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    Combo/Mechanics Guide by Spralwers

    Version: 1.3 | Updated: 08/02/06 | Search Guide | Bookmark Guide

    Combo/Mechanics Guide, Version 1.00
    This is a guide on the mechanics of the game, Super DBZ, as well as the 
    combo system. I figured I should do this because this game does not 
    offer a tutorial. Plus it has some of its own concepts that could use 
    explaining. If you want to contact me, email me at 
    Changwufei@comcast.net, or AIM me at NachoandCheese07.
    Version History
    1.00 - FAQ done. Added materials from the thread posted on the boards.
    1.3 - FAQ given a massive update. Fixed errors, added inherited moves
    section, added abbreviations under general fighting game terms
    and tips while fighting.
    So let’s begin. 
    Table of contents:					
    I. Basics [BSCS]
    II. Advanced Mechanics [ADC]
    III. Special/Super Move Properties [SSP]
    IV. Combos [CMB]
    V. Hidden Mechanics [HMS]
    VI. System Skills [SSK]
    VII. General Fighting Game Terms [GFG]
    VIII. Inherited Moves [IRT]
    IX. Tips While Fighting [TPS]
    X. Credits [CED]
    I. Basics [BSCS]
    Here are all the basic maneuvers/mechanics of the game:
    Ki Blast Parry
    High Jump
    Light Attack
    Heavy Attack
    Weak Dash Attack
    Strong Dash Attack
    Weak Homing Dash Attack
    Strong Homing Dash Attack
    Weak Jumping Attack
    Strong Jumping Attack
    Ki blast
    Knockback Recovery
    Ground Recovery
    Wall Stun
    Standard Knockback
    Spiraling Knockback
    Special Move
    Super Move
    Action Bar
    Super Bar
    Health Bar	
    And now, here’s a description of each
    Sidestep: Sidestepping is simply holding any one of the eight 
    directions. Your character will be walking in a fighting stance 
    in the direction that you aim. Useful for dodging most projectiles, 
    or just staying on the move.
    Dash: By double tapping up, down, left, or right, your character 
    takes a quick leap in the direction you aim. Consumes one bar of 
    action gauge. Dashing can also be performed by hitting guard and 
    jump at the same time. Uses one action bar.
    Block: By holding the block button, your character raises their arms to 
    protect themselves. You can block against any attack in the game, except 
    throws and certain fully charged attacks. Blocking special/ultimate 
    moves still slightly hurts your character.
    Ki Blast Parry: Hold guard, then hold back and hit forward. Your 
    character puts their hands out. Generic ki blasts are reflected, special
    move ki blasts are dispersed. If your character parries a ki blast, 
    you can continue to hold guard to maintain your stance. Parrying ki 
    blasts consumes a small amount of your action gauge.
    The jump button (standardly O), when pressed, will make your character 
    jump into the air. You can jump up straight, back and forward. Useful 
    for avoiding projectiles and attacks.
    High Jump:
    Combine the up direction with any direction of jump to perform a much 
    higher jump (so for example, up forward jump, up jump etc). Very useful 
    for avoiding projectiles and attacks.
    Flying is simply floating in the air in this game. While you’re in 
    the air, you have the exact same options if you were on the ground,
    except that the jump button will make you fall down (and hitting 
    it again afterward will keep you in the air). There are numbers of 
    ways to get yourself in the air: including
    -Jumping or high jumping, and then hitting the jump button again 
    once you’re satisfied with your height in the air
    -Performing certain combos (for example, LLHH for Trunks will put 
    him in the air if the combo connects)
    -Jumping, then performing a special move (for example, jumping in the 
    air and doing galick gun will keep you in the air)
    -Hitting an airborne opponent with a homing attack
    Remaining in the air slowly consumes action gauge.
    Note: When jump can be used to make yourself float, you can use 
    guard instead (so jump, and if you hold guard, you’ll be in the air).
    Light Attack:
    By hitting the light attack button (standardly square), your character 
    will execute a fast attack. This is a default starter for many combos,
     since every character has a combo that starts with light attack.
    For listed combos, light attack is abbreviated L.
    Heavy Attack:
    By hitting the heavy attack button (standardly tiangle), your character 
    performs a stronger, slower and longer reaching attack. Heavy attacks 
    and their uses can vary between characters, and that will be covered 
    in the advanced section.
    For listed combos, heavy attack is abbreviated H.
