Dragon Ball Z: Super Butoden 2 Game by Bandai For the Super Famicom (SNES) General Game FAQ Written by Reverend Eric "Vegita" Johnson (VegitaBOD@aol.com) Version 3.1415 Sections: I - Introduction II - Game Story III - Basics A - The Menu Screen/Modes of Play B - Basic Attacks/Movements C - More Complex Attacks/Movements IV - Advanced Tactics A - Throws and their Counters B - Dealing With Super Ki Blasts C - Other Various Notes V - Character Analysis A - Short Move List ----- Long Move List (By Character) ----- B - Vegita C - Piccolo D - Son Gohan E - Trunks F - Perfect Cell G - Cell Junior H - Bojack I - Zangya ----- Hidden/Special Characters ----- J - Son Gokuu K - Buroli VI - Various A - Special Move Ranking B - Cheats C - Rants about the Game (and Dragon Ball in General) D - Revision History E - Thanks F - NO THANKS =============================== Super Butoden 2 =============================== ---------------------------I: Introduction--------------------------- =============================== Super Butoden 2 =============================== Welcome! I am Vegita, Guardian Of Destiny, and I see you want help for the Super Famicom game "Dragon Ball Z: Super Butoden 2". Well, you've come to the right place, because this game is my speciality. I have owned it for several years now, and am quite proficient at it. So much so, in fact, that as soon as I discovered someone has finally uploaded it as a ROM so everyone could play it (you illegal ninnies, you), I decided to write a FAQ so everyone would know how to play it. First off, let's get one thing straight: Even though I am Vegita, I will try to write from an un-biased point of view (although I still think I'm the best at everything). Second of all, if I catch anyone copying all or part of this FAQ, ANY part of this FAQ (not counting little sentences like "First off, let's get one thing straight), I will destroy you. I will rip you limb from limb like the excessively weak individual you are, and then I will sue you for copyright infringment. Third of all, I do not own the rights to this game, the names of the characters in this game or FAQ, or have any ownership whatsoever of this game (except for the cartridge sitting in my room, that is). Those are the property of their respective owners. Hey folks, if you're going to write me about this game, I must insist that you put, in the subject header of the e-mail, the name of game that you are writing about. I am tired of having people write me, asking about games that I've written for, but they never tell me WHAT game they need help with. This will help me in identifying what game you are talking about, and will also help me weed your e-mails out from the Spam I constantly receive. If you do not put the name of the game in the Subject header, then I may not read your e-mail at all; I get a lot of spam, and people like trying to send me viruses, so if you don't do something that will actually help me in determining whether or not your e-mail is legitimate, you can only blame yourself. =============================== Super Butoden 2 =============================== ---------------------------II: Game Story--------------------------- =============================== Super Butoden 2 =============================== Dragon Ball was a Manga (Japanese cartoon or comic) created by Akira Toriyama, an artist in Japan, in 1982. The manga, which dealt with an absurdly strong little boy named Gokuu (off of the Japanese stories of a monkey god of the same name), became wildly successful, and a cartoon version was put on the air in 1984. It ran all through the course of the show until the main character, Gokuu, finally grew to adulthood. This signified the end of Dragon Ball, but promised that something new would return next week in it's place. This new show: Dragon Ball Z. Dragon Ball Z picked up right where Dragon Ball left off, with Gokuu as an adult. He has a child now, and his arch-nemesis, Piccolo, was as bad and mean as ever. This series introduced an entirely new set of characters, mostly from outer space, and revealed Gokuu's origins (he's from another planet too). Dragon Ball was such a large success, before and during it's "Z" stage, so it was obvious enough that there would be video games made about it. There are RPGs, Fighting games, Strategy games, and even a few arcade games. This is where Super Butoden 2 comes in. Super Butoden 2's plot starts right before the Cell game, the contest created by Cell to determine the strongest fighter in the world. You pick one of 4 characters - Vegita, Gohan, Piccolo, or Trunks - and prepare for the battle with Cell by training against another character (Gokuu and the other 3 characters you didn't pick). After the fight with Cell, the plot then takes a wild turn. Apparently, one of your friends beat up another of your friends (dpending on which character you play as in the Story Mode). Along the way, you end up fighting clones of your friends, eventually meeting up with the nefarious villains behind it all - Zangya and Bojack, the evil Space Pirates from Movie # 9. The final battle, though, is a match-up against Buroli, the Legendary Super Saiya-Jin (only on difficulty levels 3 and 4, though). Have fun! =============================== Super Butoden 2 =============================== -----------------------------III: Basics----------------------------- =============================== Super Butoden 2 =============================== To begin the game, insert the cartridge into your Super Famicom (or modified Super NES) console, and press the power button. If you're running it off of an emulator, you're a pansy, and should get the actual game. After the intro sequence (you can skip it if you want to), press start at the title screen to bring up the menu. __________________________________ _~A~ The Menu Screens/Modes of Play____________________________________________ ================================== Upon starting the game, you will be taken to the main menu screen. It has this layout: STORY MODE MULTIPLAYER MODE TENKAI-ICHI BOUDOKAI OPTIONS To select one, move the cursor up and down using the Directional Pad and select the one you want with the A BUTTON (for those that take you to a second menu, you can cancel back to the first menu by pressing the B BUTTON). Now, let's talk about each, shall we? ---Story Mode--- Upon picking the Story Mode, you will go through the game by picking a single character, then the difficulty (1-4, with 1 being the easiest and 4 being the hardest). From there, it's all fighting (with the occasional decision, such as where to go and who to talk to). ---Multiplayer Mode--- Upon picking this menu, you're taken to a new set of options: 1 PLAYER VS. 2 PLAYER 1 PLAYER VS. COMPUTER COMPUTER VS. COMPUTER Each is rather self-explanitory - the 1 Player vs. 2 Player match pits the person with the controller going into the first controller slot against the person with the controller going into the second controller slot. 1 Player vs. computer has the first player picking his player, and the computer randomly picks their player. In Computer vs. Computer, you pick the players and watch as the computer beats itself up (afterwards, you're returned to the main menu). Now, what's the deal with the menu after picking your characters? Let's find out (yay, bad ASCII art!): ____________________________________ | | | Handicap | | 1 Player Player 2 | | 1----------Life---------2 | Heh...I'm still not good at this. | 3-------Special Ki------4 | | | | Settings | | Difficulty--------------5 | | Stage-------------------6 | | Music-------------------7 | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ok, here's what all that means: 1 = This is Player 1's starting amount of life. You can change it in increments of 10, from 10 to 400 (10 being near dead and 400 being 2 full bars of health). 2 = Same as #1, except this is for either Player 2 or the Computer (depending on who you're fighting). 3 = This is the toggle for whether or not you want to turn on your "Special Ki" ability. What does this mean? When it's turned on, your character will automatically throw out the largest Ki attack they have enough energy for when you press the A button. When it's turned off, you have to manually perform each attack. 4 = See #3? Ok, now apply that to player 2. 5 = Here is where you change the difficulty of who you're going to face off against. 1 is easy, 2, is normal, 3 is hard, and 4 is extreme difficulty. Also, if it is a Computer vs. Computer fight, this determines how intelligent the computer players will be. 6 = This allows you to change which stage you want to fight in. 7 = This determines which piece of music will be playing during the fight. ---Tenkai-Ichi Boudokai Mode--- In the Boudokai Mode, you're taken to the character select screen where you have to pick which player you will fight as. You may continue to select players for however many people will actually be participating (up to 8 fighters can compete). Once you are done selecting characters, press START to have the remaining slots (if any) filled by the computer. After picking your character(s), everyone will be put into random slots to face off against each other in elimination-style matches. The 4 winners will proceed into the semi-finals, then the 2 winners will face off in the finals. Now, you're probably wondering how more than 2 players can compete. It's actually fairly simple - whoever is listed first in the match will be controlled by Controller 1, while the second player will be controlled by Controller 2. Since only 2 people face off at a time, there's no need for more than 2 controllers. If you want to de-select a player you've picked, press the B BUTTON. If you wish to exit the Boudokai entirely and return to the Main Menu, de-select all players and press the B BUTTON again. This will return you to the menu screen. ---Options Menu--- Unlike the previous game, the Options Menu is a LOT shorter. Here's all that you have to pick from: MUSICAL TASTES = This option allows you to change the music from Stereo to Mono (and vice versa). Not too difficult, yes? MUSIC TEST = This allows you to scroll through the music and listen to it, track by track. To do so, scroll through the music list by pressing LEFT or RIGHT and start the song with the A BUTTON. Sadly, the only way to stop the music is to exit the Menu entirely (by pressing the B BUTTON). SOUND TEST = This option allows you to scroll through the various sounds in the game and listen to each one. The drill is the same as for the music - scroll through using LEFT and RIGHT, start the sound by pressing the A BUTTON, and cancel out of it by pressing the B BUTTON. ____________________________ ___~B~ Basic Attacks/Movements________________________________________________ ============================ Here are the basic attacks and movements that every character can utilize. If you don't know how to do any of these, you should learn how immediately. A BUTTON = Ki blast. This is your typical Ki attack. Most characters throw a small blast, while others launch something different. B BUTTON = Kick. This button causes your character to throw a kick. X BUTTON = Switch. This button causes your character to switch from the ground, where you stand and fight, to the Sky Area, where you float and fight. Keep in mind that you can only move from the Sky Area to the Ground (and vice versa) when the 2 fighters are far enough away that the screen splits. If you try to do so when there is no split, nothing will happen. Y BUTTON = Punch. This button causes your character to throw a punch. L/R BUTTONS = Holding down either the L or R BUTTON will cause your character to dash. START = This pauses and unpauses the game. SELECT = Once the game is paused, pressing SELECT will take you to the menu screen, where you can browse through each characters' moves, reconfigure the buttons, etc. UP = Jump. This causes your character to jump up in the air. Characters can also jump UP-TOWARDS and UP-AWAY. NOTE - when in the Aerial Fighting Plane, your characters don't really "jump", they float up and down. This is due to the fact that your characters are, through either the use of their Ki or repulsors jets, floating in the air, and in order to "jump" they have to temporarily increase the amount of energy devoted to "floating", causing a small burst of downward force. This burst causes that character to quickly rise up, then fall back to their original level. See, physics DOES have its place in cheesy Japanese Fighting Series'! DOWN = Crouch. This causes your character to duck. While this is seemingly useless, some of the shorter characters can dodge quite a few attacks by ducking. Every character only drops about 1 head in length, but for those smaller characters that 1 head of room is enough (Gohan, #18). NOTE - you cannot duck in air. TOWARDS/AWAY = Press the directional pad LEFT or RIGHT, which ever direction is towards your opponent. Since, thoughout the course of the fight, your characters will (most likely) switch sides, the direction you must press for certain moves will switch from LEFT to RIGHT (and vice versa). Therefore, to save time and effort I simply say TOWARDS your opponent and AWAY from your opponent. AWAY = BLOCK (usually). If you hold AWAY from your opponent while they are attacking, you will block at a mid level. If you hold DOWN-AWAY, your character will block at a low level. If you hold AWAY and your opponent is not attacking, you will walk (or float) in that direction. However, if you block Ki blasts or special attacks, you will still sustain minor damage. Don't be a turtle - come out and attack once in a while! CHARGE = The "CHARGE" command is holding the direction listed for whatever amount of time listed. In other words, if you come across a move that says "CHARGE AWAY (for 2 seconds)", then you would hold AWAY for approximately 2 seconds, then press whatever commands would remain. Got it? Good. You can win the game off of just the basic attacks, but if you want to actually win against another opponent or a harder computer setting, you should learn these attacks as well. Y + B = Charge Ki. In this game, your character has 2 life bars: Your health bar, which is your life (how many hits you can take), and your Ki bar, which is how much energy you have to throw special Ki attacks. If your bar runs out, and you continue to try to do Ki attacks, your character will get tired, and stop attacking to take a breather. In order to counteract this, you can charge up your Ki by by pressing the Y and B BUTTONS at the same time. TOWARDS + Y = Throw your Opponent. This causes your character to throw the opposing character. Unfortunately, these can be stopped or countered. (See Advanced Tactics, Section IV.) Also, you have to be in extreme-close range to be able to throw your opponent. DASHING = This game continues on the idea of "dashing" encorporated in Super Butoden 1. However, in this one you cannot damage your opponent by simply flying into them. Therefore, don't expect to pull a quick knock-down when you rush your enemy. Finally, so you can understand the notation I use (such as above for throwing and charging up): - = When I list certain directions that are hyphenated, such as "DOWN-AWAY", that means you press both directions at the same time. This means that the move is a diagonal. + = When I list directional movements with a +, that means that the button is pressed at the same time as the direction indicated. In other words, if you see "Away + A Button" that means you would press AWAY and the A BUTTON at the same time. I use the Hyphen (+) and the Plus (+) both for continuity - one is used for directions, while the other is used for buttons. , = When I list commas in between moves, that means you must press the direction and/or button, then press the next direction/button, etc. If you see "Away, Down, Towards", that means you would press AWAY, then DOWN, then TOWARDS. ---NOTE--- You don't have to press the Direction and/or button, then release, then press the next command. In fact, it often works better if you perform the movements in one fluid motion. This can be easily accomplished by rolling one's thumb across the Directional Pad. This game allows some leeway in performing each move, so if you are required to press "AWAY, DOWN + A" but press "AWAY, AWAY-DOWN, DOWN +A" through rolling of the thumb, the game will still register the move as "AWAY, DOWN + A". I list the bare minimum you HAVE to press in order for the moves to work. If you feel that you could perform the move better by rolling, then by all means do so. Also, if you're having trouble getting an attack to work, trying jumping, then doing the motion right as you land. Your character will be more likely to do the attack. =============================== Super Butoden 2 =============================== ------------------------IV: Advanced Tactics------------------------ =============================== Super Butoden 2 =============================== Well, Mr. Hot Shot, here's you think you're all that and a loaf of rye now that you've mastered the basics, huh? Well, here's the more advanced workings of the game: ________________________ _~A~ Throws and Counters______________________________________________________ ======================== In order to throw someone, you need to be close to them and press Towards + Y. The throw will hurl your opponent away, causing damage and giving you enough time to start another attack. Throws, however, can be blocked and even countered. If, while being thrown, you press either the L button twice or the R button twice, you character will do 1 of 2 things, depending on the side you're on: ---If you're being thrown to the left side of the screen, and you press the L button twice, then your character will flip over and land safely, without taking any damage. ---If, while being thrown to the left side, you press the R button twice, your character will fly back with a kick. These buttons are reversed for the opposite side of the screen; meaning that if you are being thrown right, pressing L twice will make you counterattack instead of land safely. _________________________________ ___~B~ Dealing With Super Ki Blasts___________________________________________ ================================= Every character has 2 super Ki blasts: a weaker one (that takes less from the Ki bar), and a stronger one (taking more from the Ki bar). These are used as regular attacks if you are close enough to your opponent; you will just charge up and throw it like a regular Ki attack. If, however, you