Dragon Ball Z: Budokai 2 for the Playstation 2 ======== Android // // _/ _/_/_/_/ ////////// _/ _/ // // _/ _/ ///////// _/ _/ // // _/ _/ Guide Ver 3.4 -=-=-=-=- Table of Contents -=-=-=-=- I. Copyrights and Stuff II. Version History III. About Android #17 IV. Combo List - Punch Combo's - Kick Combo's - Mixed Combo's - Custom Cancel Combos - Power Blitz - Energy Field - Power Strike - Power Falling Star V. Capsule List - Ability Capsules - Physical Capsules - Support Capsules VI. Costumes VII. Android #17's Dialogue VIII. The "Time Freeze" Glitch IX. Contact Me! X. Special Thanks / Ending -=-=-=-=- I. Copyrights and Stuff -=-=-=-=- Alright guys this is my second guide. This Guide is to be used at GameFAQS and ONLY GameFAQS! This Guide is copyrighted by me. All I ask is that you don't go posting all this info on here as is as your own please? I worked hard on doing all this info for the great people that play this great game ok? :) -=-=-=-=- II. Version History -=-=-=-=- Ver. 1.0 (12/25/03) : The first version of this Android #17 guide! Ver. 3.4 (05/29/04) : wow...this is probably...crazy long since i did this guide! about 4 monthes!! wow. I added tons of stuff with this version...so i guess ill see you next one. -=-=-=-=- III. About Android #17 -=-=-=-=- Alright..here I will tell you a bit about Android #17. His first appearance is in DBZ: Episode 118 in the Android Saga when him and his sister Android #18 were awakened. Into the Android Saga Android #17 fights a battle with Piccolo after he was fused with Kami. After a while Imperfect Cell showed up in the middle of the fight and used the Solar Flare technique to blind Piccolo long enough to absorb Android #17 to become Semi-Perfect Cell. That was pretty much the end of Android #17's role in DBZ except after Buu gets destroyed and later on near the final episodes you see him holding up someone on a road lol. In Dragon Ball GT the Android #17 that we all know was only one part of Super #17. Dr. Myuu and Dr. Gero combined their genius minds and built a second Android #17 to combine with the original #17 to become Super #17. Super Android #17 is pretty much a psychotic maniac who just goes around firing off blasts at everyone. He also has the power to absorb Ki through his body. -=-=-=-=- IV. Combo List -=-=-=-=- This is where i will list all the combo's that you can perform and all the damage it will do Note: The Damage of these combo's is recorded when no attack enhancing items are equipped! meaning..these are his normal damage percentages for these moves. and these are recorded from attacking from in front of the opponent and behind attacking an opponents back seems to cause more damage Key: KB= Knocks Back the Opponent PU= Pops the Opponent into the Air CH= Able to Charge the Last Hit for an Unblockable GB= Guard Break GR= Hits Opponent Straight to the Ground -=-=-=-=- Punch Combo's -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= P-P-P-P -=-=-=- Hit Count: 4 Description: Four Consecutive Punches Characteristics: Damage: Front= 270 Back= 336 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Running P -=-=-=-=- Hit Count: 1 Description: A Spinning Backhand(On Ground), A Overhead Doublefist Hit(In Air) Characteristics: KB, GB(In Air) Damage: Front= 92 Back= 115 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= P -=-=- Hit Count: 2 Description: A Hard Elbow Followed by a Palm Hit Characteristics: KB, CH Damage: Front= 173 Back= 215 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= P-P-P-P-P -=-=-=-=- Hit Count: 5 Description: Four Consecutive Punches Followed by a double fist uppercut(Palm hit if in the air) Characteristics: PU(on Ground), CH(On Ground), KB(In Air) Damage: Front= 396(Ground) 385(Air) Back= 443(Ground) 432(Air) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= P-P-P->P -=-=-=- Hit Count: 4 Description: Three Consecutive Punches Followed by a Palm Hit Characteristics: KB, CH Damage: Front= 303 Back= 356 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= P->P-P -=-=- Hit Count: 3 Description: Two Consecutive Punches Followed by a Uppercut Characteristics: PU Damage: Front= 221 Back= 276 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- Kick Combo's -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K-K-K-K -=-=-=- Hit Count: 4 Description: Two Sidekicks to a Shin Kick followed by a Backwards Kick Characteristics: KB, PU Damage: Front= 328 Back= 386 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Running K -=-=-=-=- Hit Count: 1 Description: A Spinning Jump Kick(On Ground), A Flying Kick with Both Feet(In Air) Characteristics: KB, PU(In Air), GB Damage: Front= 92 Back= 115 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K -=-=- Hit Count: 3 Description: Overhead Kick followed by a Hard front kick. Characteristics: KB, PU Damage: Front= 178 Back= 221 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K-K-K-K-K -=-=-=-=- Hit Count: 5 Description: High Knee to a Side Kick to a Shin Kick followed by Two Rotating Kicks Characteristics: KB Damage: Front= 424 Back= 485 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K-K -=- Hit Count: 2 Description: High Side Kick followed by a Hard Rotating Kick Characteristics: KB Damage: Front= 168 Back=209 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K-K->K-K -=-=-=- Hit Count: 4 Description: Two Side Kicks followed by Two Rotating Kicks Characteristics: Damage: Front= 318 Back= 396 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K-K-P+K -=- Hit Count: 1 Description: A Strong Forward Punch Characteristics: KB, CH Damage: Front= 97 Back= 121 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K+G -=-= Hit Count: 1 Description: A Leaping Swing-kick Characteristics: KB(In Air) Damage: Front: 133 Back= 166 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= P-K -=- Hit Count: 2 Description: A Punch followed by a Rotating Kick Characteristics: KB Damage: Front= 158 Back= 197 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K-K->K->K-P -=-=-=-=-=- Hit Count: 5 Description: Two Side Kicks to one Rotating Kick to one Rotating Sweep followed by an uppercut Characteristics: PU, CH Damage: Front= 376 Back= 468 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= P-P-K-K-K -=-=-=-=- Hit Count : 6 Description: Two Consecutive Punches followed by Four Rotating Kicks Characteristics: KB Damage: Front= 432 Back= 538 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K -=-=- Hit Count: 2 Description: A Hard Elbow followed by a Backwards Kick Characteristics: KB Damage: Front= 97 Back= 121 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= >P-K-K -=-=- Hit Count: 3 Description: A Punch into a Rotating Sweep followed by a High Frontal Kick Characteristics: KB, PU Damage: Front= 238 Back= 297 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= >K-P-P-P -=-=-=- Hit Count: 4 Description: a Knee followed by Three Consecutive Uppercuts Characteristics: PU, CH Damage: Front= 327 Back= 389 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= K -=-=-=- Hit Count: 5 Description: Two Consecutive Punches to a Rotating Kick followed by Rising Scissor-like Kick Characteristics: KB, PU Damage: Front= 364 Back= 434 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= >P-P-P-K-K -=-=-=-=- Hit Count: 6 Description: Three Consecutive Punches to a scissorkick followed by a big forward push like kick. Characteristics: KB, CH Damage: Front= 420 Back= 488 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- Custom Cancel Combos -=-=-=-=- Alright here are the Toughy Combos that you can do. you must cancel right at the beginning of a charge part to do these combos. ill put *Cancel* at the part you gotta cancel at! I'll only put up the longest ones i can do though. to cancel out of a charge move hold that button and press guard! It takes some time to learn this well. you can also sidestep as well when you hit up or down when cancelling. it also seems that the damage these do are depending on how or when you cancel or hit your opponents. these terms might sound odd to you but let me explain..if something is like this..(P~)* it means you cancel it normally. If it looks like (P~)-- it means you cancel it into a sidestep. I'll put bubbles around the button presses just for these. I seperated these into sections for the abilitys. Difficulty Key: Easy = Pretty easy to use..should be able to pull it off like that. Intermediate = A combo that would take a bit of practice to do but eventually will be able to pull off alot. Advanced = A combo that probably would take a LONG time before successfully performing right and a long time to be able to pull off again and again. Near Impossible = A Combo where you'll probably only able to do once in your life because it never registers half the time but it has worked once. Key: ~ = Cancel into * = Normal Cancel -- = Sidestep Cancel ^ = Pops the Opponent into the air -=-=-=-=- Power Blitz -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (>K+G) (K) (K-P-P-P-K^) (P-P-P-P-E) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Difficulty: Intermediate Hit: 19 Description: A Jumping Roundhouse into an Overhead Kick sidestep cancelled into a Little Punch into a High Knee into a Front Kick cancelled into Hard Elbow into a Jumping Knee into Three Consecutive Punches into a scissorkick Juggle into Four Consecutive Punches into a Power Blitz Characteristics: KB Damage: 