    Light Dash Attack:
    Done by hitting L while dashing. An uppercut attack that launches your 
    opponents high into the air.
    Strong Dash Attack:
    Done by hitting H while dashing. A pounding attack that causes your 
    opponent to hit the ground so hard they actually bounce up a nice
    Weak Homing Dash Attack:
    Done by hitting R1 standardly, or L + G(guard). Your character flies 
    forward and hits with an attack that shortly stuns your opponent. 
    If blocked, your character goes flipping back (will be explained in 
    the advanced section). Uses one action bar.
    Heavy Homing Dash Attack:
    Done by hitting R2 standardly, or H + G(guard). Your character flies 
    at your opponent and hits with an attack that sends your opponent 
    flying. If blocked, your character goes flipping back (will be 
    explained in the advanced section). Uses one action bar.
    Done by hitting L+H, or standardly L1. Your character grabs your 
    opponent and attacks them. Throws can not be escaped. By hitting 
    back in addition to the motion, you can throw your character the 
    other way. Same applies to any special move with throw like properties.
    Ki blast:
    Done by hitting forward, then any of the attack buttons. Your 
    character fires a generic ki blast. Some characters, like Krillin, 
    fire multiple ki blasts if you use forward + H.
    Knockback Recovery:
    If you ever get knocked into the air, its pretty much inevitable that 
    you’ll hit the ground. In this case, you can choose to break your fall. 
    Its usually a hand spring of some sort. Simply hold up, down, left or 
    right and as soon as you hit the ground, you will spring off the ground 
    in that direction. However though, this isn’t always useful, especially
    since it consumes a bar of action gauge.
    Ground Recovery:	
    In some cases, you can’t use the knockback recovery (like getting 
    thrown). Or, you simply choose not to use knockback recovery.
    In this case, you can use the ground recovery. As your
    character lies on the ground, simply hold up, left, down, or right 
    and your character will roll in the corresponding direction. 
    This does not consume action gauge.
    Wall Stun:
    A wall stun occurs if a character gets hit by a heavy homing dash attack 
    and crashes into a wall. Once this happens, your character acts like 
    they’re seeing stars. Recover by tapping the attack buttons and moving 
    the d pad/analog stick.
    Standard Knockback:
    Occurs when someone gets completely knocked off balance. The character 
    will be falling down to the ground plainly.
    Spiraling Knockback:
    Occurs when a knockback attack is used while someone is in the standard 
    knockback state, or if a character gets hit by a certain knockback 
    attack. Main difference here is that you can not attack someone who is 
    experiencing a spiraling knockback as opposed to a standard.
    Special Move:
    A technique that a character can perform by combining directional 
    motions with the attack button (For example, Goku has a special move 
    called kamehameha, which is done by hitting down, forward, then light 
    or heavy hit).
    Super Move:
    A powerful technique that a character can perform by combining 
    directional motions with the attack buttons. Some take 1 bar
    some take all 3.
    Action Bar:
    The blue bar at the bottom is the action bar. This dictates when you 
    can ki blast parry, dash, perform any homing dash attacks, 
    and remain in the air. When you’re on the ground and not 
    performing any of the listed functions, your action gauge recovers.
    Super Bar:
    The green bar below health is the super bar. This is used mainly for 
    super moves and the dragon finisher. It is initially built by 
    landing attacks, getting hit, and performing special moves. Certain
    super moves (like Goku's physical super) still build super, even 
    when used.
    Health Bar:
    The big yellow bar is the health bar. It decreases when you are hit, 
    block special/super moves
    II. Advanced Mechanics [ADC] :
    These are basically more in depth descriptions of the basic mechanics. 
    If you want to get farther in this game, it’s also quite important that 
    you know these.
    Weak/Strong Dashing Attack:
    If an opponent blocks a weak/strong dashing attack, they get pushed 
    slightly back and have a short block stun/they get pushed back far
    and get block stunned for a longer time. Also, you can vary your 
    distance with the dash attack. For example, normally you dash forward 
    and then do the attack. But sometimes, you don’t want to leave yourself 
    open like that. Try dashing back, up, or down and using the attack.
    Homing Dash Attacks: 
    Can be cancelled by hitting the guard button. 
    Be careful though, because unlike the other two dbz games, Budokai 
    and Tenkaichi/Sparking, there’s still a bit of lag before you block. 
