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    Move List by Hiruma Ryuei

    Version: 0.30 | Updated: 03/26/04 | Printable Version | Search This Guide

    Hiruma Ryuei's DBZ Budokai 2 Normal Move FAQ v0.30
    
    Insert standard blah blah here, if you dupe this FAQ - eh, who am I kidding, I
    don't care if you copy this FAQ. But stealing stuff is bad, so if you steal my
    stuff, you'll get bad karma. So there!
    
    Seriously, guys, don't steal my stuff. If you want to post snippets of it in your
    FAQ, just quote me, I'm down with that. If you want to post it on your website,
    that's cool too. Just don't delete my name at the top there, eyep.
    
    Any questions and comments can be sent (in proper English only) to
    hirumaryuei@yahoo.com. Poorly typed suggestions will be posted in my private space
    on the Internet for my friends and I to laugh at incessantly.
    
    Flame my guide and you'll be sorry.
    
    
    
    Table of Contents:
    
    1. Revision History
    2. Preface
    3. What this FAQ isn't
    4. Glossary of Terms
    5. Legend
    6. Universal Moves/Throws (next update, kiddos)
    7. Characters
    	Son Goku
    	Son Gohan
    	Piccolo
    	Krillin
    	Tien
    	Raditz
    	Kid Trunks
    	Son Goten
    8. Credits
    
    ********************
    
    1. Revision History:	
    
    3/26/2004 - First version (0.30)
    
    Future updates - Obviously universal moves and a few more characters coming next.
    Prolly some minor changes and fixes, I'm sure I messed up somewhere. I might do
    some stuff on punishability, but really, I'll take any help I can get with that.
    
    ********************
    
    2. Preface:
    
    This FAQ is to breathe some life into Budokai 2 play. Budokai 2 isn't anywhere
    near the complexity of say, VF4 or something, but at the same time it is a simple
    game that aspiring fighting game players can learn quite a bit from. Also, it's a
    lot of fun as a party game, since it's really easy to pick up. There is quite a
    bit of complexity to Budokai 2 that was present in Budokai 1, but wasn't explored
    in any of the FAQs for either game.
    
    Normal moves are the heart of Budokai 2. Since all of the big damage supers can
    only be landed off a normal string, it's important to learn the ins and outs of
    them. If you try doing a big damage super that is blockable without planning
    ahead, you're asking to get your attack blocked and punished. In all honesty, this
    FAQ came about for two reasons:
    
    1: My friend Andy abuses PPPPE. He does absolutely nothing except dash-ins,
    blocking, and PPPPE. It doesn't matter what character he uses, he always throws
    repeated PPPPEs. It's really irritating, and there are plenty of ways to punish it
    AND land bigger, higher damage combos. So for all those scrubs using PPPPE all the
    time, read this FAQ. Love it.
    
    2: My friend Sam was learning Vegeta, and he tried for HOURS to land Final Flash.
    Worse yet, every time I blocked it, I landed Majin Buu's Angry Explosion or just a
    Innocence Cannon string. Finally, we figured out why he couldn't land it - the last
    K of Vegeta's PPKKE is blockable. If only there was a FAQ to tell us what strings
    are blockable...
    
    So basically, this FAQ I wrote for my own use, but I figure, what the heck, might
    as well release it to the masses.
    
    ********************
    
    3. What this FAQ isn't:
    
    1. It's not a storyline guide. FIRST AND FOREMOST. I don't give a crap who could
    beat who in the actual DBZ storyline. In the GAME, Krillin is an acceptable
    fighter, and Goku is only better because he can step-cancel into SSB.
    
    2. It isn't a Dragon World/capsule guide. It can help you beat Dragon World and
    get capsules, but if you really want to get capsules just do the capsule cheat, or
    play World Tournament with Cell and do the freeze cheat. Furthermore, there are a
    billion walkthroughs out there for Dragon World.
    
