Dragonball Z Budokai FAQ
Console:  Playstation 2
Author:  Jeff "Cloudgatherer" Marinko

*******************************************
	Version History
*******************************************
1.0 - March 28th, 2003:  Initial release.
1.0.1 - May 7th, 2003:  Added effects of Saiyan Heritage.
   Added "slow" entries for:  Zanku Fist (Goku), Wolf Fang Blast
   Edited commentary for: Piccolo
   Added charge combos for:  17, Cell
   Added additional game bugs: 8 slot trick
   Added Special Thanks section at the end
1.0.2 - May 30th, Fixed a couple typos

*******************************************
	Legal
*******************************************
Copyrighted by me, all rights reserved and all that fun
legal stuff.  Do not distribute, host on a site, or any
of that nonsense without permission from me.  Personal
use is perfectly acceptable.

*******************************************
	Table of Contents
*******************************************
    - What is in this FAQ?
    - My Experience and Game Progress
    - Story Mode
    - Extended Story Mode
    - World Tournament
    - Mr. Popo's Shop
    - Breakthroughs
    - Capsules
        - Common Capsules
        - Shared Capsules
        - Character Specific Capsules
            - (Characters listed alphabetically)
    - Info Summaries
        - Transformations per Character
        - Damage Reduction
        - Attack Power versus Guard Power
        - Different Levels
        - Miscellaneous Things

*******************************************
	What is in this FAQ?
*******************************************
This is not a step by step FAQ.  Story narration and aspects of
Budokai that are clearly explained in the game will not be
discussed.  Examples include the Story Mode(s), and the "move
list" of all the characters.  Seriously now, does it need to
be in an FAQ when the game spells it out for everyone?

I created this FAQ for a couple reasons.  First, I haven't seen a
list of what I call "charge combos".  These are sequences of attacks
that include a "charge punch", breaking your opponent's block.
Additionally, I figured out Super Holy Water, Cell's/Piccolo's
Regeneration, and how the damage reduction system works.  I've also
included some suggestions on how to play many of the characters, as
well as a few tray configurations (which is more than some of the 
individual write ups I've seen provide).  I've also included the 
damage of all the moves at 1 and 2 capsules as well as a couple 
"neat" things that might not be obvious to everyone.

Possible Improvements. I don't claim to be perfect, so here
are some possible future improvements that will likely be pointed
out to me:
    - additional charge combos
    - additional "sayings"
    - additional tray configurations

*******************************************
	My Experience and Game Progress
*******************************************
Mostly, I fight the computer.  I can beat all the "Normal" computer
opponents on "Very Strong" and have started fighting the computer
with difficult custom trays.  I've also obtained nine of every
capsule, and all 23 Breakthrough capsules.  I've seen other FAQs
where the author has not reached half of this.  At least having
all the capsules should be a prerequisite.

*******************************************
	Story Mode
*******************************************
Story mode follows the story of Goku, the central character in
Dragonball Z.  It takes you through a summary of three plot arcs:
Saiyan, Namekian, and Android.  There is really not much to say
here, just win your fights.  Winning fights gains specific capsules,
setting you up to have a decent custom Goku.  Your last fights are
against Cell.  Defeating him and seeing the credits signals the end
of "regular" Story Mode.

*******************************************
	Extended Story Mode
*******************************************
Yep, you guessed it.  You can go back and do small sections of
the story mode from different perspectives.  You unlock additional
characters, and gain capsules depending on who you are fighting as.
Complete all the ones that say "New" on the right hand side to 
finish off Extended Story Mode.  Once you have completed all
the "New" sections, you are pretty much done, but you can always
replay a section of the story and win a capsule (at random) per
fight.

*******************************************
	World Tournament
*******************************************
This is where you fight to win zenie (money) to purchase additional
skill capsules.  There are 3 levels for the World Tournament:

Novice - 10,000 (1st) or 5,000 (2nd).

Adept - 30,000 (1st) or 15,000 (2nd).  This is available at the
Skills Shop after you have taken 1st place in Novice & completed
Extended Story Mode.

Advanced - 50,000 (1st) or 25,000 (2nd).  Puchase this capsule in
the Skills Shop after taking 1st in Adept.

A "trick" I've seen is to equip Viral Heart Disease & Vaccine, then
go to the Options Menu and set the time limit for 30 seconds.  I've
never done it myself, the vast majority of my fights don't last that
long so it just takes more time for me, but if you want to try it a
few times, go for it.

*******************************************
	Mr. Popo's Shop (also known as the Skills Shop)
*******************************************
Yep, you buy capsules here.  Take that hard earned money you won
at the World Tournament and purchase capsules.  I suggest just
buying recommended capsules, especially the blue ones.

Not finding what you want? You can always leave and re-enter the
shop and a different recommended capsule will be listed.  This
can be long and tedious, so I eventually just spent all
my money and relied on the 9-capsule factor (see below).

Dragonballs:  Yes, you buy them at the shop or redo Story Mode
fights to win them at random.  Mostly you buy them.  As soon
as you get a set I'd suggest using them.  If you don't get a
good choice for a Breakthrough, just reset the game and try
using them again to get a better choice.  Once you have all
the Breakthrough capsules, you can get the dragonballs one
last time, you just keep them instead of summoning Shenron
again.

The 9-Capsule Factor:  Once you have 9 of a capsules, Mr. Popo
won't sell it to you anymore.  So get 9 of just about everything
and you'll vastly narrow down what he sells you (including
dragonballs).  This is what I used, I maxed out everything and
just bought up the dragonballs over and over again until I had
all the Breakthroughs.  Actually, once you have the maximum
of *every* capsule, he starts selling you capsules normally
again, you just don't keep anything you buy.

*******************************************
	Breakthroughs
*******************************************
While I'm on the subject of Breakthroughs, these are *the* capsules
to get for this game.  Just about all characters should use
the Breakthrough capsule.  Using one of these gives a character
all of his Ability and Physical capsules at full strength.  Recall
that you can put in two of a certain capsule to have it do
additional damage, well Breakthroughs have this advantage built in.
It's fun to use different tray configurations, but for basic
Tournament and Dueling, you can't go wrong here.

*******************************************
	Capsules
*******************************************

Commom Capsules
*******************************************
The capsules below are available to all characters in the game 
(with the exception of Gt. Saiyaman not being able to use armor).
The order listed is the same as displayed in the game from left
to right and top to bottom.

1/3 Sensu Bean
Slots:  1
Effects:  Restores 1/3 health and 1 Ki Gauge when health becomes 0
Comments:  A pretty decent capsule for 1 slot, but can't be used with
the other Sensu Bean

Sensu Bean
Slots:  3
Effects:  Completely fills health and Ki Gauge when health becomes 0
Comments:  Fairly costly, but well worth it if you can get by with
only having 4 slots for offense and defense.

General Vest
    (Goku, Krillin, Yamcha, & Tien)
Normal Evil Tribe Uniform
    (Kid Gohan, Teen Gohan, & Piccolo)
Old Style Armor
    (Raditz, Nappa, Vegeta, Ginyu, Recoome, Zarbon, Dodoria, & Frieza)
Normal Fiber Jacket
    (Trunks)
Old Training Vest
    (Hercule)
Special Coating
    (#16, #17, #18, #19)
Life Extract 10
    (Cell)
Slots:  1
Effects:  +10% Guard Power
Comments:  All characters except Great Saiyaman have the ability to
wear armor.  There just happens to be so many sets of armor as listed
above.  While armor will only reduce a percentage of the damage, I
have found it to be useful only in very specific scenarios.
In general, for one slot you might as well get the 1/3 Sensu bean.

Training Vest
    (Goku, Krillin, Yamcha, & Tien)
Evil Tribe Training Uniform
    (Kid Gohan, Teen Gohan, & Piccolo)
Rit Armor
    (Raditz, Nappa, Vegeta, Ginyu, Recoome, Zarbon, Dodoria, & Frieza)
Quality Fiber Jacket
    (Trunks)
Wedding Vest
    (Hercule)
Improved Special Coating
    (#16, #17, #18, #19)
Life Extract 100
    (Cell)
Slots:  2
Effects:  +20% Guard Power
Comments:  Similar to the above armor, 20% does not give much
benefit for the slot cost.

Sturdy Vest
    (Goku, Krillin, Yamcha, & Tien)
Evil Tribe Sturdy Uniform
    (Kid Gohan, Teen Gohan, & Piccolo)
New Style Armor
    (Raditz, Nappa, Vegeta, Ginyu, Recoome, Zarbon, Dodoria, & Frieza)
Sturdy Fiber Jacket
    (Trunks)
World Champion Vest
    (Hercule)
Nanomachine
    (#16, #17, #18, #19)
Life Extract 1000
    (Cell)
Slots:  3
Effects:  +30% Guard Power
Comments:  Similar to other armors.

Mysterious Vest
    (Goku, Krillin, Yamcha, & Tien)
Evil Tribe Mystery Uniform
    (Kid Gohan, Teen Gohan, & Piccolo)
Bulma's Armor
    (Raditz, Nappa, Vegeta, Ginyu, Recoome, Zarbon, Dodoria, & Frieza)
Mystery Fiber Jacket
    (Trunks)
High-tech Vest
    (Hercule)
Improved Nanomachines
    (#16, #17, #18, #19)
Life Extract 10000
    (Cell)
Slots:  4
Effects:  +40% Gaurd Power
Comments:  See other armor comments above.

Gero's Energy R&D
Slots:  1
Effects:  If using Gero's Deflect R&D or Gero's Deflect-Back R&D
then Ki raises by a set amount.
Comments:  Generally useless for a slot.  Unless you fight against
people who like to play Ki tennis (bounce back and forth) then there
is little opportunity to use this ability.  You gain 1/2 Ki from
using this with Deflect-Back R&D and 1/4 Ki when used with
Deflection R&D.

Gero's Deflection R&D
Slots:  1
Effects:  Auto-deflects Ki Blast Waves when holding block.
Comments:  Made obsolete by Gero's Deflect-Back R&D.

Gero's Deflect-Back R&D
Slots:  1
Effects:  Auto-deflects back Ki Blast Waves when holding block.
Comments:  Possibly worth using if you have problems deflecting back
Ki Blasts, but otherwise you could always just practice and not need
this capsule at all.

