============================================================================== Dragon Ball Z: Battle of Z Co-Op Mode Character Guide v1.1 by Hiryu no Ken hiryunoken7@yahoo.com ============================================================================== The information contained in this FAQ is intended to be free to read and use. However, please do not plagiarize my writing - if you need to reproduce this information elsewhere, do it with your own words. If for some reason you still find it necessary to copy my words, please provide the proper credit. This FAQ is based primarily on playing the Xbox 360 version. To my knowledge, there are no known significant differences in the Playstation 3 or Playstation Vita versions, so all information should apply just the same. ------------------------------------------------------------------------------ ---'What is a Co-Op Mode Character Guide?'--- This FAQ is intended to provide tips for using characters in Battle of Z's online Co-Op Mode missions. It is written with the idea that you will be playing with other human players. These tips do apply to the Single Player mode to some degree, but one will need to keep in mind the diffences of playing with CPU allies. The tips DO NOT apply to Battle Mode at all, as character and move usefulness change drastically in that mode. ------------------------------------------------------------------------------ ======================================== Table of Contents ======================================== A. Opening ---------------------------------------- A01. Version History & Thanks A02. Notation & Terms B1. Fighting System Notes ---------------------------------------- B101. Blast Spark and Strike Impact B102. Combos, Lead-Ins, and Dash-Ins B103. Revive Soul and Energy Share B104. Specials B105. Ultimates B106. ENERGY Gauge B107. SP Gauge Refill B108. Character Battle Types B109. Hyper Revive Soul and Hyper Energy Share B110. Retries (and relative character power) B111. Power Level and HP B112. Red Star Bosses B2. Advanced System Notes ---------------------------------------- B201. Energy Request (When & why it happens) B202. Card Status Effects & Power Levels B203. PP and DP Bonus Cards B204. Mission Ranking and Special Bonuses B205. Controlling CPU Allies B206. Ultimate Body vs. Barrier Body B207. Marking B208. Spotting 'Hackers' B209. Weekly Line Up and Golden Line Up C. Characters ---------------------------------------- C01. Goku C02. Kid Gohan C03. Krillin C04. Tien C05. Yamcha C06. Piccolo C07. Saibaman C08. Raditz C09. Nappa C10. Vegeta C11. Super Saiyan Goku C12. Frieza Soldier C13. Guldo C14. Recoome C15. Jeice C16. Burter C17. Ginyu C18. Frieza First Form C19. Frieza Second Form C20. Frieza Third Form C21. Frieza Final Form C22. Full Power Frieza C23. Trunks C24. Super Saiyan Trunks (Sword) C25. Super Saiyan Trunks (Fighting) C26. Super Trinks C27. Super Saiyan Vegeta C28. Teen Gohan C29. Super Saiyan Teen Gohan C30. Super Saiyan 2 Teen Gohan C31. Android #19 C32. Dr. Gero C33. Android #17 C34. Android #18 C35. Android #16 C36. Cell Jr. C37. Cell 1st Form C38. Cell 2nd Form C39. Cell (Perfect Form) C40. Perfect Cell C41. Super Saiyan 2 Goku C42. Super Saiyan 3 Goku C43. Super Saiyan Teen Gohan (adolescent) C44. Ultimate Gohan C45. Super Saiyan 2 Vegeta C46. Majin Vegeta C47. Kid Trunks C48. Super Saiyan Kid Trunks C49. Goten C50. Super Saiyan Goten C51. Gotenks C52. Super Saiyan Gotenks C53. Super Saiyan 3 Gotenks C54. Super Vegito C55. Dabura C56. Majin Buu C57. Evil Buu C58. Super Buu (Gohan absorbed) C59. Kid Buu C60. Bardock C61. Super Saiyan Bardock C62. Cooler C63. Cooler Final Form C64. Meta-Cooler C65. Super Saiyan Broly C66. Legendary Super Saiyan Broly C67. Whis C68. God of Destruction Beerus C69. Super Saiyan God Goku C70. Goku (Naruto Sage Mode Costume) ============================================================================== A. Opening ============================================================================== ------------------------------------------------------------------------------ A01. Version History & Thanks ------------------------------------------------------------------------------ 01/09/2015: Version 1.1 -Corrected a major formatting error that replaced apstrophes and quotes with letters. The FAQ should be much more readable now. -Also replaced a few outdated references to the original board version, as well as correcting the initial release date. -Added a new section, 'Weekly Line Up and Golden Line Up'. 11/30/2014: Version 1.0 First release. Based on notes created over time at the Xbox 360 version board on GameFAQs. There are some details and formatting quirks that may be ironed out later. Thanks ---------------------------------------- - RycerX - A brilliant Battle of Z scientist, he discovered and clarified a number of system quirks over on the GameFAQS Xbox 360 version board. - BTHR_Zero_X - Compiling a list of the special bonuses on missions, linked to in the B201. Energy Request section. - Kao Megura (Chris MacDonald) - For pioneering the best move list FAQ formats. R.I.P. ------------------------------------------------------------------------------ A02. Notation & Terms ------------------------------------------------------------------------------ --SP-- The personal energy each character has, denoted by a blue bar. Using certain moves will cost SP. --(Generic) and (Unique) Moves-- A fair number of moves have different animations, but are otherwise identical to other moves. For describing these, I will put (Generic) above them, and the description will be the same for each. (For instance: Solar Flare being exactly the same for all characters who have it). I will do it this way as opposed to having a list of generic moves, so you don't have to scroll all over the place. (Unique) will be for ones that have no duplicates. Sometimes, I may also have a (Generic) description and a (Unique) one, for moves that are mostly the same as other moves except for some notable difference. In very rare instances I may have a (Generic) description followed by a second (Generic) description, if a move has a difference from other versions of the move which is also shared by another character. --Tracking-- The term "Tracking" I'll be using throughout here refers to a move's ability to home-in on an enemy. When you fire a basic ki blast, for instance, it will bend in mid-air to try to follow the currently locked on enemy. That's tracking. Most moves have some sort of tracking on start up, when it is first being aimed. But this does not mean the attack itself, while out, has tracking. Example: A character's Attack + Ki Blast button Super Move Beam will follow the enemy while they are preparing it, but once it is out, the beam itself does not follow the enemy. --Super Armor-- Some attacks have "Super Armor", meaning that for a few frames, while the character is performing the move, they will not be interrupted out of it even if they get hit. They do still take damage, however. This can be very helpful all the same, as it is useful for counter attacking against aggressive enemies. Indicated by the character gaining a red outline. ============================================================================== B1. Fighting System Notes ============================================================================== This guide will assume you are familiar with the bare basic controls of the game explained in its tutorial missions, namely Missions 01 to 04. ------------------------------------------------------------------------------ B101. Blast Spark and Strike Impact ------------------------------------------------------------------------------ A pair of moves all characters have, they are worth discussing together as they share similiar properties. Press Guard + Ki Blast to fire a Blast Spark. Press Guard + Melee to launch a Strike Impact. -Both will activate Super Armor around the character. This makes them important tools as counterattacks, since you can attack without risk of being interrupted. -You can cancel into either of these from your normal melee attacks, and many other (but not all) moves. -They also each cost a fairly significant amount of SP, so their use should be carefully considered. Some people treat them like normal universal moves and spam them all day, only to lose all their SP quickly. --Blast Spark-- A powered up long range ki attack, which knocks enemies down on impact. There are a few types: -Laser: Hit very quickly, although not immediately. Has limited range. No tracking. -Eye Laser: Identical to laser, but smaller size. No difference otherwise. -Medium Ki Blast: A bigger ki blast with fast speed and good tracking. Hard to differentiate from a Large Ki Blast, which is more common. -Large Ki Blast: An even bigger ki blast which is slower than the last, but still has decent tracking. -Triple Ki Blast: Fires three slightly bigger than usual ki blasts. Last blast that hits the enemy knocks down. Good tracking. -Double Ki Blast: Fires two bigger than normal ki blasts. Last blast that hits the enemy knocks down. Exclusive to Frieza Soldier. Each character's Blast Spark type is listed in their profile below (see C. Characters). --Strike Impact-- A power up single hit melee move. After a brief start up, if it hits, the enemy gets launched into the horizon, stuck in a vulnerable blown back state, which they can't escape from (except Red Star Bosses, noted below). A giant on-screen prompt will then immediately urge you to press the Melee button (Y or Triangle) to CHASE. If you do so, you'll teleport to behind the enemy immediately and bash them straight forward. This starts a Meteor Chain. If any allies are locked onto the same enemy, they will get the Chase prompt, and will bash them ahead as well. All allies can particpate until the MAX of 4 hits is achieved. -If no other allies are locked on, your character will simply bash them to the ground immediately, ending the chain. -The Chase portion is actually entirely optional. If you don't Chase after them, they'll be stuck in the blown back state for a while anyway, so it's a great way to simply get someone out of the way so you can go do something else. -While the enemy is in the blown back state, being juggled around, you can continue to hit them with other attack. The damage does appear to be scaled though, so they won't be hurt nearly as much as usual, and the damage will diminish to almost nothing if done a lot. -It is possible to cancel a Strike Impact or a Chase with a Special (super move). It can be done either right after you hit them with the Strike Impact and they're blown back, or after you Chase them and are behind them. The damage will be less than normal, but it's still pretty decent, plus you have a captive audience. Not to mention it's a fun way to show off. -A successful Meteor Chain hit provides a significant chunk to the orange ENERGY Gauge at the top of the screen (see B106. ENERGY Gauge for more details). It doesn't even have to be a full, MAX hit chain - even just one ally hit is pretty good (so a 2 hit chain). -It's possible to end up in a situation where everyone will do participate in a Meteor Chain over and over, but never hit MAX hits because the last ally's button press the Chase won't register; they'll be swinging at the air. This is likely the result of lag, and means it's probably unlikely it'll work for the remainder of that mission. ------------------------------------------------------------------------------ B102. Combos, Lead-Ins, and Dash-Ins ------------------------------------------------------------------------------ --Combos-- Keep pressing Attack (Y / Triangle) on an open enemy, and your character will do their normal combo. The last hit of this combo has a delay and then a final hit, which will knock the enemy down and send them flying (with Melee type characters, this can induce Guard Break). If you use a move any time during this normal combo before that last attack, as long as it's fast enough, you can combo into it. It is worth noting that some Unique moves will stun enemies in a way that you can combo them again, beginning from the first hit, resulting in an even longer combo. So you can do a full normal combo twice in a row thanks to this. However, if attempting to go for a third time, the game's infinite prevention system will kick in, and the enemy will simply fall to the ground before further damage can be taken. One thing you can do to tack on additional damage at that point is, instead of doing the stunning special a second time, do a Chase / Meteor Chain (LB + Y / L1 + Triangle) instead, as that will still work. --Lead-Ins-- When you're close enough to a targeted (even soft targeted) enemy - and by close enough I mean pretty far away, but not excessively so - the first attack of your combo will have a dash line effect and your character's opening hit will involve a dash forward. The subsequent button presses will be no different, of course. The attack isn't actually any different, it just moves forward now. --Dash-Ins-- when you're speed flying (holding down X or A/Square to go faster) and then attack, the first attack you do is technically one not normally done in your standard combo, and then leads directly into it. Meaning you get one extra hit if you lead with it. It's not much different from a normal combo hit though, so it's easy to not notice the difference at all. (An exception is Android #16, since his since his neutral combo opener is a Rocket Punch). It's not really practical in any other scenario, though - i.e., if you try to do a speed flight attack into standard combo, extend it using an Arm Stretch (or something), then speed flight again to try to get a second extra hit, it won't work since the enemy can escape as soon as you interrupt the combo with the flight. ------------------------------------------------------------------------------ B103. Revive Soul and Energy Share ------------------------------------------------------------------------------ --Revive Soul-- The term used for reviving downed ally characters before their Knocked Down timer expires, which brings them back with a bit of life (about a quarter) and prevents a Retry from being used. Press Attack (Y / Triangle) over a downed character can use. Any character can do this and it costs no ki. Must be targetting allies (by clicking the right stick). There is also an enhanced version of this available to characters with Support type, Hyper Revive Soul (see B109. Hyper Revive Soul and Hyper Energy Share). -When targeting allies, if everyone is alive, pressing the Melee button does absolutely nothing. -If someone is downed and you're targeting them (no matter how far away they are), you'll perform the aforementioned Lead-In attack. If this makes contact with the downed ally, they'll be revived. Usually, pressing the button any further won't do anything. -If you're speed flying over and press Melee, your dash-in will be performed. However, it'll actually have a little speed boost to it when performed, as if it were a lead-in attack. It revives all the same. -It's hard to reproduce consistently, but sometimes when you try to revive and miss, if you keep pressing Y you'll do your normal combo. If any of these hits happen land on the downed ally, they'll be revived. This is likely the result of lag. --Energy Share-- When targetting allies (click the right stick), press the Ki Blast button and it will instead send a ball of energy to them, which will restore a portion of their SP. There is a fairly lengthy start up delay when performing. Importantly, note that it does not actually cost any of your own SP to do this. The only downside is leaving yourself vulnerable for a bit when performing it. There is also an enhanced version of this available to characters with Support type, Hyper Revive Soul (see B109. Hyper Revive Soul and Hyper Energy Share). -You do get points for performing Energy Shares, which can helping with your rank on that mission (see B204. Mission Ranking and Special Bonuses). -Not to be confused with Energy Request (see B201. Energy Request) or the ENERGY Gauge (see B106. ENERGY Gauge). ------------------------------------------------------------------------------ B104. Specials ------------------------------------------------------------------------------ Pretty much like 'supers' in fighting games, these cost a huge chunk of your SP gauge and deal a high damage attack. They're only possible to do once the orange ENERGY Gauge at the top reaches a certain amount (past the second notch). It is important to note that during the start up, and for the duration of this move, your character is invincible, also making it handy as a counter attack or simply to avoid damage in certain situations. The start up time varies per character. Also, the character will track enemies during the start up, but the actual move may not track once released. -A green burst icon appears under your SP gauge when your Special becomes available, and it'll flash when you have enough SP to actually perform it. -It is possible to perform Specials earlier than usual if using cards which reduce your SP requirements to perform moves. This is because what triggers your Special being available when the ENERGY Gauge hitting the second notch is your maximum SP gauge's limit being increased (B106. ENERGY Gauge). ------------------------------------------------------------------------------ B105. Ultimates ------------------------------------------------------------------------------ A move that will instantly win a mission if successful, and grant a x2 DP bonus to you and all teammates. Requirements: To gain the ability to perform Ultimates at all, you must complete Mission 45. This is a Single Player Mode only mission that will become available as you progress. This unlocks the Ultimate Jewel for purchase in the Premium Store. An Ultimate Jewel must be equipped to the character in the Item slot in order for them to use their Ultimate at all. You can only buy 3 of them per week, although they will only be expended if you succeed in an Ultimate (fail an Ultimate and the same jewel will still be equipped after the match). Only 8 characters in the game actually have Ultimate moves. They are: -Goku -Full Power Frieza -Super Saiyan 2 Gohan -Perfect Cell -Majin Vegeta -Super Saiyan 3 Gotenks -Kid Buu -Legendary Super Saiyan Broly During the course of a Mission, the ENERGY Gauge at the top of the screen must hit the maximum in order for the Ultimate to become available. When it is, a large on-screen prompt will let you know, as will a flashing blue indicator symbol below your SP gauge. When activated, you will teleport to the middle of the battlefield, in the air, and prepare the attack. The ENERGY gauge will change to a bar indicating how much longer until your Ultimate will launch. The camera angle will be locked right beside you and circle around, making it difficult to see the rest of the arena. The only thing you can do is press the B / Circle button repeatedly to transfer SP to your Ultimate, in order to speed up the notch. So if you begin with a full SP bar, you can transfer it to the Ultimate - if you didn't, it'll take longer since you'll have to wait for that SP to come back naturally + wait for the notch's normal speed. However, allies can transfer SP to you, which you can then pump into the Ultimate. When the notch hits the end of the bar, you'll get a large prompt telling you to press two buttons. As soon as you do, a cutscene will begin, and that means you succeeded. Since you are completely vulnerable while preparing an Ultimate, it is up to your teammates to protect you. You may want to wait to do it until there is only one enemy on the battlefield, to make it easier for everyone. If you are knocked out, the Ultimate will fail, and you will not be able to attempt one again during that mission. Performing an Ultimate means no Energy Request will occur at the end of the mission, regardless of whether it succeeded or failed. So the big risk of doing an Ultimate is potentially throwing away the mission's natural SP gain, and then also losing the x2 DP. -Red Star Boss characters are a major threat when preparing an Ultimate, since they are often the last single character you can work a mission down to, and they have the ability to teleport away from allies trying to keep them locked down (see B112. Red Star Bosses). -If someone attempts an Ultimate move and fails, the ENERGY gauge will deplete by just a bit, and can be refilled back to the max. Even if that happens, though, an Energy Share will not occur, due to the Ultimate's failure. However, if another player has an Ultimate Jewel too, they will be able to attempt their own Ultimate. -The button combination to activate an Ultimate (Guard + Flight buttons) is very easy to activate on accident, especially if you are trying to guard and dash around, or use the Guard + Flight button combinations to use Unique attacks. When you have everything prepared for an Ultimate but want to wait to use it, be extra careful about your inputs. ------------------------------------------------------------------------------ B106. ENERGY Gauge ------------------------------------------------------------------------------ An orange bar at the top of the screen (called the GENKI gauge in the Japanese version). As you and your team mates attack and perform actions, it increases, much like your own ki/SP gauge. The gauge has notches it'll hit on its way towards the maximum. 1. As each notch is hit, the maximum SP gauge of everyone on the team will increase. 2. Hitting a notch will also instantly refill everyone's SP gauge. 3. At maximum ENERGY, everyone will get a blazing aura and have Super Armor for a few seconds. 