Dragon Ball Z: Budokai 2 for the Playstation 2
========

Android

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   //  //       _/     _/_/_/       Guide Ver 3.4



Written by Kyle Woliver (me) :)

-=-=-=-=-
Table of Contents
-=-=-=-=-


I. Copyrights and Stuff

II. Version History

III. About Android #18

IV. Combo List
- Punch Combo's
- Kick Combo's
- Mixed Combo's
- Custom Cancel Combo's
  - Power Blitz
  - Energy Field
  - Destructo Disc
  - Power Strike
  - Power Falling Star

V. Capsule List
- Ability Capsules
- Physical Capsules
- Support Capsules

VI. Costumes

VII. Android #18's Dialogue

VIII. The "Time Freeze" Glitch

IX. Contact Me!

X. Special Thanks / Ending


-=-=-=-=-
I. Copyrights and Stuff
-=-=-=-=-



Alright guys here is the deal.  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
all this info for the great people that play this great game ok? :)



-=-=-=-=-
II. Version History
-=-=-=-=-





Ver. 1.0  (12/25/03)   : The Original Version it started as.

Ver. 1.6  (12/30/03)   : Added Custom Combo's Section, Custom Cancel Combo's 
                         Section, Version History Section, Android #18 
                         Dialogue Section, Hit Counts for the moves, and a 
                         couple new additions to the mixed combos....yea this 
                         guide is pretty big now!


Ver. 1.63 (12/31/03)   : Fixed some typos and added a couple dialogue phrase 
                         things..Have a happy new year!


Ver. 1.68 (01/02/04)   : Fixed a couple mistakes again, added two more Cancel
                         Combo's I found out and re-termed them from the help
                         help of a couple guys, and added a bit to the 
                         Costume's Section.


Ver. 2.0  (01/07/04)   : Fixed even more typos lol...added some dialogue parts,
                         removed a couple big cancel combos for a little reason
                         and thats about it for now..


Ver. 2.4  (01/16/04)   : Added alot more custom cancel combos for abilitys..and
                         it's not done yet because im too lazy..it takes a 
                         while to do this stuff man :D


Ver. 3.0 (03/18/04)    : Wow...long time since this has been updated..yea i 
                         found a couple mis-calculations of the damage ratios
                         of the Power Falling Star. fixed them and added some
                         attack increase stats to support capsules....uhh..
                         decided to redo the custom cancel combo ones AGAIN..
                         this time i did them by just having the longest combo
                         for each different variation of that move. I also 
                         decided to remove the Custom Combo section..seeing as
                         those really don't help much at all :D aaaand..added 
                         the glitch part..which really makes Android #18 pretty
                         much unstoppable in the hands of someone who uses
                         it over and over.
                         

Ver. 3.4 (05/29/04)    : Hmm...once again its been a while :D! i added some
                         Custom Combos..or should i say...revised them heh...
                         i also noticed a bug..during the uppercut (<K-P^-P~)
                         cancel..if you hit G> it sidesteps...i dunno why...
                         probably a bug of some sort..it makes me mad because
                         it makes the one Destructo Disc combo really hard to
                         do..:( well...till next time guys!





-=-=-=-=-
III. About Android #18
-=-=-=-=-




In my opinion Android #18 is one of the coolest female characters of DBZ
and one of the strongest as well. First let me tell you a little about her heh.
Her first real appearance was in DBZ: Episode 118 in the Android saga where
her and her brother Android #17 were awakened by Android #20. 

Later on in the Saga she meets up with Krillin and gives him a little peck on 
the face :p. Since then Krillin starts to get mixed feelings about her and trys
to save her from being absorbed by Cell. After the Cell games Krillin uses the 
Dragon Balls to "help" Android #18 :p. After a while Android #18 becomes 
Krillin's wife and they have a young baby girl named Marron.

In Dragon Ball GT #18 plays a part in destroying Super Android #17. I
won't tell you much cause i don't wanna spoil it for you :) It's just Super
Android #17 does something to get #18 pretty p'ed off at him and she helps
Goku. That's all i'll say!




-=-=-=-=-
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 her 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: Backhand Followed by a Quick Backhand

Characteristics:

Damage: Front= 164   Back= 198

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

<P->P
-=-=-

Hit Count: 2

Description: Backhand Followed by a Strong Punch

Characteristics: KB, CH

Damage: Front= 100   Back= 125

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

<P-<P
-=-=-

Hit Count: 2

Description: Backhand Followed by an Uppercut

Characteristics: PU, CH

Damage: Front= 169   Back= 210

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

>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 Hard Elbow

Characteristics: KB, CH

Damage: Front= 298   Back= 351

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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: 5

Description: Two Sidekicks to a Shin Kick followed by Two Rotating Hard Kicks.