    If your homing dash is blocked, your character automatically bounces 
    off your opponent. If you use a weak dash attack, your opponent is 
    block stunned for a short amount of time. If you use a strong dash 
    attack, your opponent is block stunned for a longer amount of time. 
    Long enough so that when you land, you can still block just when they 
    are no longer block stunned. But the weak dash attack can be used to 
    invite your opponent into attacking you, which you can use to your 
    advantage. Also, if you send your opponent flying, you can use homing 
    dashes to close the space gap.
    Heavy Attacks:
    Like stated earlier, heavy attacks are stronger, slower and better 
    ranged than light attacks. Some characters can perform heavy attack 
    chains (for example, Majin Vegeta has a three hit heavy combo, done 
    by hitting HHH). Most characters do not have chains that stem from 
    heavy attacks. Heavy attacks may also be unique to certain characters. 
    For example, the Piccolos stretch their arms, while Trunks and Ultimate 
    Gohan slash with their swords.
    Heavy attacks are used primarily for comboing. This will be explained in 
    the combo section. 
    If you ever recover from getting knocked back, RECOVER TOWARDS YOUR 
    OPPONENT AT YOUR OWN RISK. This just leaves yourself open. At times,
    recovering forward might pull you over an attack and you can strike.
    But instead, its always better to recover in the other three directions. 
    I advise recovering to the sides. Going backwards, you can still 
    leave yourself open to attacks. Very few attacks actually track 
    sideways recovery, plus you can not get cross-upped if you recover 
    to the sides. So I advise you always recover to the sides.
    III. Special/Super Move Properties [SSP]		
    Special/Super moves end up being unique to characters. 
    Also, the game refers to special moves as supers, and super moves
    as ultimates. But specials and supers are more universal, so I'm
    going to refer to them as specials as supers.
    Here’s a description of each type:
    Note: The way I categorize these are in no way official. 
    Rapid Fire (at will) Projectiles:
    Some characters have projectile moves, where if you tap the attack 
    button after doing a projectile special move, the character will fire
    more projectiles. There is a limit to how many projectiles you can 
    fire. Such examples include Vegeta’s lucora gun.
    Rapid Fire Projectiles:
    There are characters that, when the special move is executed, 
    automatically fire a certain number of projectiles. Examples include 
    Freeza’s flex laser, Cell’s interruptor, and Vegeta’s G Slicer.
    Force Field Projectiles:
    There are certain projectiles that, after exploding after making
    contact with something and/or exploding after reaching a certain 
    distance, they make a spherical explosion that lasts for a short amount 
    of time. The main purpose of these moves are to disperse any incoming 
    projectiles, and therefore naturally have priority over nearly every 
    projectile in the game. They can be used for comboing as well.
    Multi Hitting Projectiles:
    Certain special projectile moves are beams that do multiple hits. 
    Gohan’s masenko is an example.
    Chargable Multi Hitting Projectiles:
    Some of the multi hitting projectiles can be charged. When charged, 
    they are longer, and end up dealing more hits and damage.
    Directional Adjustable Projectiles:
    Special moves like the kamehameha and masenko can be aimed in a 
    different direction just by holding a direction. Most rapid fire 
    super move projectiles (like Galick Gun) can be aimed in different 
    directions as well.
    Chargable Unblockable Projectiles:
    Some projectile attacks can be charged to the point where they become 
    unblockable. When performing the attack, just hold the attack button 
    until the character fires. They deal higher damage as well. Piccolo’s 
    special beam cannon and Krillin’s destructo disc are examples.
    Tracking Projectiles:
    There are projectiles moves that will go after your opponent even if 
    they dodge them under certain conditions. For example, if you jump
    over Freeza’s flex laser, the lasers will actually change direction 
    and go upwards!
    Homing Projectiles:
    These projectiles slowly home in on your opponent. An example would 
    be Goku’s guided kamehameha.
    Assault Physical Moves:
    Some special moves are physical attacks. Whether they are single or 
    multi hitting attacks, they’re just a motion unique to the character. 
    Assault Multi Hitting (at will) Attacks:
    Some attacks require that you tap the attack button to do more hits with 
    the special move. An example would be the flipping slash that Trunks and
    Ultimate Gohan have.
    Assault Multi Hitting (if the hits connect) Attacks:
    There are special/super moves that if at least one of the hits connects, 
    whether the opponent is blocking or not, the character will execute the 
    full special move. For example, if any of the first three punches of 
    Vegeta’s assault rush do not touch an opponent, he will not finish with 
    the kicks.	
