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    Tapion by spoontendo

    Updated: 04/05/07 | Search Guide | Bookmark Guide

    Dragonball Z: Budokai Tenkaichi 2 for the Nintendo Wii
    Tapion 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 Tapion?
    Tapion is a character in Dragonball Z that only appears in one movie, Movie #13:
    Wrath of the Dragon. He is a warrior from another planet that had fought off a 
    monster that had killed the rest of his people. He wields a magic sword that he
    used to defeat the monster, Hirudegarn, and there is much speculation that this
    is the sword that Future Trunks is seen with. He also possesses a magical flute
    that can hinder Hirudegarn when a specific tune is played on it. Kid Trunks is
    a big fan of Tapion. Tapion is apprehensive at first of the Z-fighters, but soon
    realizes that they are not there to hurt him. When Hirudegarn appears on Earth,
    he helps the Z-fighters defeat the monster.
    ***For those of you that have seen the movie, I know this is pretty vague, but I
    think it is best to not ruin the movie for anyone who hasn't seen it yet.
    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: Tapion's Moves
    Rush Combos
    A -  100        Last hit charged - 1380
    A,A - 200         Charged - 1480
    A,A,A - 380         Charged - 1580
    A,A,A,A -  660        Charged - 1760
    A,A,A,A,A -  1120       Charged - 1940
    A,B -   560        Charged - 1200
      A,B,B - 1020
      A,B,B,B - 1570
      A,B,B,B,A - 2310
    A,A,B - 750          Charged - 1300
    A,A,A,B - 930          Charged - 1480
    A,A,A,A,B - 1120          Charged - 1760
      ...B,B - 1580
      ...B,B,B - 2130
      ...B,B,B,A - 2870
    Ki Blasts
    *Tapion's fully charged Ki Blast can penetrate defense and will always knock the
    opponent down if it connects.
    B - 100        Charged - 800
    B,B - 200        Charged - 900
    B,B,B - 300        Charged - 1000
    B,B,B,B - 400        Charged - 1100
    Dragon Tornado
    A,\/B,B,B,A - 3960           \/B Charged - 4600
    A,A,\/B,B,B,A - 4060            Charged - 4700
    A,A,A,\/B,B,B,A - 4240            Charged - 4800
    A,A,A,A,\/B,B,B,A - 4520            Charged - 5080
    Blast 1s
    Hero's Flute (1 Blast Stock) - Knocks opponent away and nullifies regular Ki
    blasts. Causes 90 damage.
    Afterimage (2 Blast Stocks) - Nothing happens immediately. The next time your
    opponent attacks you, you will teleport out of the way automatically.
    Blast 2s
    Brave Slash (3 Ki Bars) - Unblockable attack. 1600 per slash = 8000
         Technique: Cursor Out - Cursor In towards the top of the screen
    Brave Cannon (2 Ki Bars) - 7800
         Technique: Cursor Out - Cursor In to the right of the screen
    Ultimate Blast
    Brave Sword Attack (5 Ki Bars) - 12870
         Technique: Rush Technique
    Part 4: My Opinions on Tapion 
    While Tapion is a more basic character, I feel that he is very good given how
    bland he is. His Blast 2s do decent damage for their cost, though both are 
    pretty easy avoid. One of my favorite aspects of Tapion is his charged Ki Blast.
    It is fast and it knocks down your opponent if it connects. His Ultimate Blast 
    is normal in terms of damage, but the range of the dash is pretty good. Also, 
    when in MAX Power mode, he gains the ability to teleport by just pressing guard 
    and a direction, which is very useful when it comes to avoiding any attack. His 
    Blast 1s are so-so. Hero's Flute is just a weak version of Explosive Wave, and 
    Full Power is average when you consider its cost.
    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.
    	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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