Dragon Ball Z Budokai 2 Walkthrough :
This walkthrough for Dragon Ball Z Budokai 2 [Playstation 2] has been posted at 14 Aug 2010 by fat and is called "FAQ/Move List". If walkthrough is usable don't forgot thumbs up fat and share this with your freinds. And most important we have 24 other walkthroughs for Dragon Ball Z Budokai 2, read them all!
|
fat |
Walkthrough - FAQ/Move List=============================================================================== **************************** DRAGONBALL Z: BUDOKAI 2 ************************** =============================================================================== Beat'em Up; released 2003 UK FAQ/MOVELIST (Version 2.0) 14/10/2004 Author - falsehead (Sophie Cheshire). Contact me at falsehead@aol.com Copyright stuff; this is (c) Sophie Cheshire. If you wish to use this FAQ on your website, feel free to do so under the following conditions. a) You email me first and let me know where it will be appearing and b) you do not alter the content in anyway (if you need to change the formatting slightly for display purposes that's OK). This guide may NOT be used as part of a restricted Pay-to-Enter website or in print unless you are prepared to pay me for its inclusion. If I find out that any part of this FAQ has been lifted and used without credit to me, especially if you use it to earn money, then I will be annoyed. I didn't type all this up for the good of my health you know. =============================================================================== *********************************** CONTENTS ********************************** =============================================================================== 1) INTRODUCTION/REVISION HISTORY 2) THE BASICS - General FAQ - Universal Movelist 3) DEFAULT CHARACTERS MOVELISTS a) Goku b) Gohan c) Piccolo d) Krillin e) Tien f) Raditz g) Kid Trunks h) Goten 4) SECRET CHARACTERS MOVELISTS a) Vegeta b) Yamcha c) Nappa d) Recoombe e) Captain Ginyu f) Freiza g) Future Trunks h) Android 16 i) Android 17 j) Android 18 k) Dr.Gero (Android 20) l) Cell m) Teen Gohan n) Great Saiyaman o) Hercule p) Videl q) Supreme Kai r) Dabura s) Majin Buu t) Super Buu u) Kid Buu 5) FUSION CHARACTERS a) Gotenks b) Vegito (Goku) c) Vegito (Vegeta) d) Gokule (Goku) e) Gokule (Hercule) f) Tiencha 6) OBTAINING THE SECRETS a) Secret Characters b) Babadi's Ship c) Special Skills 7) SKILLS/CAPSULES a) Attack/Defence Raising Skills b) Support Skills c) Special Capsules 8) DRAGON WORLD MODE a) How to Play b) Beating the Stages - Speed Guide c) Beating the Stages - In Depth Maps and Strategy 9) CAPSULE CHECKLIST a) Capsules which can be bought b) Capsule found in Story Mode Only c) Capsules Which Can Only Be Wished For d) Babadi's Ship Capsule List 10) THE DRAGONBALL UNIVERSE (Some Advice To Help You Live In It..!) =============================================================================== ****************************** 1) INTRODUCTION ******************************** =============================================================================== INTRODUCTION - This is my FAQ/Movelist for Dragon Ball Z: Budokai 2 on the PS2. Here you will the moves for all 29 selectable characters, how to unlock them, the skills they can use and a guide to the various modes of the game including a walkthrough of the Dragon World Story Mode. This is an excellent DBZ game and definitely the best I have played so far on any system. There are so many characters to choose from I would be surprised if your fave weren't included here. I hope you enjoy the guide and find it of use. The latest version of this guide is always found at: www.gamefaqs.com www.faqs.ign.com Please ensure you have read the latest version of the guide before emailing me with a question. Emails that are actually answered in the guide will be turned into candy and fed to Majin Buu. ******************************************************************************* REVISIONS - (02/12/2003). First version, movelists and guide to all the modes included. I still haven't managed to acquire all the breakthrough capsules for all the characters yet, so there will be additions to the FAQ coming fairly soon. But as it stands you will find here moves for all characters and a full guide to the various modes and secrets the game has to offer. Version 1.1 (14/12/2003) Ok, so now the US version is out. Mainly this update adds skills I missed and corrects a few misattributed skills. Also added are the moves for the special fusion character Gokule. Also I bunged in a FAQ in the Basics section to quickly answer the various queries flooding into my inbox. There were supposed to be the moves for Tiencha and Kibitoshin here as well, but my left shoulder froze and I had to lay off playing and writing for a week =( The last update before Christmas will be along in a week, and WILL include Tiencha and Kibitoshin, even if my arm falls off! Version 1.2 (22/12/2003) Well my arm is still on (just). Of course I soon realised that the Potara fusion characters all have slightly different moves depending who is the active character. So second movesets for the Vegeta-Vegito and Hercule-Gokule fusions added. Tiencha was fine and disappointingly Kibitoshin had no moves of his own. Also added every damn capsule in the game including the elusive "Freiza's Spaceship". That's your lot until after I have eaten my roast goose and opened my presents. Then you can expect some maps of the levels in Dragon World mode and more detailed character strategies. Version 2.0 (31/10/2004) Ok, bit of a longer delay than I planned for the update, put this down to having to move house, problems with my shoulder and my