Viral Heart Disease
Slots:  2
Effects:  Slowly drains health of both characters.  This effect
stops once a character has half a bar left (500 hit points).
Comments:  Some people like short games.  Almost always this
is paired with Vaccine so your opponent continually loses life.

Vaccine
Slots:  1
Effects:  Nullifies effects of Viral Heart Disease.
Comments:  An obvious combo to use with Viral Heart Disease.

Super Holy Water
Slots:  1
Effects:  Damage percentage is reduced by 15%.
Comments:  Experimentally, the damage reduced is 15%.

Serious I
Slots:  1
Effects:  When health drops below 1/3, Attack Power increases
by +10%.
Comments:  Not such a bad capsule for most characters.  +10% for
one capsule slot is pretty decent, but the low life requirement
is a big drawback.

Serious II
Slots:  2
Effects:  When health drops below 1/2, Attack Power increases
by +20%.
Comments:  This capsule would be pretty good if Potential did
not exist.  If you want a 2 slot Attack increase, go with Potential.

Serious III
Slots:  3
Effects:  When health drops below 2/3, Attack Power increases
by +30%.
Comments:  It's 3 slots, and raises Attack Power less than
Potential, so it's really up to you if you want to use this one.
If you are concentrating on Attack Power, consider using this one
with Potential, and using your other two slots for a move like
Final Flash or Warp Kamehameha, or even a transformation and
an ultimate attack (Big Bang Attack).

Rage I
Slots:  1
Effects:  Raises Attack Power by +10% for first 10 seconds of battle.
Comments:  Personally, I don't use Rage capsules due to the time
limit.  I think Potential spoiled a lot of capsules in the game, so
I'll generally favor it instead.

Rage II
Slots: 2 
Effects:  Raises Attack Power by +20% for first 15 seconds of battle.
Comments:  See Rage I.

Rage III
Slots:  3
Effects:  Raises Attack Power by +30% for first 20 seconds of battle.
Comments:  See Rage I.

Potential
Slots:  2
Effects:  Start with +10% Attack Power.  Every 8 seconds, +10%
Attack Power until the total for Potential is +40% Attack Power.
Comments:  I've been referring to this capsule alot, but it is a
very good one.  Not only does it start off with the 10% increase,
but it gets stronger as the battle goes on.  A must have for
increasing a character's damage.

Super Kami Water
Slots:  1
Effects:  +30% Attack Power, but life slowly decreases.
Comments:  There is a price for power.  If your battles tend
to end quickly due to your all out attacks, then this one makes
the battle just that much shorter.

Gero's Perpetual R&D
Slots:  3
Effects:  Ki remains at MAX (7), but cannnot transform.
Comments:  A good capsule to put on the andriods.  While
3 slots is a lot of space in your tray, it can be worthwhile
when paired with powerful moves that take a great deal of Ki.

Breakthrough
Slots:  7
Effects:  Allows a character to use all Red (Ability) & 
Blue (Physical) capsules at full strength.
Comments:  There is a good reason it takes so long to get these,
they are just that good.  Full strength refers to the strength of an
ability when 2 capsules of the same type are put in a tray.  For
example, try using Kamehameha with 1 capsule, then with 2 capsules.
Breakthrough provides the effect of having 2 capsules (instead of
just one).  Only a few capsules cannot be "stacked" in a tray.
Notable examples include any transformations (such as Super Saiyan)
or Yamcha's Wolf Fang Fist.

Shared Capsules
*******************************************
There are some capsules only certain groups of characters can use.
These are often groups by type (Saiyan, Human, Alien, or Android),
but some are limited to specific characters.  Below is a list of
shared capsules, those that can be used by more than one character,
but not by all of them.  The following are sorted alphabetically.

Android's Barrier
Characters:  #16, #17, #18, & #19
Slots:  1
Effects:  Nullifies all Ki Wave Blasts that hit your character.
Comments:  Not a bad capsule for a single slot.  A "fun" character
to use against other human opponents is an android with this and
Gero's Perpetual Energy.  You can sit back and fling Ki Blast Waves
all day long without caring about getting hit yourself.

Mixed Blood Power
Characters:  Kid Gohan, Teen Gohan, & Trunks
Slots:  1
Effects:  +15% Attack Power, +10% Guard Power
Comments:  An incredibly good value for 1 slot.  If you are not
using Breakthrough for these characters, think about having this
capsule in your tray.

Moonlight
Characters:  Raditz & Nappa
Slots:  1
Effects:  +5% Attack Power, +5% Attack Power every 8 seconds until
a total of +20% is reached.
Comments:  Effectively, this is Potential condensed to a single slot
capsule.  Probably given to Raditz & Nappa due to their ordinary
moves and as an incentive to power up these two characters.

Saiyan Heritage***
Characters:  Kid Gohan, Teen Gohan, Goku, Vegeta, Trunks, Raditz,
Nappa, & Cell.
Slots:  1
Effects:  Attack Power +15%, Guard Power +10% when Sensu Bean
(1/3 or full) is used.
Comments:  Through experimentation, this capsule is the equivalent
of mixed blood power, but kicks in after a sensu bean.

Saiyan Spirit
Characters:  Goku, Vegeta, Raditz, & Nappa
Slots:  1
Effects:  Guard is disabled, but Attack & Guard Power increased
by 30%.
Comments:  Despite only referring to Attack Power, this capsule
does increase Guard by 30% as well.  If you are good at moving
and avoiding attacks, then this capsules is not such a bad one.

Scouter
Characters:  Recoome, Ginyu, Zarbon, Dodoria, & Frieza
Slots:  2
Effects:  Reduces amount of Ki used by 1/4.
Comments:  After testing it out for a bit, the Scouter really
only cuts down on Ki by a quarter.  Not really worth it
for two slots, in my opinion.

Character Specific Information
*******************************************
The following lists specific information about each character.  At
the very least, capsules will be covered as well as their damage for
using a single or double capsule in a tray.  Also, some of the
"charge" attacks will be covered.  These are combos where you can
opt to hold down punch, kick, or energy to charge up your attack
and break through those pesky computer blocks.

The format of the following section is as follows:
*Name - followed by brief description.
*Sayings - what the character says at the start and end of battle.
*Ability Capsules - lists all the red capsules as
well as the damage for using one or two in a tray.  If a skill
has an associated "charge combo" it is listed in the comments.
*Physical Capsules - similar to the Ability Capsule section, but
for blue capsules.
*Support Capsules - Only a few characters have their own support
capsules, otherwise the section is omitted for most characters.
*Charge Combos - attacks that end with a "charged" hit at the end.
These are not tied to any particular red or blue capsule move.
*Suggested Strategies/Trays - Some suggestions on what to use
for the character.

Slow - This word is listed in the comments for several moves.  What 
I call "slow" are moves that can be blocked despite the first hits
landing.  For example, Goku's Spirit Bomb is a slow move.  Even if
Goku lands his first three punches, but his kick will be easily blocked
by an opponent holding the block button.

Android 16
*******************************************
Dr. Gero made an entire series of andriods to destroy Goku.
This one was rebuilt by Bulma and the urge to slay Goku was
supressed during the Android Saga.  #16 has quite a bit of 
power, perhaps one of the best androids among the numbered ones
due to his Hell Flash ability.

Sayings
*******************************************
Before:  
    "It's time to fight."
    "Get off."
	Against Goku:  "Kill you."
After winning:  
    "Don't bother me."
	Against Goku:  "Mission complete."
After losing:  
    "I don't believe this."
Taunt:  
    "Useless."

Ability Capsules
*******************************************
Rocket Punch
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  ->KPP(Hold)<-PE
Not a great "bolt" move, but has its uses from time to time.

Hell Flash
Ki Used:  3 Ki
Damage
	1 Capsule:  1000
	2 Capsule:  1200
Comments:  "Blasters fire!"  Slow in the air.
Not Slow on the ground.

Physical Capsules
*******************************************
Devil Crush
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  600
Comments:

Killing Neck Throw
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:

Finishing Splash
Ki Used:  3 Ki
Damage
	1 Capsule:  603 (including ->KKKE)
	2 Capsule:  818 (including ->KKKE)
Comments:  ->KKK(Hold)E

Charge Combos
*******************************************
->PPP(Hold)P
<-P(Hold)P
->P->PP(Hold)P
KKK(Hold)K
->KPP(Hold)P

Suggested Strategies/Trays
*******************************************
Android 16 is a tank.  His Hell Flash is really his main
method of damaging an opponent, so customize for that move.
16 also has some good reach, so use that to trip up your
opponents.

Hell Flash x2, Killing Neck Throw, Android's Barrier, Gero's
Perpetual Energy R&D - Focusing on his big move, this allows
you to repeatedly do Hell Flash without worrying about Ki.
Also, since you have infinite Ki, you can fire away with Ki
Blast Waves and not worry about any being returned.

Android 17
*******************************************
One of two twins built to destroy Goku, #17 is an average
fighter.  His moves are only so so.  I'd suggest trying out
some of the Dr. Gero toys on this character and #18, who is
essentially the same character with a slightly different
model.

Sayings
*******************************************
Before:  
    "Come on."
    "Whatever."
	Against Trunks:  "Wanna get killed?"
After winning:  
    "Hm. Tough luck."
After losing:  
    "No, this can't be happening."
Taunt:  
    "You're so lame."

Ability Capsules
*******************************************
Power Blitz
Ki Used:  1 Ki
Damage
	1 Capsule:  280
	2 Capsule:  504
Comments:  ->KPP(Hold)PE

Energy Field
Ki Used:  1 Ki
Damage
	1 Capsule:  320
	2 Capsule:  576
Comments:

Physical Capsules
*******************************************
Power Strike
Ki Used:  1 Ki
Damage
	1 Capsule:  529 (including KK->KKE)
	2 Capsule:  745 (including KK->KKE)
Comments:

Power Falling Star
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  ->PPPP(Hold)E

Buster Swing
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:

Charge Combos
*******************************************
->PPPP(Hold)P
<-K(Hold)K
(Hold)<-P(Hold)<-P
(Hold)<-PP
(Hold)<-P->P
->PPPK(Hold)K
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
The benefit of 17 (and 18) is the low cost special abilities.
Unlike most characters who have 3 Ki big moves and
transformations, the twin androids should speed up the battle
and not allow an opponent a lot of Ki.  I'd suggest using the
charge combos to knock down your opponent and then use your
taunt.  Human opponents will not appreciate it, but that
is how to be effective with the android twins.