    3. This isn't a combo guide. There are two reasons for this: The first is there is
    already a combo faq out there. Second, I don't feel like mashing out 200 billion
    different sequences just to make sure they work. I'm already doing all the normals
    in the game. That's enough work for me.
    
    4. Right now, this isn't a gameplay guide. I probably will insert some tidbits
    here and there about how to work the mindgames and stuff. Suffice it to say that
    while it's cool and awesome to do 2000+ damage combos, they aren't what wins
    matches. Clever move placement wins matches. If you can't get past your opponent's
    guard, you're not going to win. Sadly, no big damage step combos can do that, but
    a lot of juggles can. Step combos are for when your opponent makes a big mistake
    and gives one to you.
    
    ********************
    
    4. Glossary of Terms:
    
    Blocking: While it may be stupid to cover blocking, the basic guard is probably
    the most crucial ability to master in Budokai 2. Blocking an attack generally
    allows you to punish an attacking opponent, because most attacks in Budokai 2 have
    excessively long recovery. I'd say over 2/3rds of all attacks in Budokai 2,
    including unfinished strings, have long recovery times. This means that nearly
    every time you block an attack, you can land a combo for ridiculous amounts of
    damage. Because blocking is so critical to the game, it is equally critical to
    know how to get around it.
    
    Breakfall (techroll): The second major defensive technique you'll need to learn.
    Breakfall allows you to dodge pretty much all okizeme leveled at you. Just tap G
    when you are knocked down to pop back up. Some attacks automatically knock down,
    keeping you from breakfalling. These are typically rare, and only work on the
    ground.
    
    Ground Recovery: If you are knocked down, you are vulnerable to okizeme. However,
    by pressing G to get up, you will wake up invincibly through any of your opponent's
    attacks. This includes any and all projectile attacks. Also, you can tap 2 or 8 and
    G to sidestep while getting up, which can net you freebie attacks if they were
    trying to hit you up close.
    
    Guard Break (GB): When you hit an opponent with a dash-in or transformation while
    they are guarding, it stuns them, leaving them open to future hits. However, if
    you guard break an opponent, normal combos have a tendency to knock down. Thus, it
    is probably best to throw a launcher after a GB. Some attacks that are normally
    blockable are not blockable after a GB though due to this property.
    
    Guard Cancel (G-cancel): During all unblockable hits, you can hit G to immediately
    cancel the attack and return to neutral stance. Since some hits (specifically the
    double axe kick) stun THEN go into the UB, this trick is crucial to landing
    certain combos. Also, you may step-cancel, or tap 2 or 8 while G-cancelling. This
    will let you sidestep behind your opponent, which basically lets you ruin their
    life with normally blockable strings.
    
    Ki: The energy of life. Taking away life, that is :) Ki represents your overall
    ability to deal big damage to the enemy. Without any meter, your best combos range
    around 600 damage, which is chump change. Keep a healthy supply of ki at all times.
    Having a large number of ki stocks can force your opponent to play defensively. Ki
    is reduced by blocking and being taunted; it is increased by powering up or by
    striking the opponent.
    
    Launch: To send your opponent skyward for an air combo. While your opponent is
    launched, he cannot block or step your attacks until he hits the ground. This
    allows you to land some pretty sick followups, doing a lot of damage for very
    little ki meter.
    
    Okizeme: The fancy term for ground damage, or hitting your opponent while he/she
    is knocked down. This absolutely sucks in the air - most characters can brutalize
    you with a big combo if you are downed in the air. Fortunately, knocking an
    opponent down in the air is pretty hard. All small characters can do okizeme on
    large characters if the fight is on the ground. Fortunately, breakfall pretty much
    shuts down okizeme, and a lot of okizeme attacks can be beaten by using the
    invincible ground recovery. No character relies much on the tactic as a real
    source of damage, but you should get in your licks any way you can.
    