are at a great enough distance, then you will go a through special screenshot of just you doing the movements of your attack, then the standard throwing of said Ki blast. At this point, the screen will switch over to the other character, who must attempt to block or dodge the attack. Here are the various ways you can't attempt to avoid damage: ---1) Block = AWAY + A. By pressing away and A at the same time once the screen switches back to you, your character will throw up their arms in defense, taking the attack. They will take half the normal amount of damage this way. ---2) Reflect = AWAY, DOWN + A. By rolling from AWAY to DOWN, your character can repel the blast by attempting to collect the blast with their hands, then safely deflect the whole lot away. Be careful, though, as this can blow up in your face! This defense will reduce the damage you take to 25% of the normal amount. If the Ki blast still explodes, though, you take the full amount! I've found that the attack is more likely to work if you jam on the A BUTTON after inputting the motion (once you begin "reflecting" the attack). ---3) Shield = TOWARDS, AWAY, TOWARDS + A. By pressing TOWARDS, then AWAY, then TOWARDS and A, your character will quickly create a shield of sorts around themselves, defending against the attack. The blast will be destroyed harmlessly when it connects with the shield. You take no damage when you do this, but the move DOES require a small amount of Ki to use. ---4) Counter = DOWN, AWAY, TOWARDS + A. By rolling from DOWN to AWAY, then pressing TOWARDS and A your character will throw out a Ki blast of their own in an attempt to overpower the incoming blast. When this happens, you become engaged in a "Blast War". What do you do then? Well, that takes us right to our next section: ---When Attacks Collide--- If two character's Super Ki blasts collide, then it becomes a furious battle of who can press the A BUTTON more in the time alloted - either the first person to 50 button presses or whoever has pressed the button the most after the time is up. Whoever wins has their attack follow through, and the loser can only defend, dodge, or disperse (or attempt to do so). Wasn't that simple? ________________________ _____~C~ Other Various Notes__________________________________________________ ======================== ---Aerial Movement--- In the game, if you switch to the upper level, you will be flying around instead of standing. This means that you cannot duck low attacks, but you are able to slowly glide up and down over attacks by "jumping" (in the air, you're not really jumping). You can, however, throw Ki attacks (regular attacks, specials, supers), and they will automatically travel to the lower playing field to seek out your opponent (unless they're on the same level as you). When in the Sky Area, it can be very hard to dodge certain attacks, while other attacks are even easier to dodge and counter. Learn to use whatever works best for your character. ---Regular Ki Blasts--- Unlike other fighting games, the Super Butoden Series (as well has Hyper Dimension) does not use several buttons for varying punch or kick attacks. Instead, there is only 1 button for a kick, 1 button for a punch, 2 buttons for dashing Left/Right, 1 button for flight, and 1 button for throwing a Ki blast. That's right - each character has a projectile as a standard attack. However, don't think this is the end-all solution to the game. In fact, you'll find that a regular Ki blast won't do near as much damage as simply getting in close and slugging it out. Also, if you do nothing but throw Ki blasts, you'll notice that your character will stop and take a breather. Don't go nuts with these, they're just another attack. If you abuse it, you'll lose. ---Special Ki Blasts--- Each character has more than just the regular Ki blast. Your more powerful Ki attacks use segments of the Ki Bar - the more Ki required, the stronger the attack (and usually the more damage it does). You can't perform a certain Ki attack unless you have enough Ki to use it, and the only way to charge up Ki is to either sit and wait for your Ki to charge up, or to block attacks. Frankly, I don't like the idea of gaining energy by allowing my enemy to pound on me, but I didn't design the game... ---Super Ki Blasts--- Just like in Super Butoden 1, every character has a Super Ki Blast (unlike SB1, though, every character in this one has 2 blasts). However, a modification has come from game to game - you are no longer required to be at a certain distance to fire off these Super Ki Blasts, nor are you required to have enough Ki to launch the attack. If you input the command for a certain Super Ki blast and your character isn't far enough away for the screen to split, then they will go through the movements of the attack and throw a small Ki blast resembling the normal attack. Because they are in close, the person who is defending against this can react as if this is a regular move, and can try to hit the person out of it or simply avoid the attack. However, the attack itself does as much damage as it would normally, and it will overtake ANY attack coming for it. No one is safe! ---Radar--- Having trouble finding your opponent? Well, that's ok - this game is equipped with a radar system. The system is based around the Dragon Ball ability to sense others by feeling their Ki. This extrodinary ability translates into the game via a small icon representing each character, located directly below the Ki Bar. With the radar, you can see where your character is in relation to the other character, as well as Ki blasts that might be thrown. Each tiny character will even demonstrate (on a smaller scale) various attacks being performed by either character! ---Stunned Opponents--- If you wail on your opponent enough, they may become stunned. When this happens, the are rendered unable to move, attack, or defend - they are forced to catch their breath. After a few seconds (or being hit), they will be knocked out of it. However, until then they are open game to whatever you wish to hit them with unabated, including Super Ki Blasts! ---Tired Opponents--- As opposed to Stunned opponents, Tired Opponents are ones that either fired off regular Ki bolts too much, or used a Ki attack that required more energy then they had drawn in at the time. In either case, when this happens your opponent is forced to stand there, breathing heavily, while they recharge their Ki. It is, essentially, a self-infliced "Stunned Opponent". =============================== Super Butoden 2 =============================== ------------------------V: Character Analysis------------------------ =============================== Super Butoden 2 =============================== Ok, here's what you've been waiting for, right? The special moves of each character. Well, here ya go! * = denotes characters that can only be accessed by a secret code. % = denotes a Weaker Super Ki blast. A Weaker Super Ki blast takes 25% of the Ki bar and damages 25% of one's HP. A fair trade-off, if I do say so. Also, when used in close proximity, the Weaker Super Ki blast has a fairly short start-up. %% = denotes a Stronger Super Ki blast. A Stronger Super Ki blast takes 50% of the Ki bar and damages 50% of 1 HP bar. Very nice; however, the Stronger Super Ki blast takes a long time to hurl in close proximity, so it's less effective in close range. # = Denotes a Meteo attack (an attack that does an unusually large amount of damage and sends your enemy a great distance, causing a great explosion where they hit the ground). ____________________ _~A~ Short Move List__________________________________________________________ ==================== ----Vegita---- Diagonal Kicking = AWAY-DOWN, TOWARDS-UP + B Punch/Kick combo = TOWARDS, AWAY, TOWARDS + Y Elbow Smash = DOWN, TOWARDS + Y Renzoku Energy Dan = DOWN, AWAY + A Bakuhatsu-Ha = DOWN, UP + A KienZan = DOWN, TOWARDS + A % Big Bang Attack = AWAY, DOWN, TOWARDS + A %% Final Flash = DOWN, AWAY, TOWARDS + A # Super Meteo Hitting = TOWARDS, AWAY, DOWN, UP + Y ----Piccolo---- Double Horizontal Kick = TOWARDS, AWAY, TOWARDS + B Diving Flurry Kick = TOWARDS, DOWN + B (While in air) Mystic Grab = CHARGE AWAY, TOWARDS + Y Seeking Ki Blast = DOWN, TOWARDS + A Eyebeams = AWAY, TOWARDS + A Mental Shocker = AWAY, DOWN + A % Mankaksopoppo = AWAY, DOWN, TOWARDS + A %% Gekiretsukodan = DOWN, AWAY, TOWARDS + A # Aerial Bashing Meteo = TOWARDS, AWAY, DOWN, UP + Y ----Son Gohan---- Sliding Kick = DOWN + B Renzoku Naguru-Ken = TOWARDS, AWAY, TOWARDS + Y Diving Kick Flurry = TOWARDS, DOWN + B (While in air) Super Charging Fist = CHARGE AWAY, TOWARDS + Y Renzoku Energy Dan = DOWN, AWAY + A Seeking Ki Blast = DOWN, TOWARDS + A Telekinetic Slam = TOWARDS, AWAY, TOWARDS + A Bakuhatsu-Ha = DOWN, UP + A % Masenkou = AWAY, DOWN, TOWARDS + A %% Kamehame-Ha = DOWN, AWAY, TOWARDS + A # Gohan's Meteo...? = TOWARDS, AWAY, DOWN, UP + B ----Mirai Trunks---- Sliding Kick = DOWN + B Super Sliding Kick = DOWN, TOWARDS + B Rushing Combo = DOWN, TOWARDS + Y Bakuken-Ha = CHARGE AWAY, TOWARDS + Y Seeking Ki Blast = DOWN, TOWARDS + A Kakusan Energy Dan = DOWN, AWAY + A Energy Zan = AWAY, DOWN + A % Burning Attack = AWAY, DOWN, TOWARDS + A %% Finishing Buster = DOWN, AWAY, TOWARDS + A # Rushing Combo Meteo = TOWARDS, AWAY, DOWN, UP + B ----Perfect Cell---- Bakuhatsu-ha = TOWARDS, AWAY, TOWARDS + B Punch/Kick Combo = DOWN, TOWARDS + Y Sliding Double Kick = DOWN, TOWARDS + B Taiyo-Ken = DOWN, UP + A Renzoku Energy Dan = DOWN, AWAY + A Finger Laser = AWAY, TOWARDS + A % Kamehame-Ha = AWAY, DOWN, TOWARDS + A %% Chou Kamehame-Ha = DOWN, AWAY, TOWARDS + A # Volleyball Kick-Spike = CHARGE TOWARDS, AWAY + Y ----Cell Junior---- Diving Kick Combo = TOWARDS, DOWN + B (While in air) Triangle Kick = DOWN-AWAY, UP-TOWARDS + B Double Kick = CHARGE AWAY, TOWARDS + B Reverse Diving Kick Flurry = TOWARDS, AWAY, TOWARDS + B Finger Laser = AWAY, TOWARDS + A Renzoku Energy Dan = DOWN, AWAY + A KienZan = DOWN, TOWARDS + A % Mankaksopoppo = AWAY, DOWN, TOWARDS + A %% Kamehame-Ha = DOWN, AWAY, TOWARDS + A ----Zangya---- Sliding Kick-Reverse Elbow = TOWARDS, AWAY, TOWARDS + B Punching Combo = DOWN, TOWARDS + Y Kicking Combo = DOWN, TOWARDS + B Finger Laser = AWAY, TOWARDS + A Energy Zan = AWAY, DOWN + A Kakusan Energy Dan = DOWN, AWAY + A % Super Laser = AWAY, DOWN, TOWARDS + A %% Ki Volleyball = DOWN, AWAY, TOWARDS + A # Somersault Strike = AWAY, DOWN, TOWARDS + B # Kick/Uppercut = TOWARDS, AWAY, DOWN, UP + B ----Bojack---- Double Kick = TOWARDS, AWAY, TOWARDS + B Double Knee Smack = DOWN, TOWARDS + Y Finger Laser = AWAY, TOWARDS + A Energy Zan = AWAY, DOWN + A Tsuiseki Energy Dan = DOWN, AWAY + A % Double-Hand Blast = AWAY, DOWN, TOWARDS + A %% Super Double-Hand Blast = DOWN, AWAY, TOWARDS + A # Disappearing Kick = AWAY-DOWN, TOWARDS-UP + B # Kick Meteo = TOWARDS, AWAY, DOWN, UP + B ----* Son Gokuu---- Spinning Kicks = AWAY, DOWN, TOWARDS + B Flip Kick = TOWARDS, AWAY, TOWARDS + B Elbow to Kick Spin = CHARGE AWAY, TOWARDS + B Seeking Ki Blast = DOWN, TOWARDS + A Telekinetic Slam = TOWARDS, AWAY, TOWARDS + A Taiyo-Ken = DOWN, UP + A % Kamehame-Ha = AWAY, DOWN, TOWARDS + A %% Chou Kamehame-Ha = DOWN, AWAY, TOWARDS + A # Neo Meteo Juggle = TOWARDS, AWAY, DOWN, UP + B ----* Buroli---- Super Clothesline, Part 1 = CHARGE AWAY, TOWARDS + Y Super Clothesline, Part 2 = DOWN, TOWARDS + Y Machine Gun Kicks = TOWARDS, AWAY, TOWARDS + B Renzoku Energy Dan = DOWN, AWAY + A Bakuhatsu-Ha = DOWN, UP + A Telekinetic Slam = TOWARDS, AWAY, TOWARDS + A % Super Energy Ball = AWAY, DOWN, TOWARDS + A %% Super Energy Throw = DOWN, AWAY, TOWARDS + A # Super Pile Driver = TOWARDS, AWAY, DOWN, UP + B ------------------------------------------- ---------- Long Move List (by Character) ---------- ------------------------------------------- Each special attack is rated on a 1-10 scale, the first 5 (1-5) for how easy it is to get it to work, the second 5 (6-10) for effectiveness. If an attack is really easy to do, and does very little damage or just plain misses a lot, then it'll rank a 6. If it is impossible to pull off, yet is unblockable and does massive damage, it'll get a 6 for different reasons. Also, some attacks go off of the scale, achieving a 6 in either effectiveness or difficulty. These moves go beyond my opinion of the "perfect attack", meaning that the particular attack is unbelieveably useful (usually because of several different factors/abilities the move has). -All these attacks were taken from the attack list in the game, which is accessed during a fight by pressing start, then select. This brings up a separate menu. Scroll down to your character name and press A, and this will take you to a movelist for your character. To exit the movelist, move back up to the character's name and press B. If there is an attack that does not appear on the move list but does appear on my list, it is probably a "secret" move for that character. Relish in your extra ability! Oh yeah, and if you come across any moves I forgot, please e-mail me with it. I'll verify it and add it to the FAQ! ___________ ___~B~ Vegita_________________________________________________________________ =========== Vegita is the archrival of Gokuu. Gokuu, 4 years after being married and fathering Gohan, he had a rude awakening - he isn't an Earthling at all, but rather from a race of Space Mercenaries called "Saiya-Jins". He was informed of this by his super-powerful brother, Raditz. Gokuu and Piccolo teamed up against Raditz in an effort to save the Earth. During the fight, Gokuu and Piccolo talked of the Dragon Balls, the mystic orbs that could grant a wish to the person who collected them all. Raditz, who had a communicator on him, was able to transmit this information to the Prince of all Saiya-Jins, Vegita. Vegita, intrigued by these Wish-Giving objects, immediately headed to Earth. Vegita and Nappa, the General of the Saiya-Jin army, engauged in a massive fight that resulted in Nappa's death, as well as several of the Z-Senshi. Vegita, however, was spared by Gokuu. Vegita, who's pride couldn't allow this thing to happen, created a rivalry against Gokuu. Since then, they have clashed a few times, but a true winner has yet to be determined... Vegita has fought along side Gokuu and his friends and occasionally against them. He is both friend and foe, and one bad man all around. Vegita is a Saiya-Jin with black hair going up into a point, and sports the traditional Saiya-Jin Armor (minus the shoulder pads) over a blue outfit. Vegita is one of the 4 characters you can play as in the Story Mode. ----------Move list---------- AWAY-DOWN, TOWARDS-UP + B = Diagonal Kicking 2/5 - Movement 3/5 - Effectiveness 5/10 - Overall Vegita flies upwards with a kick, then dives back towards where he was standing with another kick. While the damage this attack does isn't that great, it's very quick to come out and his great priority. Use it as an anti-air to really annoy your opponents! Also, if the person you're fighting like to dash past you whenever you jump, throw 'em off and use this to peg them as the zoom on by. TOWARDS, AWAY, TOWARDS + Y = Punch/Kick combo 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Vegita rushes forward, kicking and punching. This attack leaves you on the other side of them! If they don't know what's coming, they'll get barraged from both sides! Now, for those you who don't know, this move was one of Vegita (and SSj Vegita)'s main attack weapons in Super Butoden 1. Here, the move has simply been modified so that it looks different, but in the same way. Also like Super Butoden 1, sadly, is that you can break out of the combo after the first hit if you so choose. DOWN, TOWARDS + Y = Elbow Smash 4/5 - Movement 3/5 - Effectiveness 7/10 - Overall Vegita quickly moves to the other side of the opponent and smacks them with his elbow so hard, they fly a great distance. A confused opponent usually can't block it (which side to I press?). Unfortunately, this sends them REALLY far away, so you can't easily follow it up with another attack. This attack is useful in the fact that you can attack your opponent from behind; however, your opponent can easily sock you before you even get to the other side of them, and if they block or you miss you're going to be left VERY wide open. This attack has what is known as the "Knockback" feature, meaning that the attack will send the opponent flying a VERY far distance, rather than knocking them back or making them fall down. DOWN, AWAY + A = Renzoku Energy Dan 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Vegita launches 3 Ki blasts in rapid succession. This attack is pretty much THE number one attack Vegita will use. It's quick, it's effective, and due to Vegita's shorter stature it will bypass the larger characters' Ki blasts and strike them. Sure, this means that you'll probably end up trading blows, but odds are you'll get 2 blasts off to their one. Also, Vegita is unable to do anything until all 3 blasts have been fired, and he is helpless in between each throw - meaning if your opponent dodges the attack, you will be left wide open until the blast disperses. Still, for the quick and efficient damage it does, this attack is a keeper. DOWN, UP + A = Bakuhatsu-Ha /5 - Movement /5 - Effectiveness /10 - Overall Vegita turns, raises his hand, and the ground erupts with energy, sending the enemy flying. Great for incoming attackers, or the fool who wants to rush you on the ground. A slight lag time, however, makes it somewhat ineffective. This attack was originally used by Nappa, Vegita's oversized friend and General of the Saiya-Jin armies. Vegita, apparently seeking to use this attack as well, has adopted it in this game. Unfortunately, it doesn't do very good damage, the startup and lag are atrocious, and the move itself isn't exactly the easiest thing in the world to pull off. I highly suggest that you not use this move, unless you're a fan of losing. Down, Towards + A = KienZan 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Vegita throws a small disc which heat-seeks the opponent. Great for stupid enemies that like to hop back and forth into the two playing fields. Once again, this attack isn't of Vegita-Origin. It actually originated from the Z-Senshi named Kuririn, a bald monk who was good friends with Gokuu throughout their younger years. Kuririn developed a Ki attack that, instead of the traditional beam or ball of energy, was actually a ball of Ki flattened until its edges were razor sharp. Since it was a projectile, it could be easily controlled; since