Yamcha FAQ V 1.01
For Dragonball Z: Budokai, console Playstation 2.
By Omega Cosmo (Andreas "Andy" Borgelind / Andersen)
This FAQ is copyright 2002/2003 Omega Cosmo
Character Yamcha and game Dragonball Z are copyrights of Toei Animation,
Bird Studio and originally creations by Akira Toriyama.

Contacting:

Mail: a_borgen80@hotmail.com
Website: Not anylonger.

KMegura's official copyright protection follows:
(With the alteration of yours truly)

======================================================================
This document is for private and personal use only--it cannot
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anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Omega Cosmo. All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
======================================================================

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This FAQ should only be existing at:
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GameFAQ's = http://www.gamefaqs.com
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If you want to use my FAQ, you must have my written permission.
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Latest version of this FAQ can always be found at these places.
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========
CONTENTS
========

1. Introduction
   - Information
   - Controls
2. About Yamcha
   - Biography
3. Melee Attacks & Combinations
   - Punch
   - Kick
   - Punch & Kick
   - Special [NOT YET]
4. Move Lists
   - Quick Move List
   - Advanced Move List [UPDATED]
5. Capsules
   - Ability (Red)
   - Physical (Blue)
   - Support (Green)
   - Breakthrough [NOT YET]
6. Strategy/Tactics [NEW]
   - Ki Bliss [NEW]
7. Customizing
   - My Yamcha
   - World Tournament Yamcha
8. Miscellaneous
   - Costumes
     - X (Cross)
     - Square
9. Closing
   - Version Information
   - And Soon To Come...
   - Credits & Thanks

===============
1. Introduction
===============

Information
===========

Greetings, my name is Andreas. I'm a guy from Sweden which enjoys life.
Well it's not like you care about that so nevermind!
For Christmas I got a Playstation 2 and this very game, which I happen to enjoy
VERY much. Partly because it's so fun, and partly because one of my favorite
characters (guess who!) is finally in. He is not as good as I had hoped, but my tribute
to him just being there is this FAQ. I hope you'll learn some stuff and enjoy this.
I used to have a website but lately RL takes more of my time so I can't be arsed to keep it up.
Sorry!

Controls
========

I use the default set, which looks like this:

Directional Buttons/Analog - Movement
Cross (X) = Block
Square = Punch
Circle = Ki Blast (Energy)
Triangle = Kick
L1 = Guard
R1 = P+G (Grab)
L2 = P+K+G (Transform)
R2 = P+K+G+E (Taunt)

I might accidently say Square/Triangle etc throughout the course of this FAQ, so
this little chart will hopefully keep things clear.
Other tricks I'll be using are the following:

Sidestepping = Up/Down + Cross (X)
Charging Ki = Hold Cross (X) and hit Back twice, holding it in the second time

Other tricks (most of which I never use) are pointed out in the game's manual.

===============
2. About Yamcha
===============

Biography
=========

Aaah, Yamcha. One of the most changed characters from Dragonball to Z.
You people who never saw or know nothing of Dragonball would be surprised on the way he used to be,
along with a surprised look on your face as you saw him do the Wolf Fang Fist for the
first time in this game.
The first time he appeared was in the very first Dragonball volume (The Secret of
the Dragonballs), chapter 7 (Yamcha and Puar) page 102, panel 1.
In the anime, that would be around ep 5-7.
He was originally a desert bandit, and one of the strongest fighters around.
The first time he met Goku he defeated him with the Wolf Fang Fist, but had to retire
early since he saw Bulma. (At the time, Yamcha was VERY afraid of women)
Later Goku got him back though since it showed that when Yamcha defeated him, he was hungry.

Yamcha hears of the dragonballs and causes some mischief for Goku & his party, but later
they all become friends and Yamcha begins to train under Kame-sennin.
(That is how Yamcha also knows the Kame Hame Ha!) Yamcha never really had any luck in the
tournaments either, best scoring place number 3, I think? (Been a while since I read it all!)

In the end of Dragonball, Yamcha also received his trademark scar. Throughout almost all DB
and half of DBZ, Yamcha is Bulma's boyfriend.

In Dragonball Z, Yamcha becomes the weakest of all the Z senshi (not counting Chao-Zu) but he
is still a very exceptional fighter when compared to normal human beings.