Characteristics: KB

Damage: Front= 376   Back= 468

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Running K
-=-=-=-=-

Hit Count: 5

Description: A High Frontward Kick(On Ground), A Flying Kick(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: 2

Description: Overhead Kick followed by a Hard front kick.

Characteristics: KB, PU

Damage: Front= 178   Back= 221

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

<K-<K
-=-=-

Hit Count: 2

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= 389   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-K
-=-=-=-

Hit Count: 4

Description: Two Side Kicks to a High Knee followed by a little frontward
             Kick

Characteristics: PU

Damage: Front= 307   Back= 367

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=






-=-=-=-=-
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: Backhand followed by a Hard Frontal Kick

Characteristics: KB, PU

Damage: Front= 179   Back= 215

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

<P-<K
-=-=-

Hit Count: 2

Description: Backhand followed by a High Knee

Characteristics: PU

Damage: Front= 179   Back= 215

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

<P->K
-=-=-

Hit Count: 4

Description: Backhand followed by Three Rapid Kicks

Characteristics: None

Damage: Front= 284   Back= 336

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

>P-K-K
-=-=-

Description: A Punch into a Rotating Sweep followed by a High Frontal Kick

Hit Count: 3

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= 312   Back= 389

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

<K-P-P
-=-=-

Hit Count: 3

Description: A Overhead Kick followed by Two Uppercuts

Characteristics: KB, PU, CH

Damage: Front= 240   Back= 280

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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 timing is different 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.


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-P-P-K^) (>P-P-P-K^) (>P-P-P-K^) (P-P-P-E)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Difficulty: Advanced

Hit Count: 27

Description: A Jumping Roundhouse into an Overhead Kick sidestep cancelled into
             a Little Punch into a High Knee into Front Kick cancelled into
             Three Consecutive Punches into a Scissorkick Juggle Three Times
             into Four Consecutive Punches followed by a Power Blitz

Characteristics: KB

Damage: 1235

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-



-=-=-=-=-
Energy Field
-=-=-=-=-



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(>K+G) (<K-K~)--(P) (>K) (K-<K~)*(>P-P-P-K^) (>P-P-P-K^) (>P-P-P-K^)

(>P-P-P-K-E)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Difficulty: Advanced

Hit Count: 28

Description: A Jumping Roundhouse into an Overhead Kick cancelled into a
             sidestep into a Little Punch into a High Knee into a Front Kick
             cancelled into Three Consecutive Punches into a Scissor Kick
             Juggle Three Times followed by a Energy Field

Characteristics: KB

Damage: 1311

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(>K+G) (<K-K~)--(P) (>K) (K-<K~)*(>P-P-P-K^) (>P-P-P-K^) (>P-P-P-K^) (P->P-P-E)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Difficulty: Advanced

Hit Count: 26

Description: A Jumping Roundhouse into an Overhead Kick cancelled into a
             sidestep into a Little Punch into a High Knee into a Front Kick
             cancelled into Three Consecutive Punches into a Scissor Kick
             Juggle Three Times followed by a Energy Field

Characteristics: KB

Damage: 1310

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-



-=-=-=-=-
Destructo Disc
-=-=-=-=-



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(>K+G) (<K-K~)--(P) (>K) (K-<K~)*(<K-P^-P~)*(>K-P-P-P-E)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Difficulty: Near Impossible

Hit Count: 14

Description: Overhead Kick cancelled into a sidestep into a High Knee into a
             Front Kick cancelled into a Overhead Kick into a Uppercut Juggle
             cancelled into a High Knee into Three Consecutive Punches followed
             by a Destructo Disc.

Characteristics: KB

Damage: 1410

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(>K+G) (<K-K~)--(P) (>K) (K-K->K->K-P-E)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Difficulty: Intermediate

Hit Count: 11

Description: A Jumping Roundhouse into a Overhead Kick cancelled into a 
             Sidestep into a Little Punch into aHigh Knee into two Front Kicks
             to a Rotating Kick to a Spinning Heel Kick into a Destructo Disc

Characteristics: KB

Damage: 1353

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



-=-=-=-=-
Power Strike
-=-=-=-=-



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(>K+G) (<K-K~)--(P) (>K) (K-K->K-K-E)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Difficulty: Intermediate

Hit Count: 17 (Success)
           16 (Fail)

Description: A Jumping Roundhouse into an Overhead Kick sidestep cancelled into
             a Little Punch into a High Knee into Two Front Kicks into Two
             Rotating Kicks followed by a Power Strike

Characteristics: GR

Damage: 1193 (Success)
         968 (Fail)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-



-=-=-=-=-
Power Falling Star
-=-=-=-=-



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(>K+G) (<K-K~)--(P) (>K) (K-<K~)*(>P-P-P-P-E)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Difficulty: Intermediate

Hit Count: 22 (Success)
           21 (Fail)

Descriptions: A Jumping Roundhouse into an Overhead Kick sidestep cancelled
              into a Little Punch into a High Knee cancelled into a Front Kick
              into Four Consecutive Punches followed by a Power Falling Star

Characteristics: GR

Damage: 1414 (Success)
        1189 (Fail)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-






-=-=-=-=-
V. Capsule List
-=-=-=-=-






This is where i will list all of Android #18's capsules and their Usefulness. 
As well as the combo's you need to perform some of them.






