=============================================================================== Dragon Ball Z: Budokai FAQ/Move List (EU) Written by Chris Hackney (ZeroSHIFT) Last Updated 8th September 2004 Final Version =============================================================================== ###### ################# # ##### #%%%%%%%%%%%%%%## # # ## ##%%%%%%%%%%%%### # # #### ### ##### ##%######%%%%### # # # ### ## #### ######## #### ### #%%## #%%# ##%%%### ## ## # # # ## # #%%%%###%%##%%# #%%## ##### ###%%### # ## # ## # # ### ### # #%%%%%%#%#%#%%# #%%# ### #####%%## ## # ## # # # # # ##````# #%%##%%#%#%#%%# #%%# ## #%%%%%%# #### # # # # # # #``##``# #%%%%%##%%%## ####%### # ##%%#### ##%## # # # # ###``##``# #%%%%%#%%%%%#%%%##%%%# ###%%%## #%%%# # # # # # ##`````# #%%##%%#%#%%#%%%#%%%%# ###%%%%#####%%## # ## # ### # ####### #%%%%%%%#%#%%#####%%%# ###%%%%%#%%%%%%# ## ######### ######## ### ################ ####### ##%%%%%%%%%%%%%## ################# ############ ###### ## #### ### #%%%%%%%%%%#### ####%%%%#########%#######%%# ##%# ##%%#####%%%#%##%##%###%##%%%%%#%%#%%%##%#%# #%# #%%#####%##%%#%%#%%# #%%#%##%%#%#%%##%%%%%##%%# #%%%%%%%%%#%##%##%###%%#%%#%%#%%%####%###%##%# #%%#####%%#%#%%#%%%%%####%%##%##%%%%%## #%#%## #%##%%%%%##%%%#%%%#### ####%%# ###### #%#%# #%%%%#### ######### #### #### #### ##### ## =============================================================================== TABLE OF CONTENTS =============================================================================== Use Ctrl + F to search for one for the features listed below. To make sure you go straight to a certain section, copy and paste the search code on the right. 1. INTRODUCTION .................................................. [dbz_intro] 2. CHARACTERS .................................................... [dbz_chara] 3. GAME BASICS .................................................. [dbz_basics] 3.1. CONTROLS ............................................. [dbz_controls] 3.2. GAME SCREEN ........................................... [dbz_screen] 3.3. BASIC ACTIONS .......................................... [dbz_action] 4. EXCITING SKILL SYSTEM ........................................... [dbz_ess] 5. GAME MODES .................................................... [dbz_modes] 5.1. STORY ................................................... [dbz_story] 5.2. WORLD MATCH ............................................. [dbz_match] 5.3. DUEL ..................................................... [dbz_duel] 5.4. PRACTICE ............................................. [dbz_practice] 5.5. LEGEND OF MR. SATAN ..................................... [dbz_satan] 5.6. EDIT SKILLS ............................................ [dbz_skills] 5.7. GAME OPTIONS .......................................... [dbz_options] 6. SECRETS AND UNLOCKABLES ..................................... [dbz_secrets] 7. BREAKTHROUGHS ................................................. [dbz_break] 8. FIGHT STRATEGIES .............................................. [dbz_strat] 9. CAPSULE ENCYCLOPEDIA .........................................[dbz_capsule] 9.1. SPECIAL CAPSULES ...................................... [dbz_special] 9.2. PHYSICAL CAPSULES .................................... [dbz_physical] 9.3. SUPPORT CAPSULES ...................................... [dbz_support] 10. FREQUENTLY ASKED QUESTIONS ...................................... [dbz_faq] 11. THANKS ....................................................... [dbz_thanks] 12. CONTACT INFORMATION ......................................... [dbz_contact] 13. COPYRIGHT NOTICE .......................................... [dbz_copyright] 14. CLOSING ..................................................... [dbz_closing] =============================================================================== 1. INTRODUCTION - [dbz_intro] =============================================================================== Dragon Ball Z: Budokai was designed by Atari for release on the PlayStation2 console, and later for the GameCube. It was the first DBZ game to be released on a next generation platform, and was met with general approval amongst fans of the series and other fighting buffs. It hosted a large selection of characters from the series and a unique (if somewhat limited and lacking depth) fighting engine and basically, it allowed fans of the series to do things not yet experienced in a game under licence. I thoroughly recommend trying it out, and while it isn't for everyone, you may just enjoy it. =============================================================================== 2. CHARACTERS - [dbz_chara] =============================================================================== Here's a quick run-down on the histories of the characters in the game in relation to Dragon Ball and Dragon Ball Z. It's not much, so if you want more in-depth information, I suggest looking elsewhere. GOKU ======================================== Goku is the main character of Dragon Ball and Dragon Ball Z. He was sent to Earth as a baby, "programmed" to destroy it when he grew older. However, after suffering a blow to the head, he was "reprogrammed" and grew up to be an unusual, but pure hearted soul. Found by an old man, who eventually became known as Grandpa Gohan, he had a training in the martial arts. However, Goku accidentally killed his grandfather when he turned into his Ozaruu form when the moon was full. As he grew older, he was trained further by Master Roshi and King Kai. He was the first Super Saiyan in 1000 years, and successfully achieved Super Saiyan 2 and Super Saiyan 3 as well. Father of Gohan and Goten, and the husband of Chi-Chi, he defeated many powerful enemies and was the rival of Vegeta, the Saiyan Prince. GOHAN ======================================== Gohan is the first son of Goku and Chi-Chi. He learns to fight at an early age (Piccolo is his first mentor, and it is during this time that Gohan becomes very fond of him). It is apparent very early on that Gohan is incredibly powerful, and that he has a hidden power that he releases at moments of extreme anger. Piccolo hopes to harness this power for the arrival of the Saiyans, Vegeta and Nappa (the latter whom Gohan manages to defeat). After the whole episode with Frieza (during which time Gohan shows this power against Frieza) Goku is the next to try and harness this power before Gohan fights Cell. Gohan beats Cell after becoming a Super Saiyan 2. He attends high school, and soon becomes the caped crime crusader the "Great Saiyaman". He starts to fall in love with Videl, whom he eventually marries. During the Buu saga, he is beaten up badly by Majin Buu at first, but then is given a massive power up by the Elder Kai, making him the strongest unfused character in the series. GREAT SAIYAMAN ======================================== Definitely one of the game's more comical character's, the Great Saiyaman is actually just Gohan in disguise. It is a reference to the Buu saga (which unfortunately, was not included in this game). He asks Bulma to make him some sort of disguise so he can fight crime without being recognised by anyone, and this goofy outfit is it. RADITZ ======================================== Raditz is the brother of Goku. He shows up on Earth, and finds that Goku has not fulfilled his purpose - to destroy the entire human race. Thus, he kidnaps Gohan, and flies away. Goku and Piccolo go after him, and after a fierce battle, nothing seems to be working. Gohan hears his father's screams of pain, and busts out of the Saiyan spaceship he was put in, flies out and head butts Raditz, cracking his armour. Goku uses this chance to grab hold of Raditz, and Piccolo charges up a Special Beam Cannon and fires it into the pair, killing both of them. NAPPA ======================================== Nappa is the "bodyguard" of Vegeta, and one of the few Saiyans still alive. Also one of the henchmen of Frieza, Nappa accompanies Vegeta to Earth in order to search for the Dragon Balls. He is a powerful opponent, and none can match him (even when Chaozu self-destructs, it barely fazes him) until Goku arrives. Goku easily defeats him. Disgusted by his lack of strength, Vegeta tossed him into the air, and fires an energy blast at him. Needless to say, we don't see him again... VEGETA ======================================== Vegeta is an arrogant Saiyan Prince, son of the King Vegeta, the former ruler of Planet Vegeta. Planet Vegeta was the home to the Saiyan race until Frieza decided that they were becoming to powerful (and thusly, too much of a threat) He was at first the enemy of the Goku and the others when he arrived on Earth with Nappa, in search of the Dragon Balls. He planned to wish for immortality. He was defeated on Earth, but resumed his plot for immortality on Namek where ironically he was killed at the hands of Frieza. After that, he kind of joined the rest of the Z warriors, but only in a bid to make himself stronger. He was key in the destruction of Cell. Often arrogant and ruled by his pride, Vegeta generally only thinks of himself. He is the father of Trunks, although he treats him as rubbish. During the Cell saga, we only see brief glimpses of Vegeta thinking of someone other than himself. The evil is washed from his body in the Buu saga, after he sacrifices himself for Trunks, Bulma and the others, and finally accepts that Goku will always surpass him in power. TRUNKS ======================================== Trunks is the son of Vegeta and Bulma, half-Saiyan, half-human. He turned Super Saiyan one fateful after finding the lifeless body of his dead Master, Gohan in the future. Those weren't the worst of his troubles. Two menacing Androids were destroying everything in sight. He was the only one left - all the other fighters had meet their deaths at the hand of the Androids. It was at that time that Bulma started work on a time machine. The plan was for him to go back in time, and give the heart medicine to Goku, and thus save the future. After the Cell Games, he is able to return home and destroy the two Androids after reaching a whole new level of power. KRILLIN ======================================== Krillin, Goku's best buddy, and a fellow student of Master Roshi, is one of the oldest DB characters. A former monk, he seeks the aid of Master Roshi to make himself stronger. He grows up with Goku, but as Goku seemingly becomes stronger than everyone, gets pushed into the background. He was vital in the defeat of Vegeta, helped fight the Ginyu Force, and was in part responsible for Goku's Super Saiyan transformation (after Frieza blew him up, Goku went off the edge). He is killed several times, once by Piccolo Daimaou, again by Frieza, and later on by Buu. He is wished back in every occasion, though. He eventually settles down and marries #18, and they have a daughter named Maron. TIEN ======================================== Tien, once taught under the Crane Hermit, fought Goku when in the 22nd Budokai (or World Martial Arts Tournament) and beat Goku by double knock out. He was one of the bad guys until he eventually changed his ways, and joined with the others. His Solar Flare and Tri-Beam proved invaluable many times during the series, and he was even able to keep Cell at bay with his constant use of the latter technique. YAMCHA ======================================== Yamcha is one of the oldest characters from the entire Dragon Ball and Dragon Ball Z series. He was formerly a desert bandit, but after he and Bulma fell in love, he starting fighting with Goku. He was then trained under Master Roshi. He was soon overshadowed by Goku in terms of power, but continued to train. He was killed once by a Saibaman who self-destructed on him. After this happened, he was then trained further by King Kai. Eventually he stopped training and settled down to a more peaceful life. MR. SATAN ======================================== Mr. Satan first appeared during the Cell saga, a self-absorbed weirdo who was the current champion of the World Martial Arts Tournament. He promised the world he would put an end to Cell, and as you can imagine, got his sorry ass handed to him by Cell, who barely even flinched. After Gohan defeats Cell, Satan takes all the credit, and becomes a world-wide hero. He appears even more in the Buu saga, but in effect, saves the universe after he moves Vegeta away so Goku can launch his Spirit Bomb at Buu. He has a daughter named Videl, whom Gohan marries. PICCOLO ======================================== Piccolo was sent to Earth many years before Goku was born, to escape a storm ravaging Namek. For unknown reasons, he wanted to become "Guardian of the Earth". He was told he was unable to, because of the evil that dwelled within him. Because of this, he split himself into two - a good half, whom we know as Kami, and an evil half, known as Piccolo Daimaou. Kami became Guardian, while Daimaou caused havoc. After being sealed away in a bottle by Master Roshi's teacher. Pilaf manages to open it, and release him. Daimaou start killing entrants in the World Martial Arts Tournament for revenge. He fights Goku, an after a long battle, Goku manages to defeat and kill him by jumping through his chest. Daimaou then spits out an egg, and it hatches instantly to become Piccolo as we know him. At first, his one desire is to kill Goku, but after he gets his wish (when he kills both Goku and Raditz with the Special Beam Cannon) he lives and trains with a young and pure hearted Gohan, and he changes his ways, even makeing the ultimate sacrifice for Gohan. He fuses with another Namekian known as Nail, and then rejoins later with Kami and becomes immensely powerful. DODORIA ======================================== Dodoria is another of Frieza's man henchmen. He is fat and pink, pretty much. Even so, he was strong. During his brief appearance in the series, he is cornered by Vegeta, and threatened to reveal the true history of the Saiyans. Seeing as he has no choice, he tells Vegeta everything he wants to know. Vegeta kills him, even though he promised he wouldn't. ZARBON ======================================== Zarbon is the strongest of Frieza's henchmen. He totally outclasses Vegeta in their first battle, but after Vegeta receives his Zenkai Powerup (the ability for Saiyans to increase their power level after sustaining near death injury), Vegeta is faster and stronger. After round two, Vegeta emerges the victor, easily disposing of Zarbon. RECOOME ======================================== Recoome is a big clumsy oaf from the Ginyu Force. While being big, clumsy, and an oaf, he is still far too powerful for Gohan, Krillin and even Vegeta to handle. As usual, Goku sets him straight though. Not much else to say about him really, other than that he, like the other Ginyu Force members, he likes to make stupid looking poses... GINYU ======================================== Captain Ginyu is the leader of the infamous "Ginyu Force" - a group of warriors feared throughout the galaxy. He and his fellow fighters are hired by Frieza to gather Namek's Dragon Balls. Ginyu faces off against Goku after Goku easily defeats the others. They are seemingly on par with each other, until Goku reveals he has been holding back. It is at that time that Ginyu uses his special move - the ability to switch bodies with others. Goku then ends up in Ginyu's body and the confusion mounts. In the end, (with a little help from Vegeta) Goku manages to regain his old body. Ginyu senses Vegeta's power, and attempts to switch bodies with him. But Goku throws a frog in his path, and Ginyu and the frog switch bodies. Ginyu is thus defeated. FRIEZA ======================================== Frieza was once the most feared creature in the galaxy. He had many working for him, simply because they had two choices: serve him or die. He was also in command of Vegeta, Raditz and Nappa. He destroyed the Planet Vegeta because he feared the Saiyans were becoming far to powerful, and that one day, a Super Saiyan would rise up and take control. Gohan, Piccolo, and Vegeta all faced Frieza, and all failed to defeat him. Goku arrived and fought him. In a last ditch effort, tried using the Spirit Bomb, gathering energy from all over the entire galaxy. It too failed. Frieza, now