Yamcha died from Saibamen in the Saiya-jin saga, almost got killed again from android #20
in the beginning of the Cell saga and so on. Yamcha's glory on the battlefield is practically
non-existant, which is a shame. Hence, he retired for good when the Buu saga began.

Finally, I must say that I preferred good ol' Yamcha... back when he was among the greatest...
back when he was afraid of women... yeah, those were the days. He'll always be the best, though!

===============================
3. Melee Attacks & Combinations
===============================

Attacks were tested against a normal Goku, which takes default damage.
Having a full life bar equals 3000 hit points.

Punch
=====

1. P
Hits: 1
Damage: 68
Notes: Quick punch. Nothing to note other than it does below average damage,
and is good to poke with.

2. P,P
Hits: 2
Damage: 68 + 63 = 131
Notes: Like the above, except with a second punch using his right arm.
Why stop there?

3. P,P,P
Hits: 3
Damage: 68 + 63 + 67 = 198
Notes: Good little poking combo, but personally I never stop at this.
The third punch is so fast that the fourth one seems to come naturally.

4. P,P,P,P
Hits: 4
Damage: 68 + 63 + 67 + 53 = 251
Notes: More damage and all that, but using this combo without adding the
Wolf Fang Fist at the end (hey, that's what it's here for!) looks rather stupid
and IS stupid too since it leaves you open.

5. P,P,P,Forward P
Hits: 4
Damage: 68 + 63 + 67 + 88 = 286
Notes: Works just about the same as the previous combo, but the F+P finisher
has Yamcha using his palm to strike the enemy away. Good enough damage and great
for ring outs, but watch for the recovery time afterwards. Make sure your foe
doesn't block it.

6. P,Forward P,P
Hits: 3
Damage: 68 + 63 + 54 = 185
Notes: Decent only. Has slow recovery time and isn't very strong. Sends opponent
flying for a VERY small amount of time.

7. Forward P
Hits: 1
Damage: 68
Notes: Identical to punching normally, but slower. Avoid.

8. Forward P,P
Hits: 2
Damage: 68 + 63 = 131
Notes: Same as combo #2 but slower. Why does it exist?

9. Forward P,P,P
Hits: 3
Damage: 68 + 63 + 62 = 193
Notes: Nothing to note. You should really keep going instead of stopping like this.

10. Forward P,P,P,P
Hits: 5
Damage: 68 + 63 + 62 + 46 + 42 = 281
Notes: It's better than the previous, but really... just don't stop!
Unless the foe blocks and you need to run away, that is. It has next to no
recovery time, so it makes a good move for moments like that.

11. Forward P,P,P,P,P
Hits: 6
Damage: 68 + 63 + 62 + 46 + 42 + 47 = 328
Notes: The finisher doesn't give much. It makes the foe fall over, but you'd
rather want to do a Wolf Fang Fist after combo #10 instead, don't you?

12. Backwards P
Hits: 2
Damage: 59 + 54 = 113
Notes: Pretty fast on starting up, and gives two fast punches for the price
and speed of one. Rather nice poke move but watch out for the recovery time!

13. Backwards P,Forward P
Hits: 3
Damage: 59 + 54 + 75 = 188
Notes: This one is a personal favorite. Not only does it give you the speed
and two punches for one that combo #12 gave you, it also ends with the
great palm strike. Great for making your foe fly, free ringouts and alike!

14. Backwards P,P
Hits: 3
Damage: 59 + 54 + 62 = 175
Notes: Yamcha will end the first two quick punches with another tiny one which
will make your foe fall over, open for some kind of continuation attack.
Do this if you want to play safe, but go for combo #15 if you want the damage.

15. Backwards P,Backwards P
Hits: 3
Damage: 59 + 54 + 88 = 201
Notes: Actually this doesn't quite connect, but when performing the second B+P,
Yamcha will do a uppercut. (Think Dragon Punch from Street Fighter) It looks
pretty cool and is damaging aswell, but as mentioned, it doesn't quite connect.
Still seems to me like my foes have troubles blocking it, though...

