**************************************************************************** Dragonball Z: Legendary Super Warriors **************************************************************************** ==============================CHARACTER GUIDE=============================== VERSION 1.2 Dragonball Z: Legendary Super Warriors System: Nintendo Gameboy Color Genre: Turn-based Roleplaying Game Players: 1-2 players ============================================================================ INTRODUCTION ============================================================================ Dragonball Z: Legendary Super Warriors (also known as Guerreros de Leyenda in Spanish and Densetsu no Chousenshitachi in Japanese) is a Turn-Based Strategy game based on the hit anime series Dragonball Z for the Gameboy Color. The game was released on June 30, 2002 and is available in English, Spanish and Japanese. It is a very popular game with the Dragonball Z fanbase, in particular because of the complex and intricate sprites which have been copied and used in many different spritesheets. The following are character guides for the different playable characters in the GBC Videogame Dragonball Z: Legendary Super Warriors. =Character Guides (In order of character order on the player select screen)= (note, star upgrades are static values, but every 3rd and 4th number in Str and Ki are repeat numbers before battle where it becomes static and counts up normally. Ex: 1,2,3,3,4,5,6,6,7,8,9,9,10,11,12,12,13 etc) =Kid Gohan= The first character you gain control of in this game is the kid version of Gohan. While his stats are low for his tiers, he has access to powerful cards and transformations that allow him to compete with others as a glass cannon. Gohan's star upgrades is standard across the board at 13, 7, 6, 5. Normally, these would be good, but Gohan's base stats are some of the lowest in the game, so you will want to specialize depending on which form you use. Basic Moves: - Masenko (Beam, 18cc, 25pow, 95acc) - Dunk Shot (Melee, 19cc, 25pow, 100acc) - Kamehameha (Beam, 16cc, 20pow, 100acc) - Tail (Melee, 26cc, 35pow, 100acc) Super Saiyan and above: - S.Kamehameha (Beam, 23cc, 30pow, 100acc) Team Battle with Goku; Any form and Goku dead or alive: - F.Kamehameha (Beam, 33cc, 60pow, 100acc) In Dragon Ball, Gohan is known for his hidden powers, and the same can be said for this game. With cards like Tail and F.Kamehameha (though you will rarely have access to the latter), he can be absolutely devastating. Tail especially is overpowered since it completely ignores cards like Avoiding and Shockwave. Only when having Champ.Belt activated can the opponent negate damage completely. Endurance will still reduce its damage and damage guard cards like Tien or Hercule can reduce the damage taken by a bit less than Endurance. Another thing worth mentioning is that the attack has a cool Oozaru (great ape) animation! =Piccolo= Piccolo is without a doubt one of the most popular non-Saiyan characters in the entire Dragonball series. His upgrade path is a tad better than gohans. in exchange for a point gain in Ki, Piccolo gains 15 Life, one of the 6 in the game to go slightly above average in gain. At least 1 upgrade to Str isn't a bad idea. Piccolo's base form benefits from the star more than others due to the actual Str number being on a multiple of the 4. Basic Moves: - Masenko (Beam, 18cc, 25pow, 95acc) - S.Beam Cannon (Beam, 21cc, 30pow, 75acc) - Sonic Kick (Melee, 18cc, 25pow, 100acc) - Resurrection (Support, 10cc, Recover health, 100acc) Kami (fused) and above: - F.Lightbomb (Beam, 25cc, 35pow, 100acc) If you’re looking for a nice and balanced character, Piccolo is your man. As you can see, his cards cover just about everything you could need: Beam, Melee and Staying power. So which beam card do you use? Take one look at the abysmal accuracy on S.Beam Cannon and you know the answer: that is not worth 21cc. Go for safe option that is Masenko instead. Sonic Kick is pretty much the melee equivalent of Masenko. Another solid choice there. As for Resurrection, if you put it in your Limits, you can basically keep restoring health as long as you have enough CC (so put a 6 stage attack in there too). It will not guarantee your victory, but it’s definitely not a bad card. Its important to note that Resurrection heals based on a percentage of your Max Life. in Offense, you heal 25% and 12.5% in defense. So, all in all, Piccolo is quite a powerful character, right? His stats are high enough; his attacks basic, but accurate. You can’t go wrong with throwing those at your opponent while occasionally regenerating your health. In any form other than base, Piccolo gains one devastating attack: F.Lightbomb. =Krillin= This time we’ll go over the human known as Krillin. One of the earliest Dragon Ball characters. He’s frequently the one making jokes and trying to be positive. His unique attacks manage to keep him safe from harm. Krillin has several different types of beam attacks but no unique Melee cards. His star upgrades are geared towards Ki and Spd as his Str and Life upgrades are both below average whereas his Ki and Str are above average at 7 and 6 points a pop. Basic Moves: - Kamehameha (Beam, 16cc, 20pow, 