more than just a little pissed off, badly wounded Piccolo and killed Krillin. Because of this, Goku's anger boiled over and he turned Super Saiyan. He totally outclassed Frieza. Then Frieza fired a blast towards Namek, assuring it's destruction. The pair then fought on a dying planet, until finally, Frieza was cut in half by his own attack. It seemed that Frieza had finally been defeated. A few years later though, and he returned with his father, but was easily disposed of by a waiting Trunks. ANDROID #16 ======================================== #16 was created by Dr. Gero for the single purpose of killing Goku. He was not created in Trunks' future, as Goku had already died. He is released by #17 and #18 after they kill Dr. Gero and appears to be a gentle being, many times found playing with birds and animals. He is far more serious that #17 and #18, not caring about having fun. He fights valiantly against Cell to stop him from absorbing the pair, but unfortunately, fails. He is badly damaged, and Bulma and Dr. Briefs manage to fix him up in time for the Cell Games. There he attempts to save the Earth by self-destructing, but to his dismay, Bulma had removed the explosive implanted within him. Cell then takes this time to release himself from #16's grasp and blow him up. His head remains in tact, and (thanks, funnily enough, to that moron Mr. Satan) is able to give Gohan some much needed advice. Cell then step on his head crushing it. Gohan goes Super Saiyan 2 out of rage, and the rest is history... ANDROID #17 ======================================== #17 is the brother of #18. Both were once human, but turned into cyborgs by Dr. Gero. They were released by Dr. Gero in his attempt to overpower Vegeta and the others. #17 is the stronger of the two, and fights Piccolo in a rough battle. It is cut short when Cell appears and absorbs him, allowing him to reach his Second Form. After the Cell Games, he is wished back and disappears. ANDROID #18 ======================================== #18 is the sister of #17. Both were once human, but turned into cyborgs by Dr. Gero. They were released by Dr. Gero in his attempt to overpower Vegeta and the others. While she isn't as strong as #17, she still outclasses both Trunks and Vegeta in their battles in the present timeline. She is later absorbed by Cell, and he achieves his Perfect Form. Cell spits her up during the Cell Games however, after Gohan deals him a devastating blow to the stomach. The eventually marries Krillin, and have a child together named Maron. ANDROID #19 ======================================== #19 is the creation of Dr. Gero. He is the first of several Androids to be set lose upon the Earth to cause mayhem and destruction. At first he is challenged by Goku, who mid-battle, is struck by the heart disease that Trunks foretold. In his moment of pain, the Android takes the chance to sap a lot of his energy. Vegeta interjects, with a quick kick to the face. Vegeta (now a Super Saiyan) then finishes of #19 with relative ease. CELL ======================================== Cell is an android from the future. He differs from the other Androids in that he is biologically created, while the others a mechanical. He has been implanted with the cells of the universe's strongest fighters (including Goku, Vegeta, Frieza, Tien, and Piccolo) and thus possesses many of their abilities and techniques. His goal in life is to absorb Androids #17 and #18, and reach his "Perfect Form". After he does this, he totally outclasses everyone. To test his skills, he decides to hold a fighting tournament known as the "Cell Games". Here he is finally defeated by Gohan, who reaches full ascension (or Super Saiyan 2). =============================================================================== 3. GAME BASICS - [dbz_basics] =============================================================================== The game basics section is one of the most important parts of the guide, simply because it covers all the... uh, basics, for lack of a better word. Everything you need to know to get started with this game is listed right here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.1. CONTROLS - [dbz_controls] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When it comes to controls, there are several choices you can have in order to suit your preferences. You can choose between two default setups (A and B) or you can completely customise them, and make each button serve whatever function you wish it too. SETUP A ======================================== LEFT ANALOG STICK: Move DIRECTIONAL PAD: Move X: Guard SQUARE: Punch CIRCLE: Energy TRIANGLE: Kick L1: Nothing L2: Nothing R1: P + K R2: P + G SETUP B ======================================== LEFT ANALOG STICK: Move DIRECTIONAL PAD: Move X: Energy SQUARE: Guard CIRCLE: Kick TRIANGLE: Punch L1: Nothing L2: Nothing R1: P + K R2: P + G MY SETUP ======================================== I personally prefer setup A, basically because it's the one I'm now most used to. However, seeing as how the shoulder buttons goes relatively unused, I like to customise them with certain moves in order to make life easier. L1 becomes K + G. This move can be pretty handy, especially helpful as many characters can use this ability to "jump" or for knocking an opponent far away. Normal P + K moves (which are very good charge attacks) are handled with the transform button (see below), and therefore need not be put here. L2 becomes P + K + G + E, or taunt. Taunting is a handy move, although not one I get round to using all hat often. I find it is helpful in battles where you are constantly being bombarded from afar by ki attacks. Use it a few times and your opponents will have low ki, and then be forced to fight up close. R1 becomes P + K + G, or transform. This seems to be the most logical place to put it for me, as I can easily transform when my ki allows it, without having to resort ridiculously to try and press Punch, Kick and Guard all at once. Normal P + K moves (which are very good charge attacks) are handled with this button too, meaning it is used if transformations can't be done (either because you've already transformed, you don't meet the requirements to make the next transformation, or no transformation moves are equipped). R2 becomes P + G, or the button combination for throw moves. Seeing as how I almost always have a throw move in my Capsule tray, it seems like a fairly obvious choice. Basically, that leaves us with: LEFT ANALOG STICK: Move DIRECTIONAL PAD: Move X: Guard SQUARE: Punch CIRCLE: Energy TRIANGLE: Kick L1: K + G L2: P + K + G + E R1: P + K + G R2: P + G That is what I find to be most effective control scheme. All the handy actions are only a button press away, and on the right sides, depending on the amount of times they are likely to be used. Having transform at R1 is easier to press than if you were to have it at L1. Same goes with throw being R2. I know it doesn't sound much easier, but it really is. See, you are dedicating to memory that the left side of your pad is for movements, and the right side is for basic actions. It's just something that I noticed during my play. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.2. GAME SCREEN - [dbz_screen] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LIFE GAUGE ======================================== Your life gauge shows how much health you have left. There are three bars: green (first), yellow (second) and red (last). Each bar represents 1000 points of health. Once you lose 1000 points, you will move to the yellow bar. After you lose a further 1000, you will go into red health. Once your health diminishes another 1000 points (3000 in total) you will be knocked out, and lose the battle. How do you restore it I hear you say? Well, there are only three possible Capsules that can do this for you, and one of those is available to one character only, Frieza. The use of 1/3 Senzu Beans/Senzu Bean/Frieza's Spaceship restores your health gauge by a set amount, but they can only be activated once your health gauge is completely depleted. KI GAUGE ======================================== Similar to your life gauge, the ki gauge is a measure of your current ki. You use ki for most Capsule based abilities. The ki gauge resides directly underneath the life gauge, as a yellow bar. There is a number on the very left of this bar, and that is your current ki level. As you fill the bar, the gauge goes up, and once it reaches the end, your level increases by one and the gauge returns to zero. You can increase your ki level by fighting (every successful hit you land on an enemy raises your ki gauge by a set amount. Even when they block, albeit for a significantly reduced amount. Alternatively, you can hold down the guard button, then the back button twice, holding it the second time for the desired duration. Your character will then "power up". ROUND TIME ======================================== Between the health gauge and ki gauge of the two current fighters, there is a counter displaying the amount of time left in the bout. Once the counter reaches 0, the match will end, and the character who has the most health still remaining will be declared the winner. The round time can be set in Game Options to be a total of 30 seconds, 45 seconds, 60 seconds, or infinite (that is, the round won't end until someone wins "properly"). WIN COUNT ======================================== In Duel mode, there will be a crown above each characters health bar and ki bar. Next to it is a number, displaying the current win count for the two characters. The higher the number, the more wins that character has. CAPSULES ======================================== On the bottom-left and bottom-right corners of the screen, there is a circle of Capsules shown. Depending on how many skills are set, there may be none there at all, as well as anything between 1-7 Capsules. Certain Support Capsules (ones that activate at the start of battle won't do anything, but everything else will glow when activated (that includes Special, Physical, and other Support skills) that activate/can be activated mid-battle. While it doesn't actually DO anything, I thought it should be explained. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.3. BASIC ACTIONS - [dbz_action] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PUNCHING ======================================== Pressing the punch button will allow you to punch (well duh!). Different characters hit for differing amounts of damage when punching, although they are mostly the same. Try stringing multiple punches together for greater effect and damage. Characters like shorter arm spans have to get close to their opponent in order to hit them, so be aware of that. KICKING ======================================== By using the kick button, you will unleash a savage kick in the direction of your opponent. Or, if you're stupid enough to do it too far away, you will do a nice air-swing. Kicks deal more damage than punches, and once again, certain characters will hit for more damage with their kicks. Short characters need to get in closer so their kicks will reach. KI BLASTS ======================================== Press the energy button and your character will fire off a small, weak ki blast in the direction of your opponent. Generally speaking, it will always hit the target (it won't necessarily do damage, as your character can block or deflect it). However, depending on the angle and distance between you and your opponent, it may go over their heads or underneath them. If this occurs, then you should either move backwards, or try to get yourself level (in height) with them. GUARDING ======================================== Guarding can win matches for you. It is another of the most basic abilities in the game. To successfully guard against attacks, you need to hold down this button while the opponent continues to kick (or punch) you in the face. Certain combos have lengthy recovery times, so use this to your advantage and after they finish attacking you, counter them with a few moves of your own. FLYING ======================================== Unfortunately, you can't fly per se, however, if you knock your opponent/your opponent knocks you in the air they/you will continue to float there. Leave it long enough though, and the character will eventually reach the ground again. You can greet your opponent by just moving forward while they are in the air, and you will gradually ascend. This is an excellent idea when fighting shorter characters, as fights in the air make the playing field almost equal. DASHING ======================================== Pressing forward twice in quick succession (holding it after the second time) will make your character dash forward at a much faster rate than normal. Using a kick or punch right before you reach the enemy makes for a devastating combo, as it will break through guard status. Following it up with a death move or ultimate move is highly recommended, and largely effective. What out though, as these moves an be easily predicted from long range, and side-stepped. Then you might be the one on the receiving end of a death move or ultimate move. SIDE-STEPPING ======================================== Pressing the guard button + either the up or down will allow you to move your character in that particular direction. It is very useful for cornering opponents and then sending them through a wall or something similar. You can win matches a lot faster in World Match mode by knocking them out of the ring, and side-stepping makes doing this a lot easier. Side-stepping becomes a natural reflex after a while, you'll do it without even thinking about it. Certain long range attacks (for example, and dashing puncher kick), which cannot normally be blocked, can be easily predicted and side-stepped. The opponent has then lowered their guard for a substantial amount of time, allowing you time to make your move. Following it up with a death move or ultimate move is ideal. STRINGING MOVES TOGETHER ======================================== Using kicks and punches in the same combo often results in devastating effects. Mixing these together becomes and integral part of using skills too. Become proficient with the combos of different characters so you can use them in the correct situations, without having to think about it too much. Using the forward and back buttons while holding either the punch or kick buttons results in other combos. Certain combos have long recovery times though, so be careful if they block you complete combo, then smack you one while you character tries to regain control. DEFLECTING KI BLASTS ======================================== By pressing the guard button just before a ki blast hits, you can deflect it away from you, thus averting any damage that may normally be caused to you. If you get the timing just right, you can even deflect the ki blast back at the opponent. POWERING UP ======================================== Press the guard button, then the back button twice, holding it the second time for the desired duration. Your character will then "power up". Using this method to gain ki is the fastest and most effective. However, it leaves you largely exposed, so only do it when their is no danger of attack from your opponent. TRANSFORMING ======================================== Certain characters have the ability to transform. When you transform, it increases their attack rating by 10%. Each successive transformation will raise it by a further 10%. To transform, you need to press P + K + G when the chosen character is at a certain ki level (generally 3 or 4 ki gauges). When the character falls to the ground and they have less than the minimum amount of ki gauges, the transformations stops, and your character will return to their normal state. TAUNTING ======================================== When you taunt an opponent, they lose one whole ki gauge. It can be done by with P + K + G + E. It is an effective method of reversing transformations and stopping the use of death moves and ultimate moves. However, it takes some time to execute (around a second) and leaves you completely open to attack. The best time to use it is when an opponent is on the