I'm not going to suggest tray configurations for the twins.
I will highly recommend Android's Barrier as only a few
characters in the game have similar abilities.

Android 18
*******************************************
Twin to Android 17, 18 has the same moves, does the same damage
and just about does everything the same.  Actually, there are
some slightly different charge combos between the two of them,
and I have a feeling that 18 comes out on top (she was a more
popular character in the series).

Sayings
*******************************************
Before: 
    "Whatever."
    "Come on use your head."
    (quiet chuckle)
After winning:  
    "You make me look good."
	Against Krillin:  "See ya."
After losing:  
    "Is it over already?"
Taunt:  
    "Still want to fight?"

Ability Capsules
*******************************************
Power Blitz
Ki Used:  1 Ki
Damage
	1 Capsule:  280
	2 Capsule:  504
Comments:  ->KPP(Hold)PE

Energy Field
Ki Used:  1 Ki
Damage
	1 Capsule:  320
	2 Capsule:  576
Comments:

Physical Capsules
*******************************************
Power Strike
Ki Used:  1 Ki
Damage
	1 Capsule:  529 (including KK->KKE)
	2 Capsule:  745 (including KK->KKE)
Comments:

Power Falling Star
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  ->PPPP(Hold)E

Buster Swing
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:

Charge Combos
*******************************************
PPP(Hold)->P
->PPPK(Hold)K
<-P(Hold)<-P
<-K(Hold)K
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
Refer to 17.

Android 19
*******************************************
Andriod 19 is similar to Ginyu by bringing a novel ability
to the ring.  Namely, Life Drain.  He can actually regain
health from the opponent during a battle.  I suggest a
configuration that involves Potential and Life Drain x2
to get the most "out" of your opponent.

Sayings
*******************************************
Before: 
    "You die."
    "You cannot win."
After winning:  
    "You equals weakling."
After losing:  
    "My projection was wrong."
Taunt:  
    "You die, yes?"

Ability Capsules
*******************************************
Photon Shot
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  ->KPP(Hold)PE

Life Drain
Ki Used:  3 Ki
Damage
	1 Capsule:  705 (including KK<-KE)
	2 Capsule:  825 (including KK<-KE)
Comments:  A good move and an original.  19 is the only
character able to regain hit points through an ability 
(as opposed to a support capsule).

Physical Capsules
*******************************************
Power Break
Ki Used:  1 Ki
Damage
	1 Capsule:  522 (including KK->KKE)
	2 Capsule:  738 (including KK->KKE)
Comments:

Rolling Crush
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:

Cybernetic Pain
Ki Used:  3 Ki
Damage
	1 Capsule:  456 (including ->PPPPE)
	2 Capsule:  710 (including ->PPPPE)
Comments:  ->PPPP(Hold)E

Charge Combos
*******************************************
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
Naturally, focus on Life Drain.  His Photon Shot is also
a good bolt as far as those attacks are concerned.  Another
option is to do some juggling, since the computer is fairly
good at this.  Seems the pudgier fighters excel at being
able to juggle... While 19 may suffer from a small range of
skills, the ones he has are plenty powerful.

Photon Shot x2, Life Drain x2, Gero's Perpetual Energy R&D -
As you might have noticed, I use Perpetual Energy alot with the
androids.  This one and 16 have 3 Ki moves that are powerful
and incredibly effective.  If you'd prefer one of the physical
capsules, remove one of the Photon Shots for Cybernetic Pain or
Rolling Crush.  Yes, I said Cybernetic Pain.  If we are using
Perpetual Energy, Ki cost is not an issue and Cybernetic Pain
has the ability to break blocks and inflict good damage.

Breakthrough - Not a bad option due to the versatility 19 has.
Since all his capsules are "stackable", you get max damage on all
moves.

Cell
*******************************************
The last villain in Budokai, Cell is arguably the best
fighter in the game.  He has over half a dozen charge combos
that do not go with his regular moves and, to put on the
finishing touches, he has a charge up combo with his Spirit Bomb.
That makes him *very* deadly, since he can break a block and land
his ultimate move whenever he likes.  On top of it all, his
Kamehameha does not suffer as Goku's or the other orange
jumpsuit wearing fighters.  His only disadvantage is his height,
which makes Kid/Teen Gohan and Krillin better opponents against him.

Sayings
*******************************************
Before:
    "Who's the strongest?"
    "Entertain me."
    "Come on."
After winning: 
    "Oh, did I kill him?"
After losing:  
    "Darn, darn, darn!"
Taunt:  
    "What happend?"

Ability Capsules
*******************************************
Second Form
Effects:  Requires 3 or more Ki to transform, +10% Attack Power
Comments:  First transformation.

Perfect Form
Effects:  Requires 4 or more Ki to transform, +20% Attack Power
Comments:  Second transformation.

Perfect Form (Power-Weighted)
Effects:  Requires 5 or more Ki to transform, +30% Attack Power
Comments:  Third transformation.

Kamehameha
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  ->KPP(Hold)<-PE

Spirit Bomb
Ki Used:  3 Ki
Damage
	1 Capsule:  
	2 Capsule:  1440
Comments:  ->P->P(Hold)PKE
Requires Perfect Form (or better).  "Thanks for the energy!"

Physical Capsules
*******************************************
Ultimate Attack
Ki Used:  1 Ki
Damage
	1 Capsule:  300 (including PPKE)
	2 Capsule:  600 (including PPKE)
Comments:  Slow.

Negative Power Rain
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  

Lasso
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Cybernetic Radar
Ki Used:  3 Ki
Damage
	1 Capsule:  410
	2 Capsule:  710
Comments:  No charge up. Darn.

Support Capsules
*******************************************
Cell's Regeneration
Slots:  1
Effects:  Damage percentage reduced by 15%,
using a set amount of Ki.
Comments:  Same things as Piccolo's regeneration, but for Cell.  I've
determined that the damage reduction is 15%.  The amount of Ki
expended appears to be proportional to the amount of damage (more
damage means you use more Ki).  

Cell's Barrier
Slots:  1
Effects:  Nullifies all Ki Blast Waves.
Comments:  Same thing as Android's Barrier, but for Cell.

Charge Combos
*******************************************
<-PP(Hold)P
<-P(Hold)<-K
KK(Hold)K
KKK(Hold)K
PP->P(Hold)PPP
->PPPP(Hold)P
->P->P(Hold)PKK
KK<-K(Hold)K
PP<-P(Hold)P
->KPP(Hold)P
->KPP(Hold)<-P
->KPP(Hold)->P

Suggested Strategies/Trays
*******************************************
As stated earlier, Cell is perhaps the best fighter in Budokai.
He has numerous charge combos *and* his Spirit Bomb has a
charge combo in it!  Perhaps with the exception of Hercule,
Cell is one of the few characters with a charge combo in his
most powerful attack.

Breakthrough - Can't go wrong with this capsule (in my opinion).
Trying to achieve the same power level, even using Potential will
limit your move selection.

Second Form, Perfect Form, Kamehameha x2, Spirit Bomb, Lasso,
Cell's Barrier - Provides just about as much versatility
as a Breakthrough, but with a little less Spirit Bomb power
and the advantage of being able to ignore Ki Wave Blasts.
Alternatively, replace Cell's Barrier with Super Holy Water.
If you find you have tons of Ki during a battle, replace
it with Cell's Regeneration.

Cell's Regeneration, Life Extract 10000, Super Holy Water, 
1/3 Sensu Bean - Talk about a tank.  Piccolo can do the
same combo, but we are talking roughly 60% damage reduction
from any attack.  See the section on damage reduction.

Dodoria
*******************************************
Another of Frieza's henchmen, I'm not even sure why this guy
is in the game.  His moves are way below par, he has too few
capsules (red & blue) and he just all around cannot fight
his way out of a paper bag.  The only thing I've seen this
character do well is juggle an opponent, so if you are into
that, then this character is an option.

Sayings
*******************************************
Before: 
    "Go time."
After winning:
    "Hahaha haha ha."
After losing:  
    "Uh, Frieza..."
Taunt:  
    "How was it, huh?"

Ability Capsules
*******************************************
Dodoria Beam
Ki Used:  1 Ki
Damage
	1 Capsule:  150
	2 Capsule:  270
Comments:  ->KPP(Hold)PE

Physical Capsules
*******************************************
Dodoria Ultra Spike
Ki Used:   
Damage
	1 Capsule:  514 (including KK->KKE)
	2 Capsule:  730 (including KK->KKE)
Comments:  

Dodoria Big Blaster
Ki Used:  1 Ki
Damage
	1 Capsule:  300 (6 blasts)
	2 Capsule:  480 (12 blasts)
Comments:  

Dodiria Typhoon
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Charge Combos
*******************************************
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
I got nothing here.  Be creative using Support Capsules, but
the moves are not much to work with.  His abilities are
inferior to all other characters so I'd suggest trying
strange and unusual things.  The only thing good I can
say is that Dodoria does have decent reach with his punches
and may be decent at juggling.

Sensu Bean, Viral Heart Disease, Vaccine, Old Style Armor - 
Essentially, stay alive and bleed your opponent.  If someone
objects to the Sensu Bean, go for Bulma's Armor by removing
the Bean and Old Style Armor.

Frieza
*******************************************
It's a guy.  Yes, I'm sure it's not a woman.  As a fighter, Frieza
is about on par with Goku.  Each has tranformations and their beam and
ultimate moves suffer from the same weaknesses.  Goku has the
advantage of the Warp Kamehameha, but Frieza is the only
character in the game who can get *two* extra life bars
(try using the Sensu Bean and Frieza's Spaceship together).

Sayings
*******************************************
Before:  
    "Ha ha ha!"
    "Drop dead."
    "Let me finish!"
	Against Goku:  "Saiyans must die!"
After winning:
    "Is that all?"
	Against Goku & Trunks:  "Exterminate Saiyans!"
After losing:  
    "Darn."
Taunt:  
    "Heh heh heh."