100acc) - Destructo Disc (Beam, 18cc, 25pow, 80acc) - Misty KiWave (Beam, 23cc, 30pow, 100acc) - S. Destructo Disc (Beam, 28cc, 40pow, 90acc) - Taiyoken/Solar Flare (Guard, 5cc, Block Melee, Fails if Sunglasses is equipped) In terms of damage vs cc cost, S. Destructo Disc and Destructo Disc present themselves as good options for offensive capabilities. For a more reliable way of lowering enemy health however, Kamehameha and Misty KiWave are less likely to be blocked. Krillin has average stats and only unique Beams, so you may wish to raise his ki stat a bit more than you would with other characters to take advantage of his moves. One thing that makes Krillin really stand out is his ability to stop Melee attacks with Taiyoken. This helps make up for his inability to do anything by shoot Beams which normally makes him predictable to fight. =Goku= Well here we are, the main star of Dragon Ball himself, Son Goku! He’s fought virtually every major enemy, been in most of the movies and has a hairstyle worthy of acclaim. Goku’s always at the forefront of most of the plotlines, trying to be a good father while trying to save the galaxy at the same time. Since this game skips the Raditz battle, the first time you play as him is in the third Story-Mode battle against Vegeta. Then he’s out of action at the start of the Namek Saga and Android Saga. Goku has four forms and a wide variety of special moves at his disposal. Goku's star upgrades are about average. Aside from Ki being 1 point less, the rest are the same as Kid Gohan's. Thanks to his form boosts, you can choose anything and see success. Basic Moves: - Kamehameha (Beam, 16cc, 20pow, 100acc) - S.Kamehameha (Beam, 23cc, 30pow, 100acc) - Spirit Bomb (Beam, 25cc, 35pow, 90acc) - Solid Shot (Melee, 19cc, 25pow, 100acc) - Taiyoken/Solar Flare (Guard, 5cc, Block Melee, Fails if Sunglasses is equipped) Base form only - Kaio Ken (Support, 10cc, Doubles Base Ki and Str, 100acc) Super Saiyan form and above - Teleport (Guard, 5cc, Avoid Beam, Any projectile) - Sup.Saiyan-2 (Support, 7cc, Ki Up, 100acc) - Sup.Saiyan-3 (Support, 7cc, Str Up, 100acc) As you can see, Goku has many moves, not least of which being Kamehameha. Most of the moves are very accurate, with Spirit Bomb being slightly less accurate, but doing a lot of damage when it hits. Goku created the Super Kamehameha when battling Piccolo in Dragon Ball, so he can use it without being a super saiyan, unlike most characters. He also has his own unique damage move Solid Shot. He can use Teleport and Taiyoken to avoid Beam and Melee attacks from his limits and use the Sup.Saiyan and Kaio Ken cards to augment his stats regardless of what form he is in. On a side note, if you do use Kaio Ken, make sure to give his Str and Ki at least 1 upgrade. His Str and Ki before battle gets multiplied by 2 for the rest of the battle or until canceled. =Vegeta= Besides Cont.Punch and Cont.Kick, Vegeta has no Melee attacks. If Vegeta and Nappa could use the ‘Tail’ card, they would share an attack, but only Kid Gohan is able to use the card. Whats annoying about Vegeta is that his star gains are below average in all areas except the one he doesn't need which is Str at a notable +8 (Visually 6 for all stars) to base. Basic Moves: - Galick-Gun (Beam, 17cc, 20pow, 100acc) - Destructo Disk (Beam, 18cc, 25pow, 95acc) Super Saiyan and above - Big Bang Attack (Beam, 23cc, 30pow, 90acc) - Final Flash (Beam, 28cc, 40pow, 95acc) - Sup.Saiyan-2 (Support, 7cc, Ki Up, 100acc) - Sup.Saiyan-3 (Support, 7cc, Str Up, 100acc) Majin Vegeta only - Suicide/Desper Atk. (Beam, 31cc, 70pow, 90acc) However, on the beam side of things, Vegeta has many energy based attacks. These include Galick Gun and Destructo Disk. Destructo Disk does more damage, but only has 80% accuracy compared to the 100% accuracy of Galick Gun. Kamehameha vs Destructo Disk with Krillin was a sure choice, but the benefit is a bit smaller since Galick-Gun costs 1 more cc which could be the difference between winning and losing. Vegeta is a Str user with a Ki oriented moveset. He can use beams best as a pocket move where he pulls it out of nowhere when the enemy least expects it. Super Saiyan Vegeta has access two new attacks. Big Bang Attack which has 90% accuracy and the less-common Final Flash which has 95% accuracy. Big Bang Atk is slightly questionable, but chances are that this will be your goto Beam with Vegeta. If you get Final Flash, this is another back pocket move that is strong enough that you do not need to upgrade Ki to make great use of it. Finally, Majin Vegeta has unique new move. Suicide has 90% accuracy and 70 power. This move, while seemingly powerful, is guaranteed to lower your health to a single point which is visible on the screen as a single solid bar of life. This is therefore a dangerous strategy and should only be used as a last resort, when you are sure it will end the fight, or can be supplemented with healing cards. Do not use this if you're sure the enemy has an Endurance, Avoiding, Afterimage etc ready. Vegeta is one of the strongest characters in the game despite being predictable with a wide array of beam attacks suitable for any occasion. Team efforts are rare, with only Destructo Disk users such as Krillin and