    Counter Moves:
    When performed, the character will assume a stance of some sort. If a 
    physical attack hits them while they are in this stance, the character
    will instantly fight back. Seems unfair, but each counter move does
    have a weakness that can be exploited if you see it coming. Krillin's
    after image and Vegeta/Majin Vegeta's counter break are counter moves.
    Chargable Physical Attacks:
    Some attacks (like the last H in Vegeta’s HHH) can be charged just by 
    holding the attack button. Doing so results in more damage, and longer 
    length of block stun time, should they be blocked.
    Command Throws:
    There are special moves that if they connect on an opponent, blocking or 
    not, they get grabbed and thrown in some sort of way. These moves in 
    general tend to be slow. An example would be Piccolo’s demon fist.
    Rapid Input Supers:
    When performing some supers, you can get more damage by tapping the 
    attack buttons as fast as you can. This applies to most level 3 supers, 
    and some level 1 supers. Examples include Gohan’s Super Kamehameha, 
    Vegeta’s Final Flash, and Piccolo/Piccolo Daimao’s Maou Rebirth Ranbu.
    Transformation Supers:
    A transformation super is simply any super that enhances your 
    character. On the most part, they are explained, but since two 
    aren’t I’ll explain them:
    Super Saiyan
    -Can be done by Goku, Gohan, Trunks and Vegeta
    -While transforming, you have priority over anything
    -The moment you transform, anyone really close to you will get hit
    -After you transform, you’re bait to any physical attack, invulnerable 
    to any ki attack. Lasts until your character gets into a fighting 
    -Attack power improves by one point
    -Ki attacks are not only bigger, they deal more damage and contain 
    more hits (however, inherited ki moves do not get enhanced)
    Energy Charge
    -Only usable by Gohan
    -Doing the command with L will increase your attack power, H will 
    greatly improve your sidestepping and flying speed
    Dragon Finisher:
    Exclusive only to Goku, Gohan, Freeza, Cell, Vegeta and Majin Vegeta. 
    Considered a level 1 super move. It is a weak dash attack with the 
    priority of a super. If it connects, a cutscene of the character 
    finishing off his opponent is shown. To get one, beat arcade mode 
    without using a retry, and wish for it from the dragon.
    Stun Attacks
    Certain attacks, if they connect, will stun your opponent. 
    Krillin’s solar flare is an example.
    IV. Combos [CMB]
    This game has its own combo system. Most of the combos stem from 
    cancels. If you do not know what cancels are, refer to the “general 
    fighting game terms” section. Remember, just because moves can be 
    cancelled into one another does not mean they actually will connect. 
    You have to consider the stun time provided by the first move, 
    and the execution speed of the second. On the most part, due to 
    the slow execution speed, no attack can be successfully chained 
    into a light homing dash. It shall be noted otherwise.
    Light Attacks:
    -Can be cancelled into light homing dash attacks, strong homing dash 
    attacks, special moves and sipers.
    Strong Attacks:
    Because these can vary highly between the characters, I’ll actually 
    list every character in the game. If a strong attack is a part of a 
    combination move that begins with a light attack, it has the same 
    cancel properties as a light attack.
    Goku, Vegeta, Videl, Freeza, Mecha Freeza, #17, #18 - Their strong 
    attacks can be cancelled into a light/heavy homing dash, special move, 
    or super. A light homing dash is actually guaranteed to connect 
    Gohan, Majin Vegeta, Krillin - H, HH or HHH can be cancelled into a 
    light/heavy homing dash, special move, or super. H can actually be 
    successfully chained into a light homing dash attack. 
    Piccolo, King Piccolo - H, HH or HHH can only be cancelled into a super.
    In the NTSC version of the game (like the U.S. and Japanese), any part
    of the chain can be cancelled into a special as well.
    Chi Chi - H can be cancelled into a weak/strong homing dash attack, 
    special, or super. HH can only be cancelled into a super. HHH can not
    be cancelled into anything.
    Trunks, Ultimate Gohan - H or HH can only be cancelled into a super. 
    HHH can be cancelled into a light/strong homing dash attack, special, 
    or super.	
    Cell - H can only be cancelled into a super. HH can be cancelled into
    a light/heavy homing dash attack, special or super. HHH can only be 
    cancelled into a super.				
