Combo/Mechanics Guide, Version 1.00

This is a guide on the mechanics of the game, Super DBZ, as well as the 
combo system. I figured I should do this because this game does not 
offer a tutorial. Plus it has some of its own concepts that could use 
explaining. If you want to contact me, email me at 
Changwufei@comcast.net, or AIM me at NachoandCheese07.

Version History

1.00 - FAQ done. Added materials from the thread posted on the boards.
1.3 - FAQ given a massive update. Fixed errors, added inherited moves
section, added abbreviations under general fighting game terms
and tips while fighting.

So let’s begin. 

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Table of contents:					

I. Basics [BSCS]
II. Advanced Mechanics [ADC]
III. Special/Super Move Properties [SSP]
IV. Combos [CMB]
V. Hidden Mechanics [HMS]
VI. System Skills [SSK]
VII. General Fighting Game Terms [GFG]
VIII. Inherited Moves [IRT]
IX. Tips While Fighting [TPS]
X. Credits [CED]

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I. Basics [BSCS]

Here are all the basic maneuvers/mechanics of the game:

Sidestep
Dash
Block
Ki Blast Parry
Jump
High Jump
Flying
Light Attack
Heavy Attack
Weak Dash Attack
Strong Dash Attack
Weak Homing Dash Attack
Strong Homing Dash Attack
Weak Jumping Attack
Strong Jumping Attack
Throw
Ki blast
Knockback Recovery
Ground Recovery
Wall Stun
Standard Knockback
Spiraling Knockback
Special Move
Super Move
Action Bar
Super Bar
Health Bar	

And now, here’s a description of each

Sidestep: Sidestepping is simply holding any one of the eight 
directions. Your character will be walking in a fighting stance 
in the direction that you aim. Useful for dodging most projectiles, 
or just staying on the move.

Dash: By double tapping up, down, left, or right, your character 
takes a quick leap in the direction you aim. Consumes one bar of 
action gauge. Dashing can also be performed by hitting guard and 
jump at the same time. Uses one action bar.

Block: By holding the block button, your character raises their arms to 
protect themselves. You can block against any attack in the game, except 
throws and certain fully charged attacks. Blocking special/ultimate 
moves still slightly hurts your character.

Ki Blast Parry: Hold guard, then hold back and hit forward. Your 
character puts their hands out. Generic ki blasts are reflected, special
move ki blasts are dispersed. If your character parries a ki blast, 
you can continue to hold guard to maintain your stance. Parrying ki 
blasts consumes a small amount of your action gauge.

Jump:
The jump button (standardly O), when pressed, will make your character 
jump into the air. You can jump up straight, back and forward. Useful 
for avoiding projectiles and attacks.

High Jump:
Combine the up direction with any direction of jump to perform a much 
higher jump (so for example, up forward jump, up jump etc). Very useful 
for avoiding projectiles and attacks.

Flying:
Flying is simply floating in the air in this game. While you’re in 
the air, you have the exact same options if you were on the ground,
except that the jump button will make you fall down (and hitting 
it again afterward will keep you in the air). There are numbers of 
ways to get yourself in the air: including
-Jumping or high jumping, and then hitting the jump button again 
once you’re satisfied with your height in the air
-Performing certain combos (for example, LLHH for Trunks will put 
him in the air if the combo connects)
-Jumping, then performing a special move (for example, jumping in the 
air and doing galick gun will keep you in the air)
-Hitting an airborne opponent with a homing attack
Remaining in the air slowly consumes action gauge.
Note: When jump can be used to make yourself float, you can use 
guard instead (so jump, and if you hold guard, you’ll be in the air).
			
Light Attack:
By hitting the light attack button (standardly square), your character 
will execute a fast attack. This is a default starter for many combos,
 since every character has a combo that starts with light attack.
For listed combos, light attack is abbreviated L.

Heavy Attack:
By hitting the heavy attack button (standardly tiangle), your character 
performs a stronger, slower and longer reaching attack. Heavy attacks 
and their uses can vary between characters, and that will be covered 
in the advanced section.
For listed combos, heavy attack is abbreviated H.

Light Dash Attack:
Done by hitting L while dashing. An uppercut attack that launches your 
opponents high into the air.