PC breaking down three times in as many months causing me to lose a lot of useful emails with good contributions in them, sorry folks =( However, I have added a nice lot of stuff, most importantly added an in-depth guide to Dragon World mode, with some fairly crude maps which give you the locations of the various buried items and some helpful strategy. I have removed the small biographies from the character movelist sections and compiled them into one section at the end, which is a brief history of the show. With 276 episodes (US/UK) it can be daunting for relative newcomers, especially with the wealth of references to obscurer characters from the original Dragonball so I hope it will be of some help (similar mini-guides in other DBZ gamefaqs helped me get to grips with the full storyline a few years back). I've added some technical guff to the movelists, mainly on how much various power-ups (Super Saiyan, Fighting Poses etc) actually power the characters up by. Finally I have added a list of the capsules by availability which should be of some help to those just starting out. Also fixed a couple of dumb mistakes like having Hercule fight Super Buu on the wrong level to get Videl. DUH! Also, please stop emailing me the "capsule cheat", I know it, I just choose to not ruin peoples games for them by encouraging them to get all the secrets without bothering to play the game. =============================================================================== Big Thank You to all the peeps who sent emails saying "thanks for writing the guide" and also sent info and corrections. I do try and reply to everyone I get, but sometimes AOL conspires to delete or randomly not deliver my emails. So if you wrote me, and I never replied, thankyou!!!! Credits: Ramien for supplying details of missed skills - "Chi Chi's Wish", "Bulma's Armour", "Desperate Power" and "Desperate Resolutions" Carter and Briancito for the "Senzu Bean" skill/s Briancito also for "Gero's Perpetual Energy R&D" Psychoknight for pointing out the Gotenks fusion doesn't need both to have Ki of 4 and also that Goku can get the Z-sword Tbest for supplying the info for "Frieza's Spaceship" skill, free tilde for you as promised.... ~ m_toope for noting some more typos and some suggestions for making a couple of biog details clearer. Brandon for being the first to point out my mistaken attribution of SSJ2 to Kid Trunks and Goten as well as several other typos and boo-boo's I made. Big Thanks to GALAHAD PC for his notes on two-player mode in Babidi's ship. The original email got wiped, but I credit you with getting me to cover it! Thanks also to those who let me know about extending Yamcha's Wolf Fang Fist combo, Babidi's Ship got a lot easier after that! =============================================================================== ******************************* 2) THE BASICS ********************************* =============================================================================== When I began the movelists I was faced with a quandary, basically what moves to list as each character can be customised with various moves gained from capsules. So I decided to list the basic moves given if you select the character as NORMAL - that's an uncustomised character - first of all. Each character has their signature moves; a throw and most of them have a powerup up or two in NORMAL mode. I have used these as the backbone of the character's movelists. The moves in NORMAL mode are a good guide to setting up a character to start with as you get into the game. You must remember though that certain moves listed in NORMAL mode are NOT initial available for creating a customised character, they must be obtained in DRAGON WORLD MODE first. After the NORMAL moves are listed, I have listed first the additional offensive moves each character can learn, along with inputs. Then the defensive and support abilities they can equip. For full descriptions of the abilities check out the skills/capsules sections, I don't want to be repeating myself for each character. Certain characters like Goku and Goten/Trunks can fuse into new characters using a Fusion capsule. I have decided these cover these Fusions as separate characters, even though they cannot actually be selected from the line-up they must be activated in battle. There is also my basic rating of the character and some suggestions for good skills to add to them when you customise them. This is only VERY basic stuff, I am sure plenty of very detailed in-depth character FAQs will appear soon, so this should be seen as a basic overview to help you get started. There are several modes of play available. The main story mode is called DRAGON WORLD. Here you take control of Goku and pick allies to work your way through an adventure based on the plot of the cartoon. Here you win new skills and unlock secret characters. Unlike the other modes, you cannot access the basic NORMAL skillset, you must use a customised character to progress. It is covered in depth in a separate section. WORLD TOURNAMENT mode sees you work your way through several battles to be crowned world champion. You can use NORMAL or customised characters here, but fusions can't be used. You earn cash from competing to spend on new skills at the skills shop, the better you do, the more cash you earn. This can also be played as multiplayer, but you will earn no cash. DUELING MODE. You basic one-on-one 2P versus mode. You can use NORMAL or CUSTOMISED characters here. You can choose a stage to fight on, some of which allow wins via Ring-Outs. TRAINING MODE is split into practice and training. Practice allows you to fight with