    Majin Buu - I believe H can only be cancelled into his super (I can’t 
    execute a 720 just from a single attack, so I’m basing this off of 
    observaton of other similar characters). HH can be cancelled into a 
    light/strong homing dash attack, special or super.
    #16 - H and HH can only be cancelled into supers.
    Light Homing Dash Attacks
    -Can be cancelled into heavy homing dash attacks, specials and supers. 
    If you get blocked, you can’t cancel while your character is flipping 
    Heavy Homing Dash Attacks
    -Can be cancelled into light homing dash attacks, specials and supers. 
    If you get blocked, you can’t cancel while your character is flipping 
    Dash Attacks
    -Both dash attacks (light and heavy) can be cancelled into light/heavy 
    homing dash attacks, specials and supers
    V. Hidden Mechanics [HMS]
    A hidden mechanic is basically something subtle in the engine that 
    you won’t notice unless you have strong grasp of the basic engine. 
    They’re hard to explain, but that’s the best way I can put it.
    Just Frame attacks:
    -Certain combination strings (Goku’s LHH, Trunks’s LLHH, Gohan and 
    Ultimate Gohan’s LLH), while appearing to send the opponent
    spiraling backwards, can actually put them in a perfect 
    juggling position. Simply delay the last hit by a frame, 
    and your opponent will get knocked up plainly. Follow up 
    with a light homing dash attack. Here’s a listing of JF attacks:
    Gohan/Ultimate Gohan: LLH
    Goku: LHH
    Trunks: LLHH
    Videl: LLH
    If you find any more, please tell me! 
    VI. System Skills [SSK]
    System skills add more to the basic/advanced mechanics, so I’ll explain
    them here:
    Energy Drain
    You gain a small amount of super for each ki blast that you parry. 
    Useful in conjunction with the switch guard skill. The wording
    provided in the game is off.
    Omega Charge
    When health drops below 35%, atk power rises by 40%, def power by 30%, 
    but guard is disabled. I strongly advise you do not get this skill. 
    There are much better choices available. Plus, losing your ability to 
    guard is suicide, since most characters can easily deal high damage if 
    they land any of their starters. If you have five action and rapid 
    movement recovery, maybe it could be worth a try.
    Dragon Heart
    Action gauge recovery increases. Good when developing your character, 
    but once you can inherit skills, don’t bother with this. This skill is 
    the same as Rapid Movement Recovery.
    Dragon Frenzy
    Super gauge rises faster than usual when your hits are blocked or if 
    they connect. Good when developing your character, but once you can 
    inherit, forget about this. A version of Ultimate Gauge Upgrade 
    grants the same bonuses.
    Dragon Rage
    When hit by attacks, your ultimate gauge rises faster than normal. Good
    to have when you’re developing your character, but leave this in the 
    dust when you can inherit. A version of Ultimate Gauge Upgrade yields 
    the same effects.
    Dragon Vitality
    Start with an additional bar of action. This actually can be useful enough 
    to be used over skills you can inherit, but I wouldn’t count on it. 
    This skill is analogous to Movement Up.
    Dragon Soul
    Start with an additional bar of super gauge when the match begins.
    Not worth it. There is a version of Ultimate Gauge Upgrade with the
    same effects.	
    Assault Style
    When health drops below 35%, atk increases 30% and defence falls 
    below 20%. There are always better skills to choose.
    Super Cancel
    A useful skill, you can cancel a special move into a super, and a super 
    into a different super. This is certainly one of the best system 
    skills available.
    Guard Cancel
    A skill that allows you to use a special move (for a cost of one super 
    bar) or a super move (for a cost of two super bars, level 3 supers can
    not be used) while guarding. Don’t expect to guard cancel a single 
    attack. Guard cancels come in handy when someone is trying to combo you.
    They are used to escape block stun.
    Impact Up
    Attacks that send people back send them farther than usual. For characters 
    who do best at far ranges, this can be a very useful skill. 
    For characters who excel more at melee, this skill is more detrimental 
    than helpful.
    ATK up
    Attacks deal an additional point of damage. Certainly a skill worth 
    DEF up
    Attacks deal 1 point lower damage. Useful skill.
    Switch Guard
    While blocking ki attacks, you can actually perform the ki blast parry.
    Very useful in conjunction with the energy drain skill. The game 
    description of the skill is completely off.
    Armor Strike
    While performing the dash attack, your character can withstand one hit 
    without getting knocked down. This is a solid skill, putting you in an
    offencive and defencive position. 