-=-=-=-=-
Ability Capsules
-=-=-=-=-






-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Power Blitz
-=-=-=-=-=-

Description: Android #18 Forms and Shoots a Blast of Pink Ki

- - - -Different Combinations- - - - 

>E               Characteristics: PU      Damage: 375

P-P-P-P-E        Characteristics: PU      Damage: 645

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Energy Field
-=-=-=-=-=-

Description: Android #18 Activates a Pink Ki Barrier around her.

- - - -Different Combinations- - - -

<E               Characteristics: PU      Damage: 450

P->P-P-K         Characteristics: KB      Damage: 671

>P-P-P-K-E       Characteristics: KB      Damage: 806

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Destructo Disc
-=-=-=-=-=-=-

Description: Android #18 Forms a yellow razor-sharp disc out of Ki

- - - -Different Combinations- - - -

K-K->K->K-P-E    Characteristics: KB, PU  Damage: 976

>K-P-P-P-E       Characteristics: KB, PU  Damage: 912

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-






-=-=-=-=-
Physical Capsules
-=-=-=-=-






-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Power Strike
-=-=-=-=-=-

Description: Android #18 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 #18 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= 928(Success)  Back= 1015(Success) 
                            703(Fail)            790(Fail)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Buster Swing
-=-=-=-=-=-

Description: Android #18 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 #18'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 by 10 %

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 by 20 %

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 by 30%

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 by
             45 %

Requirements: Activated when health falls below set value

Slot Usage: 2

Tradeable?: Yes

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Potential                       Rare
-=-=-=-=-

Description: Attack Power increases by 6 %, then 12 %, then 18 %, then final at
             24 % on a fixed time period

Requirements: Activated as soon as battle begins

Slot Usage: 2

Tradeable?: Yes

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Mode-switching Systems          Special
-=-=-=-=-=-=-=-=-=-=-

Description: Attack Power increases by 6 %, then 12 %, then 18 %, and stops at 
             24 % & Defensive Power increases by 8 %, then 16 %, then 24 %, and
             stops at 32 % at regular intervals

Requirements: Activated as soon as battle begins

Slot Usage: 3

Tradeable?: Yes

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Super Kami Water                Uncommon
-=-=-=-=-=-=-=-

Description: Attack Power increased by 24 % 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

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Marron's Wish                   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 #18's costumes as best as i can.



-=-=-=-=-
Costume 1
-----------
Her original outfit when she came out of hybernation.
-----------

Blue Denim Vest with Red Ribbon Logo on Back
Black Shirt with Long striped White Sleeves
Blue Denim Skirt
Long Skin Tight Black Pants
Brown Boots
-=-=-=-=-


-=-=-=-=-
Costume 2
-----------
The outfit she wore when Cell absorbed her.
-----------

Black Vest
White T-Shirt
Blue Denim Pants
Black Shoes
Black Gloves
Necklace
-=-=-=-=-


-=-=-=-=-
Costume 3
-----------
The outfit you see her wearing during the "We Gotta Power" Japanese Intro
-----------

Light Blue Denim Vest
Long Light Blue Denim Pants
Red Bracelet
Red Sandals
-=-=-=-=-





-=-=-=-=-
VII. Android #18's Dialogue
-=-=-=-=-






This is where i put down all of what Android #18 says when she does certain
things and stuff..not much use but you never know :D






"Do ya still wanna fight?" - Taunt

"That's it." - After >K-K-K-K-K or sometimes after Buster Throw

"Here's more!" - After >P-K-K

"One for free." - After P-P-K->K or sometimes after Buster Throw

"Uh-uh" - Randomly after a back-step

"Eat This Sucker!" - After Power Falling Star

"Eat This!" - After firing a Ki Blast Wave

"Back at ya" - Sometimes after reflecting a Ki Blast Wave

"Power Blitz!" - Use Power Blitz

"Field on." - Use Energy Field

"Destructo Disc!" - Use Destructo Disc

"Get lost you eyesore" - Opening Taunt 1

"Come on" - Opening Taunt 2

"hahaha...you overdid it" - 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 and 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 helping you and all 
kinds of Android #18 players out there! if anyone ever wants to talk my 
AIM Screen Name is Emerald Emiroth. Goodbye for Now!