    Projectile: Any attack that shoots something at your enemy. I'm specifically
    referring to moves done with the E button, and more specifically to moves that can
    be done with E, 6E or 4E. Obviously, some characters don't have projectiles, like
    Satan and Videl, and some characters don't have super projectiles, like Great
    Saiyaman. Anyway, the point is, that super projectiles are highly punishable. If
    you sidestep one, you can land, at the least, a dash-in hit. Only use them as
    okizeme, to stuff dash-ins, or to finish combos. Note that the androids' energy
    field is technically a projectile in terms of punishability.
    
    Sidestep: The third defensive technique is sidestepping. It isn't as situationally
    useful as guarding is, and most characters can be punished right after they finish
    their sidestep. However, it gets around moves that guarding does not. All
    fireballs can be sidestepped, as can dash-ins and pretty much any big hit. If you
    sidestep successfully, it usually gives you your opponent's back, meaning free
    combos, including normally blockable combos. Piccolo in particular gains a HUGE
    advantage if he steps an opponent's attack.
    
    Taunt: Taunting (P+K+G+E) reduces your opponent's Ki by one stock. Very useful -
    it can be used instead of traditional okizeme to reduce your opponent's ability to
    damage you. If you know he can deal big damage with 3 stocks, I'd be taunting
    every time I knocked down to keep him from pulling that big super. Taunting is
    also a great way to get a turtling opponent to attack.
    
    Throw: Another way to crush turtles. First off, if your opponent is striking, he
    cannot be thrown. The only time you can throw an enemy is if he is not attacking.
    If your opponent is throwing, performing a throw will break it. The exception to
    the rule is if your opponent is in the middle of an unblockable. Characters doing
    unblockables can be thrown. One major bonus attribute of the throw is that they
    all bring the enemy to the ground at the very least, and usually the thrower as
    well. This is crucial for characters who fight better on the ground.
    
    Transform: In the end, generally another means to crush turtles. Transform
    abilities have a very short reach, but they break guard and interrupt anything
    your opponent can do. In general, you should use your transform ability as much as
    possible. In addition to breaking guard and stuffing your opponent's moves,
    transformations have invincibility until you completely finish the animation
    sequence of the transform. Abuse them.
    
    Unblockable: The game refers to unblockables as having "nullifying attributes."
    Unblockables in Budokai 2 must be held down until the move goes off. Furthermore,
    unblockables soak up one normal hit from the opponent without hurting you - just
    to discourage people from hitting you out of it. While UB moves are great against
    turtles, they can be beaten. The "double jab," a regular or super fireball, or a
    throw can all stop an unblockable. If you're getting hit out of your unblockable,
    just wait for them to throw their first attack, the release - the UB will soak up
    their hit and slam them. The exception to this is the "double jab," which some
    small characters have. These characters can tap PP very quickly and jab you twice
    before you can counter with the UB. Beware.
    
    ********************
    
    5. Legend
    
    
    # =	Yeah, I'm a SC2 player *laughs*. Basically, each number represents a
    	directonal input as shown:
    
    	789
    	456
    	123
    
    	So 6 is towards, and 4 is backwards, 2 is down, 8 is up. 6P means press
    	forward + P, 4K means press backward + K.
    
    [*] = 	Brackets signify a point where the string can be blocked.
    	Ex: Goku's 6PPP[K][E]. The 6P, and the other two punches will combo.
    	The K can be blocked even if the third P connects. Likewise the E can be
    	blocked even if the K connects. In general, you should make a serious
    	effort to avoid doing blockable strings unless the damage is worth your
    	while to try. Obviously, these strings aren't blockable if your opponent
    	is backturned.
    
    (*) = 	Parentheses signify a point where you can hold the attack button down
    	in order to make the attack unblockable. These should be employed
    	often, especially if your opponent turtles. Beware, as there are quite
    	a few ways to stop UB attacks. Backstep, fireballs, sidesteps, and to a
    	lesser extent throws and the double jab can beat UBs.
    