    Shield Sprint
    While performing any of the homing dash attacks, your character can 
    withstand one ki blast without getting knocked down. I do not find 
    this skill all too useful, since people who fight with projectiles 
    usually use projectiles that deal a minimum of two hits.
    Wall Smash
    Basically, any move that knocks your opponent off of their feet (no 
    longer has to be a heavy homing dash attack) can lead into a wall 
    stun. This is also one of the top skills of the game. 
    Weight Increase
    Your character becomes heavier. This has two effects:
    -Your character drops down faster, thus making it harder to get hit 
    by certain aerial combos.
    -Your character’s movement speed (sidestepping, dashing, homing 
    dashing) decreases, thus making it easier to get hit by projectiles 
    and any moves that have tracking.
    Now, it does say its harder to do aerial based combos. However, I’ve 
    actually found it easier to connect combos on weight increased 
    characters. Be careful with this system skill.
    Ground Speed Up
    Your speed while moving on the ground (not dashing) increases. This 
    system skill is very useful, because you can sidestep projectiles and 
    attacks with tracking much more easily. For example, with my ground 
    speed upped Trunks, I can sidestep plainly and still avoid #17, #18 
    and Videl’s command throws. Definitely make use of this.
    Air Speed Up
    Your speed while moving in the air (not dashing in the air) increases. 
    If you get plenty of air time, its a useful skill to have.
    Enhanced Force
    When health drops to 35% or below, your character’s atk and def beef up 
    by 10%. There usually are betters skills to select. 
    Senzu Bean
    When all health is gone, your character will recover. The amount of 
    health recovered depends on the super gauge built. I don’t recommend 
    this. Even though it is a second chance, your opponent easily has time 
    to set up a throw or a cross-up.
    Infinite Rage
    When health drops below 35%, super gauge builds much faster. I think
    this is a good skill, but its usually passed up by others skills that
    will stay handy for the whole fight.
    VII. General Fighting Game Terms
    These are terms that are present in each and every fighting game. A 
    lot of them are self explanatory. Know these well:
    Block Stun
    How long your character remains blocking after blocking an attack. 
    This is a more in depth description, from Shoryuken’s wikipedia:
    After blocking an attack, characters go into what is known as "Block 
    Stun." During Block Stun, they are stuck in blocking animation and 
    cannot do anything except block again. The length of Block Stun 
    depends on the attack that was blocked. In almost all games, 
    once you start blocking, you will continue to block all further 
    attacks, even if you let go of the joystick. You still have to 
    block high or low correctly, though. Also, in some games, players 
    can "escape" Block Stun with moves such as Alpha Counters or Red 
    Parrying or Burst.
    From shoryuken’s wiki:
    In 2-D games, Buffering is the name given to a character's ability to 
    cancel certain Normal Moves' animations into a Special Move or a Super.
    In 3-D games, Buffering refers to executing a character's move before 
    a current action completes, so that the instant the current action 
    completes, the move you did the command for executes right away.
    Cancels simply refer to canceling some portion of an attack to do 
    something else. In this game, cancels usually deal with canceling the 
    recovery time from an attack simply to do something else. So for 
    example, you hit someone with a heavy punch. Now, it takes you awhile
     for your character to bring their fist back into a fighting stance. 
    Doing a super move right after a heavy punch immediately “cancels” the
     recovery time for you to do something else.
    Chain Combo
    Cancelling normal moves into other normal moves. The “combination” moves 
    in this game are examples of chain combos (like Goku’s LHH).
    From shoryuken’s wiki:
    A series of hits that, once the first connects, the rest all continue to 
    connect without giving the opponent the ability to defend at any point.
    Command Throw
    A throw with the properties of any special move.
    Cross-up: A jump attack that can hit opponents both in front and behind. 
    The cross-ups pupose is to make your opponents defensive options harder
     and somewhat limited, as tighter reflexes are needed in blocking the 
    cross up. Crossing up is basiclly jumping over your opponent with such 
    an attack that it forces the opponent to block in the other direction, 
    thus making it harder for them to defend. A lot of cross-ups allow for 
    an extra hit to be chained into a combo. It can also be considered a 
    form of mix-up.
    ^^ Thanks to SF_Crazy for the details (I added in the first sentence)
    Damage Scaling
    As you land more and more hits in a combo, each of your hits will do 
    less and less damage than normal. This is to prevent obscenely high 
    damage for combos, and its in the majority of fighting games.