NORMAL or CUSTOMISED characters. Training sees you take on the part of Goten as the other characters take you through the game controls. This also includes useful practice in Fusion Mode before you can access it in the game. EDIT SKILLS - here you can visit the Skill Shop and purchase new Skill capsules. You can customise the characters and you can view a list of all the skills you have purchased or won in DRAGON WORLD MODE. If you have another memory card and save you can also trade skills between them. Skills are covered in depth in their own section. BABADI'S SPACESHIP - Acquire after finishing DRAGON WORLD and wishing for it from Shenron. Here are four mini-game stages that allow you to win Dabura and the three Buu forms. ------------------------------------------------------------------------------- GENERAL FAQ ------------------------------------------------------------------------------- Ok well I thought I would get my emails on this and I wasn't wrong! The most common questions are answered below. Q: Why can't I Fuse in Tournament or Dragon World Mode? A: You can't use the Vegito or Gotenks Fusion (or special fusions) ability in either of these two modes, except when the storyline in Dragon World allows it. Which is lame. You can use them Babadi's Ship, Two-Player and Practice. Super Buu's Absorption, Vegeta's Babadi's Mind Control and Frieza's Spaceship can all be used in Tournament Mode however. Q: I can't use Teen Gohan in Dragon World Mode! A: I have no idea why he is not available as an ally in DW mode, but he ain't. Sorry! It also sucks that Android 18 can't be used after level 4 and Majin Buu on the final level. huffph. Q: How did you get the guide up so fast? A: Believe it or not, the UK (PAL) version came out a month before the US version. And I live in the UK. I also got my copy free courtesy of a website I review for, check out my review at www.thunderbolt.be (shameless plug) Q: Is Broly/Master Roshi/SSJ4 Goku/Gogeta etc in the game? A: Nope. No film characters, no Dragon Ball: GT characters and sadly no Master Roshi. What you get is what's listed here. Q: How do I unlock so-and-so character? A: Read the damn FAQ. Q: Where do I find so-and-so skill? A: Most skills eventually appear at the skill shop, but there are a lot of support skills that do not, for example 4 slot armour and the various "wish" skills, or the senzu beans. Basically you will need to play Dragon World and collect the capsules on the map and dig up ones as well. The final Buu levels yield most rare skills, so don't rush through them! Q: How do I find the Dragonballs? A: After the first level you really need to find the Dragon Radar on each level and use that. Move until the red ball is in the centre of the radar and then select the character with X but instead of moving, the character will dig up a Dragon Ball, after the first level there are 6 more balls and eight levels. If you miss a ball you can find two on the next and so on. Q: How can I get the Breakthroughs I want quickly? A: Well you have to slog through Dragon World until you get to the final battle with Kid Buu as normal. Now when you have pretty much knocked him down to one or two lights, EXIT Dragon World Mode so it saves. Now go back into Dragon World Mode and pull out the memory card. Defeat Kid Buu then when it queries your lack of card just select NO and continue to Shenron. If the Breakthrough you want is not on offer, reset the game and then shove the memory card back in. DO NOT SELECT CONTINUE!!!!!!!!!!!!!!!!! Instead choose to LOAD GAME and ignore the warning, then you can reload Dragon World Mode from where you saved just before defeating Kid Buu. Now pull out the card and do it again. As soon as the Breakthrough comes up that you want, stick the memory card back in so that when you select it, it will save to the card, then just choose to continue as normal. If you manage to balls this up, I take no responsibility for your stupidity. Q: Who's your favourite character? A: Well in the game and the Anime I like Vegeta best of all. OK, Goku is the hero, but Goku never seems to be as complex and multi-layered as Vegeta, to be honest Goku story pretty much ends with him becoming the legendary Super Saiyan towards the latter half of the Frieza saga. Original Dragonball is Goku's story, DBZ seems to be more interested in telling the story of Gohan, Piccolo and Vegeta. I love Vegeta's inner battles with his desire for power and the obvious happiness he gets from his wife and son (even if he tries to deny it). He is also a nifty fighter in the game. I love Super Buu, his battle with Gotenks is one of my favourite parts of the saga, god Gotenks is SO ANNOYING (but very true to life, little boys are JUST like that, heh heh) I was cheering Buu on by the end! He's also fun to use with his Absorption ability. Finally, I like Android 18,a powerful female fighter and damn sexy lady to boot! ------------------------------------------------------------------------------- UNIVERSAL MOVELIST ------------------------------------------------------------------------------- Every character shares the same basic moves. These are covered in the Training Mode, but for completions sake, here they are as well! Basic Punch (P) Square Basic Kick (K) Triangle Energy Blast (E) Circle Guard (G) Cross Power Punches and Hold forwards or backwards at the same time as punch or Power Kicks kick to perform more powerful uppercuts, hammerblows, scissor kicks and roundhouses Unblockable (P+K) Press punch and kick to do a close range unblockable attack This will also launch an opponent in the air and initiate air combat Hop backwards (b, b) tap back