Strong Dash Attack:
Done by hitting H while dashing. A pounding attack that causes your 
opponent to hit the ground so hard they actually bounce up a nice
distance.


Weak Homing Dash Attack:
Done by hitting R1 standardly, or L + G(guard). Your character flies 
forward and hits with an attack that shortly stuns your opponent. 
If blocked, your character goes flipping back (will be explained in 
the advanced section). Uses one action bar.

Heavy Homing Dash Attack:
Done by hitting R2 standardly, or H + G(guard). Your character flies 
at your opponent and hits with an attack that sends your opponent 
flying. If blocked, your character goes flipping back (will be 
explained in the advanced section). Uses one action bar.

Throw:
Done by hitting L+H, or standardly L1. Your character grabs your 
opponent and attacks them. Throws can not be escaped. By hitting 
back in addition to the motion, you can throw your character the 
other way. Same applies to any special move with throw like properties.

Ki blast:
Done by hitting forward, then any of the attack buttons. Your 
character fires a generic ki blast. Some characters, like Krillin, 
fire multiple ki blasts if you use forward + H.

Knockback Recovery:
If you ever get knocked into the air, its pretty much inevitable that 
you’ll hit the ground. In this case, you can choose to break your fall. 
Its usually a hand spring of some sort. Simply hold up, down, left or 
right and as soon as you hit the ground, you will spring off the ground 
in that direction. However though, this isn’t always useful, especially
since it consumes a bar of action gauge.

Ground Recovery:	
In some cases, you can’t use the knockback recovery (like getting 
thrown). Or, you simply choose not to use knockback recovery.
In this case, you can use the ground recovery. As your
character lies on the ground, simply hold up, left, down, or right 
and your character will roll in the corresponding direction. 
This does not consume action gauge.

Wall Stun:
A wall stun occurs if a character gets hit by a heavy homing dash attack 
and crashes into a wall. Once this happens, your character acts like 
they’re seeing stars. Recover by tapping the attack buttons and moving 
the d pad/analog stick.
	

Standard Knockback:
Occurs when someone gets completely knocked off balance. The character 
will be falling down to the ground plainly.

Spiraling Knockback:
Occurs when a knockback attack is used while someone is in the standard 
knockback state, or if a character gets hit by a certain knockback 
attack. Main difference here is that you can not attack someone who is 
experiencing a spiraling knockback as opposed to a standard.

Special Move:
A technique that a character can perform by combining directional 
motions with the attack button (For example, Goku has a special move 
called kamehameha, which is done by hitting down, forward, then light 
or heavy hit).

Super Move:
A powerful technique that a character can perform by combining 
directional motions with the attack buttons. Some take 1 bar
some take all 3.
	
Action Bar:
The blue bar at the bottom is the action bar. This dictates when you 
can ki blast parry, dash, perform any homing dash attacks, 
and remain in the air. When you’re on the ground and not 
performing any of the listed functions, your action gauge recovers.

Super Bar:
The green bar below health is the super bar. This is used mainly for 
super moves and the dragon finisher. It is initially built by 
landing attacks, getting hit, and performing special moves. Certain
super moves (like Goku's physical super) still build super, even 
when used.

Health Bar:
The big yellow bar is the health bar. It decreases when you are hit, 
block special/super moves

=======================================================================

II. Advanced Mechanics [ADC] :

These are basically more in depth descriptions of the basic mechanics. 
If you want to get farther in this game, it’s also quite important that 
you know these.

Weak/Strong Dashing Attack:
If an opponent blocks a weak/strong dashing attack, they get pushed 
slightly back and have a short block stun/they get pushed back far
and get block stunned for a longer time. Also, you can vary your 
distance with the dash attack. For example, normally you dash forward 
and then do the attack. But sometimes, you don’t want to leave yourself 
open like that. Try dashing back, up, or down and using the attack.

Homing Dash Attacks: 
Can be cancelled by hitting the guard button. 
Be careful though, because unlike the other two dbz games, Budokai 
and Tenkaichi/Sparking, there’s still a bit of lag before you block. 
If your homing dash is blocked, your character automatically bounces 
off your opponent. If you use a weak dash attack, your opponent is 
block stunned for a short amount of time. If you use a strong dash 
attack, your opponent is block stunned for a longer amount of time. 
Long enough so that when you land, you can still block just when they 
are no longer block stunned. But the weak dash attack can be used to 
invite your opponent into attacking you, which you can use to your 
advantage. Also, if you send your opponent flying, you can use homing 
dashes to close the space gap.

