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    Radditz by virgilkx

    Version: 1.25 | Updated: 01/17/04 | Search Guide | Bookmark Guide

    By dukevirgil@yahoo.com
    VERSION 1.2
    Version History
    v1.0(01/02/04): Seven sections total, first release of the FAQ.
    v1.1(01/03/04): Oops. Had a few random notes I typed out here and forgot to
    omit them afterwards. Edited the Serious! skills once I learned the actual %
    they gave. Added another capsule setup.
    v1.2(01/08/04): Edited Gero's Perpetual Energy R&D and Loyalty to Frieza
    skills. Turns out I was mistaken about Loyalty to Frieza; It does rock. Also
    added more to the Radditz Bio. I'm a completist/perfectionist at heart. Took
    out the note in the Introduction about Dragon World. I probably will mention
    his involvement in it in another version of this FAQ.
    v1.25(01/17/04): Kind of an incomplete version, but I wanted to throw this up
    on GameFaqs mainly because of the changes listed in v2. Talked about charge
    canceling and added about half of Radditz' combos. I'll fix this very soon.
    I.   Introduction
    II.  Radditz Bio
    III. Controller setup
    IV.  Radditz capsules and abilities
    V.   Radditz combos and tricks
    VI.  Useful capsule setups
    VII. End FAQ notes
    Hi there. For starters, hit CTRL + F to find what you're looking for. As you
    would've guessed, this is a Radditz FAQ. I'll be going over every point
    possible as I can here, helping you become better familar with the saiyan
    To start out, he's a very plain character. If you want to win with mega style,
    you won't find any wacky fusions or ultimate death moves here. Some people
    might equate that with being crappy, but that's not true. This is why this FAQ
    exists: To educate you, so that you can beat a supposedly stronger character,
    and then have other people complain, because his "power level isn't supposed to
    be that high."
    And a final note: I'm assuming most people know how to play the game. I'll
    explain some basic concepts, but that's only because I feel compelled to. I
    won't explain why pressing P,P,P,P,E executes your normal kamehameha-esque
    energy move, or what guarding is. This is for people have have at least a basic
    understanding of the game.
    For posting this FAQ on another site, *PLEASE* read "SECTION VII. END FAQ
    It's the beginning of Dragonball Z. Goku has a reunion with his friends, and
    introduces them to his 5 year old son, Gohan. At the same time, a saiyan
    spaceship lands on Earth and from it emerges Radditz, who seeks out Goku. Upon
    meeting up with Goku(the scouter he possesses allows him to track the power
    levels of individuals - Goku has a high power level, thus it was easy for
    Radditz to find him), Radditz reveals that Goku is his brother.
    Also revealing that they are both saiyans, Goku was supposed to clear the Earth
    of all life. However, shortly after landing on Earth, he received a blow to his
    head that made him forget his purpose. Originally a hell-raiser, he
    transistioned to the good natured Goku everyone knows him by, thanks to the
    memory loss.
    Less than enthused by Goku's refusal to carry out the destruction of Earth's
    entire population, Radditz delivers a blow to Goku and kidnaps Gohan. Before
    running off, he tells Goku to kill 100 earthlings by the next morning, or he
    would kill Gohan.
    In order to have a chance to fight Radditz, Goku enlists the help of his former
    arch-rival, Piccolo. However, their combined might still wasn't enough to fight
    back Radditz at the offset. Piccolo told Goku to try to stall Radditz, as he
    was working on charging a new move he was working on - one that could defeat
    Radditz. Goku eventually was able to grab Radditz' tail(which is a saiyan's
    weakness... at least at that point in the series), however Radditz slyly
    convinced Goku to let him go.
    With the upper-hand, Radditz was enjoying crushing his little brother's body
    into the ground. Gohan, trapped in Radditz' space pod, could sense that his
    father was being hurt. Bursting from the ship, he headbutts Radditz in the
    chest, allowing Goku to grab Radditz from behind. Piccolo was done charging up,
    and released the Special Beam Cannon, piercing right through Radditz and then
    Goku. Before Radditz died, he learned of the dragonballs and with that
    knowledge, he summoned Vegeta and Nappa, who would arrive at the Earth in one
    Goku would obviously be revived with the dragonballs later on, but Radditz
    would presumably be sent to the HFIL/Hell, never to be seen again. It's
    unfortunate, because as Goku's brother and a fellow saiyan, he had potential to
    be so much more.