Ability Capsules
*******************************************
Final Form
Effects:  Requires 4 or more Ki to transform, +10% Attack Power
Comments:  First transformation.

100% Final Form
Effects:  Requires 5 or more Ki to transform, +20% Attack Power
Comments:  Second transformation.

Death Beam
Ki Used:  1 Ki
Damage
	1 Capsule:  
	2 Capsule:  540
Comments:  Suffers from same problems as Goku's Kamehameha.
->KPP(Hold)PE

Death Ball
Ki Used:  3 Ki
Damage
	1 Capsule:  1100 (110%)
	2 Capsule:  1320 (110%)
Comments:  Slow. Requires Final Form.  "Now you die!"

Physical Capsules
*******************************************
Frieza Nightmare
Ki Used:  1 Ki
Damage
	1 Capsule:  544 (includes KK->KKE)
	2 Capsule:  760 (includes KK->KKE)
Comments:  

Killer Ball
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  No charge up.

Meteor Crush
Ki Used:  None
Damage
	1 Capsule:  320
	2 Capsule:  640
Comments:  

Evil Dance
Ki Used:  3 Ki
Damage
	1 Capsule:  558 (including ->KKKE)
	2 Capsule:  795 (including ->KKKE)
Comments:  No charge up.

Support Capsules
*******************************************
Frieza's Space Ship
Slots:  4
Effects:  Turns Frieza into Mecha Frieza and maxes
Health and Ki gauge when health drops to 0.
Comments:  A super Sensu Bean of sorts, not only is Frieza
fully restored, but he is also in Mecha form.  Mecha Frieza
is Frieza's third transformation.  He gains +30% Attack Power,
like all third level transformations, however he does not lose
the tranformation when knocked down with very little Ki.

Charge Combos
*******************************************
KKK(Hold)K
->PPPP(Hold)P
<-K(Hold)<-K
KK(Hold)<-K
<-P(Hold)<-P
->PPPK(Hold)K
<-KP(Hold)P
->PK(Hold)K
(Hold)<-K+G

Suggested Strategies/Trays
*******************************************
Unfortunately, Frieza does not have a Warp Kamehameha equivalent.
His Death Ball suffers the same weakness as Goku's Spirit Bomb, it
needs an opening in the form of the opponent's backside.  He does
have a decent selection of charge combos, so make use of them.  He
is also the only character to constantly teleport.  Maybe it's just
the phasing in and out, but I believe he has the fastest movement
evasion movement (side to side, or backwards), as he's been able
to get in the best positions with some frequency.  Compared with
the other fighters, Frieza's movement is his big advantage.

Sensu Bean, Frieza's Spaceship - The uber-life tray configuration.
If someone beats you with 9000 hit points, I hope it is a fluke.
Want a real challenge? Give a Very Strong Frieza this config and
fight against it :-).

Breakthrough - A good choice for Frieza.

Ginyu
*******************************************
Captain of the Ginyu Force, this character adds a wildcard
to any fight.  While most of his moves put him on par with
Zarbon, the andriods, and other "regular" fighters, Ginyu
has the Body Change ability.  That's right.  Losing a fight
to a superior character? Body Change with him :-).  In addition,
Ginyu's Milky Cannon is also good as far as the energy weapons
are concerned.  And who doesn't like the poses?

Sayings
*******************************************
Before: 
    "Looks like fun."
    "Want some candy?"
After winning:
    "That was pitiful!"
After losing:  
    "Uh, I lost."
Taunt:  
    "I got you."

Ability Capsules
*******************************************
Milky Cannon
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  ->KPP(Hold)PE

Body Change
Ki Used:  3 Ki
Damage
	1 Capsule:  400 (to self)
	2 Capsule:  700 (to self)
Comments:  Slow.  Damage is done to Ginyu just before changing
bodies.  "Change now!"

Special Fighting Pose 1
Ki Used:  None
Effects:  +8% Attack Power, max +24%
Comments:  Fun to watch, these increase Attack Power
during battle when executed correctly.

Special Fighting Pose 2
Ki Used:  None
Effects:   +5% Guard, max +15%
Comments: Fun to watch, these increase Guard Power
during battle when executed correctly.

Physical Capsules
*******************************************
Processed Power Crush
Ki Used:  1 Ki 
Damage
	1 Capsule:  518 (includes KK->KKE)
	2 Capsule:  734 (includes KK->KKE)
Comments:  

Parmesan Shower
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  ->PPPP(Hold)E

Ginyu Strike
Ki Used:  None
Damage
	1 Capsule:  320
	2 Capsule:  640
Comments:  

Ginyu Special
Ki Used:  3 Ki
Damage
	1 Capsule:  410
	2 Capsule:  710
Comments:  No charge up.  Bummer.

Charge Combos
*******************************************
<-K(Hold)<-K
<-PP(Hold)P
->PK(Hold)K
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
Despite his Body Change ability, Ginyu has some punch.  His
Milky Cannon is really hard to avoid close up or far away.
When in a pinch, simply Body Change with your opponent.  As
far as capsules are concerned, if you are not going to use
Breakthrough, use one Body Change, as two is not necessary.

Breakthrough - Good choice here.

Goku
*******************************************
Goku is the game's "default" character.  Story Mode teaches the game
using Goku, which makes sense since he is the main character of the
series.  As a fighter, Goku is a powerful choice and has a few
advantages most other characters do not.  His ability to transform
at 2 Ki, having the most tranformations (4), and his Warp Kamehameha
make Goku a formidable fighter.

Sayings
*******************************************
Before: 
    "I'm up."
    "Let's get on with it."
	Against Android 16:  "Hey gloomy gears."
	Against Frieza:  "You never learn, do you?"
After winning:
    "I want to fight someone tougher."
	Against Kid/Teen Gohan:  "You got stronger, Gohan."
After losing:  
    "I guess I need to train more."
Taunt:
    "Hey, you ok?"

Ability Capsules
*******************************************
King Kai Fist x2
Effects:  Requires 2 or more Ki to transform, +10% Attack Power
Comments:  Goku's first transformation.

King Kai Fist x5
Effects:  Requires 3 or more Ki to transform, +20% Attack Power
Comments:  Second transformation.

King Kai Fist x10
Effects:  Requires 4 or more Ki to transform, +30% Attack Power
Comments:  The third transformation is typically as high as you'll
need to go for most battles.  Most characters that can transform
have only 2 or 3 transformations.

Super Saiyan
Effects:  Requires 5 or more Ki to transform, +40% Attack Power
Comments:  For each additional transformation, more and more Ki
is drained over time.  It is difficult to maintain this form
for very long due to the sheer amount of Ki draining away compared
to Goku's earlier transformations.  If you have plenty of Ki, then
by all means go Super Saiyan, but do not be surprised if you start
running out of Ki.

Kamehameha
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  Suffers from a glaring weakness.  A straight 4 punch then
Kamehameha does not knock the opponent/computer down most of the
time.  This leaves you open to a more dangerous counter attack.
PPPPE is safe to use when the opponent has his back to you,
otherwise, I'd suggest using the ->KPP(Hold)PE combination.

Warp Kamehameha
Ki Used:  2 Ki
Damage
	1 Capsule:  600
	2 Capsule:  900
Comments:  Perhaps Goku's best move, it is quick, clean, and deadly.
A must execute move when you are in Super Saiyan form.

Spirit Bomb
Ki Used:  3 Ki
Damage
	1 Capsule:  1100 (110%)
	2 Capsule:  1320 (110%)
Comments:  Slow. One disadvantage is that this move cannot
be used while in Super Saiyan form.  Requires King Kai x2, x5,
or x10.  "Lend me some of your energy."

Physical Capsules
*******************************************
Zanku Fist
Ki Used:  1 Ki
Damage
	1 Capsule:  367 (includes KK->KKE)
	2 Capsule:  645 (includes KK->KKE)
Comments:  Not really a special move, does not have a charge up
in it anywhere that I have found and is a little slow at the end.
Overall, I don't use it much.  Slow.

Continuous Kamehameha
Ki Used:  2
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  A decent move that does only OK damage.  Unlike similar
moves with other characters, Goku cannot charge up his last hit by
holding down the E button at the end of the combo.

Dragonthrow
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Super Dragon Fist
Ki Used:  3
Damage
	1 Capsule:  541 (includes ->KKKE)
	2 Capsule:  761 (includes ->KKKE)
Comments:  Lousy move.  For 3 Ki, not worth it.

Support Capsules
*******************************************
Ki Flash
Slots:  1
Effects:  Nullifies Ki Wave Blasts.
Comments:  Like Android's and Cell's Barrier, only not.  Goku
can still be affected by Ki Wave blasts in the form of being
stopped and responding to them normally, however he takes no
damage.  Contrast with the Android's Barrier, who could care
less if they are blast, Ki Wave Blasts can still "interrupt"
Goku even with this capsule.

Charge Combos
*******************************************
PPP(Hold)->P
KKK(Hold)K
<-KP(Hold)P
->PK(Hold)K
<-KP(Hold)P
<-K(Hold)<-K

Suggested Strategies/Trays
*******************************************
Goku's Spirit Bomb is hard to get off against the computer.
Hence, his Warp Kamehameha is the better move.  Try to avoid
using PPPPE while your opponent is standing, as the computer
tends to block it, even if your first four punches land,
and counter with something more deadly.  Stick with
the safer Warp Kamehameha, which will land if you have
an opening.  I'd also suggest avoiding going Super Saiyan unless 
you are very aggressive. If you knock your opponent down, 
Ki Blast him until he gets back up and go after him right
away.

Breakthrough - Honestly, this is probably the best capsule
to have for Goku given the number and power of his moves.

Warp Kamehameha x2, Viral Heart Disease, Vaccine -
I'd suggest simply taking Goku's best move and using
that in conjuction with VHD to finish off opponents
quickly.

Mysterious Vest, Saiyan Spirit, Potential - Bad news:  You cannot
block and have no special moves.  Good news:  170% Attack &
Guard Power (10,000 hit point equivalent).  You can hit hard
and care less about getting hit back.