4. At maximum ENERGY, a player with an equipped Ultimate Jewel will be able to perform an Ultimate move. 5. If at least one Special Bonus was achieved and the ENERGY is at max, an Energy Request will occur upon mission completion. The instant SP refills as notches are hit is an important principle, as being aware of this can help dictate more efficient and frequent use of your moves. Once the ENERGY gauge hits the max though, that means no more free refills, demanding different strategies the longer the stage is. -The minimum max SP everyone starts out with is too low to perform Special moves, which is why normally nobody can do them until the ENERGY gauge hits the second notch. This can be bypassed by using cards that reduce SP needed to perform moves. -Team based actions like Syncho Rush and Meteor Chain will give the gauge especially big boosts. A team member succeeding at a Chase in a Meteor Chain is possibly the biggest increase. -If someone attempts an Ultimate move and fails, the ENERGY gauge will deplete by just a bit, and can be refilled back to the max. Even if that happens, though, an Energy Share will not occur, due to the Ultimate's failure. However if another player has an Ultimate Jewel too, they will be able to attempt their own Ultimate. ------------------------------------------------------------------------------ B107. SP Gauge Refill ------------------------------------------------------------------------------ The SP gauge (your personal ki gauge that is used for special attacks) will refill automatically under the following circumstances: -When landing a regular attack/comboing an enemy (Y / Triangle) -When landing a regular ki blast (B / Circle) an enemy -Standing/floating still -Running/flying around Characters will also get a slight bonus to one of these categories depending on their Type (see B108. Character Battle Types below). It will cease to refill when doing the following: -Speed flying (pressing X-A/Square-X to increase your flight speed) -Guarding (LB / L1) and Stepping / Dodging (LB / L1 + a direction) It will also be refilled completely when the large orange ENERGY Gauge at the tops reaches certain amounts. When a character uses a move that goes beyond their remaining SP, they will still do the move (one exception being one type of healing ball dispersal move). But, they will enter an 'exhausted' animation, be unable to move, and open to attack. A '0' icon appears by the character's bar to notify other teammates. If they receive a ki energy sharing ball during this, they will snap back to full control. ------------------------------------------------------------------------------ B108. Character Battle Types ------------------------------------------------------------------------------ There are four 'types' of character traits in the game, each with their own differences and benefits. A number of characters are categorized under two different types, and they gain the benefits of both types at the same time. This is also usually reflected in how their two special moves work (i.e. Melee would have two melee-oriented moves, a Support & Interfere has one support- oriented and one interfere-oriented, etc). Melee Type Specialize in causing damage with up-close melee attacks. -Gain slightly more SP from normal attacks & combos (Y / Triangle). -Their final normal combo hit will induce Guard Break. Ki Blast Type Specialize in causing damage with ki blast attacks from a distance. -Gain slightly more SP from normal ki blasts (B / Circle). -Can fire three normal ki blasts at a time instead of just one. Interfere Type Specialize in distracting and disrupting enemy movement. -Gain slightly more SP from normal movement. -Can intercept ki refill and health energy from the enemy. Support Type Specialize in supporting other characters with healing, plus enhanced revival and energy sharing. -Gain slightly more SP from being still. -Can use Hyper Revive Soul and Hyper Energy Share (see below). ------------------------------------------------------------------------------ B109. Hyper Revive Soul and Hyper Energy Share ------------------------------------------------------------------------------ Available only to characters with Support type, these are enhanced versions. Hyper Revive Soul -Press Guard + Attack (LB + Y / L1 + Triangle). -At the cost of SP, the revived character will get more life upon revival. -Your character will have Super Armor while performing, and do a different animation. Hyper Energy Share -Press Guard + Ki Blast, while an ally is locked on (lock on to ally with Right Stick click/R3 click, LB + Y, L1 + Triangle) -At the cost of extra SP, the ally is sent more ki than usual. -The ki ball travels to the ally much faster than usual. -Your character will have Super Armor while performing. ------------------------------------------------------------------------------ B110. Retries (and relative character power) ------------------------------------------------------------------------------ Each character has an amount of Retries available to them, essentially extra lives. They may have 2, 1, or 0. These retries are added together into a pool of retries available to the whole co-op team. Example: If the team picks four characters with 0, 0, 2, and 1 retries, the team has 3 retries to pull from if anybody on the team dies. When a character is KO'd, they're first in a Down state. If another player can reach them before time runs out and presses the Attack button over them (Y / Triangle), they'll be revived with a bit of life and a retry will not be used The amount of retries a character has more or less indicates how powerful they are, in terms of damage output and survivability. There are plenty of other factors here, like what type of character it is, how their moves actually function, etc, but it is a quick way of determining relative power output. On the extreme ends: A team of all 0 retry characters will have high attack power and HP, but have less room for error when they start getting KO'd. A team of all 2 retry characters has plenty of room to use up retries if they need to, but may have issues with damage output (on certain stages, they may even hit the time limit) and may die so quickly the amount of retries won't matter as much. ------------------------------------------------------------------------------ B111. Power Level and HP ------------------------------------------------------------------------------ Each character has a base power level and HP, which are increased by cards equipped. Characters also have base stats in a few categories: Energy regeneration rate, Speed, Melee power, Ki Blast power, HP, and Special. On top of that, characters have differing amounts in how many cards they can equip in each category - the maximum possible amount is 6. It is worth noting that a lot of cards with positive effects that can be equipped in the Skill and Item slots, but don't have any effect on what their visible power level is. (See B202. Card Status Effects & Power Levels for more details) THAT SAID, the power level does not actually dictate the relative usefulness of a character - i.e., a character with a lower power level than another isn't inherently inferior, as there are other factors that come into play (they may be faster, have more retries, skill of the player, etc). For reference though, I will list the base Power Level an HP for each character since they're easily available on the Dragon Ball Wikia. http://dragonball.wikia.com/wiki/List_of_Power_Levels_in_Battle_of_Z Due to all these factors, judging your teammates in the lobby by how high their power level is is not actually terribly useful. ------------------------------------------------------------------------------ B112. Red Star Bosses ------------------------------------------------------------------------------ Specific characters on specific Missions will have a red star appear by their name above their head when targetted. These bosses have some extra abilities that characters do not normally have, to make them extra challenging. -Red Teleports: As I like to call them, because it appears they get Super Armor (the red body outline) right when they do it. They teleport some distance away, and can even do it to escape from things impossible otherwise, like while being knocked around in a Strike Impact/Chase/Meteor Chain. -Shockwave: These are the same as the shockwaves some moves produce, like normal Goku's Unique B. It's just that they can do it any time, instantly. But, it does not actually do any damage, it just pushes everyone away. They also appear to have specific card effects equipped to them - you'll notice they sometimes have a special aura denoting a card effect, or certain abilities will not work on them (like "freezing" stun moves against Vegito in Mission 60). It is too difficult to decipher who has what since the game never directly says, but all you need to know is that these bosses are extra tough. ============================================================================== B2. Advanced System Notes ============================================================================== This section will go into worthwhile details which the game barely notes or does not document at all. ------------------------------------------------------------------------------ B201. Energy Request (When & why it happens) ------------------------------------------------------------------------------ At the end of a mission, an Energy Request can occur, during which you and your teammates will be prompted to pump a Spirit Bomb / Genki Dama full of ki. It is extracted from the ENERGY Gauge at the top of the screen until either the bar is emptied or time runs out. Your SP will increase as you continue. Performing a Special (super move) against the orb will also fill it, and will do so much quicker. Requirements to occur: -You must have a full ENERGY Gauge, the orange bar at the top of the screen, which fills from actions performing during play (see B106. ENERGY Gauge). -You must get at least one Special Bonus during the mission. The only missions where an Energy Request can never happen are: 1, 2, 3, 17 Special Bonuses are point rewards granted for doing specific things during the stage, such as defeating a certain character or using a specific character to do something. There are 1 to 3 of these goals per stage. This is why it occurs almost every time on most stages (where the bonus is usually as easy as beating a certain opponent), but with others it doesn't happen often (Mission 27, for instance, has 3 bonuses, but all of them require someone using Trunks). One way to view what a mission's special bonuses are is by beating it, then pressing the Y / Triangle buttons on the mission results screen (the screen telling you how many points/how much PP and DP you got after winning). Scroll down and all the possible ones for that stage are listed towards the bottom. Alternatively - BTHR_Zero_X compiled a list of the bonuses here: http://www.gamefaqs.com/boards/720091-dragon-ball-z-battle-of-z/68551659 ------------------------------------------------------------------------------ B202. Card Status Effects & Power Levels ------------------------------------------------------------------------------ Confusingly, certain cards with excellent benefits do not increase your power level which you see in the lobby at all. However, they are still working, they simply manifest in a different way. The following explains the details, with the specific research provided for the curious. Short version: -Cards that provide a status effect do not increase power level. -Cards which provide an immediately occurring boost on base stats increase power level. They also create an "aura". -Cards which provide a boost to base stats which is circumstantial or not immediate do not increase power level. They will create an "aura" depending on if they're active. Long version: -Status effects are indicated by a little icon that appears by your HP/SP bar (and name). They appear when negative status effects like being frozen by Psychokinesis occur, and even the "exhaust" state you go into when out of ki is a status effect (you'll see a 0 by your name). There are positive status effects, though, and this seems to explain why power level doesn't increase in the lobby. Ultimate Body and Barrier Body, for instance, will give you a little Saiyan armor icon with an UP symbol. Ultra Combination Crash and Power Evolves (Semi-Perfect Cell card) give a fist icon with an UP, the latter only when it kicks in. There are also some more specific ones, like Sparking Body, which has a little green swish and an X, apparently indicating increased stagger resistance. In other words, these are basically additional factors that are stacked on top of your existing base stats. -To remind, Bases stats are things like MEL, SPD, EN, HP, etc, which appears in the lower left corner when pressing Y to customize your character. When equipping a card that provides a boost to your base stats, during the game, you will actually get an aura representing the boost. For instance, if you equip the item Bunny Shampoo, increasing EN regen, you get a green aura (EN cards are green). If you equip the item Cell's Husk, increasing MEL attack power, you'll get a red aura (MEL cards are red). Etc. If you equip a card that increases ALL stats, though, you'll get a white aura. Fighter's Pride (Bardock card) is the obvious example. Also, with multiple cards, it's possible to have multiple auras (like white and green) at the same time to show all the boosts you're getting. It's also possible to have a black aura, representing a drop in all base stats. (And if it is indeed immediate and not circumstantial, power level in the lobby will drop) This seems to only kick in if it is indeed a drop to all stats though, as you don't get any aura at all for cards like Eternal Regeneration, which decreases your speed and power level. They probably just didn't make auras for singular decreases. The exception to this seems to be HP, which seems to be treated differently depending on how a card works. It is one of your base stats, and as such a card like Fighter's Pride (Bardock) DOES provide an increase to total HP. With other cards, a decrease in HP will decrease your power level - like with Sparking Body. Being a singular stat drop, you will not get a black aura during the game, you'll simply have a lower than normal HP total. All this also factors into the next part... -Demon King (ground) and Prince of Saiyans (flying), which boost all stats based on if you're on the ground or flying, do not boost increase level, as they are circumstantial. With the former, if you're on the ground, you have a white aura, but it will disappear if you take to the air. Vice versa with the latter. Once again though, HP is an exception here: Your total HP will not go up and down depending on if you're flying or not, it'll stay the same. In fact, with these cards, it doesn't increase at all to begin with. I imagine this is intentional. Lastly, it's worth noting that with Master Roshi's Lessons and Master Shen's Lessons (which increase abilities on ground, but decrease them in air / vice versa), you'll get a white aura when the positive boost is active and a black aura if the negative decrease is active. ------------------------------------------------------------------------------ B203. PP and DP Bonus Cards ------------------------------------------------------------------------------ Cards which provide a bonus to your PP or DP gained only work when equipped by the Host of a lobby in Co-op. Everybody in that lobby then gets the card's bonus PP or DP. This also applies to some other bonus card types as well. On the result screen, on the PP received total in the lower left, there is a place for Card Bonus PP. It is the same for DP on the right. The amount you get from the card will appear here. You'll notice if you are in a co-op lobby and not the host, you will get nothing. Note that it has to be the HOST of the room, whose name is listed at the top of the screen, and not the current Leader, which alternates between all members in the room. Naturally, it always works in Single Player, if equipped to you. It will not work if put on a CPU ally. This applies to the following cards: -Porunga's Wish (PP bonus, based on EXP earned) -Chi-Chi's Stash (DP bonus) -DP Hunter (DP bonus, based on EXP earned) -Shenron's Glare (Gain 1 extra card on mission completion) -Lucky Girl??? (Increase chance of gaining rare cards) Also, for cards whose output is based on EXP gained, using Gravity Training cards will increase the amount you get (Lv3 is the highest of the Training cards). It still works if you're at 999, since you still technically earn EXP. Whether Lucky Girl is a host only card is difficult to confirm for sure, given that it's hard to tell when it actually kicks in, but it seems likely. ------------------------------------------------------------------------------ B204. Mission Ranking and Special Bonuses ------------------------------------------------------------------------------ The ranks are E, D, C, B, A, S, SS, and Z. You will always get Z by beating the mission with an Ultimate Attack. In Co-Op, not everyone will necessarily get the same ranking, but typically it should be close, as you still share a lot of the score. As for everything else, it's based on score. These are four main factors with a number of sub-factors: -Clear Score --For beating the mission. -Battle Score --Remaining mission time --Remaining retries --Hit Point (see below) --Number of enemies defeated, and what type (see below) -Link Bonus --Chases (aka Meteor Chain) --Chase KOs --Revive Souls (Reviving team mate) --Energy Shares (Giving team mates energy) -Special Bonus --Performing specific actions, sometimes with specific characters. There are one to three Special Bonuses per stage, except on 1, 2, 3, and 17. See the B201. Energy Request for more details. You can view what you got for each by pressing Y / Triangle on the mission result screen. Hit Point is a percentage. This appears to be how much damage output you contributed overall. Number of enemies defeated has different scores depending on who was KO'd (i.e. defeating a weak enemy is less points than a stronger one). It also appears that all members on the team get this bonus, not just the one who delivered the final blow. For Chases, the points you get are per hit in the chain (so one max chain = 4 hits = score for 4 hits). It has to be a minimum of 2 hits to count. You do not have to participate in the chain to get the bonus. A Chase KO does not have to be a max chain to count. If you kill an enemy with a Strike Impact though, it will not count. --What should I do if I have a hard time increasing my rank?-- Frankly, you can ignore most of the criteria listed in the score results. Trying to go nuts to get multiple Chase KOs or do more damage than anyone else, for instance, do not actually make much of a difference, and often focusing on those things just makes the stage take longer, which hurts your score more. You should: -Try to get at least one Special Bonus. You do not actually have to get all of them to get a high rank: they just happen to provide such a big score boost, it tends to help get you ranked higher. -Complete the mission faster. It doesn't have to be insanely fast or anything, but taking a long time to finish a mission tends to hurt the score more than anything. -Perform an Ultimate to go straight for a Z Rank. This may be impractical on some stages, though. ------------------------------------------------------------------------------ B205. Controlling CPU Allies ------------------------------------------------------------------------------ When the current Leader does Set Team, if one or two of the player slots haven't been filled, they'll need to assign a CPU partner to that slot. --Rank and Customization-- The CPU partner has their own rank, which determines how active and responsive (i.e. smart) that partner will be. The rank is by character, with the maximum of 10. They can have cards equipped and colors changed just like a player character. -CPU ranks and cards will of course be from whatever the Leader has for them, not anyone else. It carries over from single player mode, just like everything else. -There are cards that can increase a CPU's rank on a stage, but it will never exceed 10. --Setting Cards-- -It's important to note that Skill and Item cards DO NOT work on CPU characters at all. You can equip them, but once you back out to the start screen, you'll noticed they're greyed out, and their benefits won't take effect during the actual game. -As a result, any Items equipped to them will not be expended afterwards. -The Auto-Customize B option is great for setting their power cards up: it will equip whatever the best cards you have which are not already equipped on someone else. So you can have your best cards, and give them your second best. -If you have been playing for a long time and have tons of cards, you may want to use the C or D options to clear cards off other characters first though, as otherwise they may be deprived of the actual second bests. --Commands-- The Leader gets to control the CPU partners just like in single player mode. No one else can control them (not even if the Leader drops - see the section below). The commands that can be issued, using the d-pad, are: Up: Go all out! - The CPU will play aggressively, and according to the game tips, utilize their specialty (i.e. interference, healing, etc). Left: Leave it to me! - They will ignore the enemy the Leader is targeting Down: Focus on defense! - They'll focus on guarding and dodging. It seems they're also more likely to give out energy to players too. Right: Combine our powers! - They will focus on Leader's targeted enemy. More likely to participate in Meteor Chains and Synchro Rush. -An icon will appear under the Retry amount at the top of the screen, indicating to everyone what command is currently issued. -The same command will not have any visible effect if issued twice in a row. -One of your CPU partners will respond with a quote when a new command is set. They are unique, and there's a different one for all four, so it can be fun just to see what each character says when ordered around. Despite these commands, the CPU still act in other ways - if an enemy is attacking them, they may still counterattack them, and they may still give you energy even if told to go on the offensive. Before long, it may appear as if they aren't following the initial command. Also, issuing a command does not guarantee they'll do what you want: you may say "Go all out!" to try to get a support to heal you, but it's entirely possible they won't do it immediately. The best approach is to try to re-issue commands to change up their behavior if you don't think things are going your way. For instance, if you want to try to make the healer more likely to heal, you may want to switch down to "Focus on defense!", then back up to "Go all out!". --What Happens When Players Drop-- When a player drops from the game, whether due to quitting or a connection error, their character will be taken over by a CPU partner. This has a number of side effects: -Unlike manually picked CPUs, any Skill and Item cards equipped to them WILL work (i.e., if that player had equipped a senzu bean, drops, then the CPU character is KO'd, they'll still be revived by the senzu bean) -If a Leader drops, any manually selected CPU partners will not be controlled by any of the remaining players. Their last command issued, if any, will be the only one that applies. -It's not apparent what rank a replacement CPU is set to. They seem to work well enough though, and seeing as how this is next to impossible to deduce (plus not really important), it's hardly worth speculating. ------------------------------------------------------------------------------ B206. Ultimate Body vs. Barrier Body ------------------------------------------------------------------------------ Short version: It appears Ultimate Body is better than Barrier Body. Equipping both at the same time has the best results. (Remember you can only have one of each, since you can only buy 1 of every Weekly Line Up card) Ultimate Body costs 250,000 PP Barrier Body costs 150,000 PP This is from my own general impressions and those of others, plus some light testing on my part. Long version: There had been statements made that UB was better than BB for some time, specifically on the PS3 version GameFAQs board, but without anything specific behind it. So I decided to see if I could figure it out myself. I did two tests. Both were using Yamcha with no other cards equipped at all. His starting health is 13,000. Keep in mind this is in single player, so the exact numerals may be adjusted in co-op (to account for there being multiple human players), but I would figure the two cards would still have the same basic difference. First test - Mission 05, vs Nappa. Took Nappa's opening normal attack, a single kick. Nothing on: 12,260 Ultimate Body: 12,480 Barrier Body: 12,410 Both: 12,630 Someone mentioned thinking UB was better for melee/support and BB for interfere/ki blast, so I decided to see if there was any difference from ki attacks. Second test - Mission 59, vs Movie Bosses. Took one ki blast from Meta-Cooler. This one took a while to be sure I was only taking the one ki hit. UB: 12,640 BB: 12,580 Conclusion: UB is still better. So BB is fine on its own if you haven't gotten UB yet (it's cheaper to boot), otherwise it is best used in conjunction with UB. And of course, if you see anyone with two UBs or BBs or whatever, they've cheated using save file editing (see B208. Spotting 'Hackers'). ------------------------------------------------------------------------------ B207. Marking ------------------------------------------------------------------------------ If you click down the left stick, a yellow pointer will appear above whoever it is you're targetting. This serves to point out specific targets to your teammates, as they will also see this too. You must be the current lobby leader (the one with a Dragon Ball by their name who picks the mission) for it to work. ------------------------------------------------------------------------------ B208. Spotting 'Hackers' ------------------------------------------------------------------------------ I say "hackers" for lack of a better term, since what is going on in this case is much simpler than that: People using existing save file editing methods in order to give themselves impossible card combinations, and thus power well beyond what the developers intended. Unfortunately, this appears to be a result of poor save file protection on the developer's part, and it doesn't look like this will ever be patched out. This is technically not such a big deal in Co-op Mode, since someone else doing it does not negatively effect the outcome like it obviously would in the player vs player Battle Mode - but, it does make the game considerably easier, to the point that people will sometimes kick out players who they perceive to be doing it on sight. However, the folks kicking are often basing this on criteria they see in the lobby which does not always correctly designate a save file editing player. So here's some tips for spotting such players:
Press the Y / Triangle button over the player you suspect in the lobby. Something which may trigger suspicion is if they have what appears to be an unusually high power level (something like 4000+) - that ALONE is not enough to confirm it though, you must check their actual card set up to be certain. Players who ARE "hacking": -Has any Skill or Item cards in their Stat card slots (the ones for the HP, Melee, etc increasing cards with numbers like +45, +50). Obviously, this is normally not possible at all. -Players who have multiple +100 cards in one stat category. The +100 stat cards are Weekly Line Up cards, thus everyone can only obtain one for each category. Therefore, the maximum a player can get for one row is +100 and then +50 in all remaining slots. -Players who have multiple Weekly Line Up cards at all, such as having two of Ultimate Body. If you are not familiar with which cards are exclusive to Weekly Line Up though, you may want to hold off on passing judgment. Players who ARE NOT "hacking": -Is at level 999. This is the maximum experience level you can get, and it is entirely reachable from playing the game normally. It simply takes time. It is, afterall, supposed to tell you that player's relative experience. -Players who have +100 cards, but only one of them in each stat category. They can only have one of each, so if they have all of them, they will likely have all their first slots in each row be the +100. -Has two item slots. This is possible thanks to one of the Dende's Miracle cards you can obtain normally. -Playing a "weak" character like Saibaman or Frieza Soldier. Some people will perceive a high level and a "weak" character to be trolling and kick that player immediately. But, there really are those who just want to play as that particular character - and if anything, they are going to be much more viable for a more experienced player to begin with. ------------------------------------------------------------------------------ B209. Weekly Line Up and Golden Line Up ------------------------------------------------------------------------------ --Weekly Line Up-- The Premium Collection, the section of the lobby where you can buy cards with Premium Points (PP), features a few cards at the top called 'Weekly Line Up'. True to its name, it's a set of three cards that change on a weekly basis. They appear as follows, in this order: Energy +100 - 50,000 PP Shenron's Glare - 100,000 PP Barrier Body - 150,000 PP Melee +100 - 50,000 PP Full of Spirit - 100,000 PP Z-Sword - 200,000 PP Ki Blast +100 - 50,000 PP Speed +100 - 50,000 PP Ki Perfect Control - 200,000 PP Health +100 - 50,000 PP Eternal Regeneration - 200,000 PP Ultimate Body - 250,000 PP --Golden Line Up-- Every two weeks, a Golden Line Up appears, replacing the Weekly Line Up. It is available for 48 hours, after which the next normal Weekly Line Up will appear. It always has the same three cards, which are: Special +100 - 50,000 PP Dende's Miracle (Item) - 100,000 PP Porunga's Wish - 150,000 PP Notes: -It is only possible to buy 1 single copy of each of the three cards that appear in every Line Up. Unlike normal cards, they do not restock. (If you see anyone online with more than one of any of these, refer to B208. Spotting 'Hackers': in short, they're cheating) -Because of the Golden Line Up, the start date of the Line Up change is bumped down by two days whenever it appears. So the Weekly Line Up doesn't have a consistent start date, it's changing periodically due to this. -All of the normal cards you can buy in the Premium Collection have a limit to how many you can get each week: lesser ones can be up to 50, but more valuable ones like Ultimate Jewel and Fruit from the Tree of Might have a small limit of 3. If you buy any, at the next Line Up change, the item will be restocked and you can get more (Example: If you buy 3 Yemma Fruit, the stock will be 0, but then go back up to 3 when the Line Up changes). -Card restocks do indeed happen with the Golden Line Up, meaning when one appears, it's possible to buy twice as many of any given card that particular week (except the three Line Up cards, of course). -This includes the random card draw, which has a limit of 55 per Line Up. ============================================================================== C. Characters ============================================================================== ---------------- C01. Goku ---------------- Retries: 1 Type: Melee --- Base Power Level: 215 Base HP: 13000 --- Blast Spark: Laser Unique A: Kaioken (Generic) Chargeable Guard Break, Flying. A curving flight which will track the locked on enemy for a long distance, ending in a single attack. If charged (hold down button until character emits extra aura), the hit will induce Guard Break. Repeat a second time after the first hit for an additional attack. Both hits knock back, but only the second one knocks down. -The flight animation on both the first and second attacks makes you hard to hit, so it's a good move for escaping trouble in general. -The end of the first attack has a somewhat lengthy punch animation, which can leave you vulnerable. Performing the follow up will eliminate this (at the cost of a little more SP), and the recovery at the end of the second isn't as long. -If the charged guard breaking version of the first attack hits, it essentially guarantees the follow up attack will hit as well (short of the target being knocked too far away by someone else). Unique B: Ki Blast Cannon (Unique) Quickly emits a large shockwave, which can hurt enemies in all directions. Can extend combos. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. Ultimate: Spirit Bomb (Generic) Must have Ultimate Jewel equipped in Item Card slot. Requires full ENERGY Gauge. When fully charged and launched, wins the match. --- Comments: -As you might imagine, an excellent character for beginners. The tracking- guard breaking of the Kaioken is helpful for catching up, and the Ki Blast Cannon is great for both offense and defense. -Ki Blast Cannon is also good for practicing extending combos, as described in B102. Combos, Lead-Ins, and Dash-Ins above. ---------------- ---------------- C02. Kid Gohan ---------------- Retries: 1 Type: Support --- Base Power Level: 205 Base HP: 10500 --- Blast Spark: Laser Unique A: Stop Teasing! (Generic) Single ally reviving dash. Gohan will stop and look around. If a knocked out ally is in range, he will dash over to them at incredible speed and revive them quickly. Revive functions like a normal Revive Soul, restoring about 1/4th of their health. -The range he can detect KO'd allies within is large, but not unlimited - if you're both at the absolute opposite ends of a large battlefield, for instance, it won't work. -He will auto-lock on to the closest downed ally in range, so there is no need for you to manually lock on to any ally first. -He is vulnerable during the start-up looking animation. -The dash, as soon as it begins, is so fast, it's extremely unlikely anything will hit him. He does not have invincibility or super armor, but the speed is so good it may just seem like it. -While traveling, he will go over/around most stage objects. In crowded mountain stages, he could get stuck behind something, but this is rare. -Thanks to all its properties, this move can revive allies in situations where it would otherwise be almost impossible. Unique B: Ki Release (Generic) Healing field. A large field is created, which heals them and all allies within it. It also cures all status effects, and revives all downed allies. (Unique) Gohan creates the field in front of himself. -It still heals himself all the same. -This means it's easier to heal multiple allies who are directly in front of you. -It also means you can revive multiple downed allies right in front all at once, even from a fair distance. Special: Full Power Masenko (Generic) Beam super. Average start up time. Beam controllable for duration. Notes: -Due to having only one slot for health cards, he has unusually low HP --- Comments: -He's got incredible potential in very specific scenarios (kind of like the show!), as it is possible for him to revive everyone at times where it'd be difficult for anyone else. His low health is definitely a problem though, and means he can only afford to put himself out there so much. -The way his healing field works allows him stay behind everyone and still heal them all. ---------------- ---------------- C03. Krillin ---------------- Retries: 1 Type: Support & Interfere --- Base Power Level: 180 Base HP: 13000 --- Blast Spark: Large Ki Blast Unique A: Energy Recovery Shot (Generic) Group healing. Fairly lengthy start up time. Creates an energy ball, which disperses and becomes four healing orbs. Heals all allies and yourself. Reaches everyone at the same time regardless of where move is performed. -Vulnerable during start up. Once it disperses, you can move freely (you don't have to wait until after everyone is healed). -The time it takes for the heals to reach everyone after dispersal is fairly quick, but when factoring in the start up time, it takes a while to perform overall. -For these reasons, it has issues working well for healing in desperate situations. It's best to keep an eye on your team's health and use it to keep everyone's HP from falling too low to begin with. (Unique) Unlike other versions of the move, even when performed at low SP, the heal will still work: the healing orbs will disperse properly before you go into exhaustion. -This gives it an edge over other versions of the move, since if you desperately need to heal others and have low SP, you're free to take the risk of exhausting yourself. But, it still has the caveat of a long start up, so the general usage notes above are still worth minding. Unique B: Solar Flare (Generic) Stunning light, short range. Creates a quick flash of light around yourself, which will briefly stun enemies in range. The effect can be blocked. -Unfortunately, its usefulness is reduced against CPU opponents: in battle mode against people, it removes the enemy's lock on and disorients their display, but neither of those matter to the CPU. -Considering the close range needed for it to work, it's almost never worth to risk of leaving yourself open when you could just as well, say, punch them in the face. -The only scenario it may make sense is if you need to stun an attacking enemy so you can then go do something else (revive an ally, attack another enemy, etc). Special: Destructo-Disc (Generic) Unguardable projectile. Average start up time. Fast travel speed. Does all its damage in one hit. No tracking. --- Comments: -Krillin's good traits aren't immediately obvious: although his version of the group healing move is slightly better Kid Trunks and Goten's, and Destructo- Disc is handy, Android #18 has more direct healing and the very same Special. Since Solar Flare isn't that great in co-op, what else does he have going for him? -The answer lies in his stats: They're balanced and just plain good overall, so in terms of sheer survivability and flexibility, he holds up better than the other, typically anemic dedicated healers. -Balanced as his stats are, this also means his energy regeneration rate isn't amazing. In a fight, he works best at melee, but as a Support/Interfere type, he only gains extra SP from being still and basic movement. -This isn't a big deal in most stages, as the refills from the ENERGY bar going up will be good enough, but he may struggle with SP on longer missions. Cards that help with this aren't a bad idea. But also, when you can afford to, standing by and observing the situation, then reacting accordingly, works well. ---------------- ---------------- C04. Tien ---------------- Retries: 2 Type: Interfere --- Base Power Level: 180 Base HP: 13000 --- Blast Spark: Laser Unique A: Tri-Beam (Unique) Stunning projectiles, repeatable. Costs HP instead of SP. Tien fires a large, fast Tri-Beam shot, which will stun an enemy on impact. By holding down the button, he'll continue to fire, up to six times total consecutively until he auto-stops. If one hits, all subsequent shots will also hit, continuously stunning the enemy. Excellent tracking per shot. -Unlike 'freezing' stun moves such as Psychokinesis, since the enemy will be in a normal stun recovery state, it is possible to perform Synchro Rush and Strike Impact on them. -Capable of stunning enemies longer than any other single move in the game, if all shots hit (and even if it's just a few, it's still quite some time). -Shots have very long range. Speed is very fast, just shy of laser beam speed. -Even if the first shot does not hit, thanks to the factors above, subsequent shots may catch a moving enemy and continue the Tri-Beam chain from there. Even teleporting Red Star bosses can be caught. -The farther away an enemy is, the more likely they are to dodge shots. But, although it's easier to use at mid-to-close range, it's still very usable at long range (unlike other stunning moves), and catching an opponent is typically only a matter of time. -Tien is completely immobile during this move, but aside from simply stopping, it can be cancelled by a Blast Spark, Strike Impact, or Special (super move) - useful if someone sneaks up while you're doing it. -SP regeneration stops while performing this move. -The fact that he loses HP for each shot is, as you might imagine, very significant: even if you have no problems nailing an enemy with the whole thing, you'll be that much closer to death, and your HP does not naturally regenerate. -Cards can be used to compensate for the HP lost. There's a wide variety of approaches to this, so see the Tri-Beam Card Strategies section below the Comments further down. Unique B: Solar Flare (Generic) Stunning light, short range. Creates a quick flash of light around yourself, which will briefly stun enemies in range. The effect can be blocked. -Unfortunately, its usefulness is reduced against CPU opponents: in battle mode against people, it removes the enemy's lock on and disorients their display, but neither of those matter to the CPU. -Considering the close range needed for it to work, it's almost never worth to risk of leaving yourself open when you could just as well, say, punch them in the face. -The only scenario it may make sense is if you need to stun an attacking enemy so you can then go do something else (revive an ally, attack another enemy, etc). Special: Spirit Tri-Beam (Generic) Beam super. Average start up time. Beam controllable for duration. (Unique) Different shape than most beams, but functionally the same. --- Comments: -Tien is one of the game's most interesting characters - he has one of the best stunning moves there is, helpful for keeping enemies away from team mates or setting up attacks. He is without a doubt a team player, and can single handedly turn an otherwise faltering squad into a wrecking crew. He isn't so great as a straightforward smashy-smash character, and requires the patience of leading from the middle. Mastering him is rewarding. -Although it is the focal point of his technique, you do not have to simply sit around and use Tri-Beam all the time. In fact it is in your best interests to move around some, due to the factors below. -Being an Interfere type character, he only gets an SP regen boost from natural movement (not button-pressing speed flight, remember), and gets no SP while using Tri-Beam. Since that move may lead you to want to use him like a ki blast character, this can be a bit disorienting. The upside is, since you're not eating up that energy all the time like other characters, you're free to only use it on his Special, and get more flexibility with Blast Sparks or Strike Impacts. (However you can always use cards to build him into a pseudo ki blast character). ---------------- Tri-Beam Card Strategies Consider other approaches up front: -It is possible to play Tien without using cards to compensate for the HP drain. He has 2 retries, so there's room for some tactical death (although that will likely require an understanding from your team). -He can simply be healed by other characters. This risks overburdening your healer(s), of course, as you'll need help even when you're doing well. -Simply not doing it unless you believe you've spotted an ideal situation for it, simple as that may be, works well enough. Patience is paramount if you go this route, obviously. -Like other characters, his maximum HP will increase as you get better Health cards. So if you find yourself struggling to use him early on, you may have an easier time when you get better cards later. --Skill Cards-- Absorb Energy (Super Buu card) -Restores a small amount of health for nearly all damage you deal. The easiest health regeneration card to acquire. Unfortunately, Tri-Beam shots will not refill his health at all. But, it's still useful: As described above, you do want to be doing other things too, so Tri-Beam > Beat up someone for a health recharge > Repeat, works well. -Other players are likely to Synchro Rush enemies that you stun, so you'll also get a boost from that. -The HP gain is dependent on damage dealt, so this does mean you'll have to mix it up regularly. -Probably the easiest to recommend approach overall, as it can be supplemented further with other cards and doesn't have any crippling drawbacks. Eternal Regeneration (Fat Majin Buu card) -An expensive Weekly Line Up card, your health periodically recovers a chunk. It works while using Tri-Beam, and it almost completely cancels out the HP loss. -However, there is a huge drawback: your speed is decreased drastically, so general movement and other actions (joining a Synchro Rush, reviving team mates, etc) don't work so well. Even worse, it slows down the start up/cool down when preparing and ending Tri-Beam, creating big vulnerability windows. -Unless this speed drop is offset with speed increasing cards, this is a huge problem. It is also a strategic choice, though: although Tri-Beam is easier to use the closer it is, this allows you to more confidently spam it from a distance, so it can work out. -It is difficult to work with and I wouldn't recommend it unless you've got good general stat cards to begin with, but is definitely a solid strategy. Dende's Miracle (Health) -Allows you to add another health card, to increase your maximum permanent health. This makes the most sense if you have a healer or another card to refill your health so you'll have more to pull from once you're refilled. -The better the Health card you have available to fill that extra slot, the better this will be, even if the difference is slight. Ultimate Body / Barrier Body (Ultimate Gohan / Perfect Cell cards) -Although neither of these offset the direct health decline from the move, taking less damage in general from enemies leaves you with more HP to work with. -Ultimate Body is better, but more expensive. Perfect Iron Body (Super Buu [Gohan Absorbed] card) -Another card that does not directly prevent Tri-Beam health reduction, but reduces your HP usage when attacked: When guarding, SP will be chipped instead of HP, and also used to prevent Guard Breaks. -Since you may not necessarily be using your SP for anything anyway, this may make sense. It is however, once again, an indirect solution, and also means you'll be less able to use Specials/Blast Sparks/Strike Impacts to escape assaults outright. Super Regeneration Lv1 / Lv2 / Lv3 (Kid Buu card) -If you get knocked down while the team's Retry amount is 0, you get revived anyway. The HP you recover when you get back up is small at Lv1, medium at Lv2, and large at Lv3. Attack power is also reduced though, small at Lv1, medium at Lv2, and still medium at Lv3. -I wouldn't recommend this one in general. It is very circumstantial - it won't kick in at all if someone else dies when the team has 0 retries, and the attack power loss sucks. Other cards provide more obvious benefits without the risks. -It could be interesting if you're taking some sort of retry-eating kamikaze challenge, but this would definitely require you have team mates who know what you're doing. --Item Cards-- Senzu Bean -The classic standby, regenerating his health to full the first time he goes down. This is a good use of the item slot in general, but in this case you can use it as a Tri-Beam recharge too. Works well with just about any combination. -In his case, it's better not to be cheapskate: Don't bother with Senzu Bean 1/2. You'll want all the health you can get, and you'll just die too quickly if you come back with half. Steamed Bun / Dino Steak Tail / Chi-Chi's Special Lunch -All increase your general maximum health: first for 1 minute, second for 3 minutes, third lasts the whole round. The first two only give temporary boosts that'll only get you a few extra shots at the start, so they're not that helpful. The last is more significant, but is a Premium card you can only get 5 of per week. -Like Dende's Miracle, these make the most sense if you have a healer or another card to refill your health so you'll have more to pull from once you're refilled. Turtle Hermit Uniform / Demon Clothes / Battle Jacket -Like Ultimate Body / Barrier body, none of these offset the direct health decline from the move, but taking less damage in general from enemies leaves you with more HP to work with. -All increase your general defense: first for 1 minute, second for 3 minutes, third lasts the whole round. The first two only give temporary boosts, so they're hard to recommend since this strategy isn't directly useful to the cause to begin with. The last is more significant, but is a Premium card you can only get 5 of per week. ---------------- ---------------- C05. Yamcha ---------------- Retries: 2 Type: Support & Interfere --- Base Power Level: 180 Base HP: 13000 --- Blast Spark: Large Ki Blast Unique A: Recovery Spirit Ball (Generic) A special ki ball which heals one ally. Can be intercepted by Interfere type characters and moves. Excellent tracking. (Unique) Decent start up time and travel speed. Unique B: Bring it on! (Generic) Distraction and speed power up. Strikes a pose, which is supposed to shift the targeted enemy's lock on to you if close enough, and gains a blue aura. Speed is increased while this aura lasts. -Unfortunately, the lock on shift distraction aspect does not really work at all against CPU opponents. -The speed power up still works, though, and is useful. Special: Super Kamehameha (Generic) Beam super. Beam controllable for duration. (Unique) Fast start up time. Notes: -Due to having only one slot for health cards, he has unusually low HP. --- Comments: -With his HP deficit and inability to heal himself, Yamcha has survivability issues if he starts taking damage. It's best to try to avoid getting hit at all. -He works best as a team player who monitors the rest of group, providing health when needed and rushing in to tack on extra damage to enemies already under attack. -Definitely a viable character, requiring some wily play. ---------------- ---------------- C06. Piccolo ---------------- Retries: 1 Type: Ki Blast & Interfere --- Base Power Level: 210 Base HP: 13000 --- Blast Spark: Large Ki Blast Unique A: Hellzone Grenade (Generic) Delayed launch multi ki blast attack. An arrangement of ki is created before yourself, hanging in mid-air. Continuing to hold down the button will create more. After releasing the button, they will remain there until either: 1) The button is pressed again, or 2) Enough time passes. At that point, they will move towards the targeted opponent. -You can continue to hold down and create more until you run out of SP, but the earlier ones made will eventually hit the time limit and launch. -You are vulnerable and cannot move while creating them. Fortunately, they won't go away if you get hit. -You'll be vulnerable briefly when telling them to launch. -They will always move towards whoever was originally targeted while they were being created. -In other words, if you create some while targeting Saibaman A, then target and melee attack Saibaman B, and finally press the button again to launch the ki blasts, they will still pursue Saibaman A. -If you shift your target while holding down the button, the set created while the second target is locked on will go towards them, meaning multi-targeting is possible. -So, if you hold