Frieza being any use since Vegeta’s attacks are all his own. His attacks are generally less accurate than Goku’s, but do a fair amount of damage. =Gohan= The adolescent version of Gohan has no playable base form in this game. You have access to Super Saiyan, Super Saiyan 2, and the ‘Ultimate Warrior’ form. Whats weird is that his Super Saiyan form is equal or weaker in every way to Goku's base form (and Gohan is tier 2). There is nothing he can do that Goku can't do better. His moveset is largely the same as Kid Gohan’s, but he can no longer use Tail or F.Kamehameha. In his ‘Ultimate’ form, Dunk Shot and his 2 support powerups becomes unusable as well. His star upgrades are now slightly below average. Its the same as Goku's except Gohan now gains 1 less Life point per star. Basic Moves: - Masenko (Beam, 18cc, 25pow, 95acc) - Kamehameha (Beam, 16cc, 20pow, 100acc) - S.Kamehameha (Beam, 23cc, 30pow, 100acc) Super Saiyan & Super Saiyan 2 Only - Dunk Shot (Melee, 19cc, 25pow, 100acc) - Sup.Saiyan-2 (Support, 7cc, Ki Up, 100acc) - Sup.Saiyan-3 (Support, 7cc, Str Up, 100acc) Once you unlock this character, Gohan’s upgrades carry over from his kid self (but any future upgrades to Kid Gohan’s character do not). Based on that, you can form your own strategy on how to use him. Gohan has a fairly balanced moveset in his Super Saiyan forms. You can use the Sup.Saiyan powerup cards to boost your Ki or Strength, depending on your strategy. Keep in mind that if you like to use his ‘Ultimate’ form, you don’t have many options regarding melee moves, except for the basic Cont Punch and Cont Kick. The last thing to note is that Gohan is strong. Very strong. Just 1 small problem. Gohan is outclassed in almost EVERY way by Goku. There is only 1 thing he can do that goku can't. Have the best tier 2 stats in the game. His Super Saiyan-2 form has similar stats to majin vegeta and is still considered tier 2 which is a complete paradox and balance mismatch. This is the form you want to use hands down as he is almost as strong as his Strongest form and still has access to his full moveset. =Future Trunks= This lavender-haired lad is kind of a mixed attacker. The majority of his moves are beam-based, but his Melee card Rising Kick is one of his best. His star upgrades are showing a bit of an unnerving trend. Its the same as Adult Gohans except his Str gain is reduced by an additional point for a +6. Basic Moves: - Masenko (Beam, 18cc, 25pow, 95acc) - Burning Attack (Beam, 19cc, 25pow, 100acc) - Rising Kick (Melee, 24cc, 30pow, 100acc) Super Saiyan: - Fin.Buster (Beam, 26cc, 35pow, 100acc) - Sup.Saiyan-2 (Support, 7cc, Ki Up, 100acc) - Sup.Saiyan-3 (Support, 7cc, Str Up, 100acc) As you see, this Trunks can even use Masenko. Whether you want to go with that or Burning Attack is completely up to you. When using his Super Saiyan version, you get three additional cards at your disposal. The latter two cards are awesome; they make your already powerful attacks even more destructive. Again, it’s up to you what kind of approach you prefer: Melee or Beam? Maybe even both? Either way, you’ll be sure to give your opponent a challenge. =Goten= Goku’s second son Goten is one of the more difficult characters to use in LSW, because his stats are comparatively low and he does not have much variety in terms of moves, as you can see below. His star upgrades are terrible though which is a death sentence to a barely usable character. the only growth that is average is his Ki while his Life gain is the smallest at 11 and the rest are all below average. Basic Moves: - Kamekameha (Beam, 18cc, 25pow, 90acc) Super Saiyan only: - S.Kamehameha (Beam, 23cc, 30pow, 100acc) What makes things bad is that Goten only has 2 moves. His first move is ok, but is a bit borderline on blockable. What makes it worse is his other move. Super Kamehhameha is a good move, but is questionable over a move that costs less and deals 1 tier down in damage. Regardless of which Goten you go with, you NEED to upgrade his Ki as his Str and Speed are unsalvagable without hurting his battle potential in the long run (he is a different type of glass cannon). Goten has low HP, so upgrading his Life stat at least once is not a bad idea (despite the gain being the smallest in the game). In battle, there are a number of ways in which you can preserve your health. Using cards like Light Vest and Afterimage will help you avoid enemy attacks, and if you do get hit you can always resort to cards like Dende or (Life Preser in eu/Medical Mach in us) to get that precious health back. Just remember that Goten will not last too long, so try to find a good balance between defense and attack. With enough practice you will undoubtedly find a way to use Goten to his full potential. =Kid Trunks= Goten’s best buddy Trunks is the stronger of the two in the anime and manga, and the same is true for this game. Their stats are sort of similar, but Trunks has something going for him that Goten lacks: a strong and reliable Melee move as well as star upgrades worth investing in. Average Speed and above average Str while the rest is below average. Basic Moves: - Burning Atk (Beam, 19cc, 25pow, 100acc) - Flash Punch (Melee, 19cc, 25pow, 100acc) Super Saiyan only: - Fin.Buster (Beam, 26cc, 35pow, 100acc) Kid Trunks does not have a whole lot of health, so I recommend upgrading Life once to get it above 100. Other than that, it’s up to you whether you prefer to boost his Ki and/or Str stat. Using this guy as a mixed attacker is definitely not a bad idea though he did inherit Vegeta's high Str gain. =Gotenks= This character has access to the mighty Super Saiyan 3 form and comes up with the strangest moves, including flying flaming donuts and explosive ghost clones. No, I am not kidding. As a fusion character, he has the greatest gains for his star upgrades. You can upgrade anything you want and find success. This makes up for his normal counterpart having stats too low to compete with other tier 2 characters. For Life, Str, Ki, Spd, 15, 9, 7, 7. You won't see a better increase per star on anyone but Vegito. Basic Moves: - Kamehameha (Beam, 16cc, 20pow, 100acc) - S.Kamehameha (Beam, 23cc, 30pow, 100acc) - Galactica D. (Beam, 10cc, 15pow, 100acc) - S.G.K.Atk. (Beam, 28cc, 40pow, 80acc) Super Saiyan 3 only: - V-ball Crash/BuuBall Slam (TEAM ONLY, Special Defeat, 33cc, 60pow, 100acc) - Kiai (Support, 8cc, Guard Down, 95acc) Now don’t be fooled by S.G.K.Atk’s (Super Ghost Kamikaze) immense power of 40 – it’s accuracy is only 80, which is risky. Opponents will block it quite often, and then you’ve lost 28cc for no reason. Instead, a good strategy is to use Galactica Donuts over and over and over. Put it in Gotenks’ limits and you have unlimited use of this low-cc card. If you upgrade Gotenks’ Ki stat, the card becomes a strong and reliable weapon. It might even be a good idea to use Kiai alongside it to lower your opponent’s defense, but that is completely up to you. With that said, unless you really prefer to use more powerful cards, I’d recommend S.Kamehameha over S.G.K.Attack. And then there is V-ball Crash. This card can only be used in Team Battles, but Gotenks’ partner can be anyone (except for Goten, Trunks, or Buu-with-Gotenks-absorbed for obvious reasons). At 33cc it’s not cheap, but it is powerful, a Special Defeat, and fun to use. =Vegito= Vegito is the fused version of Goku and Vegeta, via the magic of the Potara earrings. Although Potara fusions typically cannot be undone, the heroes are swallowed by Majin Buu and thus de-fuse while inside. Vegito can be considered the combination of the best attributes of both Vegeta and Goku. While this is true, the fusion process makes them exponentially more powerful, and in this game, grants them exclusive new moves as well as the highest star upgrades around, tied with Gotenks. Basic Moves: - Kamehameha (Beam, 16cc, 20pow, 100acc) - Galick-Gun (Beam, 17cc, 20pow, 100acc) - Destructo Disk (Beam, 18cc, 25pow, 95acc) - Atomic Break (damage, 20cc, 25pow, 100acc) - Big Bang Attack (Beam, 23cc, 30pow, 90acc) - S.Kamehameha (Beam, 23cc, 30pow, 100acc) - Flash Sword (Beam, 26cc, 35pow, 100acc) - Sup.Saiyan-2 (Support, 7cc, Ki Up, 100acc) - Sup.Saiyan-3 (Support, 7cc, Str Up, 100acc) - Taiyoken/Solar Flare (Guard, 5cc, Block Melee, Fails if Sunglasses is equipped) - Teleport (Guard, 5cc, Avoid Beam, Any projectile) - Barrier (Guard, 5cc, Avoid Beam, Fails on Special Defeats) Vegito has a lot of moves, the most of any playable character. He only has one form which is his super saiyan form. While he has access to Big Bang Attack, you may want to just use S.Kamehameha instead because it is more accurate and team-friendly. His unique moves are Atomic Break, a hard-hitting melee attack and Flash Sword, a nice-looking and strong beam attack. Vegito is a character for novices and masters alike. Whether you choose to use low cost or high cost moves is up to you. There are also plenty of dodge-based cards which look nice and do a great job of dodging enemy moves when used at the right time. You’re sure to have a super time playing as Vegito. Just avoid barrier and Galick-Gun over Teleport and Kamehameha. =Nappa= Nappa is a character who is has strong Beam attacks, but also possesses a strong physical attack. His N.Slasher move is one of the stronger physical attacks in the game and a good card to put as one of your limits. Nappa's upgrades are geared towards Life having the highest upgrade in the game at 20 and has a powerful +8 to Str. Basic Moves: - N.Slasher (Melee, 24cc, 30pow, 100acc) - KiBlast Bomb (Beam, 16cc, 20pow, 90acc) - Lightning C (Beam, 23cc, 30pow, 90acc) Nappa has two beam attacks, KiBlast Bomb and Lightning C. KiBlast Bomb is slightly stronger than the generic energy blast cards, while Lightning C is a powerful card, comparable to Big Bang Atk. Overall, if you want to be a successful Nappa user, take advantage of his Str and Life, and keep a Beam or two in your back pocket when Melee is not the best option. =Guldo= Guldo is the only Ginyu Force member who does not wear a scouter. He excels in telekinetic abilities and stopping time. He favours Beam attacks and has no unique Melee attacks. His stars are all below average. Basic Moves: - Telekinesis (Beam, 14cc, 20pow, 90acc) - M.Soundwave (Beam, 10cc, 15pow, 100acc) - Paralysis (Support, 5cc, lowers enemy speed, 95acc) - Time Freeze (Guard, 1cc, makes stage attack fail) Guldo’s main skill lies in beam attacks and making the