Heavy Attacks:
Like stated earlier, heavy attacks are stronger, slower and better 
ranged than light attacks. Some characters can perform heavy attack 
chains (for example, Majin Vegeta has a three hit heavy combo, done 
by hitting HHH). Most characters do not have chains that stem from 
heavy attacks. Heavy attacks may also be unique to certain characters. 
For example, the Piccolos stretch their arms, while Trunks and Ultimate 
Gohan slash with their swords.
Heavy attacks are used primarily for comboing. This will be explained in 
the combo section. 

Recovery:
If you ever recover from getting knocked back, RECOVER TOWARDS YOUR 
OPPONENT AT YOUR OWN RISK. This just leaves yourself open. At times,
recovering forward might pull you over an attack and you can strike.
But instead, its always better to recover in the other three directions. 
I advise recovering to the sides. Going backwards, you can still 
leave yourself open to attacks. Very few attacks actually track 
sideways recovery, plus you can not get cross-upped if you recover 
to the sides. So I advise you always recover to the sides.

==========================================================================

III. Special/Super Move Properties [SSP]		
Special/Super moves end up being unique to characters. 
Also, the game refers to special moves as supers, and super moves
as ultimates. But specials and supers are more universal, so I'm
going to refer to them as specials as supers.
Here’s a description of each type:
Note: The way I categorize these are in no way official. 
		
Rapid Fire (at will) Projectiles:
Some characters have projectile moves, where if you tap the attack 
button after doing a projectile special move, the character will fire
more projectiles. There is a limit to how many projectiles you can 
fire. Such examples include Vegeta’s lucora gun.
 
Rapid Fire Projectiles:
There are characters that, when the special move is executed, 
automatically fire a certain number of projectiles. Examples include 
Freeza’s flex laser, Cell’s interruptor, and Vegeta’s G Slicer.

Force Field Projectiles:
There are certain projectiles that, after exploding after making
contact with something and/or exploding after reaching a certain 
distance, they make a spherical explosion that lasts for a short amount 
of time. The main purpose of these moves are to disperse any incoming 
projectiles, and therefore naturally have priority over nearly every 
projectile in the game. They can be used for comboing as well.

Multi Hitting Projectiles:
Certain special projectile moves are beams that do multiple hits. 
Gohan’s masenko is an example.
				
Chargable Multi Hitting Projectiles:
Some of the multi hitting projectiles can be charged. When charged, 
they are longer, and end up dealing more hits and damage.

Directional Adjustable Projectiles:
Special moves like the kamehameha and masenko can be aimed in a 
different direction just by holding a direction. Most rapid fire 
super move projectiles (like Galick Gun) can be aimed in different 
directions as well.

Chargable Unblockable Projectiles:
Some projectile attacks can be charged to the point where they become 
unblockable. When performing the attack, just hold the attack button 
until the character fires. They deal higher damage as well. Piccolo’s 
special beam cannon and Krillin’s destructo disc are examples.

Tracking Projectiles:
There are projectiles moves that will go after your opponent even if 
they dodge them under certain conditions. For example, if you jump
over Freeza’s flex laser, the lasers will actually change direction 
and go upwards!

Homing Projectiles:
These projectiles slowly home in on your opponent. An example would 
be Goku’s guided kamehameha.

Assault Physical Moves:
Some special moves are physical attacks. Whether they are single or 
multi hitting attacks, they’re just a motion unique to the character. 

Assault Multi Hitting (at will) Attacks:
Some attacks require that you tap the attack button to do more hits with 
the special move. An example would be the flipping slash that Trunks and
Ultimate Gohan have.

Assault Multi Hitting (if the hits connect) Attacks:
There are special/super moves that if at least one of the hits connects, 
whether the opponent is blocking or not, the character will execute the 
full special move. For example, if any of the first three punches of 
Vegeta’s assault rush do not touch an opponent, he will not finish with 
the kicks.	