1233 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (>K+G) (K) (K-K->K->K-P^) (>K-P-P-P-E) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: Intermediate Hit: 15 Description: A Jumping Roundhouse into a Overhead Kick sidestep cancelled into a Little Punch into a High Knee into Two Front Kicks into a Round- House Kick into a Spinning Shin Kick into a Uppercut Pop-up into a High Knee into Three Uppercuts into a Power Blitz Characteristics: KB Damage: 1232 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- Energy Field -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (>K+G) (K) (K-K->K->K-P^) (>P-P-P-K^) (>P-P-P-K-E) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: Intermediate Hit: 21 Description: A Jumping Roundhouse into a Overhead Kick sidestep cancelled into a Little Punch into a High Knee into Two Front Kicks into a Round- House Kick into a Spinning Shin Kick into a Uppercut Pop-up into Three Consecutive Punches into a Scissorkick Juggle Two times into a Energy Field Characteristics: KB Damage: 1321 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (>K+G) (K) (K-K->K->K-P^) (>P-P-P-K^) (P->P-P-E) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: Intermediate Hit: 19 Description: A Jumping Roundhouse into a Overhead Kick sidestep cancelled into a Little Punch into a High Knee into Two Front Kicks into a Round- House Kick into a Spinning Shin Kick into a Uppercut Pop-up into Three Consecutive Punches into a Scissorkick Juggle into Two Front Punches into a a Uppercut followed by a Energy Field Characteristics: KB Damage: 1321 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- Power Strike -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (>K+G) (K->K-P^) (K-K->K-K-E) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: Easy Hit: 20 (Success) 19 (Fail) Description: A Jumping Roundhouse into a Overhead Kick cancelled into Two Front Kicks into a RoundHouse Kick into a Spinning Shin Kick into a Uppercut Pop-up into Two Front Kicks into Two Spinning Kicks followed by a Power Strike Characteristics: GR Damage: 1202 (Success) 977 (Fail) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- Power Falling Star -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (>K+G) (K) (K-K->K->K-P^) (>P-P-P-P-E) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: Advanced Hit: 25 (Success) 24 (Fail) Description: A Jumping Roundhouse into a Overhead Kick sidestep cancelled into a Little Punch into a High Knee into Two Front Kicks into a Round- House Kick into a Spinning Shin Kick into a Uppercut Pop-up into Four Consecutive Punches into a Power Falling Star Characteristics: GR Damage: 1487 (Success) 1235 (Fail) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- V. Capsule List -=-=-=-=- This is where i will list all of Android #17's capsules and their Usefulness. As well as the combo's you need to perform some of them. -=-=-=-=- Ability Capsules -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Blitz -=-=-=-=-=- Description: Android #17 Forms and Shoots a Blast of Blue Ki - - - -Different Combinations- - - - >E Characteristics: PU Damage: 375 >K-P-P-P-E Characteristics: KB Damage: 702 P-P-P-P-E Characteristics: PU Damage: 645 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Energy Field -=-=-=-=-=- Description: Android #17 Activates a Blue Ki Barrier around him. - - - -Different Combinations- - - - P-P-K Characteristics: KB Damage: 671 >P-P-P-K-E Characteristics: KB Damage: 806 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- -=-=-=-=- Physical Capsules -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Strike -=-=-=-=-=- Description: Android #17 kicks the opponent into the air, bashes them around and you do the choosing button thing. - - - - - -Combination- - - - - - - - K-K->K-K-E Damage: Front= 825(Success) Back= 903(Success) 600(Fail) 678(Fail) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Falling Star -=-=-=-=-=-=-=-=- Description: Android #17 Uppercuts the Opponent into the air, and Slams them Back down and you do a Ki Gathering thing. - - - - - -Combination- - - - - - - - >P-P-P-P-E Damage: Front= 1451(Success) Back= 1493(Success) 816(Fail) 858(Fail) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Buster Swing -=-=-=-=-=- Description: Android #17 Grabs the Opponent and kicks them up, grabs their foot and spins them around then lets go. - - - - - -Combination- - - - - - - - P+G Damage: 270 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- -=-=-=-=- Support Capsules -=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Breakthrough Special -=-=-=-=-=- Description: Can use all of Android #17's moves and abilities Requirements: None (Activated as soon as battle