it was a razor, it could be used to cut; since it was a Ki attack, it could be used to explode at any time. Vegita, upon watching Kuririn use it against his hapless cohort Nappa, immediately picked up the attack and used it himself in various instances. In this game, the cutting ability of the move was dropped in favor of a much simpler heat-seeking explosive. Therefore, that's what you get - a move that seeks out its opponent, travels quickly, looks neat, and explodes on contact. An all-around good attack, if I do say so myself...you can throw it after an opponent has hit the ground, so when they get up they'll be hit by it! % AWAY, DOWN, TOWARDS + A = Big Bang Attack 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Vegita charges up, raises one hand towards his opponent, and launches a large blast. One of Vegita's 2 most popular moves, this one pretty well defines the entire attitude of the Saiya-Jin prince - I don't have to fully face you, I don't even have to use both hands...I can just use one and destroy you! While the attack is Vegita's weaker Super Ki blast, that hardly makes it useless - in fact, I find myself using it in far more situations than his Final Flash! Since you aren't restricted to waiting until you have enough energy for a certain Ki attack (like in Super Butoden 1), you can immediately start the match by launching one of these (provided your opponent doesn't hit you first). That's the beauty of the attack - it's quick enough that if you are just a couple of screens away from your opponent, you can pull this attack off and destroy them before they even realize what you're doing! %% DOWN, AWAY, TOWARDS + A = Final Flash 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall Vegita charges up, puts his palms together, and launches a large, two-handed blast. This is Vegita's Stronger Super Ki Blast (as denoted by the dual Percentages prior to the movement). What that means for you is that if you use it when you have little or no Ki, you're going to be tired as soon as you're done using it. The attack does a decent amount of damage, but it's entirely TOO slow to use in close-proximity to be worth anything. Sure, for the damage it does you think it'd be worth it, but in the time it takes to use this attack you could be pelted by a Weaker Ki blast and still have time to jump. It takes longer than the Big Bang Attack, but it DOES do more damage. Therefore, I bumped the usefulness ranking up 1 point (more damage = good), while the movement rank was dropped a notch. (see Section IV.A). # TOWARDS, AWAY, DOWN, UP + Y = Super Meteo Hitting 0/5 - Movement 4/5 - Effectiveness 4/10 - Overall Vegita hits them up in the air, smacks them back towards the ground, the stops them and elbows them in the other direction. While the damage is nice and the combo itself looks cool, the attack is an attack I wouldn't suggest you spend much time attempting to use. The difficult movement of this attack makes it something you shouldn't constantly try to get to hit - however, the range of the starter hit is actually a lot better than most others in the game, so you don't have THAT much to fear...if the opportunity is there, you will have more leeway in performing this move than you would with, say, Piccolo or Gohan's Meteos. ---Overall--- Vegita lost a LOT from the transition from Super Butoden to Super Butoden 2. He no longer has attacks that give him incredible speed and priority over his opponents, he doesn't have his "quick escape" moves anymore (the Handspring and the Backstep Headbutt), and the attacks he DID get are HARDLY an effective trade. His new Elbow attack is almost worthless unless used as a confusion tactic, his punching combo is worthless unless you're trying to quickly get to the other side of your opponent, and his anti-air move is slower and returns him right back to where he was, putting him BACK in the line of fire! However, for the detriments Vegita gained, he still packs a whallop. He seems to be evenly balanced between close-range and long-range fighting. Although the emphasis FEELS like it's on his close-range abilities, you'll no doubt find that his long-range abilities are the ones to use. He has the Renzoku Energy Dan for repeated strikes, as well as the KienZan for characters that like to jump a lot. He can get his licks in, then rush in and deliver a quick combo or two to stun his opponent or create an opening for him to use his close-range Big Bang attack. Don't underestimate the Prince of all Saiya-Jins - he'll pound you into the dirt the second you give him the chance. ____________ _____~C~ Piccolo______________________________________________________________ ============ Piccolo is Gokuu's oldest rival (unless you count Kuririn or Yamcha). His father was Piccolo Daimou, the evil incarnate that was released when Kami (Earth's God) ascended to Godhood - in order to do so, he had to purge his body of all evil. When Gokuu finally killed Piccolo Daimou, he vowed his revenge, and spit out an egg with the present Piccolo in it. This Piccolo has fought alongside and against Gokuu, but has played an even more important role in Gohan's life. As Gohan's fighting trainer, he instilled a fighting sense into Gohan. He even began to care for the little tyke. After a while, Piccolo gave up on the whole rivalry, and became a "good guy" with the Z-Senshi. Being a Namekian, Piccolo has the ability to regenerate lost limbs, extend body parts great distances, and use magical powers. Piccolo is a large Green Namekian, wearing a Purple Gi (uniform). Piccolo is one of the 4 characters you can play as in the Story Mode. ----------Move list---------- TOWARDS, AWAY, TOWARDS + B = Sliding Retort Kick 3/5 - Movement 4/5 - Effectiveness 7/10 - Overall Piccolo flies forward with a kick, then flies back to his starting point with another kick. This attack was ported directly from Super Butoden 1. In SB1, the attack didn't serve much of a purpose since Piccolo flew so far that you could effectively block him on each passing of the kick. In Butoden 2, though, this attack is MUCH more potent - the attack travels slower (well, maybe it just appears to travel slower since there are larger sprites this time around), but it covers a much smaller space, so if you connect with the first hit you're probably going to connect with the second one as well. This attack is great for adding up damage in a hurry, and it can throw off your opponent as well! Yes, it is possible to block he second hit, but depending on just how close Piccolo is the amount of time you'll have to turn and block the attack will vary - meaning a wise Piccolo player can mix-up his starting distances, making it more difficult for you to block the move at ALL. (While in air) TOWARDS, DOWN + B = Diving Flurry Kick 4/5 - Movement 5/5 - Effectiveness 9/10 - Overall Piccolo, while in the air, can dive and kick his opponent into submission. If it is blocked, he will still kick rapidly, and fly to a safe distance. This attack is, essentially, an upgrade to his Diving Kick from the first Butoden. While in the first one he only dove diagonally downward, in this one he dives and, upon connecting, will compound the damage by throwing in more kicks. Gosh, ain't it swell? Since Piccolo can effectively move around in air with this move, it also serves as a great defensive tool. Just make sure you're not encountering rising enemies at the same time (like Vegita's Double Kick)! The funny thing about this attack is that even if it's blocked, you'll be planted right next to your opponent the moment the kicking ends, so the amount of time they have to counter your missed attack is practically nothing. You can use this attack pretty much whenever you want without worrying about being smacked out of it! CHARGE AWAY, TOWARDS + Y = Mystic Grab 1/5 - Movement 2/5 - Effectiveness 3/10 - Overall Piccolo extends his arm, grabbing you from a distance and throwing you. As demonstrated throughout the manga, anime, and even the movies, Piccolo can do some strange things with his body - namely, he can stretch his limbs to extreme lengths while attacking, making every part of his body a long-distance weapon! Thus is the basis for this move - Picolo stretches his arm in an attempt to grab his opponent. If he succeeds in grabbing them, he will turn and throw them over his shoulder. While looking neat, this move is probably the worst one in Piccolo's arsenal - it's hard to pull off, it's hard to connect with, and while the damage is ok, you could do much better with a Sliding Kick Retort while remaining relatively safe. I suggest you not use this move in a REAL fight... DOWN, TOWARDS + A = Seeking Ki Blast 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Piccolo can create a small blast that seeks the enemy, like Vegita's KienZan. The attack is simple - Piccolo puts his hands together, then throws his arms out, hurling a small ball of energy that seeks out its target. This attack, while not terribly great in terms of damage, makes up its usefulness in the fact that it hunts down its enemy without any work from the player. You can use this attack to trap your opponent if you want to, as it's just as effective as it was in the first Super Butoden. Confuse your opponent into taking a few blows! AWAY, TOWARDS + A = Eyebeams 4/5 - Movement 3/5 - Effectiveness 7/10 - Overall Piccolo's stare can kill! What happens is that Piccolo shoots a small beam of energy out of his eyes. While this attack is quick and has no start-up, it really doesn't do much damage, nor does it travel very far. Of course, what did you expect - Piccolo probably doesn't enjoy funnelling raw energy through his eyes, as the beam (when being discharged) probably temporarily obscures his vision, and since the attack is coming from an orifice he's probably not used to firing from it would take a little more effort for the attack to come through. Plus - think if someone were able to make the attack backfire! Therefore, Piccolo really CAN'T put too much energy into the beams. They CAN take out other Ki blasts (except for multiple Ki blasts or Super Ki blasts), as long as they're in range! AWAY, DOWN + A = Mental Shocker 4/5 - Movement 2/5 - Effectiveness 6/10 - Overall Piccolo can use his amazing mental powers to send out a powerful blast of electricity, shocking his opponents into a daze. This attack has some serious downsides to it - it has pathetic range (seriously, I think Piccolo's legs stretch further than this), it leaves Piccolo frozen for a LONG period of time (actual seconds, folks!) and it does pathetic damage. However, it also has some serious upsides to it - it has amazing priority, it holds your opponent in place, and it can nullify ANY Ki blast coming at him. That's right, I said ANY Ki blast coming at him. If someone is getting ready to shoot a Super Ki blast at you in close-range, start this up and it'll destroy the blast, sparing you the damage. % AWAY, DOWN, TOWARDS + A = Mankaksopoppo 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Piccolo puts 2 fingers to his forehead, drawing in as much energy as he can in and around him. He then points his fingers towards his target, then funnels the energy into 2 combined beams - one a small blast of energy, another rotating around the beam so as to act as a "screw" attack. This extremely potent attack is considered Picccolo's trademark attack, first being used against the evil Saiya-Jin Raditz (Gokuu's brother). In fact, this was the attack that killed Gokuu for the first time! In the game, however, it is actually Piccolo's weaker Super Ki blast. Its close-proximity start-up is fairly quick, so it is much more effective when you aren't outside of close- quarters combat. %% DOWN, AWAY, TOWARDS + A = Gekiretsukodan 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall Piccolo begins drawing in as much energy as his can into his body, then stores it in one arm (so much so, in fact, that his arm will begin to swell from the amount of energy contained within). He then aims his arm at his opponent, using his other hand to steady the shot, then releases all that energy in one giant ball of destructive energy. Although not nearly as famous as the Mankaksopoppo, this attack (for whatever reason) was made Piccolo's Stronger Super Ki blast. I don't understand the reasoning behind it, I just know that they did it. The attack has a rather slow close-proximity start-up (since it IS a Strong Super Ki blast), so don't expect to be able to pull this out of thin air and fire it without having your opponent knock you out of it first. # TOWARDS, AWAY, DOWN, UP + Y = Aerial Bashing Meteo 0/5 - Movement 3/5 - Effectiveness 3/10 - Overall Piccolo hits them upwards, then pummels them while descending back towards the ground. Sadly, Piccolo's meteo is one move I suggest you stay away from - just like most every other meteo in the game, it has that atrocious movement just to get it to work (which means that unless you've practiced a lot, you're just going to be wasting your time attempting this). This, combined with Piccolo's extreme-short range starter, makes you wonder what the Namekian was thinking. Seriously, all he does is raise his arm as if he were shaking his fist at the sky, complaining about something. I know I was whenever I attempted this move, only to find that its range was too short to bat the fly off of his nose. Bleh! ---Overall--- Piccolo's abilities seem to make him able to handle opponents that are in extreme-close proximity. By this, I mean that he seems to work best when he is anywhere up to 2 screens away from his opponent. If they go past that, the most effective attack he's got is the Seeking Ki blast, which can still be seen and swatted down from that distance. Keep Piccolo in close enough to wear down his opponent using a myriad of attacks (Sliding Retort Kick, Mental Shocker, Diving Flurry Kick, etc), wait until you've got an opening, then either try for his Meteo (which will probably require your opponent being stunned for you to get in that close) or dash backward and throw out a Super Ki blast. Just make sure your opponent doesn't get too far away, or else you'll be at a disadvantage! ______________ _______~D~ Son Gohan__________________________________________________________ ============== Shortly after the defeat of Piccolo Jr. at the finals of the 23rd Tenkai-Ichi Boudokai, Gokuu and Chi-Chi were married. About 1 year later, their son Gohan was born. Gohan, because of his half-Saiya-Jin and half-Human blood, had enormous potential as a fighter. He first showed this potential when he was kidnapped by Garlic Jr. and his minions, and later demonstrated it again when Raditz, Gokuu's evil brother, kidnapped him. Gohan was trained by Piccolo, and showed very strong signs of respect towards him afterward - he had a suit made that resembled Piccolo's, and stayed good friends with his former teacher. Gohan participated in every major battle he was exposed to after his introduction, from Raditz to Vegita to Furiza to the Artificial Humans. The game's Title Screen is that of a shot of Gohan flying towards Kami's Lookout, then a short of him overlooking the edge of the lookout. He normally has black hair (in whatever hair style his mother has cooked up for him), but in battle he sports the blond SSj style. He also had a special purple uniform made that matches Piccolo's, as well as the weighted cloak to boot. Gohan is one of the 4 characters you can play as in the Story Mode. ----------Move list---------- DOWN + B = Sliding Kick 5/5 - Movement 5/5 - Effectiveness 10/10 - Overall Although not quite as nice as Trunks', Gohan can slide across the ground with his foot extended, seeking to knock down his opponent. The usefulness of this attack lies in the fact that Gohan, being a short fighter, can make himself an even smaller target, all the while moving towards his opponent and hitting them at the same time. Provided you're not fighting anyone near your size, Gohan will automatically have an advantage in the way of an on-the-fly counter for any projectiles thrown. TOWARDS, AWAY, TOWARDS + Y = Renzoku Naguru-Ken 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Gohan slides forward punching rapidly, then slides back. This attack is, in general, the epitome of Gohan's fighting attitude - rush in, punching like mad and not caring for one's own safety. Sadly, this attack is extremely bad for Gohan if it misses - you're going to be left VERY wide open should that happen. Also, the attack can be knocked out of after the first few hits (provided the other person either uses an attack that has more priority or speed that Gohan's next hit). However, the attack DOES do great regular (and blocked) damage and has little start-up, so you can use it in an instant and most likely connect with it. Go for it, Mighty Saiya-Jin! (While in air) TOWARDS, DOWN + B = Diving Kick Flurry 4/5 - Movement 5/5 - Effectiveness 9/10 - Overall Gohan, just like his teacher, Piccolo, can dive out of the air and kick rapidly at whatever he hits (except the ground). This attack does a decent amount of damage, and can be used as an aerial defensive maneuver - dodge attacks by jumping and dashing over them! Also, even if this attack is blocked the window of opportunity for retaliation is incredibly small, so you can safely throw this attack out without fear of being countered and punished. CHARGE AWAY, TOWARDS + Y = Super Charging Fist 1/5 - Movement 2/5 - Effectiveness 3/10 - Overall Gohan rears back, then lunges forward with a punch, his fist covered in a field of Ki energy. If this attack connects, his opponent will go sailing across the screen a good distance. However, the difficulty of the move, combined with the lack of opportunities you're going to have when trying to apply it, will make you think twice about using this attack. EVER. DOWN, AWAY + A = Renzoku Energy Dan 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Gohan, using an attack oft used by characters in the Manga/Anime, can launch 3 quick bolts of Ki in rapid succession. These attacks, while not overwhelming in damage, easily make up for it in speed and number. You can use these to chip away at someone's life or stop an enemy from performing certain attacks (such as Super Ki blasts or rushing you). All in all, this is a GREAT attack. Abuse it whenever you can. DOWN, TOWARDS + A = Seeking Ki Blast 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Gohan can throw a small Ki blast that homes in on it's target. As for any other character with the Seeking Ki Blast, this has a variety