down the button, shift the right stick to review every possible target, then release and let them go, you direct a few to every enemy on the map. (Unique) -Piccolo will create the ki orbs in a large pattern in front of himself. If an enemy makes contact with one while it's suspended, they'll be damaged by it all the same. -Creation speed is fast. Projectile speed, once launched, starts slow and speeds up a tiny bit over time. -If an enemy is up close while creating them, they will be hit as soon as the ki comes out, so it is possible to use it as a sort of close range ki barrage. Since he creates them in such a wide range, it's likely not all of them will hit (unless against a giant boss), but the remaining blasts can simply be launched afterwards. -Similar to Kamikaze Ghosts, but not exactly the same. Unique B: Demon Hand (Generic) Arm stretch and grab. Stretches an arm for a set distance, and when it reaches an opponent or ally, it pulls them to you. No damage. Against enemies, induces a stun state in most circumstances. Has tracking. Can extend combos. -Works on almost every state a character can be in, although sometimes with different properties. -It does work on enemies before and after performing a Special (super move), but not during. It does not induce stun in either situation, so it is possible to pull someone over and immediately get hit with their Special. -It also works against enemies who are falling from knock down or who are knocked down/waking up. It will not interrupt their animation in either situation, so when they are pulled over they will then either continue to fall or continue their wake up animation. If falling, they may hit the ground, but they may also 'wake up' in mid-air. In any case, it still pulls them towards you all the same. -It is possible for the pull-in part of the grab to not work if the enemy is simultaneously being effected by something else (i.e. certain ally attacks), but the enemy will still get stunned. This is not common, though, so you can end up pulling an enemy away from an ally's attack. -Allies will not be stunned. Does not work at all on downed (K.O.'d) allies. -This can be used to save allies, as it will even pull them away while they're being combo'd by an enemy. Alternatively, you can pull the enemy away from your ally. Special: Special Beam Cannon (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -A fun character to use, a nice change of pace for beginners and a reliable trickster for vets. -Demon Hand is another good example for practicing how to extend combos (see B102. Combos, Lead-Ins, and Dash-Ins) ---------------- ---------------- C07. Saibaman ---------------- Retries: 2 Type: Interfere --- Base Power Level: 135 Base HP: 13000 --- Blast Spark: Laser Unique A: Acid (Generic) Corrosive damage status effect. Fires a projectile in an arc forward. If it hits an enemy, they will continuously take damage for a period of time, while the effect is active (denoted by an 'aura' visual on them). Unblockable. -This will almost always work on the enemy, even if they are knocked down, falling, etc. The one exception is if they're in an invincible state (i.e. performing a Special/super move). -Because of this, it's a lot easier to hit them with it again when the effect runs out, so they're constantly taking damage all the time. -This even works on giant bosses - the visual effect will be huge due to their sheer size. (Unique) Travel distance is fairly short. Gray corroding acid visuals while in effect on the enemy. Unique B: Saibaman Toss (Unique) Arcing projectile, with area explosion. Tosses another Saibaman like a projectile, who explodes on impact, creating a small area explosion. No tracking. -Relatively short travel distance, similar to Acid. Special: Self Destruct (Unique) Area explosion, medium size. Very fast start up time, practically immediate. Creates a medium size circular explosion around yourself. -Does a somewhat lengthy pose upon completion, remaining invincible. -Basically, the Saibaman does his Special in the opposite order of everyone else: the move first, then a pose during which he's invincible. The overall time it takes for him to do all this is the same as a typical Special with average start up time. -Explosion not as large as the common area explosion Special, but not tiny either. --- Comments: -He is a little jerk, with moves to annoy and keep up some sort of pressure. He works well as a team player, throwing garbage at enemies from behind everyone else. -He can suffer a bit when singled out - fortunately, his Self Destruct is one of the best quick defense Specials, and Saibaman Toss sometimes works well enough in that regard. -The 2 retries give him plenty of room to do his thing. Not a character to underestimate. ---------------- ---------------- C08. Raditz ---------------- Retries: 2 Type: Ki Blast --- Base Power Level: 205 Base HP: 15000 --- Blast Spark: Medium Ki Blast Unique A: Death To You Fools! (Unique) Twin lasers, with center converging homing. Fires two lasers to each side in front of himself, which will then converge, towards the target. Lasers remain on screen for quite some time, but both will stop and dissipate if even one hits something. This occurs whether they hit an enemy, a stage object, or the ground. -A difficult to dodge move, as they cannot go left or right to escape. -It can be confusing, since the lasers will very often hit the ground or stage objects from certain angles before they can converge. It works best done ground to air, or air to air. -Even if you don't get the converge effect, it can be useful in restricting enemy movement. Still, the attack works best when the homing actually happens. -The speed of the beam convergence is a bit slow, which is good given its intent. But, this can mean if an enemy is vigorously assaulting you straight on, it may not be a good idea. Unique B: Here's A Present For You! (Unique) Ki spark, multi-hit with stun effect. After a delay, Raditz tosses a sparking ki ball, which will travel to mid-range or until it makes contact with an enemy or object. When it does, it will linger for a while, and enemies caught by it will be hit multiple times, stunned by each hit. Knock down occurs when enough damage happens. No tracking. -Decent travel speed. Its hit area is also bigger than it may appear at first, due to its sparks. -Since it lingers on screen for a while, it is possible to catch enemies as they move - multiple enemies, even. -It works well when placed right on knocked down enemies who are waking up. It is possible to for them to escape, but they may get caught in it when trying to anyway, and often the CPU is too dumb to pull it off. -Thanks to all this, it is one of the easier stunning moves in the game to use well. Special: Die! (Generic) Exploding ki ball super. Launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. (Unique) Very fast start up. --- Comments: -Raditz has some nasty tricks for limiting enemy movement. His lasers will take some getting used to, but his Present is immediately easy to get a handle on, making him beginner friendly. -His fast Special is handy for when he needs to start dishing out the damage. ---------------- ---------------- C09. Nappa ---------------- Retries: 2 Type: Melee --- Base Power Level: 210 Base HP: 22500 --- Blast Spark: Medium Ki Blast Unique A: Arm Break (Generic) Chargeable Guard Break, Fast Dashing. After a start-up delay, dashes at high speed directly towards the enemy, ending in a single attack. Induces Guard Break. If charged (hold down button until character emits extra aura), distance is increased. -The attack at the end has a somewhat lengthy punch animation that cannot be cancelled, which can leave you vulnerable. -Can endure attacks during the start-up/charging, but stronger ones will still interrupt. -Very fast dash speed. Decent distance. Unique B: Hyper Guard (Unique) Special reinforced guard. For as long as the button is held down, Nappa will assume a guarding stance, during which he will take no chip damage from most attacks. SP drains for as long as the button is held. -Still takes chip damage from most Specials (super attacks). -There is a small delay when ending the guard, so you can get hit if trying to go between it and an attack or regular guard. -The SP drain while the button is held is very fast, so it is generally not a good idea to just hang around waiting for attacks while holding it. -Between this and Nappa's already high health, its actual usefulness is questionable. But if you can train yourself to use it instead of the regular guard in normal situations where you need to block (while still being mindful of your SP), it can be helpful. Special: Super Explosive Wave (Generic) Light pillar super. Average start up time. Creates an upward stream of light that damages all characters close enough to get caught in it. -Relatively easy to miss with or be avoided, it's best used as a counterattack, catching enemies who are in the middle of doing or recovering from an action nearby. --- Comments: -A heavy melee character, hitting hard and moving slow. With two retries and excellent endurance all the same (increased further if you can get used to Hyper Guard), he's a great alternative to the more expensive heavy melee characters. -The guard break dash can compensate for his speed in many situations. ---------------- ---------------- C10. Vegeta ---------------- Retries: 1 Type: Ki Blast --- Base Power Level: 215 Base HP: 13000 --- Blast Spark: Medium Ki Blast Unique A: Galick Burst (Generic) Straightforward ki blast volley. A forward moving ki blast barrage. Hold down the button to continue to fire at the cost of additional SP - can be done until no more SP remains. Shots do not stagger or stun enemy. Will only be knocked down if they soak enough damage. Decent tracking. -Even when switching targets, shots will continue if button is held down. Good for hitting multiple targets, although this means wasting a few shots between switching (and it can be disorienting). Unique B: Genocide Breaker (Generic) Ki energy burst, mid-to-close range. Creates a blade-shaped ki blast with a limited range. Lingers on screen for a few seconds. Good damage. Knocks enemies down. -Actually longer than it may appear to be at first. Moving the camera will help grasp this a bit, but you can only really see its true range by seeing it performed by someone else, looking directly from its side. -Because of this surprising range, it does work pretty well at mid-range. It will take some practice to get used to, though. -Good for knocking down pursuers before they get too close. Special: Galick Gun (Generic) Beam super. Beam controllable for duration. (Unique) Very fast start up speed. Beam is slightly smaller than most. --- Comments: -He has moves which allow him to adapt to the range the situation demands, making him a fairly flexible ki blast character. It's likely he's intended to be a new player friendly all-around ki blaster, although managing his SP may be off-putting for some. -Galick Gun's speed, as you may imagine, is quite useful. It may seem as if it can be combo'd into, as sometimes the CPU will be dumb enough to allow it to happen, but it isn't and using it as such may end up being a waste. ---------------- ---------------- C11. Super Saiyan Goku ---------------- Retries: 1 Type: Melee --- Base Power Level: 435 Base HP: 16000 --- Blast Spark: Triple Ki Blast Unique A: Now I'm Angry! (Generic) Chargeable Guard Break, Flying. A curving flight which will track the locked on enemy for a long distance, ending in a single attack. If charged (hold down button until character emits extra aura), the hit will induce Guard Break. Repeat a second time after the first hit for an additional attack. Both hits knock back, but only the second one knocks down. -The flight animation on both the first and second attacks makes you hard to hit, so it's a good move for escaping trouble in general. -The end of the first attack has a somewhat lengthy punch animation, which can leave you vulnerable. Performing the follow up will eliminate this (at the cost of a little more SP), and the recovery at the end of the second isn't as long. -If the charged guard breaking version of the first attack hits, it essentially guarantees the follow up attack will hit as well (short of the target being knocked too far away by someone else). Unique B: Meteor Smash (Generic) Moving Auto-Combo. Launches a combo during which the character will move the opponent around, which helps avoid (but cannot prevent) enemies attacking while you perform it, and moves the opponent further down the map by the end. Short range. -First attack is one hit, second causes a forward movement and another hit, then a teleport, followed by the final hit, which knocks down. -First and last hits emit a shockwave, which can hurt nearby enemies. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. Notes: -The special pre-order/first print bonus 'Goku (Naruto Sage Mode Costume)' DLC character plays exactly like Super Saiyan Goku, just with a different outfit. --- Comments: -A solid 1 retry melee character, with one attack good for getting in and another good for helping to increase combo damage and otherwise catch enemies. -Both attacks are good for helping to avoid enemy interference while he's attacking, so he works well in hectic fights. ---------------- ---------------- C12. Frieza Soldier ---------------- Retries: 2 Type: Ki Blast --- Base Power Level: 135 Base HP: 13000 --- Blast Spark: Double Ki Blast (Unique) Fires two somewhat bigger than normal ki shots. -The only character with this particular Blast Spark. Unique A: Energy Blast (Generic) Ki energy burst, close range. Creates a blade-shaped ki blast with a limited range. Lingers on screen for a few seconds. Good damage. Knocks enemies down. (Unique) Slightly longer start up. The blast is shorter than other versions of the move. -Because of this reduced attack distance, it only really works at close range. -Good for knocking down pursuers once they're close enough. Unique B: Explosive Energy Shot (Unique) Area explosion ki shot, mid-to-close range. After a delay, tosses a small ki bullet that will explode on impact (whether it hits a stage object or an enemy), creating a small area explosion. The shot will disappear after reaching mid-range if it doesn't hit anything. No tracking. -If an open enemy is hit directly by the shot, they'll be knocked down. Special: Full Power Energy Wave (Generic) Beam super. Average start up time. Beam controllable for duration. (Unique) The beam is a bit smaller than everyone else's version. --- Comments: -Frieza Soldier is actually an interesting character: He's basically a dedicated close range ki blaster, the only one of his type in the game. This requires getting uncomfortably close frequently, and having to use two moves with a notable start up delay to boot. Both attacks are for knocking around and countering/controlling enemy movement from that distance, meaning he's at his best when he's right beside his teammates on the attack, helping push the momentum in the right direction. -Being the generic grunt picked out of the Bardock TV special who has appeared in various games over the years, most people tend to immediately write him off in this game as a worthless joke character. He is definitely difficult to use at first, and may not be worth bothering with when starting out, until you have decent stat cards. But, he does bring 2 retries to the table, and if you can get into the groove with him, you may find he's pretty fun. -Please don't kick people from the lobby for picking Frieza Soldier. :) ---------------- ---------------- C13. Guldo ---------------- Retries: 2 Type: Interfere --- Base Power Level: 205 Base HP: 10500 --- Blast Spark: Eye Laser (Unique) Unique A: Paralysis (Generic) Stunning projectile. Large, relatively slow moving ki ball. If it hits an enemy, they will be immobilized for a period of time. They will remain in mid- air if flying. Good tracking. Good distance, but still limited. Will pass through stage objects (like mountains) as if they weren't there. -More brisk than some other slow projectiles, but still enough to be very dodgeable. Still, it has tracking where most other stun moves don't have any at all. -A status icon will appear by the enemy's name when they are stunned, good for knowing if it worked if trying to hit an enemy behind a stage object. -While the enemy is frozen, Chase and Team Synchro cannot be done on them. -Can be used to stun enemies before they get knocked down, to get in further damage. -It will even freeze enemies while they are being projected forward during a Chase (although this may effectively end the Chase). Unique B: Guldo Fighting Pose (Unique) Counter against most attacks, into teleport. Guldo strikes a pose, and if hit, he will teleport to another random location on the stage. When he reappears, he will stop to catch his breath for two seconds (vulnerable during this time). -Works against most every attack - melee, ki blasts, arm stretch grabs, chocolate beams, etc. Only Specials (super moves) will hit him without triggering it. -The counter will only occur during the early part of the pose, during which he's making a 'V' stance. After that he may get hit normally. -This is actually not a big issue, as it is plenty long to catch attacks on reaction or when you think they're coming, it just means doing it way too early from a distance may not be wise. -The area you are teleported to is random, but it's usually a pretty good distance from the targeted enemy. You'll always reappear in mid-air. -Because of this, it is always possible you'll just teleport near a different enemy, which obviously could be a problem. It's also entirely possible to end up uncomfortably close to whoever you were just trying to escape. However, they may not react to your presence too quickly (or at all), and you'll have just avoided whatever situation you were in, so it still serves its purpose well as a get-out-of-jail-for-almost-free card. -It does ignore walls, so you can appear on the other side of mountains. -If you run out of SP by performing it, after he catches his breath, he will go into exhaustion, making him vulnerable for an even longer time. -When the counter succeeds, the screen turns grey briefly. All your team mates will see this too, so they'll know if you've done it. Special: Psycho Javelin (Unique) Single pointed projectile. Fires a psychokinetic sharpened tree trunk. Average start up time. Very fast travel speed. No tracking. Unblockable. --- Comments: -Guldo's energy regeneration speed is excellent, allowing him to throw out Paralysis waves frequently without much worry. As you might imagine, this helps to overcome the general finickyness of getting the move to hit. Add the benefits of an unblockable super and 2 retries, and he can turn an average team into an efficient destructive force. -His fighting pose (time stop teleport) is good for simply getting out of sticky situations, but it's also a way of ensuring that anyone who decided to take the time to go after you wasted the effort: keep them focused on you, away from the pack, counter teleport, then pick on someone else. ---------------- ---------------- C14. Recoome ---------------- Retries: 2 Type: Melee --- Base Power Level: 210 Base HP: 21500 --- Blast Spark: Triple Ki Blast Unique A: Recoome Kick/Mach Attack (Generic) Chargeable Guard Break, Fast Dashing. After a start-up delay, dashes at high speed directly towards the enemy, ending in a single attack. If charged (hold down button until character emits extra aura), distance is increased. -Very fast dash speed. Decent distance. -Can endure attacks during the start-up/charging, but stronger ones will still interrupt. (Unique) When charged, induces Guard Break, and creates a shockwave on impact. -Non-charged: The knee attack at the end does not take long, so he isn't that vulnerable at the end. -Charged: The knee is just as fast, but he does a brief pose afterwards. However, the shockwave he gets from this being charged will help protect him. -The start-up delay may be ever so slightly faster than most when not charged. -Despite what all his continuous posing may lead you to believe, he does not take any longer to charge up than anyone else. Unique B: Recoome Fighting Pose (Unique) Super Armor power up. Strikes a pose and gains an orange aura. Recoome gets Super Armor for as long as the aura lasts. -It does not last very long at all, about half as long as most other power ups. -There is good reason for that though: It is really good, allowing you to push through and attack enemies in situations where it'd otherwise be difficult or not possible. Special: Recoome Eraser Gun (Generic) Beam super. Average start up time. Beam controllable for duration. (Unique) Does a brief pose upon completion, remaining invincible. Notes: -Wake up from knock down animation is a bit longer than most, thanks to the pose he does. --- Comments: -A heavy melee character, he has high health. Thanks to the slight animation speed differences on his Recoome Kick/Mach Attack, he feels a bit faster than some other comparable characters (like Nappa). -The extra seconds of invincibility he gets from the poses mentioned above don't do too much to slow him down, and are obviously good for buying time in some situations. Not so great for others - so it's not so much a good or bad thing, just different. -The Super Armor you get from Recoome Fighting Pose is extremely useful, but given how it's over almost as soon as it starts (practically as long as his pose before it), it can be hard to take advantage of. It is worth the time to experiment and figure out where it works. -He's strong enough in general to be good for newer players, and in the hands of the more experienced, he can be stupidly dangerous. ---------------- ---------------- C15. Jeice ---------------- Retries: 2 Type: Support --- Base Power Level: 210 Base HP: 13000 --- Blast Spark: Laser Unique A: Recovery Ball (Generic) A special ki ball which heals one ally. Can be intercepted by Interfere type characters and moves. Excellent tracking. (Unique) Very fast start up and travel speed. Unique B: Jeice Fighting Pose (Generic) Healing field. A large field is created around the character, which heals them and all allies within it. It also cures all status effects, and revives all downed allies. (Unique) Jeice poses twice, each pose creating a healing field momentarily. -Somewhat bigger than most other healing fields. -Each healing field he creates restores health, so both poses have to be completed to get the full benefit. -It's possible for him to be interrupted before the second one and not get the full heal, but on the other hand, doing it twice like this means allies who arrive to the area later will still get half the effect. Special: Crusher Ball (Generic) Exploding ki ball super. Average start up time. Launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. --- Comments: -One of the best dedicated healers in the game, rivaled only by Android 18. If you have any interest in selecting someone to support/heal allies, he should be at the top of your list. -His Recovery Ball may only work on one ally at a time, but the greater speed is often preferable in certain situations. -Crusher Ball is helpful to have when surrounded or alone, as the explosion can buy some time to escape. ---------------- ---------------- C16. Burter ---------------- Retries: 2 Type: Melee & Interfere --- Base Power Level: 210 Base HP: 10500 --- Blast Spark: Medium Ki Blast Unique A: Mach Kick (Unique) Dash into attack. Burter dashes forward and then kicks the enemy three times. Very fast speed, long travel distance. Tracking on start. -To emphasize: VERY FAST, thanks in part to having no start up time at all. Between this and its long range, it is excellent at going after and keeping pressure on an enemy. -The three kicks also last a fair amount of time, so it works well at keeping enemies occupied and away from others. -Does not knock down enemy on completion (cannot extend combos though). Unique B: Burter Fighting Pose (Generic) Distraction and speed power up. Strikes a pose, which is supposed to shift the targeted enemy's lock on to you if close enough, and gains a blue aura. Speed