Counter Moves:
When performed, the character will assume a stance of some sort. If a 
physical attack hits them while they are in this stance, the character
will instantly fight back. Seems unfair, but each counter move does
have a weakness that can be exploited if you see it coming. Krillin's
after image and Vegeta/Majin Vegeta's counter break are counter moves.

Chargable Physical Attacks:
Some attacks (like the last H in Vegeta’s HHH) can be charged just by 
holding the attack button. Doing so results in more damage, and longer 
length of block stun time, should they be blocked.

Command Throws:
There are special moves that if they connect on an opponent, blocking or 
not, they get grabbed and thrown in some sort of way. These moves in 
general tend to be slow. An example would be Piccolo’s demon fist.

Rapid Input Supers:
When performing some supers, you can get more damage by tapping the 
attack buttons as fast as you can. This applies to most level 3 supers, 
and some level 1 supers. Examples include Gohan’s Super Kamehameha, 
Vegeta’s Final Flash, and Piccolo/Piccolo Daimao’s Maou Rebirth Ranbu.

Transformation Supers:
A transformation super is simply any super that enhances your 
character. On the most part, they are explained, but since two 
aren’t I’ll explain them:

Super Saiyan
-Can be done by Goku, Gohan, Trunks and Vegeta
-While transforming, you have priority over anything
-The moment you transform, anyone really close to you will get hit
-After you transform, you’re bait to any physical attack, invulnerable 
to any ki attack. Lasts until your character gets into a fighting 
stance
-Attack power improves by one point
-Ki attacks are not only bigger, they deal more damage and contain 
more hits (however, inherited ki moves do not get enhanced)

Energy Charge
-Only usable by Gohan
-Doing the command with L will increase your attack power, H will 
greatly improve your sidestepping and flying speed

Dragon Finisher:
Exclusive only to Goku, Gohan, Freeza, Cell, Vegeta and Majin Vegeta. 
Considered a level 1 super move. It is a weak dash attack with the 
priority of a super. If it connects, a cutscene of the character 
finishing off his opponent is shown. To get one, beat arcade mode 
without using a retry, and wish for it from the dragon.

Stun Attacks
Certain attacks, if they connect, will stun your opponent. 
Krillin’s solar flare is an example.

=======================================================================
	
IV. Combos [CMB]

This game has its own combo system. Most of the combos stem from 
cancels. If you do not know what cancels are, refer to the “general 
fighting game terms” section. Remember, just because moves can be 
cancelled into one another does not mean they actually will connect. 
You have to consider the stun time provided by the first move, 
and the execution speed of the second. On the most part, due to 
the slow execution speed, no attack can be successfully chained 
into a light homing dash. It shall be noted otherwise.

Light Attacks:
-Can be cancelled into light homing dash attacks, strong homing dash 
attacks, special moves and sipers.

Strong Attacks:
Because these can vary highly between the characters, I’ll actually 
list every character in the game. If a strong attack is a part of a 
combination move that begins with a light attack, it has the same 
cancel properties as a light attack.

Goku, Vegeta, Videl, Freeza, Mecha Freeza, #17, #18 - Their strong 
attacks can be cancelled into a light/heavy homing dash, special move, 
or super. A light homing dash is actually guaranteed to connect 
successfully.

Gohan, Majin Vegeta, Krillin - H, HH or HHH can be cancelled into a 
light/heavy homing dash, special move, or super. H can actually be 
successfully chained into a light homing dash attack. 

Piccolo, King Piccolo - H, HH or HHH can only be cancelled into a super.
In the NTSC version of the game (like the U.S. and Japanese), any part
of the chain can be cancelled into a special as well.

Chi Chi - H can be cancelled into a weak/strong homing dash attack, 
special, or super. HH can only be cancelled into a super. HHH can not
be cancelled into anything.

Trunks, Ultimate Gohan - H or HH can only be cancelled into a super. 
HHH can be cancelled into a light/strong homing dash attack, special, 
or super.	

Cell - H can only be cancelled into a super. HH can be cancelled into
a light/heavy homing dash attack, special or super. HHH can only be 
cancelled into a super.				

Majin Buu - I believe H can only be cancelled into his super (I can’t 
execute a 720 just from a single attack, so I’m basing this off of 
observaton of other similar characters). HH can be cancelled into a 
light/strong homing dash attack, special or super.