    KU = 	A KU attack sends the opponent up into the air. This is not to be confused
    	with a launching attack. A KU attack is used to bring the battle into the
    	air and/or keep the battle in the air.
    
    KB = 	A KB attack knocks the opponent backwards. The benefit of KB is it almost
    	always knocks down the opponent, even if done in the air. Obviously they
    	can techroll to recover from being knocked down, but a failed techroll
    	means you can attempt a wakeup projectile for more pain. KB moves should
    	be standard combo finishers if you're low on meter, but don't need to
    	position yourself.
    
    KD = 	KD moves are crucial to fighters that perform best on the ground. They
    	send an opponent slightly downward toward the ground. They do not send an
    	opponent down as much as KU attacks send an opponent up. Also, if a KD is
    	done on the ground, it turns into a KN attack in most cases (see below).
    	
    KN = 	By themselves, KN attacks are fairly rare. It is far more common to see KD
    	attacks have KN properties on the ground. A KN attack knocks your opponent
    	down, but does not launch them away from you. This means you can do some
    	crazy okizeme if you're a small character fighting a large. However, KN
    	attacks ONLY work on the ground. If you do a KN in the air, it just
    	hitstuns your opponent a bit, which can give them the opportunity to
    	attack. DON'T DO KN TECHNIQUES IN THE AIR. As stated above, most KD
    	techniques become KN techniques	on the ground.
    
    LF = 	Although they technically "launch," these moves do not allow followups,
    	because they hit the opponent too far away from you. You may be able to
    	sneak in a fireball or something, if they botch their breakfall. However,
    	a LF move means you're not going to add on another 600+ damage like the
    	other two launch types. Note that a lot of moves LF in the middle of the
    	combo, then link to some sort of super attack, or just a flying kick or
    	punch that knocks the opponent away. In 99% of all cases, it's best to
    	just do the super attack.
    
    LL = 	LL launchers are the rarest type of launcher in the game. They launch, but not very
    	high, so only a limited number of followups are available.
    
    LH = 	LH launchers are what make launch very high - more than enough height to
    	pull out some mad followup hits. Some even offer the possibility of
    	relaunching, but this has been vastly toned down in Budokai 2. Back in
    	Budokai 1, #17 and #18 had an infinite 	relaunch (I believe 6PPKKG, not
    	sure right now, my copy of Budokai 1 was stolen).
    
    ********************
    
    6. Universal Moves (not yet, scrub, wait until next update)
    
    ********************
    
    7. Characters
    
    
    Son Goku
    
    PPPPE - *Kamehameha
    PPP(6P) - KB
    PPKK[K] - KU
    PPKKE - *Warp Kamehameha
    P6PPK - LF (3rd hit) KU (4th hit)
    P6PPE - *Zanku Fist
    PK - KB
    6PPPP[P] - LF
    6PPPP[E] - *Continuous Kamehameha
    6PPP[K][K] - KB
    6PPP[K][E] - *Spirit Bomb (Normal or Kaioken only)
    6PK(K) - KD (stuns if G-cancelled)
    4PP - LH
    4P[6P] - KB
    4P4P - LH
    4P[K] - KB
    4P[(6K)] - KD
    4P[4K] - KN
    KKK(K) - KD (stuns if G-cancelled)
    KK6K[K]E - *Super Spirit Bomb (Normal or Kaioken only)
    KK6K[6K] - KB
    KK4K - KU
    K6K - KB
    K(4K) - KD (ground: doesn't combo, can't UB, no KN; stuns if G-cancelled in air)
    6K[P]P(P)E - LF (4th hit) *Kamehameha
    6KKKKK - KB
    6KKKE - *Super Dragon Fist
    6KK4K - KN (last hit combos on ground only)
    4KP(P) - LH (2nd hit) KD (3rd hit) (Goku's best launcher!)
    4KK - KB
    4K6K - KU
    4K[(4K)] - KD (can't UB on ground, no KN on ground)
    
    P+K+G (1 stock): Kaioken x20 (+5% attack)
    P+K+G (3 stocks): SSJ (+10% attack)
    P+K+G (4 stocks): SSJ2 (+15% attack)
    P+K+G (5 stocks): SSJ3 (+25% attack)
    
    Note: Air 66P+K does not GB.
    