begins) Slot Usage: 7 Tradeable?: No -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Special Coating Common -=-=-=-=-=-=-=- Description: Defensive Power Up by 10 %! Requirements: None (Activated as soon as battle begins) Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Improved Special Coating Uncommon -=-=-=-=-=-=-=-=-=-=-=- Description: Defensive Power Up by 20 %! Requirements: None (Activated as soon as battle begins) Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Nanomachine Rare -=-=-=-=-=- Description: Defensive Power Up by 30 %! Requirements: Activated as soon as battle begins Slow Usage: 3 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Improved Nanomachine Special -=-=-=-=-=-=-=-=-=- Description: Defensive Power Up by 45 %! Requirements: Activated as soon as battle begins Slot Usage: 4 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1/3 Senzu Bean Rare -=-=-=-=-=-=- Description: Recover Health by 1/3 and 1 Ki Gauge Requirements: Automatically Activated when Health becomes Zero. Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Senzu Bean Special -=-=-=-=- Description: Health and Gauge Fully Recovered Requirements: Automatically Activated when Health becomes Zero Slot Usage: 3 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Viral Heart Disease Uncommon -=-=-=-=-=-=-=-=-=- Description: Slowly Drains the Health of both characters Requirements: Activated as soon as battle begins Slot Usages: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Vaccine Uncommon -=-=-=- Description: Nullify the effect of the Viral Heart Disease Requirements: Activated as soon as battle begins. Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Super Holy Water Rare -=-=-=-=-=-=-=- Description: Damage Percentage is Reduced Requirements: Activated when Damaged Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Automatic Restoration Uncommon -=-=-=-=-=-=-=-=-=-=- Description: Damage Percentage is reduced bu using a set amount of Ki Requirements: Activated when damaged(Ki reduced by damage) Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rage! Uncommon -=-=- Description: Attack Power Increases by 12 % in the first 10 seconds of battle Requirements: Activated as soon as battle begins Slow Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rage!! Rare -=-=- Description: Attack Power increases by 20 % in the first 15 seconds of battle Requirements: Activated as soon as battle begins. Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rage!!! Special -=-=-=- Description: Attack Power increases by 28 % in the first 20 seconds of battle Requirements: Activated as soon as battle begins. Slot Usage: 3 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Serious! Uncommon -=-=-=- Description: When health drops below 1/3, Attack Power Increases Requirements: Activated when health falls below set value Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Serious!! Rare -=-=-=-=- Description: When health drops below 1/2, Attack Power Increases Requirements: Activated when health falls below set value Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Serious!!! Special -=-=-=-=- Description: When health drops below 2/3, Attack Power Increases Requirements: Activated when health falls below set value Slot Usage: 3 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Last Ounce of Strength Special -=-=-=-=-=-=-=-=-=-=- Description: When health drops below 1/6, Attack Power is greatly Increased Requirements: Activated when health falls below set value Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Potential Rare -=-=-=-=- Description: Attack Power increases for a fixed time period Requirements: Activated as soon as battle begins Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Mode-switching Systems Special -=-=-=-=-=-=-=-=-=-=- Description: Attack Power & Defensive Power increase at regular intervals Requirements: Activated as soon as battle begins Slot Usage: 3 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Super Kami Water Uncommon -=-=-=-=-=-=-=- Description: Attack Power increased and Health slowly decreases Requirements: Activated as soon as battle begins Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Gero's Perpetual Energy R&D Special -=-=-=-=-=-=-=-=-=-=-=-=-=- Description: Ki remains at MAX, but transformation is impossible Requirements: Activated as soon as battle begins Slot Usage: 3 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Android's Barrier Uncommon -=-=-=-=-=-=-=-=- Description: Nullify all opponents' Ki Blast Wave Requirements: Activated as soon as Ki Blast Wave hits Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Gero's Deflection R&D Uncommon -=-=-=-=-=-=-=-=-=-=- Description: Auto Deflect Ki Blast Wave Requirements: Activated by holding down the Guard button before being hit by a Ki Blast Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Gero's Deflect-Back R&D Rare -=-=-=-=-=-=-=-=-=-=-=- Description: Auto Deflect-Back Ki Blast Wave Requirements: Activated by holding down the Guard button before being hit by a Ki Blast Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Gero's Energy R&D Rare -=-=-=-=-=-=-=-=- Description: If Deflect or Deflect-Back is successful, Ki increases by a fixed amount Requirements: Activated when Deflect or Deflect-Back is successful Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yakon Rare -=-=- Description: Comrade or Enemy, Ki consumption accelerates in a transformed state. Requirements: Generated when transformed Slot Usage: 1 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Androids' Goals Special -=-=-=-=-=-=- Description: Combat Spirit Keeps Improving (Ki Regenerates) Requirements: Activated as soon as battle begins Slot Usage: 2 Tradeable?: Yes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=- -=-=-=-=- VI. Costumes -=-=-=-=- Here I will try to explain Android #17's costumes as best as i can. -=-=-=-=- Costume 1 ----------- His Costume that he uses throughout most of DBZ ----------- Orange Bandana Black Red Ribbon Shirt White Long-sleeve under shirt Dark Blue Denim Pants -=-=-=-=- -=-=-=-=- Costume 2 ----------- The Costume he wears at the end of DBZ and in GT ----------- Red Bandana Black Shirt Long Sleeve Light Brown Leather Jacket Dark Red Denim Pants -=-=-=-=- -=-=-=-=- VII. Android #17's Dialogue -=-=-=-=- This is where i put down all of what Android #17 says when he does certain things and stuff..not much use but you never know :D "Your so lame!" - Taunt "Eeeeat This!" - During Power Falling Star "Eat this!" - On Ground shooting a Ki Blast Wave "Back at ya" - Sometimes after reflecting a Ki Blast Wave "Loser!" - After Breakfalling "Power Blitz!" - Use Power Blitz "Field on." - Use Energy Field "Hurry Up I got things to do!" - Opening Taunt 1 "Fight me like ya mean it!" - Opening Taunt 2 "Not bad I guess..." - Winning Taunt -=-=-=-=- VIII. The "Time Freeze" Glitch -=-=-=-=- Ok..some of you might be wondering what this "Glitch" I talk about is..alright well this glitch is able to freeze time so you can pretty much get a free hit of anything at your disposal. First let me tell you what you need! --- Energy Field --- Taunt Registered to a Shoulder Button (P+K+G+E) alright once you have those go into battle..here is what you do. Do Energy Field but as soon as you do it hit that Taunt button. If you timed it correctly the backround will fade as it would if you would have fully activated the Energy Field but Android #18 character will be able to move at will and as you see the opponent is frozen along with time!..here is a list of things you can do in this situation. --- Pull off a Combo at your will --- You can shoot off a total of 16 Ki Wave Blasts and they will not hit the opponent until you unfreeze time by hitting them. they will tally up to a total of 16 hits. --- You can raise your Ki at your will --- You can drain all the opponents Ki by taunting over and over again --- If you have a time limit..hit the opponent enough so his health is below yours and do the Glitch..let the time run out -=-=-=-=- IX. Contact Me! -=-=-=-=- Now i'm pretty sure ive probably messed up a couple things are mispelled stuff! If you want to email me with suggestions about this Guide or corrections to it go ahead and send an email to me! my email is GammaDragonZ@aol.com :) -=-=-=-=- X. Special Thanks / Ending -=-=-=-=- Alright its time for the big moment of thanking alot of people. I'd like to Thank... CJayC- for creating such an awesome video game place such as GameFAQS, mad credit to this guy. Akira Toriyama- For creating the world that is Dragon Ball! I remember getting into Dragon Ball when i was a little kid watching it on the weekend on channel 20 , and for creating a unique character such as Android #18! :D Dimps/Atari- for making and publishing such unique fighting games as Budokai 1 and 2! :D My Parents- for getting me a PS2 for my 15th Birthday! and Getting me this game ! :D Escobuu and Goryus from GameFAQS Boards- for helping with the Custom Cancel Combo Terminology. Super Rodimus Prime from GameFAQS Boards- for discovering the "Time Freeze" Glitch and anyone i haven't mentioned...Thanks! Now as i close i would like to Thank You reader for spending some time reading my time consumed Guide and looking at it and hopefully it helps you play better with Android #17! If anyone ever wants to talk my AIM Screen Name is Emerald Emiroth. Adios!