    > = forward
    < = back
    P = punch
    K = kick
    G = guard
    E = ki blast
    Nothing too complicated here. You can set up your own custom configuration in
    the options menu, but I pretty much just stick with the default, except for the
    top buttons. The controls are as follows:
    Punch (Square)
    Kick (Triangle)
    Guard (X)
    Ki blast (Circle)
    Then there are the top L1, L2, R1, R2 buttons. Since you're playing as Radditz,
    you don't need to set a button to transform. I would recommend setting one to
    taunt(P/K/G/E), and one to punch/kick, or square/triangle.
    You might be more comfortable at first by pressing all four buttons to taunt,
    but ultimately getting used to pressing one button is better than pressing all
    This section will explain every capsule Radditz can equip, along with a
    usefulness description. I've put down a movelist, as well. For reference,
    around 500 damage is half a person's life bar, and around 1,000 is a full life
    bar(out of green, yellow and red). And for another reference, all of those
    moves were tested out on -Goku-(sans support capsules), just to have a
    benchmark. Other characters have different defense ratings, so doing the same
    P,P,P,P,E move to Nappa will do less damage.
    Next to the move list is the amount of life the attack will take off if you hit
    every part of the combo. The first value indicates the move if it's equipped
    once, and the other refers to the move if you equip it twice or use a
    Breakthrough capsule.
    [[Ability capsules]]:
    (((Double Sunday))) - 1 ki bar depleted
    P,P,P,P,E (504)(629)
    >K,P,P,P,E (333)(458)
    >E (250)(375)
    Basic energy move. It's very helpful, as the combos are easy to do, and do a
    nice bit of damage for 1 ki bar. The >E combo is good as well, since if say
    Goku launched a kamehameha at you, and you dodge, you can quickly retort with a
    Double Sunday to punish his mistake. I would recommend putting on just one,
    unless you use the Breakthrough, which automatically boosts the attack power.
    (((Saturday Crush))) - 2 ki bars depleted
    P,>P,P,E (478)(678)
    >P,P,P,K,E (493)(693)
    <E (400)(600)
    You can think of this as a better damaging Double Sunday - A more powerful beam
    attack. Another bread and butter move. Definitely equip this move. It may not
    be worth much with one equip, but putting it on a second time boosts the attack
    power by a good chunk. The <E move is a great punisher. Wait for an opening,
    and BAM, a little over half of your opponent's life gauge is gone.
    [[Physical capsules]]:
    (((Exciting Year))) - 1 ki bar depleted
    K,K,>K,K,E (492/642)(586/811)
    The first number in each bracket refers to the move if you miss the last part
    of the attack, where you have to press a button that doesn't match what your
    opponent presses. The second number is the damage you'll get if the buttons
    don't match up and you hit him/her. Definitely a good damaging move for one ki
    bar. Even if you don't hit the last part of the attack, you'll still do a
    decent amount.
    (((Weekly Special))) - 2 ki bars depleted
    >P,P,P,P,E (622/772)(785/1010)
    This knocks your opponent into the air, after which you'll automatically do a
    combo that knocks him/her back down to the ground. You'll then have to rotate
    the analog/control pads to increase the damage. If you don't charge it up all
    the way, you'll get the first number in each bracket. If you do get it charged
    up, you'll get the second number worth of damage.
    This is a very powerful attack, especially if placed twice and charged fully.
    The main problem is that the last attack comes off slower in the combo, and can
    be blocked. Against good players this is not always a smart move to use, as
    really the only way you'll hit this is if you catch them from behind or
    something tricky. You can't juggle this, either. Also if you miss you're bound
    to be counter-attacked, plus you're out 2 ki bars. If you put this on, leave it
    up to the Breakthrough to give it to you automatically powered up, otherwise
    just put it one once and use it rarely.