enemy’s stage attacks fail. His low cost beam attacks (particularly M.Soundwave) are great for a rapid succession of attacks. The Support/Guard based unique cards he has are great for playing mind games with the enemy and making battles that much tougher. Weak when used by the computer player, but can be utilised quite well by a good player. To put it into perspective, he can mill the enemy deck and win battles against people who are normally much stronger than him. =Recoome= As his anime and manga counterpart demonstrates, his main skills lie with physical attacks. He does, however, possess an energy attack which is fairly powerful. His star upgrades are like Nappa except better. He has a +9 to Str, something only seen in Gotenks and Vegito. This makes him one of the best raw Str fighters in the game. That said, his base Life is one of the highest defaults in the game while having access to a +20 Life star upgrade. Basic Moves: - Recoome Fighting Bomber Attack (Melee, 24cc, 35pow, 50acc) - Eraser Cannon (Beam, 18cc, 25pow, 90acc) - Breath (Guard, 5cc, Avoid Beam, Fails on Special Defeat) In some ways, Recoome could be considered a tricky character to use. His RFB Attack does a lot of damage, but then it also has a large chance for the target to dodge it. Recoome also has Eraser Cannon which does a good deal of damage, but his main strength lies in Str. In terms of his other stats, he can be compared to Nappa. His Speed is reasonable and he can easily have up to 185 Life. Generally, you will want to go with one of four strategies: - Acquire plenty of Accuracy Up type cards and use them to boost your RFB chances - Upgrade Life and use healing, debuff, defensive cards and whittle away with the basic four - Upgrade Str and use Cont Punch & Cont Kick - Or a mix of any of the above =Jeice= Now we come to the red member of the Ginyu Force, Jeice. Jeice’s speciality is beam attacks and as such he has no unique damage cards. His upgrades are slightly below average except Ki and Speed. Basic Moves: - Crasher Ball (Beam, 19cc, 25pow, 100acc) Tag moves with Burter: - Purple Comet (Beam, 28cc, 40pow, 95acc) - P Comet Z (Special Defeat, 31cc, 50pow, 100acc) His one unique Beam card is the Crasher Ball (Beam, 19cc, 25pow) which does a good amount of damage and is the only thing you will be putting on your limits. You may also want to put Cont Punch or Cont Kick on your limit slot as well unless you're using him in a team battle setting. Yes, there are the Purple Comet and P Comet Z cards that he can use in combination with Burter, but team battles are rare and those cards are so insanely powerful anyway that it will take down enemies regardless of what you choose to dump your stars in. =Burter= In this game, Burter is fast. The only character with a higher natural Speed stat than him is Kid Buu. He does have an insane +7 to speed for a single star upgrade though. Basic Moves: - Speed Up (Support, 7cc, Spd Up, 100acc) - Mach Attack (Melee, 17cc, 20pow, 100acc) Tag moves with Jeice: - Purple Comet (Beam, 28cc, 40pow, 95acc) - P Comet Z (Melee, 31cc, 50pow, 100acc) Now the question is: should you upgrade Burter’s speed? That would depend on the deck you build. You’re already outspeeding the vast majority of the cast as it is. Don’t put any speed-increasing cards in there if you upgrade his speed; if you really want to use them, put the Speed Up card in your limits and don't upgrade speed. The Afterimage card, which increases your Evasion, is very important. When using this card in combination with Burter’s speed, you will, more often than not, block your opponent’s super moves. You’re better off upgrading Burter’s Strength stat to power up his Mach Attack. It also turns Cont.Punch into a fairly useful card, dealing a good amount of damage for just 10 CC. Don’t bother with Cont.Kick. Even with Burter’s speed it is still somewhat inaccurate and Mach Attack fixes that for an additional two cc (its better than cont punch in that you get more for less). The Strength stat also slightly affects the damage your Stage Attacks will deal, so that’s another benefit. Don’t bother upgrading Burter’s Ki stat. Energy Wave is all he will use it for and its really only good for that extra bit of damage to kill the enemy. Other than that, Burter has no ki-based moves worth using. The team moves are already strong enough to use without upgrades should you find yourself using them for fun. So, to build a good Burter deck: Afterimage is a must. It’s a good idea to have some strength-increasing cards in your deck if you feel you need them, but not vital. Just keep your CC up while having Afterimage activated, and overwhelm the opponent with Melee attacks. In the event an opponent tries to be clever by using Champ.Belt (which negates all damage from Melee cards) then you can easily get rid of it with a low-cost Cont Punch. =Captain Ginyu= Leader of the Ginyu’s Special Forces, he is one of the strongest of the Namek Saga fighters and is encountered as the first tier 2 character. If you play as his base form, you only face base form Saiyans whereas if you play as his Goku form, you will fight Super Saiyans. While his poses are silly, he is actually very strong, particularly in hand to hand combat. He