twice Dash (f, f) tap forwards twice Dash Attack double tap forwards and punch or kick Dodge back (u+G) Press up and Guard Dodge to front (d+G) Press down and Guard Throw/Combo (K+G) Kick + Guard Recover Ki Hold down Guard and double tap back or forwards then hold Transform (P+K+G) If skill is set you can transform into a stronger fighter Deflect Ki (G) Press Guard just before Ki blast hits Don't underestimate the usefulness of the basic kick and punch combos. Some of the smaller and faster characters can be utterly devastating simply using speedy strings of basic attacks, never giving the more powerful characters as chance to power-up a signature move. You should always throw in plenty of the power punches and kicks as well, as these can hurl opponents out of the ring on some stages if they hit on a counter. The basic unblockable does little damage, but is great for interrupting attacks and smacking your opponent up into the air. Like with all fighting games, it's not your mastery of the big flashy moves that matter, it's your handling of the basics that can be the difference between success and failure! When it comes to performing the powerful attacks listed below most of them require Ki to perform. Your Ki gauge is listed under your energy bar and can be maxed out at 6 levels. Certain moves require you spend a certain number of Ki Levels to perform. So this is listed as so: f + G Kamehameha (1K) 1K = 1 Ki level expended. Simple eh? Some manoeuvres do not spend Ki, but require that level of Ki to maintain, these are basically the transformations some characters have. e.g: To maintain Super Saiyan 3, Goku must have 5Ki or more. If his Ki drops below that he will stay at SSJ3 until he is knocked to the floor. Once that happens he will revert to whichever form he has Ki to sustain. So if his Ki was down to 3, he would drop from Super Saiyan 3 to Super Saiyan. Certain moves in the game require you to twirl the analogue stick as quickly as possible. If you use the palm of your hand to twirl BOTH stick at once you fill the gauge TWICE as fast! =============================================================================== ******************* 3) DEFAULT CHARACTERS MOVELISTS *************************** =============================================================================== These are the eight characters that you can initially select in the game. I have tried to be as comprehensive as possible listing all available moves, but please if I have missed something let me know POLITELY! Thanks! I have added Support Skill Notes to each characters list to give further help in character creation. I thought it would be better to place them in with the character guides as people seem to miss important stuff in separate sections. ------------------------------------------------------------------------------- a) GOKU ------------------------------------------------------------------------------- NORMAL MOVES P+K+G King Kai Fist x20 (1K) P+K+G Super Saiyan (3K)* P,P,P,P,E Kamehameha (1K) f+K,P,P,P,E Kamehameha (1K) f+E Kamehameha (1K) f+P,P,P,E Spirit Bomb (4K) * P,f+P,P,E Zanku Fist (1K) f+K,K,K,E Super Dragon Fist (2K) P+G Dragon Throw ADDITONAL MOVES P+K+G Super Saiyan 2 (4K) P+K+G Super Saiyan 3(3K)* P,P,K,K,E Warp Kamehameha (3K) K,K,f+K,K,E Super Spirit Bomb (5K) f+P,P,P,P,E Continuous Kamehameha* (2k) P,P,K,K,E Activate Vegito Fusion (3K) P,P,K,K,E Activate Gokule Fusion (3K) DEFENCE/SUPPORT SKILLS Vegito Fusion* Saiyan Spirit Gokule Fusion* Universal Power General Vest Super Kami Water Training Vest Ki Flash Sturdy Vest Gero Deflect-Back R&D Mysterious Vest Gero Energy R&D Z-Sword Gero Reflection R&D Saiyan Heritage Gero Perpetual Energy R&D Viral Heart Disease Meditation Vaccine Yakon Super Holy Water Angel Halo Dende's Recovery King Kai's Wish Rage! 1/3 Senzu Bean Rage!! Senzu Bean Rage!!! Desperate Power Serious! Serious!! Serious!!! SKILL NOTES: * Goku's Super Saiyan can only be equipped if King Kai Fistx20 (or Kaioken dammit!) is also equipped. *If you twirl the analogue stick up the full gauge of the Continuous Kamehameha you will do a tenth hit of extra damage. * The Spirit Bomb moves can only be performed in King Kai Fistx20 mode or normal mode * If the Vegito/Gokule Fusion fails it cannot be performed again during battle * Although the Vegito/Gokule Fusion capsule takes up seven slots, Goku will have access to his NORMAL moveset * The Vegito/Gokule fusion cannot be performed in Tournament Mode or in Dragon World mode (except when the story allows the Vegito fusion) POWERUPS King Kai Fist x20 increases Goku's attack power by 5% Super Saiyan increases Goku's attack power by 10% Super Saiyan 2 increases Goku's attack power by 15% Super Saiyan 3 increases Goku's attack power by 25% The Vegito Fusion increases Goku's attack power by 30% Going Super Saiyan as Vegito increases Goku's attack power by 40% The Gokule Fusion increases Goku's attack power by 10%, but Ki does not drop. COMMENTS: Well as you would expect Goku is one of the best-rounded characters in the game. With great speed, endurance and strength he is ideal for the newer players to get to grips with. He can also be set up in a lot of different ways, from sacrificing skills to be able to change into Vegito or Super Saiyan 3, to piling on all kind of powerful attacks like the Spirit Bomb at the expense of the ability to go to the highest level of Super Saiyan. With support abilities like Angels Halo which prevent Ki loss he is one of the best in the game. In battle your tactics will mainly focus around how you have set him up. If you are planning on powering up to Super Saiyan 3 you will need abilities