-
    
    
    
    
    
    Here I will try to explain Android #17's costumes as best as i can.
    
    
    
    -=-=-=-=-
    Costume 1
    -----------
    His Costume that he uses throughout most of DBZ
    -----------
    
    Orange Bandana
    Black Red Ribbon Shirt
    White Long-sleeve under shirt
    Dark Blue Denim Pants
    -=-=-=-=-
    
    
    -=-=-=-=-
    Costume 2
    -----------
    The Costume he wears at the end of DBZ and in GT
    -----------
    
    Red Bandana
    Black Shirt
    Long Sleeve Light Brown Leather Jacket
    Dark Red Denim Pants
    -=-=-=-=-
    
    
    
    
    -=-=-=-=-
    VII. Android #17's Dialogue
    -=-=-=-=-
    
    
    
    
    
    This is where i put down all of what Android #17 says when he does certain
    things and stuff..not much use but you never know :D
    
    
    
    
    
    
    "Your so lame!" - Taunt
    
    "Eeeeat This!" - During Power Falling Star
    
    "Eat this!" - On Ground shooting a Ki Blast Wave
    
    "Back at ya" - Sometimes after reflecting a Ki Blast Wave
    
    "Loser!" - After Breakfalling
    
    "Power Blitz!" - Use Power Blitz
    
    "Field on." - Use Energy Field
    
    "Hurry Up I got things to do!" - Opening Taunt 1
    
    "Fight me like ya mean it!" - Opening Taunt 2
    
    "Not bad I guess..." - Winning Taunt
    
    
    
    
    
    
    -=-=-=-=-
    VIII. The "Time Freeze" Glitch
    -=-=-=-=-
    
    
    
    
    Ok..some of you might be wondering what this "Glitch" I talk about is..alright
    well this glitch is able to freeze time so you can pretty much get a free hit
    of anything at your disposal. First let me tell you what you need!
    
    --- Energy Field
    
    --- Taunt Registered to a Shoulder Button (P+K+G+E)
    
    alright once you have those go into battle..here is what you do. Do Energy
    Field but as soon as you do it hit that Taunt button. If you timed it correctly
    the backround will fade as it would if you would have fully activated the
    Energy Field but Android #18 character will be able to move at will and as you
    see the opponent is frozen along with time!..here is a list of things you can
    do in this situation.
    
    --- Pull off a Combo at your will
    
    --- You can shoot off a total of 16 Ki Wave Blasts and they will not hit the
        opponent until you unfreeze time by hitting them. they will tally up to a
        total of 16 hits.
    
    --- You can raise your Ki at your will
    
    --- You can drain all the opponents Ki by taunting over and over again
    
    --- If you have a time limit..hit the opponent enough so his health is below
        yours and do the Glitch..let the time run out
    
    
    
    
    
    
    -=-=-=-=-
    IX. Contact Me!
    -=-=-=-=-
    
    
    
    
    
    Now i'm pretty sure ive probably messed up a couple things are mispelled stuff!
    If you want to email me with suggestions about this Guide or corrections to it
    go ahead and send an email to me! my email is GammaDragonZ@aol.com :)
    
    
    
    
    
    
    -=-=-=-=-
    X. Special Thanks / Ending
    -=-=-=-=-
    
    
    
    
    
    
    Alright its time for the big moment of thanking alot of people.
    
    I'd like to Thank...
    
    CJayC- for creating such an awesome video game place such as GameFAQS, mad
    credit to this guy.
    
    Akira Toriyama- For creating the world that is Dragon Ball! I remember getting
    into Dragon Ball when i was a little kid watching it on the weekend on channel
    20 , and for creating a unique character such as Android #18! :D
    
    Dimps/Atari- for making and publishing such unique fighting games as Budokai 1
    and 2! :D 
    
    My Parents- for getting me a PS2 for my 15th Birthday! and Getting me this game
    ! :D
    
    Escobuu and Goryus from GameFAQS Boards- for helping with the Custom Cancel
    Combo Terminology.
    
    Super Rodimus Prime from GameFAQS Boards- for discovering the "Time Freeze"
    Glitch
    
    
    and anyone i haven't mentioned...Thanks!
    
    
    
    
    Now as i close i would like to Thank You reader for spending some time reading
    my time consumed Guide and looking at it and hopefully it helps you play better
    with Android #17! If anyone ever wants to talk my AIM Screen Name is Emerald 
    Emiroth. Adios!