Great Saiyaman
*******************************************
This character really doesn't belong in the game, but he is Gohan's
super hero identity when he grows up.  Overall, I don't think much of
this character as he seemed just to be tacked on to Gohan to have
another character.  His moves are pretty weak and not nearly as
powerful as they should be.

Sayings
*******************************************
Before:  
    "Prepare for justice!"
    "Evil will be punished!"
After winning:
    "Right always wins."
After losing:  
    "I should have been more serious."
Taunt:
    "I won't miss you."

Ability Capsules
*******************************************
Justice Punch
Ki Used:  1 Ki
Damage
	1 Capsule:  150 (without any combo)
	2 Capsule:  NA
Comments:  Also known as the "here's my backside" attack,
because if it misses, you will be left with your back turned
to your opponent.  If your opponent is falling down or if
he has been flipped in the air, then this becomes a decent
attack. ->KPP(Hold)PE

Justice Kick
Ki Used:  1 Ki
Damage
	1 Capsule:  80 (without any combo)
	2 Capsule:  NA
Comments:  Justice Kick is actually a good attack if your
opponent is blocking.  It sends you away from your opponent.  Often
I land this move only to be left open by a quickly recovering
opponent who did not block.

Physical Capsules
*******************************************
Justice Finisher
Ki Used:  1 Ki
Damage
	1 Capsule:  522 (includes KK->KKE)
	2 Capsule:  738 (includes KK->KKE)
Comments:

Justice Flash
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments: ->PPPP(Hold)E

Justice Dynamite
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Justice Carnival
Ki Used:  3 Ki
Damage
	1 Capsule:  587 (includes ->KKKE)
	2 Capsule:  738 (includes ->KKKE)
Comments:  While it costs 3 Ki, this is perhaps his best move.
The last energy button can be held down to break blocks and land
the move. ->KKK(Hold)E

Charge Combos
*******************************************
->PPPP(Hold)P
->PPPK(Hold)K
<-P(Hold)<-P
K(Hold)<-K 
<-K(Hold)K
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
I got nothing for this guy.  He's hard to use correctly
and I generally don't recommend him.  Stick a Breakthrough
capsule in him and be done with it.  He's only slightly
better than Dodoria, so try some interesting capsule combos
here.

Hercule
*******************************************
In the series, Hercule has no powers whatsoever.  That makes
him a funny character to play in Budokai.  His more powerful moves
revolve around accidents and good luck.  So the first dozen or so
times you see his Present for You or Hercule Special, they should
put a smile on your face.  As a fighter, Hercule is the only
character without a Ki Blast Wave.  He makes up for this with two
very powerful attacks that each do 1000+ damage.  His moves are
somewhat non-standard, but Hercule is just fun to play, not the
best fighter in the game, in my humble opinion.

Sayings
*******************************************
Before: 
    "Give it yer best shot."
    "What, what.  All ready."
After winning:
    "I am the strongest!"
    "Sorry, I'm very potent."
After losing:  
    "Darn, darn. Oh, stupid, stupid..."
Taunt:  
    "Heh, heh.  Come on."

Ability Capsules
*******************************************
High Tension
Effects:  Requires 4 or more Ki to transform, +10% Attack Power
Comments:  Only transformation.

Dynamite Kick
Ki Used:  1 Ki
Damage
	1 Capsule:  406 (with PPPPE)
	2 Capsule:  NA
Comments:  

Hercule Special
Ki Used:  2 Ki
Damage
	1 Capsule:  770  (110%)
	2 Capsule:  1100 (110%)
Comments:  ->KPP(Hold)PE
Requires High Tension.  "Yeah!"

Present For You
Ki Used:  3 Ki
Damage
	1 Capsule:  1000
	2 Capsule:  1200
Comments:  "Uh, here... Say goodbye!"

Physical Capsules
*******************************************
Hercule Critical Attack
Ki Used:  1 Ki
Damage
	1 Capsule:  442 (including P->PPE)
	2 Capsule:  678 (including P->PPE)
Comments:  

Hercule Miracle Bomber
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Hercule Ultra Dynamite
Ki Used:  
Damage
	1 Capsule:  580 (including ->KKKE)
	2 Capsule:  780 (including ->KKKE)
Comments:  ->KKK(Hold)E

Support Capsules
*******************************************
Champion Belt
Slots: 1 
Effects:  +15% Guard Power
Comments:  Better than the regular 1 slot armor...

Cheering
Slots: 1 
Effects:  +10% Attack Power
Comments:  Combine with Potential for +50% Attack Power.
Can be effective in some tray configurations.

Charge Combos
*******************************************
<-P(Hold)<-P
<-P(Hold)->P
<-K(Hold)K
K(Hold)<-K
->PPPK(Hold)K
PPP(Hold)->P
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
Lacking a Ki Wave Blast, Hercule does have a major advantage.
He is one of two characters with a charge up big move, the
Hercule Special.  In addition, his Present For You is also a
big hitting ability.

Breakthrough - A good choice for Hercule.

Present For You x2, Hercule Miracle Bomber, Cheering, 
Potential, Champion Belt - Maxes out Present for you, which
allows for 1200 damage before applying Cheering and Potential,
an extra 50% damage.

Kid Gohan
*******************************************
Small and fast describe this fighter.  Many of the taller
oppenents simply miss attacks due to his short size.  Kid
Gohan is particularly effective against Cell, Nappa, Recoome,
and other taller opponents.  While he does not have the
devastating moves other characters do, he does have speed, size,
and a decent reach for someone so small.

Sayings
*******************************************
Before:  
    "Get ready."
After winning:  
    "Thank you."
After losing:  
    "Uh, oh man."
Taunt:  
    "Come on."

Ability Capsules
*******************************************
Unlock Potential
Effects:  Requires 3 or more Ki to transform, +10% Attack Power
Comments:  Only transformation.

Masenko
Ki Used:  1 Ki
Damage
	1 Capsule:  250
	2 Capsule:  450
Comments:  An OK move.  I don't use it much myself.

Kamehameha
Ki Used:  1 Ki
Damage
	1 Capsule:  280
	2 Capsule:  504
Comments:  Suffers from same problems as Goku's.

Physical Capsules
*******************************************
Killquick
Ki Used:  1 Ki
Damage
	1 Capsule:  481 (includes ->PPKKE)
	2 Capsule:  697 (includes ->PPKKE)
Comments:  

Continuous Ki Blast Wave
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:

Hurricane Kick
Ki Used:  None
Effects:  Kid Gohan's throw
Damage
	1 Capsule:  190
	2 Capsule:  330
Comments:  Weakest throw in the game... An opponent can easily
spring back up after, which is like many of the smaller character's
throws, but not like the rest of the characters.

Charge Combos
*******************************************
KK(Hold)K
->PPPP(Hold)P
PP->PP(Hold)P

Suggested Strategies/Trays
*******************************************
Fast and small.  You can avoid attacks and move faster than
move of the other fighters in Budokai.  The damage per atttack is 
not nearly as much as some of the larger fighters, but Kid Gohan
can land blows from farther away than most people think.  The
most effective moves here are Killquick and Continuous
Kamehameha.  I'd suggest getting both of them, as if you miss
the forward punch for the first you can land the Continuous
Kamehameha instead.

Breakthough - a good choice.

Krillin
*******************************************
Goku's long time best friend, Krillin is a pint sized powerhouse
in Budokai.  His size allows him to avoid a hit once in a while.
His early transformation opens up his signature move, Destructo Disk,
which does a decent amount of damage for only being transformed once.
All around, Krillin can be a lot of fun to play.  He is one of the few
characters where his 3 Ki "rapid punch" move is actually worth executing
once in a while.

Sayings
*******************************************
Before: 
    "I may die."
    "I'll do it when I do it."
	Against #18:  "Oh, now I'm stuck."
After winning:  
    "Woohoo!"
	Against #18:  "Android 18, I love you!"
After losing:  
    "I wanted to marry."
Taunt:  
    "How was it?"

Ability Capsules
*******************************************
Unlock Potential
Effects:  Requires 3 or more Ki to transform, +10% Attack Power
Comments:  First transformation.

Kamehameha
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  Suffers same problem as Goku's.

Destructo Disk
Ki Used:  2 Ki
Damage
	1 Capsule:  870 (110%)
	2 Capsule:  1107 (110%)
Comments:  Decent power move, but can be difficult to
execute.  Requires Unlock Potential.  "Destructo disk!"

Physical Capsules
*******************************************
Zanku Fist
Ki Used:  1 Ki
Damage
	1 Capsule:  427 (including ->PPKKE)
	2 Capsule:  705 (including ->PPKKE)
Comments:  

Jackhammer
Ki Used:  None
Damage
	1 Capsule:  285
	2 Capsule:  570
Comments:  

Beserk Fist
Ki Used:  3 Ki
Damage
	1 Capsule:  546 (including ->PPPPE)
	2 Capsule:  710 (including ->PPPPE)
Comments:  ->PPPP(Hold)E
Actually worth using once in a while.

Charge Combos
*******************************************
->PPPP(Hold)P
->KK(Hold)K
<-P(Hold)P

Suggested Strategies/Trays
*******************************************
Krillin has a lot of good moves.  While his Kamehameha
suffers from a weakness (see Goku's), his Zanku Fist, Beserk
Fist, and Destructo Disk are powerful and effective.  I often
just use Breakthrough with Krillin, as he has a lot of good
moves.  He's also a more powerful, cheaper Ki version of 
either Gohan.

Breakthough - Very balanced, the obvious choice for this
character.

Unlock Potential, Destructo Disk, Zanku Fist x2, Beserk Fist,
Jackhammer Fist - with a slot open for customization, this
provides power via Destructo Disk, but also provides the
cheap damage from Zanku Fist along with the charge combo
from Beserk Fist.

Nappa
*******************************************
Vegeta's short-lived partner, Nappa is a buff and brutal Saiyan.
His moves are fairly ordinary, similar to Raditz, but he has a
greater size and reach at the cost of some speed.  His moves are
pretty plain, a couple energy attacks and a couple physical moves.
Otherwise, nothing really special about Nappa.

Sayings
*******************************************
Before:  
    "Can you beat me?!"
After winning:
    "Don't underestimate Nappa."
After losing:
    "Uf, but I'm a Saiyan, uh."
Taunt:  
    "You're dead."