    (((Dynamite Monday))) - 2 ki bars depleted
    >K,K,K,E (629)(829)
    Launches into an automatic 30 hit combo and then knocks the opponent away.
    Comes out very quickly, so your opponent will have to be quick to block the
    last hit of the combo starter. Very damaging, worth powering up, too. As hinted
    though, the last part of the attack can be blocked like Weekly Special, and if
    blocked you're out 2 ki bars. You can launch this attack while you're juggling
    however, so you might be best saving this attack for when you launch an
    opponent into the air.
    (((Day Crush))) - No ki required
    P+G (180)(276)
    A throw type move. Radditz will do a small combo and then knock the opponent
    away. Very useful for turtling opponents. The knockback also allows for some
    slight breathing room, so you can charge up while your opponent regains his
    composure. You have to fairly close to get this off though. Don't bother with
    powering this up though, as if you abuse this too much, your opponent will
    catch on. I'd still recommend it - It takes no ki, and gives you some quick
    damage. Not bad.
    [[Support capsules]]:
    (Breakthrough): Wish for it by getting all of the Dragonballs in Dragon World.
    Gives all of Radditz' moves, powers them up(as if you placed each skill twice)
    and takes up every skill slot. It's useful if you have a good use for each of
    Radditz' skills, otherwise I'd suggest other capsules in place of this.
    (Old Style Armor): Increases defense by 10% and takes up one slot. Not bad for
    a placeholder. Won't be too noticeable, but it's not a throwaway skill, either.
    (Rit Armor): Takes up two slots, and increases defense 20%. Might be worth an
    extra skill slot for an extra 10% defense. Two slots isn't very detrimental to
    the entire skill setup.
    (New Style Armor): Three slots required, for an extra 30% defense. I don't
    really bother with this skill. 30% for three slots isn't very worthwhile, when
    you can just use Saiyan's Awakening for 2% more defense AND increased damage
    potential. You could combine the two, but that leaves ONE slot open for a
    skill. Meh.
    (Bulma's Armor): Four slots gives you an extra 45%. Allows you to make up for
    many more mistakes, since this will be absorbing a lot of damage. This is
    better than New Style Armor, as for an extra skill slot, you'll get 15% more
    defense. Useful as a desperation skill, when you're facing an opponent that
    pummels you mercilessly. Still, as you face better opponents, you'll need some
    skills and damage to back it up. High defense will only get so far - You'll
    need to damage the opponent to win the match. You might catch your opponent off
    guard, though, if you throw this on.
    (1/3 Senzu Bean): Takes up one slot. When your life is depleted, a cut scene
    will take over, and you'll regain one life bar. Only works once a match. Very
    handy for surprising an opponent, since they'll think they have you beat and
    then BOOM, revived. Of course, you'll have to make the good comeback, since
    you're still on low life. I would suggest using this where the other person is
    a bit better than you, since you can make up for that little extra skill with
    some extra life. Can't be stacked with Senzu Bean.
    (Senzu Bean): Can't be stacked with 1/3 Senzu Bean. This takes up three slots,
    but FULLY revives you upon being KO'ed. Only works once a match. Equip this if
    you're dangerously below your opponent's skill, but you'd better make sure you
    win with it if your opponent has no Senzu Beans or revival skill of his/her own
    equipped. Normally, I don't equip this unless I know my opponent is going to
    equip it. If you want people of equal or so skill level to stop playing you,
    equip this skill as much as possible.
    (Saiyan Heritage): One slot gets taken up, and this activates when the regular
    Senzu Bean is used. Increased attack/defense power upon activation. If you're
    going to use the Senzu Bean, you might as well throw this on. You have another
    3 life bars to go with, along with more attack/defense, so you can't go wrong
    with that.
    (Viral Heart Disease): Decreases the health of both players at a steady pace.
    Takes up 2 slots. Decreasing health of your opponent AND yourself? That's kind
    of a bad deal. On it's own, I suppose it's useful if you want to be fair to
    your opponent, since he/she won't likely complain as much if this is affecting
    you as well. It may seem useless, but this could take advantage of either
    player's ability to end a match quickly. Just throw on the next capsule
    however, and you can be sure the complaining will start up. One note: You and
    your opponent's health will never fall below half of the last red life bar, or
    1/6 your total health.
