Android #18 FAQ Game: Dragonball Z Budokai System: PS2 Copyright 2002 Shinji2120 Version 1.0 Introduction ~~~~~~~~~~~~~ Well to tell you the truth I wasn't expecting this game to be too good. I mean as you know most games based on licenses suck. Budokai is an exception to that rule for me. I know there are a lot of people who will not like the game because it's pretty simplistic when compared to most fighters. If you want a deep fighter then go play Virtua Fighter, but if you just plain want to have fun then try out Budokai! Ok now I guess I'll explain what you're all wondering. "Why an 18 FAQ?" Well 18 is my favorite character from the show so naturally I'd use her the most in the game. Also I'm betting you that you'll see tons of FAQs on the saiyans and on Cell and Frieza. So I thought why not make one about everyone's favorite android. Controls ~~~~~~~~ I'll list how I set up my controls. If I accidently say square instead of punch you'll know what I mean. Square=punch X=block Triangle=kick O=Energy L1=P+K L2=P+K+G+E R1=P=G R2=P+K+G Combos ~~~~~~ Ok here I'll list all the combos I have found. I'll list the amount of damage and any comments that I might have about them. Punches: -------- P-72-It's a punch. Fast and easy to use. You'll be punching a lot in this game. P, P-138-Recovery on this is way too slow. I see no reason to stop at two punches. If you do this prepare to be hit hard right after. P, P, P-208-This is actually a fairly decent combo. If you're not planning to do a Power Blitz then this is a good combo to use. P, P, P, P-264-This isn't bad but it should really only be used if you are planning to do a Power Blitz. It doesn't leave you as open as the P, P combo. back+P-82-Like the P, P combo this is much too slow to be useful. Don't use it. back+P, P-164-Another one that is too slow to be of any good use. Stay away from it. back+P, back+P-169-This is one of three juggle launchers that I have found. You can combo this into a Power Blitz or a Power Falling Star. You have to get the timing right though. forward+P-Same as P, 18 just uses her other hand P, forward+P, P-230-Another launcher. Same strategy as the previous one. P, P, P, forward+P-382-Same as the previous 4 punch combo but 18 ends it with striking the opponent with her palm. This is great in the World Tournament for ring outs. It also gives you some breathing room if you need to power up. back+P, forward+P-100-This is a fairly slow move but it's great for ring outs in the tournament. Kick: ----- K-82-Like all the kick combos this is really fast. There's no reason not to go the full four kicks. K, K-158-Also very quick, but keep going only two more kicks to finish! K, K, K-228-As usual a fast kick combo but only one more kick for the whole thing. K, K, K, K-366-The last kicks comes in a tad slower than the other 3 but it's still fast. Also the last kick knocks your opponent across the arena. Another good ringout move. back+K-87-She will raise her foot and bring it down on top of the opponents head. I'd do the the next combo rather than just this. This leaves you a bit open. back+K, K-242-After doing the previous action 18 will bring her foot up and then back down again knocking the opponent flat. I don't really use this that much. It's not bad, but there's better. forward+K-92-A quick knee to the chin. Follow this up with a few more kicks. K, forward+K-174-Normal kick followed by a spinning kick. Good for knocking away your opponent. And for those good old ring outs in the tourny. K, back+K-237-This is a normal kick followed by the up and down kick that knocks the opponent flat. back+K, back+K-177-This is the other launcher. A little harder to link this one into a combo than the other two. back+K, forward+K-177-This will launch your opponent up into the air and you'll be engaged in an aeriel battle if you rush up to meet him. Avoid this at all costs in the tournament. It is much easier to be knoocked out of the ring in flight than if you're on the ground. K, K, back+K-241-A kick then a knee. K, K, forward+K-237-kicks then a spin kick. Don't do this one. Punch and Kick: --------------- P, K-164-Punch then a quick spin kick. P, P, K-217-Two punches followed by the same spin kick. back+P, K-182-Another move that knocks your opponent airborne. Suicide in the tournament. forward+P, K-152-A punch followed by a sweep kick. This isn't bad and better than the full combo when you're in the tournment you'll see why. forward+P, K, K-235-Punch, then a sweep, then the kick into the air. back+punch, forward+kick-199-This one looks cool. A punch followed by a few rapid kicks. back+K, forward+P-163-The easiest launcher to turn into a juggle. (I just realized I lied back there about there being only 3 launchers I've found, oops^^') back+P, back+K-172-Punch followed by a knee. Specials ~~~~~~~~ Here I'll list 18's specials. She doesn't have as many as other characters, but I find this to be a good thing since that frees up room for more support capsules. Damage noted include the combo to initiate the move. Power Blitz-P, P, P, P, E-485-This is the move that I use the most. Easy to do and can be quite powerful if you set it up the right way. Also easy to connect with other comboes. Be careful though, if the opponent blocks then you'll most likely get hit. Energy Field-forward+P, P, P, K, E-242-This is another fairly easy move to pull off. It's not too damaging but it does knock your opponent a good distance away. Currently this is one of the moves I'm not using but it's not bad. Power Strike-K, K, forward+K, K, E-529-Her most damaging special but not by much. I found it a bit annoying to use at first until I got the hang of it. I suggest using this or Power Falling Star along with Power Blitz as your two main specials. Power Falling Star-forward+P, P, P, P, E-500-This is only a bit less powerful than Power Strike and a bit easy to do. This is the one I prefer. Buster Swing-P+G-300-A normal throw. I like to have a throw because of people who like to block all the time. Nice way to teach them a lesson. Capsules ~~~~~~~~ Here I'll list all the capsules that 18 can equip and I'll also put down how useful I believe them to be. Remember everyone is different so try out different combinations. 