====================================================== Dragonball Z: Budokai Tenkaichi 2 for the Nintendo Wii Super Android 17 Character FAQ By Ben Spooner (firstname.lastname@example.org) Copyright 2006 ====================================================== This guide is intended for personal use only. Also, this guide has only been submitted to GameFAQs, and is not intended to be posted elsewhere. If you want to use this guide on your site, that is ok, as long as I am given credit. I hope this helps someone out in some way. I appreciate criticism, though I will not pay attention to any illegible or inappropriate words. ================================ Part 1: Who is Super Android 17? ================================ Super Android 17 is the fusion of two seperate androids. The first android is the original android 17 was not destroyed by Cell and remained on Earth. The second android is another android 17, also known as HFIL fighter #17, created by Dr. Gero and Dr. Myuu in the Otherworld. The latter is sent to find the original #17. When the two meet they spar with each other and eventually fuse together, creating Super 17. This new android has incredible energy absorbing abilities which are strong enough to absorb Super Saiyan 4 Goku's 10x Kamehameha. However, as we all know how DBZ/GT goes, Goku finds a way to win. ***For those of you that have seen GT series, feel free to let me know the actual series of events, as I am going on what Japanese episodes I saw a couple of years ago, so yeah... ===================== Part 2: Game Controls ===================== In Dragonball Z: Budokai Tenkaichi 2, the main controller I use is the Wii Remote and Nunchuk Combination. For those of you that prefer the Classic Controller or Gamecube controller, there is a section in the FAQs/Guides section for this game. I am only going to list the controls for the Wii Remote and Nunchuk set up. ======================= Part 2A: Basic Controls ======================= __________ Wii Remote A - Initiates a rush attack (punch/kick combo). When held down, the punch/kick can be charged to cause a Smash hit that will send the opponent flying or break their guard. These Smash hits can be combined with a direction on the Nunchuk's joystick (Up, Down, Left, or Right) to cause the opponent to fly in that direction if the Smash hit is successful. ***Note: Using the Wii Remote controls, a Smash hit can be instantly charged to full power by waving the Remote while charging the Smash hit. This is not possible when using the Classic/Gamecube controllers. B - Fires Ki Blasts. When locked on to your opponent, these blasts will somewhat follow your opponents. The Blast can be charged to release a more powerful blast. Non-charged blasts can usually be fired 3 or more times in succession. Uses a small amount of Ki per blast. D-Pad - Used for a few things. The most used function of the D-Pad is guarding, which is done by holding Down (\/) on the D-Pad. Hold it down to reduce damage from your opponent's attacks. Guarding can be used in tandem with the joystick on the Nunchuk to counter a direction-specific Smash hit. While holding the Guard button down, you can also perform a Power Guard by pressing and holding the B button along with the guard button. This will allow you to reduce damage from opponent's Blast 2s and Ultimate Blasts, and will stop any Rush Blast 2s (where your opponent flies at you), though your guard will be broken. Also performs 1 of your character's Blast 1s when combined with the Z button. Pressing Up (/\) on the D-Pad will initiate Z-Search, enabling you to lock on to your opponent (you will also lock on to your opponent if you come close enough to them). Guarding can also be performed by moving the cursor out of the top of the screen. Another important thing that the guard button is used for is teleporting. There are two ways to teleport - offensively and defensively. To teleport defensively from and opponent's Smash hit, Blast 2, or Ultimate Blast, you must tap guard the split second before your character is hit. The timing takes time to fully understand, but it is vital to know how and when to teleport. You can also teleport in different directions by pressing the direction you want to teleport on the joystick. To teleport offensively, you must start a rush combo. At any point during this combo, press guard and a direction and your character will teleport in that direction, allowing you to continue the rush combo. *Note that while teleporting defensively costs no Ki, teleporting offensively costs 1 Ki Bar. - button - When in battle, the - button switches between your Dragon Radar (which allows you to see any hidden Dragonballs, as well as your opponent's location) and your Sensor Indicator,which lets you know when you are performing a Blast 2. The squares will turn yellow as you perform correct steps in activating a Blast 2. + button - This opens up the pause menu, allowing you to quit the match or look at your skills. 