    (Vaccine): Takes up one slot. Negates the effects of the Viral Heart Disease
    for the player who equipped the Vaccine. It's useless on its own, obviously,
    but with the above skill equipped and this, only your opponent will see his/her
    health decrease steadily. You can be safe to turtle a lot more, or try to use
    it as an opening to damage your opponent. As with the Senzu Bean though, either
    way will be sure to have people not wanting to play against you, unless they're
    typically much better than you.
    (Super Holy Water): Takes up two slots. It decreases the damage done to you
    overall, which is pretty much like increasing your defense. For two slots
    though, it doesn't have an affect that provides a big enough defense boost.
    Stick with the armors instead.
    (Medical Medicine): Takes up one slot. Damage done to you is reduced, at the
    cost of some of your own ki for each hit that's done against you. Combine this
    with Bulma's Armor for a tanking Radditz. However, if you put this on, you're
    better off with putting on one or two 1 ki moves. Since if you need to equip
    this to begin with, you'll likely get hit a lot, and thus getting hit a lot
    will reduce your ki a lot. So in most cases you're better off sticking an armor
    (Rage!): Increases your attack power by 12% for the first 10 seconds of battle.
    Takes up one slot. Hmm... another placeholder skill I would think. Unless you
    get right into the thick of things with some hard hitting skills, you'll more
    than likely waste a good portion of the time your attack power is increased.
    You might not do enough damage to make it worthwhile to place this skill.
    (Rage!!): Increases your attack power by 20% for the first 15 seconds of
    battle. Takes up two slots. Getting better. Still a bit short, but you might be
    able to do some good damage in the time allotted.
    (Rage!!!): Increases your attack power by 28% for the first 20 seconds of
    battle. Requires three slots. Well, if you equip this, you'd better make good
    use of it, since you're using up three slots. Back up the boosted damage with
    some hard hitting skills. Double boosted Saturday Crush, perhaps?
    (Serious!): Takes up one slot. Activates when your health falls below 1/3, or
    rather your red life bar, providing a 10% increase to attack. Like other
    skills, put this in if you have an extra space to use. You can also combine
    this with a 1/3 Senzu Bean to prolong the extra attack damage.
    (Serious!!): Takes up two slots. Activates when your health falls below 1/2,
    meaning half of your yellow life bar, giving you a 20% increase to attack. It's
    too bad Moon Light gives you 20%, for one slot, except that it takes time to
    reach potential. It only takes up two slots though, so you can still throw on a
    Moon Light or Saiyan's Awakening without eating up your entire space, so the
    choice is yours.
    (Serious!!!): Three slots are required to use this. When your health falls
    below 2/3, meaning just below your green life bar, this activates, boosting
    your attack power by 30%. Hmm... Three slots for 30%? Three is a bit much. The
    argument for it could be that it activates immediately once you reach your
    yellow life bar, but for 6% less, you could throw on a Saiyan's Awakening, AND
    get an extra 32% to defense. Moon Light gives you 20% overall for one slot.
    It's not terrible, but I believe you could spend your capsule space better.
    (Last Ounce of Strength): Increases damage by 45% when your health falls below
    1/6, meaning half of your last life bar. Takes up two slots. This is a pickle
    of a skill. The increased damage is VERY nice, but you're pretty much on your
    deathbed when this activates. You could always try throwing on a 1/3 Senzu
    Bean, but you'd to wait again when your health fell below half to have this
    activate. Use this as a desperation skill, meaning if your opponent is better
    than you are, and you need something to turn the tides. Couple this with other
    power-up skills for even more damage, like a Serious! skill.
    (Moon Light): One slot required. Start off with an extra 5% damage increase,
    and for every 10 seconds after that, damage is boosted by 5%, up until 20% is
    reached. So this has a potential to reach 120%, in 30 seconds. A very
    worthwhile skill to have, for only one slot. And the damage increased will stay
    that way for the rest of the battle, meaning that after 120% is reached, you'll
    be fighting with 120% until you or your opponent is KO'ed.