is increased while this aura lasts. -Unfortunately, the lock on shift distraction aspect does not really work at all against CPU opponents. -The speed power up still works, though, and is useful. Special: Blue Impulse (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -He is fast, possibly the fastest character in the game, and so benefits further from the speed power up. -Mach Kick is really good, one of the best in the game at keeping up an assault. -Just an excellent character overall, one of the easiest to recommend of the 2 retry characters. ---------------- ---------------- C17. Ginyu ---------------- Retries: 2 Type: Ki Blast & Support --- Base Power Level: 215 Base HP: 13000 --- Blast Spark: Large Ki Blast Unique A: Milky Bomb/Milky Caramel (Unique) Straightforward ki blast volley/straightforward healing energy volley. With an enemy targeted, it's a forward moving ki blast barrage which can be continued as long as SP is available. When an ally is targeted, the move works the same, but instead fires healing energy. -Has to pause and pose momentarily when starting. Has Super Armor during this start up. -The attacking ki blasts aren't very fast and have slow tracking, so it works best at mid-range. - When firing healing blasts, the speed is about the same, but the tracking is much better. -Each blast restores a relatively small amount of health, and so is more significant the longer it's used. -Does not heal himself. Unique B: Ginyu Fighting Pose (Unique) Health bar/SP bar swap. When used, Ginyu will pose, and when it completes, the values of his health gauge and SP gauge will swap. Effect will not occur if interrupted. -The amount you get is relative to the current length of each bar. Remember, your health and SP gauge increase in size as the orange ENERGY gauge at the top increases. So if you try to use this to heal yourself early in a match, you will actually just lose a bunch of health and gain minimal ki. So it's best done later in the match, with the best effect when your HP and SP bar match in length. -It still costs SP to use like any other move. So if done with absolute full SP, the health will still be slightly short of full, as it takes on the value of the SP bar after the cost of the move itself has been taken out of the SP gauge. -Although, if you are receiving ki from someone else while performing it, you may get completely full health out of it. Still, the amount you're not getting isn't that large to begin with. Special: Milky Cannon (Generic) Exploding ki ball super. Average start up time. Launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. --- Comments: -A tricky character, who generally works to harass enemies at mid-range and tack on damage to ones already being attacked, with the option of pulling out some healing if necessary. -It may seem great that he can pump allies full of life for as long as he has ki. But the delay on start up, and his having to stand still for a while to get a decent amount of health sent, are both factors that hurt his ability to act as a dedicated healer. Still, it's a good trick to have, and don't forget about Hyper Revive Soul and Hyper Energy Share. -As you might imagine, he can benefit from health and/or energy regeneration cards, allowing you to get creative using the Fighting Pose for both healing and SP retrieval. -Because of his general SP demands, you might find yourself never using his Special at all - and so the Ki Perfect Control card (large SP use reduction at the cost of losing your Special) may be worthwhile. ---------------- ---------------- C18. Frieza First Form ---------------- Retries: 2 Type: Ki Blast & Interfere --- Base Power Level: 220 Base HP: 13000 --- Blast Spark: Medium Ki Blast Unique A: Death Sphere (Unique) Large exploding ki ball, aimable. After a delay, fires a slow moving ki ball, which will create an area explosion on impact. Can be aimed using the extra yellow reticle, freely aimed with no target selected. Can hold down button to continue delay and aim. With targeting on, decent tracking. -Knocks down enemies on full contact. -Will travel a good distance, but does have a range limit. Will explode at the limit, even if it doesn't hit anything. -Can be pelted repeatedly, as long as you have the SP. -The slow movement speed can make them easy to dodge if used as a simple direct attack, but the aim ability means you can fill space with projectiles and explosions. Unique B: Psychokinesis (Generic) Stunning projectile. Large, relatively slow moving ki ball. If it hits an enemy, they will be immobilized for a period of time. They will remain in mid- air if flying. Good tracking. Good distance, but still limited. Will pass through stage objects (like mountains) as if they weren't there. -More brisk than some other slow projectiles, but still enough to be very dodgeable. Still, it has tracking where most other stun moves don't have any at all. -A status icon will appear by the enemy's name when they are stunned, good for knowing if it worked if trying to hit an enemy behind a stage object. -While the enemy is frozen, Chase and Team Synchro cannot be done on them. -Can be used to stun enemies before they get knocked down, to get in further damage. -It will even freeze enemies while they are being projected forward during a Chase (although this may effectively end the Chase). Special: Death Ball (Generic) Large exploding ki ball super. Average start up time. Launches a single large ki ball which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. Relatively slow moving. --- Comments: -Definitely a character who prefers to sit back and throw things, the way his moves work require a good degree of patience: with two slow moving projectiles, some foresight is needed. He works to control things in his team's favor, rather than engaging in direct confrontations himself. -The free aim factor of Death Sphere means you can create some pretty interesting chaos manually, although its tracking is still good enough for nailing certain enemies (being mindful of its speed). ---------------- ---------------- C19. Frieza Second Form ---------------- Retries: 1 Type: Melee --- Base Power Level: 400 Base HP: 15000 --- Blast Spark: Laser Unique A: Death Fork (Generic) Chargeable Guard Break, Fast Dashing. After a start-up delay, dashes at high speed directly towards the enemy, ending in a single attack. If charged (hold down button until character emits extra aura), distance is increased. -Very fast dash speed. Decent distance. -Can endure attacks during the start-up/charging, but stronger ones will still interrupt. (Unique) When charged, induces Guard Break. -On full impact, knocks far back, and knocks down. Unique B: How Would You Like It? (Generic) Moving Auto-Combo. Launches a combo during which the character will move the opponent around, which helps avoid (but cannot prevent) enemies attacking while you perform it, and moves the opponent further down the map by the end. Short range. -First attack is one hit, second causes a forward movement and another hit, then a teleport, followed by the final hit, which knocks down. -First and last hits emit a shockwave, which can hurt nearby enemies. Special: Death Storm (Generic) Light pillar super. Average start up time. Creates an upward stream of light that damages all characters close enough to get caught in it. -Relatively easy to miss with or be avoided, it's best used as a counterattack, catching enemies who are in the middle of doing or recovering from an action nearby. --- Comments: -With good options for getting in and keeping up the pressure, he's very straightforward and just plain strong overall. A nice choice for beginners and experienced players alike. ---------------- ---------------- C20. Frieza Third Form ---------------- Retries: 1 Type: Ki Blast --- Base Power Level: 400 Base HP: 15000 --- Blast Spark: Laser Unique A: Death Bullet (Generic) Ki blast barrage. Fires a series of ki shots at the enemy. Hold down the button to continue to fire at the cost of additional SP - can be done until no more SP remains. Shots do not stagger or stun enemy. Will only be knocked down if they soak enough damage. -Even when switching targets, shots will continue if button is held down. Good for hitting multiple targets, although this means wasting a few shots between switching (and it can be disorienting). (Unique) Small, fast delay on start up. All shots fire straight forward. Small damage per hit. Unique B: Counter Shoot (Generic) Counter against ki blasts. Will assume a counter stance, and if ki blasts hit, they will be blocked. Hold the button to extend stance/block time, for up to a few seconds longer. -Works against normal ki blasts, Blast Sparks, and Unique ki attacks. Does not work against Specials (super moves). -Anything else, like melee attacks, he will, of course, be vulnerable to. (Unique) While blocking, depending on how many ki attacks hit/how much damage they can do, he will charge a ki ball and fire it, which will do greater damage the bigger it gets. When strong enough, it will knock back and knock down enemies. -Unlike Meta-Cooler's version, he will simply return to neutral if nothing hits him, which does make it easier to escape if the timing is misjudged. Special: Full Power Death Bullet (Unique) Single laser bullet super. Fires a beam projectile at the target. Very fast start up, very fast travel speed. No tracking. --- Comments: -A good long range ki blast harassment character, with the ki attack counter coming in handy if anyone decides to try to do the same to him. Full Power Death Bullet is excellent at shutting up opponents. -Said ki blast counter, Counter Shoot, is much more important to Frieza here than Meta-Cooler - his metal older brother's stunning, auto multi-locking Clone Death Laser tends to prevent anyone from blasting him too often to begin with: Frieza here has no such tool. Fortunately, since his counter has no additional delay upon completion if missed, it is easier to get away with mistakes, so don't hesitate to take advantage of it. ---------------- ---------------- C21. Frieza Final Form ---------------- Retries: 1 Type: Ki Blast & Interfere --- Base Power Level: 420 Base HP: 15000 --- Blast Spark: Triple Ki Blast (Unique) -Notably faster than most other versions. Unique A: Death Beam (Unique) Multi-lock laser beams. Fires a finger laser - hold down the button to lock on to multiple enemies, firing more. If only one enemy is present, all lasers will be fired at them. Each shot will briefly stun. Will only be knocked down if they soak enough damage. Will pass through stage objects (like mountains) as if they weren't there. -Very fast, but not immediate, travel speed. Long, but still limited range. -The stunning properties and being able to shoot through stage objects are huge advantages over other normal ki blast type multi-lock moves. -The downside is comparatively limited distance to other ki blast multi-locks, but it's not that big of a problem. -Multi-lock will initially only target enemies directly in front of you. If you move the right stick while aiming to scroll through targets, and pass over enemies outside your first range of vision, it will lock on to them as well. -If you tap the button instead of holding, the additional lasers will all fire on a single target even if there are other enemies in range. This allows you to use it more like a regular ki barrage if you choose. -If you are using the LT / L2 trigger to do the button tap trick, it might be a bit tiresome - remember, you can also use LT + X / L2 + Square to do the same move. Just hold guard and tap the X / Square button. Unique B: Psychokinesis (Generic) Stunning projectile. Large, relatively slow moving ki ball. If it hits an enemy, they will be immobilized for a period of time. They will remain in mid- air if flying. Good tracking. Good distance, but still limited. Will pass through stage objects (like mountains) as if they weren't there. -More brisk than some other slow projectiles, but still enough to be very dodgeable. Still, it has tracking where most other stun moves don't have any at all. -A status icon will appear by the enemy's name when they are stunned, good for knowing if it worked if trying to hit an enemy behind a stage object. -While the enemy is frozen, Chase and Team Synchro cannot be done on them. -Can be used to stun enemies before they get knocked down, to get in further damage. -It will even freeze enemies while they are being projected forward during a Chase (although this may effectively end the Chase). Special: Death Ball (Generic) Large exploding ki ball super. Average start up time. Launches a single large ki ball which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. Relatively slow moving. --- Comments: -Death Beam is a good alternative to other multi-lock ki blasts, since the lasers pass through objects, making it more usable on crowded hilly stages. The stunning/staggering property is also very nice to have against multiple opponents. -One of the better multi-locking characters overall thanks to how his lasers work, with the Psychokinesis making a good back up in one-on-one and team situations. -Do take note of his Blast Spark's unique speed property, listed above. ---------------- ---------------- C22. Full Power Frieza ---------------- Retries: 0 Type: Melee --- Base Power Level: 610 Base HP: 22000 --- Blast Spark: Laser Unique A: Death Raid (Generic) Chargeable Guard Break, Fast Dashing. After a start-up delay, dashes at high speed directly towards the enemy, ending in a single attack. If charged (hold down button until character emits extra aura), distance is increased. -Very fast dash speed. Decent distance. -Can endure attacks during the start-up/charging, but stronger ones will still interrupt. (Unique) When charged, induces Guard Break. -On full impact, knocks far back, and knocks down Unique B: Nova Strike (Generic) Chargeable melee rush. After a start-up delay, dashes directly towards the enemy, and will hit while plowing right through them. This will occur regardless of whether it's blocked. If charged (hold down button until character emits extra aura), the attack will appear the same, but will hit multiple times instead: the final hit will induce Guard Break, as well as knock back and knock down. Fairly fast speed once active. Medium range. -In other words, charging the move will change the way it actually hits the opponent in addition to whether or not it guard breaks. -The uncharged version is good if you want to go for a faster hit-and-run attack. The charged one is for when you can commit to a full-on assault. -Can endure attacks during the start-up/charging, but stronger ones will still interrupt. Special: Death Saucer (Generic) Unguardable projectile. Average start up time. Fast travel speed. No tracking. (Unique) Frieza prepares and fires two discs instead of just one. -It is possible to fire each disc at a different opponent, if you can manage to use the right stick to switch targets before he launches the second one. Since he fires them each very quickly though, the window of opportunity is small, and the damage on each disc individually isn't great (but, of course, they're still unguardable). Ultimate: I Will Kill You! (Generic) Must have Ultimate Jewel equipped in Item Card slot. Requires full ENERGY Gauge. When fully charged and launched, wins the match. --- Comments: -With two attacks whose properties change depending on whether they're charged, he's essentially got four different ways of dashing at enemies. The downside is, they all have some sort of start-up delay, so he will benefit from cards focusing on defense and health. He's still a pretty straightforward character on the whole, but will do that much better once one has a good grasp on his options through experience. ---------------- ---------------- C23. Trunks ---------------- Retries: 1 Type: Melee & Support --- Base Power Level: 205 Base HP: 14000 --- Blast Spark: Laser Unique A: Lightning Cross (Generic) A fairly fast sword slash that travels a decent distance. Can be repeated a second time, causing Trunks to do the same move back in the opposite direction. No tracking. -Each slash goes through opponents. The first will leave them where they stand, the second will knock down. -The lack of tracking can make it difficult to hit moving opponents. It works best against still or otherwise occupied opponents, or as part of a combo. -It is hard to hit Trunks while he is doing this move (the game describes it as a 'dodgeh - he's not impossible to hit, but it's less likely). If you're doing a combo on one enemy and come under attack from others, it can be a way to finish it while avoiding the others. -He can hit multiple enemies within the slashes. Unique B: Indomitable Aura (Generic) Healing beam. Restores health to one targeted ally. Fast, but not immediate. Long range. -Has a bit of tracking on start up, but not for long afterwards. Due to this, it's possible to miss if the ally is dodging or gets knocked around. -The aura beam actually can heal multiple allies, but since you only target one at a time, it's more of a bonus than anything if people happen to line up from long range. -At shorter range, the larger part of the aura that appears right on you when performing it can also heal multiple allies, so there is some incentive to do it when they're close around you. -Do note that this does not heal yourself. Special: Burning Attack (Generic) Large single ki blast. Average start up time. Does all its damage in one hit. No tracking. -Passes through stage objects (i.e. mountains) as if they weren't there. It'll still decimate destroyable stage objects all the same, but will not be stopped by them. Notes: -Trunks slashes with his sword during his normal combo, giving him a bit of extra range. He's more likely to be able to hit multiple enemies, even ones to the side of him. --- Comments: -A capable melee character with a good, fast singular healing move. If you want to be able to look out for when an ally eats a lot of pain but don't want to give up damage, he's a sensible choice. -Lightning Cross may require some getting used to and experimentation to use well. -A neat detail: He and some versions of Teen Gohan have Indomitable Aura. It's green wave beam resembles the effect used when they donated their energy to Goku in the first Broly movie. ---------------- ---------------- C24. Super Saiyan Trunks (Sword) ---------------- Retries: 1 Type: Melee --- Base Power Level: 400 Base HP: 16000 --- Blast Spark: Large Ki Blast Unique A: Lightning Cross (Generic) A fairly fast sword slash that travels a decent distance. Can be repeated a second time, causing Trunks to do the same move back in the opposite direction. No tracking. -Each slash goes through opponents. The first will leave them where they stand, the second will knock down. -The lack of tracking can make it difficult to hit moving opponents. It works best against still or otherwise occupied opponents, or as part of a combo. -It is hard to hit Trunks while he is doing this move (the game describes it as a 'dodge' - he's not impossible to hit, but it's less likely). If you're doing a combo on one enemy and come under attack from others, it can be a way to finish it while avoiding the others. -He can hit multiple enemies within the slashes. Unique B: Shining Sword (Unique) Auto-combo, single. Trunks performs a slash, and if an enemy is caught by it, he will do a fast sword combo ending with blast. Knocks back and down on finish. If he does not catch an enemy, he will do the combo anyway except for the last attack. Short range. -Can work as a counterattack, since the attack 'catches' enemies in the opening and prevents them from acting, but it lacks super armor or anything to guarantee he won't be hit out of it. -Since it is fast, both when successful and whiffed, it is a bit safer than some other auto-combos: he stays in one place as it is performed, and is vulnerable during that time, so shorter is better. It may actually be safer than the longer normal combo at times, even. -The sword swipes are capable of hitting other enemies who come close enough - a nice bonus, but it's still a move intended to be used on a single foe. Special: Burning Attack (Generic) Large single ki blast. Average start up time. Does all its damage in one hit. No tracking. -Passes through stage objects (i.e. mountains) as if they weren't there. It'll still decimate destroyable stage objects all the same, but will not be stopped by them. Notes: -Trunks slashes with his sword during his normal combo, giving him a bit of extra range. He's more likely to be able to hit multiple enemies, even ones to the side of him. --- Comments: -A very solid melee character, Shining Sword allows him deal out damage quick and move on (not to mention simply get some extra damage on a normal combo). -Lightning Cross may require some getting used to and experimentation to use well. -Normal Trunks is very similar, save for his Blast Spark and trading an auto- combo for a healing move - so they're good characters to switch between as needed, giving you a choice of if you want to focus on damage (Super Saiyan) or healing when necessary (normal). ---------------- ---------------- C25. Super Saiyan Trunks (Fighting) ---------------- Retries: 1 Type: Ki Blast --- Base Power Level: 400 Base HP: 16000 --- Blast Spark: Laser Unique A: Burning Breaker (Generic) Ki energy burst, mid-to-close range. Creates a blade-shaped ki blast with a limited range. Lingers on screen for a few seconds. Good damage. Knocks enemies down. -Actually longer than it may appear to be at first. Moving the camera will help grasp this a bit, but you can only really see its true range by seeing it performed by someone else, looking directly from its side. -Because of this surprising range, it does work pretty well at mid-range. It will take some practice to get used to, though. -Good for knocking down pursuers before they get too close. Unique B: Aero Blast (Unique) High speed projectile, limited range. Fires a blast of wind pressure. Can be fired twice consecutively. Very fast, but range is limited compared to most ki blasts. Briefly stuns and knocks back enemies. -Because of its range limit, it works best at mid-range. -Excellent at keeping enemies away from you and allies. Special: Heat Dome Attack (Generic) Area explosion. Average start up time. Creates a large circular explosion around yourself. -Has significantly greater range than 'light pillar' type specials, although it is still possible for enemies to escape during start up, so it remains mostly useful as a counterattack. Still, it's easier to hit with. (Unique) Also fires a beam vertically at one point, although it does not make much of a difference to the function of the move. --- Comments: -An interesting ki blast type, he does his best work at mid-to-close range. Every one of his moves work well at keeping enemies off his back, making him a good solution for those who want a ki blaster who can do solo work without being bullied out of it. -Because his moves knock down and blow back enemies, though, they are of more questionable use on those already under attack: you may end up simply slowing things down and irritating your team mates. In those situations, stick to normal ki blasts, or use Burning Breaker's damage to finish foes off. ---------------- ---------------- C26. Super Trunks ---------------- Retries: 1 Type: Melee --- Base Power Level: 610 Base HP: 25000 --- Blast Spark: Laser Unique A: Maximum Blow (Unique) A heavy punch attack which guard breaks. Can be repeated up to three times in a row. Excellent damage. -Has a little tracking at the beginning, but attack doesn't move very far forward. -Each punch stuns the enemy. -Hits very hard, especially when paired with the effect of Power Charge. Unique B: Power Charge (Generic) Melee attack power buff. Powers up and creates a red aura around the character. While active, melee attack damage is increased. Special: Super Explosive Wave (Generic) Light pillar super. Average start up time. Creates an upward stream of light that damages all characters close enough to get caught in it. -Relatively easy to miss with or be avoided, it's best used as a counterattack, catching enemies who are in the middle of doing or recovering from an action nearby. --- Comments: -A heavy melee character. Just like in the story, very strong, but debilitatingly slow. -Thanks to Power Charge, his attack power goes beyond what you'd expect of a 1 retry character. Along with the guard break and stun from his Maximum Blow punches, he's very capable of locking down opponents and taking them out faster than you might