only possesses a few moves but they are quite powerful. On a sidenote, Ginyu is the only character who doesn't get a standard boost from tier 1 to 2. His star upgrades are slightly below average. Think Goku, wink wink. Basic Moves: - Dynamite Punch (Melee, 20cc, 25pow, 100acc) Only in Ginyu’s original body: - Body Change (Beam, 20cc, Half the enemy's current Life, 80acc) Only while body-changed with Goku - Super Kamehameha (Beam, 23cc, 30pow, 100acc) - Taiyoken/Solar Flare (Guard, 5cc, Block Melee, Fails if Sunglasses is equipped) There are several things worth mentioning here. Ginyu’s melee move Dynamite Punch is a fairly standard Melee, which does quite a bit of damage. Body Change is different to a lot of beam attacks in that it does a variable amount of damage which is proportional to the enemy’s health bar. That is to say, the lower opponent’s health is, the less damage it will do. This means it is great at the start of the match, but becomes less and less useful as time goes by. It can be avoided, but not endured. Unlike some of the console games, Body Change only does damage and does not swap your characters. While Ginyu is in his Ginyu>Goku form, he loses the ability to perform Body Change, however he does gain access to Goku’s signature move, Super Kamehameha and Taiyoken. Like with fusions, you cannot team up with ingredient characters in 2 on 2 battles should a form be using another character. =Frieza= The evil tyrant is here! Who can defeat him? Well if you read this carefully, no-one! More importantly, while his base stats are low, especially for a tier 2 charater, his star upgrades are among the highest overall for a non fused character as his genetics indicate. They are essentially the fusion upgrades -1 in all stats. This means that should he have been stronger without them, he would have the best stats in the game. They already can compete with tier 3 characters if built right. Theres a reason he became so powerful so quickly in Super. Basic Moves: - Finger Beam (Beam, 10cc, 15pow, 100acc) - Destructo Disk (Beam, 18cc, 25pow, 80acc) - Grand Wave (Beam, 18cc, 25pow, 90acc) - Super Energy Ball (Beam, 23cc, 30pow, 95acc) - Super Dash Elbow (Melee, 23cc, 30pow, 90acc) As you can see, Frieza has a varied moveset. There are two primary strategies. The first is to use Finger Beam several times, weakening your opponent gradually while keeping your cc usage to a minimum. The second strategy is to save up a lot of cc and then unleash his more powerful moves such as Super Dash Elbow and Super Energy Ball. Frieza is a strong, capable fighter and definitely not one to underestimate. He possesses both low cost and high cost cc moves and is a good character to try out new strategies with as he can fill nearly any role! =Android 16= The silent killer that is Android 16 packs quite a punch. Stats wise, his health is at a solid 110. You might want to upgrade both Strength and Life once or twice, but I suggest trying out his moveset first, before deciding what works best for you personally. In my own totally professional opinion, his Ki and Spd are not worth upgrading over his 15, 8, Life, Str. Basic Moves: - Eye Beam (Beam, 17cc, 20pow, 100acc) - Lock On (Support, 4cc, Sure-Hit, 100acc) - Rocket Punch (Special Defeat, 18cc, 30pow, 30acc) - Hell Flash (Beam, 26cc, 40pow, 70acc) You’ll notice the extremely low accuracy on Hell Flash and Rocket Punch. Still, this does not make them useless. 16 also has access to Lock On, which makes the next attack a guaranteed hit unless the opponent uses Avoiding. The Shockwave card for blocking melee moves does not work on Rocket Punch, but Avoiding does. The Ai is actually quite bad at telling how to deal with Special Defeat attacks. Enemies DO tend to react to Rocket Punch with Shockwave! If you can save up enough CC and time your attacks right, 16 is a force to be reckoned with. Make sure to outpredict your opponent, because you don’t want them to dodge the attacks that you spent so much CC on. =Android 17= Android 17, the first of Dr. Gero’s experiments using a human body. Unfortunately, this would be one of his biggest blunders, but more on that another time. Android 17 possesses a good range of abilities, both in beam and damage forms. So let’s go through what he has. His star upgrades, aside from Life is actually average. His Ki is a point lower, but that means nothing when he is a mixed fighter. Basic Moves: - Energy Slash (Beam, 18cc, 25pow, 100acc) - Super E-Ball (Beam, 23cc, 30pow, 95cc) - Crazy Rush (Melee, 23cc, 30pow, 90acc) - Lock On (Support, 4cc, Sure-Hit, 100acc) - Barrier (Guard, 5cc, Avoid Beam, Fails on Special Defeats) Like other androids, he has Energy Slash. A good beam attack which does a fair amount of damage. He also has access to Super E-Ball, which can do a lot of damage and can be used as a team attack with Buu and Frieza. Another thing all androids have in common is that they are tier 1 despite 3/5 having performance matching tier 2 characters. The AI tends to use Crazy Rush, as it is a hard-hitting melee attack which is one of the highest costing melee moves in the game in terms of cc. 17’s signature move is Barrier, which prevents energy attacks dealing damage. It’s basically a fancy version