    (Potential): Two slots required. Can't be stacked with Moon Light. Same as Moon
    Light, except you start out with a 6% damage boost, and an extra 6% is tacked
    on every 10 seconds, up until 24%, for a new total of 124%. For the extra slot
    this takes up, it's not really worth the extra 4% total overall. You're better
    off sticking with Moon Light.
    (Saiyans' Awakening): Three slots are taken up by this. Can't be stacked with
    Moon Light or Potential. Start out with an extra 6% attack power and 8% defense
    power. For every 10 seconds after, increase attack power by 6% and defense
    power by 8%, all the way up to 124% and  132%, respectively. Sure, it takes up
    three slots, but a good increase to damage and defense that stays with you the
    entire battle once reached to full potential?
    (Saiyan Spirit): Takes up one slot. You can't use Guard at all, but your
    defense is increased by 30% and your attack is upped by 25%. Very noteworthy
    upgrades here, especially for one slot, but you can expect your opponent to go
    on the offense once he/she you equipped this skill or figures out you can't
    guard. If you're proficient enough with side-stepping and dodging, you could
    throw this on to avoid a good deal of attacks thrown your way. Still, without
    the use of Guarding, you'll more than likely be taking a lot more damage.
    (Super Kami Water): For two slots, this decreases your health at about the same
    rate the Viral Heart Disease does, but only to you and increases your attack
    damage by 24%. This is crap in my opinion. Not a big enough damage boost, and
    the slowly decreasing health will just mean your opponent will more than likely
    Guard a lot until your health falls closer to the red, and then launch an
    offensive. Maybe if this increased damage more, it would be worthwhile. Vaccine
    won't negate the effect, either. Oh, and your health will stop decreasing once
    1/6 your total health is reached, or half of your last red life bar.
    (Gero's Perpetual Energy R&D): Three slots required. This gives you an infinite
    pool of ki to use. Other characters can't transform, but you're Radditz, so who
    cares? This pretty much begs for a Saturday Crush or such skill to be put on in
    conjunction with this. You can abuse your ki and ki attacks without worry with
    this on, although with abuse comes adaptation from your opponent(s). Of course,
    if three slots is too much for you, throw on a Loyalty to Frieza instead.
    (Gero's Deflection R&D): One slot is taken up by this. Whenever a ki blast is
    sent your way, if you hold down Guard, you'll automatically deflect this away
    from you. Unfortunately, even with proper timing, this skill makes it
    impossible to deflect a ki blast back to your opponent. It's useful if your
    opponent abuses ki blasts, but other than that, learn how to deflect ki blasts
    yourself and stay away from this.
    (Gero's Energy R&D): Requires one slot. For every succesful ki blast you
    deflect or deflect back, your ki will increase. Even better, a deflect back
    will increase your ki by half a full ki bar as opposed to a simple deflect,
    which increases your ki by 1/4 a ki bar. You can tack this on if you need an
    extra skill to place, otherwise don't focus on it too much.
    (Scouter): One slot is taken up by this. Reduces ki expended on anything that
    requires ki. The amount reduced is about 30%. Not bad at all if you use ki
    attacks/skills a lot, since this doesn't devote much space in your capsule list
    and it's worthwhile enough.
    (Yakon): One slot is required. Once an opponent transforms, he will fall victim
    to this. Yakon drains even more ki from any characters that are in a
    transformed state. This includes Frieza and Cell, since they are in a
    transformed state, as well. To those two characters this doesn't do a lot,
    since their ki decreases at a very slow rate anyway, but to a SSJ3 Goku, ki
    will be a very fleeting resource. I'd suggest slapping this on whenever you
    fight against a character that can transform.
    (Loyalty to Frieza): Two slots are required. Ki keeps increasing at a steady
    pace, but not as fast as a normal charge up. I originally thought this was
    useless, but upon closer inspection... this is very very helpful. Unless all
    you use are Double Sunday and Saturday Crush, you'll generally keep ahead of
    the ki usage just by doing combos with special attacks. I'd prefer this over
    the Perpetual Energy, too.