of purposes - pressure, long-distance attacking, and ground-confusion. If you want to, you can use this as an in-close attack - be forewarned, though, as it has some lag to it. If you miss with it (although it will still come around to hit your opponent), you will be left open for a bit. If you connect with it, though, the recoil time is longer than it takes for Gohan to snap out of it - therefore, as long as you connect with it (blocked or not) you'll be safe from retaliation. TOWARDS, AWAY, TOWARDS + A = Telekinetic Slam 3/5 - Movement 5/5 - Effectiveness 8/10 - Overall Gohan throws his hand out, sending out a telekinetic burst of energy that slams opponents a good distance away. This attack uses the "Knockback" feature, sending hit opponents sprawling a few screens away. While the attack doesn't do much damage, it doesn't take very much Ki at all and moves incredibly quickly. However, it is cancelled by regular blasts, so it's dropped another point for usefulness. Aside from that, the attack is great, and should be used whenever you need to get rid of a pesky rush-down player (::cough:: GOKUU ::cough::) or just feel the need to gain some space. DOWN, UP + A = Bakuhatsu-Ha 3/5 - Movement 2/5 - Effectiveness 5/10 - Overall Gohan can not only charge up Ki, but can expell it in the same manner, creating a temporary barrier around him. This attack, while not to terribly easy to pull off, it does have its uses - namely, it looks like Gohan is charging up, so you can confuse your opponent into attacking you when you're in an offensive position. However, this move doesn't protect you from certain attacks (Super Ki blasts will rip you apart in close), so don't think it's a move you should abuse. Also, since there is a noticable lack of the "charging" sound, like when your character is charging up, you're not very likely to fool your opponent more than once or at a distance. This move is mostly good for those times when you fight someone who likes to jump in the air to attack you, only to find that you've become a porcupine of sort (the quills being replaced by raw energy). % AWAY, DOWN, TOWARDS + A = Masenkou 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Gohan holds his hands above his forehead, charging up energy. He then points his arms towards his opponent, one hand behind each other with the palms facing out, and lets loose with a beam of energy. This is Gohan's Trademark attack, which was taught to him by Piccolo during their training before the arrival of the Saiya-Jins. However, this attack was soon abandoned in favor of the most commonly-used "special" attack of the series - the Kamehame-Ha. Since this is Gohan's Weaker super Ki Blast, it has a quicker close-range startup, but does less damage. %% DOWN, AWAY, TOWARDS + A = Kamehame-Ha 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall Ah, his daddy's training does show through! Gohan finally uses an attack that his father taught him (instead of Piccolo). Charging up a ball of Energy, Gohan calls out the name of the attack "Ka...me...ha...me..." then points his hands at his opponent and releases the ball in a beam of energy "HA!!!". This attack is Gohan's Stronger Super Ki blast, which means that while it does more damage, it takes longer to throw while in close-proximity to your opponent. Also, since the movement is more difficult than that of Gohan's weaker Super Ki blast (Masenkou), it drops 1 point. Due to the power, it gained a point, though, so it all evens out, n'est pas? # TOWARDS, AWAY, DOWN, UP + B = Gohan's Meteo...? 0/5 - Movement 2/5 - Effectiveness 2/10 - Overall Gohan performs - surprise, surprise - his Father's meteo (not Piccolo's)! Upon connecting, Gohan boots his opponent up into the air, reappears above them to kick them back to the ground, then touches down next to them and hits them, propelling them a few screens away. This attack, for the damage it does, flat- out stinks. Sure, it's effective an' all, but the movement is difficult to pull off, not to mention the fact that it's doubly-hard to connect with because of Gohan's short legs! Since I can't take anything else away from the movement rating, I have to drop Usefulness by 1. ---Overall--- I don't really understand the choice of attacks for Gohan. He has some VERY nice close-range attacks, yet he was also given several attacks that either attack from a distance or simply send opponents flying to a distance! I guess the emphasis should be put on keeping Gohan out of the close-proximity fight, attacking from a distance. Due to his short stature, he can safely attack from a distance and be marginally safer from attacks than the larger characters, so pelt your opponent until you're ready to try a larger attack (Super Ki blasts and a meteo). ___________ _________~E~ Trunks___________________________________________________________ =========== Mirai Trunks (Future Trunks) is the son of Vegita and Bulma. His first appearance from the future was to deliver a special medicine that would prevent Gokuu from dying. In his timeline, Gokuu died from the a heart disease, and because he hadn't been there the Artificial Humans #17 and #18 destroyed most of the population of the Earth, including the Z-Senshi. By saving Gokuu's life, Trunks created a seperate timeline than the one he came from - one that dealt with 3 different Artificial Humans, plus a more powerful set of the 2 he was familiar with. Trunks stayed with the Z-Senshi of the past, training and fighting the Artificial Humans and (eventually) Cell. Trunks finally got to meet his father, Vegita, but was bothered by the arrogant, uncaring person he saw. He eventually came to realize how his father was, and respected the man - but that doesn't mean he necessarily LIKED him. Trunks showed his support by showing up at the Cell games, ready to participate. Unfortunately, his appearance was more bad than good, as he was killed by Perfect Cell. This enraged Vegita enough to cause him to blast Cell, distracting him enough for Gohan to overpower him and kill him. Trunks was wished back to life with the Dragon Balls, and then returned to his own timeline. Because of his incredible growth in strength, Trunks was able to defeat the Artificial Humans and Cell in his own timeline, thus stopping the cycle from continueing. This Trunks is the Trunks from the future, not the lazy Trunks that fought during the Buu saga. He has long Purple hair (which came from his mother, obviously), and sports a set of grey-ish (gray-ish?) pants and a black sleeveless shirt with a Purple "Capsule Corp." jacket over it. When Trunks enters battle, he automatically powers up to SSj, making his purple hair fray out in every direction and turn blond, and ditches the jacket. ----------Move list---------- DOWN + B = Sliding Kick 5/5 - Movement 5/5 - Effectiveness 10/10 - Overall Trunks can perform an easy tripping attack by sliding on the ground and kicking. Despite being much taller than Gohan, Trunks' sliding kick actually puts him lower to the ground than Gohan! I guess it's all in the style of the attack - while Gohan slides forward with 1 foot extended, Trunks slides on his back with BOTH feet extended, making himself a much smaller target. This is good when you're close to an opponent and want to create an opening or simply stop them from attacking you, without worrying about any extraneous motions or anything. DOWN, TOWARDS + B = Super Sliding Kick 4/5 - Movement 5/5 - Effectiveness 9/10 - Overall Trunks runs forwards and slides along the ground, much like his DOWN + B Sliding Kick. The different between the attacks is that with this one, Trunks will slide much further and do more damage upon collision with an enemy. If you thought the first Sliding Kick was nice, you should see this one! However, since this special requires that much more movement to initiate, it does lose a point in the Movement rating. However, don't let that dissuade you from the fact that this is a really good attack! NOTE - one of the most useful features of this attack is that it can be used in the Aerial Fighting zones, where no ducking is allowed. Since you can't duck, you can't block low, and thus Trunks has a free hit whenever he wants one! DOWN, TOWARDS + Y = Rushing Attacks 4/5 - Movement 3/5 - Effectiveness 7/10 - Overall Trunks rushes forward, punching and kicking. This attack, while not terribly damaging, comes out quick and can be used as a good pressure tactic. However, the attack does have one problem - after the first hit he can be knocked out of the move (or it can be blocked or avoided), so ultimately it's not the best attack to use against more experienced opponents. One could easily block the first hit and retaliate. While I suggest you not use this attack against more knowledged opponents, it is perfectly safe to use against the CPU ranks 1 and 2 (and occasionally 3). CHARGE AWAY, TOWARDS + Y = Bakuken-Ha 1/5 - Movement 2/5 - Effectiveness 3/10 - Overall Trunks, quickly summoning an amount of Ki to his hands, released a powerful blast of energy from his palms, sending anything within range sprawling. This attack is difficult to pull off and difficult to connect with. It uses the Knockback feature, but the problem with the attack is that even if you DO manage to connect with it, Trunks' really doesn't have much in the way of effective distance attacks! Sure, he has the Seeking Ki blast, the Kakusan Energy Dan, the Energy Dan, and his Super Ki blasts, but the Seeking Ki blast is geared more towards confusion, the Energy Zan is used more for getting around Ki blasts, and his Super Ki blasts take a LOT of energy. Ultimately, this attack only sets up for the Kakusan, so there's not really much point in having a special move where it feels like its only good use is to prepare for another special move. DOWN, TOWARDS + A = Seeking Ki Blast 4/5 - Movement 5/5 - Effectiveness 9/10 - Overall Trunks launches a blast that seeks out it's opponent. As with everyone else who has this style of attack, the Seeking Ki Blast can be used for confusion, evasion, and hunting down your opponent. Dash past it and sandwich your opponent, or simply throw it out and watch as your opponent takes the time and energy to destroy the attack - and while they do that, you can rush them and beat 'em up! DOWN, AWAY + A = Kakusan Energy Dan 4/5 - Movement 5/5 - Effectiveness 9/10 - Overall Trunks holds his hands out as if he were performing the Bakuken-Ha, then releases 3 bolts of Ki that travel parallel to each other, flying towards his opponent. This attack does a nice amount of damage and travels fairly quickly, but the thing that makes it exceedingly nice is the fact that it will tear through regular Ki blasts and continue on towards its target, making it difficult to overcome. However, it can still be avoided by jumping or travelling to the other fighting area (it doesn't seek from ground to air and vice versa), and it doesn't beat Super Ki blasts, so don't overuse it TOO much... AWAY, DOWN + A = Energy Zan (Ground Energy) 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Trunks quickly hurls a burst of energy that skims along the surface of the ground, headed towards his opponent. This attack is good because, like the Kakusan energy Dan, it takes a relatively small amount of energy (about 1/8th of the bar) and deals out a nice bit of damage. However, the focus of the attack is that it travels along the ground rather than through the air, making it an attack that you have to block low against. This means that you can throw it out and not worry about having other Ki blasts stopping it cold (unless another Trunks throws one at you!). % AWAY, DOWN, TOWARDS + A = Finishing Buster 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall One of Trunks' trademark attacks, this attack is shown by Trunks performing a myriad of arm movements, then holding his arms out; his hands are together horizontally with the palms facing his opponent, while his forefingers and thumbs are pressed together as if making an OK sign. He then lets loose with a blast, headed towards his opponent. Ok, descriptions aside, this attack really isn't much to write home about. It's Trunks' weaker Super Ki blast. However, I do have a bit of a gripe about the choosing of certain attacks over others as their "stronger" and "weaker" Ki blasts... %% DOWN, AWAY, TOWARDS + A = Burning Attack 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall The "other" trademark attack of Trunks', this one depicts him charging up a massive ball of energy behind his head, then hurling it at his opponent. As with the Finishing Buster, this attack didn't actually have a name until it was given one in the video games (I believe the first one these attacks were named in was "Hot Battle! the Androids!" for the NES/Famicom). At any rate, this attack has a slow start-up in close proximity, but generally looks cool, being a large ball of energy being hurled at high speeds towards unsuspecting enemies. Rock! # TOWARDS, AWAY, DOWN, UP + B = Rushing Combo Meteo 0/5 - Movement 4/5 - Effectiveness 4/10 - Overall Trunks' meteo starts with him kicking his opponent, then dashing after them as they fly, pummelling them all the while. While Trunks' startup for the meteo has decent range (his standing kick), it's still nothing major enough to warrant an additional point in usefulness. However, since you can link into this off of Trunks' sliding kick, it's still a VERY potent attack (should you be able to pull it off, that is). ---Overall--- Trunks is a very agile and dangerous player. He can slink around attacks extremely well, he can combo off of his sliding kick, and his long-range attacks are not to be scoffed at. He can throw out attacks that will essentially ignore his opponents' attacks, and he can ignore most Ki attacks himself by sliding underneath. When it comes to playing as Trunks, create whatever opening you can in your opponents' defense by rushing them, sliding under them, and launching a variety of special blasts at them. If you're going up against Trunks, never forget about the importance of blocking low and responding accordingly to missed or blocked combos. _________________ ___________~F~ Perfect Cell___________________________________________________ ================= Cell was created to absorb Artificial Humans #17 and #18 in order to achieve his "perfect" form. he managed to surprise #17, and due to Kuririn's desire to NOT blow up #18, Cell managed to absorb her as well. This Cell was incredibly powerful. Thus having reached his perfect state, Cell had a quandry - what should he do now? He'd accomplished what his programming stipulated, so what should he do now? Cell decided - he took over the Boudokai and changed it to the "Cell Games", a new fighting contest. The rules were simple - everyone who showed up would fight Cell. If they lost, the next person would fight him. If Cell defeated everyone, then he would blow up the world. If Cell lost, then he lost. Perfect Cell, in a fairly close match, defeated Gokuu. The next contender was Gohan, whom wouldn't fight all out. Cell, interested in finding out what kind of "hidden powers" the boy had, released several Cell Juniors to beat up on his friends (Vegita held his own, but everyone else got beat around). Cell, seeking to infuriate the boy, proceeded to step on #16's head, silencing the robot forever. This drove Gohan to the edge, causing him to transform to SSj level 2. This Gohan bet the ever-lovin' tar out of Cell, hitting him so hard he puked up #18 (whom Kuririn promptly rescued). Cell, whom had dropped back to an imperfect form (from the lost of #18) and bewildered at the sudden change of tide in the fight, decided to commit suicide and blow up the world. Gokuu, sacrificing himself, grabbed Cell and teleported him to Kai-oh Sama's planet (sacrificing him too). Unfortunately, the explosion didn't kill Cell - it only made him stronger, restoring him to his Perfect Form. Gohan, with a little help from Vegita, managed to overpower Cell again, this time atomizing him in a massive Kamehame-Ha. Perfect Cell is the second person you fight in the Story Mode (after whomever you decided to train with at the beginning). He has an all-white face with black stripes, and sports a sort of "upgraded" version of Imperfect Cell's suit. His crest has become a hat, his skin has become an armor of sorts, and his stinger tail is now concealed by the "wing flaps" on his back. ----------Move list---------- TOWARDS, AWAY, TOWARDS + B = Bakuhatsu-ha 3/5 - Movement 2/5 - Effectiveness 5/10 - Overall Perfect Cell, just like Gohan, can emit an aura of dangerous energy around himself that resembles a regular Ki draw. This attack can be used as a confusion tactic, stopping opponents from rushing in and attacking what looks like an opening. Your character isn't REALLY drawing in Ki, they're letting loose with it in a harmful way! Don't go near him now, kiddies, shoot him or wait 'til he's done! DOWN, TOWARDS + Y = Punch Uppercut-Kick Uppercut 4/5 - Movement 3/5 - Effectiveness 7/10 - Overall Cell slides forward and delivers an uppercut with his fist, then flies upwards with a kick, knocking the other guy down. This is a nice, damaging combo that Cell can utilize, as it comes out quickly and is certainly painful (assuming it connects), and works well as an anti-air. However, the lagtime on it is bad, so if you happen to miss with it, you're an open target to all sorts of abuse. DOWN, TOWARDS + B = Sliding Double Kick 4/5 - Movement 3/5 - Effectiveness 7/10 - Overall This attack is much like the other "combo" moves - it's quick to come out and does decent damage both attacks connect, but after the first hit the move can be countered/blocked/avoided. However, the move is quick to come out and doesn't have much in the way of lag, so it's one of the safer "combo" specials in the game. DOWN, UP + A = Taiyo-Ken 3/5 - Movement 5/5 - Effectiveness 8/10 - Overall Cell holds his hands up to his face and discharges a burst of energy in the form of a blinding light. If this attack connects, your opponent will be temporarily immobilize d(as if they'd become tired or stunned). This attack is great in how effective it is and its amazing priority (it will even knock opponents out of the air, but sadly won't stun them); however, it does have its downsides, namely pulling the move off and the lag time (if they block this attack or are out of range, you're VERY wide open). Still, it's a great attack to use and abuse due to the openings it can create. DOWN, AWAY + A = Renzoku Energy Dan 