16. Dashing P
Hits: 1
Damage: 83
Notes: Most characters' D+P looks like this. Yamcha jumps forth while 'slicing',
often causing guard break. Hell, practically always. It's not very damaging and
it's also obvious when it's coming out, but always good to use when your foe blocks.
(Although the D+K is a bit better for that)

Kick
====

1. K
Hits: 1
Damage: 78
Notes: A swift kick. Nothing to it. Keep going!

2. K,K
Hits: 2
Damage: 78 + 72 = 150
Notes: Yamcha follows up the first kick with another one, a lower.
Quick little poker but still, why stop there?

3. K,K,K
Hits: 3
Damage: 78 + 72 + 67 = 217
Notes: Adds yet another low kick to the fray. This third kick has pretty
bad range, which can be irritating. So I must really advice you to keep going.
(Since the next K will end the combo)

4. K,K,K,K
Hits: 5
Damage: 78 + 72 + 67 + 61 + 56 = 334
Notes: Love this one. Yamcha finishes the kick combo with two flying ones,
showing off his speed in a nice manner. Last kick makes your foe flies
like crazy, and it looks great to boot. Always a great combination as long
as you are certain that it will connect!

7. K,Backwards K
Hits: 3
Damage: 78 + 72 + 75 = 225
Notes: Doing the usual fast kick and then a B+K adds a axe kick to the combination.
It ends instantly after this, but it's strong enough and fast too. Also the B+K
gives you two kicks for the price of one, something which seems to be sort of a gimmick
for many of Yamcha's moves.

8. K,K,Backwards K
Hits: 3
Damage: 78 + 72 + 79 = 229
Notes: Ending combo #2 with a B+K has Yamcha kneeing your foe up in the air, allowing
some sort of a follow up. Good move to keep your enemy on distance, and also great as a
set-up. However, it comes out a bit slow.

9. K,Forward K
Hits: 2
Damage: 78 + 81 = 159
Notes: After the basic kick, Yamcha sends the enemy flying. Not very fast,
not very strong; but GREAT for ring outs and alike.

10. K,K,Forward K
Hits: 3
Damage: 78 + 72 + 75 = 225
Notes: Though it has the same finishing animation as #9, this version doesn't send
the enemy flying. Actually this combo really sucks. It leaves you waaaay to open
and the damage isn't worth it at all.

11. K,K,Forward K,K
Hits: 4
Damage: 78 + 72 + 75 + 73 = 298
Notes: Good enough damage, and certainly way better than #10, but I still don't really
like this one. If your foe blocks, say farewell. But if it happens to connect, it is
decent at best. Well it is a pretty fast move, but still not particularly useful.

12. Forward K
Hits: 1
Damage: 88
Notes: Yamcha knees his foe in the face. Comes out fast, does mediocre damage.
Fun because of what it is, and pretty good too because of it's speed.
Usually though, I follow it up.

13. Forward K,K
Hits: 2
Damage: 88 + 72 = 160
Notes: After the knee, Yamcha performs a fast kick directed against the foe's
mid section. Very, very fast. You could stop here (and you should if your foe
is anticipating it) but by all means, keep going for the real damage.

14. Forward K,K,K
Hits: 3
Damage: 88 + 72 + 67 = 227
Notes: Slow range on this one. Either stop or keep going, that's all the advice
you'll be needing.

15. Forward K,K,K,K
Hits: 4
Damage: 88 + 72 + 67 + 69 = 296
Notes: You'll think the combo is over here, but no! If this connects,
there is no reason to not press your kick button one final time.

16. Forward K,K,K,K,K
Hits: 5
Damage: 88 + 72 + 67 + 69 + 91 = 387
Notes: The mighty finisher. After the last kick conceived by #15, Yamcha
will do his D+K to end it all. Great damage on the final move, and sends your
opponent flying too. One of the best combos all in all.

17. Backwards K
Hits: 1
Damage: 83
Notes: Slow when it starts, but has decent damage and good range.
Use with caution.

18. Backwards K,K
Hits: 3
Damage: 83 + 72 + 75 = 230
Notes: The same axe kick as in #8 is used to finish this one off. I feel it's
pretty good, especially when you want your opponent down.

19. Backwards K, Forward K
Hits: 2
Damage: 83 + 81 = 164
Notes: #18 is better in every sense, but this one has to be the fastest way to
make your enemy fly. If aerial fighting is where you shine, I recommend this one.
Otherwise, just stick with #18. (The combo! Not the android!)