    Listed below are Radditz' combos and their usefulness. The ability combos(like
    P,P,P,P,E) aren't listed here, because I already go into depth about them
    above. Redundant explaining them twice. Some of the combos can be charged up,
    meaning you hold down the last button of the combo, and you'll be able to break
    through an opponent's guard, or go right into a 'charge cancel'.
    You can't really invent your own combos, unless you end the combos listed below
    early, like say with P,P,P,P you go P,P,P. They're all preset in the game. A
    note about the kick combos or implementing a kick at all: Once you input a kick
    into a combo, no matter at one point, you'll not be able to put in a punch
    command until you finish the combo and start another one or etc.
    >P,P,P,P,P - The final hit of the combo knocks the opponent a small distance
    back. Not a good enough knockback, nor can it be charge canceled, so I would
    stay away from this. Bad lag from the attack if your opponent guards, also.
    P,P,P,>P - Final hit knocks your opponent on the ground, except if you're in
    the air. I don't use this at all, since the final hit has bad lag time and can
    be blocked even if you get the rest of the combo off. The lag applies for
    before and after, too.
    <P,P - Juggles the opponent into the air at a good height. Comes off fairly
    quick, since it's only a 2 hit combo. I recommend this if you're trying to
    juggle your opponent obviously, but it can't be charged so watch it against
    guarding opponents.
    <P,>P - Combo that knocks your opponent way back. As with the juggling combo
    above, this is a good situational combo, which is good if you're trying to get
    a ring out or get some breathing room. No charge, so watch your opponent's
    guard before you attempt it.
    <P,<P* - Elbows your opponent down to the ground. Can be charged up. If you
    plan on charge canceling this, be prepared to spend some good practice time, as
    since it comes out quick, it's hard to get the timing right for it. But try to
    master it, it's a keeper.
    P,P,K,K,K - Final hit knocks back your opponent a good distance. Don't do this
    combo unless you get the first hit in. Also, don't use it as a primary knock
    back move; You should expect to get the damage in mainly.
    P,>P,P,K - Well, if you're looking to knock back your opponent while throwing
    him into the air, this is a good combo to start. However, your opponent can
    block in the middle even if you get the first hit off, so this is kind of iffy.
    Overall, it's just a slow combo that you should use rarely.
    >P,P,P,K,K - Like the Saturday Crush combo, except this finishes with a strong
    kick that sends your opponent far back into the air.
    - <P+K launches your opponent into the air, ready to be juggled at your
    leisure. You can get a Dynamite Monday out of this(>K,K,K,E) or a Double
    Sunday(P,P,P,P,E). But just note this best comes off if you're floating in the
    air already. For maximum damage output, try getting off a Saturday
    Crush(P,>P,P,E). Fully charged up, you'll do about a full life bar of damage.
    - If you're in mid-air with your opponent, you can dash at them and hit them
    with a >K to break their guard and then get a combo in. Don't try this with a
    >P so much, as you'll be left with some distance between the two of you, and
    you won't be as open to get right into a combo. Try the >P while rushing if you
    want to get some quick hits or you're tired of your opponent turtling. On the
    other hand, if you do a >K and their guard isn't up, you'll knock them too far
    away to get a combo in.
    - A straight P+K on the ground knocks your opponent into mid-air, where you can
    - The 'charge' moves, such as P+K, >P+K, <P+K, K,K,K,K(where you hold the K
    button at the end), >P,K,K and >K,P,P,P can break through an opponent's guard,
    but only if you hold down the button for the duration of the charge.
    - If your opponent is lying down on the ground, charge them with >K a few times
    to get some quick hits in. Chances are you will probably only get one, but you
    should keep the pressure on when you can. If he or she is in the air and lying
    down, >P or >K will work.
    - Don't use the rushing >P+K on the ground a lot. It has a very bad recovery
    - Rushing with >P is usually faster than >K, but will leave you a bit farther
    away than rushing with >K will.