1 button - When you press the 1 button, your character will transform, given that they have a form to transform into. Depending on your character, you may be able to skip levels of transformation. For example, Super Saiyan Goku can skip Super Saiyan 2 and go right to Super Saiyan 3. This is done by pressing a direction on the Nunchuk's joystick at the same time you press 1. Again, I will use Goku as an example. From his base state, Goku can go to Super Saiyan by pressing <- + 1, Super Saiyan 2 by pressing /\ + 1, and Super Saiyan 3 by pressing -> + 1. Only a few characters can skip transformations. Some characters can also power down to their base form, which is done by pressing \/ + 1. Transformations cost 1 Blast Stock for most characters, though transformations like Vegeta (Scouter) into a Great Ape cost 3. Also, some characters can not power down once they have transformed. The 1 button is also used to fuse, given that you have two "fuseable" characters on your team (like Kid Trunks and Goten, or Vegeta (Second Form) and Goku). Fusions are done by pressing Z on the Nunchuk + <- on the joystick + 1. 2 button - The 2 button only has one use. It is used during Tag/Team battle to switch out your other character. _______ Nunchuk Z button - The Z button is very important in this game. When you hold Z down, your character will begin to gather Ki, which is needed to perform Blast 2s and normal Ki Blasts. If you hold the Z button and wave the Nunchuk while you are locked on to your opponent, you will perform a "Dragon Dash" towards your opponent. The Dragon Dash allows you to move at high speeds towards your opponent while locked on, or just move really fast when not locked on. This is useful in avoiding Blast 2s. C button - The C button is used to jump into the air and then ascend or descend. Press the C button once to jump. If you press it again in mid-jump, your character will stay in the air. If you tilt the Nunchuk while holding Z, you can make you character go higher into the air or go back onto the ground. It can be tricky to get a hold of at first, so here's a tip from me to you. If you want to descend, tilt the Nunchuk so that the C Button is facing away from you in a straight line. If you want to ascend, tilt the Nunchuk so that the C button is pointing towards the ceiling. Joystick - The joystick is how you move in this game. When you aren't locked on to your opponent, your character will move in the direction you are pressing. While locked on to your opponent, if you press Up (/\), you will move towards your opponent, Down (\/) will move you away, and Left (<-) or Right (->) will move you around your opponent. The joystick is also used in transformations, direction-specific Smash hits, and while dashing. Nunchuk - The Nunchuk part as a whole is vital to this game. When you wave the Nunchuk, your character will dash at a faster pace than just moving with the joystick, but not as fast as a Dragon Dash. When locked on to your opponent in close combat, your character will quickly step in, allowing you to attack with a combo. When locked on but not in close combat, waving the Nunchuk will allow you to dash towards your opponent. While dashing towards them, you can press <- or -> on the joystick to make your character move to the left or right as they fly towards your opponent. Also, if you hold /\ on the joystick and wave the Nunchuk, your character will perform a throw on the opponent. While throws are unblockable, they can be easily countered by pressing guard at the moment one character grabs the other. =============================================== Part 2B: Performing Blast 1s/2s/Ultimate Blasts =============================================== ________ Blast 1s Performing Blast 1s is an easy task. When I first started playing this game, I would accidentally do these and not know what their purpose was. Some Blast 1s power your character up, some allow them to avoid an opponent's attack, some will protect you from your opponent's Ki blasts, and others will cause your opponent to be stunned. There are many different Blast 1s, and each character has two different Blast 1s. The controls are the same for every character. To perform one of a character's Blast 1s, press the Z button + guard button at the same time. To perform the character's other Blast 1, press the Z button + Guard + Up on the joystick. ________ Blast 2s This is what makes this game a lot of fun, especially for DB/Z/GT fans. There are 6 different ways to perform a Blast 2. I will explain them all individually, as they are a little difficult to understand just by reading. Each character has 2 Blast 2s and one Ultimate Blast. Most characters use 3 different techniques to perform their Blasts, though some Ultimate Blasts are done the same as one of the character's Blast 2s. All Blast 2s are done by pressing and holding the Z + B buttons and performing a motion with the Remote/Nunchuk. A good way to practice these moves is to go into practice mode and watch the Sensor Indicator as you perform the moves so you can get a feel for what motions are needed to activate the move. #1: The "Kamehameha" Techinique ***Note. For this technique, make sure your cursor remains on the screen at all times. This technique gave me trouble because I kept accidentally moving the cursor off the screen. The name I gave to this technique refers to the motion that you must perform to activate the more. While holding the Z + B buttons, pull the Remote back and then thrust it forward, as if you were doing an actual Kamehameha. Make sure you keep your cursor on screen through the entirety of the movement or the move won't work. #2-5 The Cursor Out- Cursor In Technique I know I said that there were 6 different ways to perform a Blast 2, but I felt that I could condense these 4 into 1 paragraph, as they are all very similar. While holding the Z + B buttons, move the