#16 - H and HH can only be cancelled into supers.

Light Homing Dash Attacks
-Can be cancelled into heavy homing dash attacks, specials and supers. 
If you get blocked, you can’t cancel while your character is flipping 
back.
Heavy Homing Dash Attacks
-Can be cancelled into light homing dash attacks, specials and supers. 
If you get blocked, you can’t cancel while your character is flipping 
back.

Dash Attacks
-Both dash attacks (light and heavy) can be cancelled into light/heavy 
homing dash attacks, specials and supers

======================================================================

V. Hidden Mechanics [HMS]
A hidden mechanic is basically something subtle in the engine that 
you won’t notice unless you have strong grasp of the basic engine. 
They’re hard to explain, but that’s the best way I can put it.

Just Frame attacks:
-Certain combination strings (Goku’s LHH, Trunks’s LLHH, Gohan and 
Ultimate Gohan’s LLH), while appearing to send the opponent
spiraling backwards, can actually put them in a perfect 
juggling position. Simply delay the last hit by a frame, 
and your opponent will get knocked up plainly. Follow up 
with a light homing dash attack. Here’s a listing of JF attacks:

Gohan/Ultimate Gohan: LLH
Goku: LHH
Trunks: LLHH
Videl: LLH

If you find any more, please tell me! 

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VI. System Skills [SSK]

System skills add more to the basic/advanced mechanics, so I’ll explain
them here:

Energy Drain
You gain a small amount of super for each ki blast that you parry. 
Useful in conjunction with the switch guard skill. The wording
provided in the game is off.

Omega Charge
When health drops below 35%, atk power rises by 40%, def power by 30%, 
but guard is disabled. I strongly advise you do not get this skill. 
There are much better choices available. Plus, losing your ability to 
guard is suicide, since most characters can easily deal high damage if 
they land any of their starters. If you have five action and rapid 
movement recovery, maybe it could be worth a try.

Dragon Heart
Action gauge recovery increases. Good when developing your character, 
but once you can inherit skills, don’t bother with this. This skill is 
the same as Rapid Movement Recovery.

Dragon Frenzy
Super gauge rises faster than usual when your hits are blocked or if 
they connect. Good when developing your character, but once you can 
inherit, forget about this. A version of Ultimate Gauge Upgrade 
grants the same bonuses.

Dragon Rage
When hit by attacks, your ultimate gauge rises faster than normal. Good
to have when you’re developing your character, but leave this in the 
dust when you can inherit. A version of Ultimate Gauge Upgrade yields 
the same effects.

Dragon Vitality
Start with an additional bar of action. This actually can be useful enough 
to be used over skills you can inherit, but I wouldn’t count on it. 
This skill is analogous to Movement Up.

Dragon Soul
Start with an additional bar of super gauge when the match begins.
Not worth it. There is a version of Ultimate Gauge Upgrade with the
same effects.	

Assault Style
When health drops below 35%, atk increases 30% and defence falls 
below 20%. There are always better skills to choose.
		
Super Cancel
A useful skill, you can cancel a special move into a super, and a super 
into a different super. This is certainly one of the best system 
skills available.

Guard Cancel
A skill that allows you to use a special move (for a cost of one super 
bar) or a super move (for a cost of two super bars, level 3 supers can
not be used) while guarding. Don’t expect to guard cancel a single 
attack. Guard cancels come in handy when someone is trying to combo you.
They are used to escape block stun.

Impact Up
Attacks that send people back send them farther than usual. For characters 
who do best at far ranges, this can be a very useful skill. 
For characters who excel more at melee, this skill is more detrimental 
than helpful.

ATK up
Attacks deal an additional point of damage. Certainly a skill worth 
having.

DEF up
Attacks deal 1 point lower damage. Useful skill.

Switch Guard
While blocking ki attacks, you can actually perform the ki blast parry.
Very useful in conjunction with the energy drain skill. The game 
description of the skill is completely off.

Armor Strike
While performing the dash attack, your character can withstand one hit 
without getting knocked down. This is a solid skill, putting you in an
offencive and defencive position. 

Shield Sprint
While performing any of the homing dash attacks, your character can 
withstand one ki blast without getting knocked down. I do not find 
this skill all too useful, since people who fight with projectiles 
usually use projectiles that deal a minimum of two hits.