20. Backwards K, Backwards K
Hits: 2
Damage: 83 + 86 = 169
Notes: It does make your enemy fly for a short while, but what you can do with
them during that time is practically nothing. I don't like this one for
understandable reasons.

21. Dashing K
Hits: 1
Damage: 88
Notes: I like this move. Faster than the punch counterpart, and also has better
range and speed. Almost a guaranteed guard break aswell. Abuse it, and love it.
Another bonus! Makes your enemy fly away! Great knock out move!

22. Guard+Kick
Hits: 1
Damage: 158
Notes: Damaging overhead which is pretty intriguating. Yamcha will jump up in
the air and come down striking his foe's head. Sometimes he'll accidently jump
over the foe but try to learn how to use it effectively. It's another one of
those moves that are deadly in the hands of a good Yamcha player.

Punch & Kick
============

NOTE: P+K means to hit both buttons at the same time. Not to be confused with
the aforementioned D+P and etc.

1. P+K
Hits: 1
Damage: 98
Notes: A move that will send your opponent flying some distance, as well as
pretty often launch him/her into the air. You can hold P+K to charge it longer,
until it becomes unblockable. In the air this will act as the so called
'DBZ hammer move' which is used very often in the series to strike people down
from the air. You'll know what I mean.

2. Forward P+K
Hits: 1
Damage: 93
Notes: A one-hit wonder that once again has your enemy flying a nice distance.
Unlike #1, it cannot be charged. It's also rather slow. But at least it's pretty
damaging together with the fact that it helps you keep the distance from your foe
in case you need that.

3. Backwards P+K
Hits: 1
Damage: 83
Notes: Lesser uppercut which has your opponent flying a short while. Not
really very effective but you can insert something afterwards.
(I recommend the G+K, kick combo #22)

4. P,K
Hits: 2
Damage: 68 + 81 = 149
Notes: Fast punch, damaging kick which makes your enemy fly away.
Useful for... well I'll just let you guess by yourself.

5. P,P,K
Hits: 3
Damage: 68 + 63 + 75 = 206
Notes: 2 swift punches, ending the same way as #4 except that the kick
won't make your foe fly.

6. P,P,K,K
Hits: 4
Damage: 68 + 63 + 75 + 73 = 279
Notes: Fast one this. The finisher isn't very satisfying, but the
damage is good and so is the speed. Recommended, especially for
short melee sessions.

7. P,P,K,K,K
Hits: 6
Damage: 68 + 63 + 75 + 73 + 56 + 50 = 385
Notes: Another one of those combos which you must love. The finisher
is the great flying two kicker. Damaging, fast, makes your enemy fly, knocks
him/her away... great! Go practice it right this instant.

8. Forward P,K
Hits: 2
Damage: 68 + 86 = 154
Notes: A punch followed by a knee that makes your opponent fly for a very
short while. Not very useful, so keep going unless your foe blocks.

9. Forward P,K,K
Hits: 3
Damage: 68 + 86 + 75 = 229
Notes: I actually like this one pretty much. Damaging enough, and makes
your opponent fly both up and away. Great for ring/knock outs and just for overall
annoyment from your rival.

10. Forward P,P,P,K,K
Hits: 5
Damage: 85 + 78 + 77 + 91 + 63 = 329
Notes: Great little combination aswell. Fast and damaging.
Note that the final kick can be charged up before hitting, which is entirely
useful as long as the combo connects since the damage won't go up or anything.

11. Backwards P,K
Hits: 3
Damage: 58 + 54 + 88 = 191
Notes: Two kick punches from the B+P, and then a kick which makes your foe
fly away. It is a decent combo I guess, but there are too many others which
are better for both damage and speed.

12. Backwards P,Forward K
Hits: 3
Damage: 58 + 54 + 127 = 230
Notes: A better alternative to #11, ending with the dreaded D+K.
It's another one of those fast, damaging and useful combinations.

13. Backwards P,Backwards K
Hits: 3
Damage: 59 + 54 + 79 = 192
Notes: Two fast punches into a knee. Nothing noteworthy really.
The knee makes your opponent fly for a little while so add something
afterwards. With proper training you can get long and nice combos out of
this one.

14. P,Forward P,P,K
Hits: 4
Damage: 68 + 73 + 54 + 109 = 271
Notes: This one is useful, although the F+P doesn't always want to connect.
I like this combo though, seems to be one of Yamcha's most useful ones so far.
Use it and see what you think.