    
    Son Gohan
    
    PPPPE - *Kamehameha
    PPP(6P) - KB
    PPKK[K] - KU
    P6PPK - LF (3rd hit) KU (4th hit)
    P6PPE - LF (3rd hit) *Zanku Fist
    PK - KB
    6PPPP[P] - LF
    6PPPP[E] - *Continuous Kamehameha
    6PPP[K][K] - KB
    6PPP[K][E] - *Super Kamehameha (SSJ or higher only)
    6PK(K) - KD (stuns if G-cancelled)
    4PP - LH
    4P[6P] - KB
    4P4P - LH
    4P[K] - KB
    4P[6K] - KU
    4P[(4K)] - KD
    KKK(K) - KD (stuns if G-cancelled)
    KK6K[K]E - *Super Kamehameha (SSJ or higher only)
    KK6K[6K] - KB
    KK4K - KU
    K6K - KB
    K(4K) - KD (ground: doesn't combo, can't UB, no KN; stuns if G-cancelled in air)
    6K[P]P(P)E - LF (4th hit) *Kamehameha
    6KKKKK - KB
    6KKKE - *Super Dragon Fist
    4KP(P) - LH (2nd hit) KD (3rd hit) (Gohan's best launcher!)
    4KK - KB
    4K6K - KU
    4K[(4K)] - KD (can't UB on ground, no KN on ground)
    
    P+K+G (3 stocks): SSJ (+10% attack)
    P+K+G (4 stocks): SSJ2 (+15% attack)
    P+K+G (5 stocks): Elder Kai Unlock (+25% attack)
    
    Note: Air 66P+K does not GB.
    
    
    Piccolo
    
    PPPPE - LF (4th hit) *Destructive Wave
    PP[(6P)] - KB
    PP[K]K - KU
    PPK(E) - *Instant Killquick
    PP(6K) - KB
    PP4K - KN
    PK - KB
    6PPPP - see notes
    6PPP[6P]E - *Special Beam Cannon (Makankousappou)
    6P6PP(P) - KB
    6P6PP6PE - LF (4th hit) *Destructive Wave
    6P[K]K - KU
    4P(P) - KD
    4P[K] - KN
    4P[6K] - KB
    4P[(4k)] - KN (Okizeme)
    KK[K](K) - KD (stuns if G-cancelled)
    KK[K]6K(K) - KB
    KK[K]6KE - *Hellzone Grenade (Fuse with Kami only)
    KK4KK - LH (3rd hit) KB (4th hit) (Piccolo's best launcher!)
    6KPP[(P)] - KB
    6KPP6P - KD
    6KPP[(4P)]E - LF (4th hit) *Light Grenade (Fuse with Kami only)
    6KKK[(K)] - KB
    6KKK[4K] - KB
    6KKK[(E)] - Fierce Ranma
    4KK - KU
    4K4K - KN
    
    P+K+G (3 stocks): Sync with Nail (+5% attack)
    P+K+G (4 stocks): Fuse with Kami (+10% attack)
    
    Notes: 	KK4KK: Third and fourth hits backturn Piccolo momentarily. PUNISHABLE.
    	Ground 66P+K does not GB.
    	4K and 6PPPP have enough hitstun to combo into other moves
    
    
    Krillin (Kuririn)
    