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Cell can hurl out 3 Ki blasts in rapid succession, just like anyone else with this move. Due to Cell's large stature, this attack is thoroughly useless on the likes of the smallest character (Cell Junior, Vegita, & Gohan). However, this doesn't mean it's not effective - it can still be used to take out other Ki blasts (provided they're not being thrown by someone so small that they'd fly right underneath), and the damage it does is quite nice. AWAY, TOWARDS + A = Finger Laser 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Cell fires a laser from his finger. What else is there to say? It's really quick, and can stop a regular Ki shot. It doesn't do much damage, but it's quick enough to stop enemies from rushing it. You can use this in close proximity to stop attacks, but to be honest I think another attack would most likely be more suiting. However, that doesn't mean this attack should be ignored; on the contrary, it should be your first line of defense against Ki blasts from a distance (aside from using regular Ki blasts yourself). It could be better, but it could be a LOT worse... % AWAY, DOWN, TOWARDS + A = Kamehame-Ha 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Cell charges up and lets loose with Kamesennin's trademark attack. This is Cell's weaker Super Ki blast, so it's quick to start up in Close Proximity and doesn't take much Ki. As with any other weaker Super Ki blast, though, it still only takes off 25% of one bar, and from a distance it can be nullified by just as many defenses as the Stronger Super Ki blasts. Oh well... %% DOWN, AWAY, TOWARDS + A = Chou Kamehame-Ha 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall Cell lets loose with Gokuu's biggest attack (except for the Genki Tama, which they conviniently left out of this one). This attack, for those of you who don't know, is actually stronger than the regular Kamehame-Ha (I'll cover it in Gokuu's section, since it seems more fitting to talk about it there). Cell can use this attack as well, and it is his stronger Super Ki blast, so you know the drill - more damage, more Ki required, longer close-proximity start-up, blah blah blah. Nachos! % CHARGE TOWARDS, AWAY + Y = Volleyball Kick-Spike 1/5 - Movement 4/5 - Effectiveness 5/10 - Overall Cell grabs his opponent, throws them skyward, then spikes them into the ground with a kick. Unlike most of the other meteos in this game, Perfect Cell's is marginally easier to pull off. Also, due to Cell's incredible leg length, it's VERY easy to connect with it. The only problem with this move is that it DOES have a difficult movement required, that of a charge move. The most frustrating aspect of this move, though, is the fact that it is the only move that requires you to charge TOWARDS your opponent. This means that you pretty much HAVE to be on the offensive, due to the fact that you have to be close enough to your opponent to connect with it (not too much of a problem with P. Celly) while holding TOWARDS them long enough for the move to work. In other words, you have to be close enough to your opponent (who is not very likely to hold still) while continually holding TOWARDS. This means that if you're going for this move, you can't block. This makes it VERY troublesome. However, Cell's reach and the damage make it a fine tool to have. ---Overall--- Cell is, as he was in Super Butoden 1, a walking tank. He has some very powerful moves at his disposal, and he is surprisingly agile for being a large character. However, his individual moves don't really do much damage on their own - you have to have all hits connect to do the damage you want to. This can be very problematic, given the fact that Cell is a large target. However, his Taiyo-Ken ability easily makes up for his size disadvantage, giving him the ability to stop you cold at any given second. You know, I was wondering - everyone in the game (except Zangya) either has the Renzoku Energy Dan or the Seeking Ki blast (or both). Why is it they don't? The reason I'm bringing it up in Perfect Cell's "Overall" section is that it also made me realize - why doesn't Cell have BOTH moves? He's made up from the cells of the other Z fighters and he knows their moves, so why didn't the programmers give him some moves from the other characters? You'd think that the "perfect" amalgam of the characters would have the best moves, right? I mean, they could have taken his Sliding Double Kick and given him Gokuu's multiple kicks, or given him Vegita's Diagonal Kicking attack in lieu of his Punch/Kick combo. Oh well...maybe giving him Vegita's Diagonal Kicking would not have been a very good idea... ________________ _____________~G~ Cell Junior__________________________________________________ ================ SSj Gohan just wouldn't go all-out against Perfect Cell. Cell taunted the boy, trying to get him to fight 100% and use his full potential. And why shouldn't Cell want to see this? Cell had reached his pinnacle, and wanted to see if this Saiya-Jin boy could compete - Gokuu had said he was capable, so why not see just how good the boy could be when Gohan reached HIS maximum? After a few failed attempts, Cell decided to see if he could incite fury be attacking his friends. Rather than try to attack everyone himself, Cell opted for a different style - due to Piccolo's blood, he was able to create several smaller versions of himself that could do the dirty work for him. This smaller, weaker version of Cell resembled a childlike-version of him, but was still strong enough to pound on the other Z-Senshi (except for Vegita, who was on a par with his). Cell Junior is a tiny, bluish-tinted version of Perfect Cell. His "crest" (hat) is shorter, his limbs are smaller, and his is a thinner target then his "father". Cell Junior can be fought against if you initially fail against Perfect Cell, and also makes small cameos guarding either a Dragon Ball or a Devil's Tower. ----------Move list---------- TOWARDS, DOWN + B (While in air) = Diving Kick Combo 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Cell Jr. can drop out of the air with a kick, hit two more times, and then fly back up into the air with another kick. Now, what makes this attack so good? Well, for starters, you can perform this move whenever you want during a jump (even immediately after you've jumped), making it a good surprise tool. The second factor is that if you use it and land short of your opponent, you're still not an open target - remember, you'll keep attacking before returning to the air. The only detriment to the move itself is that if you completely miss or your opponent blocks the lot of it, you'll be left wide open. DOWN-AWAY, UP-TOWARDS + B = Triangle Kick 2/5 - Movement 5/5 - Effectiveness 7/10 - Overall Junior can fly diagonally upwards with a kick, then drop straight down and slide back to his original position with another kick. It's a triangle, see? The purpose of this attack, aside from damaging your opponent (duh) is primarily trickery and dodging of attacks. If there's anything Cell Jr. can do well, it's dodge attacks and confuse your enemy. That's where this attack comes into play - his flying upwards can hit his opponent, forcing them to remain groundward (or otherwise take a hit). After that, he quickly drops back to the ground and slides back to his original position. This portion of the attack can be effective for routing enemies that are attempting to attack you - they'll be forced to turn around when you switch sides and block from a different angle. The sudden switch can often make for a free hit, unless your opponent has incredible reflexes or you telegraph the attack too much (meaning they know when to block). The move gets a 5 in usefulness because of all of this, and probably should be dropped down 1 notch because ultimately Cell Jr. can't use this to dodge Ki blasts on reflex - if he does, he'll return back to his spot in time to have the Ki blast connect. Still, for non-Ki-related attacks this is the way to go! CHARGE AWAY, TOWARDS + B = Double Kick 1/5 - Movement 3/5 - Effectiveness 4/10 - Overall Cell Junior, with his small size, can easily evade certain attacks and come back with his own fun attacks, like this one. He jumps towards and kicks twice. Now, unlike the previous 2 attacks of Cell Junior's, this one really isn't that useful. Granted, it utilizes the Knockback feature, but that really doesn't help Junior much as he's more of a close-proximity fighter than anything. Also, it's not entirely useful when it comes to dodging blasts - he can still be knocked out of it with regular attacks (provided you have the better range, which isn't that hard), and if your timing is poor then you will simply collide with whatever attack you're trying to avoid. Finally, the movement for this attack isn't to whippy, so I suggest you stay away from this move unless you're in dire need of getting your opponent away from you! TOWARDS, AWAY, TOWARDS + B = Reverse Diving Kick Flurry 3/5 - Movement 5/5 - Effectiveness 8/10 - Overall Cell Junior can quickly rush past his opponent, jump in the air, then return with a Diving Kick. If the Diving Kick connects, he will proceed with a Piccolo and Gohan-esque Kick Flurry. What makes this attack so great? Well, aside from the simplicity of the movement, the attack does decent damage, comes out quick, and is very easy to connect with! Play a quick mind game, mix up attacks, then pull this one out and force your opponent to block from the other side - it's very likely that they won't block quick enough and instead take the hit. Surprisingly enough, this attack also makes an excellent Anti-air - when your opponent jumps in, dash past 'em and catch them right as they're landing with a flying flurry of feet! Sadly, the only real problem with the attack is that Junior can be hit out of the initial dashing, meaning that if you try to dash past someone who's in the middle of attacking (think special moves with repeated hits), you'll take the hit instead of moving past them. However, you shouldn't be thinking about rushing your opponent when they're doing this anyways, so it's generally a safe move to work with! AWAY, TOWARDS + A = Finger Laser 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Cell Junior, just like his father (I THINK you can call him his father), can shoot a laser out of his finger. We can only assume which host's DNA this came from - Piccolo used it, as well as Furiza, so who did the attack originate with? Since it's coming out of the finger rather than the eyes, one could argue that it was initially Furiza's attack - however, Piccolo did originate the "Small Beam(s) of Energy" attack, so you could say it came from him as well. Arguments aside, the attack is just as useful as everyone else that has it - a quick attack that's good for stopping rushing opponents or a seeking Ki blast. However, Cell Junior is too short to use it against regular Ki blasts. However, he IS really short, so if it's a regular Ki blast he doesn't have to worry anyways! Therefore, the attack is just as useful as it normally would be (for someone else). DOWN, AWAY + A = Renzoku Energy Dan 4/5 - Movement 5/5 - Effectiveness 9/10 - Overall Just like nearly every FRIGGIN' person in the game, Cell Junior has the Renzoku Energy Dan. In case you hadn't been paying attention throughout all the other characters' movelists, this move is as follows - Cell Junior, at the cost of a little bit of the Ki bar, can throw out 3 ki bolts in rapid succession. The usefulness of this attack, for most people, is that they can hurl them and stop other Ki blasts from tagging them while retaliating with 2 more Ki blasts following it. The thing about Cell Junior's Renzoku Energy Dan is that due to his lack of height, he can simply chuck these out and not worry about it colliding with other Ki blasts (not counting the Energy Zans or Seeking Ki Blasts that have dropped to his level). The result - Cell Junior can throw out 3 bolts of Ki in a rapid manner, only you don't have to worry about sacrificing 1 of the blasts to destroy an attack and hit with the other 2. He can simply connect with all 3 and add on to the damage! The only detriment to the attack that I can think of is that if he's facing off against the other really short players, his shots can and will collide with regular Ki attacks (Gohan, Zangya, Veggie, etc). Don't let that phase you, though - if they're not short, you've got nothing to fear! DOWN, TOWARDS + A = KienZan 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Kuririn's trademark attack is also utilized by Vegita in this game. Cell Junior makes a small, homing disk of pure energy and launches it at his enemy. Also, just like Vegita's, the attack will home in on his opponent, so this is essentially a "fire and forget" missile. Ain't it great? Now, what kind of uses does this attack have? Well, Cell Junior works best when he's in close combat, so what should you do if your opponent keeps jumping out of range of even you Renzoku Energy Dan? Why, chuck this attack out and use it to prevent your opponent from running away while you rush them. However, just like regular Ki blasts and the like, if you are too far away and manage to dash into your own Ki blast, you WILL collide and take damage for it. Granted, Cell Junior is short and might shoot underneath it, but there's no sense in taking that sort of risk. Therefore, fly above/below them after chucking the KienZan, then let the pressure begin! % AWAY, DOWN, TOWARDS + A = Mankaksopoppo 3/5 - Movement 3/5 - Effectiveness 5/10 - Overall Cell Jr. can use Piccolo's most popular attack. For those of you who don't know what that is, then it's the Mankaksopoppo - the powerful beam of energy that looks and acts like a "screw" blast. The main blast carries most of the power, while a secondary beam of energy twirls around the main beam acting as a drill. The effect is that you have a powerful blast of energy that both does a lot of damage and also can and will drill through its target. Since this is Cell Junior's weaker Super Ki Blast (as denoted by the single Percentage Sign), it has a short start-up while in close proximity (where Junior does the best when fighting) and takes 25% of the Ki bar; the downside is that it only does 25% damage. It's a trade-off, n'est pas? %% DOWN, AWAY, TOWARDS + A = Kamehame-Ha 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall Cell Junior charges up and lets loose with Kamesennin's trademark attack...ok, to be honest, we don't know if he actually trademarked it or not. We know that Gokuu used the attack a LOT throughout the course of the series, so most people simply consider it Gokuu's attack. However, Kamesennin DID devise the attack, and there's no telling how often he's used the attack throughout his lifetime, so it's up for grabs. I prefer to think of it as Kamesennin's attack, since he DID make it. Sure, Gokuu eventually upgraded it with the "Chou Kamehame-Ha", but that was really just an improvement on the regular ol' Kamehame-Ha. Ok, ownership aside, this is Cell Junior's Stronger Super Ki Blast. You know what that means - longer close-proximity start-up, more Ki required, more damage done. ---Overall--- Cell Junior is a short fighter. Sure, that much is obvious, but you have to stop and take into account as to how effective this can be. Granted, because of his short stature that means his appendages are short as well, and any attacks made with them are going to have poor range. However, you'll find that Cell Junior's size and mobility make it easy enough for him to get in close to attack, and his ability to dodge attacks more than make up for his lack of range. If you desperately need an attack with some range to it, Junior can toss out a regular Ki bolt, a Renzoku Energy Dan, or a KienZan. When in close, range won't matter as much as priority and speed - and Cell Junior has that in spades. If you can bully your opponent into a dizzy spell (which Cell Junior seems to be good at with his relentless attacks), you're free to let loose with a Super Ki blast (since he doesn't have any meteos)! ___________ _______________~H~ Zangya_____________________________________________________ =========== Zangya and Bojack were 2 villains that came from the Dragon Ball Z movies rather than the manga and/or series. Because of this, many say that they were never "real" villains. Hey, man, it's your call. I thought they were pretty neat in Movie #9. So what it if might not fit into the overall storyline? The plot of Movie 9 was simple - evil Pirates from deep in space came to Earth, and the Z Senshi have to stop their fun (participating in a Boudokai) so they can stop them. Ultimately, Gohan powers up to SSj2 and trashes them all. The pirates were lead by Bojack, the oversized Male Alien, and Zangya, his second- in-command. Zangya was known for her ruthlessness as well as extreme strength. She has long Orange hair and blue skin, and is one of the 2 final enemies of the game you can fight (aside from Buroli, that is). ----------Move list---------- TOWARDS, AWAY, TOWARDS + B = Sliding Kick-Reverse Elbow 3/5 - Movement 4/5 - Effectiveness 7/10 - Overall Zangya slides forward, past her opponent (doing damage in the process), then returns with an elbow attack. This attack, while not terribly damaging, is effective in the sense that even if they block the attack, you'll still pass through and attempt the second hit. Granted, it's possible to block both hits, but you'll still do chip damage for both attacks. This makes the attack quite effective - you will either do a miniscule amount of damage on each pass, you'll do a larger amount of damage with 1 blocked and 1 hit, or connect with both. In either case, it can work as a confusion tactic (duel-sided attack). The only thing that brings this attack's "Usefulness" ranking down is that if you miss or if it's blocked, you're wide open to attacking. DOWN, TOWARDS + Y = Punching Combo 4/5 - Movement 1/5 - Effectiveness 5/10 - Overall Zangya slowly moves forward, punching. Then she jumps and flies at you with a kick. Sadly, because of this moves' dismal speed and range it isn't very effective. Sure, the damage is there, but the attack is easily blocked/avoided/countered. Even if your opponent is dizzy, the first hit will bring them out of it and the rest will most likely be blocked or avoided or countered. In most instances, I would suggest you not use this move. This move isn't even very effective as an anti-air - the flying kick would be, but the attacking before hand takes up