15. Forward K,P
Hits: 2
Damage: 88 + 73 = 161
Notes: Quick knee into a quick punch. Quick combo! Not the best available
but good for poking.

16. Backwards K,P
Hits: 2
Damage: 83 + 73 = 156
Notes: Axe kick lite into a punch. Another one of those quick and easy
poking combos.

Special
=======

[NOT YET]

=============
4. Move Lists
=============

Quick Move List
===============

Kamehameha              P,Forward P,P,E or Forward K,P,P,P,E
Wolf Fang Fist          P,P,P,P,E
Wolf Slice Fist         K,K,Forward K,K,E
Wolf Fang Blast         Forward P,P,P,K,E
Tiger Jackhammer        P+G (Throw)

Advanced Move List
==================

Kamehameha - P,Forward P,P,E or Forward K,P,P,P,E
=================================================
Ki Gauges: 1
Hits: 1
Damage: 280 (Complete Combo: 325 or 426)
Quote: "Ka Me Ha Me Haaaa!"
Notes: Trademark attack of the turtle school, the mighty projectile
Kamehameha. Let me start by saying that this is the best version
of the Kamehameha in this game. And why is this?
Does it come out faster? Is it more damaging? Well sir, no!
But it makes your opponent fly like CRAZY. Seriously I did this one
once in the world tournament as an opening move, and my foe flew off the screen.
Instant ring out! It's mad I tell you. This is definately Yamcha's best move,
and I must admit that he would almost be unplayable without it.
It can be used in many, many combos for maddening results. Especially when
you get 2x capsules of it, in which the damage is vastly increased.

Wolf Fang Fist - P,P,P,P,E
==========================
Ki Gauges: 1
Hits: 1-9 (Depends on amount of button presses)
Damage: 100-510 (Complete Combo: 351 - 761)
Quote: "Rouga Fuu Fuu Ken!"
Notes: Yamcha's Dragonball trademark move is back in action, and it's ever
so sexy. It's great to add in combos and it gives great damage for it's cost.
It's a curious move in the manner that each time you press the energy button
after it's unleashed, it adds up to a total of 8 hits + the finisher.
(After the finisher, listen to him screaming at your foe)
Note that the scream might not be in the US version of the game.
(I have the European version, with the Japanese voices which I prefer)
In any case, the bad thing with this move has to be that it's SO easily blocked.
Actually it's pretty much impossible to even get one hit with this on a living
foe. You'd do it, and then your foe will either guard or step away.
Ah well. Also, you cannot upgrade it by having the same capsule twice.
Ah well x 2. And where is the Souki Dan? *Cries*

Wolf Slice Fist - K,K,Forward K,K,E
===================================
Ki Gauges: 1
Hits: 4
Damage: 300 (Complete Combo: 514)
Notes: Your basic Ki using throw. Move itself isn't terribly damaging
but when used in combos, it can be very useful.
Actually I find myself removing this move first when I use my custom
Yamcha, but it's all up to you. Overall I most say there is nothing special
with it. But if it fits your playing style (physical), give it a go.

Wolf Fang Blast - Forward P,P,P,K,E
===================================
Ki Gauges: 2
Hits: 8 (Only blasts) 10 (Blasts + opening)
Damage: 400 (Only blasts) 500 (Blasts + opening)
Notes: Almost every character has this one, first two fast attacks
and then 8 blasts. (16 blasts if you have 2x capsules) Nothing special
to say here either, use it when you feel like starting some mayhem.
Still, stick with Kamehameha or Wolf Fang Fist for longer combos.
The risk is though, if you add this move to your tray, you might
disrupt one of the positive aspects with Yamcha.
(Check 'Ki Bliss' in the Strategy/Tactics section)

Tiger Jackhammer - P+G (Throw)
==============================
Ki Gauges: None
Hits: 13
Damage: 250
Notes: The basic throw. I find myself using only this when I feel
like having a physical attack. Why? It's easy to do, it's damaging
for it's free Ki cost, it only takes up one custom slot...
Overall, it's great and simple. Just like throws are supposed to be!

===========
5. Capsules
===========

You'll probably spend most of your time in the Skill Edit mode, because
that's where you can customize your characters and buy capsules etc.
This is the reason why this game is so much better than any other previously
released DBZ game. Enjoy the list and information.