Ability Capsules
*******************************************
Break Cannon
Ki Used:  1 Ki
Damage
	1 Capsule:  280
	2 Capsule:  504
Comments:  

Bomber DX
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  ->KP(Hold)P<-PE

Physical Capsules
*******************************************
Giant Attack
Ki Used:  1 Ki
Damage
	1 Capsule:  425 (includes KKK->KE)
	2 Capsule:  683 (includes KKK->KE)
Comments:  

Megaton Throw
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Breakstorm
Ki Used:  3 Ki
Damage
	1 Capsule:  410 (includes PPKE)
	2 Capsule:  750 (includes PPKE)
Comments:  PPK(Hold)E

Charge Combos
*******************************************
->KP(Hold)P
KKK(Hold)K
<-P(Hold)P

Suggested Strategies/Trays
*******************************************
Big, slow, and not much to offer.  While a step above Dodoria
and Gt. Saiyaman, Nappa is on par with Raditz, 17, & 18.  Meaning
there are some special moves, but most have these moves and Nappa
has little to offer the game.  He does have reach, but if you want
a large character, I'd suggest the hilarious Recoome (who also has
his Bomber attack).

Bulma's Armor, Saiyan Spirit, Potential - Bad news:  You cannot
block and have no special moves.  Good news:  170% Attack &
Guard Power (10,000 hit point equivalent).  You can hit hard
and care less about getting hit back.

Piccolo
*******************************************
An enemy turned ally, once known as the Demon King, Piccolo is
one of the most backwards fighters in the game.  His moves are
effective and almost as powerful as anyone else's, but the
sequences for executing them are quite different from anyone
else.  Piccolo's real strength is the Light Grenade and Hellzone
Grenade, each he can do when Fused with Kami.  Unfortunately, due
to his slow moves, I rarely use him.  If you could actually land
the Special Beam Cannon or the Hellzone Grenade regularly, this
would be a great character, but unfortunately this is not true.

Sayings
*******************************************
Before: 
    "Come on."
	Against Teen Gohan:  "You've grown, Gohan."
After winning:
    "That all you got?"
	Against Teen Gohan:  "Good blow, Gohan."
After losing:  
    "How... could I?"
Taunt:  
    "Is that all?"

Ability Capsules
*******************************************
Sync with Nail
Effects:  Requires 4 or more Ki to transform, +10% Attack Power
Comments:  First transformation.

Fuse with Kami
Effects:  Requires 5 or more Ki to transform, +20% Attack Power
Comments:  Second transformation.  Piccolo needs to be at this
transformation to use the Light and Hellzone Grenade.  Only Teen
Gohan suffers from such a drawback along with Piccolo.

Destructive Wave
Ki Used:  1 Ki
Damage
	1 Capsule:  280
	2 Capsule:  504
Comments:  

Special Beam Cannon
Ki Used:  2 Ki
Damage
	1 Capsule:  500
	2 Capsule:  800
Comments:  Slow. "Special beam cannon!"

Light Grenade
Ki Used:  1/2 Ki
Damage
	1 Capsule:  360 (120%)
	2 Capsule:  648 (120%)
Comments:  ->KPP(Hold)<-PE

Hellzone Grenade
Ki Used:  3 Ki
Damage
	1 Capsule:  1200 (120%)
	2 Capsule:  1440 (120%)
Comments:  Slow.  "Combination!"

Physical Capsules
*******************************************
Instant Killquick
Ki Used:  1 Ki
Damage
	1 Capsule:  374 (including PPKE)
	2 Capsule:  652 (including PPKE)
Comments:  

Demon Roundhouse
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Fierce Ranma
Ki Used:  3 Ki
Damage
	1 Capsule:  410
	2 Capsule:  710
Comments:  ->KKK(Hold)E

Support Capsules
*******************************************
Piccolo's Regeneration
Slots:  1
Effects:  Damage percentage reduced by 20%, using a set amount
of Ki.
Comments:  Through experimentation, I've determined the
damage reduction is 20%.  #16 has a 1000 point attack (Hell
Flash) and with this equiped, he only does 800 points of
damage.  The Ki used appears to be proportional to
the amount of damage taken, so I cannot report an accurate
estimate on that.

Charge Combos
*******************************************
<-P(Hold)P
PP(Hold)->P
KKK(Hold)K
->KPP(Hold)P
<-P(Hold)<-K

Suggested Strategies/Trays
*******************************************
Piccolo could be just as good as Goku and Vegeta.  His Special Beam
Cannon is nearly as good as Warp Kamehameha and Final Flash, while
his Hellzone Grenade is just as good as other ultimate attacks.
Perhaps Piccolo's greatest weapon is his Light Grenade, which
requires only 1/2 Ki and does an immense amount of damage.  Due
to the sheer number of skills Piccolo needs, Breakthrough is really
the only way to go here.  His moves are a little awkward compared
to the other fighters, since he does not follow many of the
commom patterns.  Also, since his two big moves are slow, the
computer will be able to block most of the special attacks.

Breakthrough - best choice, in my opinion.

Piccolo's Regeneration, Evil Tribe Mystery Uniform, Super Holy
Water - With one slot left open, you can get the equivalent of
about 60% damage off from attacks.  See the section below on
damage reduction.

Raditz
*******************************************
Goku's brother, Raditz has a pretty standard set of moves.
His main advantage is his ability to use the Moonlight capsule.
Combined with Potential this yields a total of +60% Attack Power.
Overall, I like Raditz' taunts during battle.  There is just something
to calling your opponent an "idiot" all the time.  All of his moves
are named after some unit of time, but I don't recall why this is
the case (or even if that is even mentioned in the series).

Sayings
*******************************************
Before:
    "Right now."
    "You're dead."
After winning:
    "Saiyans aren't pushovers."
After losing: 
    "Uh, impossible." 
Taunt:
    "Come on."

Ability Capsules
*******************************************
Double Sunday
Ki Used:  1 Ki
Damage
	1 Capsule:  150
	2 Capsule:  270
Comments:  ->KPP(Hold)PE

Saturday Crush
Ki Used:  1 Ki
Damage
	1 Capsule:  280
	2 Capsule:  504
Comments:

Physical Capsules
*******************************************
Exciting Year
Ki Used:  1 Ki
Damage
	1 Capsule:  514 (includes KK->KKE)
	2 Capsule:  730 (includes KK->KKE)
Comments:

Weekly Special
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  No charge up move here.

Day Crush
Ki Used:  None.
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:

Dynamite Monday
Ki Used:  3 Ki
Damage
	1 Capsule:  410 (includes ->KKKE)
	2 Capsule:  710 (includes ->KKKE)
Comments:  No charge up in the attack.  Not worth the Ki
in my opinion.

Charge Combos
*******************************************
KKK(Hold)K
<-K(Hold)<-K
<-P(Hold)<-P
->PK(Hold)K
<-KP(Hold)P
<-P(Hold)->K

Suggested Strategies/Trays
*******************************************
On par with 17, 18, and Nappa.

Bulma's Armor, Saiyan Spirit, Potential - Bad news:  You cannot
block and have no special moves.  Good news:  170% Attack &
Guard Power (10,000 hit point equivalent).  You can hit hard
and care less about getting hit back.

Recoome
*******************************************
The tank of the Ginyu force, Recoome is a bad rendition of
a certain action hero.  His poses are funnier than Ginyu's,
plus he has an ultimate attack, the Recoome Bomber.  Overall,
Recoome is an upgrade from Nappa, and given a choice between
the two, who can turn down Recoome?  Also, his sayings are
hilarious.  Especially "You do well" when he gets knocked
across the level.

Sayings
*******************************************
Before:
    "Let's go."
    "It's play time."
After winning:
    "Finished already?"
After losing:  
    "Er...uh..oh."
Taunt:  
    "Hehe."

Ability Capsules
*******************************************
Recoome Eraser Gun
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  ->P->PP(Hold)->PE

Recoome Bomber
Ki Used:  3 Ki
Damage
	1 Capsule:  1000
	2 Capsule:  1200
Comments:  Can be hard to land, but fun to watch.

Special Fighting Pose 3
Ki Used:  None
Effects:  +8% Attack Power, max +24%
Comments:  

Special Fighting Pose 4
Ki Used:  None
Effects:   +5% Guard, max +15%
Comments:  

Physical Capsules
*******************************************
Recoome Buster Magnum
Ki Used:  1 Ki
Damage
	1 Capsule:  515 (including KKK->KE)
	2 Capsule:  773 (including KKK->KE)
Comments:  

Recoome Max Vulcan
Ki Used:  2 Ki
Damage
	1 Capsule:  300 (6 blasts)
	2 Capsule:  480 (12 blasts)
Comments: 

Recoome Hyper Swing
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:   

Charge Combos
*******************************************
->KKK(Hold)K
PP(Hold)->PP
<-P(Hold)P
->PPP(Hold)P
<-P(Hold)->K

Suggested Strategies/Trays
*******************************************
None as of yet.

Teen Gohan
*******************************************
The older version of Kid Gohan is slightly taller and has a bit
more kick to him.  He is not as effective against taller opponents
as his younger version is, but Teen Gohan can deliver more deadly
attacks.

Sayings
*******************************************
Before:  
    "Get ready."
    "Now I'll play for real."
After winning:  
    "See what I can do?"
After losing:  
    "No way.  How could I?"
Taunt:
    "Come on."

Ability Capsules
*******************************************
Super Saiyan
Effects:  Requires 4 or more Ki to transform, +10% Attack Power
Comments:  None.

Super Saiyan 2
Effects:  Requires 5 or more Ki to transform, +20% Attack Power
Comments:  Unfortunately, Teen Gohan must reach this level before
he can pull off a Super Kamehameha.  He is only one of two characters
that must do this (the other being Piccolo).

Kamehameha
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  Suffers from same weaknesses as Goku's.

Super Kamehameha
Ki Used:  3 Ki
Damage
	1 Capsule:  1200 (120%)
	2 Capsule:  1440 (120%)
Comments:  This move can be hard to pull off, especially against the
computer.  "Ka-me-ha-me...ha!"