of Avoiding that can be placed in his limit slot. Lastly, 17 also has access to Lock-On, but this doesn’t really serve much purpose, as his moves are generally likely to hit the opponent anyway. With this information, you should be able to fight 17 and play as him with more ease. The AI enjoys using Crazy Rush, and will often be the first move the AI performs. Definitely a strong character when used well. =Android 18= Android 17’s twin is the only female fighter in the game. Like her brother, 18 has a fair balance between beam and melee moves. Her upgrades are quite interesting. Aside from average Life, her upgrades are a flat 6 across the board which means below average Str, average Ki, and above average Speed. She can fill any role well, but her Ki is also naturally high and a priority target for upgrades in addition to her speed. Basic Moves: - Super E-Ball (Beam, 23cc, 30pow, 95acc) - Energy Slash (Beam, 18cc, 25pow, 100acc) - Energy Slice (Beam, 15cc, 20pow, 90acc) - Attack No.18 (Melee, 19cc, 25pow, 100acc) - Lock On (Support, 4cc, Sure-Hit, 100acc) With Super E-Ball and Attack No.18, you’re pretty much covered, and if you like you can mix it up with Energy Slash. While Energy Slice is a card that only 18 can use, I find its rare for all the wrong reasons. Just like 17, this android can use Lock On but there is not much use to it. As for 18’s battle strategy, I would suggest focusing mainly on Ki, with the occasional Attack No.18 to hopefully catch your opponent off guard. =Android 19 & Android 20= Dr Gero and his partner in crime, Android 19, are odd characters in LSW. For some reason, they have only two ‘limit’ slots instead of three. This was probably done because they have all kinds of absorption moves that restore health, so three slots might make them a bit overpowered. However, they have very low stats. This makes 19 & 20 tricky to use, but if you know what you’re doing, you can sometimes win battles with FULL health. Star upgrades have never been more soul crushing. They both have terrible below average life, with Android 20 matching Goten, but their Str gain is bad, and 19 has a 4 in Ki and Speed. 20 is +1 to both of those. Basic Moves: - Super E-Ball (Beam, 23cc, 30pow, 95acc) - Eye Beam (Beam, 17cc, 20pow, 100acc) - Lock On (Support, 4cc, Sure-Hit, 100acc) - Energy Slash (Beam, 18cc, 25pow, 100acc) - Life Absorb (Melee, 15cc, 10pow, 90acc) - Energy Absorb (Guard, 5cc, Absorbs beam attacks, Fails on Special Defeats) When using these characters, don’t bother putting the card Avoiding in your deck – replace it with the Ene.Absorb card. It has the exact same effect, but it also recovers health. It can work great against characters like Goten or Vegeta who are most likely to use beams. The card Life Absorb doesn’t do all that much damage, but it’s useful when you’re in need of more health – which is fairly often because 19 & 20 have very low HP. You can always upgrade their ‘Life’ stat to give them more, but I’d personally recommend focusing on raising Ki and/or Str, whichever you prefer. I also recommend using Energy Slash, as it can be partnered with the other Androids and costs a low amount of cc for the amount of damage it causes. Lock On doesn’t have much value, unless your opponent uses Afterimage. =Cell= Now onto the second major villain of the Dragonball Z series, Cell. An android created by Dr Gero’s computer, combining the best skills of Goku, Piccolo, Vegeta and Frieza. Cell is a worthy foe with one of the largest movepools. For someone made up of the best cells from various fighters, you'd think Cells star upgrades would be great. In reality, he shares the same averageish boosts that Goku gets. Basic Moves: - Finger Beam (Beam, 10cc, 15pow, 100acc) - Kamehameha (Beam, 16cc, 20pow, 100acc) - Cell Combo (Melee, 20cc, 25pow, 100acc) - S.Beam Cannon (Beam, 21cc, 30pow, 75acc) - S.Kamehameha (Beam, 23cc, 30pow, 100acc) - Resurrection (Support, 10cc, recover health, 100acc) - Taiyoken (Guard, 5cc, Avoid Melee, Fails if Sunglasses is equipped) Only in semi-perfect form and above - Barrier (Guard, 5cc, Avoid Beam, Fails on Special Defeat) Only in perfect form - Teleport (Guard, 5cc, Avoid Beam, Any projectile) As you can see from the list, Cell has a very high number of moves that he can use. He makes an ideal partner for Goku, Piccolo and Frieza. You can also team him up with Cell Junior for even more shared moves! To play him effectively, you can use a good combination of Beam and Melee attacks in order to wear down your opponent’s health points. Is your first instinct to use low cc moves? In which case Finger Beam is your best friend. Prefer to gather a lot of cc before attacking? Then you can use S.Beam Cannon or S.Kamehameha for lots of damage (though do remember S.Beam only has a 75% hit rate, so use at your own risk!). Cell Combo is an effective melee combo which does a fair amount of damage. Besides Barrier and Teleport being available at different times, the only real difference between the two is that one can't guard against Special Defeats making Teleport the better of the two. Whether you use low or high cost moves, Resurrection should help you regain lost life points. In terms of assigning statpoints, my advice would be to put