ground, recovering from an attack. BURST MODE ======================================== Burst mode is initiated two characters attack at same time, and both use a charge attack. After it starts, the two characters will then fight incredibly fast, very much like in the anime. To assure you come out on top, you must spin the right analog stick round wildly. The loser's health bar is reduced some a little. CHARGE ATTACKS ======================================== Attacks such as P + K are known as charge attacks. Charge attacks allow the player to hold down a certain attack combination for a short period of time. If you hold it long enough, you can make the attack break through guard status. GUARD BREAKERS ======================================== There are several attacks in the game that allow you to break through the guard of an opponent. Dashing punches, dashing kicks, and P + K are a few examples of attacks that will do this. After you break their guard status, they will be momentarily stunned. Use this time to unleash a combo of punches or kicks, or even use a skill. =============================================================================== 4. EXCITING SKILL SYSTEM - [dbz_ess] =============================================================================== The ESS allows the player to quickly choose the Skills that he wants to use in battle. These Skills fall into five categories: SPECIAL CAPSULES: Transformations, death moves, ultimate moves, etc. PHYSICAL CAPSULES: Throws, multi-hitting ki blast attacks, etc. SUPPORT CAPSULES: Senzu Beans, stat modifiers, etc. DRAGON BALLS: Used to summon Shenron to wish for Breakthroughs. SYSTEM CAPSULES: Characters, game modes, etc. Both Special and Physical Capsules can be put in your Capsule tray twice (except for transformations and a few other ones) to increase the damage they inflict. You need to collect all seven Dragon Balls in order to summon Shenron. See the Breakthroughs section for more details. System Capsules are necessary to use certain characters or play certain modes. Check out the Secrets and Unlockables section for more information on that. One of the best things about the ESS is the ability to change Capsules to suit your situation, and allows handicaps to be given to experienced players when they fight novices relatively on par. Not only this, but you can test out different combinations to decide on what best suits your fighting style, and use them against your friends. That's the basics of it. Let's get down to the more in-depth parts. CAPSULE TRAY ======================================== The Capsule Tray is where you set your Capsules. There are seven slots in the tray. Generally, this means that you can place seven Capsules in your tray. However, some Capsules take up more than one slot (for example, Potential). In this case, you need will need to make sacrifices when choosing your set. Also, certain skills require other skills to be set in order for to use them. For example, you cannot set Super Trunks (Trunks) until your set the Capsule Super Saiyan (Trunks). The same sort of thing applies to certain ultimate moves. For example you cannot use Spirit Bomb (Cell) unless you have both Second Form (Cell) and Perfect Form (Cell) in your tray. You must also be transformed into that status as well to use the attack. ACTIVATING SKILLS ======================================== There are three ways in which a skill can be activated during battle. They are: 1) As soon as the battle begins. 2) With the combo shown on the Skill Sheet. 3) When special conditions are met. SKILL ICONS ======================================== These are the little pictures that appear below all the self-explanatory stuff on the Skill sheet. They are little circles representing a certain property of a Skill. Now get ready to be amazed by the awesome power of my ASCII art. Although they are exact representations of the real thing, they are as close as possible as I could make them. (P): Skill effect increases when set repeatedly. This means that it can be set up to two times for greater effect (for example, setting Galick Cannon twice will result in it doing greater damage). ( ): Skill is able to be traded with other players. (/): Skill is unable to be traded between players. (Z): Skill can only be used once per battle. Applies to Capsules like 1/3 Senzu Bean, Senzu Bean, Frieza's Spaceship, and a few others. (#): The number of Capsules required to set the skill. In other words, how much space it takes up in your Capsule tray. ATTACK/DEFENCE RATING ======================================== Most Support Capsules make you stronger during battle, and many do it by increasing either your Attack or Defence rating. These are explained below. ATTACK: This is a stat that can only be seen in the practice screen. This figure determines the amount of damage you will do to an opponent with any and all attacks (Capsules included). It starts of at a default of 100%, but stat modifiers (like Potential and transformations) will make this rise by a set amount. Also, each different stat modifier you set is cumulative, you can set multiple ones for better effect. DEFENCE: Like the attack stat, but it affects defence. It also starts at a default of 100%, and is affected by Capsules like armour and vests. It reduces damage done by a certain percentage (which, in most cases, is indicated on the Skill Sheet). It is cumulative. RARITY ======================================== Skills are rated with four levels of rarity. The power of effects increases with rarity. Common --> Uncommon --> Rare --> Special Rare <-- EASY TO ACQUIRE DIFFICULT TO ACQUIRE --> As you might have guessed, it's the rarer Capsules that you want to get a hold of, because they are generally better. ACQUIRING CAPSULES ======================================== In order to get the most enjoyment out of the game, and to actually be able to compete against friends, you are going to have to get your own Capsules. See, using "Normal" every time you select a character from the selection screen just isn't going to cut it against tougher opponents. Therefore, you need to find a way to get your own Capsules. In doing this, you will be able to customise your character completely. There are two ways to acquire Skills: STORY MODE: You receive Capsules after defeating opponents. SKILL SHOP: You buy Capsules with the money you have earned in World Match. This is the best and most effective way of gaining Skills fast. SKILL SHOP ======================================== Here is the place you will be buying the majority of your Capsules. Mr. Popo, that overweight, and seemingly bald mofo is the owner. But hey, he's cool. Capsules can be purchased under several categories: SPECIAL: Buy a random Special Capsule for an amount of 2000 zenie. PHYSICAL: Buy a random Physical Capsule for an amount of 2000 zenie. SUPPORT: Buy a random Support Capsule for an amount of 2000 zenie. GAMBLE: Buy a random Capsule (can fall into any of the four categories) for an amount of 3000 zenie. RECOMMENDED: The Capsule found here can be any of the four basic groups, but it is sold at it's FULL price. Depending on the price, buying Recommended can be good or bad. For instance, buying say Frieza's Spaceship (which is 12000 zenie) from here would be stupid when you can buy it from the Support range for a mere 2000 zenie. However, you have no real control over what Capsules are purchased from the Support category. On the other hand, if you were to buy a Physical Capsule, which normally cost 1000 zenie, you would save 1000 zenie over purchasing it from the Physical category. Don't like what your choices are? Then just exit and come back! Keep doing that until you find what you want. CUSTOMISING THE ULTIMATE FIGHTER ================================ When customising the ultimate fighter you need to take into consideration what skills suit your fighting style best. Another thing to consider is how different combinations of skill work together, (for example, Saiyan Blood and 1/3 Senzu Bean are an excellent combination). In my opinion, at least one transformation should be in your tray (should the character have one). This is because many characters require them to have transformed to use their most powerful attack. Not only that, but transformations raise your attack by 10%, and can break through guard status, which can be a great help during battle. Having a wide list of attacks is a wise idea. Don't limit yourself to just one. Have at least two (in which case you might double stack a particularly good one (for example, Galick Cannon or Buster Cannon) or three attacks - Special or Physical, it doesn't matter. Throw moves are highly underrated. Use them. They are an excellent attack against opponents who constantly guard, because it ignores guard status. Support Capsules make your fighter powerful. I highly recommend giving every character Potential. Sure it takes up two slots, but the massive increase in attack makes it well worth it. Capsules like Moonlight and Mixed Blood Power, which also give good increases, are also highly recommended. Don't discount Breakthroughs. For characters that have a wide choice of abilities, a Breakthrough can do things that a regular custom setup cannot. Most notably Goku, who has the largest skill base of any character. Not only that, but his Special Capsules alone allow him to reach a 140% attack rating. Certain characters however, who have a limited amount of skills, should stick to a more custom design, and just increasing the power that their few attacks do. Well, that is all I will say on this matter. The best thing for you to do is to just get out there and experiment for yourself, and use the setup that brings you the most success. =============================================================================== 5. GAME MODES - [dbz_modes] =============================================================================== A simple description of each of the modes present within the game. That's pretty obvious from the section name, though... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.1. STORY - [dbz_story] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I really don't see the point in giving a "walkthrough" for a fighting game, seeing as how every battle is unique. All I can do is give you strategies, and if you want to find those, check out the Fight Strategies section. Basically, the story extends from Raditz's arrival on Earth to the final battle with Cell. You will use a variety of characters, and have to face off against different enemies. From time to time, you'll be asked to play a little mini-game, some of which can be fun, and others which are not. Lastly, once you have completed the story mode once, you can return and do all the side episodes that you unlocked (see the Secrets and Unlockables section for more details). From then on, you can pick any story episode you like and replay it as many times as you wish. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.2. WORLD MATCH - [dbz_match] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The World Match mode is your only source of zenie in the entire game. The zenie you win from here can be used to purchase Capsules and Dragon Balls, and most of the gameplay in Budokai will revolve around you constantly gaining zenie. Not only that, but you can unlock two new characters by beating it on each difficulty level. As you ascend through the rounds, your opponents will gradually become harder. NOVICE: This is the easiest of the three difficulties. You fight three battles, and get 10000 zenie for winning the final. You receive 5000 zenie for a loss in the final. ADEPT: Medium difficulty. You fight four battles, and get 30000 zenie for winning the final. You receive 15000 zenie for a loss in the final. ADVANCED: Without doubt the hardest of them all. You fight five battles, and get 50000 zenie for winning the final. You receive 25000 zenie for a loss in the final. Winning the Advanced Tournament over and over is the fastest way to make money. Only computer opponents may be seeded. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.3. DUEL - [dbz_duel] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This mode is just the standard multiplayer mode. You can fight your friends, or optionally, a computer controlled opponent. They can even plug in their memory card and used a custom built character in the fight. You only have the choice of characters that Player 1 has stored on their memory card. NOTE: Player 2 cannot use custom characters from Player 1's memory card. You can try inserting the Player 1 memory card into slot 2, but there's a risk that it may corrupt your game data. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.4. PRACTICE - [dbz_practice] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In Practice mode, you can test out moves and perfect your fighting skills. It is a one-player option only however. This is basically a "free roam" screen where you have the freedom to do just about anything. It gives you a variety of choices too. Your computer opponent can be set to deflect/deflect-back ki blasts, guard, and even fight a never ending match, in which you can set the difficulty level and opponent strength without having to do it via the options menu. one of the good things about it, is that you can never die or kill your opponent, because as soon as your inflict damage or damage is inflicted upon you the life bar will automatically refill. And that's all for this part... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.5. LEGEND OF MR. SATAN - [dbz_satan] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Legend of Mr. Satan mode is the game's comical mode. In it we see Mr. Satan himself go up against the various Z fighters and Cell at the Cell Games. To unlock this mode you need to unlock Mr. Satan first (see Secrets And Unlockables section). After that, you just need to beat the Adept mode in World Match, then go into Mr. Popo's shop and buy it (it should be the recommended Capsule). Legend of Mr. Satan mode can be fought on three different difficulty levels. They are Novice, Adept, and Advanced. You'll need to choose one at the beginning, like in World Match mode. You will fight the opponents in this order: Yamcha, Tien, Krillin, Android #16, Trunks, Vegeta, Piccolo, Cell Juniors (five of them), Goku, Gohan, and Cell. Win, and you'll be treated to the cinematic experience of a lifetime... Okay, maybe not. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.6. EDIT SKILLS - [dbz_skills] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Editing your Skills forms perhaps the largest part of the game. The Exciting Skill System is one of the unique elements that sets Budokai apart from other fighting games. It requires the use of Capsules, some that give you new moves to execute, and some which effect your stats, in your Capsule tray. You can set a maximum of seven Capsules in your tray. Most Capsules require only one slot, but quite a few (usually the better ones) take up more room. To edit your skills, you need to do the following: 1) Go into the "Edit Skills" option (the five-star Dragon Ball). 2) Choose the memory card. 3) Choose a character. 4) You can now select from a list of available Capsules what to outfit on that particular character. Generally speaking, the best Capsule for each character is their Breakthrough. Now, in order to get the best possible performance out of your fighters, you're going to have to outfit them with the best Capsules. Now, generally speaking, the Breakthrough is probably their best ability, as it gives you the largest variety of moves. Some people, however, like to use a custom setup. The best way to understand what kind of setup suits you is to try out different things. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.7. GAME OPTIONS - [dbz_options] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Entering the Game Options menu gives you a variety of choices that can alter the look and play of the game. Here you are able to customise Budokai to suit your personal satisfaction and fighting ability. GAME OPTIONS ======================================== GAME DIFFICULTY: Choose from Very Easy, Easy, Normal, Hard, or Very Hard. This determines how hard the game is. Doesn't really take a genius to figure that out. COM DIFFICULTY: Choose from Very Weak, Weak, Normal, Strong, or Very Strong. This determines how good a fighter your opponents are. DUEL TIME: Select the length of time you wish for a fight to go on. QUICK START: Checking this option just makes certain parts of the game move along faster. It is recommended that you have Quick Start on. SAVE/LOAD ======================================== SAVE GAME DATA: Exactly what it says. This will save your current game progress. LOAD GAME DATA: Again, pretty self-explanatory. This loads your saved game progress. NOTE: You cannot save the progress from one of your memory cards to another. You must use the same memory card ALL the time. Attempting to switch memory cards before the save will only result in a message telling you that you can't do it. Not only that, but copying of game data through the "Browser" menu of your PS2 is prohibited. CONTROLLER ======================================== CONTROLLER: In this section, you are given the option to choose from two possible controller setups, or even customise your own. It's just a simple matter of pressing left or right to switch between choices. When it comes to a custom setup, just hold down the button you wish to set an action and then press left or right to cycle through the possible choices. VIBRATION: Turning this on will make your controller vibrate when you hit/get hit (by) an opponent. It's recommended that this feature be turned on, as it's a good indication of when your moves are connecting. SCREEN ======================================== BRIGHTNESS CONTROL: This option allows you to set screen brightness for the game. Move the light from left to right to make things darker or lighter respectively. ADJUST SCREEN: Using this option, you can move certain screen elements (like the health/ki bar, etc) to different positions, as well as moving the entire screen. In order to do these things, you need to hold the button marked on the screen. While continuing to hold the button down, use left, right, up, and down to move that particular element. X moves the entire screen, Square moves the Player 1 Capsules, Circle moves the Player 2 Capsules, and Triangle moves the health/ki bar. SOUND ======================================== SPEAKER: Switch between stereo and mono. Not surprisingly, stereo, gives far superior sound. That being said, not all TV's support stereo, and only have one speaker. Those TV's will require you to change the speaker settings. But in all honestly, I think you had just better get off your lazy ass and buy a new TV... MUSIC VOLUME: Self-explanatory? I think so. Moving the bar to the right will make music louder, and to the left makes it softer. VOICE/SFX VOLUME: This controls how loud the voice-acting and sound effects (noises like punching, kicking, etc) are. Again, moving the bar to the right will make them louder, and to the left makes it softer. LANGUAGE ======================================== This option allows you to simply switch between one of five different languages. Although the voice acting will remain Japanese, the subtitles and text in menu's and such will be changed to the language you select. As a helpful guide, a flag is displayed next to each language to serve as an indication of what the language really is. Aren't the developers nice? You can choose between English, French, German, Italian, and Spanish. =============================================================================== 6. SECRETS AND UNLOCKABLES - [dbz_secrets] =============================================================================== NEW CHARACTERS ======================================== You start off the game with a paltry sum of five characters. You unlock new ones by progressing through the Story mode. TEEN GOHAN: Beat "A Warrior Beyond Goku" episode. GREAT SAIYAMAN: Beat Advanced World Match, then buy from the Capsule Store. RADITZ: Beat "Mysterious Alien Attack" episode. NAPPA: Beat "Goku's Quiet Fury" episode. VEGETA: Beat "Show's Gohan True Power" episode. TRUNKS: Beat "Perfect Form Cell Complete!" episode. YAMCHA: Beat "A Cold-Blooded Assassin" episode. MR. SATAN: Beat Adept World Match, then buy from the Capsule Store. DODORIA: Beat "Vegeta's Attack!" episode. ZARBON: Beat "Vegeta's Attack!" episode. RECOOME: Beat "Goku's Arrival!" episode. GINYU: Beat "Goku's Arrival!" episode. FRIEZA: Beat "A Quiet But Fierce Battle" episode. ANDROID #16: Beat "Aim For Perfect Form!" episode. ANDROID #17: Beat "Sneaky Cell" episode. ANDROID #18: Beat "Super Saiyan Vegeta" episode. ANDROID #19: Beat "Super Saiyan Vegeta" episode. CELL: Beat "The Final Battle!" episode. NEW STORY EPISODES ======================================== After you successfully complete the story mode once, there will be a wealth of new episodes that you can play. Playing these new episodes often results in unlocking new characters. ADEPT WORLD MATCH ======================================== To unlock Adept World Match, beat the Novice level of World Match, then buy the Adept Capsule from the Skill Shop. It should be in the "Recommended" category. ADVANCED WORLD MATCH ======================================== To unlock Advanced World Match, beat the Adept level of World Match, then buy the Advanced Capsule from Skill Shop. It should be in the "Recommended" category. LEGEND OF MR. SATAN MODE ======================================== You can unlock this mode by beating Adept World Match, then buying the Legend of Mr. Satan Mode Capsule from the Capsule Store. For more information on Legend of Mr. Satan Mode, be sure to check the Legend o Mr. Satan Mode section. ARENA DESTROYERS ======================================== Arenas will turn to large crater's after you use certain ultimate moves on them. NOTE: The World Match arena and the Time and Soul Room are not affected. SECRET ARENA AREAS ======================================== In the Grassland, Valley Plains, Rock Mountain, Namek, Islands, and Kami's Lookout levels, it is possible to knock your opponent (or to be knocked by your opponent) into another part of the arena. ALTERNATE COSTUMES ======================================== When at the character selection screen, press Square or Circle instead of X and the character of choice will be wearing a different costume. ALTERNATE ARENAS ======================================== Press either Square or Circle when selecting the Cell Games Ring or the Valley Plains arenas, and you will fight in a different version of it. PLAYING WITH THE DRAGON RADAR ======================================== On the load screen, you can see the dragon radar. You can manipulate it by using the left analog stick to move the radar from side to side. Pressing in the analog stick will return it to normal. DIFFERENT BACKGROUNDS ======================================== For each saga that you beat, you get a new background. There are a total of four (one for each saga plus the original one). PLAYING WITH CHARACTERS ======================================== You can change the look of the characters in the capsule selection screen (or the Edit Skills screen). The left analog stick moves the character around on his/her axis. The right analog stick moves the position of the lighting. L1 zooms in, while L2 zooms out. R1 switches between the characters costumes, and finally, R2 switches between that characters transformations (if applicable). =============================================================================== 7. BREAKTHROUGHS - [dbz_break] =============================================================================== Breakthroughs are each characters ultimate Capsule. Each Breakthrough allows The use of the selected characters Special and Physical Capsules (including transformations), and has the effect of stacking the Capsule twice. HOW THEY WORK ======================================== Take for example Trunks, who's Special and Physical Capsules are the following: > Super Saiyan (Trunks) > Super Trunks (Trunks) > Super Trunks2 (Trunks) > Buster Cannon (Trunks) > Finish Buster (Trunks) > Burning Attack (Trunks) > Blast Attack (Trunks) > Energy Burst (Trunks) > Meteor Break (Trunks) > Rapid Fall Slash (Trunks) That is a total of 10 Capsules when set normally. Using a Breakthrough, he will have all of these abilities, but "double stacked" like the ESS normally allows. Giving you: > Super Saiyan (Trunks) > Super Trunks (Trunks) > Super Trunks2 (Trunks) > Buster Cannon (Trunks) x2 > Finish Buster (Trunks) x2 > Burning Attack (Trunks) x2 > Blast Attack (Trunks) x2 > Energy Burst (Trunks) x2 > Meteor Break (Trunks) x2 > Rapid Fall Slash (Trunks) x2 This is a total of 17 Capsules. NOTE: Transformations are not double stacked. Transformations give a 10% increase in attack. Using a Breakthrough will not make it give a 20% increase in attack. What's the catch? Well, you are unable to set any Support Capsules to boost your character's stats. So, if your character has a great line up of abilities, but a pretty average assortment of Support Capsules, this might just the way to go for you. ACQUIRING BREAKTHROUGHS ======================================== So, how do we get these great Capsules you ask? Well, in order to do that, you need to collect all seven Dragon Balls. After you do that, you can summon Shenron, and he will grant you with three randomly chosen characters. You must choose one of these three, and he will give you the Breakthrough for that particular character. The most effective method is to simply buy nine of every other Capsule you can get. As nine is the maximum amount of one Capsule you can get, after you get nine, it will cease to show up in Mr. Popo's shop. So, that means you need to get nine of every Special, Physical, and Support Capsule in the game. Completing the story mode helps a bit, as doing this gives you a few Capsules. Basically, you need to keep winning the Advanced World Match and using the money you get to buy Capsules. I'll give a brief rundown, but for more detailed info, I suggest you look at dark otaku's wonderful Mr. Popo's Shop FAQ. First up, Special Capsules. We'll get these first, as there are less of them than anything else. Buy the majority of them from the Support category, that way will save you tens of thousands of zenie over buying Recommended (Recommended sells for full price, while Support gives you an excellent discount overall). However, if there is a Support Capsule in the Recommended category for 1000 zenie, feel free to buy it. Get nine of each. Now for Physical Capsules. Get every one of these out of the Recommended category. Every one. Each Physical Capsule is only worth 1000 full price, so why pay 2000 zenie for it? Once again, get nine of each one. As for Special Capsules, any Capsule 2000 zenie and under should be bought Recommended. All others should be bought under Special. Again, get nine of each one. Well, well, well. You've stuck in there, and now is the time to reap the rewards. Get all seven Dragon Balls from the Gamble category (saves you 5000 zenie over buying Recommended). Summon Shenron. Choose the character you want to have the Breakthrough (don't worry which character it is for, you'll have all 23 very soon anyway). Finally, if you get bored of having to fight over and over again, you can use the Viral Heart Disease and Vaccine trick. Firstly, acquire both these Capsules. Then equip them on a character, set the battle timer in the Options menu to 30 seconds, and then just guard your way through each battle. Make sure you keep away from the sides though, you won't block EVERY hit. Well now, we now have nine of every Capsules in the game, and everyone's Breakthrough. You've pretty much finished Budokai now. Only thing left to do now is sharpen those skills of yours for when you fight your friends. =============================================================================== 8. FIGHT STRATEGIES - [dbz_strat] =============================================================================== What would a FAQ/Move List be without fight strategies I ask you? Most of these are just observations and things I've tried to implement in my game. I'm not saying they are all for you, but try to take something from them. They may well make you a better player. > As I've said in the Controls section, be sure to assign functions to the shoulder buttons. Otherwise they are completely wasted, when in actual fact they can be amazingly useful. To reiterate: set L1 to K + G, L2 to P + K + G + E (taunt), R1 to P + K + G (transform) and R2 to P + G (throw). > When fighting in the World Match arena, the easiest way to end a match is to knock your opponent out of the ring. This can be accomplished by backing your opponent next the outer limits of the ring, and using a simple dash move to send them flying. However, be careful they don't side-step you and then inflict that punishment on you. > When fighting in the World Match arena, stay away from the side of the ring. If you look like you are getting close, make sure to side-step away at the nearest chance. If you don't, all it takes is a simple dash attack to knock you out of the ring. > Knock opponents into walls, it does extra damage. If it's possible, try to knock them THROUGH walls, as it does major damage. > Using short characters is a relatively easy way of winning. Many of the tall characters' hits will go right over your characters head, leaving the opponent exposed and vulnerable to attack. > For quick wins, nothing beats the Viral Heart Disease + Vaccine combo. All you need to do is equip them both on a character and your opponents health will steadily drain away. Just fight normally and you'll win in no time. If you want to make things even easier, then set the round time to 30 minutes and then use short characters like Kid Gohan, Teen Gohan or Krillin. In your remaining Capsule slots, customise Super Holy Water with some form of armour. Attacks are rather unnecessary, but feel free to equip one or two. > I suggest beefing up defence skills with a double-stacked death move. This makes your character extremely resistant to attack, but also makes their particularly easy death move easy to accomplish, while doing extra large damage. > If a character has a transformation, use it. They are excellent ways to turn the tide of a battle, as they allow stronger moves to be used (sometimes), as well as giving you a handy increase in attack. > Death moves are always handy in that they use small ki, are easy to pull off, and will deal damage even if guarded against (except in rare cases). Double-stack some of the stronger ones with Galick Cannon and Buster Cannon, and battles can be over in just a few hits. > Ultimate moves are costly in terms of ki, and sometimes hard to pull off, but if you can get them right, they deal massive damage. I suggest practicing the use of ultimate moves in Practice mode. > Don't limit yourself to using the same moves over and over when fighting a human opponent. It becomes very predictable, and your opponent will soon catch on and figure out a way to avoid it. > If you feel yourself in need of some time to think, dash away from your opponent. Give yourself some time to re-gather your thoughts and plan your next line of attack. > When up against a defensive opponent, use and abuse the throw move. Defensive opponents tend to stay in the one spot for a long time, giving you ample time to pull off a throw. What's better, is that it can't be guarded against AND it doesn't use any ki. > Transformations make excellent guard breakers. When possible, get close to an opponent and then transform. They will be temporarily stunned, and if they are near the edge of the ring, use a dash attack to knock them out. > Mix up your punches and kicks. It makes you less predictable. Also, make sure to use different combos for the whole match, not just the say PPPPE combo over and over again. Predicting the attacks of an opponent is the easiest way to block them. > Don't play defensive the entire match. Offence really is the best method of defence in this game. Playing defensive only draws out the inevitable - your loss. Only real time you should be defending is when the enemy is attacking. When they aren't, you should be either attacking, powering up, taunting, or whatever. > If you go for a character with moves rather than Support Capsules, make sure to give them a good variety of moves to choose from. Or, even better, use their Breakthrough. > If you are fighting a character who never seems to stop attacking, just be patient with them. They probably won't have much skill, so just block their attacks, and counter with your own immediately after they finish a combo. THAT is when they are most vulnerable. > Build your ki whenever you get the chance. It allows you to keep using your moves. The best time for ki building is when your opponent is on the ground. > In order to break the opponents guard status, use a dashing punch or a dashing kick. They can be done simply, just double press a direction (left or right, depending on the location of the opponent) and when the opponent is close, just press punch or kick. Your character will perform a dashing punch or kick respectively. Not only do they break guard status, but they are also good for launching opponents into the air, or sending them far away, into walls and hidden areas. > Frieza and Great Saiyaman are special in that they have the ability to teleport rather than sidestep. These make them especially good fighters, as they can move around a lot more freely. It allows them to move behind an opponent quickly and easily, so you can give them a combo in the back, dealing extra damage. =============================================================================== 9. CAPSULE ENCYCLOPEDIA - [dbz_capsule] =============================================================================== This part of the guide makes up the largest part of the guide, so you'll have to bear with me here. I've listed the Capsules in a uiversal list, rather than by character, to prevent data redundancy. The Capsules are listed by order of character (the same order as can be found in the "Edit Skills" screen). I highly suggest you use the search feature to move between Special, Physical, and Support Capsules far more easily (see the Table of Contents for more details). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9.1. SPECIAL CAPSULES - [dbz_special] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A simple list containing every Special Capsule attainable, containing descriptions and other important information. I've also included a personal analysis stating wheter or not I think it's worth using. ------------------------------------------------------------------------------- KING KAI FIST x2 (GOKU) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 2 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 2 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- KING KAI FIST x5 (GOKU) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 20%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 3 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 3 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires King Kai Fist x2 Skill to use. ------------------------------------------------------------------------------- KING KAI FIST x10 (GOKU) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 30%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires King Kai Fist x5 Skill to use. ------------------------------------------------------------------------------- SUPER SAIYAN (GOKU) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 40%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 5 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 5 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires King Kai Fist x10 Skill to use. ------------------------------------------------------------------------------- KAMEHAMEHA (GOKU) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- WARP KAMEHAMEHA (GOKU) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKKE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- SPIRIT BOMB (GOKU) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must be at King Kai Fist x10 (can't be Super Saiyan) to use. ------------------------------------------------------------------------------- UNLOCK POTENTIAL (KID GOHAN) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 3 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 3 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- MASENKO (KID GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PP->PPE or KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- KAMEHAMEHA (KID GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or PP<-PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- SUPER SAIYAN (TEEN GOHAN) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- SUPER SAIYAN 2 (TEEN GOHAN) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 20%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 5 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 5 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires Super Saiyan Skill to use. ------------------------------------------------------------------------------- KAMEHAMEHA (TEEN GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or PP<-PPE or ->PP->PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- SUPER KAMEHAMEHA (TEEN GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must be Super Saiyan 2 to use. ------------------------------------------------------------------------------- JUSTICE PUNCH (GREAT SAIYAMAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- JUSTICE KICK (GREAT SAIYAMAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKKE or KK->K->KE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- DOUBLE SUNDAY (RADITZ) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KKPPE or PP<-PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- SATURDAY CRUSH (RADITZ) ------------------------------------------------------------------------------- FIRING CONDITIONS: P->PPE or ->PPPKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- BREAK CANNON (NAPPA) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KKK<-KE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- BOMBER DX (NAPPA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->P->PP->PE or ->KPP<-PE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- SUPER SAIYAN (VEGETA) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- SUPER VEGETA (VEGETA) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 20%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 5 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 5 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires Super Saiyan Skill to use. ------------------------------------------------------------------------------- GALICK CANNON (VEGETA) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- FINAL FLASH (VEGETA) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKKE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- BIG BANG ATTACK (VEGETA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must be Super Saiyan to use. ------------------------------------------------------------------------------- SUPER SAIYAN (TRUNKS) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 3 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 3 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- SUPER TRUNKS (TRUNKS) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 20%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires Super Saiyan Skill to use. ------------------------------------------------------------------------------- SUPER TRUNKS2 (TRUNKS) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 30%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 5 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 5 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires Super Trunks Skill to use. ------------------------------------------------------------------------------- BUSTER CANNON (TRUNKS) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or PP<-PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- FINISH BUSTER (TRUNKS) ------------------------------------------------------------------------------- FIRING CONDITIONS: P->PPE or KK->K->KPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- BURNING ATTACK (TRUNKS) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must be Super Saiyan to use. ------------------------------------------------------------------------------- UNLOCK POTENTIAL (KRILLIN) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 3 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 3 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- KAMEHAMEHA (KRILLIN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or PP<-PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- DESTRUCTO DISK (KRILLIN) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must have Unlocked Potential to use. ------------------------------------------------------------------------------- KI BLAST CANNON (TIEN) ------------------------------------------------------------------------------- FIRING CONDITIONS: P->PPE or KK->K->KPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- DODOMPA (TIEN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- VOLLEYBALL FIST (TIEN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPKE KI GAUGES USED: 3 CAPSULE SLOTS: 2 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- WOLF FANG FIST (YAMCHA) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->PPPPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- KAMEHAMEHA (YAMCHA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KPPPE or P->PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- HIGH TENSION (MR. SATAN) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- DYNAMITE KICK (MR. SATAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->PPPPE or ->PPPKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- SATAN SPECIAL (MR. SATAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must be High Tension to use. ------------------------------------------------------------------------------- PRESENT FOR YOU (MR. SATAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->K->KE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- SYNC WITH NAIL (PICCOLO) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- FUSE WITH KAMI (PICCOLO) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 20%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 5 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 5 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires Sync With Nail Skill to use. ------------------------------------------------------------------------------- DESTRUCTIVE WAVE (PICCOLO) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->P->PP->PE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- LIGHT GRENADE (PICCOLO) ------------------------------------------------------------------------------- FIRING CONDITIONS: PP<-PPE or KK->KPP<-PE KI GAUGES USED: 1/2 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). NOTE: Must be Fused with Kami to use. ------------------------------------------------------------------------------- SPECIAL BEAM CANNON (PICCOLO) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPP<-PE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- HELLZONE GRENADE (PICCOLO) ------------------------------------------------------------------------------- FIRING CONDITIONS: KKK->KE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must be Fused with Kami to use. ------------------------------------------------------------------------------- DODORIA BEAM (DODORIA) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- MONSTER FORM (ZARBON) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- POSSIBILITY CANNON (ZARBON) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or PP<-PPE or ->KPP<-PE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- RECOOME ERASER GUN (RECOOME) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->P->PP->PE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- RECOOME BOMBER (RECOOME) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKK<-KE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- SPECIAL FIGHTING POSE 3 (RECOOME) ------------------------------------------------------------------------------- EFFECT: Raises your attack by 5% to a maximum of 15% (3 times). FIRING CONDITIONS: PP<-PPPE or ->KKKKE EFFECT DURATION: Lasts until end of battle. KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: This is an odd move, it allows you to raise your attack mid-battle, at any time you wish to. When you decide to do it, you need to input the move in just like a normal death move or ultimate move. Your character will then strike a comical pose, and as a result, their attack will rise. This however, can only be done a maximum of three times, and after that, no attack raise is given. While I wouldn't recommend using one of these in a custom setup, it does make a Breakthrough seem all the more better. ------------------------------------------------------------------------------- SPECIAL FIGHTING POSE 4 (RECOOME) ------------------------------------------------------------------------------- EFFECT: Raises your defence by 5% to a maximum of 15% (3 times). FIRING CONDITIONS: KKKKE or ->P->PPPE EFFECT DURATION: Lasts until end of battle. KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: This is an odd move, it allows you to raise your defence mid-battle, at any time you wish to. When you decide to do it, you need to input the move in just like a normal death move or ultimate move. Your character will then strike a comical pose, and as a result, their defence will rise. This however, can only be done a maximum of three times, and after that, no defence raise is given. While I wouldn't recommend using one of these in a custom setup, it does make a Breakthrough seem all the more better. ------------------------------------------------------------------------------- MILKY CANNON (GINYU) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- BODY CHANGE (GINYU) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- SPECIAL FIGHTING POSE 1 (GINYU) ------------------------------------------------------------------------------- EFFECT: Raises your attack by 5% to a maximum of 15% (3 times). FIRING CONDITIONS: PPKKE or KK<-KE EFFECT DURATION: Lasts until end of battle. KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: This is an odd move, it allows you to raise your attack mid-battle, at any time you wish to. When you decide to do it, you need to input the move in just like a normal death move or ultimate move. Your character will then strike a comical pose, and as a result, their attack will rise. This however, can only be done a maximum of three times, and after that, no attack raise is given. While I wouldn't recommend using one of these in a custom setup, it does make a Breakthrough seem all the more better. ------------------------------------------------------------------------------- SPECIAL FIGHTING POSE 2 (GINYU) ------------------------------------------------------------------------------- EFFECT: Raises your defence by 5% to a maximum of 15% (3 times). FIRING CONDITIONS: PPK->KE or KKKKE EFFECT DURATION: Lasts until end of battle. KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: This is an odd move, it allows you to raise your defence mid-battle, at any time you wish to. When you decide to do it, you need to input the move in just like a normal death move or ultimate move. Your character will then strike a comical pose, and as a result, their defence will rise. This however, can only be done a maximum of three times, and after that, no defence raise is given. While I wouldn't recommend using one of these in a custom setup, it does make a Breakthrough seem all the more better. ------------------------------------------------------------------------------- FINAL FORM (FRIEZA) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- FINAL FORM 100% (FRIEZA) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 20%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 5 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 5 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires Final Form Skill to use. ------------------------------------------------------------------------------- DEATH BEAM (FRIEZA) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE or P->PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- DEATH BALL (FRIEZA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must be at Final Form to use. ------------------------------------------------------------------------------- ROCKET PUNCH (ANDROID #16) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPE or ->KPP<-PE or PP<-PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- HELL FLASH (ANDROID #16) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->P->PPE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- POWER BLITZ (ANDROID #17) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- ENERGY FIELD (ANDROID #17) ------------------------------------------------------------------------------- FIRING CONDITIONS: P->PPE or ->PPPKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- POWER BLITZ (ANDROID #18) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KPPPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- ENERGY FIELD (ANDROID #18) ------------------------------------------------------------------------------- FIRING CONDITIONS: P->PPE or ->PPPKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- PHOTON SHOT (ANDROID #19) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KKPPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- LIFE DRAIN (ANDROID #19) ------------------------------------------------------------------------------- FIRING CONDITIONS: PP->PE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. ------------------------------------------------------------------------------- SECOND FORM (CELL) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10%, and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 3 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. ------------------------------------------------------------------------------- PERFECT FORM (CELL) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 20%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 4 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 4 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires Second Form Skill to use. ------------------------------------------------------------------------------- PERFECT FORM (POWER-WEIGHTED) (CELL) ------------------------------------------------------------------------------- EFFECT: Increases attack by 10% (and a total of 30%), and puts constant drain on ki. FIRING CONDITIONS: P + K + G at 5 ki gauges EFFECT DURATION: Lasts until end of battle or character goes down with less than 5 ki gauges. CAPSULE SLOTS: 1 ANALYSIS: Transformations are good. Much of the time, it allows your characters to unleash their best moves on opponents. This on it's own is enough to make them a worthy choice. But, they also raise your attack by 10% (and a further 10% for further transformations), and many times, make your characters look very cool. I recommend at using least one in every character that has them available for use. NOTE: Requires Perfect Form Skill to use. ------------------------------------------------------------------------------- KAMEHAMEHA (CELL) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPPPE or ->KKP<-PE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: Just your basic death move - everyone has one. These are probably my most used moves, simply because they are generally easy to input, and do great damage double-stacked and with a few attack raising Support Capsules. What's also good is that they will cause damage even if the opponent is guarding (except in some rare cases). ------------------------------------------------------------------------------- SPIRIT BOMB (CELL) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->P->PPKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Ultimate moves are the most powerful moves in the game. Alone, they can easily remove one life bar of your opponents health. They are easy to learn and use in battle, and have some very cool animations and effects. Quite simply, if a character has one, equip it at least once. NOTE: Must be at Perfect Form to use. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9.2. PHYSICAL CAPSULES - [dbz_physical] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A simple list containing every Physical Capsule attainable, containing descriptions and other important information. I've also included a personal analysis stating wheter or not I think it's worth using. ------------------------------------------------------------------------------- ZANKU FIST (GOKU) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- CONTINUOUS KAMEHAMEHA (GOKU) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- DRAGONTHROW (GOKU) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- SUPER DRAGON FIST (GOKU) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- KILLQUICK (KID GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPKKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- CONTINUOUS KI BLAST WAVE (KID GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKKE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- HURRICAN KICK (KID GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- INSTANT KILLQUICK (TEEN GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPKKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- HIGH-SPEED HAMMER (TEEN GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKKE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- JACKHAMMER (TEEN GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- FIERCE RANMA (TEEN GOHAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK<-KE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- JUSTICE FINISHER (GREAT SAIYAMAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- JUSTICE FLASH (GREAT SAIYAMAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- JUSTICE DYNAMITE (GREAT SAIYAMAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- JUSTICE CARNIVAL (GREAT SAIYAMAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- EXCITING YEAR (RADITZ) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- WEEKLY SPECIAL (RADITZ) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- DAY CRUSH (RADITZ) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- DYNAMITE MONDAY (RADITZ) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- GIANT ATTACK (NAPPA) ------------------------------------------------------------------------------- FIRING CONDITIONS: KKK->KE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- MEGATON THROW (NAPPA) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- BREAKSTORM (NAPPA) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- FINAL BASH (VEGETA) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- METEOR FLASH (VEGETA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- NOSE DIVE CRASH (VEGETA) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- METEOR BREAK (VEGETA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- BLAST ATTACK (TRUNKS) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- ENERGY BURST (TRUNKS) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- RAPID FALL SLASH (TRUNKS) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- METEOR BREAK (TRUNKS) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- ZANKU FIST (KRILLIN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPKKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- JACKHAMMER (KRILLIN) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- BERSERK FIST (KRILLIN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- JACKHAMMER FIST FLASH (TIEN) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- DOMINATION BLAST (TIEN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- JACKHAMMER FIST (TIEN) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- MACHINEGUN FIST (TIEN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- WOLF SLICE FIST (YAMCHA) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- WOLF FANG BLAST (YAMCHA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPKE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- TIGER JACKHAMMER (YAMCHA) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- SATAN CRITICAL ATTACK (MR. SATAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: P->PPE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- SATAN MIRACLE BOMBER (MR. SATAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- SATAN ULTRA DYNAMITE (MR. SATAN) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- INSTANT KILLQUICK (PICCOLO) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- DEMON ROUNDHOUSE (PICCOLO) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- FIERCE RANMA (PICCOLO) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- DODORIA ULTRA SPIKE (DODORIA) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- DODORIA BIG BLASTER (DODORIA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- DODORIA TYPHOON (DODORIA) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- HYPER ELEGANT MAGNUM (ZARBON) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- SUPER BEAUTIFUL ARROW (ZARBON) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->P->PPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- MISSING SCREW (ZARBON) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- EXTRA GRACEFUL CANNON (ZARBON) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- RECOOME BUSTER MAGNUM (RECOOME) ------------------------------------------------------------------------------- FIRING CONDITIONS: KKK->KE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- RECOOME MAX VULCAN (RECOOME) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPKE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- RECOOME HYPER SWING (RECOOME) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- PROCESSED POWER CRUSH (GINYU) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- PARMESAN SHOWER (GINYU) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPKE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- GINYU STRIKE (GINYU) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- GINYU SPECIAL (GINYU) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- FRIEZA NIGHTMARE (FRIEZA) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- KILLER BALL (FRIEZA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- METEOR CRUSH (FRIEZA) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- EVIL DANCE (FRIEZA) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- DEVIL CRUSH (ANDROID #16) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- KILLING NECK THROW (ANDROID #16) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- FINISHING SPLASH (ANDROID #16) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. ------------------------------------------------------------------------------- POWER STRIKE (ANDROID #17) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- POWER FALLING STAR (ANDROID #17) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- BUSTER SWING (ANDROID #17) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- POWER STRIKE (ANDROID #18) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- POWER FALLING STAR (ANDROID #18) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- BUSTER SWING (ANDROID #18) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- POWER BREAK (ANDROID #19) ------------------------------------------------------------------------------- FIRING CONDITIONS: KK->KKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- CYBERNETIC PAIN (ANDROID #19) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->PPPPE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- ROLLING CRUSH (ANDROID #19) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- ULTIMATE ATTACK (CELL) ------------------------------------------------------------------------------- FIRING CONDITIONS: PPKE KI GAUGES USED: 1 CAPSULE SLOTS: 1 ANALYSIS: The execution for these moves can be somewhat tricky, but the damage they cause can be quite devastating. They are worthy of consideration. Notice too, that they only use one ki gauge. A bargain. Use them only if you are confident of your ability to perform it in battle, or else it's pretty much useless to you. ------------------------------------------------------------------------------- NEGATIVE POWER RAIN (CELL) ------------------------------------------------------------------------------- FIRING CONDITIONS: KKK->KE KI GAUGES USED: 2 CAPSULE SLOTS: 1 ANALYSIS: The moves inflict massive damage, however, eats up two ki gauges. A good replacement as an ultimate move if a character doesn't have one. Make sure you connect with it though, or else your lose two ki gauges, deal no damage, and be very unhappy. ------------------------------------------------------------------------------- LASSO (CELL) ------------------------------------------------------------------------------- FIRING CONDITIONS: P + G KI GAUGES USED: 0 CAPSULE SLOTS: 1 ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules. They don't use ki, meaning you can use them without having to worry about losing ki if you fail to have them connect, and perhaps their best property, is that they ignore guard status. Careful if you miss when you use it though, as it leaves you temporarily off guard. ------------------------------------------------------------------------------- CYBERNETIC RADAR (CELL) ------------------------------------------------------------------------------- FIRING CONDITIONS: ->KKKE KI GAUGES USED: 3 CAPSULE SLOTS: 1 ANALYSIS: Giant damage, and multiple hits. But, it costs three ki gauges. It becomes a trade off between damage and chances of it connecting. You really do not want to waste three ki gauges, against anyone. So, I don't really recommend it's use in tough, close battles. If you are almost certain you can perform it effortlessly and faultlessly, however, feel free to ignore my advice and go for it. It works really well with Gero's Perpetual Energy R&D. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9.3. SUPPORT CAPSULES - [dbz_support] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A simple list containing every Support Capsule attainable, containing descriptions and other important information. I've also included a personal analysis stating wheter or not I think it's worth using. ------------------------------------------------------------------------------- 1/3 SENZU BEAN ------------------------------------------------------------------------------- EFFECT: Regains 1/3 of health and 1 ki gauge. FIRING CONDITIONS: When health reaches zero. CAPSULE SLOTS: 1 ANALYSIS: Restores your character's health after they bite the dust. Well, it only raises their life by 1/3. As an added bonus, it fills up one ki gauge too. While I find it to be quite keep to equip this Capsule for a battle, it can be handy for the early stages of world match when you are still struggling to win. NOTE: Cannot be used in conjunction with Senzu Bean. ------------------------------------------------------------------------------- SENZU BEAN ------------------------------------------------------------------------------- EFFECT: Regains full health and 7 ki gauges. FIRING CONDITIONS: When health reaches zero. CAPSULE SLOTS: 3 ANALYSIS: Restores your character's health after they bite the dust. As an added bonus, it fills up all your ki gauges too. While I find it to be quite cheap to equip this Capsule for a battle, it can be handy for the early stages of world match when you are still struggling to win. NOTE: Cannot be used in conjunction with 1/3 Senzu Bean. ------------------------------------------------------------------------------- FRIEZA'S SPACESHIP ------------------------------------------------------------------------------- EFFECT: Regains full health and 7 ki gauges. FIRING CONDITIONS: When health reaches zero. CAPSULE SLOTS: 4 ANALYSIS: Works just like Senzu Bean, only it transforms Frieza into Mecha Frieza. It can be used with Senzu Bean too, effectively giving you 3 lives. While I find it to be quite cheap to equip this Capsule for a battle, it can be handy for the early stages of world match when you are still struggling to win (assuming you are lucky enough to get this super rare Capsule early on). NOTE: 1/3 Senzu Bean or Senzu Bean takes precedence if also equipped. ------------------------------------------------------------------------------- GENERAL VEST ------------------------------------------------------------------------------- EFFECT: Raises defence by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another vest. ------------------------------------------------------------------------------- TRAINING VEST ------------------------------------------------------------------------------- EFFECT: Raises defence by 20%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another vest. ------------------------------------------------------------------------------- STURDY VEST ------------------------------------------------------------------------------- EFFECT: Raises defence by 30%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 3 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another vest. ------------------------------------------------------------------------------- MYSTERIOUS VEST ------------------------------------------------------------------------------- EFFECT: Raises defence by 40%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 4 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another vest. ------------------------------------------------------------------------------- NORMAL EVIL TRIBE UNIFORM ------------------------------------------------------------------------------- EFFECT: Raises defence by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another uniform. ------------------------------------------------------------------------------- EVIL TRIBE TRAINING UNIFORM ------------------------------------------------------------------------------- EFFECT: Raises defence by 20%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another uniform. ------------------------------------------------------------------------------- EVIL TRIBE STURDY UNIFORM ------------------------------------------------------------------------------- EFFECT: Raises defence by 30%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 3 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another uniform. ------------------------------------------------------------------------------- EVIL TRIBE MYSTERY UNIFORM ------------------------------------------------------------------------------- EFFECT: Raises defence by 40%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 4 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another uniform. ------------------------------------------------------------------------------- OLD STYLE ARMOUR ------------------------------------------------------------------------------- EFFECT: Raises defence by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another armour. ------------------------------------------------------------------------------- RIT ARMOUR ------------------------------------------------------------------------------- EFFECT: Raises defence by 20%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another armour. ------------------------------------------------------------------------------- NEW STYLE ARMOUR ------------------------------------------------------------------------------- EFFECT: Raises defence by 30%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 3 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another armour. ------------------------------------------------------------------------------- BULMA'S ARMOUR ------------------------------------------------------------------------------- EFFECT: Raises defence by 40%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 4 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another armour. ------------------------------------------------------------------------------- NORMAL FIBER JACKET ------------------------------------------------------------------------------- EFFECT: Raises defence by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another jacket. ------------------------------------------------------------------------------- QUALITY FIBER JACKET ------------------------------------------------------------------------------- EFFECT: Raises defence by 20%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another jacket. ------------------------------------------------------------------------------- STURDY FIBER JACKET ------------------------------------------------------------------------------- EFFECT: Raises defence by 30%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 3 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another jacket. ------------------------------------------------------------------------------- MYSTERY FIBER JACKET ------------------------------------------------------------------------------- EFFECT: Raises defence by 40%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 4 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another jacket. ------------------------------------------------------------------------------- OLD TRAINING VEST ------------------------------------------------------------------------------- EFFECT: Raises defence by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another vest. ------------------------------------------------------------------------------- WEDDING VEST ------------------------------------------------------------------------------- EFFECT: Raises defence by 20%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another vest. ------------------------------------------------------------------------------- WORLD CHAMPION VEST ------------------------------------------------------------------------------- EFFECT: Raises defence by 30%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 3 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another vest. ------------------------------------------------------------------------------- HIGH TECH VEST ------------------------------------------------------------------------------- EFFECT: Raises defence by 40%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 4 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another vest. ------------------------------------------------------------------------------- SPECIAL COATING ------------------------------------------------------------------------------- EFFECT: Raises defence by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another special coating/nanomachine. ------------------------------------------------------------------------------- IMPROVED SPECIAL COATING ------------------------------------------------------------------------------- EFFECT: Raises defence by 20%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another special coating/nanomachine. ------------------------------------------------------------------------------- NANOMACHINE ------------------------------------------------------------------------------- EFFECT: Raises defence by 30%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 3 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another special coating/nanomachine. ------------------------------------------------------------------------------- IMPROVED NANOMACHINE ------------------------------------------------------------------------------- EFFECT: Raises defence by 40%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 4 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another special coating/nanomachine. ------------------------------------------------------------------------------- LIFE EXTRACT FOR 10 ------------------------------------------------------------------------------- EFFECT: Raises defence by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another life extract. ------------------------------------------------------------------------------- LIFE EXTRACT FOR 100 ------------------------------------------------------------------------------- EFFECT: Raises defence by 20%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another life extract. ------------------------------------------------------------------------------- LIFE EXTRACT FOR 1000 ------------------------------------------------------------------------------- EFFECT: Raises defence by 30%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 3 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another life extract. ------------------------------------------------------------------------------- LIFE EXTRACT FOR 10000 ------------------------------------------------------------------------------- EFFECT: Raises defence by 40%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 4 ANALYSIS: These Capsules are actually surprisingly good. If you combine them with Super Holy Water or some other defence Capsule, and you really will be a tough cookie to beat. However, if you devote a large portion of your Capsule tray towards raising defence, then you will be left with little-to-no skills. I suggest playing around to find the right balance. Alternatively, you could use the space to stock up on attack Capsules or just actual moves. It's really comes down to you and your fighting style. NOTE: Cannot be used in conjunction with another life extract. ------------------------------------------------------------------------------- GERO'S ENERGY R&D ------------------------------------------------------------------------------- EFFECT: Ki gauge fills by a set amount each time you deflect/deflect-back ki attack. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: The question you need to ask yourself is: do you really have to deflect that many blasts during battle? Then the answer hits you: "No". When you notice that, you realise how useless and wasteful a Capsule like this is. Steer clear. ------------------------------------------------------------------------------- GERO'S DEFLECTION R&D ------------------------------------------------------------------------------- EFFECT: Automatically deflects ki blast. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: The question you need to ask yourself is: do you really have to deflect that many blasts during battle? Then the answer hits you: "No". When you notice that, you realise how useless and wasteful a Capsule like this is. Steer clear. NOTE: Cannot be used in conjunction with Gero's Deflect-Back R&D. ------------------------------------------------------------------------------- GERO'S DEFLECT-BACK R&D ------------------------------------------------------------------------------- EFFECT: Automatically deflects-back ki blast. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: The question you need to ask yourself is: do you really have to deflect that many blasts during battle? Then the answer hits you: "No". When you notice that, you realise how useless and wasteful a Capsule like this is. Steer clear. NOTE: Cannot be used in conjunction with Gero's Deflection R&D. ------------------------------------------------------------------------------- MIXED BLOOD POWER ------------------------------------------------------------------------------- EFFECT: Raises attack by 15% and defence by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This is one of the best Support Capsules in the game, if not the best. It will give your character's attack a boost of 15%, and their defence a boost of 10%. Even better, unlike Saiyan Spirit, it WON'T disable your guard ability. Use with Potential for the best effects. ------------------------------------------------------------------------------- VIRAL HEART DISEASE ------------------------------------------------------------------------------- EFFECT: Decreases health of character and opponent at a set rate. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts until life reaches about 1/6. CAPSULE SLOTS: 2 ANALYSIS: This is an interesting Capsule. It reduces both your character's and your opponent's health at the same rate. It's only helpful if you are inflicting more damage on them via punches, kicks and Skills than they are on you. Don't try and block out matches if this affects you - you won't win. Vaccine helps to overcome this (see below). It is helpful for winning world match mode quickly, however (when used with Vaccine). ------------------------------------------------------------------------------- VACCINE ------------------------------------------------------------------------------- EFFECT: Negates effect of Viral Heart Disease. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This Capsule cancels out the effect of Viral Heart Disease on your character. Your opponent is still affected by it, making it easily one of the cheapest ways to win fights in the game. Like I mentioned however, combining the two is an effective method of winning world match over and over in a relatively short amount of time. ------------------------------------------------------------------------------- SUPER HOLY WATER ------------------------------------------------------------------------------- EFFECT: Reduces damage taken by a set percentage. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This reduces the damage you take from each blow by a certain percent. That makes it a very useful defensive Capsule. Equip this with varying amounts of armour and you will be nearly unstoppable. Keep in mind that with all this used up tray space, there will be little room for Special and Physical Capsules. ------------------------------------------------------------------------------- SAIYAN BLOOD ------------------------------------------------------------------------------- EFFECT: Raises attack and defence after use of 1/3 Senzu Bean or Senzu Bean. FIRING CONDITIONS: Starts after a Senzu is used. EFFECT DURATION: Lasts until end of battle. CAPSULE SLOTS: 1 ANALYSIS: Saiyan Blood is a nice Capsule that works most effectively with 1/3 Senzu Bean. Using Senzu Bean is possible too, although using 4 Capsule slots is not exactly the best strategy in my opinion. Anyway, after you are revived with a Senzu, your attack and defence rises. I can't get any exact figures but it is a substantial gain. Definitely one to think about. NOTE: Requires 1/3 Senzu Bean or Senzu Bean to use. ------------------------------------------------------------------------------- KI FLASH ------------------------------------------------------------------------------- EFFECT: Causes ki blasts to fail. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: Simple stuff, it stops the opponent's ki blasts to stop working on you. While this may sound good, realise it only means normal ki blasts, not death moves or ultimate moves like Kamehameha or Burning Attack. Ki blasts only do a little damage, and not to many will be fired in your direction, so don't bother. ------------------------------------------------------------------------------- ANDROID'S BARRIER ------------------------------------------------------------------------------- EFFECT: Nullifies all ki blasts. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: Simple stuff, it stops the opponent's ki blasts to stop working on you. While this may sound good, realise it only means normal ki blasts, not death moves or ultimate moves like Kamehameha or Burning Attack. Ki blasts only do a little damage, and not to many will be fired in your direction, so don't bother. ------------------------------------------------------------------------------- CELL'S BARRIER ------------------------------------------------------------------------------- EFFECT: Nullifies all ki blasts. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: Simple stuff, it stops the opponent's ki blasts to stop working on you. While this may sound good, realise it only means normal ki blasts, not death moves or ultimate moves like Kamehameha or Burning Attack. Ki blasts only do a little damage, and not to many will be fired in your direction, so don't bother. ------------------------------------------------------------------------------- PICCOLO'S REGENERATION ------------------------------------------------------------------------------- EFFECT: Reduces damage taken by a set percentage using a set amount of ki. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This work's in a similar fashion to Super Holy Water. However, it isn't nearly as efficient. It uses ki to have the same effect. Which means, that it isn't particularly good, as it will constantly be drawing from your ki every time you are hit. Combine it with Super Holy Water, and you have one hell of a defence. For an even greater defence, combine it with a uniform. ------------------------------------------------------------------------------- CELL'S REGENERATION ------------------------------------------------------------------------------- EFFECT: Reduces damage taken by a set percentage using a set amount of ki. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This work's in a similar fashion to Super Holy Water. However, it isn't nearly as efficient. It uses ki to have the same effect. Which means, that it isn't particularly good, as it will constantly be drawing from your ki every time you are hit. Combine it with Super Holy Water, and you have one hell of a defence. For an even greater defence, combine it with a life extract. ------------------------------------------------------------------------------- SERIOUS! ------------------------------------------------------------------------------- EFFECT: Raises attack by 10%. FIRING CONDITIONS: Starts once life falls below 1/3. EFFECT DURATION: Lasts until end of battle. CAPSULE SLOTS: 1 ANALYSIS: A 10% increase in attack that you may never get is a waste. Sure, it may give you the edge in one or two battles, but overall, this is totally unnecessary. Get attack boosts from other Capsules. NOTE: Cannot be used in conjunction with Serious!! or Serious!!!. ------------------------------------------------------------------------------- SERIOUS!! ------------------------------------------------------------------------------- EFFECT: Raises attack by 20%. FIRING CONDITIONS: Starts once life falls below 1/2. EFFECT DURATION: Lasts until end of battle. CAPSULE SLOTS: 2 ANALYSIS: A 20% increase in attack that you may never get is a waste. Sure, it may give you the edge in one or two battles, but overall, this is totally unnecessary. Get attack boosts from other Capsules. NOTE: Cannot be used in conjunction with Serious! or Serious!!!. ------------------------------------------------------------------------------- SERIOUS!!! ------------------------------------------------------------------------------- EFFECT: Raises attack by 30%. FIRING CONDITIONS: Starts once life falls below 2/3. EFFECT DURATION: Lasts until end of battle. CAPSULE SLOTS: 3 ANALYSIS: A 30% increase in attack that you may never get is a waste. Sure, it may give you the edge in one or two battles, but overall, this is totally unnecessary. Get attack boosts from other Capsules. NOTE: Cannot be used in conjunction with Serious! or Serious!!. ------------------------------------------------------------------------------- RAGE! ------------------------------------------------------------------------------- EFFECT: Raises attack by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts 10 seconds. CAPSULE SLOTS: 1 ANALYSIS: This does nothing but raise your attack power by 10% for the first 10 seconds of battle. Useless? You betcha. Most battles are simply not over in that time. Save your space for stuff that actually might help you... NOTE: Cannot be used in conjunction with Rage!! or Rage!!!. ------------------------------------------------------------------------------- RAGE!! ------------------------------------------------------------------------------- EFFECT: Raises attack by 20%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts 15 seconds. CAPSULE SLOTS: 2 ANALYSIS: This does nothing but raise your attack power by 20% for the first 15 seconds of battle. Useless? You betcha. Most battles are simply not over in that time. Save your space for stuff that actually might help you... NOTE: Cannot be used in conjunction with Rage! or Rage!!!. ------------------------------------------------------------------------------- RAGE!!! ------------------------------------------------------------------------------- EFFECT: Raises attack by 30%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts 20 seconds. CAPSULE SLOTS: 3 ANALYSIS: This does nothing but raise your attack power by 30% for the first 20 seconds of battle. Useless? You betcha. Most battles are simply not over in that time. Save your space for stuff that actually might help you... NOTE: Cannot be used in conjunction with Rage! or Rage!!. ------------------------------------------------------------------------------- MOONLIGHT ------------------------------------------------------------------------------- EFFECT: Raises attack by 5% initially, and by a further 5% every 10 seconds for 30 seconds (total 20%). FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This has a similar effect to Potential. It will raise your character's attack by 20% after 30 seconds. Thus, half the effect of Potential for the same time. While Potential is much better than this, this works best with Potential where you'll get yourself a 60% increase in attack all up. ------------------------------------------------------------------------------- POTENTIAL ------------------------------------------------------------------------------- EFFECT: Raises attack by 10% initially, and by a further 10% every 10 seconds for 30 seconds (total 40%). FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: Definitely one that should be right near the top of your priority list. After 30 seconds of battle, it will have increased your attack by 40%. Most battles will take substantially longer than this, so this is almost never a wasted choice. ------------------------------------------------------------------------------- SAIYAN SPIRIT ------------------------------------------------------------------------------- EFFECT: Raises attack and defence by 30%, but disables guard ability. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This Capsule would be the best Capsule in the game IF it did exactly what it said. That is, not disable guard ability. Unfortunately, it does. Making it pretty useless when fighting an experienced opponent. On the other hand, it isn't bad for one-shot killers. NOTE: Despite what the Skill Sheet says, it does indeed disable your guard ability. ------------------------------------------------------------------------------- CHAMPION BELT ------------------------------------------------------------------------------- EFFECT: Raises defence by 15%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This is a pretty decent Capsule actually. Giving a 5% increase in defence over Satan's "Old Training Vest". If you want to increase defence and still have a host of skills at your disposal, make sure to check this one out. ------------------------------------------------------------------------------- CHEERING ------------------------------------------------------------------------------- EFFECT: Raises attack by 10%. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 1 ANALYSIS: This is a surprisingly good Capsule, and one that I recommend highly. This gives you pretty much the effect of a transformation, but the increase won't go away if you are knocked down. Use with transformation and Potential to get a good attack gain. ------------------------------------------------------------------------------- SCOUTER ------------------------------------------------------------------------------- EFFECT: Reduces amount of ki used. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 2 ANALYSIS: This can be a helpful Capsule, but it really isn't THAT great. All it does is lower the amount of ki you use in a ki blast or even a Special or Physical Capsule. It won't however slow the decay of your ki gauge once you have transformed. Better than most, it should be given consideration. ------------------------------------------------------------------------------- SUPER KAMI WATER ------------------------------------------------------------------------------- EFFECT: Raises attack by 30%, however drains life gauge. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts until life reaches about 1/6. CAPSULE SLOTS: 1 ANALYSIS: A 30% increase in attack right from the start of the battle? Sounds almost too good. Well you're right to be skeptical, because this has the same effect of Viral Heart Disease, but only on your character. In that respect, I'd urge you to stay away from it. However, if you like winning battles by wasting opponents in one or two hits with ultimate moves, than this is a wise choice. ------------------------------------------------------------------------------- GERO'S PERPETUAL ENERGY R&D ------------------------------------------------------------------------------- EFFECT: Keeps ki level at Max (i.e. 7 gauges). FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 3 ANALYSIS: A good Capsule, however, is quite expensive for three Capsule slots. Characters who can't transform will benefit most from this. If you find yourself using moves like Final Flash, Warp Kamehameha, Special Beam Cannon, and Physical Capsules, this just might be the way to go. NOTE: Makes transformation impossible. ------------------------------------------------------------------------------- BREAKTHROUGH ------------------------------------------------------------------------------- EFFECT: Use all Special and Physical Capsules. FIRING CONDITIONS: Starts at beginning of battle. EFFECT DURATION: Lasts entire battle. CAPSULE SLOTS: 7 ANALYSIS: These Capsules are simply awesome. I outfit them on most characters, except certain ones who will benefit me more with a custom setup. Why are they so great? All Special and Physical Capsules double stacked is nothing to scoff at. Give it a go, see how you like it. For more information, check the Breakthrough section. =============================================================================== 10. FREQUENTLY ASKED QUESTIONS - [dbz_faq] =============================================================================== Q: How do I unlock the Adept World Match? A: Beat the Novice level of World Match, then buy the Adept Capsule from Mr. Popo. It should be in the "Recommended" category. Q: How do I unlock the Advanced World Match? A: Beat the Adept level of World Match, then buy the Advanced Capsule from Mr. Popo. It should be in the "Recommended" category. Q: How do I unlock Mr. Satan? A: Beat the Adept level of World Match, then buy the Mr. Satan Capsule from Mr. Popo. It should be in the "Recommended" category. Q: How do I unlock the Legend of Mr. Satan mode? A: Beat the Adept level of World Match, then buy the Legend of Mr. Satan Mode Capsule from Mr. Popo. It should be in the "Recommended" category. Q: How do I unlock Great Saiyaman? A: Beat the Advanced level of World Match, then buy the Gt. Saiyaman Capsule from Mr. Popo. It should be in the "Recommended" category. Q: Is there a way to have Piccolo fight with his cape on? A: Unfortunately, no. Q: Is there a SSJ3 Goku in this game? A: No. Q: Is there a SSJ4 Goku in this game? A: No. Q: Who is Mr. Satan/Hercule? A: They are one and the same. Mr. Satan is his correct name, but the Americans came up with the crappy dub name for religious reasons. Q: How do I power up? A: Press the guard button, then the back button twice, holding it the second time for the desired duration. You character will then "power up". Q: Is there a way to raise my life gauge? A: Yeah, but only with Support Capsules like 1/3 Senzu Bean, Senzu Bean and Frieza's Spaceship. The latter can only be used by Frieza. However, these Capsules only take effect after you life gauge hits zero. Q: How do I transform? A: Press P + K + G when your character has their ki level equal to or above the requirement for it. Q: Any way to reduce my opponent's ki? A: Yes. Pressing P + K + G + E will make your characer "taunt" your opponent, and thus they will lose a ki level. Be careful when you decide to use it though, it leaves you open for a attack for a substantial amount of time. Also, you can attack them while they guard. This will make their ki drop too, although, not by as much as taunting them. Q: How do I get ? A: You buy them from Popo, or win them from story mode. That is all. There is no way to make Popo sell a certain Capsule, or story mode to give you a certain Capsule after you successfully beat an episode, unless you are using the nine Capsule purchasing method. Q: If I equip Frieza's Breakthrough, can he still become Mecha Frieza? A: Nope. Frieza's Spaceship is a Support Capsule, and therefore does not fall under a Breakthrough. Q: I selected all the Capsules I wanted in the "Edit Capsules" screen, but when I fight, they don't have the ones I equipped them with! A: You didn't select "Custom" when you chose your fighter. Q: How the hell do I beat the Advanced level in World Match mode? A: It's tricky at first, but there is a cheap way to do it. Firstly, get yourself the Viral Heart Disease and Vaccine Capsules. Then equip them on a character, set the battle timer in the Options menu to 30 seconds, and then just guard your way through each battle. Make sure you keep away from the sides though, you won't block EVERY hit. Q: Can I choose which three characters Shenron will select for a Breakthrough? A: No. It is completely random, unless you have 20 Breakthrough Capsules already. In that case, there will only be 3 Breakthrough Capsules left to get, and they will always appear. Q: Can I get the Dragon Balls even after I get all the Breakthroughs? A: Yes. After you get all 23 Breakthroughs, you may buy the Dragon Balls once more. However, you cannot summon Shenron any again. Q: Can I trade Dragon Balls? If so, how? A: Yes, you can, and you trade them in the Edit Skills mode. Q: What is the maximum number of each Capsule I can get? A: Nine of every Capsule except for Breakthroughs, of which you can only get one per character. =============================================================================== 11. THANKS - [dbz_thanks] =============================================================================== > Leo Chan: FAQ Editor of Neoseeker, for also hosting my guide. > Stephen Ng: FAQ Editor of IGN, for also hosting my guide. > YSF: His FAQ/Move List was very helpful for times when I forgot a minor detail. > slackerxxxpunk: I used his great Secrets FAQ as the basis for my own Secrets and Unlockables section. > BMXJouster: For helping me out with Raditz's Capsule list. > ric tra: For informing me that you can fight on alternate stages. =============================================================================== 12. CONTACT INFORMATION - [dbz_contact] =============================================================================== If you have any suggestions, additions, or noticed I have made any mistakes, contact me over email, at zeroshift[at]gmail[dot]com. Do NOT send me guide hosting requests, questions answered in this guide, multiple emails with the same question, or emails with bad spelling or punctuation. Put in the subject line the name of the FAQ or guide that you are emailing about. This ensures your email will at least get read. Follow the rules, and you should receive a reply within about 48 hours. Fail to follow the rules, and your email/s will be deleted without hesitation. =============================================================================== 13. COPYRIGHT NOTICE - [dbz_copyright] =============================================================================== This document is Copyright © 2004 Chris Hackney (ZeroSHIFT). It may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any website besides those specified by the author. It may not be distributed electronically outside of these websites, and it may not be distributed otherwise at all. Use of this guide on any other website or as a part of any public format is strictly prohibited, and a violation of copyright. This file may be hosted on the following sites ONLY: Cheat Code Central [www.cheatcc.com] Neoseeker [www.neoseeker.com] IGN [www.ign.com] =============================================================================== 14. CLOSING - [dbz_closing] =============================================================================== Well, it looks as though we've come to the end of the guide. I certainly hope that you enjoyed reading it, but more importantly, I hope it helped you out. After all, that's one of the reasons I wrote it. _______________________________________________________________________________ Copyright © 2004 Chris Hackney (ZeroSHIFT)