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    Super 17 by spoontendo

    Updated: 04/15/07 | Search Guide | Bookmark Guide

    Dragonball Z: Budokai Tenkaichi 2 for the Nintendo Wii
    Super Android 17 Character FAQ
    By Ben Spooner (viewtifulspoon@yahoo.com)
    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.
    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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