Ability (Red)
=============

1. Kamehameha (Yamcha)
======================
Notes: Yamcha's projectile and best move. Uses 1 Ki gauge. (Read more above)

2. Wolf Fang Fist
=================
Notes: Yamcha's trademark combo attack. Uses 1 Ki gauge. (Read more above)

Physical (Blue)
===============

1. Wolf Slice Fist
==================
Notes: Physical attack used in combinations, 4 hits.
Uses 1 Ki gauge. (Read more above)

2. Wolf Fang Blast
==================
Notes: Physical attack used in combinations, attack and
blast your foe from above. Uses 2 Ki gauges. (Read more above)

3. Tiger Jackhammer
===================
Notes: Yamcha's throw. Easy to perform and damaging for
it's free cost of 0 Ki gauges. (Read more above)

Support (Green)
===============

1. 1/3 Senzu Bean - 1 slot
==========================
Activated when you're defeated, it restores one life bar and three Ki gauges.
Only taking up one slot, it might prove a worthwhile item to use but personally
I like to put my tiny little slots on other things. Experiment to reach
perfection.

2. Senzu Bean - 3 slots
=======================
Just, nah. It works like the 1/3 Senzu Bean except it gives you full life bar
and Ki gauge back. Not bad, but takes up way too much space to be really useful.
I tend to not use this at all.

3. General Vest - 1 slot
========================
Gives you a 10% bonus to your defense. Not a bad deal for it's slot usage,
taking in consideration that Yamcha has below average defense + no
transformations. If you want to use a defense bonus item, this is the one to
go for mainly since the others take up so much space.

4. Training Vest - 2 slots
==========================
Like the General Vest, except it gives you a 20% defense bonus instead.
If you really need defense bonuses, stick to the General Vest due to it's
much lower slot usage. This just isn't worth it.

5. Sturdy Vest - 3 slots
========================
Same thing applies here. 30% defense bonus, 3 slots. Read above for more
information.

6. Mysterious Vest - 4 slots
============================
40% defense bonus, 4 slots. Need I say more?

7. Gero's Energy R&D - 1 slot
=============================
Though this capsule, giving you energy for each Ki blast you reflect,
is not really a bad choice; you shouldn't use it. Why? Simply because
there aren't that many Ki blasts in a fight AT ALL. When fighting the CPU,
forget it. When fighting a living foe, then maybe. Only maybe. And only then.

8. Gero's Deflection R&D - 1 slot
=================================
This auto deflects Ki blasts. And yes, it is as extremely useless as it sounds.

9. ??? - ???
============
Don't have this one yet. Must keep searching.

10. Viral Heart Disease - 2 slots
=================================
Without using the Vaccine combo, this is probably the most useless
capsule ever. Not only does it reduce the fun of a fight by making it
extremely short, but it also well... kills you off, quite literally.
Only time I use this is in a Vaccine combo (World Tournament).
Other than that, nah.

11. Vaccine - 1 slot
====================
Used together with the Viral Heart Disease to conjure the dreaded
World Tournament combination. When you have this equipped together
with the Viral Heart Disease, your enemy's life will slowly be
depleted but yours will not. So for easy money, set the timer to 30 and
equip this + the Viral Heart Disease. Then block/evade for the whole
match. Easy as pie!

12. Super Holy Water - 1 slot
=============================
Ehh actually I don't understand what this is supposed to do.
Help?

13. Serious! - 1 slot
=====================
When you're down on your last life bar, you'll get a 10% attack bonus.
Well it's not THAT bad, but there's just so much else you can spend your
slots on.

14. Serious!! - 2 slots
=======================
Same as Serious!, although it initiates when you've lost half of your life
and gives you a 20% bonus instead. A bit better than Serious!, but too costly
to really interest me.

15. Serious!!! - 3 slots
========================
Starts at 2/3 life instead of the earlier incarnations, and gives you a 30% bonus
to your strength. Actually, that is quite the great bonus but still... 3 slots!
There is just so much else you can do with that. It's all up to your personal
fighting style.

16. Rage! - 1 slot
==================
10% attack bonus. That's good. Only works for the first 10 seconds of the battle.
...eh? You can win battles in 10 seconds? Well I guess if you can, this capsule
is for you!