    PPPPP - See notes
    PPPPE - *Kamehameha
    PP[6P]P(P) - LF (4th hit) KU (last hit)
    PP4PPE - LF (4th hit) *Destructo Disc
    PPKKK - KB
    PKK - KB
    6PPPP(P) - KD (KB on ground)
    6PPPP(E) - *Valiant Fist
    6PP[6P]P(P) - LF (4th hit) KU (5th hit)
    6PP[6P]PK - LF (4th hit) KD (5th hit, KU on ground)
    6PP[6P]PE - Destructo Disc
    6PPKKK - LL (4th hit) KB (5th hit)
    6PPKKE - LL (4th hit) *Zanku Fist
    6PKKK - LL (3rd hit, LH on ground), KB (4th hit)
    4P(P) - KU, must be landed very deep to combo in air; always combos on ground
    4P(6P) - KB
    KK(K) - KB
    KK6KKK - KB (KU on ground) last K does not combo in air
    KK6KKE - *Fierce Destructo Disc (Unlock Potential only)
    KK4KK - LH (3rd hit) KB (4th hit)
    KK4KE - LH (3rd hit) *Kamehameha
    6KKK - KB
    6KK6K - KB (KU on ground) last K does not combo in air
    6KK4K - KN
    4KK - KU
    
    P+K+G (3 stocks): Unlock Potential (+5% attack)
    
    Notes: 	PP "double jab," can stuff most opponents UBs
    	PPPPP is safe on block
    	6P+K cannot be held for UB
    	66P+K does not GB in air
    	66K is okizeme against mid-sized and larger characters
    
    
    Tien (Tenshinhan)
    
    PPPPE - *Dodonpa
    PPP[6P] - KB
    PPKKK - LF (4th hit) KB (5th hit)
    PPKKE - *Fusion (Tienha)
    P[6P]PK - LF (3rd hit) KU (4th hit, KD in air)
    P[6P]PE - LF (3rd hit) *Blast Cannon
    PK - KB
    6PPPPP - LF
    6PPPPE - *Domination Blast
    6PKK - LH (2nd hit) KU (3rd hit)
    6PPPK(K) - LH (4th hit) KB (5th hit)
    6PPPKE - LH (4th hit) *Volleyball Fist
    4PP - LF
    4P6P - KB; does not combo on ground
    4P[(4P)] - KU
    4P[(K)] - KB
    4P[6K]
    4P4K - LH
    KKKK - KU
    KK6KKE - *Jackhammer Fist Flash
    KK6K6K(P)E - LF (5th hit) *Blast Cannon
    KK4K - LH
    K6K - KB
    K4(K) - KD (stuns if G-cancelled)
    6K[P]PPE - LF (4th hit) *Dodonpa
    6KKKKK - LF (4th hit) KB (5th hit)
    6KKK(E) - *Machinegun Fist
    4K[P]P - LF; combos on ground
    4K(K) - KD (stuns if G-cancelled)
    4K6K - KU
    4K4K - LH
    
    Notes: 	66P+K does not GB (at all)
    	P+K cannot be held for UB on ground, hits grounded opponents
    	K+G has enough hitstun to deliver followup hits, but telegraphs
    	6K has enough hitstun do deliver followup hits if it hits from behind
    
    
    Raditz
    
    PPPPE - *Double Sunday
    PPP[6P] - KN
    PPKKK - KB
    P[6P][P]K - LF (3rd hit) KU (4th hit); first two hits combo on ground
    PK - KB
    6PPPPP - LF
    6PPPP[E] - *Weekly Special
    6PPP[K]K - LF (4th hit) KU (5th hit)
    6PPP[K]E - LF (4th hit) *Saturday Crush
    6PK(K) - KD (stuns if G-cancelled)
    4PP - LH
    4P[6P] - KB
    4P[(4P)] - KD
    4P[K] - KB
    4P[(6K)] - KD
    4P[4K] - KN (Okizeme)
    KKK(K) - KD (stuns if G-cancelled)
    KK6KKE - *Exciting Year
    KK6K6K - KB
    KK4K - KN
    K6K - KB
    K(4K) - KD (stuns if G-cancelled)
    6KPP(P)E - LF (4th hit) *Double Sunday
    6KKKKK - KB
    4KPP - LL (2nd hit) KU (3rd hit, KD in air); very difficult to follow up after LL
    4KK - KB
    4K6K - KU
    4K[(4K)] - KD
    