    A movie is just a bunch of moving pictures, right? Well each of those 
    individual pictures is a frame. In movies, a frame is usually 1/24th 
    of a second. In fighting games though, a frame can be 1/30th of a 
    second, or 1/60th of a second.
    Frame Advantage
    From shoryuken’s wiki:
    This refers to having the ability to act against your opponent 
    while they are stuck in Block or Hit Stun. Moves that have large 
    Frame Advantage means that if you connect against the opponent 
    with said move, you will be free to act before your opponent, 
    giving you a lot of time, positional, and mental advantage in the 
    fight for that small instant.
    Hit Box
    From shoryuken’s wiki:
    In most Fighting Games, there are invisible "zones" for a character 
    that, if struck by an attack, registers a hit on the character. 
    This also applies to the attacking moves, as well. Attacks also have 
    invisible boxes that determine the zone that they are attacking. If an 
    attacking Hit Box overlaps a character's Hit Box, then a hit is 
    registered. Oftentimes, Hit Boxes are the sole determining factor 
    to a move's Priority.
    Hit Frame
    From shoryuken’s wiki
    An Animation Frame of your character that actually can register a hit. 
    For example, Ryu's Crouching Fierce in Super Street Fighter II Turbo 
    has multiple Hit Frames. He can hit with the Animation Frame with his 
    fist still at chest level as well as the Animation Frame with his hand 
    up in the air. The Animation Frame where he is retracting his arm, 
    however, is NOT a Hit Frame because it cannot hit anyone in the 
    particular frame.
    Hit Stun
    Hit stun is how long the character is stunned after getting hit.
    Attacking your opponent while they are in the air, falling to the 
    Simply refers to the situation, “If two attacks hit each other at the 
    same time, which will win?” The one with more priority will.
    Whiff: A whiffed attack is an attack that completely missed the opponent. 
    This isn't to say that a whiffed attack is totally a bad thing because 
    they can be used in many offensive ways, such as; baiting your opponent 
    to attack, to build your ultimate meter or to create certain combos. 
    What i mean by create certain combos is if you launch an opponent and 
    want to carry on a juggle with LL but the first L knocks them to far but 
    you need the second L to carry on the rest of the juggle, so you whiff 
    the first L but hit with the second L so you can carry on with the 
    ^^ Thanks to SF_Crazy for this
    Zoning: The purpose of zoning is to out-prioritize your enemy's moves. 
    Usually used at mid-range or far mid-range. You must space yourself 
    accordinly so that it is possible punish your opponents movements and 
    attacks alike. Ideally, you can use certain pokes and moves to beat 
    your opponents attacks and stop his offensive options. It is important 
    to not only know your own character, but your opponents character as to 
    know what your opponents character's offence is and how your character 
    can counter it. It is a also a must that you have good reflexes in 
    predicting your opponents next move, but this is a staple for most, 
    if not all fighting games. You can also use quick whiffed light 
    attacks to bait your opponent into attacking so you can zone more 
    efficiently but it can backfire so use whiffed attacks wisely.
    ^^Thanks to SF_Crazy for this definition.
    QCF - Quarter circle forward. Down, downforward, forward.
    QCB - Quarter circle backward. Down, downback, back.
    HCF - Half circle forward. Back, downback, down, downforward, forward.
    HCB - Half circle backward. Forward, downforward, down, downback, back.
    360 - Rotate the joystick/pad in a full circle.
    720 - A 360 done twice.
     XX - Another way of saying cancel.
    VIII. Inherited Moves [IRT]
    Inherited moves are certain character unique moves that your own 
    character can have. I'll explain the ones I like the most:
    Majin Vegeta's Counter Break - It does good damage, and you can 
    easily combo off of it. However, if someone manages to fit in 
    a second attack before you throw your uppercut, you lose.
    Majin Buu's Hurricane Dash - This does eat up your action,
    only leaving you with a bar, but that shouldn't hold you back. You
    cover massive distance in a short amount of time, the wave of fire
    you leave behind disperses projectiles, and if you hit your opponent
    with it, they'll be riding the fire, leaving you in a good position
    to combo! Plus, you can control what directions you move in. 
    This move is incredible if your character has a JF.
    Freeza's Flex Laser - Three strong projectiles, with vertical
    tracking. Plus, I've seen these used in combos (not as a finisher,
    but just to add damage). 
    Cell's Interruptor - You fire many lasers at once, plus you
    sidestep at a really high speed. This skill is solid.  