Wall Smash
Basically, any move that knocks your opponent off of their feet (no 
longer has to be a heavy homing dash attack) can lead into a wall 
stun. This is also one of the top skills of the game. 

Weight Increase
Your character becomes heavier. This has two effects:
-Your character drops down faster, thus making it harder to get hit 
by certain aerial combos.
-Your character’s movement speed (sidestepping, dashing, homing 
dashing) decreases, thus making it easier to get hit by projectiles 
and any moves that have tracking.
Now, it does say its harder to do aerial based combos. However, I’ve 
actually found it easier to connect combos on weight increased 
characters. Be careful with this system skill.

Ground Speed Up
Your speed while moving on the ground (not dashing) increases. This 
system skill is very useful, because you can sidestep projectiles and 
attacks with tracking much more easily. For example, with my ground 
speed upped Trunks, I can sidestep plainly and still avoid #17, #18 
and Videl’s command throws. Definitely make use of this.

Air Speed Up
Your speed while moving in the air (not dashing in the air) increases. 
If you get plenty of air time, its a useful skill to have.

Enhanced Force
When health drops to 35% or below, your character’s atk and def beef up 
by 10%. There usually are betters skills to select. 

Senzu Bean
When all health is gone, your character will recover. The amount of 
health recovered depends on the super gauge built. I don’t recommend 
this. Even though it is a second chance, your opponent easily has time 
to set up a throw or a cross-up.

Infinite Rage
When health drops below 35%, super gauge builds much faster. I think
this is a good skill, but its usually passed up by others skills that
will stay handy for the whole fight.


=======================================================================

VII. General Fighting Game Terms
These are terms that are present in each and every fighting game. A 
lot of them are self explanatory. Know these well:

Block Stun
How long your character remains blocking after blocking an attack. 
This is a more in depth description, from Shoryuken’s wikipedia:
After blocking an attack, characters go into what is known as "Block 
Stun." During Block Stun, they are stuck in blocking animation and 
cannot do anything except block again. The length of Block Stun 
depends on the attack that was blocked. In almost all games, 
once you start blocking, you will continue to block all further 
attacks, even if you let go of the joystick. You still have to 
block high or low correctly, though. Also, in some games, players 
can "escape" Block Stun with moves such as Alpha Counters or Red 
Parrying or Burst.

Buffer
From shoryuken’s wiki:
In 2-D games, Buffering is the name given to a character's ability to 
cancel certain Normal Moves' animations into a Special Move or a Super.
In 3-D games, Buffering refers to executing a character's move before 
a current action completes, so that the instant the current action 
completes, the move you did the command for executes right away.
	
Cancel
Cancels simply refer to canceling some portion of an attack to do 
something else. In this game, cancels usually deal with canceling the 
recovery time from an attack simply to do something else. So for 
example, you hit someone with a heavy punch. Now, it takes you awhile
 for your character to bring their fist back into a fighting stance. 
Doing a super move right after a heavy punch immediately “cancels” the
 recovery time for you to do something else.

Chain Combo
Cancelling normal moves into other normal moves. The “combination” moves 
in this game are examples of chain combos (like Goku’s LHH).

Combo
From shoryuken’s wiki:
A series of hits that, once the first connects, the rest all continue to 
connect without giving the opponent the ability to defend at any point.

Command Throw
A throw with the properties of any special move.
	
Cross-up: A jump attack that can hit opponents both in front and behind. 
The cross-ups pupose is to make your opponents defensive options harder
 and somewhat limited, as tighter reflexes are needed in blocking the 
cross up. Crossing up is basiclly jumping over your opponent with such 
an attack that it forces the opponent to block in the other direction, 
thus making it harder for them to defend. A lot of cross-ups allow for 
an extra hit to be chained into a combo. It can also be considered a 
form of mix-up.

^^ Thanks to SF_Crazy for the details (I added in the first sentence)

Damage Scaling
As you land more and more hits in a combo, each of your hits will do 
less and less damage than normal. This is to prevent obscenely high 
damage for combos, and its in the majority of fighting games.