Physical Capsules
*******************************************
Instant Killquick
Ki Used:  1 Ki
Damage
	1 Capsule:  489 (includes ->PPKKE)
	2 Capsule:  705 (includes ->PPKKE)
Comments:  An excellent move for the Ki cost.

High Speed Hammer
Ki Used:  2 Ki
Damage
	1 Capsule:  489 (includes ->PPKKE)
	2 Capsule:  640 (includes ->PPKKE) 
Comments:  Pretty standard blast attack.

Jackhammer
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Fierce Ranma
Ki Used:  3 Ki
Damage
	1 Capsule:  532 (includes KK<-KE)
	2 Capsule:  752 (includes KK<-KE)
Comments:  KK<-K(Hold)E

Charge Combos
*******************************************
->PPPP(Hold)P
KK(Hold)K
PP->PP(Hold)P

Suggested Strategies/Trays
*******************************************
In my opinion, this is one of the more difficult characters to
use, but he shouldn't be.  Anyhow, he is taller and has a shorter
reach than Kid Gohan, but can pack a big punch with his Super
Kamehameha.  Unfortunately, he needs 5 Ki to transform into a
Super Saiyan 2 (required for Super Kamehameha).  My favorite move
for Teen Gohan has to be Instant Killquick at full strength.  It
is cheap Ki wise and does a good deal of damage.

Super Saiyan, Super Saiyan 2, Super Kamehameha x2, Potential, and
Mixed Blood Power - Fully transformed, with Potential "warmed up,"
you are at 175% Attack Power and 110% Guard Power.  Super Kamehameha
is your only move, but it should lay your opponent out if
you manage to connect with it.

Instant Killquick x2, Evil Tribe Mystery Uniform, Mixed Blood 
Power - 115% Attack, 150% Gaurd.  Gohan does the most damage
for the Ki with Instant Killquick.  It's an easy combo to
land, so nail it three times on an opponent to win.  Alternatively,
put in Evil Tribe Training Uniform and Potential instead of
the Evil Tribe Mystery Uniform for more Attack Power versus
Guard.

Tien
*******************************************
Originally a rival of Goku's, Tien is one of Earth's martial
artists (despite that third eye he has there).  Overall, Tien
is a well rounded fighter and not a bad choice for a beginner
playing this game.  While he lacks tranformations or overly
powerful moves, he is fairly easy to use and "cheap" when it
comes to Ki.

Sayings
*******************************************
Before: 
    "My turn, at last."
    "Here I go."
After winning: 
    "Chaitzou, I've done it."
After losing: 
     "Uh, shoot."
Taunt:  
    "I've got ya!"

Ability Capsules
*******************************************
Dodompa
Ki Used:  1 Ki
Damage
	1 Capsule:  250
	2 Capsule:  450 
Comments:  ->KPP(Hold)PE

Ki Blast Cannon
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  KK->K->K(Hold)PE

Volleyball Fist
Ki Used:  2 Ki
Damage
	1 Capsule:  782 (including ->PPPKE)
	2 Capsule:  978 (including ->PPPKE)
Comments:  It is a mystery why this capsule takes 2 slots...
probably an error that went unnoticed.  "Volleyball fist!
Service!"

Physical Capsules
*******************************************
Jackhammer Fist Flash
Ki Used:  1 Ki
Damage
	1 Capsule:  514 (including KK->KKE)
	2 Capsule:  730 (including KK->KKE)
Comments:  

Machinegun Fist
Ki Used:  3 Ki
Damage
	1 Capsule:  580 (includes ->KKKE)
	2 Capsule:  831 (includes ->KKKE)
Comments:  ->KKK(Hold)E

Jackhammer Fist
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Domination Blast
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  

Charge Combos
*******************************************
<-P(Hold)<-P
<-P(Hold)->P
<-K(Hold)<-K
<-K(Hold)K
K(Hold)<-K
->PPPK(Hold)K
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
Tien is a well balanced fighter.  His energy attacks are good
and he has some decent charge combos.  His Volleyball Fist is
also a decent amount of damage, not requiring a transformation
and only requires 2 Ki.

Breakthrough - Almost necessary due to Volleyball Fist needing
two slots.  Never a bad choice anyway.

Trunks
*******************************************
The time traveling son of Vegeta and Bulma, Trunks is one
of the most powerful fighters in the game.  He has the
advantage of being able to use his biggest attack at only 3 Ki,
using his Super Saiyan transformation as an offensive weapon to
break a guard and execute a Burning Attack.  Also, his Buster
Cannon and Finish Buster are a potent weapons when not in 
Super Saiyan form.

Sayings
*******************************************
Before:  
    "Let's do it for real."
    "I'm gonna win!"
	Against #17:  "I won't forgive any of you!"
After winning: 
    "I knew I'd win"
	Against #17, 18, & Cell:  "I've done it, mom!"
After losing:
    "I give up."
Taunt:  
    "Finish!"

Ability Capsules
*******************************************
Super Saiyan
Effects:  Requires 3 or more Ki to transform, +10% Attack Power
Comments:  First transformation.

Super Trunks
Effects:  Requires 4 or more Ki to transform, +20% Attack Power
Comments:  Second transformation.

Super Trunks2
Effects:  Requires 5 or more Ki to transform, +30% Attack Power
Comments:  Third transformation.

Buster Cannon
Ki Used:  1 Ki
Damage
	1 Capsule:  280
	2 Capsule:  504
Comments:  ->KPP(Hold)PE

Finish Buster
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  

Burning Attack
Ki Used:  
Effects:  
Damage
	1 Capsule:  1100 (110%)
	2 Capsule:  1320 (110%)
Comments:  Requires Super Saiyan.  "Burning attack!"

Physical Capsules
*******************************************
Blast Attack
Ki Used:  1 Ki
Damage
	1 Capsule:  559 (including KK->KKE)
	2 Capsule:  753 (including KK->KKE)
Comments:  

Energy Burst
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  

Rapid Fall Sash
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Meteor Break
Ki Used:  3 Ki
Damage
	1 Capsule:  
	2 Capsule:  838
Comments:  ->KKK(Hold)E

Charge Combos
*******************************************
->PPPP(Hold)P
<-K(Hold)K
K(Hold)<-K
<-P(Hold)<-P
->PPPK(Hold)K
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
An excellent fighter, Trunks lacks the weaknesses of Vegeta
and Goku.  His Super Saiyan form is available at 3 Ki, which
is the same amount for his awesome Burning Attack, which lacks
the weakness of Goku's Spirit Bomb.

Breakthrough - Can't go wrong with this.

Super Saiyan, Buster Cannon, Burning Attack x2, Potential, Mixed
Blood Power - 165% Attack Power, 110% Guard.  Allows Trunks to pull
off 1980 damage for Burning Attack.  Replace Buster Cannon with
Super Trunks and push Burning Attack to 2100 damage.

Vegeta
*******************************************
The Saiyan Prince is perhaps one of the best fighters in the
game.  While Vegeta only has two tranformations, he makes up
for any shortcomings with his Final Flash attack.  Overall,
Vegeta is better than Goku in many respects, especially when
it comes to the Gallick Cannon and landing the Big Bang Attack.
Both moves have advantages over the Kamehameha and the Spirit
Bomb, namely, there are almost no drawbacks to using Vegeta's
over Goku's.

Sayings
*******************************************
Before:  
    "Don't mock the great Vegeta."
    "I'm the prince of all Saiyans!"
	Against Goku:  "Be serious."
After winning:
    "Huh.  You freak!"
	Against Goku:  "I've beaten Kakarot!"
After losing:
    "It can't end like this!"
Taunt:
    "Come on!"

Ability Capsules
*******************************************
Super Saiyan
Effects:  Requires 4 or more Ki to transform, +10% Attack Power
Comments:  Vegeta's first transformation.

Super Vegeta
Effects:  Requires 5 or more Ki to transform, +20% Attack Power
Comments:  Second transformation.

Gallick Cannon
Ki Used:  1 Ki
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  ->KPP(Hold)PE

Final Flash
Ki Used:  2 Ki
Damage
	1 Capsule:  500
	2 Capsule:  900
Comments:  Probably my favorite attack when I was first starting
to play the game.

Big Bang Attack
Ki Used:  3 Ki
Damage
	1 Capsule:  1100 (110%)
	2 Capsule:  1320 (110%)
Comments:  Much easier to land than Goku's Spirit Bomb.
No delay that would allow for a block in the middle of the combo.
"Big bang attack!"

Physical Capsules
*******************************************
Final Bash
Ki Used:  1 Ki
Effects:  
Damage
	1 Capsule:  522 (including KK->KE)
	2 Capsule:  738 (including KK->KE)
Comments:  

Meteor Flash
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  ->PPPP(Hold)E

Nose Dive Crash
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Meteor Break
Ki Used:  3 Ki
Damage
	1 Capsule:  587 (including ->KKKE)
	2 Capsule:  803 (including ->KKKE)
Comments:  ->KKK(Hold)E

Charge Combos
*******************************************
->PPPK(Hold)K
->PPPP(Hold)P
<-P(Hold)<-P
<-K(Hold)K
K(Hold)<-K
<-KP(Hold)P

Suggested Strategies/Trays
*******************************************
While his Super Saiyan form cannot be achieved until 4 Ki, Vegeta
makes up for this with his Final Flash attack.  If you like to
conserve Ki, stick with that signature attack.  If you prefer to
have some bigger fireworks, go ahead and go Super Saiyan with
Big Bang Attack.

Breakthrough - a good choice given the power and
variety of his moves.

Gallick Cannon x2, Potential, Saiyan Spirit, 1/3 Sensu Bean,
Super Kami Water - If you are looking for a powerful Vegeta,
then this is for you.  He can't block, and loses life constantly,
but his Gallick Cannon does 1000+ damage at 200% Attack Power.
If that is a little too much for you, I'd suggest removing
the Super Kami Water and the 1/3 Sensu Beat and instead
use Rit Armor, to have 170% Attack Power and 150% Guard.

Super Saiyan, Big Bang Attack x2, Saiyan Spirit, Potential,
Super Kami Water - 2580 Big Bang Attack.  That's all I need
to say about that.

Final Flash x2, Potential, Sensu Bean - Rely on Vegetta's best
move to finish off your opponent.  Oh, and have an extra life
bar just in case...