expect. -Since he doesn't have so much as a dashing attack move, though, he's slower than even the other heavy melee characters, which can be a huge problem. -Still a good character all the same, but one that definitely benefits from good teamwork to make up for his weaknesses. ---------------- ---------------- C27. Super Saiyan Vegeta ---------------- Retries: 1 Type: Ki Blast --- Base Power Level: 435 Base HP: 16000 --- Blast Spark: Large Ki Blast Unique A: Galick Shooting (Generic) Multi-lock ki shots. Fires a series of ki shots - hold down the button to lock on to multiple enemies, firing more. If only one enemy is present, all shots will be fired at them. Will only be knocked down if they soak enough damage. -Multi-lock will initially only target enemies directly in front of you. If you move the right stick while aiming to scroll through targets, and pass over enemies outside your first range of vision, it will lock on to them as well. -If you tap the button instead of holding, the additional shots will all fire on a single target even if there are other enemies in range. This allows you to use it more like a regular ki barrage if you choose. -If you are using the LT / L2 trigger to do the button tap trick, it might be a bit tiresome - remember, you can also use LT + X / L2 + Square to do the same move. Just hold guard and tap the X / Square button. Unique B: Big Bang Attack (Generic) Area explosion ki shot, aimable. After a delay, fires a medium size ki shot which explodes on impact, creating a small area explosion. No tracking. Can be aimed using the extra yellow reticle, freely aimed with no target selected. Can hold down button to continue delay and aim. -If an open enemy is hit directly by the shot, they'll be knocked down. Special: Final Flash (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -An all-around solid ki blaster, with Big Bang Attack being great for keeping things under control and Galick Shooting for when he can afford to sit back and pelt everyone. -The thing with Galick Shooting is, it doesn't have the feeling of doing very much - he only throws a few blasts per shot, so it can feel like he's not getting much done. It's plenty good, though. But, if it still doesn't quite feel right, taking advantage of the tap barrage trick can help. ---------------- ---------------- C28. Teen Gohan ---------------- Retries: 1 Type: Support --- Base Power Level: 230 Base HP: 13000 --- Blast Spark: Triple Ki Blast Unique A: A Disturbance In Ki! (Generic) Single ally reviving dash. Gohan will stop and look around. If a knocked out ally is in range, he will dash over to them at incredible speed and revive them quickly. Revive functions like a normal Revive Soul, restoring about 1/4th of their health. -The range he can detect KO'd allies within is large, but not unlimited - if you're both at the absolute opposite ends of a large battlefield, for instance, it won't work. -He will auto-lock on to the closest downed ally in range, so there is no need for you to manually lock on to any ally first. -He is vulnerable during the start-up looking animation. -The dash, as soon as it begins, is so fast, it's extremely unlikely anything will hit him. He does not have invincibility or super armor, but the speed is so good it may just seem like it. -While traveling, he will go over/around most stage objects. In crowded mountain stages, he could get stuck behind something, but this is rare. -Thanks to all its properties, this move can revive allies in situations where it would otherwise be almost impossible. Unique B: Indomitable Aura (Generic) Healing beam. Restores health to one targeted ally. Fast, but not immediate. Long range. -Has a bit of tracking on start up, but not for long afterwards. Due to this, it's possible to miss if the ally is dodging or gets knocked around. -The aura beam actually can heal multiple allies, but since you only target one at a time, it's more of a bonus than anything if people happen to line up from long range. -At shorter range, the larger part of the aura that appears right on you when performing it can also heal multiple allies, so there is some incentive to do it when they're close around you. -Do note that this does not heal yourself. Special: Super Masenko (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -He's got good overall power, and can brawl pretty well for having two support moves - but without a way to restore his own health, he may struggle if the mission goes on particularly long. A good grasp of the basics and a well- considered card set up should help. ---------------- ---------------- C29. Super Saiyan Teen Gohan ---------------- Retries: 1 Type: Melee & Support --- Base Power Level: 435 Base HP: 13000 --- Blast Spark: Laser Unique A: Demon Sky Kick (Generic) Melee pursuit attack, with follow up. Gohan lunges forward for a decent distance and attacks with a kick. Press the button a second time to do another kick. The first kick stuns briefly, the other knocks back a great distance and knocks down. -Each kick has its own tracking on start up, so even if the first is dodged, the second may hit. Unique B: Indomitable Aura (Generic) Healing beam. Restores health to one targeted ally. Fast, but not immediate. Long range. -Has a bit of tracking on start up, but not for long afterwards. Due to this, it's possible to miss if the ally is dodging or gets knocked around. -The aura beam actually can heal multiple allies, but since you only target one at a time, it's more of a bonus than anything if people happen to line up from long range. -At shorter range, the larger part of the aura that appears right on you when performing it can also heal multiple allies, so there is some incentive to do it when they're close around you. -Do note that this does not heal yourself. Special: Super Explosive Wave (Generic) Light pillar super. Creates an upward stream of light that damages all characters close enough to get caught in it. (Unique) Extremely fast start up speed. -With other characters, this mainly only works as a counterattack/defensive option. Thanks to the incredible start up speed on Gohan's though, it can do that and be used more offensively as well. -It's actually so fast, you can combo into it! --- Comments: -Between an easy to use melee attack and his super's unusual potential, he's best thought of as a good melee character with the added bonus of being able to heal allies if necessary. Since he cannot heal himself and plays rather aggressively, he's not really a dedicated healer. -With all the fun you can have with his super, it may be worth considering cards that help with energy costs and regeneration. ---------------- ---------------- C30. Super Saiyan 2 Teen Gohan ---------------- Retries: 0 Type: Melee --- Base Power Level: 800 Base HP: 20000 --- Blast Spark: Laser Unique A: Savage Demon Sky Kick (Generic) Melee pursuit attack, with follow up. Gohan lunges forward for a decent distance and attacks with a kick. Press the button a second time to do another kick. The first kick stuns briefly, the other knocks back a great distance and knocks down. -Each kick has its own tracking on start up, so even if the first is dodged, the second may hit. (Unique) Each kick emits a shockwave on impact, which can hurt nearby enemies. Unique B: Explosion (Generic) Counter against melee attacks. Will assume a counter stance, and if melee attacks hit, they will be blocked. As soon as the block ends, he will immediately counter with a melee attack of his own - its attack power increases depending on how much damage was absorbed by the block. The attack is also unguardable. Hold the button to extend stance/block time, for up to a few seconds longer. -Works against normal melee attack hits as well as any melee-oriented Unique moves. -Anything else, like ki blasts and Specials (super moves), he will, of course, be vulnerable to. -If nothing hits while in the counter stance, he will follow with the attack anyway. This means you can effectively use it as a normal melee attack with a long start up. -However, the damage will be at its lowest since he will not have absorbed any attacks to power it up. -He will continuously block for as long as he is being melee attacked without a break, and then launch his counterattack the second it lets up. This means if multiple enemies are repeatedly doing combos on him, he will block and absorb all the damage, no matter how long it takes, until they all let up just long enough for him to counterattack. It is very rare it will go on for this long, though. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. Ultimate: Father-Son Kamehameha (Generic) Must have Ultimate Jewel equipped in Item Card slot. Requires full ENERGY Gauge. When fully charged and launched, wins the match. --- Comments: -This Gohan has strong offensive and defensive capabilities - although while he's fairly straightforward offensively, learning to use his counter well takes a bit more practice. Once he's within a certain range from enemies, he's got the ability to react to whatever they do (pursuing them, countering them, etc), so a good eye for what's going on will go a long way in using him effectively. ---------------- ---------------- C31. Android #19 ---------------- Retries: 2 Type: Interfere --- Base Power Level: 405 Base HP: 18000 --- Blast Spark: Eye Laser Unique A: Yahoo! Absorb! (Unique) Ki blast absorption. Wisps appear from 19's hand and ki blasts that hit him or the wisps from the front will be absorbed, granting SP. Absorption begins immediately, even before wisps appear. -Works on most all ki-based projectiles: normal shots, Blast Sparks, lasers, barrages, etc. -It even works against Chocolate Beam, effectively acting like a parry. (Its healing field still appears though) -It does not work against Specials (super moves). -It will last the same amount of time no matter how much ki is absorbed, so if an enemy is throwing a Unique ki barrage attack, he may absorb most of it, then get hit by the last shots. But, he will still get a lot of SP from that and not take as much damage as he would've. -It will absorb ki blasts targeted at other characters, despite the game's description. The move does not act like a vacuum, though, so shots being aimed to the side, behind you, etc, do not get absorbed. In other words, it's simply easier and more practical to use against ones targeted at you. Unique B: Ho Ho! Recovery Bullet! (Generic) Healing and ki share energy absorption. Wisps appear from both hands. Healing energy and ki share energy sent out by enemies will be absorbed by you instead. Brief recovery animation when finished. -Huge range in all directions in front of you. -Works like a vacuum cleaner, and will even get energy behind and to the side of you to some extent. -Just as you would imagine, healing shots will heal you and ki shares restore your energy. -Will not work on healing waves which cannot be stolen by Interfere types (Trunks and Gohan's Indomitable Aura). -Only works against enemy healing/ki shares, so you cannot steal from your team mates, you brute. Special: Full Power Energy Cannon (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -Android #19 has great stats in all categories, rivaling characters even in the 1 to 0 retry brackets. Still, it seems that and his 2 retries are intended to make up for how specialized his moves are. -Technically, he should have higher survivability due to his stats, but since his moves don't offer much in terms of evasive movement, knock away, etc, he might have a harder time staying alive. A good grasp on the basics, and use of Blast Sparks/Strike Impacts (Chase) will help. -Do note that since 19 is an Interfere type, he absorbs enemy heals and ki shares that make contact with him anyway - the second move just makes it easier to hog everything. -19 is, overall, surprisingly strong, and great for shutting down characters his moves are made to deal with (he is a good solution to Whis in Mission 59). But, his moves are equally useless when not called for, which is most of the time. All the same, it could be argued he's one of the best 2 retry characters, just not one who is super easy or obvious to use. ---------------- ---------------- C32. Dr. Gero ---------------- Retries: 1 Type: Interfere --- Base Power Level: 410 Base HP: 15000 --- Blast Spark: Eye Laser Unique A: Drain Arm (Generic) Melee stab absorption. A short range stab attack which, on impact, will siphon both HP and SP from the enemy and give it to you. On completion, enemy immediately falls - knock down is unrecoverable. -It costs SP to perform, but if successful, it's essentially free. -Can endure attacks during the start-up, but stronger attacks/enough damage will still interrupt. -Pretty quick as an attack on its own, but it cannot be combo'd into. -Even when performed on an enemy in a state where they shouldn't be hittable (knocked down, performing a Special, etc), the attack will still 'hit' and its purple effect will appear. Despite this, most of the time, it won't actually have an effect. -But, there are a few states where it will actually work on them to some degree: 1. The enemy is falling after being knocked down. Usually, there's not enough time to catch them, but it's doable following a successful Synchro Rush (as the enemy gets launched high into the air). 2. Waking up from knock down, but not fully up yet. You'll gain less HP/SP than usual, and enemy will continue to wake up as normal. -While an enemy is standing up after knock down, if you hit them right at the first moments they're back into an active state, they'll be knocked down again and the CPU won't be able to react. This can be spammed, since you'll keep getting your SP back, and completely lock them down. -Be mindful that just knocking them down over and over may not be very efficient if done on someone your allies are also targeting, not to mention annoying. (Unique) Sometimes a bit harder to hit enemies from awkward angles compared to Cell 1st Form's version. Dr. Gero's hand stab is higher. Unique B: I Got It! (Generic) Healing and ki share energy absorption. Wisps appear from both hands. Healing energy and ki share energy sent out by enemies will be absorbed by you instead. Brief recovery animation when finished. -Huge range in all directions in front of you. -Works like a vacuum cleaner, and will even get energy behind and to the side of you to some extent. -Just as you would imagine, healing shots will heal you and ki shares restore your energy. -Will not work on healing waves which cannot be stolen by Interfere types (Trunks and Gohan's Indomitable Aura). -Only works against enemy healing/ki shares, so you cannot steal from your team mates, you cad. Special: Full Power Energy Cannon (Generic) Beam super. Beam controllable for duration. (Unique) Very fast start up. --- Comments: -He may not seem impressive at first, but once you get the hang of using Drain Arm, you'll find he can be a real jerk. His fast beam Special is great for quickly tossing out all that energy you'll be getting before going back for more. ---------------- ---------------- C33. Android #17 ---------------- Retries: 1 Type: Melee & Support --- Base Power Level: 420 Base HP: 13000 --- Blast Spark: Laser Unique A: Flip Cyclone (Unique) Dodge, followed by a dashing kick. 17 flips backwards, a dodge during which he's invincible and attacks will go right through him, followed by a single kick where he dashes forward. The button can be pressed again to repeat the flip and extend the invincibility window without break, at the cost of extra SP. -The kick has pretty good travel distance. Knocks down and back on impact. -The button needs to be pressed again to repeat the flip, it cannot simply be held down. -Since 17 travels backwards a bit during the flip, the more it is repeated, the further back he will go. The kick's range is the same though, so if you flip excessively, the kick may not reach the enemy. But, the kick's distance is still good enough that it'll still hit if a few flips are done, and if you're in it just for the dodge anyway, it doesn't really matter. -Often works well enough as a make shift pursuit attack, with a long start up. Unique B: Infinite Barrier (Generic) Healing barrier. Creates a barrier around yourself, which will push enemies away (but does no damage), and heal yourself plus any allies in range. It also cures all status effects, and revives downed allies. Blocks ki shots. -Slightly smaller than the dedicated 'wave' aura healing fields characters like 18 and Jeice have. -A great defensive move in general, thanks to its ki shot blocking and knock away properties, making it effective even in the middle of heated battles. Special: Full Power Energy Ball (Unique) Double ki ball super. Average start up time. Launches two large ki blasts, one after the other. Each do all their damage in one hit. Good tracking on each. Each knock down on impact. -It's possible to have each hit a separate enemy, by switching the target before the second one is launched. -Since both knock down, when aimed at one enemy, if the first hits them, the second won't. However, it does mean if they attempt to dodge, it's more likely at least one of them will hit. --- Comments: -17 is a self-sufficient melee fighter, thanks to his ability to dodge incoming attacks and heal himself as needed. If you pick him, you'll likely want to focus on this aspect rather than treating him as a team healer, although he does get the benefit of Hyper Revive Soul and Energy Share from his support trait all the same. -Flip Cyclone is one of the best counterattacks available, and puts him in the running with seemingly stronger melee characters. He is less straight forward to use though, and some experience is needed to do especially well. ---------------- ---------------- C34. Android #18 ---------------- Retries: 1 Type: Support --- Base Power Level: 420 Base HP: 13000 --- Blast Spark: Triple Ki Blast Unique A: Infinite Power Ball (Generic) Multi-lock healing. Fires a series of orbs that will heal allies. All shots will be fired at a single targeted ally or the nearest ally - or, hold down the button to lock on to multiple allies, firing more. -Multi-lock will initially only target allies directly in front of you. If you move the right stick while aiming to scroll through targets, and pass over allies outside your first range of vision, it will lock on to them as well. -If you tap the button instead of holding, the additional shots will all fire on a single target even if there are other allies in range. This allows you restore more health to a single ally. -If you are using the LT / L2 trigger to do the button tap trick, it might be a bit tiresome - remember, you can also use LT + X / L2 + Square to do the same move. Just hold guard and tap the X / Square button. Unique B: Heart Shower (Generic) Healing field. A large field is created around the character, which heals them and all allies within it. It also cures all status effects, and revives all downed allies. Special: Destructo-Disc (Generic) Unguardable projectile. Average start up time. Fast travel speed. Does all its damage in one hit. No tracking. --- Comments: -Widely considered to be the game's best healer, and for good reason - she's great at healing both singular and multiple allies from different ranges, and can heal herself. She is very much a dedicated healer, but being a 1 retry character, she can take some damage and come out fine (not to mention heal herself afterwards). As far as Support types go, she's an easy one to fall back on. -Because of the properties above, she's probably the most reliable CPU partner as a healer: She won't die as easily, and since her only real options are to heal, the CPU is more likely to do just that. -She is NOT, however, the ONLY healer in the game, a common misunderstanding: Consider Jeice, who is pretty much as good as she is as a player character, with his own set of advantages. The Gohans have their fast revival dashes, and mixed healer types like Super Saiyan Goten and Trunks are worthy of your time. ---------------- ---------------- C35. Android #16 ---------------- Retries: 1 Type: Melee --- Base Power Level: 430 Base HP: 30000 --- Blast Spark: Large Ki Blast Unique A: Megaton Punch (Generic) Chargeable Guard Break, Fast Dashing. After a start-up delay, dashes at high speed directly towards the enemy, ending in a single attack. If charged (hold down button until character emits extra aura), distance is increased. -Very fast dash speed. -Can endure attacks during the start-up/charging, but stronger ones will still interrupt. (Unique) Induces Guard Break. Charged version creates a shockwave on impact. -Distance is good enough, but shorter than others of its type (works best at mid-range) -Non-charged: The punch animation on impact leaves him vulnerable for a bit. -Charged: The shockwave he gets will help protect him. -The start-up delay is longer than most even when not being charged. -Charge time is a bit longer than most other chargeable moves. Unique B: Hells Impact (Unique) Rocket Punch, mid-range limited projectile, chargeable. After a start-up delay, Android 16 fires his fist, which travels a set distance before returning. Very good damage. Releases a shockwave on impact. Charged version induces guard break. -The start-up delay is longer than most even when not being charged. -Charge time is a bit longer than most other chargeable moves. Special: Hell Flash (Generic) Beam super. Average start up time. Beam controllable for duration. Notes: -His normal combo starter is a light Rocket Punch. He can use this is a normal short range projectile, and if it hits immediately follows up on with the rest of his combo. -This fact means he doesn't actually have to move from his position when starting combos or shutting up enemies, which can be very useful. -It's great for countering incoming enemies before they reach you. -His speed flight button combo starter is a normal dash punch, which will then make the Rocket Punch the second hit. So unlike other characters, there's a notable difference between the two. -This also means he can use Revive Soul from a slight distance, which can come in handy sometimes, especially if an ally is downed right next to you or is in walking distance. Sometimes the normal speed flight attack is preferable or just as well, though, so it doesn't make sense to stop to do it if you have to travel a good distance first anyway. -His Strike Impact is a dash attack followed by a diagonal upwards Rocket Punch. It is possible for the punch to hit an enemy from a distance and begin a Chase just from that. But being an follow up at an awkward angle, it's not common and attempting to use it as a projectile isn't practical. --- Comments: -A heavy melee character, he has the highest health possible without skill or item cards, on par with LSSJ Broly - excellent for a 1 retry character. However, he's possibly the slowest character in the game. This is felt further with the long start up on his moves. -All of his moves do great damage at mid-range, with the option of not even having to move to deal it. This opens up some interesting possibilities, and fortunately, his health gives you plenty of room to figure things out. -Due to all these factors, he has incredible survivability. ---------------- ---------------- C36. Cell Jr. ---------------- Retries: 1 Type: Melee & Interfere --- Base Power Level: 390 Base HP: 13000 --- Blast Spark: Laser Unique A: Innocence Kick (Generic) Dash attack. Cell Jr. bolts forward and hits the enemies, which will briefly stun but not knock down. While performing this move, nearby healing and ki orbs being passed between enemies will be sucked in if close enough. Decent distance. -This essentially is a straightforward melee attack with the bonus of