17. Rage!! - 2 slots
====================
As above, but 20% for 15 seconds instead. Same as above applies. I could never
win a real fight in 15 seconds personally, though.

18. Rage!!! - 3 slots
=====================
This downright sucks. You guessed it, 30% for 20 seconds. YOU DON'T WIN
BATTLES IN 20 SECONDS EITHER! And for 3 slots too! A real ripoff in my
opinion. But then again, if you wish to use half of your tray for something
that lasts in 20 seconds... it is your friend.

19. Potential - 2 slots
=======================
Potential rocks. It starts the fight by giving you a 10% attack bonus,
and then every 8 seconds you'll be getting 10% more. After about 30 seconds
that means 140% attack. Simply great. It lasts the entire battle, too!
I always use this one in my tray.

20. Super Kami Water - 1 slot
=============================
This capsule gives you an incredible attack bonus of 30%, in exchange
for your life being slowly drained throughout the match. For 1 slot,
30% is very good. But if you face someone who likes to play the turtle,
I advice not using it. Try around and see, use it with caution.
(Note: The damage you can provoke using this and Potential is pretty
darn astonishing!)

23. Gero's Perpetual Energy R&D - 3 slots
=========================================
Given unlimited Ki, this capsule can easily be dreamy for many.
There is however a downside, you cannot transform.
And with the fact that Yamcha cannot transform anyway, this is a favorite
for many. The bad thing would be that it takes up 3 slots,
killing off many fun combinations. However, if you wish to spend
a battle without charging anything at all; this capsule is for you.
(Remember though, that with the hits you'll be getting in with Yamcha
when you play him correctly will give you more than enough Ki if you
do like me and settle for ability capsules)

24. Breakthrough (Yamcha) - 7 slots
===================================
When you have all 7 dragonballs, you can wish your way to this
capsule which gives you all of Yamcha's ability and physical
attacks with 2x damage. Actually I don't have this capsule with
Yamcha yet so the in-depth info will have to wait, but given
the sad fact that Yamcha doesn't have all that many attacks as
it is; you'll have to experiment for yourself.

Breakthrough
============

[NOT YET]

===================
6. Strategy/Tactics
===================

This is the Strategy & Tactics section of the FAQ.
I am intending to make this the largest part of the guide.
Basically, I'll type down various Strategies, Tactics, Tips & Tricks
etc both by me and by other people. (Submit away!)
The point is for players to learn how to fully use Yamcha and
utilize his good points, aswell as dealing with the bad ones.

Again, if you have any strategies and etc to contribute, send them in!
E-mail: a_borgen80@hotmail.com
You'll receive full credit, of course.

Ki Bliss
========

One of the good aspects with Yamcha is the so called Ki Bliss, which
I shall now display in detail for you.
Some of the readers will think: "Bleh, he's just making up this nonsense
since Yamcha doesn't have many moves." Maybe I am, but deny the fact
that the following is truth and I do not trust that you have even
tried this game out.

Ki Bliss. What I mean with this term is that Yamcha has just that.
If you use him correctly, you shouldn't need to charge up your Ki gauge
with him ever. Yeah, ever. AT ALL. And it's really easy, too.
Let me show the ways which you can gain and lose Ki.

Gain!
- Simply hitting your enemy in any way possible.
- Wolf Fang Fist technique. Read further down for more.

Lose!
- By blocking.

(Note: It is always possible to decrease your foe's Ki gauge
one level by taunting)

The things above should be known to you already, but what do I
mean with the Wolf Fang Fist technique pointer?
Face it, the Wolf Fang Fist is not a good move. When it hits, it
does great damage (especially for it's Ki cost) but remember WHEN it hits.
Or should I say... IF it hits. For this move is practically impossible
to hit with, especially when dealing with a live foe.

You see, when Yamcha does this move; he'll lean back as the wolf
image behind him screams out. This naturally takes a while, and
regardless of what your foe has been doing he has loads of time to block
it. "Damn it." You'll think, and that's justified. That's just how impossible
it is to connect this darn move. But here comes the good part for the Ki.
Ever looked at your Ki gauge while hitting your foe with a fully blocked
Wolf Fang Fist? Yep, it's up a level. This is exactly what I mean.
And if that wasn't enough, your foe's Ki gauge has DECREASED by the same value.