1/3 senzu bean-This is actually not bad for how much space it takes up. It's a lot better than the whole senzu bean since it takes 2 less slots. Also 1/3 of your health is usually enough to win the battle with. Senzu bean-This seems like a waste to me. It takes up 3 slots so that's 2 less that you have for offense and defense. And frankly if you need something that brings you back to life with full health that badly then you should practice more. Special Coating-10% increase in defense. Not bad. Currently I'm using it. Since I have a mostly offensive character I threw it in there so I'd get at least a little defense boost. Improved Special Coating-20% increase in defense. This isn't bad either. Only two slots. Not a bad choice. Nanomachines-30% increase in defense. For 3 slots this is a bit pricy. I guess if you're going for a lot of defense then you could use this. Other than that I'd say skip it. Improved Nanomachines-40% increase in defense. Wow that's a lot of defense. Unfortunately that's also a lot of slots. Four is too much for me to commit to just defense. I say skip it. Gero's Energy-This absorbs ki blasts and transfers them to your ki. This is pretty much useless. The small amount of ki you get doesn't justify it taking up space. Gero's Deflection-This automatically deflects ki blasts when you block. You won't see that many ki blasts in a battle. Skip this. Gero's Deflect-back-Deflects the ki blasts back at the enemy. Same as deflection. Skip it. Heart Disease-Drains both fighters health. This is interesting if you're playing with someone who likes to just sit back and block. This should also be paired with the vaccine. Vaccine-Nullifies the effects of the heart disease. Like I stated earlier the Heart Disease/vaccine combo is good against defensive players. Other than that it's quite useless. Super Holy Water-I have no idea what this does. It says it lowers damage percentage but I haven't noticed a difference. If anyone finds out then email me^_^ Android Barrier-Nullifies all ki attacks. Unless you fight someone who likes to shoot ki at you then you can skip this. Serious!-This increases your strength when your health falls to 1/3 or less. By that time you should have worn your opponent down so much you don't need it. If you haven't then you need more practice. You can forget about this one. Serious!!-Same as previous one but it starts when your health reaches 1/2 or less. I don't care for these but since this is the middle one of the 3 it's the best one to use. Serious!!!-This one kicks in at 2/3 or less life. Too many slots for me to use. Rage!-Increases your strength for the first 10 seconds of the battle. You are not going to do anything in 10 seconds that justify using this. Rage!!-Increase strength for 15 seconds. Same as previous one. Skip it. Rage!!!-Increases strength for 20 seconds. I find these useless. Any good player will see through this and block for those 20 seconds. And 3 slots! Do not use this. Potential-I like this capsul a lot. It increases your strength by 10% every few seconds for a maximum of a 40% increase! This will make 18 as strong as most of the Saiyans in their highest transformation. And for only 2 slots it's an excellent deal. Highly reccommended! Super Kami Water-This gives you a huge strength increase but drains your health. A lot! A player will notice your health draining and know immediately to just block and wait, then move in for the kill. I guess if you wanted to make a one hit kill 18 you could pair this Potential and some attack capsules, but other than that stay away from this one. Gero's Perpetual Energy-This keeps your ki at max but no transformations. Well since this is a 18 FAQ we don't have to worry about transformations. So this is a good capsule to use if you're going for an all around character and you focus on special moves. Breakthrough-You can only get this by getting all seven dragonballs then choosing 18. It will give you a capsule which contains all of 18's moves and they'll be doubled in power! The downside to this is that it takes up all 7 slots so you cannot use any other support capsules. I don't find this too useful since 18 doesn't have too many moves to begin with anyway. And with capsules like potential you can make her really strong already. My 18 ~~~~~ Here's how I set up 18 currently 1. Potential 2. Power Blitz 3. Power Blitz 4. Power Shooting Star 5. Special Coating 6. Buster Swing With 2 Power Blitzes and Potential at full power you can pretty much wipe out a whole energy bar in one attack. Power Shooting Star is one of the easier moves to do and quite powerful. Special Coating gives me some defense increase and Buster Swing for those blockers. If you want even more power then you can take out the Special Coating for another Power Blitz or Power Shooting Star. Random Stuff ~~~~~~~~~~~~ Outfits: -------- Press X-This is the outfit 18 wears when she fights Vegeta and kicks his ass^_^ Press Square-This is the one she wears when Cell absorbs her. Closing ~~~~~~~ Ok that's it for now^_^ Thanks for reading my FAQ. I'll be adding some updates in the future as I continue to perfect my 18 fighting skills. I'm always open to suggestions from people. Don't worry you will be credited. My contact info is as follows AIM: Rei Fan2120 MSN: Shinji2120@hotmail.com Yahoo: First_child_rei_fan ICQ: 143927405 Email: Shinji2120@hotmail.com Feel free to contact me I don't bite^_^