Frame
A movie is just a bunch of moving pictures, right? Well each of those 
individual pictures is a frame. In movies, a frame is usually 1/24th 
of a second. In fighting games though, a frame can be 1/30th of a 
second, or 1/60th of a second.

Frame Advantage
From shoryuken’s wiki:
This refers to having the ability to act against your opponent 
while they are stuck in Block or Hit Stun. Moves that have large 
Frame Advantage means that if you connect against the opponent 
with said move, you will be free to act before your opponent, 
giving you a lot of time, positional, and mental advantage in the 
fight for that small instant.

Hit Box
From shoryuken’s wiki:
In most Fighting Games, there are invisible "zones" for a character 
that, if struck by an attack, registers a hit on the character. 
This also applies to the attacking moves, as well. Attacks also have 
invisible boxes that determine the zone that they are attacking. If an 
attacking Hit Box overlaps a character's Hit Box, then a hit is 
registered. Oftentimes, Hit Boxes are the sole determining factor 
to a move's Priority.

Hit Frame
From shoryuken’s wiki
An Animation Frame of your character that actually can register a hit. 
For example, Ryu's Crouching Fierce in Super Street Fighter II Turbo 
has multiple Hit Frames. He can hit with the Animation Frame with his 
fist still at chest level as well as the Animation Frame with his hand 
up in the air. The Animation Frame where he is retracting his arm, 
however, is NOT a Hit Frame because it cannot hit anyone in the 
particular frame.

Hit Stun
Hit stun is how long the character is stunned after getting hit.

Juggle
Attacking your opponent while they are in the air, falling to the 
ground.
	
Priority
Simply refers to the situation, “If two attacks hit each other at the 
same time, which will win?” The one with more priority will.

Whiff
Whiff: A whiffed attack is an attack that completely missed the opponent. 
This isn't to say that a whiffed attack is totally a bad thing because 
they can be used in many offensive ways, such as; baiting your opponent 
to attack, to build your ultimate meter or to create certain combos. 
What i mean by create certain combos is if you launch an opponent and 
want to carry on a juggle with LL but the first L knocks them to far but 
you need the second L to carry on the rest of the juggle, so you whiff 
the first L but hit with the second L so you can carry on with the 
juggle.

^^ Thanks to SF_Crazy for this
	
Zoning: The purpose of zoning is to out-prioritize your enemy's moves. 
Usually used at mid-range or far mid-range. You must space yourself 
accordinly so that it is possible punish your opponents movements and 
attacks alike. Ideally, you can use certain pokes and moves to beat 
your opponents attacks and stop his offensive options. It is important 
to not only know your own character, but your opponents character as to 
know what your opponents character's offence is and how your character 
can counter it. It is a also a must that you have good reflexes in 
predicting your opponents next move, but this is a staple for most, 
if not all fighting games. You can also use quick whiffed light 
attacks to bait your opponent into attacking so you can zone more 
efficiently but it can backfire so use whiffed attacks wisely.

^^Thanks to SF_Crazy for this definition.

Abbreviations:
QCF - Quarter circle forward. Down, downforward, forward.
QCB - Quarter circle backward. Down, downback, back.
HCF - Half circle forward. Back, downback, down, downforward, forward.
HCB - Half circle backward. Forward, downforward, down, downback, back.
360 - Rotate the joystick/pad in a full circle.
720 - A 360 done twice.
 XX - Another way of saying cancel.
========================================================================

VIII. Inherited Moves [IRT]

Inherited moves are certain character unique moves that your own 
character can have. I'll explain the ones I like the most:

Majin Vegeta's Counter Break - It does good damage, and you can 
easily combo off of it. However, if someone manages to fit in 
a second attack before you throw your uppercut, you lose.

Majin Buu's Hurricane Dash - This does eat up your action,
only leaving you with a bar, but that shouldn't hold you back. You
cover massive distance in a short amount of time, the wave of fire
you leave behind disperses projectiles, and if you hit your opponent
with it, they'll be riding the fire, leaving you in a good position
to combo! Plus, you can control what directions you move in. 
This move is incredible if your character has a JF.

Freeza's Flex Laser - Three strong projectiles, with vertical
tracking. Plus, I've seen these used in combos (not as a finisher,
but just to add damage). 

Cell's Interruptor - You fire many lasers at once, plus you
sidestep at a really high speed. This skill is solid.  