    Cyborg Freeza's Crack Bomb - Creates a Force field when it 
    explodes, plus if the bomb hits the opponent, you can detonate it
    at will, giving yourself combo opportunity.
    Nappa's Flame Pillar - So if someone is trying to play 
    a projectile game against you, and you don't have any good
    projectiles to fight back with, this can end up being
    a great weapon! Projectile fighters stay far away,
    and this attack is huge and it attacks people far
    away. If you don't know how to get this skill, let 
    a match end in a draw (let timer run out) and wish
    for it from the dragon.
    I like them the most because I find them to be the most useful.
    But if you have a case with any of the moves I did not list,
    then tell me!
    IX. Tips While Fighting [TPS]
    Here are some general tips you should keep in mind while playing.
    Alot of these are common sense.
    -If you're far away from your opponent, projectiles come into play. 
    Know your projectiles! Also, make sure you know how long the start
    up time for them are, how long it takes to recover from the lag
    and special properties of them for both your projectiles and your
    -At far range, sidestep! 3D is the reason why projectiles are not
    as dangerous as 2D.
    -End your pokes with a homing dash, unless your pokes do not give
    your opponent frame advantage! (most do.) This will make sure you
    are not open for counter attack. Keep your guard up if you're facing
    someone who can guard cancel. If your character has a special move that
    can still leave you with frame advantage, use that instead.
    -Use as many powerful, low comboing attacks you can while comboing! 
    It'll do you alot of good to use one attack that deals high damage
    instead of a bunch of attacks that combined end up dealing high 
    damage. This is to avoid damage scaling.
    -Some characters can perform evasive maneuvers after a combination
    string. Remember that these can be done up until your character
    is neutral. Use them to bait your opponent!
    -Choose your recovery from getting knocked back carefully. Standard
    recovery is the safest, just because you can not be harmed while on
    the ground, and you can roll pretty far. If you use the
    knockback recovery, you do get up on your feet faster, but your 
    opponent still has momentum to keep going after you and attacking you
    right as you get back into position. Staying on the ground and then
    rolling forces them to completely readjust their strategy. Plus it
    saves you action.
    -Throws are dangerous. They can not be escaped. Throw range varies
    between each character due to arm length. Some throws allow knock
    back recovery, most don't. For the ones that don't, the victim
    is on the ground longer than if they were normally knocked back,
    so you have time to set yourself up.
    -Know your stage! Each stage has obstacles of some sort. Due to the
    free eight way movement, its quite easy to position yourself. Some
    obstacles are indestructable, and others are destructable. You can 
    use these to protect yourself from projectiles, and you might have
    projectiles of your own that are not stopped by obstacles! You can
    also use these for wall stuns. If you don't have the wall smash skill,
    and you think an obstacle is in range, end your combo with a heavy 
    homing dash! These usually have the strongest knockback, by the way.
    -Only pick an inherited move that will be useful! If you're Vegeta,
    why would you have kamehameha when you have lucora gun? Inherited
    moves should add something to the character that previously was
    not there before. 
    -Pick an inherited system skill that will strengthen your strategy.
    -Be careful when making the choice between using a level 1 super
    and a level 3. Remember that as soon as you start a super, you 
    naturally have high priority. Using a level 3 super will mean huge
    damage at one given time, using three level 1 supers means that you
    have more opportunities to counter your opponent's attack if you see
    it coming. 
    -During skill tree selection, only pick skills that you
    will actually use. For example, with Piccolo, why use Maou Rebirth 
    Ranbu when you can benefit from more action gauge and faster side
    stepping speed? With more action and sidestepping, Piccolo will
    have an easier time outmaneuvering projectiles, approaching and
    getting away from his opponents, and have better air combos. Plus,
    special beam cannon itself is an AMAZING super.
    -The Super Saiyans' generic projectile attack is bigger than normal,
    and does two hits. Plus, because of the short lag time, you hardly
    leave yourself open! You can easily disperse other
    projectiles with this. Make use of it!
    -Fight in an outfit you love. It'll make you a more confident
    And thats it for now.
    X. Credits [CED]
    GameFAQs/CJayC/GameFAQs posters - Duh, this is a no brainer
    Crafts & Meister - Designing the game. Not a bad first game!
    AnotherGamer - Helping me out in general
    SF_Crazy - Providing a bunch of definitions
    Shoryuken.com - For its wikipedia page, and members
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