Bulma's Armor, Saiyan Spirit, Potential - Bad news:  You cannot
block and have no special moves.  Good news:  170% Attack &
Guard Power (10,000 hit point equivalent).  You can hit hard
and care less about getting hit back.

Yamcha
*******************************************
Another of Goku's former rivals turned ally, Yamcha is
famous for his Wolf Fang Fist.  Unfortunately, in Budokai it
might be better called the "hit me now fist" as it signals a
perfect opportunity for a counterattack.  Fortunately, it can
be charged up to break blocks and once it gets going it can do
a great deal of damage while recharging your Ki.

Sayings
*******************************************
Before: 
    "I'll fry you."
    "Hi-hi-ha."
After winning:
    "See my Wolf Fang Fist?!?!"
After losing:  
    "Is this the best I can do?"
Taunt:  
    "OK."

Ability Capsules
*******************************************
Wolf Fang Fist
Ki Used:  1 Ki
Damage:
	1 Capsule:  510
	2 Capsule:  N/A
Comments:  PPPPE(Hold)E
If you can't figure out what this does, repeatedly hit the
energy button after executing the move to continue punching.

Kamehameha
Ki Used:  1 Ki
Damage
	1 Capsule:  280
	2 Capsule:  504
Comments:  

Physical Capsules
*******************************************
Wolf Slice Fist
Ki Used:  
Damage
	1 Capsule:  514 (including KK->KKE)
	2 Capsule:  730 (including KK->KKE)
Comments:  

Wolf Fang Blast
Ki Used:  
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  Slow.  The jumping knee is easily blocked.

Tiger Jackhammer
Ki Used:  
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Charge Combos
*******************************************
<-P(Hold)<-P
<-K(Hold)K
K(Hold)<-K
->PPPK(Hold)K
<-P(Hold)K

Suggested Strategies/Trays
*******************************************
Yamcha's Wolf Fang Fist is good... in theory.  In practice, it
leaves you wide open for a counter attack as soon as the Wolf
animation is over.  Use it only once your opponent has turned
his back to you.  Against the computer, you can sometimes charge
it up and break the opponent's block, but not often.

Wolf Fang Fist, Kamehameha x2, Tiger Jackhammer, Potential, 
Super Holy Water - Focuses on the Kamehameha wave while
giving an additional boost for damage and protection.

Zarbon
*******************************************
One of Frieza's henchmen, Zarbon has a knack for vanity.  His
irony is that his transformation makes him look like a monster.
Fighting wise, nothing special about Zarbon.  His moves are
standard without any kind of ultimate attack.

Sayings
*******************************************
Before:  
    "Don't make me angry."
    "Can you beat me?"
After winning:
    "So."
After losing:  
    "How could I?"
Taunt: 
    "In vain."

Ability Capsules
*******************************************
Monster Form
Effects:  Requires 4 or more Ki to transform, +10% Attack Power
Comments:  Only transformation.

Possibility Cannon
Ki Used:  1 Ki 
Damage
	1 Capsule:  300
	2 Capsule:  540
Comments:  ->KPP(Hold)<-PE

Physical Capsules
*******************************************
Hyper Elegant Magnum
Ki Used:  1 Ki
Damage
	1 Capsule:  374 (including PPKE)
	2 Capsule:  652 (including PPKE)
Comments:  

Super Beautiful Arrow
Ki Used:  2 Ki
Damage
	1 Capsule:  400 (8 blasts)
	2 Capsule:  640 (16 blasts)
Comments:  

Missing Screw
Ki Used:  None
Damage
	1 Capsule:  250
	2 Capsule:  500
Comments:  

Extra Graceful Cannon
Ki Used:  3 Ki
Damage
	1 Capsule:  410
	2 Capsule:  760
Comments:  No charge up.

Charge Combos
*******************************************
KKK(Hold)K
->KPP(Hold)<-P
<-P(Hold)P
<-P(Hold)<-K
KK<-K(Hold)K
PP<-P(Hold)P

Suggested Strategies/Trays
*******************************************
None.

*******************************************
Info Summaries
*******************************************
There are several different aspects of the game, and I'll try
to illustrate some of them here.

Transformations per Character
*******************************************
4 - Goku (man Super Saiyan eats up Ki)
3 - Trunks, Cell
2 - Teen Gohan, Vegeta, Piccolo, Frieza (3 if you count Mecha)
1 - Kid Gohan, Krillin, Hercule, Zarbon
0 - 16, 17, 18, 19, Dodoria, Zarbon, Nappa, Recoome, Ginyu,
Great Saiyaman, Tien, Yamcha, Raditz

Damage Reduction
*******************************************
Super Holy Water - 15% damage reduction
Armor - +10-40% Gaurd Power
Piccolo's Regeneration - 20% damage reduction

How do all of these work?  If we put them all together, do we get
75% damage reduction? Heh, you wish.  The "math" is actually
a little bit tougher, and easier to illustrate with an example.

Take Piccolo equipped with Evil Tribe Mystery Uniform, Super Holy Water,
and Piccolo's Regeneration.  Equip Android 16 with *one* Hell Flash
capsule and head to the practice round with these two (you can just
use the normal version for 16).  Perform the Hell Flash and see the
results.

Oh, you don't want to do that... Well, normal damage from Hell Flash
is an even 1000 points.  The damage you would do to the Cell given
above is 408.  Here's how we arrive at that answer:

For our armor:  1000 - (40% of 1000) = 600
Next, regeneration:  600 - (20% of 600) = 480
Next, the holy water:  480 - (15% of 480) = 408

So the damage reduction is applied from highest to lowest, armor
to holy water in the above example.  Still, the above is roughly
60% damage reduction, which means your opponent has to kill
you normally more than twice over...(roughly 2 and 1/2 times)

Attack Power versus Guard Power
*******************************************
So how does Attack Power figure into all of this?

Base - Base damage for an attack
AP - Attack Power
GP - Guard Power

Base + (AP - GP)% * Base

Your opponent's Guard Power is subtracted from you Attack Power.
An example always helps...

Assume #16 fires off a Hell Flash (Base:  1000 points).  He has
an Attack Power of 120% while his opponent has an impressive
140% Guard Power.

1000 + (120 - 140)% * 1000
= 1000 + (-20%) * 1000
= 1000 - 200 = 800 damage total

As you can see, Attack and Guard Power work against each other.
After this damage has been calculated, then the damage reduction
from Super Holy Water or Regeneration is calculated, as 
demonstrated earlier.  If your opponent has the same Attack
Power as your Guard, then effectively it is as if each
of you has 100%, full damage is done, instead of increased
damage.

High Powers - Not sure if these are the highest, but
they are pretty high.

Potential, Moonlight, Saiyan Spirit, Super Kami Water,
Serious II : 240% Attack Power for Nappa or Raditz.

40% Armor, Saiyan Pride:  170% Guard Power for
Goku, Nappa, Raditz, and Vegeta.

Different Levels
*******************************************
Cell Ring, Valley Plains, Grasslands, Rocky Mountains, Islands,
Kami's Lookout -  All of these have "hidden areas" in them where 
you can blast your opponent to another part of the level (with
some additional damage).  All of these levels have the same
look if someone uses an ultimate-blast type move.

Planet Namek - same as the above, but has a different "blown up"
look.

Hyberbolic Time Chamber & World Tournament - neither of these
have blown up looks or other areas.  The Time Chamber has no
boundaries, while the World Tournament has "Ring Outs."

Blow up attacks - These are the attacks that "blow up" a level:
    - Android 16:  Hell Flash
    - Cell:        Spirit Bomb
    - Frieza:      Death Ball
    - Goku:        Spirit Bomb
    - Hercule:     Present For You
    - Piccolo:     Hellzone Grenade
    - Recoome:     Recoome Bomber
    - Teen Gohan:  Super Kamehameha
    - Trunks:      Burning Attack
    - Vegeta:      Big Bang Attack

Miscellaneous Things
*******************************************
Dragon Radar:  Use the left analog stick to "play" with
the radar during load times.  Hours of fun...

Backgrounds:  I didn't go back and count them, but I recall
seeing a total of 4 backgrounds, one for each "arc" in Story Mode
and another one with all the character grouped together.

My Controller Setup:
	L1:  P+K+G (transform)
	L2:  K+G (usually a roundhouse kick)

Unlocking Hercule:  Beat Adept World Tournament.
Unlocking Great Saiyaman:  Beat Advanced World Tournament

Hold down on the control pad to prevent your character from
getting up.  Useful in some situations.

Hit the block button (X by default) when your character hits
the ground to quickly spring back on your feet.

During any charge punch (combo or P+K), while charging you
can hit the block button to pull the punch back.  Useful
if you see you are going to miss.

Game Bugs:
Tien's Volleyball Fist should not require 2 slots.

Kamehameha (for Goku, Gohan, Krillin, Yamcha) and Death Beam have a
"block" error.  This means that even if you land 4 punches, then
execute the beam attack, the opponent can still take half damage and
counter relatively easily as long as he is attempting to block
(holding down X).  These moves work correctly as long as the
opponent is either 1) not on his feet, 2) has his back turned to you,
or 3) the opponent is not blocking (holding down X) or using Saiyan
Spirit (which prohibits blocking, and is proof this is a bug).

The ESS system says you can have up to 3 identical capsules
in a tray, but the max is actually 2.

8 Slot "Trick":  Credit here goes to YnEoS on the Budokai GameFAQ boards.
Take anyone able to use the Saiyan Heritage capsule.  Put 4 capsules in his
tray (but not either sensu or Saiyan Heritage).  Next, place 1/3 Sensu and
Saiyan Heritage in the try (you should have 1 slot open after that).  Next,
*replace* 1/3 Sensu Bean with the Sensu Bean.  Presto, you now have your
original 4 capsules, a Sensu Bean, and Saiyan Heritage (total of 8 slots).
You can also see it displayed on the screen.

*Special Thanks*
On the GameFAQs DBZ Budokai Boards
Silverdevilruga - Ginyu's end saying
YeNoS - 8 Slot trick
Bryce and Brian - for letting me trounce them in Budokai

The End.

Copyright 2003 Jeff Marinko