    - Tap down/up and G at the same time to sidestep in the corresponding
    direction. Very very useful in the World Tournament, and it's also very helpful
    in dodging an opponent's charging attack. Wait until they get close enough,
    sidestep, and you'll avoid their attack, leaving them wide open for any attack
    from you.
    - If you fall to the ground, tap X quickly to get back up. The longer you stay
    on the ground, the better your opponent can damage and juggle you.
    - Slamming your opponent against walls does damage, plus traps them there
    better, so you can juggle him/her better. Don't let up your attack.
    - In World Tournament, stick with ending the match with a ring out rather than
    draining your opponent's life bar. The longer the match goes on, the better the
    chance you yourself will get a ring out. Rushing >P on the ground is a good
    way, but watch for instant side-steps from computer opponents near the edge.
    Try faking your opponents out by rushing at them, and then stopping short.
    1.) Bulma's Armor
        Saiyan Spirit
        Saturday Crush
        Saturday Crush
    This capsule set up provides a 25% attack boost and a whopping 75% defense
    boost, but without the use of a Guard. The double boosted Saturday Crush will
    do about a full life bar worth of damage with just the P,>P,P,E combo. However,
    you'll need to be better with side-stepping to effectively use this setup. Any
    damage that does come your way will be met with the extra 75% defense boost.
    2.) Saiyan's Awakening
        Double Sunday
        Dynamite Monday
        Day Crush
    Saiyan's Awakening provides a good attack/defense increase at its full
    potential. Putting on Double Sunday, Dynamite Monday and Day Crush gives you a
    good range of attacks to use for the right situation. The Scouter better
    ensures you expend less ki using DS and DM.
    3.) Senzu Bean
        Double Sunday
        Viral Heart Disease
    This is just plain mean. If your opponent doesn't choose Vaccine or a Senzu
    Bean as well, you can cheese your opponent to death with this. If for some
    reason he or she manages to break your first three life bars, you have a Senzu
    Bean that will kick you right back up. No one will take you very seriously with
    this setup, though...
    4.) Gero's Perpetual Energy R&D
        Saturday Crush
        Saturday Crush
        Moon Light
        Dynamite Monday
    With the Perpetual Energy, you can use all the Saturday Crush and Dynamite
    Monday skills you want. I personally feel that double boosting Saturday Crush
    is more useful than double boosting Dynamite Monday, but it's your preference.
    I put on the Dynamite Monday to increase the options you have. If all you can
    do is one skill, then your opponent will catch on sooner or later. Moon Light
    gives you a permenant 20% damage boost for a simple one slot.
    5.) Super Kami Water
        Last Ounce of Strength
        Moon Light
        Saiyan Spirit
        Weekly Special
    A powerhouse delight. Once full potential is reached, you'll do an extra 114%
    worth of damage for every hit! Weekly Special is put on there, because you need
    a skill to show off the extra damage, right? Just placed once, and if you get
    the full combo in, you'll do 1,647 worth of damage!! Of course, it should be
    noted that you'll not be able to Guard, and your health will slowly decrease
    the entire fight. However, with Saiyan Spirit, you'll gain an extra 30% for
    defense. And you'll need it, if you want to go with this capsule setup. This is
    good for showing off, mainly. :) Of course, if you really wanna up the damage
    of Weekly Special even more, place another one in lieu of Moon Light. You'll do
    1,979, just about two full life bars! Feel free to mix and match skills, too,
    since only against new players will you ever pull of a full Weekly Special!
    Well, we've reached the end of this FAQ. As of this first release, I'm not
    nearly done with this. I'll have Radditz-specific strategies to add in future
    versions, along with more capsule setups.
    I will more than feel free to accept corrections, capsule setups, combos, etc.
    If I feel your comments are worthwhile, I will post it along with fully
    crediting you to it.
    You may feel free to use this FAQ in any entertainment way you wish, but
    reproducing it on another site requires that you leave this FAQ in it's pure
    form. Furthermore, if this guide is updated, you will be required to seek out
    the update on GameFAQs. If that is too much hassle for you, then please do not
    bother with reproducing this FAQ then. Thanks!
    All questions, comments, etc. can be directed to dukevirgil@yahoo.com.
    Copyright 2004.

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