too much time for it to be used on the spur- of-the-moment. You would probably have to set up an instance where your opponent would jump in the air right as you flew upwards just to connect with it as an anti-air! If you have to construct situations where a move is useful, then the move is inherently NOT useful. There's a difference between comboing into Cable's AHVB and having to use an Assist to get Gambit's Royal Flush to connect - both are situations created, but one of them is infinitely easier to perform. DOWN, TOWARDS + B = Kicking Combo 4/5 - Movement 2/5 - Effectiveness 6/10 - Overall Zangya slowly moves forward, kicking. She ends it with a slide move that knocks you off your feet. Ok, so what is it with Zangya and terrible moves? Honestly...this one is marginally more effective than the Punching Combo, and that's due to the fact that if your opponent blocks the initial hits, you MIGHT score a hit with the sliding kick (provided they forget to block low). It really isn't very good for chipping, since the attack can be avoided/blocked/ countered after each hit, so this is yet another move I suggest you stay away from. AWAY, TOWARDS + A = Finger Laser 4/5 - Movement 5/5 - Effectiveness 9/10 - Overall Zangya shoots a quick laser out of her finger. Just like everyone else that has this move, Zangya can fire off a quick beam of energy that can defuse Ki blasts and the like. The reason this move gets an extra point for usefulness is that Zangya's short stature allows her to chuck one of these out and even stop one of Cell Junior's Ki blasts! Granted, it will take out Seeking Ki blasts just the same as everyone else (which track to the same level as where you through out Ki), meaning you can use it there as well, but you can also stop Cell Junior with this sucker. That's just less worrying about the little guy getting at you! DOWN, AWAY + A = Kakusan Energy Dan 4/5 - Movement 5/5 - Effectiveness 9/10 - Overall Zangya, just like Trunks, can create 3 parallel ki shots that fly horizontally across the screen. This (these?) will tear through a regular ki shot, and does a fair amount of damage on its own. To be blunt, this is one of the few GOOD attacks Zangya has. Her close-proximity fighting is weak, so she's left playing keep-away and counter-offense, and this move plays right into that strategy. Although it does have a slight start-up, the move makes up for it in the fact that it takes out rival Ki blasts and continues on towards its target. Sure, she's lacking in some powerful moves, but the ones she's got work great! AWAY, DOWN + A = Energy Zan 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Zangya can create a ki blast that travels along the ground towards it's opponent. Yet another move taken from Trunks' arsenal, Zangya's usage of this, to be honest, seems a little redundant. Why? Because she's short, that's why! Her regular Ki blasts travel at around the same height as the upper-half of the Energy Zan, so why bother using Ki to throw out the blast? The answer, of course, is simple - the damage, silly! If your regular Ki blast could do this much damage when it connected, then why would you bother with a special move? Oh well...it's quick, it's damaging, and since it's low to the ground it can pass underneath the larger characters' Ki blasts. Therefore, it's a good attack. % AWAY, DOWN, TOWARDS + A = Super Laser 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Zangya charges up and shoots a VERY large laser at her opponents. What does this mean for you, the user? Well, as the singular Percentage mark denotes, it's a "Weaker Super Ki Blast". Therefore, quick startup in close-proximity and 25% of your Ki bar are some of the traits of it. The other trait is that only 25% damage is done (to only 1 bar, that is). I can't think of anything else to say about this move, except...well, a Laser? C'mon, I was hoping for some huge death-crusher beam, and all I got was a laser? Poo...you know, maybe I should have called this move something else. I mean, the word "Laser" is actually an acronym for "Light Amplification by Stimulated Emissions of Radiation". Now this attack really is nothing more than Zangya taking a bunch of Ki and forming it into a beam of energy. That doesn't really follow the definition of a "laser", now does it? Also, I supposed "Super Concentrated Beam of Ki Energy" is a little too long, and SCBKE isn't a very good acronym, is it? So I can't call it a Laser, and I can't call it a SCBKE...aw, forget it. I'll leave it as Laser. %% DOWN, AWAY, TOWARDS + A = Ki Volleyball 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall Zangya creates a ball of energy, then serves it at you (like Jiisu did against Vegita). Not exactly quick, but for the damage it does...so at this point, I should just talk about the attack, right? Ok, if you'll scroll down to section VI.C, you'll find a couple of rants about certain things. Read the one about Connected Ki Attacks vs. Disjoined Ki Attacks and you'll see my feelings about this attack. # (1) AWAY, DOWN, TOWARDS + B = Somersault Strike 3/5 - Movement 2/5 - Effectiveness 5/10 - Overall Zangya somersaults towards her opponent, then kicks straight down, sending them flying. Granted, this attack doesn't do the damage of regular meteo's, it DOES have the traditional "Look, I've just been knocked through a rock" followup. Therefore, I classify this move as a Meteo. Sure, it does less damage, but whoever said that a meteo had to do a certain amount of damage? It does a fair amount of damage, doesn't it? And they DO get sent through a rock, right? Ok then, I don't really see how an argument could ensue. Now then, let's talk about the attack itself - the move is the same movement as her Weaker Super Ki Blast, sans the A BUTTON in lieu of the B BUTTON. The attack itself isn't very easy to connect with, though. One would have to correct gauge the distance for the move and THEN pull it off, which can be VERY troublesome. Think about it - the attack requires for you to connect with the main hit, yes? Now, what happens if that main hit comes after you fly a certain distance, then stop in mid-air? Now you'll have to start thinking about working your opponent so they'll be at just that distance, then making sure the attack connects. Heck, they'll most likely block the attack and you'll be left wide open anyways! Therefore, this isn't a very good meteo to bother with... # (2) TOWARDS, AWAY, DOWN, UP + B = Kick/Uppercut 0/5 - Movement 3/5 - Effectiveness 3/10 - Overall Zangya kicks them up into the air, then uppercuts them. Doesn't do that much damage, and let's face it, it's just not as impressive as Trunks rushing someone and beating them up. This attack is slightly more useful than Zangya's first "meteo", though, due to the fact that you can just rush in and hit them, thus starting the "meteo". Just as you would expect from someone as short as Zangya, she's got short limbs, and therefore actually connecting with this meteo requires your being in VERY close range (throw range, actually). Also, the movement for this "meteo" is more difficult than the movement for her other "meteo", so you're less likely to pull it off when you need it to work. Bleh! ---Overall--- Zangya is nothing more than a poor clone of Trunks. She has rushing combos, but they aren't very fast; she has his ki attacks (except for the homing shot); she even creates a Ball that is launched at her enemy (as a Super Blast). Sure, she has 2 "meteos", but they probably shouldn't be considered meteos because they don't do NEAR as much damage as all the other ones. Generally speaking, Zangya works well as an anti-short person, but even then she's rather weak. Her offensive tactics are very lackluster, so I highly suggest you stick to the defensive with her. She can zip underneath Ki attacks and hurt your opponent while in close, or simply nullify a Ki blast or two then retaliate with a Meteo. At any rate, don't play all-out offense or you'll get burned. ___________ _________________~I~ Bojack___________________________________________________ =========== The head pirate gangster from deep in space, Bojack also hails from Movie 9. What's the deal with the giant green guy (other than Piccolo)? Bojack (as well as Zangya and the other pirates) was beaten by the Kaioh-Shins and locked away in the deepest regions of space, but now he's returned te exact his vengence upon Earth! This is where Earth's heroes come into play - there's a Boudokai going on, and a slightly-older Gohan is participating. Guess what happens... Ok, movie chatter aside, here's the deal - Bojack is an evil, evil man - so evil that Kai-oh Sama claims this guy was more evil than Piccolo Daimou ever was (which is quite a feat, since Piccolo WAS the Devil and all). Therefore, beating this guy will most likely be difficult. In the game, he and Zangya have come to Earth to find the Dragon Balls and wish for immortality. As a diversion (and to exact revenge againt Earth), they've also set up several "Devil's Towers" which will be very nasty it not removed (they're planning on showing nothing but "Star Trek V" 24 hours a day! AAAAAAHHHHHHHHH!!!!). Bojack is the final person you face off against on any difficulty (unless, of course, you played well enough to go up against the mighty Buroli). Bojack's character icon is that of a large blue man decked out in pirate regalia. The sprite for when he is fighting is that of a large, shirtless, green warrior with long red hair. Now, this brings up an interesting question...why is he green? Zangya is blue. Her fighting sprite is blue. Bojack's character icon is blue...so why does he suddenly turn green? Maybe some deep, unrequited love for Piccolo caused him to die it before the matchup? Who knows what evil lurks in the hearts of Pirates... ----------Move list---------- A = Turbo Hyper Wicked Awesome Concussion Ki (THWACK) 5/5 - Movement 4/5 - Effectiveness 9/10 - Overall Unlike everyone else in the game, Bojack's regular Ki blast is extremely fast. Sure, it does the same amount of damage as everyone else's, and doesn't grant any special hit properties (knockdown, stun, knockback, etc), but it IS extremely handy in how fast it moves. Seriously, I think it'd be safe to say that this is the fastest Ki attack in the game (aside from Gohan's, Gokuu's, and Buroli's Telekinetic Slam). The only thing that brings this attack down a notch is Bojack's height - because of it, the Ki bolt will past right over the heads of ducking players, and even completely miss Cell Junior! Oh well... Can't win 'em all, now can we? TOWARDS, AWAY, TOWARDS + B = Double Kick 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Bojack slides forward with a kick, then jumps and dives with another kick. This attack is quick to come out and does decent damage; however, because the second hit can be blocked or avoided or even countered, the attack loses some points in effectiveness. Also, the second hit, while looking nice, really doesn't have much of a use as an avoidance tactic. Because of the initial sliding forward and the angle of return from the diving kick, this attack can't be used to avoid Ki attacks (unless you're REALLY good with your timing, and the perpetrator of the Ki attack is a short character). All in all, the attack can get its licks in, but it isn't very effective against your more advanced players. DOWN, TOWARDS + Y = Double Knee Smack 4/5 - Movement 3/5 - Effectiveness 7/10 - Overall Bojack slides backward, like he was dashing away, but then suddenly slides forward again and hits with his knee, then again with his knee extended. This isn't very effective against the computer because it will catch you off guard with a ki shot to snap you out of it. However, it has its place against a human player, and can often work wonders in an anticipation-style match. How can this move be used effectively? Easy - mix up your game with the occasional dash backwards, faking your opponent into thinking you're doing this attack (when in actuality you're not). You can also fool them by actually performing the move and hoping that they'll rush you, only to be kicked when you slide towards them. While these tactics are fine and good, one does have to remember that both can be countered by a trigger-happy opponent. AWAY, TOWARDS + A = Finger Laser 4/5 - Movement 1/5 - Effectiveness 5/10 - Overall Geez, what's with all the finger lasers? EVERYONE seems to have them in THIS game! If there ever was ANYONE in the game who didn't need this attack, it would be Bojack. Why? For starters, the guy is incredibly large - so much so that this attack can fly over the head of many ducking players, and will only nullify Seeking Ki blasts (provided they are allowed to travel far enough to rise to his height) and Buroli's Ki blasts (as well as another Bojack). The usual applications of this attack are lost - quick stopping of an opponent, destroying of a Ki blast - due to Bojack's size. What's even worse is that this attack actually requires Ki to use, and has the same pitiful range as any other Ki Laser. The thing that makes this attack most useless, though, is not due to Bojack's size - it's the fact that his Regular Ki Bolt (THWACK) can do everything this can, while not having a distance restraint (ok, not quite a short a restraint), nor does it require Ki to use. AWAY, DOWN + A = Energy Zan 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Bojack launches a ki blast that travels the ground. Well, we've seen this attack twice before, so why not have someone with this exact move? I can see the Programmers were getting lazy at this point, but what can we do (besides complain, that is)? I guess all that's left to do is talk about the move. Well then - the attack travels along the ground (like Trunks' and Zangya's), and is fairly damaging upon collision. This attack is actually very useful for Bojack, as it is the only Ki attack of his (aside from the Supers and the Tsuiseki Energy Dan) that can strike low enemies or enemies low. If it did more damage, required less Ki, travelled faster, or had some other special property to it, I'd give it a 5 to the usefulness ranking. Since it doesn't, then I'm afraid all I can do is give it a near-perfect 4/5. DOWN, AWAY + A = Tsuiseki Energy Dan 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Bojack releases an energy attack that homes in on it's target. Ah, another good attack (that we've seen a LOT of in this game) to burden our large friend with. Bojack, being the large character that he is, has difficulty dealing with the shorter characters. What's a big lug to do? Well, there's always the Ki attack that seeks out its target, right? As usual, this attack is good for pressure, trapping, yadda yadda yadda. Let's not ignore the fact that Bojack is big, and he pretty much needs attacks like this just so he can get close enough to do the REAL damage. % AWAY, DOWN, TOWARDS + A = Double-Hand Blast 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Bojack grabs one arm with the other while charging up. He then points his arm at his opponent and lets loose with a large blast at his opponent. Now, for those of you who've already skipped ahead to my Rants section (VI.C), you'll know about my complaints about the disjoined Ki attacks vs. connected Ki attacks. However, for Bojack this is not the case - both of his Super Ki blasts have him grabbing one arm and letting loose with a Ki blast at his opponent. Since neither of them is a beam of energy, one could reasonably assume that the weaker Ki blast is just a ball of energy that he put less effort into making. Thus, it still follows logic and physics. Ranting aside, the attack has quick close-proximity start-up, low damage and low Ki required, and goes great with a side of Corn on the Cobb. Munch. %% DOWN, AWAY, TOWARDS + A = Super Double-Hand Blast 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall Bojack charges up, then does exactly the samething as his weaker Super Ki blast - he grabs one arm and shoots a blast of energy at his opponent. Variety is the spice of life, the old saying goes...and if that's true, then Bojack is about as spicy as rancid oatmeal. Everything else is the standard - slow close-proximity start-up, high damage and high Ki required, Nachos would be really nice right now... ::goes to find something to snack on:: ...and thus, having eating 2 sandwiches and a few bowls of cereal, I can safely say that this attack is the stronger of the 2 Super Ki Blasts. # DOWN-AWAY, UP-TOWARDS + B = Disappearing Bicycle Kick 2/5 - Movement 5/5 - Effectiveness 7/10 - Overall Bojack disappears, then reappears above where he was before, kicking. This attack does a smaller amount of damage as the regular meteos, but it's very quick and easy to do. Now, what makes the attack so good? Sure, it does less damage than other meteos, but let's face it - if you've got your distance down, this attack is just about unavoidable and unblockable. Yes, it IS avoidable and blockable, but the sudden disappearance and attacking can oftentimes surprise your opponent, giving you a free hit. It's quick, it's got the best range out of any Meteo in the game, and while it's not the easiest thing to pull off or hit with, a little practice will do wonders for you. The thing that makes this move extremely good is that you can use it to dodge attacks while remaining fairly safe yourself - since Bojack disappears and reappears above the ground, you can avoid Ki blasts (and Cell Jr. entirely). It's great for avoidance, it's great for attacking, it's just great. Get this move down NOW! # TOWARDS, AWAY, DOWN, UP + B = Kick Meteo 0/5 - Movement 4/5 - Effectiveness 4/10 - Overall Bojack kicks low, then high, then back into the ground. Ok, Bojack, what happened? You had a nice, easy meteo that did decent damage and was extremely effective for both offensive and defensive purposes. So how/why did THIS move come into play? While it DOES do more damage than the Bicycle Kick meteo, you have to be in much closer to connect with it...however, Bojack's long legs should make this not too much of a problem. ---Overall--- As I've said several times throughout Bojack's movelist, he is a LARGE person. Because of this, he might whiff attacks on the shorter characters all the time. Because of this, most of the time you'll be forced to stick with only a few of his moves to work effectively. However, he can control a close-proximity match like nobody's business, being able to hold his own in the throw-range, half- screen, and full-screen ranges with ease. The only difficulty he