like Angel Halo, so you are best then sticking to the basic Kamehameha attacks which will now be much more powerful. Of course Spirit Bombs when he is in Kayoken or Normal mode can be a real match finisher, but I have a hard time targeting it. ------------------------------------------------------------------------------- b) GOHAN ------------------------------------------------------------------------------- NORMAL MOVES P+K+G Super Saiyan (3K) P+K+G Super Saiyan 2 (4K) P,P,P,P,E Kamehameha (1K) f+K,P,P,P,E Kamehameha (1K) f+E Kamehameha (1K) P,f+P,P,E Zanku Fist (1Ki) f+P,P,P,P,E Continuous Kamehameha* (2K) f+K,K,K,E Super Dragon Fist (2K) P+G Jackhammer Smash ADDITIONAL MOVES P+K+G Elder Kai Unlock Ability* (4Ki) K,K,f+K,K,E Super Kamehameha (4K)* f+P,P,P,K,E Super Kamehameha (4K)* DEFENCE/SUPPORT SKILLS Kami Outfit Saiyan Spirit King Kai Outfit Super Kami Water Grand Kai Outfit Gero Perpetual Energy R&D Supreme Kai Outfit Gero Deflect-Back R&D Z-Sword Gero Reflection R&D Saiyan Heritage Gero Energy R&D Viral Heart Disease Meditation Vaccine Yakon Super Holy Water Chi Chi's Wish Ultimate Power 1/3 Senzu Bean Kibito Revival Power Senzu Bean Mixed Blood Power Ki Flash Dende's Recovery Power Near The Limit Rage! Rage!! Rage!!! Serious! Serious!! Serious!!! SKILL NOTES: *You must be in Super Saiyan Mode to perform the Super Kamehameha. *If you twirl the analogue stick up the full gauge of the Continuous Kamehameha you will do a tenth hit of extra damage. *Kai Unlock Ability can only be equipped if Saiyan and Super Saiyan 2 skills are also. POWERUPS Super Saiyan increases Gohan's attack power by 10% Super Saiyan 2 increases Gohan's attack power by 15% Elder Kai Unlock Ability increases Gohan's Attack power by 25% COMMENTS: Considering how powerful this form of Gohan is in the anime, I am quite unimpressed with him here. Frankly he plays like a less powerful Goku and some of his basic kick and punch combos seem to come out so slowly as well. Not one of the fighters I choose to play much, Teen Gohan and Great Saiyaman are much better. ------------------------------------------------------------------------------- c) PICCOLO ------------------------------------------------------------------------------- NORMAL MOVES P+K+G Sync with Nail (3K) P,P,P,P,E Destructive Wave (1K) f+P,f+P,P,f+P,E Destructive Wave (1K) f+E Destructive Wave (1K) f+P,P,P,f+P,E Special Beam Cannon (3K) P,P,K,E Instant Killquick (1K) f+K,K,K,E Fierce Ranma (2K) P+G Demon Roundhouse ADDITIONAL MOVES P+K+G Fuse With Kami* (4K) K,K,K,f+K Hellzone Grenade* (5K) DEFENCE/SUPPORT SKILLS Normal Training Uniform Super Kami Water Evil Training Uniform Gero Deflect-Back R&D Evil Sturdy Uniform Gero Reflection R&D Evil Mystery Uniform Gero Energy R&D Dende's Recovery Gero Perpetual Energy R&D Piccolo's Regeneration Meditation Viral Heart Disease Yakon Vaccine Miracle Power Super Holy Water Dende's Wish Rage! Power Near The Limit Rage!! Rage!!! Serious! Serious!! Serious!!! SKILL NOTES: * Fuse with Kami requires Sync with Nail to be equipped also * Hellzone grenade requires you to be in Fuse With Kami mode *If you twirl the analogue stick up the full gauge of the Special Beam Cannon you will do a tenth hit of extra damage. POWERUPS Sync with Nail increases Piccolo's power Attack by 5% Fuse with Kami increases Piccolo's Attack power by 10% COMMENTS: This is more like it. Considering how much they made Piccolo suck in the Psone Dragon Ball games, is great to see this Namek warrior back at full potential. He has the longest legs in the game bar Cell and can play a great push back game with them. Smaller fighters can have a hard time getting in close when you have Piccolo going wild with the Fierce Ranma. I actually prefer to use him mostly as a physical fighter, using the Piccolo Regeneration skill to spend his Ki to limit damage. His combo speed and interrupt ability are superb and with damage being soaked up by defence skills he can usually last the distance and win. Although he has two power-up skills I tend to set him up with Gero's Perpetual Energy R&D and forget the Nail/Kami skills. Destructive Wave comes out so fast that he can really do damage being able to do it over and over. ------------------------------------------------------------------------------- d) KRILLIN ------------------------------------------------------------------------------- NORMAL MOVES P+K+G Unlock Potential (3k) P,P,P,P,E Kamehameha (1K) K,K,b+K,E Kamehameha (1K) f+E Kamehameha (1K) P,P,b+P,P,E Destructo Disc (2K) f+P,P,f+P,P,E Destructo Disc (2K) b+E Destructo Disc (2K) f+P,P,K,K,E Zanku Fist (1K) f+P,P,P,P,E Valiant Fist (2K) P+G Jackhammer ADDITIONAL MOVES K,K,f+K,K,E Fierce Destructo Disc*(3K) DEFENCE/SUPPORT SKILLS General Vest Super Kami Water Training Vest Potential Sturdy Vest Gero Deflect-Back R&D Mysterious Vest Gero Perpetual Energy R&D Viral Heart Disease Gero Reflection R&D Meditation Gero Energy R&D Vaccine Yakon Super Holy Water Miracle Power Dende's Recovery 1/3 Senzu Bean Rage! Senzu Bean Rage!! Desperate Resolution Rage!!! Marron's Wish Serious! Serious!! Serious!!! SKILL NOTES: *You must be in Unlock Potential Mode to use this move. POWERUPS Unlock Potential increases Krillin's attack power by 5% COMMENTS: Krillin can actually be quite a nifty fighter, I actually like to play him as super offensive. I play most small fast fighters as super offence and larger slower characters as more defend and counter. You do need to get in close with him and if your larger opponent is using pokes to push you back you may have problems. His Kamehameha does come out very quickly and can interrupt a lot of other energy