Cyborg Freeza's Crack Bomb - Creates a Force field when it 
explodes, plus if the bomb hits the opponent, you can detonate it
at will, giving yourself combo opportunity.

Nappa's Flame Pillar - So if someone is trying to play 
a projectile game against you, and you don't have any good
projectiles to fight back with, this can end up being
a great weapon! Projectile fighters stay far away,
and this attack is huge and it attacks people far
away. If you don't know how to get this skill, let 
a match end in a draw (let timer run out) and wish
for it from the dragon.

I like them the most because I find them to be the most useful.
But if you have a case with any of the moves I did not list,
then tell me!
=================================================================

IX. Tips While Fighting [TPS]

Here are some general tips you should keep in mind while playing.
Alot of these are common sense.

-If you're far away from your opponent, projectiles come into play. 
Know your projectiles! Also, make sure you know how long the start
up time for them are, how long it takes to recover from the lag
and special properties of them for both your projectiles and your
opponent's!

-At far range, sidestep! 3D is the reason why projectiles are not
as dangerous as 2D.

-End your pokes with a homing dash, unless your pokes do not give
your opponent frame advantage! (most do.) This will make sure you
are not open for counter attack. Keep your guard up if you're facing
someone who can guard cancel. If your character has a special move that
can still leave you with frame advantage, use that instead.

-Use as many powerful, low comboing attacks you can while comboing! 
It'll do you alot of good to use one attack that deals high damage
instead of a bunch of attacks that combined end up dealing high 
damage. This is to avoid damage scaling.

-Some characters can perform evasive maneuvers after a combination
string. Remember that these can be done up until your character
is neutral. Use them to bait your opponent!

-Choose your recovery from getting knocked back carefully. Standard
recovery is the safest, just because you can not be harmed while on
the ground, and you can roll pretty far. If you use the
knockback recovery, you do get up on your feet faster, but your 
opponent still has momentum to keep going after you and attacking you
right as you get back into position. Staying on the ground and then
rolling forces them to completely readjust their strategy. Plus it
saves you action.

-Throws are dangerous. They can not be escaped. Throw range varies
between each character due to arm length. Some throws allow knock
back recovery, most don't. For the ones that don't, the victim
is on the ground longer than if they were normally knocked back,
so you have time to set yourself up.

-Know your stage! Each stage has obstacles of some sort. Due to the
free eight way movement, its quite easy to position yourself. Some
obstacles are indestructable, and others are destructable. You can 
use these to protect yourself from projectiles, and you might have
projectiles of your own that are not stopped by obstacles! You can
also use these for wall stuns. If you don't have the wall smash skill,
and you think an obstacle is in range, end your combo with a heavy 
homing dash! These usually have the strongest knockback, by the way.

-Only pick an inherited move that will be useful! If you're Vegeta,
why would you have kamehameha when you have lucora gun? Inherited
moves should add something to the character that previously was
not there before. 

-Pick an inherited system skill that will strengthen your strategy.

-Be careful when making the choice between using a level 1 super
and a level 3. Remember that as soon as you start a super, you 
naturally have high priority. Using a level 3 super will mean huge
damage at one given time, using three level 1 supers means that you
have more opportunities to counter your opponent's attack if you see
it coming. 

-During skill tree selection, only pick skills that you
will actually use. For example, with Piccolo, why use Maou Rebirth 
Ranbu when you can benefit from more action gauge and faster side
stepping speed? With more action and sidestepping, Piccolo will
have an easier time outmaneuvering projectiles, approaching and
getting away from his opponents, and have better air combos. Plus,
special beam cannon itself is an AMAZING super.

-The Super Saiyans' generic projectile attack is bigger than normal,
and does two hits. Plus, because of the short lag time, you hardly
leave yourself open! You can easily disperse other
projectiles with this. Make use of it!

-Fight in an outfit you love. It'll make you a more confident
fighter.

And thats it for now.

X. Credits [CED]

GameFAQs/CJayC/GameFAQs posters - Duh, this is a no brainer
Crafts & Meister - Designing the game. Not a bad first game!
AnotherGamer - Helping me out in general
SF_Crazy - Providing a bunch of definitions
Shoryuken.com - For its wikipedia page, and members

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