has, sadly, is due to his height (and the lack thereof other characters have). Play Bojack defensively, and always try to keep your opponent within striking range. If they get too far away, he can use the Energy Zan and Tsuiseki Energy Dan, but ultimately these moves should only be used to close the gap between him and his opponents. Stick to being in their face, but remember that if you try to play too much to the offense you will get burned - Bojack's not the greatest when it comes to dodging attacks, but he sure can dish 'em out! ---------------------------------------------------- ------- Hidden Characters (See Section VI.B to Unlock) ------- ---------------------------------------------------- Wannt to play as the hidden characters? Go to section VI.B, silly! _____________ * _________________~J Son Gokuu_______________________________________________ ============= Gokuu is the main character Dragon Ball. The story revolves around his growing up, eventually becoming the ultimate fighting champion of the universe. From the beginning, where Gokuu was a mere child (and a martial arts prodigy), Dragon Ball has watched him grow and mature into an adult. He has dealt with powerful fighters, meglomaniacal shoguns, assassins, ace martial artists, and even the devil and his minions. Throughout it all, Gokuu has grown in strength and fighting wisdom, eventually becoming the fighter he is today. Super Butoden 2's Story Mode begins right where Super Butoden 1's last fight was - against Perfect Cell. You pick your character, and then you begin training for the Cell Games by training with either Gokuu or one of the 3 Z-Senshi you didn't pick. However, this is about Gokuu, so let's talk about him. Occasionally, upon arriving at the fight with Cell Gokuu will take off and fight him first (and promptly lose), then point out that YOU are the one to beat Cell. Gee, thanks Gokuu... Gokuu is only available to play as in the Boudokai mode and the Multiplayer mode, and even then you can only use him if you've unlocked him. Gokuu sports an Orange Gi (Uniform) styled after the kind Kamesennin had him wear while training with him (as a child), and has wild black hair with a flattened area (where he fell on his head as a child). Upon entering battle, Gokuu automatically powers up to SSj form, causing his hair to turn upright and go blond (please refrain from the Benimaru jokes at this time). ----------Move list---------- AWAY, DOWN, TOWARDS + B = Spinning Kicks 3/5 - Movement 5/5 - Effectiveness 8/10 - Overall Gokuu spins and spins, kicking all the while. Now, what's the deal with this attack? To be perfectly honest, this is the ONLY attack Gokuu needs to win with. Seriously. Gokuu spins and spins and spins, smacking over and over. There are brief moments when the other guy can break out of the kicking, but if they choose the wrong attack to counter with they'll only get hit again. The chipping this attack does is insane - all told this attack can chip away as much damage as some attack can do unblocked! The only problem with this attack, other than the fact that if you miss you'll be unguarded for a long time, is that certain characters (like Gohan, Trunks, Cell Jr., etc) can break out of it with a simple sliding kick. Nevertheless, repeated use of this attack is highly suggested due to its extreme effectiveness. TOWARDS, AWAY, TOWARDS + B = Flip Kick 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Gokuu performs a forward flip, hitting with his feet. While not as effective as his Spinning Kicks, Gokuu can make good use of this attack as well. It's very simple - this attack can, during its first could of frames of animation, shoot past certain attacks (mostly physical) and still bop your opponent in the face. Also, the attack is quick enough to throw out there and not have to worry to terribly much about lag time or start-up. If you need a quick diversion, throw this out and set up for something bigger! CHARGE AWAY, TOWARDS + B = Elbow to Kick Spin 1/5 - Movement 4/5 - Effectiveness 5/10 - Overall Swings with his elbow, then spins around and kicks. Shorter than the Spinning Kicks, and leaves you slightly more vulnerable. However, because you can easily switch between the Gokuu's 3 Kicking attacks (Spinning Kicks, Flip Kick, and Elbow to Kick Spin), this attack is FAR from useless. Confusion tactics reign supreme, especially when you've got a series of moves that can be interchanged to keep your opponent guessing. Because the largest flaw of Gokuu's Spinning Kicks is that it can be countered (provided you have the right timing), you can simply use this attack and, since it stops quicker than the Spinning Kicks, block the attempted counter as it comes out, then retaliate at your hearts desire. Still, the attack on its own isn't THAT great, so don't expect it to be a suitable substitute for the Spinning Kicks. DOWN, TOWARDS + A = Seeking Ki Blast 4/5 - Movement 4/5 - Effectiveness 8/10 - Overall Gokuu launches a smaller blast which seeks out the opponent, no matter where they are. Once again, we see this attack being encorporated by someone. You know, I really don't remember someone throwing out a small burst of energy that automatically followed its opponent in the Manga/Anime, do you? I'm pretty sure every time an attack like this was done, the user had to consciously control the ball themselves. Oh well...aside from the glaring lack of a basis for the attack, Gokuu can use this attack just as effectively as anyone else with it - throw it out, use it to get around your opponent, whatever. In case you hadn't put 2 and 2 together yet, here's a helpful hint - use it and dodge around your opponent, then use Gokuu's Spinning Kicks to remove a nice portion of life. TOWARDS, AWAY, TOWARDS + A = Telekinetic Slam 3/5 - Movement 5/5 - Effectiveness 8/10 - Overall Gokuu launches a quick telekinetic shot so fast, it knocks the enemy flying quite a distance away. Heya Gohan, what's this attack? Oh, it's yours? Well, tough - I'm going to use it too, and there's not a darn thing you can do about it. Nyah! Seriously, if the going gets tough and you need to get your opponent away from you (or you just need to get away from your opponent), then this attack works great - it travels INCREDIBLY quickly (as fast as, if not faster, than Bojacks' THWACK attack), and utilizes the Knockback ability. So knock 'em back, Gokuu - you've earned it. DOWN, UP + A = Taiyo-Ken 3/5 - Movement 5/5 - Effectiveness 8/10 - Overall Gokuu draws in a great deal of energy, then releases it in a form of pure light, blinding anything within range. This is where Perfect Cell learned this devastating attack - through his DNA and from Dr. Gero's programming, Cell knows of Gokuu's trickery. However, Gokuu is just as good at this attack, so you can abuse it all you want. By using it, ground-based enemies that aren't blocking (and are in range) are blinded and become temporarily stunned. This makes an EXCELLENT setup for whatever you want to do against your opponents. Also, it can be used as an anti-air - if someone is jumping in at you, give 'em a flash of light to make them come back to the ground! The only problem is, when used as an anti-air they don't become stunned...but hey, it's a good attack nonetheless! % AWAY, DOWN, TOWARDS + A = Kamehame-Ha 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Gokuu charges up a ball of energy at his side, between his palms, then releases the energy in a beam of destructive goodness at his opponent. Now, I've already been over whether or not I should say Gokuu gets Trademark Rights of this attack or not (Kamesennin won out), so I guess all that's left is to say. Isn't it funny how Gohan, who also uses this attack, uses it and it's his STRONGER Super Ki blast, while when Gokuu uses the Kamehame-Ha it's his WEAKER Super Ki blast? Gosh, Gokuu, it looks like your son is doing more damage with an attack you're more familiar with! That doesn't say much for you, now does it? %% DOWN, AWAY, TOWARDS + A = Chou Kamehame-Ha 2/5 - Movement 4/5 - Effectiveness 6/10 - Overall Gokuu charges up an even MORE powerful Kamehame-Ha, then unleashes it at his enemy. Gokuu first used this attack against Ma Junior (Piccolo) during the final rounds of the 23rd Tenkai-Ichi Boudokai. Essentially, all it is is a Kamehame-Ha with even more energy pumped into it. I believe the mechanics of the original Kamehame-Ha is that the user draws in as much energy as they can, then releases it in a little ball from their hands. The way this version works is that the user draws in an incredible amount of energy, so much so that it gathers AROUND the user and is funnelled into the blast. Ok, now that THAT'S been taken care of...why is it Gokuu has to put more effort into an attack he knows so well just to make it as effective as someone else using the same attack (that isn't as familiar with the move)? Gosh, Kakorotto, I think you're getting weaker in your old age... # TOWARDS, AWAY, DOWN, UP + B = Neo Meteo Juggle 0/5 - Movement 4/5 - Effectiveness 4/10 - Overall Gokuu's meteo has him smacking the other guy up into the air, then back towards the ground, the straight ahead into some rocks (or ground, whatever he hits). Hey, I remember this meteo the first time I saw it - back in Super Butoden 1! Well, it's nice to see our old favorites coming back for another go, eh? Just like SSj Gokuu's Quadruple Kicks from Super Butoden 1 (only upgraded), this attack is making a repeat appearance. However, unlike the Quad Kicks, there's no difference with this attack from either game - Gokuu does the same thing in both (although in Butoden 1, there wasn't a giant rock to be knocked into). Aside from game differences (or the lack thereof), the attack does a nice amount of damage, but is a little short of range. Also, the movement for it sucks. ---Overall--- Let's hear it for Kakorotto, folks - the man can chip your life away, play keep-away with the best of 'em, and even stop you cold so he can meteo you in close or Super Ki blast you from afar. Gokuu has what is probably the best mix of moves in the game...every one of his attacks has a useful purpose, although a couple of them really only serve a purpose when used as a setup for a larger attack. Still, you can't keep the main character down, now can you? Play Gokuu offensively and you'll do great. Play Gokuu defensively and you'll do great. Play a firm mix and you'll have a winning combination. I, personally, suggest playing offensive (Spinning Kicks), then dashing back, using Taiyo-Ken, and either pulling out a meteo or using a Chou Kamehame-Ha. Well, that's just me... ___________ _____________________~K~ Buroli_______________________________________________ =========== Buroli is the true Legendary Super Saiya-Jin, and first appeared in Movie #8. Buroli was born on the same day as Gokuu, and was put in the crib right next to his. Because of Kakorotto's incessant crying, Buroli went insane (gee, thanks Gokuu - you've created a homicidal maniac). King Vegita then decided that this ultra-powerful baby was too powerful to continue living. He set the motion to dispose of the child and his father, Paragus, by throwing them out with the trash (literally). However, they managed to survive the ordeal thanks to Buroli's incredible strength, and after years or brooding (and training) Paragus finally invited the Z-Senshi, with Gokuu included, to visit. This started a massive fight, with Gokuu eventually winning out (with the help of the rest of us, of course). Buroli, being an incredibly popular villain, returned in Movies #10 and #11. Buroli's character icon is that of a slender, shirtless man wearing white baggy pants and sporting long black hair. Upon entering battle, Buroli powers up to his Legendary form, growing around 3 times in size and causing his black hair to turn blue, then into the traditional SSj blonde (and a mess of spikes, too!). Buroli can only be accessed by either doing exceedingly well in the Story Mode (see Section VI.B, and only if you wish to fight him rather than as him), or by unlocking him for play in the Boudokai Mode or Multiplayer (again, see section VI.B). Oh, and we don't really know if he is the TRUE Legendary Super Saiya-Jin. Paragus said he was, and Vegita certainly did believe it...but there really isn't anything past that for us to go on. Let's just assume he is, for the sake of argument. ----------Move list---------- CHARGE AWAY, TOWARDS + Y = Super Clothesline, Version 1 1/5 - Movement 4/5 - Effectiveness 5/10 - Overall Buroli suddenly springs forward with a devastating clothesline, striking his opponent and flinging them away. While getting this move to work is no easy feat, connecting with is always a painful moment. The move utilizes the Knockback feature, sending hit opponents sprawling. Also, the move just flat-out looks painful! DOWN, TOWARDS + Y = Super Clothesline, Version 2 4/5 - Movement 3/5 - Effectiveness 7/10 - Overall Buroli's second Clothesline is easier to pull off, yet does the same amount of damage and doesn't send opponents flying. That's not very whippy...however, the move does have its uses - namely, you don't have to worry about charging away from your opponent to pull the move off, so you can use it on the spur- of-the-moment. Unfortunately, the start-up does bring the move down a notch, as does the fact that Buroli doesn't move NEAR as far towards his opponent as he does with the S.C. v1. Oh well... TOWARDS, AWAY, TOWARDS + B = Machine Gun Kicks 3/5 - Movement 3/5 - Effectiveness 6/10 - Overall Buroli rushes forward, kicking high, medium, and low. This attack is quite painful primarily because Buroli can hit up to 3 times without his opponent having an opportunity to block/avoid/retaliate. If all 5 hits manage to connect, you're guaranteed to do a lot of damage. However, it can be halted after a mere 1-2 hits, and after the last hit Buroli holds his leg up in the air (as if he's posing or something), so the move isn't quite as effective as it could be. Still, for the damage those 2-3 unavoidable hits can do, it's a worthwhile attack. DOWN, AWAY + A = Renzoku Energy Dan 4/5 - Movement 2/5 - Effectiveness 6/10 - Overall Buroli launches 3 speedy ki shots from 1 hand. Now, would you like to know why I rank this particular Renzoku Energy Dan lower than everyone else's? It's simple - Buroli is so friggin' tall that the blasts shoot over the heads of most anyone he'll fight! Vegita, Gokuu, Zangya, and Trunks can duck the blasts, while Cell Junior and Gohan can simply stand still and not be hit (Perfect Cell, Bojack, Piccolo, and another Buroli have to avoid the blasts). Simple put - that stinks. When there are characters that, unless they're stupid enough to jump, can walk right up to you and beat you up for performing a certain move without any fear of retaliation, then the move is not what it's cracked up to be AT ALL. DOWN, UP + A = Bakuhatsu-Ha 3/5 - Movement 1/5 - Effectiveness 4/10 - Overall Buroli, like Vegita, can create an energy flare from the ground. It hurts dashing opponents, jumping opponents, or people who just happen to be in the wrong place at the wrong time. The difference between the two attacks, though, is that Vegita will simply make the ground in front of him explode, while Buroli apparently "throws" his Ki onto the ground in front of him, making the attack look even more viscious. Unfortunately, just like Vegita's, the attack has too much lag to be terribly effective, and for the damage it does you'll wish it took less Ki. However, the fact that this attack can act as a shield against other Ki attacks does prevent it from being a total waste of time... TOWARDS, AWAY, TOWARDS + A = Telekinetic Slam 3/5 - Movement 5/5 - Effectiveness 8/10 - Overall Yup, Buroli has one of these, too. Simply put, Buroli opens the palm of his hand and lets a blast of energy shoot out so quickly that you can't see it on the main screen, and only a fleeting dot appears on the radar. What purpose does this serve? Suppose Buroli is fighting someone who is particularly short. They can easily waltz up to him and start pummeling him, so his choice of attacks are limited. Therefore, Buroli would have to pick certain attacks and carefully plan when to use them or else simply get away from his opponent. Ladies and gentlemen, I give you the ultimate enemy-keep-away-attack. Of course, by now you should already know that, but still... % AWAY, DOWN, TOWARDS + A = Super Energy Ball 3/5 - Movement 2/5 - Effectiveness 5/10 - Overall Buroli makes a large ki ball with one hand, then smashes it towards you with the other. This is Buroli's weaker Super Ki Blast. Now, what's the deal with my ranking this move 1 point lower than everyone else's super Ki blasts? It's simple - Buroli is so large, this attack will shoot over the head of ducking opponents, much like his Renzoku Energy Dan. Honestly, Buroli, what's the point in trying if you're just going to get beat up like this? Couldn't you possibly AIM at who you're gunning for? %% DOWN, AWAY, TOWARDS + A = Super Energy Throw 2/5 - Movement 3/5 - Effectiveness 5/10 - Overall Buroli charges up, makes a large ki ball with his opposing hand, then hurls it at you. This attack is more painful than his Super Energy Ball, but it is also the slower of the 2 attacks. Also, just like the Weaker Super Ki Blast, Buroli's performing this move in close-proximity is not recommended - it will shoot over the heads of shorter players entirely, and a lot of other characters can simply duck the move. All told, the attack has the damage, but I seriously recommended that you not use this move when in close. # TOWARDS, AWAY, DOWN, UP + B = Super Pile Driver 0/5 - Movement 4/5 - Effectiveness 4/10 - Overall Buroli kicks you up into the sky, then grabs you and drives you into the ground. Now, as it is with everyone else, Buroli's Meteo has a simple move that must connect for the rest of the attack to follow through. The problem is, with a guy this large you'd expect the starter to be a move with a lot of range, right? Nope - his kick hits high, and sadly has little range compared to some (comparitively, Vegita has MUCH more range to his). Also, because of the height he hits at, smaller characters can beat the attack out by simply performing a low punch/kick. I've seen Gohan stop this attack cold on many occasions, despite the fact that we both hit each other (we both were knocked away, but the meteo didn't initiate). ---Overall--- Buroli is a big man. Because of this, he has some rather noticeable disadvantages - namely, he has trouble dodging attacks, and