blasts. Destructo Disc is a little less easy to target, I would only ever use it at the end of a successful combo, rather than on its own. I tend to equip Rage!!! and/or Miracle Power to him and try and win as fast as possible. Also as Fierce Destructo Disc is quite Ki heavy, Gero's Perpetual Energy R&D makes a good skill as his Unlock Potential Skill gives a fairly negligible increase in power. I have detected in other DBZ game guides something of a Krillin hate club. Well I think he's great, the anime's depiction of his and Goku's growing friendship in Dragonball is wonderful (how chilling is the sequence before they find him dead.. where Goku just knows something is wrong...? brrr) and the anger and grief Goku feels when Frieza kills him just pulsates out of the TV set. Mind you his voice in the FUNimation dubs (and this game) does suck. ------------------------------------------------------------------------------- e) TIEN ------------------------------------------------------------------------------- NORMAL MOVES P,f+P,P,E Ki Blast Cannon (2K) K,K,f+K,f+K,P,E Ki Blast Cannon (2K) b+E Ki Blast Cannon (2K) P,P,P,P,E Dodompa (1K) f+K,P,P,P,E Dodompa (1K) f+E Dodompa (1K) K,K,f+K,K,E Jackhammer Fist Flash (1K) f+K,K,K,E Machine Gun Fist (2K) P+G Jackhammer Fist ADDITIONAL MOVES f+K,P,P,P,K,E Volleyball Fist (3K) f+P,P,P,P,E Domination Blast (2K) P,P,K,K,E Activate Tiencha Fusion (3K) DEFENCE/SUPPORT SKILLS Tiencha* Desperate Resolution General Vest Super Kami Water Training Vest Potential Sturdy Vest Gero Deflect-Back R&D Mysterious Vest Gero Perpetual Energy R&D Viral Heart Disease Gero Reflection R&D Meditation Gero Energy R&D Vaccine Yakon Super Holy Water Miracle Power Dende's Recovery Chiaotzu's Wish Rage! Rage!! Rage!!! Serious! Serious!! Serious!!! POWERUPS If you successfully perform the Tiencha Fusion, attack is increased by 10% If the Fusion fails, attack is reduced by 10% for the duration of the fusion. SKILL NOTES: *If you twirl the analogue stick up the full gauge of the Domination Blast you will do a tenth hit of extra damage. * To activate the Tiencha fusion, either Tien or Yamcha must have at least 4Ki. So you must tag them in and out of battle to build it up, you do this by pressing P+K+G. They will switch in battle. * When you equip the Tiencha fusion capsule, although it takes seven slots, both will still have access to their NORMAL moveset. * The Tiencha fusion lasts as long as the timer, then if knocked down when its is at zero they will break apart and refuse when their Ki is built up again. *The Tiencha fusion cannot be performed in Dragon World or Tournament Mode COMMENTS: I haven't really used Tien much to form a proper opinion. He does have some good speed and Dodompa comes out VERY quickly and can interrupt a lot of attacks, otherwise he fights pretty similarly to Yamcha. ------------------------------------------------------------------------------- f) RADITZ ------------------------------------------------------------------------------- NORMAL MOVES P,P,P,P,E Double Sunday (1K) f+K,P,P,P,E Double Sunday (1K) f+E Double Sunday (1K) P,f+P,P,E Saturday Crush (2K) f+P,P,P,K,E Saturday Crush (2K) b+E Saturday Crush (2K) K,K,f+K,K,E Exciting Year (1K) f+K,K,K,E Dynamite Monday (2K) P+G Day Crush ADDITIONAL MOVES f+P,P,P,E Weekly Special (2K) DEFENCE/SUPPORT SKILLS Old Style Armour Super Kami Water Rit Armour Saiyen Spirit New Style Armour Super Holy Water Bulma's Armour Gero Deflect-Back R&D Moonlight Gero Reflection R&D Saiyen Heritage Gero Energy R&D Viral Heart Disease Scouter Vaccine Yakon Medical Machine Gero Perpetual Energy R&D Rage! 1/3 Senzu Bean Rage!! Senzu Bean Rage!!! Last Ounce Of Strength Serious! Saiyans Awakening Serious!! Loyalty to Frieza Serious!!! SKILL NOTES: *If you twirl the analogue stick up the full gauge of the Weekly Special you will do a tenth hit of extra damage. COMMENTS: I was rather impressed with Raditz. For a fairly bulky character he has an amazing punch speed, although his kicks can be a little sluggish. He also has a neat range of energy attacks. I would in fact equip more copies of Double Sunday to power it up and forget about the other attacks and play a fist fighting and Double Sunday game with him. In fact when I did some of the Babadi's Spaceship games he was my top scorer in landing the most hits! ------------------------------------------------------------------------------- g) KID TRUNKS ------------------------------------------------------------------------------- NORMAL MOVES P+K+G Super Saiyan (3K) P,f+P,P,E Double Buster (2K) f+K,K,P,P,E Double Buster (2K) b+E Double Buster (2K) P,P,P,P,E Buster Cannon (1K) f+K,P,P,P,E Buster Cannon (1K) f+E Buster Cannon (1K) K,K,f+K,K,E Blast Attack (1K) f+P,P,P,P,E Energy Burst (2K) P+G Grand Impulse ADDITIONAL MOVES P,P,K,K,E Activate Gotenks Fusion (4K) DEFENCE/SUPPORT SKILLS Gotenks* Saiyan Spirit Normal Fibre Jacket Super Kami Water Quality Fibre Jacket Ki Control Sturdy Fibre Jacket Meditation Mystery Fibre Jacket Gero Deflect-Back R&D Potential Gero Reflection R&D Saiyan Heritage Gero Energy R&D Viral Heart Disease Bulma's Wish Vaccine Yakon Super Holy Water 1/3 Senzu Bean Mixed Blood Power Senzu Bean Dende's Recovery Desperate Power Rage! Miracle Power Rage!! Rage!!! Serious! Serious!! Serious!!! SKILL NOTES: * To activate the Gotenks fusion, either Trunks or Goten must have at least 4Ki. So you must tag them in and out of battle to build it up, you do this by pressing P+K+G. Instead of going Super Saiyan they will switch in battle. * When you equip the Gotenks fusion capsule, although it takes seven slots, both will still have access to their NORMAL