Utilizing this, the blocked Wolf Fang Fist technique, might result in you
getting hurt but that is the way of the Ki Bliss. In a heated battle,
you'll almost never have time to recharge your Ki. So remember this,
you can "trade" some of your life for Ki; which can later be used for a
Kamehameha... or perhaps a Wolf Fang Fist that actually connects.

Always be offensive though, as just hitting your foe will increase your Ki.
Remember that the Wolf Fang Blast move might disturb this, being Yamcha's
most "expensive" move for the cost of 2 Ki gauges. Play around, and
realize why Yamcha is a great character even though he lacks moves.

==============
7. Customizing
==============

Here are a few nice combinations for a good Yamcha that I'll show you.
Enjoy.

My Yamcha
=========

1. Wolf Fang Fist
2. Kamehameha (Yamcha)
3. Kamehameha (Yamcha)
4. Potential
5. Serious!
6. Tiger Jackhammer

I realize that my customization could be a lot better, but I like this
setup since it works for almost all situations. Wolf Fang Fist for the
offense of course, and I can only equip it once.
Two of the Kamehameha for more damage, which is a must since it's
Yamcha's only great move. Potential for the great attack bonuses.
So far, that's what I always use.

As for 5 & 6, these are good allround. Serious! gives a great attack bonus
when my fighting goes really bad (which it does too often!) and Tiger
Jackhammer is just really good to use when you're close to your foe due
to it's simple and free nature.

At times, I like switching Serious! for Super Kami Water or 1/3 Senzu Bean.
But in my case, it depends on who I'm fighting out of my many competing
friends. Try around, and find the setup which you like the most
yourself. And have fun while doing so.

World Tournament Yamcha
=======================

1. Wolf Fang Fist
2. Kamehameha (Yamcha)
3. Kamehameha (Yamcha)
4. Viral Heart Disease
5. Vaccine
6. Tiger Jackhammer

The best setup for World Tournament. But first, set the time limit to 30.
Now, 1-3 are naturally the great offensive moves which will keep your foe
away from you until time runs out. 4-5 is part of the strategy that slowly
kills your enemy. As for 6, it's because one slot is still left. Why not
spend it on a great move to use when you're in a pinch?
With this, World Tournament is easy as... something very easy.
The money will roll in like crazy.
An even easier way to win it is by giving Viral Heart Disease and Vaccine
to Kid Gohan and then block/evade away.
But since this is a Yamcha FAQ...

================
8. Miscellaneous
================

Costumes
========

X (Cross)
=========

Yamcha in his turtle school uniform and a short haircut.
He looked like this throughout the entire Android/Cell saga.
It's a decent costume but far from the best he wore in DB/Z.

Square
======

This is the better costume in my opinion. Casual clothing,
involving jeans and a white shirt. Also one of his best haircuts.
He wore this throughout the short part of Dragonball Z that was the
Trunks saga.

==========
9. Closing
==========

Version Information
===================

V 1.00 - 2002/12/30 (YYYY/MM/DD)
================================
- First version.

V 1.01 - 2002/01/02 (YYYY/MM/DD)
================================
- Added tidbits that makes the FAQ look more pleasant.
- Changed some terms.
- Updated the Advanced Movelist.
- Added Strategy/Tactics section.
- Added sub-section Ki Bliss under Strategy/Tactics.
- Happy new year!

And Soon To Come...
===================

1. Missing information to be revealed, hopefully.
2. More combos + Special combos section opening.
3. Breakthrough section.
4. VS Guide.

Credits & Thanks
================

- Family & Friends etc
For putting up with my sorry arse.

- KD0084
Where all my online buds hang out. All great people!

- My Economy
For allowing me to buy this damn game!

- Bandai/Dimps/Infogrames
For finally creating and releasing a GOOD DBZ game.

- DBZ: Budokai Pal Version
For having the japanese voices intact. THANKS!!!

- CloudMS7
For writing a great Trunks FAQ which inspired the layout of
this one.

- GameFAQs
For hosting this FAQ and my other stuff.

============================================
The End - Contacting: a_borgen80@hotmail.com
============================================

Thanks for reading, hoped you had a blast and learned a thing
or two. // Omega Cosmo 2002-2003

"Let us all waste precious time."