he has even more trouble hitting the shorter characters with some of his better moves. His Renzoku Energy Dan is practically worthless in most situations, as is his close-proximity Super Ki blasts. That narrows down his field of useful attacks to his physical ones, his Telekinetic Slam, his Meteo, and his Bakuhatsu-Ha (well, ok - his Bakuhatsu-Ha was never really useful). Sadly, against the short characters his Meteo is often ousted, and his physical moves will either miss or take to long to connect with. What are we left with? A big lug who can't dodge with. In the world of Dragon Ball, this type of fighter has another term - [Fill in the blank with your favorite move] Fodder. However, this is not to say that Buroli is a BAD character; on the contrary, if he manages to get on a role, there's little you can do to stop him. He has 2 moves that knock opponents away, and his large size (and high-hitting Meteo) can often lay-out jumping characters, small or not. At a distance, he's just as effective as your regular characters (sans the Renzoku Energy Dan, but that's ok). The funny thing about him is that his regular Ki shot hits short characters just fine, while his other Special Ki blasts (excepting the Telekinetic Blast) will whiff opponents. Don't forget about his full range of moves, and you'll do just fine in a fight. You'll do even better if you're picking on someone your own size. =============================== Super Butoden 2 =============================== -----------------------------VI: Various----------------------------- =============================== Super Butoden 2 =============================== Aside from part A, these are the sections that really don't fit in with any of the other parts of this guide. Therefore, here are the various other parts of the FAQ, all ready for you to browse through and laugh at! _______________________ _~A~ Special Move Ranks_______________________________________________________ ======================= The reason I'm putting this section in is so I can list each move based off of their ranks, then discuss why they are where they are. Now, keep in mind that I'm not saying these moves are impossible - I'm merely putting things in perspective. Compared to some other games these moves are incredibly easy, while compared to others they may be quite difficult to pull off. Therefore, for the sake of understanding I ranked the moves based off of all the moves in the game. Got it? Good. ---Movement Ranking--- Rank Reasoning 5/5: 1 Button attacks (A, B, X, Y) or 1 Direction + 1 Button Attacks. Why: All you have to do is either press a button or hold a direction and press a button. It really doesn't get much easier than that! I mean, honestly - the most basic way you can attack is by pressing a button. When that attack has special properties that other attacks do not, or by pressing a direction and that attack can yield a new, effective attack, it has clearly gone above and beyond the norm. Thus, on a scale of 1-5, I give these attacks a perfect score in simplicity. 4/5: Moves that require 2 short directions that are very likely to work and are very easy to do. These moves are the Quarter-Circle rolls in any direction and the Back/Forth movements. [DOWN, TOWARDS], [DOWN, AWAY], [AWAY, DOWN], [TOWARDS, DOWN] [AWAY, TOWARDS] Why: Ever since the fighting games of old, the "Quarter Circle" motion has become a staple for special moves. It's simple to do and isn't difficult to remember, and the move can be used in a number of ways (rolling in either direction from the 4 points of a directional pad can yield 8 different moves, not counting which attack buttons you use). As for the Back/forth movements, one can simply waggle their thumb across the directional pad and get this movement, and they aren't prone to failing due to their movement. 3/5: Moves with 3 directional presses in a somewhat-easy fashion, as well as moves that only use 2 but are more difficult due to the directions required. [AWAY, DOWN, TOWARDS] [TOWARDS, AWAY, TOWARDS] [TOWARDS, DOWN, DOWN-TOWARDS], [AWAY, DOWN, DOWN-AWAY] [DOWN, UP], [AWAY-DOWN, TOWARDS-UP] Why: The Half-circle motions are slightly more difficult than the Quarter Circle motions due in part that the are, essentially, just 2 Quarter circle motions in sequential order. The back/forth/back again motions are included because there is that much more of a chance of you accidently hitting in another direction, causing the computer to think you were rolling instead of simply flipping back and forth. Finally, the DOWN, UP motion is included because, while it is only one back/forth movement, you are required to press up, which often times will cause your character to jump rather than use the attack. 2/5: Movements that combine the Quarter-Circle with the Back/Forth movement, as well as movements that requirs you to charge in a direction, then press the opposite direction and a button. [DOWN, AWAY, TOWARDS] [CHARGE AWAY, TOWARDS], [CHARGE TOWARDS, AWAY], [CHARGE DOWN, UP] Why: The Quarter-Circle is easy enough, as is the back/forth motion. However, combining the two so you have to immediately follow a Quarter-Circle with another direction entirely isn't easy. As for the charge moves, pulling them off never seems to happen when you want it to! However, you're more likely to pull one of these moves off than most of the Meteos, since the Meteos will most likely cause your character to jump, putting them in a VERY bad position. 1/5: Movements that require 4 or 5 directional presses (such as the 270º moves), as well as those that have odd directional presses to start Why: ---Usefulness--- I seriously considered making a Usefulness list like I did with the movement list, but that seemed a little redundant - after all, isn't that what I did for the individual character move list? ___________ ___~B~ Cheats_________________________________________________________________ =========== 1) Oh, so you wanted to play as Gokuu and Buroli? It should be noted that they can only be used in the VS. or Boudokai modes. Now that THAT'S out of the way, here's all you have to do...dDuring the opening sequence, where it show Gohan's arms (or Gokuu's...no one really knows) as he flies towards Kami's Lookout, press "UP, X, DOWN, B, L, Y, R, A." You'll hear Buroli say the name of his most hated enemy - "Kakkorot...to!" and now you'll be able to play as them! Oh yeah...in case you're wondering how you get this code, it's simple - beat the Story Mode on level 4 Difficulty with each one of the characters. Every time you do, you get 2 of the commands (UP, X for one, DOWN, B for another, etc). Beat it with all 4 and you get this password...but I've just saved you the trouble, haven't I? 2) Want to face off against Buroli? First off, you can only take on the Legendary Super Saiya-Jin if the difficulty setting is at 3 or 4. That being said, getting to him is a breeze - from Chapter 2 on, don't lose any fights. By doing so, your character will take on the massive mound of muscle. Good luck to you! __________ _____~C~ Rants________________________________________________________________ ========== Here are a couple of rants about the game (and about Dragon Ball in particular, but simply brought up by a point or two about the game). Feel free to argue with me about them by e-mailing me. VegitaBOD@aol.com ##### Disjoined Ki Attacks vs. Connected Ki Attacks ##### Does it really make sense for certain characters' stronger Ki blast to be a disjoined attack instead of a connected energy beam? Allow me to make an analogy so you can understand my reasoning - suppose you have the option of choosing between using a water hose to shoot water at someone, or to "charge up" a water balloon full of water and throw it. Granted, when you throw the water balloon you'll have better accuracy since you won't have to worry about swinging the stream of water (energy) around, but there's no WAY it could possibly dump out as much water, for the same amount of energy, as the stream of water from the hose. Piccolo's Mankaksopoppo, as well as any other "connected" ki attack, he can continue to dump energy into it, thus overriding any other attacks attempting to defeat it. Because Piccolo is controlling the giant beam by, essentially, a ball at the end of a long string, he has less control but more power to it. The Gekitretsudokan is a giant ball that he has more control over, but unless he spent a LARGE amount of time dumping more energy into the attack (which would take a lot of time and effort), it simply isn't going to be as powerful as the Mankaksopoppo. I guess all I'm whining about is the fact that the programmers decided to make the wrong attack the more powerful one, thus showing that they didn't really understand the basics of physics or watch the show that much. Yes, I really AM so anal-retentive as to nit-pick something of this calibur. It may not bother some of you out there, but it sure does annoy me. ##### Which of Cell Junior's Supers is REALLY Stronger? ##### Let's talk physics for a second - suppose someone (that someone probably being Cell Junior) put the same amount of effort into both the Mankaksopoppo and the Kamehame-Ha. Who's to say which is going to be stronger? Let's thing about this. The Kamehame-Ha is simply a beam of energy being shot at their opponent. Therefore, it would be reasonable to assume that the Kamehame-Ha can do as much damage as however much energy was put into it. The Mankaksopoppo, however, is 2 separate beams of energy. This means that right from the start, a portion of energy and effort must be divided into making the two separate beams and having the 1 intertwine around it. So we've lost a little of the overall power there. Next, it's 2 individual beams of energy, one of them aiding the larger of the 2. Therefore, whatever energy is left is split into 2 separate beams. Now, the overall attack IS going to be weaker; however, unlike the Kamehame-Ha, which is just a big concussive beam, this attack works as a drill. Therefore, the Kamehame-Ha can threaten to overcome stronger enemies by simply applying a lot of force upon them, while the Mankaksopoppo applies a smaller amount of force but in a more focused way. The Kamehame-Ha wasn't devised so it could drill through its opponent, or even act as a puncturing-style of attack...the Mankaksopoppo, however, was. I, personally, think the concentrated effort of the Mankaksopoppo on a smaller area would eventually yield more power, despite the fact that the Kamehame-Ha, being the larger attack, would be more likely to connect (and, thus, be able to do its damage). Actually, this brings up another point - if you made the Kamehame-Ha with a smaller point of impact, yet pumped the same amount of energy into it, one could reason that the attack would have more power being it, yet because it was concentrated onto a smaller point it would force more upon the area of impact. However, one would have to realize that there would be a certain amount of effort put into making an attack with that amount of energy smaller. Therefore, one could reasonably assume that the attack would start out just as powerful as the Mankaksopoppo. From there, it's a simple comparison of one attack vs. the other. Obviously, since the Mankaksopoppo is 2 separate beams it won't have the sheer power of the Kamehame-Ha, but it DOES have the "drilling" capability, thus giving it an added boost. Then, of course, you have to factor in the "exploding" factor. Let's face it, the Kamehame-ha is simply a beam of energy that is meant to do a large amount of damage, usually by exploding upon whatever its target is. Thus, following the water-balloon analogy, the Kamehame-ha's purpose is to be a vehicle for the water to get there, then to splash as much as possible upon its target. The Mankaksopoppo, on the other hand, would appear to be quite the antithesis of it - it does not seem to be an "explosive" attack at all. Piccolo's usage of it on Raditz was not to blow up on him, but to punch a hole straight THROUGH him. This is not to say that the Mankaksopoppo cannot explode, nor do I say that the Kamehame-Ha cannot drill through its opponents; rather, my point is that the attacks seem to be varying in style of attack as well as the style of damage it inflicts. The Kamehame-Ha is an Energy Attack that seeks to explode that energy upon its target, while the Mankaksopoppo is an energy attack that appears to be formed into a somewhat solid (physical) weapon. Ultimately, it's anyone's guess as to which is really the stronger attack. The entire reason I brought up this point is the fact that Cell Junior's 2 Super Ki blasts are these two attacks, and the Mankaksopoppo is his "weaker" attack while the Kamehame-Ha is his "stronger" attack. If anything, they should be on a par - the Mankaksopoppo DEFINITELY requires more skill. _____________________ _______~D~ Revision History___________________________________________________ ===================== 02-02-00: Created this FAQ. 08-08-01: After VERY long period of time I have decided to update this FAQ. Why? Because I just did a FAQ for Super Butoden 1, and upon finishing it, I realized just how much this one stinks. Oh well. I've re-written most of this darn thing, I removed the horribly- biased and whole unnecessary Character Ranking section, and added more depth to pretty much every section of the FAQ. I also added in the menu system, as it recently occured to me - not everyone out there can speak Japanese! Well, now you know. Finally, I re-wrote the move-ranks, since it occured to me just how poorly I designed them the first time. What kind of a ranking system IS it where nothing gets below a 3/5 ranking? What am I basing these off of? Therefore, I re-ranked each move based off of each other and their usefulness. Yay! 08-26-01: I finished the update. Well, that was fun. Next time, I'll put more than 1 or 2 hours' work into the FAQ at a time. It'll probably get done quicker. 06-01-01: Reformats and rewrites abound, 10 months after my LAST update. 06-18-02: Almost 3 weeks later, I finally sit down and finish those formats I started on the 1st. 03-18-03: Format revisions! __________ _________~E~ Thanks____________________________________________________________ ========== ~CJayC (CJayC@gamefaqs.com, www.gamefaqs.com) for putting this FAQ up. Your hard work as earned my respect. ~Al Amaloo (www.gamewinners.com) for being such a cool guy, and having a great site. Your tenacity will live forever! ~That guy off of eBay (Sorry, I can't remember your name or e-mail address) who sold me this game. It still runs great! ~To all those of you who have e-mailed me about moves forgotten (or listed incorrectly), I thank you. Without your aid, this FAQ would be far less than it is now. However, to list the names of everyone who has aided me would be a waste of time - c'mon, I'm not about to spend my time writing out a list of THAT many people's names! You know who you are, and I thank you all for your aid. ~Vertsk8pro@hotmail.com for giving me a heart attack with your childish "I stole your FAQ and sold it with my name on it" antics. Because of that, I now do dozens of things to make sure people don't steal my work. If they do, I know exactly what to look for to see if they took MY work or not. ~Uh...I can't exactly thank God for the role he's taken in my life because that would seem like I'm trying to force my religious opinions on someone else (which I'm not). Therefore, I'd like to thank "Murray" for the role he's taken in my life (Murray, you know who you are). ______________ ___________~F~ NO THANKS______________________________________________________ ============== If you write me asking for help with the game, I'll send you a link to my FAQ. If you ask for specific help, I'll try to aid you. However, if you ask me about something that is already covered in the FAQ, I will simply refer you to the FAQ again. I wrote the FAQ so that your questions would be answered here, not so I could repeat that FAQ bit by bit through e-mail for the next few years. If you need clarification about something in the FAQ, ask about it - but don't ask me to repeat anything. If you're asking for help against a specific enemy, the only thing I have to suggest is to watch what the other guy does, then see if you can figure out how to get around it and/or counter it. I don't know your fighting style, so I can't make suggestions based off of assumptions. Finally, do NOT e-mail me telling me your fighting style, then saying that I have to help you because "Now you know my fighting style" because I will ignore you altogether. I do not appreciate people looking for a loophole in my work, so don't even bother. =============================================================================== End FAQ =============================================================================== The following are sites that can NOT use my work. If you see these sites using ANY of my FAQs, please e-mail me ASAP. Each of these websites are sites that have plagiarised myself or others in the past, or simply taken our work(s) without our prior permission. Since they do not have enough respect for the authors (or an ignorance of the law), I am expressly forbidding them from using my work. I will not promote such sites that partake in these actions. 911 Codes http://911codes.com 9 Lives http://www.9lives.ru/eng/ Bean's PlayStation Dimension http://www.bean.dk/psx/index.htm Cheat Code Central http://www.cheatcc.com Cheat Index http://cheatindex.com Cheat Matrix http://cheatmatrix.com Cheat Search http://cheatsearch.com Cheatstop http://www.panstudio.com/cheatstop/ CNET Gamecenter http://games.netscape.com/Faqs/ Console Domain http://www.consoledomain.co.uk Dirty Little Helper http://dlh.net Dark Station http://www.darkstation.com/ Dreamland http://kirby.pokep.net Games Domain http://www.gamesdomain.com Game Express http://www.gameexpress.com Games Over http://www.gamesover.com/ Mega Games http://www.megagames.com Square Haven http://www.square-haven.net Ultimate System http://www.flatbedexpress.com VideoGaming.net http://www.videogaming.net/ Cheats.de http://www.cheats.de (Taken from Jim "Red Phoenix" Chamberlin's FAQ Theft Guide, as well as added onto.) As I stated above, if you want to use one of my guides, I ask that you e-mail me to gain my permission first. I like to keep track of which sites use my work, so I know where to send the updates, and it's a little difficult to keep you updated if you don't e-mail me. This FAQ Copyright Reverend Eric "Vegita" Johnson, March 2003