some stars on Ki and Str, as these boost his mixed fighting power. =Cell Junior= Named after Cell, this guy shares a lot of his parent’s moves, as well as his own unique Step Up Attack. His star upgrades are average, but he actually gets the +8 to Str making him bulk up quick. Basic Moves: - Finger Beam (Beam, 10cc, 15pow, 100acc) - Kamehameha (Beam, 16cc, 20pow, 100acc) - Step Up Atk (Melee, 19cc, 25pow, 100acc) - S.Beam Cannon (Beam, 21cc, 30pow, 75acc) - S.Kamehameha (Beam, 23cc, 30pow, 100acc) - Resurrection (Support, 10cc, recover health, 100acc) - Taiyoken (Guard, 5cc, Avoid Melee, Fails if Sunglasses is equipped) - Barrier (Guard, 5cc, Avoid Beam, Fails on Special Defeat) This arsenal of moves makes Cell Jr actually usable, despite his low stats. I would not recommend Kamehameha (Finger Beam is much better) or S.Beam Cannon (accuracy too low), but all the other options are pretty solid. Keep in mind that his low stats make Finger Beam not as damaging as his Str boosted counterpart, but feel free to use it if you prefer to use a low-cost strategy. Resurrection, Taiyoken and Barrier make for excellent defensive cards if you time them well. I recommend only putting one of them in your Limits at most depending on who your opponent is. =Fat Buu= Fat Buu is the soft-hearted incarnation of Buu. While his love of sweets is admirable, deep down within him is the evil of Buu which gets brought out later in the series. He is completely seperate from Evil Buu and has a separate XP counter and character slot. While he shares certain moves with Evil Buu, he also has unique moves of his own. Buu, both of them share the same unfortunate truth. Except for Life which is average, ALL of his upgrades are below average. Buu does not get his power from upgrades, but rather taking it from others. Basic Moves: - Kamehameha (Beam, 16cc, 20pow, 100acc) - Potbelly Attack (Special Defeat, 16cc, 20pow, 100acc) - Sweet Beam (Beam, 19cc, 25pow, 90acc) - Crasher Buu (Melee, 20cc, 25pow, 100acc) - Super Energy Ball (Beam, 23cc, 30pow, 95acc) - Flesh Guard (Support, 9cc, Guard Power Up, 100acc) - Breath (Guard, 5cc, Avoid Beam, Fails on Special Defeat) - Resurrection (Support, 10cc, recover health, 100acc) As you can see, Fat Buu has a lot more moves than most people would assume. Some moves are unique to him, such as Potbelly Attack, which is a Special Defeat(Uses Str for damage, but needs Avoiding or Teleport to dodge). Sweet Beam is an ok move with a cost halfway between low and high, offering a nice balance of the two. Super Energy Ball works well as his main beam attack while Crasher Buu works well as his main melee move. His defensive cards are numerous, Breath to negate beams, Resurrection to heal wounds and Flesh Guard to increase defense. Fat Buu is a formidable opponent and a good choice for battle mode. =Evil Buu= This is the character you fight in the last five battles of Story Mode. He has four different forms: regular, Gotenks-absorbed, Gohan-absorbed, and the form that is know as “Kid Buuâ€￾. Of these, the Gohan-absorbed version has the best stats, but all of them are powerful. Different forms of Buu have access to different attacks, as seen below: All forms can use: - Kamehameha (Beam, 16cc, 20pow, 100acc) - Sweet Beam (Beam, 19cc, 25pow, 90acc) - Crasher Buu (Melee, 20cc, 25pow, 100acc) - Super E-Ball (Beam, 23cc, 30pow, 95acc) - Resurrection (Support, 10cc, recover health, 100acc) - Kiai (Support, 8cc, Guard down, 95acc) - Breath (Guard, 5cc, Avoid Beam, Fails on Special Defeat) Only Gotenks>Absorbed and Gohan>Absorbed can use: - Galactica D. (Beam, 10cc, 15pow, 100acc) - S.G.K.Atk. (Beam, 28cc, 40pow, 80acc) Only Gohan>Absorbed and Kid Buu can use: - S.Kamehameha (Beam, 23cc, 30pow, 100acc) As you can see, you have a wide range of options. It is advisable to choose high accuracy over high power. A card like S.G.K.Atk. may be very powerful, but if it misses – which happens more often than you’d like – a more accurate attack will serve you so much better. You have plenty of defensive strategies to choose from: Breath cancels out Beam attacks, and Resurrection allows you to recover health. Offense-wise, your best options are probably Super E-Ball, Crasher Buu, Galactica D. and S.Kamehameha. Do not underestimate how useful Galactica D. can be; it’s cheap, so you can use it several times in a row. Your opponent may dodge one, but never all of them. ============================================================================ CONTACT DETAILS ============================================================================ For further information you can visit the Legendary Super Warriors website and learn more about the game http://legendarysuperwarriors.tumblr.com/ You can contact me on Twitter using @AlexFiliUK A Discord server with a source of online spreadsheets can be found here. https://discord.gg/fFJdXsV Thank you for reading and enjoy the game! =Credits= Kevtrev for his invaluable help in providing his input on half of the characters in this guide. Nick M for his corrections and amendments along with stat boost recommendations per character. =Permitted Sites=== www.gamefaqs.com www.cheatcc.com www.gamesradar.com www.cheatplanet.com =================== *7th October 2018*