cursor out of the screen to the left, right, top, or bottom, then move it back in. These are the easiest techniques to perform. You don't have to do it really fast or move the cursor way out of the screen - just move the cursor until it is no longer on screen, then move it back in. Remember that each side of the screen is another way to perform a Blast 2. #6 The "Rush" Technique The Rush Technique is named so because it is mainly used to perform Rush Blast 2s, where one character flies towards the opponent and the attack only works if the character connects with it. To perform this type of attack, begin by holding the Z + B buttons. While holding them, wave the Nunchuk twice, then thrust the Remote forward, like the last part of the "Kamehameha" technique. Remember to check a character's skill list during a battle, as each character performs their moves differently. ============================= Part 3: Super 17's Rush Moves ============================= *Note: One of Super 17's greatest attributes is that he can absorb Ki blasts. To do this, simply press guard (Down on the D-Pad) right before a Ki blast hits you. You can hold guard to stay in the energy-absorbing stance for as long as you want, but you are vulnerable to rush attacks. This will not only prevent damage, but it will give you Ki as well. You can absorb all energy attacks including Blast 2s, like Super Explosive Wave and Kamehameha, and Blast 1s, such as Explosive Wave and Mystic Breath. Not currently sure if moves like Galactic Donuts or Super Ghost Kamikaze Attack can be absorbed though. ___________ Rush Combos A - 110 Last hit charged - 1910 A,A - 320 Charged - 2020 A,A,A - 640 Charged - 2230 A,A,A,A - 1060 Charged - 2650 A,A,A,A,A - 1590 Charged - 3180 A,B - 960 Charged - 2020 ...B,B - 1490 ...B,B,B - 2130 ...B,B,B,A - 2980 A,A,B - 1170 Charged - 2230 ...B,B - 1700 ...B,B,B - 2340 ...B,B,B,A - 3190 A,A,A,B - 1500 *Can continue rush combo afterwards. A,A,A,A,B - 1910 Charged - 2970 ...B,B - 2440 ...B,B,B - 3080 ...B,B,B,A - 3930 _________ Ki Blasts *Super 17's charged Ki blast moves slowly, but if it makes contact with the enemy, it will stun them for a brief period of time. B - 400 Charged - 1660 B,B - 800 Charged - 2060 B,B,B - 1200 Charged - 2460 B,B,B,B - 1600 Charged - 2860 B,B,B,B,B - 2000 Charged - 3260 B,B,B,B,B,B - 2400 Charged - 3660 ______________ Dragon Tornado A,\/B,B,B,A - 6860 \/B Charged - 7440 A,A,\/B,B,B,A - 7070 Charged - 7650 A,A,A,\/B,B,B,A - 7390 Charged - 7970 A,A,A,A,\/B,B,B,A - 7810 Charged - 8390 ________ Blast 1s Android's Barrier (2 Blast Stocks) - Nullifies Ki blasts and knocks opponent down if they are close enough. Also nullifies Blast 2s/Ultimate Blasts. Causes 200 damage. Pump Up (2 Blast Stocks) - Raises Attack, Ki, Defense, and Blast 2. ________ Blast 2s Full Power Energy Wave (3 Ki Bars) - 10000 Technique: Cursor Out - Cursor In towards the top of the screen. Hell's Storm (4 Ki Bars) - 340 per hit = 10200 total Technique: Cursor Out - Cursor In to the left of the screen. ______________ Ultimate Blast Shocking Death Ball (5 Ki Bars) - 15800 Technique: Cursor Out - Cursor In to the right of the screen. ======================================= Part 4: My Opinions on Super Android 17 ======================================= This guy is one of my favorite and, in my opinion, one of the best characters in the game. Lots of strength and speed means he is nasty in close combat. Super 17 at range is deadly too. Since he is an android, he cannot charge his energy, but recovers it at a steady pace, so make sure to give him a Ki+19 when you are customizing him. His regular Ki blasts are strong and his charged Ki blast can give you an opening to pummel your opponent. Don't forget about energy absorbing abilities. Anytime someone shoots a Blast 1 or 2, absorb it. Speaking of Blast 2s, Super 17's are excellent. Full Power Energy Wave is your standard damage-dealing Blast 2. Hell's Storm is just... excellent. In order to avoid any damage, your opponent will have to dodge 30 individual shots. This is tough to do at close range, which is the best time to use this move. Don't use this move from too far off, as the recovery time from it will give your opponent enough time to retaliate. Shocking Death Ball is very good too. Lots of damage and cool looking too. Oh yeah, and Android's Barrier will protect you from any Blast or Ultimate Blast. ^_^ ===================================== Recommended Potara Setup for Super 17 ===================================== Gero's Lab Data Kiss of #18 x4 Title [Tenkaichi] Eternal Energy Device This setup allows for maximum stat boosting and increased energy regeneration. It makes Super 17 one of the most powerful characters in the game, so you can pawn anyone even more easily. ^_^ =================================================== Part 5: The End - Credits, Thanks,Legal Stuff, Etc. =================================================== Credit given to: -Nintendo, for making this game more fun than previous versions. -Spike, Okratron 5000, Atari, and Funimation, for making this the best DBZ game yet. -Me, for actually finishing something I started. -Brandon Brougham, for information regarding Super 17's origins, energy absorbing, and recommended Potara setup. I am in no way associated with Nintendo, Atari, Funimation, Spike, or Okratron 5000. All the copyrights belong to these companies.
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