moveset. * The Gotenks fusion lasts as long as the timer, then if knocked down when its is at zero they will break apart and refuse when their Ki is built up again. *The Gotenks fusion cannot be performed in Dragon World or Tournament Mode POWERUPS Super Saiyan increases Kid Trunk's attack power by 10% If you successfully perform the Gotenks Fusion attack is increased by 10% Going Super Saiyan as Gotenks increases attack power by 15% Going Super Saiyan 3 as Gotenks increases attack power by 25% If the Fusion fails, attack is reduced by 10% for the duration of the fusion. COMMENTS: I expect if you chose Trunks you are probably going for the Gotenks fusion, which is discussed in his own section. To be honest I will say the same for Goten as well, if you aren't using the fusion, they are both decent small fighters with a nice turn of speed, but basically, a bit dull to use. Sorry. ------------------------------------------------------------------------------- h) GOTEN ------------------------------------------------------------------------------- NORMAL MOVES P+K+G Super Saiyan (3K) P,P,P,P,E Kamehameha (1K) f+K,P,P,P,E Kamehameha (1K) f+E Kamehameha (1K) K,K,f+K,K,E Zanku Fist (1K) f+P,P,P,P,E Continuous Kamehameha (2k) P+G Jackhammer ADDITIONAL MOVES P,P,K,K,E Activate Gotenks Fusion DEFENCE/SUPPORT SKILLS Gotenks* Saiyan Spirit General Vest Super Kami Water Training Vest Ki Control Sturdy Vest Gero Deflect-Back R&D Mysterious Vest Gero Perpetual Energy R&D Potential Gero Reflection R&D Saiyan Heritage Gero Energy R&D Viral Heart Disease Meditation Vaccine Yakon Miracle Power Chi Chi's Wish Super Holy Water 1/3 Senzu Bean Dende's Recovery Senzu Bean Rage! Desperate Power Rage!! Mixed Blood Power Rage!!! Serious! Serious!! Serious!!! SKILL NOTES: * To activate the Gotenks fusion, either Trunks or Goten must have at least 4Ki. So you must tag them in and out of battle to build it up, you do this by pressing P+K+G. Instead of going Super Saiyen they will switch in battle. * When you equip the Gotenks fusion capsule, although it takes seven slots, both will still have access to their NORMAL moveset. * The Gotenks fusion lasts as long as the timer, then if knocked down when its is at zero they will break apart and refuse when their Ki is built up again *The Gotenks fusion cannot be performed in Dragon World or Tournament Mode POWERUPS Super Saiyan increases Goten's attack power by 10% If you successfully perform the Gotenks Fusion attack is increased by 10% Going Super Saiyan as Gotenks increases attack power by 15% Going Super Saiyan 3 as Gotenks increases attack power by 25% If the Fusion fails, attack is reduced by 10% for the duration of the fusion. COMMENTS: Goten is possibly the quickest fighter in the game outside of Kid Buu, but pays for this by having a teeny reach so if your opponent is playing a keep out game you could be in trouble. Again if you aren't using the Gotenks fusion this is like playing a mini Goku.. only not as fun. =============================================================================== ******************** 4) SECRET CHARACTERS MOVELISTS *************************** =============================================================================== How to unlock these characters is covered in the Secrets and Dragon World sections of this guide. ------------------------------------------------------------------------------- a) VEGETA/MAJIN VEGETA ------------------------------------------------------------------------------- NORMAL MOVES P+K+G Super Saiyan (3K) P,P,P,P,E Galick Gun (1K) f+K,P,P,P,E Galick Gun (1K) f+E Galick Gun (1K) P,P,K,K,E Final Flash (3K) P,f+P,P,E Final Bash (1K) f+P,P,P,P,E Meteor Flash (2K) f+K,K,K,E Meteor Break (2K) P+G Nose Dive Crash ADDITIONAL MOVES P+K+G Super Saiyan 2 (4K) f+P,P,P,K,E Big Bang Attack (4K) P,P,K,K,E Activate Vegito Fusion (4K) AS MAJIN VEGETA K,K,f+K,K,E Atomic Blast* b+E Atomic Blast* K,K,f+K,f+K,P,E Final Explosion (5K) DEFENCE/SUPPORT SKILLS Vegito Fusion* Desperate Resolution Babadi's Mind Control* Saiyan Spirit Old Style Armour Super Kami Water Rit Armour Ki Control New Style Armour Ultimate Power Bulma's Armour Gero Deflect-Back R&D Potential Gero Reflection R&D Saiyen Heritage Gero Energy R&D Viral Heart Disease Meditation Vaccine Yakon Super Holy Water Bulma's Wish Dende's Recovery Gero Perpetual Energy R&D Rage! 1/3 Senzu Bean Rage!! Senzu Bean Rage!!! Serious! Serious!! Serious!!! SKILL NOTES * Babadi's Mind Control will activate if Vegeta is knocked down with only one energy gauge left (orange), he does not need to be Super Saiyan. * Atomic Blast will consume half of whatever amount of Ki Majin Vegeta has to use. * If the Vegito Fusion fails it cannot be performed again during battle * Although the Vegito Fusion capsule takes up seven slots, Vegeta will have access to his NORMAL moveset * The Vegito fusion cannot be performed in Tournament Mode or in Dragon World mode POWERUPS Super Saiyan increases Vegeta's attack power by 10% Super Saiyan 2 increases Vegeta's attack power by 15% The Vegito Fusion increases Vegeta's attack power by 30% Going Super Saiyan as Vegito increases Vegeta's attack power by 40% COMMENTS: The man, the FREAKING man. Vegeta is my favourite character in the anime and the game (and frankly one of my favourite characters out of any medium, books, films whatever). He is almost as flexible as Goku, with the ability to equip Angels Halo. He has stumpy arms and legs, but amazing punching speed. As you power him up his Galick Gun gets ever more devastating, in fact I advise ditching some attacks to power up just that one with extra copies. Many people will be using three