    Note: 66P+K does not GB in air
    
    
    Kid Trunks (Chibi Trunks)
    
    PPPPK - KB
    PPPPE - *Buster Cannon
    PPP[6P] - KB
    PPKKK - LL (3rd hit) LH (4th hit) KB (5th hit) (5th hit does not combo on ground)
    PPK6K - KU
    P6PP(P) - LF (3rd hit) KU (4th hit)
    P6PPE - LF (3rd hit) *Double Buster
    PK - KB
    6PPPP(P) - KU
    6PPPP(E) - *Energy Burst
    6PPPK(K) - LH (4th hit) KB (5th hit)
    6PKK - KU
    4P[P](P) - LH (2nd hit) KU (3rd hit)
    4P[6P] - KB
    4P[(4P)] - KD
    4P[K] - KB
    4P[6K] - KN
    4P[4K] - LH
    KKKK - KB
    KK6KKE - *Blast Attack
    KK6K6KP - LF
    KK4K(P) - LH (3rd hit) KU (4th hit)
    K6K - KB
    6KPP(P)E - LF (4th hit) *Buster Cannon
    6KKP[P]E - *Buster Cannon
    6KKKKK - KB
    4KP(P) - LL (2nd hit) LH (3rd hit)
    4K(K) - KD (stuns if G-cancelled)
    4K6K - KU (doesn't combo in air)
    4K4K - LH
    
    P+K+G (3 stocks): SSJ (+10% attack)
    
    Notes:	6PPPP has enough hitstun to deliver followup hits
    	6K has enough hitstun to deliver followup hits from the back
    
    
    Son Goten
    
    PPPPK - KB
    PPPPE - *Kamehameha
    PPP(6P) - KB
    PPKKK - LL (3rd hit) LH (4th hit) KB (5th hit) (5th hit does not combo on ground)
    PPK6K - KU
    P6PP(P) - LF (3rd hit) KU (4th hit)
    PK - KB
    6PPPP(P) - KU
    6PPPP(E) - *Continuous Kamehameha
    6PPPK(K) - LH (4th hit) KB (5th hit)
    6PKK - KU
    4P[P](P) - LH (2nd hit) KU (3rd hit)
    4P[6P] - KB
    4P[(4P)] - KD
    4P[K] - KB
    4P[6K] - KN
    4P[4K] - LH
    KKKK - KB
    KK6KKE - *Zanku Fist
    KK6K6KP - LF
    KK4K(P) - LH (3rd hit) KU (4th hit)
    K6K - KB
    6KPP(P)E - LF (4th hit) *Kamehameha
    6KKP[P] - KB
    6KKKKK - KB
    4KP(P) - LL (2nd hit) LH (3rd hit)
    4K(K) - KD (stuns if G-cancelled)
    4K6K - KU (doesn't combo in air)
    4K4K - LH
    
    Notes:	6PPPP has enough hitstun to deliver followup hits
    	6K has enough hitstun to deliver followup hits from the back
    
    
    ***************************
    
    8. Credits/Acknowledgements
    
    
    This FAQ was made possible by:
    
    ME, I made this guide, despite my general hatred of DBZ
    
    Sammy, who whined enough about Final Flash to make me write this
    
    Jason, who forced us to play this game even though GGXX is clearly a better game
    
    Budokai's CPU, who stun-cancelled me, causing me to be enlightened on how to do it
    unsurprisingly right AFTER the forums had figured it out -.-
    
    
    This FAQ was not made possible by:
    
    Sammy (the company), who makes GGXX, which everyone should play instead of Budokai
    
    Namco, who makes SC2, and while it is broken it is still far better than Budokai 2
    
    and finally, FROM Software, who makes the Armored Core series, the best series of
    games on the planet
    
    ~FIN
    
    *