augmenting the usual Interfere Type ability to intercept enemy ki refills and health energy. Unique B: Nanny-Nanny Boo-Boo (Generic) Distraction and speed power up. Strikes a pose, which is supposed to shift the targeted enemy's lock on to you if close enough, and gains a blue aura. Speed is increased while this aura lasts. -Unfortunately, the lock on shift distraction aspect does not really work at all against CPU opponents. -The speed power up still works, though, and is useful. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -Cell Jr. is surprisingly strong, with good melee attack power and stats all around. Many make the mistake of thinking he's a Saibaman or Frieza Soldier type character, but he's actually an easy to use 1 retry fighter. About the only strike against him is that there's no particular overpowering trick to his moves, but there doesn't need to be - he just works. -When performing Nanny-Nanny Boo-Boo, one of its voice samples will play the Japanese version even if you have the game set to the English dub - this seems to be an oversight. He says 'Kakkate koi!', basically meaning 'Come and get it!' ---------------- ---------------- C37. Cell 1st Form ---------------- Retries: 1 Type: Interfere --- Base Power Level: 430 Base HP: 18000 --- Blast Spark: Laser Unique A: Drain Tail (Generic) Melee stab absorption. A short range stab attack which, on impact, will siphon both HP and SP from the enemy and give it to you. On completion, enemy immediately falls - knock down is unrecoverable. -It costs SP to perform, but if successful, it's essentially free. -Can endure attacks during the start-up, but stronger attacks/enough damage will still interrupt. -Pretty quick as an attack on its own, but it cannot be combo'd into. -Even when performed on an enemy in a state where they shouldn't be hittable (knocked down, performing a Special, etc), the attack will still 'hit' and its purple effect will appear. Despite this, most of the time, it won't actually have an effect. -But, there are a few states where it will actually work on them to some degree: 1. The enemy is falling after being knocked down. Usually, there's not enough time to catch them, but it's doable following a successful Synchro Rush (as the enemy gets launched high into the air). 2. Waking up from knock down, but not fully up yet. You'll gain less HP/SP than usual, and enemy will continue to wake up as normal. -While an enemy is standing up after knock down, if you hit them right at the first moments they're back into an active state, they'll be knocked down again and the CPU won't be able to react. This can be spammed, since you'll keep getting your SP back, and completely lock them down. -Be mindful that just knocking them down over and over may not be very efficient if done on someone your allies are also targeting, not to mention annoying. (Unique) A bit easier to hit enemies from awkward angles compared to Dr. Gero's version. Cell's tail stab is lower. Unique B: Solar Flare (Generic) Stunning light, short range. Creates a quick flash of light around yourself, which will briefly stun enemies in range. The effect can be blocked. -Unfortunately, its usefulness is reduced against CPU opponents: in battle mode against people, it removes the enemy's lock on and disorients their display, but neither of those matter to the CPU. -Considering the close range needed for it to work, it's almost never worth to risk of leaving yourself open when you could just as well, say, punch them in the face. -The only scenario it may make sense is if you need to stun an attacking enemy so you can then go do something else (revive an ally, attack another enemy, etc). Special: Full Power Energy Cannon (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -His slightly easier to use Drain Tail gives him enough of an edge to be a menace. Catching falling enemies after a Synchro Rush is a breeze. -His ki blast power is actually higher than his melee attack power. It's worth considering cards that will help with this, such as Natural Shooter (one will up his normal ki shot number to three). ---------------- ---------------- C38. Cell 2nd Form ---------------- Retries: 1 Type: Melee & Interfere --- Base Power Level: 450 Base HP: 20000 --- Blast Spark: Large Ki Blast Unique A: Drain Strike (Generic) Chargeable Guard Break. After a start-up delay, dashes at high speed directly towards the enemy, ending in a single attack. If charged (hold down button until character emits extra aura), distance is increased. -Can endure attacks during the start-up/charging, but stronger ones will still interrupt. -Very fast dash speed. Decent distance. (Unique) If charged, induces Guard Break, and is followed by melee stab absorption. After the hit, he'll do a short range tail stab attack which, on impact, will siphon both HP and SP from the enemy and give it to you. -If the tail stab hits, upon completion, the enemy immediately falls - knock down is unrecoverable. -There is a delay between the dash attack's hit and the tail stab, meaning it is possible for an enemy to escape the tail drain even if the dash attack hits. Also, it's possible for the enemy to end up in an awkward position after that hit and the stab won't connect. -Despite that, the HP/SP drain is significant enough that even if it only succeeds half the time, it's still quite good. -The tail stab at the end is the same as Cell 1st Form's Drain Tail, but due to its nature as a follow up, it can't practically do all the same tricks that the singular version can (like catching a enemy falling after a Synchro Rush - it's too hard to connect in time). Unique B: Solar Flare (Generic) Stunning light, short range. Creates a quick flash of light around yourself, which will briefly stun enemies in range. The effect can be blocked. -Unfortunately, its usefulness is reduced against CPU opponents: in battle mode against people, it removes the enemy's lock on and disorients their display, but neither of those matter to the CPU. -Considering the close range needed for it to work, it's almost never worth to risk of leaving yourself open when you could just as well, say, punch them in the face. -The only scenario it may make sense is if you need to stun an attacking enemy so you can then go do something else (revive an ally, attack another enemy, etc). Special: Big Bang Crash (Generic) Exploding ki ball super. Launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. --- Comments: -Drain Strike is better than it may seem at first: although the energy draining portion of it doesn't always work, it's more like a nice bonus to an already good dash attack, which only has to work part of the time to make him self-sufficient. He's also not quite as slow as the heavy melee characters who usually have such moves. A good choice if you want the drain ability while maintaining high aggressive power. ---------------- ---------------- C39. Cell Perfect Form ---------------- Retries: 1 Type: Melee --- Base Power Level: 640 Base HP: 20000 --- Blast Spark: Laser Unique A: Punishment Storm (Generic) Swipe attack. A wind pressure-like swipe is created a small distance in front, capable of hitting multiple enemies. Briefly stuns enemies on full contact, but cannot extend combos. Good damage. -The apparent distance is a little deceiving - it's created a bit further in front than you may think. Best way to get a handle on it is simply to keep using it (maybe adjust the camera when performing with targeting off for a closer look). -The stun it induces makes it excellent for catching escaping enemies and those just out of general normal attack reach. -It does good damage for a single hit, so sometimes just spamming it works well. Unique B: High Power Barrier (Unique) Damaging area explosion-like barrier. Creates a barrier around Cell, which will push enemies away while damaging them. Blocks ki shots. Will not knock down unless enemy takes enough damage. -Since he does not have any invincibility on start up, it cannot quite be used like a Jr. version of area explosion supers. -Although he can be hit while doing it, if said hit is done late into the start up, he may still create the barrier despite being knocked down. If so, it will function the same and remain in the same place, even if Cell isn't in the center. -All the same, it is a good defensive (and at times offensive) move if you can get the timing right. The fact that it blocks all ki shots that will hit it while it is up is worth remembering. Special: Perfect Barrier (Generic) Area explosion. Average start up time. Creates a large circular explosion around yourself. -Has significantly greater range than 'light pillar' type specials, although it is still possible for enemies to escape during start up, so it remains mostly useful as a counterattack. Still, it's easier to hit with. --- Comments: -A very solid melee characters with good moves for controlling the space around him, both for attacking and defending himself when things get out of hand. ---------------- ---------------- C40. Perfect Cell ---------------- Retries: 0 Type: Ki Blast --- Base Power Level: 800 Base HP: 25000 --- Blast Spark: Laser Unique A: Perfect Death Beam (Generic) Single laser, aimable. Fires a beam which lingers on screen for a few seconds. Can be aimed using the extra yellow reticle, freely aimed with no target selected. Can hold down button to continue delay and aim. Will pass through stage objects (like mountains) as if they weren't there. Knocks enemy down on impact. -Very fast, but not immediate, travel speed. Long, but still limited range. -The fact that it lasts longer makes it easier to hit things with, despite being a single beam. -Due to that, it does actually work pretty well even with targeting off. (Unique) Very fast start up. Laser remains on screen for slightly less time than other versions of the move. It's a bit thinner as well. Unique B: Instant Transmission (Generic) Teleport. Disappear then reappear directly by targeted enemy or ally. -Briefly vulnerable following teleport reappearance. -Has a distance limit. For instance, if you teleport but the target is too far, you will reappear as close to the target as possible. -That said, most of the time this can be overcome by simply teleporting again (assuming you WANT to be right by the target). -Despite appearances, it cannot always move through solid stage objects like mountains: whether or not it succeeds in that respect seems to depend on the movement of the target behind the object and the angle of approach. -Useful for reaching downed allies in need of revival. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. Ultimate: Solar Kamehameha (Generic) Must have Ultimate Jewel equipped in Item Card slot. Requires full ENERGY Gauge. When fully charged and launched, wins the match. --- Comments: -This Cell is the one commonly called 'Super Perfect Cell', his final final form. Not to be confused with this game's Cell Perfect Form, who is the one who is commonly just called 'Perfect Cell'. -Instant Transmission may seem like an odd pairing with a ki blast character. But, since Perfect Death Laser's range is limited (long as it is), the teleport can help to get just close enough when there's excessive distance to an enemy. -Ki blast characters often end up missing out on Synchro Rushes, so it helps there too. -It also makes cards like Eternal Regeneration (health regenerates, but speed is reduced significantly) much more viable. -A more unorthodox usage is to increase distance between you and enemies by locking on to an ally who is already further away, and teleporting to where they are. ---------------- ---------------- C41. Super Saiyan 2 Goku ---------------- Retries: 1 Type: Melee --- Base Power Level: 630 Base HP: 20000 --- Blast Spark: Laser Unique A: Dragon Rush (Generic) Auto-combo, repeatable. Moves forward and launches into a series of punches and kicks, which will end with a finisher hit which knocks back and knocks down. Press the button again to repeat the combo before the finisher, at the cost of additional SP, for as long as SP is available. -Pressing the button again once will cause the entire combo to repeat except the finisher once the current repetition ends. In other words, you just need to press it once while it's being performed to repeat it after the current set of hits - no need to mash the button. -Realistically, you can only perform 2 or 3 repetitions on a normal, non-giant enemy: the game's infinite prevention will kick in and cause the enemy character to automatically fall down after a certain amount of damage/hits. -Be wary of spamming this move: it is longer than a normal combo, and can leave you defenseless. Once you get it going, it can only be cancelled by a Blast Spark, Strike Impact, or Special, all of which are costly. -The initial forward movement of this move is a bit further than the lean in of the normal melee combo, so it sometimes is easier to catch up to enemies using this. Unique B: Instant Transmission (Generic) Teleport. Disappear then reappear directly by targeted enemy or ally. -Briefly vulnerable following teleport reappearance. -Has a distance limit. For instance, if you teleport but the target is too far, you will reappear as close to the target as possible. -That said, most of the time this can be overcome by simply teleporting again (assuming you WANT to be right by the target). -Despite appearances, it cannot always move through solid stage objects like mountains: whether or not it succeeds in that respect seems to depend on the movement of the target behind the object and the angle of approach. -Useful for reaching downed allies in need of revival. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -He makes it pretty easy to get right in the enemy's face and deal out serious damage - a reliable melee character at any skill level. -Both his moves have notable windows that leave him open (swinging at the air at a knocked down opponent with Dragon Rush, appearance after Instant Transmission), but these are easy enough to get used to and work around. ---------------- ---------------- C42. Super Saiyan 3 Goku ---------------- Retries: 0 Type: Melee --- Base Power Level: 880 Base HP: 25000 --- Blast Spark: Laser Unique A: Dragon Break (Unique) Dash followed by a swipe attack. Goku quickly charges forward a short distance and performs a kick: a wind pressure-like swipe is created a small distance in front, capable of hitting multiple enemies. Briefly stuns enemies on full contact, but cannot extend combos. Good damage. -Adding up the opening dash and the distance of the swipe itself, it actually covers a lot of ground, and is very effective in heading off both offensive charges and incoming enemies. -It does good damage for a single hit, so spamming sometimes works well enough, but one does need to consider the initial forward movement. (Generic) The swipe part is identical to the one used singularly by Cell Perfect Form and Legendary Super Saiyan Broly. -The apparent distance is a little deceiving - it's created a bit further in front than you may think. Best way to get a handle on it is simply to keep using it (maybe adjust the camera when performing with targeting off for a closer look). -The stun it induces makes it excellent for catching escaping enemies and those just out of general normal attack reach. Unique B: Teleportation Attack (Generic) Teleport. Disappear then reappear directly by targeted enemy or ally. -Briefly vulnerable following teleport reappearance. -Has a distance limit. For instance, if you teleport but the target is too far, you will reappear as close to the target as possible. -That said, most of the time this can be overcome by simply teleporting again (assuming you WANT to be right by the target). -Despite appearances, it cannot always move through solid stage objects like mountains: whether or not it succeeds in that respect seems to depend on the movement of the target behind the object and the angle of approach. -Useful for reaching downed allies in need of revival. (Unique) Upon reappearing, press the button again to emit a shockwave. Costs additional SP. -This allows you to overcome the vulnerability window when the teleport completes, so long as you're willing to spend the extra SP. -It is valid, and often advisable, to not do the shockwave, effectively only using the normal teleport part. This flexibility is one of its advantages. Special: True Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -Unsurprisingly, Super Saiyan 3 Goku is very strong. Aside from simply being a hard hitting melee character, both his Unique moves give him good options for catching up to enemies and preventing them from getting away, reducing the usual frustrations of his type. A reliable choice in the 0 retry category. ---------------- ---------------- C43. Super Saiyan Gohan (adolescent) ---------------- Retries: 0 Type: Support --- Base Power Level: 620 Base HP: 20000 --- Blast Spark: Laser Unique A: Tchc! Are You Okay?! (Generic) Single ally reviving dash. Gohan will stop and look around. If a knocked out ally is in range, he will dash over to them at incredible speed and revive them quickly. Revive functions like a normal Revive Soul, restoring about 1/4th of their health. -The range he can detect KO'd allies within is large, but not unlimited - if you're both at the absolute opposite ends of a large battlefield, for instance, it won't work. -He will auto-lock on to the closest downed ally in range, so there is no need for you to manually lock on to any ally first. -He is vulnerable during the start-up looking animation. -The dash, as soon as it begins, is so fast, it's extremely unlikely anything will hit him. He does not have invincibility or super armor, but the speed is so good it may just seem like it. -While traveling, he will go over/around most stage objects. In crowded mountain stages, he could get stuck behind something, but this is rare. -Thanks to all its properties, this move can revive allies in situations where it would otherwise be almost impossible. Unique B: Tenma Defense (Generic) Healing barrier. Creates a barrier around yourself, which will push enemies away (but does no damage), and heal yourself plus any allies in range. It also cures all status effects, and revives downed allies. Blocks ki shots. -Slightly smaller than the dedicated 'wave' aura healing fields characters like 18 and Jeice have. -A great defensive move in general, thanks to its ki shot blocking and knock away properties, making it effective even in the middle of heated battles. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -Although classified as support, with the sheer power of a 0 retry character, he can be played very aggressively and succeed. His support moves are designed to work in the middle of fierce battles, so he can both keep himself alive and get to allies in a pinch. -If one's goal is simply to sit back and heal allies as needed, he may not be the best choice, as his moves are so specialized. Go punch stuff. ---------------- ---------------- C44. Ultimate Gohan ---------------- Retries: 0 Type: Melee --- Base Power Level: 880 Base HP: 22000 --- Blast Spark: Laser Unique A: Ultimate Knuckle (Unique) Short range melee attack. Gohan will quickly charge forward a short distance and attack with his knuckle, which will knock back and knock down on full contact. Excellent damage. Has an aura for most its duration, denoting that he has Super Armor while performing this attack. -Does very high damage for a single attack. -Although its reach isn't that great, it is very fast. -Due to its super armor, it works well as a counterattack. -Although its range and knock down properties mean it can't be spammed all that well on a single enemy, it should still be used as often as possible: its damage is absolutely incredible, and repeating it can result in enemies getting knocked out surprisingly quickly. Unique B: Super Strength (Generic) Counter against melee attacks. Will assume a counter stance, and if melee attacks hit, they will be blocked. As soon as the block ends, he will immediately counter with a melee attack of his own - its attack power increases depending on how much damage was absorbed by the block. The attack is also unguardable. Hold the button to extend stance/block time, for up to a few seconds longer. -Works against normal melee attack hits as well as any melee-oriented Unique moves. -Anything else, like ki blasts and Specials (super moves), he will, of course, be vulnerable to. -If nothing hits while in the counter stance, he will follow with the attack anyway. This means you can effectively use it as a normal melee attack with a long start up. -However, the damage will be at its lowest since he will not have absorbed any attacks to power it up. -He will continuously block for as long as he is being melee attacked without a break, and then launch his counterattack the second it lets up. This means if multiple enemies are repeatedly doing combos on him, he will block and absorb all the damage, no matter how long it takes, until they all let up just long enough for him to counterattack. It is very rare it will go on for this long, though. Special: Ultimate Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -Although he doesn't have much reach, Ultimate Gohan has incredible damage potential, and can completely demolish enemies with shocking speed. His range limits mean you will have to get used to enemies coming to you and exercise some patience, but once this is all adjusted for, it's easy to see why he's one of the strongest characters in the game. -Ultimate Knuckle's versatility as both a direct attack and a defensive counterattack may make Super Strength seem outright useless, but do keep in mind that Super Armor still means you're taking damage even if you are plowing through the actual attack. It will take some practice to figure out which is more appropriate for varying situations. ---------------- ---------------- C45. Super Saiyan 2 Vegeta ---------------- Retries: 0 Type: Ki Blast --- Base Power Level: 630 Base HP: 20000 --- Blast Spark: Large Ki Blast Unique A: Galick Blaze (Generic) Ki blast barrage. Fires a series of ki shots at the enemy. Hold down the button to continue to fire at the cost of additional SP - can be done until no more SP remains. Shots do not stagger or stun enemy. Will only be knocked down if they soak enough damage. -Even when switching targets, shots will continue if button is held down. Good for hitting multiple targets, although this means wasting a few shots between switching (and it can be disorienting). (Unique) Vegeta's ki blasts emerge in a shotgun blast-like formation in front of him, and will go forward and converge on the target. Good damage per hit. -Works well even against up close groups due to this formation. -When done closer to the ground, you will likely lose a couple of his blasts due to them hitting the ground. However, the ones that do survive do such good damage per hit, it barely matters. -Because of how they appear and curve in the air before homing in on an enemy, the barrage is a bit slower to hit enemies at longer ranges. But, it is still fast enough in general, and does such good damage, that it isn't too much of a problem. Unique B: Baryon Ray (Generic) Single laser, aimable. Fires a beam which lingers on screen for a few seconds. Can be aimed using the extra yellow reticle, freely aimed with no target selected. Can hold down button to continue delay and aim. Will pass through stage objects (like mountains) as if they weren't there. Knocks enemy down on impact. -Very fast, but not immediate, travel speed. Long, but still limited range. -The fact that it lasts longer makes it easier to hit things with, despite being a single beam. -Due to that, it does actually work pretty well even with targeting off. (Unique) Delay on start up. Laser remains on screen slightly longer than other versions of the move. Special: Final Flash (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -Both of his unique moves require a bit of experience to use efficiently, but once you get it down, you'll find he can switch between being a furious ki blasting maniac and a calculating sniper as he pleases. -With his SP demands, cards pertaining to ki savings will do him well. The Ki Perfect Control card (large SP use reduction at the cost of losing your Special) does make sense with him, as Galick Blaze is sometimes better to have than Final Flash (as long as you understand the risk of lacking its invincibility). ---------------- ---------------- C46. Majin Vegeta ---------------- Retries: 1 Type: Melee --- Base Power Level: 640 Base HP: 16000 --- Blast Spark: Large Ki Blast Unique A: Majin Rush (Generic) Auto-combo, repeatable. Moves forward and launches into a series of punches and kicks, which will end with a finisher hit which knocks back and knocks down. Press the button again to repeat the combo before the finisher, at the cost of additional SP, for as long as SP is available. -Pressing the button again once will cause the entire combo to repeat except the finisher once the current repetition ends. In other words, you just need to press it once while