slots to use Babadi's Mind Control. This can be great but also a waste if it only activates when you have about half your final health bar left. Learn to do Majin Vegeta's Final Explosion Attack though and you should have most fights in the bag! ------------------------------------------------------------------------------- b) YAMCHA ------------------------------------------------------------------------------- NORMAL MOVES P,P,P,P,E Kamehameha (1K) f+K,P,P,P,E Kamehameha (1K) f+K,P,P,P,E Kamehameha (1K) f+E Wolf Fang Fist (1K) K,K,f+K,f+K,E Wolf Fang Fist (1K) f+K,K,K,E Wolf Fang Fist (1K) K,K,f+K,K,E Wolf Slice Fist (1K) f+P,P,P,P,E Wolf Fang Blast (2K) P+G Tiger Jackhammer ADDITIONAL MOVES f+P,P,P,K,E Spirit Ball* (3K) P,P,K,K,E Activate Tiencha Fusion (4K) DEFENCE/SUPPORT SKILLS Tiencha Desperate Resolution General Vest Super Kami Water Training Vest Potential Sturdy Vest Gero Deflect-Back R&D Mysterious Vest Gero Perpetual Energy R&D Viral Heart Disease Gero Reflection R&D Meditation Gero Energy R&D Vaccine Yakon Super Holy Water Miracle Power Dende's Recovery 1/3 Senzu Bean Rage! Senzu Bean Rage!! Puar's Wish Rage!!! Serious! Serious!! Serious!!! SKILL NOTES *If you twirl the analogue stick up the full gauge of the Wolf Fang Blast you will do a tenth hit of extra damage. * Spirit Ball requires you tap in a random button combo to perform once activated. Mess up and the attack misses and damages you instead! * To activate the Tiencha fusion, either Tien or Yamcha must have at least 4Ki. So you must tag them in and out of battle to build it up, you do this by pressing P+K+G. They will switch in battle. * When you equip the Tiencha fusion capsule, although it takes seven slots, both will still have access to their NORMAL moveset. * The Tiencha fusion lasts as long as the timer, then if knocked down when its is at zero they will break apart and refuse when their Ki is built up again. *The Tiencha fusion cannot be performed in Dragon World or Tournament Mode. POWERUPS If you successfully perform the Tiencha Fusion, attack is increased by 10% If the Fusion fails, attack is reduced by 10% for the duration of the fusion. COMMENTS: Aww poor old Yamcha. I've just been watching the original Dragon Ball series where he was stalking Goku, Bulma and Oolong. He was always outclassed by Goku and as you would expect he's not a great power character. However that said, most of his attacks use little Ki so you can keep up an assault of power moves raining down when others would have run out of energy. Plus.. one of his costumes is his snazzy yellow suit from the Buu saga.. so there. ------------------------------------------------------------------------------- c) NAPPA ------------------------------------------------------------------------------- NORMAL MOVES f+P,f+P,P,f+P,E Break Cannon (2K) f+K,K,K,b+K,E Break Cannon (2K) b+E Break Cannon (2K) P,P,P,P,E Bomber DX (1K) f+K,P,P,b+P,E Bomber DX (1K) f+E Bomber DX (1K) K,K,K,f+K,E Giant Attack (1K) P,P,K,E Break Storm (1K) P+G Megaton Throw ADDITIONAL MOVES DEFENCE/SUPPORT SKILLS Old Style Armour Super Kami Water Rit Armour Saiyen Spirit New Style Armour Super Holy Water Bulma's Armour Gero Deflect-Back R&D Moonlight Gero Reflection R&D Saiyen Heritage Gero Energy R&D Viral Heart Disease Scouter Vaccine Yakon Medical Machine Gero Perpetual Energy R&D Rage! 1/3 Senzu Bean Rage!! Senzu Bean Rage!!! Last Ounce of Strength Serious! Saiyen's Awakening Serious!! Loyalty to Freiza Serious!!! SKILL NOTES COMMENTS: I have honestly not used Nappa enough to get a fair impression of how he fights. He seems a bit a slow and underpowered, and lacks decent moves. ------------------------------------------------------------------------------- d) RECOOME ------------------------------------------------------------------------------- NORMAL MOVES P,P,P,P,E Recoome Eraser Gun (1K) f+E Recoome Eraser Gun (1K) f+P,f+P,P,f+P,E Recoome Kick (1K) f+K,P,P,E Recoome Kick (1K) b+E Recoome Kick (1K) f+K,K,K,b+K,E Recoome Bomber (3K)* K,K,K,f+K,E Recoome Buster Magnum (2K)* P,P,K,E Recoome Max Vulcan (2K) P+G Recoome Hyper Swing ADDITIONAL MOVES P,P,b+P,P,E Special Fighting Pose #3 (2K)* f+K,K,K,K,E Special Fighting Pose #3 (2K)* K,K,K,K,E Special Fighting Pose #4 (2K)* f+P,f+P,P,P,E Special Fighting Pose #4 (2K)* DEFENCE/SUPPORT SKILLS Old Style Armour Super Kami Water Rit Armour Potential New Style Armour Nature of Evil Bulma's Armour Gero Deflect-Back R&D Medical Machine Gero Reflection R&D Ginyu Force Badge Gero Energy R&D Viral Heart Disease Scouter Vaccine Yakon Super Holy Water Gero Perpetual Energy R&D Rage! 1/3 Senzu Bean Rage!! Senzu Bean Rage!!! Last Ounce of Strength Serious! Loyalty to Frieza Serious!! Serious!!! SKILL NOTES * Rotate the analogue sticks to do more damage with the Recoome Bomber * Rotate the analogue sticks to full guage to do a tenth hit during the Buster Magnum. POWERUPS Special Fighting Pose 3 increases attack by 8% Special Fighting Pose 4 increases defence by 5% Both poses can be performed multiple times for cumulative bonuses. COMMENTS: Again I have not used Recoome too much, but he seems to have a nice turn of speed for a bulky character and a lot of power moves to play with. You'll probably play a more defensive game with him, and the Fighting Poses can raise your resistance to damage quite considerably. ------------------------------------------------------------------------------- e) CAPTAIN GINYU ------------------------------------------------------------------------------- NORMAL MOVES |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Dragon Ball Z Budokai 2 Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