it's being performed to repeat it after the current set of hits - no need to mash the button. -Realistically, you can only perform 2 or 3 repetitions on a normal, non-giant enemy: the game's infinite prevention will kick in and cause the enemy character to automatically fall down after a certain amount of damage/hits. -Be wary of spamming this move: it is longer than a normal combo, and can leave you defenseless. Once you get it going, it can only be cancelled by a Blast Spark, Strike Impact, or Special, all of which are costly. -The initial forward movement of this move is a bit further than the lean in of the normal melee combo, so it sometimes is easier to catch up to enemies using this. -The punches and kicks have pretty good horizontal range, making it very possible to catch and beat up multiple opponents. Unique B: Risky Fight (Unique) Trade HP for SP. Vegeta very briefly enters a power up animation during which he's vulnerable, and a portion of his HP is reduced while a portion of SP is gained. -Not quite as risky as it might sound, as the HP lost/SP gained is something of a sliver. It has to be performed repeatedly to lose/gain a very significant amount. -The amount is proportional to however much your max HP/SP is, which of course increases as the ENERGY gauge at the top goes up and hits all its notches. It makes less sense early on, when you'll lose more HP than you'll gain SP, and more sense later, especially when the ENERGY is full and you have your true max bars (not to mention no longer getting the SP refills that come with the gauge's notches being reached). -A good common use: If you have a decent amount of SP already, but not quite enough to use your Special, just use this once or twice and suddenly it's Final Flash time. -In conjunction with healing cards or a very on-point healer, Majin Vegeta can keep up a pretty heavy assault. Healing cards may have downsides or not be fast enough, though, and it can be risky to overburden your healer. Special: Final Flash (Generic) Beam super. Average start up time. Beam controllable for duration. Ultimate: Final Explosion (Generic) Must have Ultimate Jewel equipped in Item Card slot. Requires full ENERGY Gauge. When fully charged and launched, wins the match. --- Comments: -He is a little less straightforward than Super Saiyan 2 Goku (who he shares the Rush style move with), but Risky Fight can be a useful tool, as long as it's not overdone, and access to an Ultimate is a nice bonus. -The Absorb Energy card (regain HP based on damage inflicted) works well with Majin Rush, one of the better combinations that can be used with Risky Fight. This assumes you'll be able to consistently hit someone with a good amount of the combo, though. -You will especially want to be careful about using Risky Fight if you're planning on using his Ultimate, since while having SP to charge it is nice, being closer to death is a bigger issue. ---------------- ---------------- C47. Kid Trunks ---------------- Retries: 1 Type: Support & Interfere --- Base Power Level: 205 Base HP: 10500 --- Blast Spark: Medium Ki Blast Unique A: Show Me What You've Got! (Generic) Distraction and speed power up. Strikes a pose, which is supposed to shift the targeted enemy's lock on to you if close enough, and gains a blue aura. Speed is increased while this aura lasts. -Unfortunately, the lock on shift distraction aspect does not really work at all against CPU opponents. -The speed power up still works, though, and is useful. Unique B: Go, Go! (Generic) Group healing. Fairly lengthy start up time. Creates an energy ball, which disperses and becomes four healing orbs. Heals all allies and yourself. Reaches everyone at the same time regardless of where move is performed. -Vulnerable during start up. Once it disperses, you can move freely (you don't have to wait until after everyone is healed). -The time it takes for the heals to reach everyone after dispersal is fairly quick, but when factoring in the start up time, it takes a while to perform overall. -It is important to note that unlike other moves, if it's performed when you have low SP, the move will fail: the start up animation plays, but the healing effect will not take place and you will be exhausted. -For these reasons, it has issues working well for healing in desperate situations. It's best to keep an eye on your team's health and use it to keep everyone's HP from falling too low to begin with. Special: Super Energy Blast (Generic) Large single ki blast. Average start up time. Does all its damage in one hit. No tracking. -Passes through stage objects (i.e. mountains) as if they weren't there. It'll still decimate destroyable stage objects all the same, but will not be stopped by them. Notes: -Due to having only one slot for health cards, he has unusually low HP. --- Comments: -He is similar to Yamcha in a number of ways (but different, keep reading), and benefits from a similar game plan: Monitor the group's HP, provide health when needed, tack on extra damage to enemies already under attack. And, better off avoiding getting hit due to his low health. -However, his group healing move makes it easier to hang back and provide health to everyone, and it heals himself too, so it's easier to recover from mistakes. -He also has pretty good ki attack power, although he doesn't get three normal shots. His Blast Spark is fast, though, and gets a lot of energy regeneration card slots. -Add all these up and his being a 1 retry character makes more sense. All the same, you will want to be careful about his low health. ---------------- ---------------- C48. Super Saiyan Kid Trunks ---------------- Retries: 1 Type: Ki Blast & Support --- Base Power Level: 415 Base HP: 13000 --- Blast Spark: Large Ki Blast Unique A: Trick Buster (Unique) Area explosion ki shot. Fires a fairly fast ki shot which explodes on impact, creating a small area explosion. No tracking. Once the shot travels far enough, it can be redirected mid-air towards the target by pressing the button again. -This means, for example, if the shot misses and goes past an enemy, press the button and it'll immediately shoot back towards the target, hitting them from behind. -Chances are the shot will hit something well before you'll be able to use the mid-air redirection follow up. Regardless, the move is still good in general thanks to its properties otherwise. -If an open enemy is hit directly by the shot, they'll be knocked down. Unique B: Go, Go! (Generic) Group healing. Fairly lengthy start up time. Creates an energy ball, which disperses and becomes four healing orbs. Heals all allies and yourself. Reaches everyone at the same time regardless of where move is performed. -Vulnerable during start up. Once it disperses, you can move freely (you don't have to wait until after everyone is healed). -The time it takes for the heals to reach everyone after dispersal is fairly quick, but when factoring in the start up time, it takes a while to perform overall. -It is important to note that unlike other moves, if it's performed when you have low SP, the move will fail: the start up animation plays, but the healing effect will not take place and you will be exhausted. -For these reasons, it has issues working well for healing in desperate situations. It's best to keep an eye on your team's health and use it to keep everyone's HP from falling too low to begin with. Special: Victory Cannon (Generic) Large single ki blast. Average start up time. Does all its damage in one hit. No tracking. -Passes through stage objects (i.e. mountains) as if they weren't there. It'll still decimate destroyable stage objects all the same, but will not be stopped by them. --- Comments: -The ki blast counterpart to Super Saiyan Goten, he can play a more leisurely game, sitting back and throwing in ki shots or heals as needed. Trick Buster's explosion is great for keeping groups of enemies under control and off your team mates (and, at times, you). -It is pretty rare that you'll get to use Trick Buster's redirection ability, but the one place it's most likely to be of help is if you are attacking an enemy air-to-air and miss. ---------------- ---------------- C49. Goten ---------------- Retries: 1 Type: Support & Interfere --- Base Power Level: 205 Base HP: 10500 --- Blast Spark: Laser Unique A: Slingshot (Unique) Multi-lock distraction projectile. Goten throws a rock, which upon hitting an enemy, is supposed to shift their lock on to you. Hold down the button to lock on to multiple enemies. No tracking, but very fast and long range. -Like other moves, the lock on shift distraction aspect does not really work at all against CPU opponents. -However, if the rock makes full contact, it can induce a stun state in an enemy. This does not always work, as a lot of moves will tear through it as if it were a normal ki blast, but it can often catch the CPU between actions. -Multi-lock will initially only target enemies directly in front of you. If you move the right stick while aiming to scroll through targets, and pass over enemies outside your first range of vision, it will lock on to them as well. -If you tap the button instead of holding, the additional rocks will all fire on a single target even if there are other enemies in range. This allows you to increases your chances of hitting a single character, much like a ki barrage, if you choose. -If you are using the LT / L2 trigger to do the button tap trick, it might be a bit tiresome - remember, you can also use LT + X / L2 + Square to do the same move. Just hold guard and tap the X / Square button. Unique B: Go, Go! (Generic) Group healing. Fairly lengthy start up time. Creates an energy ball, which disperses and becomes four healing orbs. Heals all allies and yourself. Reaches everyone at the same time regardless of where move is performed. -Vulnerable during start up. Once it disperses, you can move freely (you don't have to wait until after everyone is healed). -The time it takes for the heals to reach everyone after dispersal is fairly quick, but when factoring in the start up time, it takes a while to perform overall. -It is important to note that unlike other moves, if it's performed when you have low SP, the move will fail: the start up animation plays, but the healing effect will not take place and you will be exhausted. -For these reasons, it has issues working well for healing in desperate situations. It's best to keep an eye on your team's health and use it to keep everyone's HP from falling too low to begin with. Special: Super Kamekameha (Generic) Beam super. Average start up time. Beam controllable for duration. Notes: -Due to having only one slot for health cards, he has unusually low HP. --- Comments: -Slingshot is an interesting move - it lacks the potentially huge annoyance benefit it'd get in Battle Mode, but the speed, range, and multi-lock give it an edge other stunning/freezing moves don't have. This is despite its decreased reliability: even if it doesn't work a lot of the time, he can just keep chucking them. -Use it to help ensure enemies cannot escape attack pressure from your allies. -Because of the aforementioned reliability issues though, it can be risky to use on enemies who are after you or as a counterattack. -You may think that due to the multi-lock, it works best on stage with tons of enemies, but this is prone to backfire as his low health means if even one of them decides to go after you, you're in trouble. So it's better used when there's a manageable amount of enemies being attended to by your team mates. -In short, it works best at allowing current team attacks to continue rather than setting ones up. Still, use the move, get used to it, and see what works for you. -So yes, sitting back and chucking rocks + healing is the name of his game. ---------------- ---------------- C50. Super Saiyan Goten ---------------- Retries: 1 Type: Melee & Support --- Base Power Level: 413 Base HP: 13000 --- Blast Spark: Laser Unique A: Chaaaaaarge! (Unique) Chargable Guard Break, short range dash. Goten dashes at the enemy - if move is charged, induces Guard Break. Start up and charge speeds are very fast. Distance is shorter than most other comparable moves, but still decent. -Knocks away and knocks down enemies on full contact. -An excellent move handy in a number of situations, thanks to its speed. Probably one of the best singular melee moves in the game. Unique B: Go, Go! (Generic) Group healing. Fairly lengthy start up time. Creates an energy ball, which disperses and becomes four healing orbs. Heals all allies and yourself. Reaches everyone at the same time regardless of where move is performed. -Vulnerable during start up. Once it disperses, you can move freely (you don't have to wait until after everyone is healed). -The time it takes for the heals to reach everyone after dispersal is fairly quick, but when factoring in the start up time, it takes a while to perform overall. -It is important to note that unlike other moves, if it's performed when you have low SP, the move will fail: the start up animation plays, but the healing effect will not take place and you will be exhausted. -For these reasons, it has issues working well for healing in desperate situations. It's best to keep an eye on your team's health and use it to keep everyone's HP from falling too low to begin with. Special: Super Kamekameha (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -One of the best mixed support type characters overall, thanks to his strength as a melee character. He has no problem mixing it up or hanging back to provide health as needed. -The nature of his healing move does pose issues with acting as a dedicated healer - he is still a melee character too, so it's best not to forget to use him as such. At the same time, you'll want to keep an eye on everyone's health to make good use of his healing ability. -Also, do not forget about Hyper Revive Soul (detailed in B109. Hyper Revive Soul and Hyper Energy Share above). This definitely comes in handy if you have the SP but general healing just isn't working out. -Chaaaaaarge! can be good to get enemies out of your face so you can do the heal. And yes, it IS exactly six As. ---------------- ---------------- C51. Gotenks ---------------- Retries: 2 Type: Melee & Interfere --- Base Power Level: 270 Base HP: 13000 --- Blast Spark: Laser Unique A: Ultra Dynamite Combo (Unique) Melee pursuit attack, repeatable. Gotenks charges forward and slams the enemy with a single attack. Press the button to repeat, up to two more times - three hits total. Very long travel distance, fast speed. Each hit will stun the enemy briefly. -Actual damage per hit is small. -Every attack made has its own tracking on start up, so even if it is dodged at first, it's easy to simply repeat the attack until you hit the enemy. -Because of its low damage, it's great for helping with Ultimate moves: it can keep an enemy stunned without killing them while another player charges their Ultimate. -One of the game's easiest to use, and most effective, moves for stunning and otherwise slowing down enemies. Unique B: Ta-Da! (Generic) Distraction and speed power up. Strikes a pose, which is supposed to shift the targeted enemy's lock on to you if close enough, and gains a blue aura. Speed is increased while this aura lasts. -Unfortunately, the lock on shift distraction aspect does not really work at all against CPU opponents. -The speed power up still works, though, and is useful. Special: Magnum Finger (Generic) Beam super. Beam controllable for duration. (Unique) Long start up time. -Aside from the obvious downside of taking longer before the damage starts, the advantage is being invincible for a longer time. --- Comments: -Gotenks is possibly the easiest 2 retry character to use for beginners, thanks to his all-around good power and Ultra Dynamite Combo's ability to lock down enemies. And, the longer than usual invincibility time afforded by his Special is handy for keeping out of trouble. ---------------- ---------------- C52. Super Saiyan Gotenks ---------------- Retries: 1 Type: Ki Blast & Interfere --- Base Power Level: 640 Base HP: 16000 --- Blast Spark: Laser Unique A: Super Ghost Kamikaze Attack (Generic) Delayed launch multi ki blast attack. An arrangement of ghosts is created before yourself, hanging in mid-air. Continuing to hold down the button will create more. After releasing the button, they will remain there until either: 1) The button is pressed again, or 2) Enough time passes. At that point, they will move towards the targeted opponent. -You can continue to hold down and create more until you run out of SP, but the earlier ones made will eventually hit the time limit and launch. -You are vulnerable and cannot move while creating them. Fortunately, they won't go away if you get hit. -You'll be vulnerable briefly when telling them to launch. -They will always move towards whoever was originally targeted while they were being created. -In other words, if you create some while targeting Saibaman A, then target and melee attack Saibaman B, and finally press the button again to launch the ki blasts, they will still pursue Saibaman A. -If you shift your target while holding down the button, the set created while the second target is locked on will go towards them, meaning multi-targeting is possible. -So, if you hold down the button, shift the right stick to review every possible target, then release and let them go, you direct a few to every enemy on the map. (Generic) Ghosts are created in front of you, at the same elevation. They will explode on impact. -If an enemy makes contact with one while it's suspended, it'll explode and damage them all the same. -They will explode on contact with the ground or stage objects. -Explosions are not area explosions, although they are capable of hitting multiple foes, if really close together. -Creation speed is a somewhat fast. Projectile speed, once launched, starts slow and speeds up a tiny bit over time. -Similar to Piccolo's Hellzone Grenade, but not exactly the same. Unique B: Galactic Donuts (Generic) Stunning projectile. Gotenks prepares and launches a ring forward, which travels at a decent pace. If it hits an enemy, they will be immobilized for a period of time. They will remain in mid-air if flying. No tracking. Long distance. -The lack of tracking means it can be hard to hit a moving enemy - it's easy to dodge. -While the enemy is frozen, Chase and Team Synchro cannot be done on them. -Can be used to stun enemies before they get knocked down, to get in further damage. -It will even freeze enemies while they are being projected forward during a Chase (although this may effectively end the Chase). Special: Ultra Finger Missile (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -An interesting character - his moves generally dictate a need to stay back, but the explosive nature of his ghosts, plus the fact that it's easier to hit someone with a Galactic Donut when they're closer, means he can do well at more ranges than you may think. He has good overall stats to support that, too. -Naturally, freezing someone with a Donut gives you time to make Ghosts. But, you can also just straight up make them right next to the enemy so they explode immediately. ---------------- ---------------- C53. Super Saiyan 3 Gotenks ---------------- Retries: 0 Type: Ki Blast & Interfere --- Base Power Level: 880 Base HP: 20000 --- Blast Spark: Laser Unique A: DIE DIE Missile Barrage (Generic) Ki blast barrage. Fires a series of ki shots at the enemy. Hold down the button to continue to fire at the cost of additional SP - can be done until no more SP remains. Shots do not stagger or stun enemy. Will only be knocked down if they soak enough damage. -Even when switching targets, shots will continue if button is held down. Good for hitting multiple targets, although this means wasting a few shots between switching (and it can be disorienting). (Unique) Ki blasts all fire straight forward. Good damage per hit. -Works best against singular enemies, and can function well from multiple distances. -Since there is no knock down until enough damage is absorbed, it's riskier close up, but the shots are fast, so it may just do enough anyway. -Unlike other characters, this barrage is both fast and straightforward, making it the most effective from long distances against a single enemy of its type. Unique B: Super Donut Volley (Generic) Stunning projectile. Gotenks prepares and launches a ring forward, which travels at a decent pace. If it hits an enemy, they will be immobilized for a period of time. They will remain in mid-air if flying. No tracking. Long distance. -The lack of tracking means it can be hard to hit a moving enemy - it's easy to dodge. -While the enemy is frozen, Chase and Team Synchro cannot be done on them. -Can be used to stun enemies before they get knocked down, to get in further damage. -It will even freeze enemies while they are being projected forward during a Chase (although this may effectively end the Chase). (Unique) Hold down the button to continuously fire donuts at the cost of additional SP - can be done until no more SP remains. -This means you can artificially overcome the lack of tracking the donuts have by just firing them over and over until they hit the target. -Also makes it a bit more effective as a defensive move, as you're more likely to nail an incoming enemy on their approach with at least one of them. -As with the ki blast barrage, even when switching targets, shots will continue if button is held down. It is not likely this will work all that well against many enemies at the same time, since it means distributing a bunch of projectiles with no tracking rather than focusing on one target. You could get lucky if enough enemies are close by, though. Special: Revenge Cannon (Generic) Beam super. Average start up time. Beam controllable for duration. Ultimate: Charging Ultra Volleyball (Generic) Must have Ultimate Jewel equipped in Item Card slot. Requires full ENERGY Gauge. When fully charged and launched, wins the match. --- Comments: -Possibly the ultimate spam-everything-like-a-maniac character, his DIE DIE Missile Barrage works as well as advertised, and his donuts are great for when you want to shut down enemy momentum. His big, obvious weakness, though, is how SP hungry he is: you may end up only ever using one move or the other simply because using it the way it's intended can easily drain all your energy without moderation. Find a way to plan around this (cards, team SP sharing, patience, etc) and he can tear things up pretty quickly. ---------------- ---------------- C54. Super Vegito ---------------- Retries: 0 Type: Ki Blast --- Base Power Level: 910 Base HP: 25000 --- Blast Spark: Triple Ki Blast Unique A: Spirit Sword (Unique) Ki energy beam, mid-to-close range. Quickly fires a beam of ki, which is long but has limited distance. Will pass through stage objects (like mountains) as if they weren't there. Can be aimed using the extra yellow reticle, freely aimed with no target selected. Can hold down button to continue delay and aim. -Briefly staggers enemy. Even if it directly hits an enemy, they will not be knocked down. -The fact that it doesn't knock enemies down is actually a good thing in this
case, since it means you can dish out more damage. Spamming this move does work thanks to its speed. -It may appear to be like a Blast Spark Laser, but the distance is not as long. It's still very long all the same - some practice may be necessary to fully grasp its range. Unique B: Spread Finger Beam (Unique) Burst of small area explosion ki shots, multi-locking. Quickly tosses out five ki shots, all of which will explode on impact. Hold the button to lock on to multiple enemies and distribute the five across those targets. Even if all shots hit a single enemy, they will not be knocked down. -The explosions are not area explosions like other moves have (as in, they don't create an orb that lingers on the screen for a while), but they're still plenty big enough to hit multiple enemies. -When firing at a single target, the shots all fly so tightly together they'll generally all explode at once. They will still ignite in different places though, so they'll essentially fill an area with explosions. -Multi-lock will initially only target enemies directly in front of you. If you move the right stick while aiming to scroll through targets, and pass over enemies outside your first range of vision, it will lock on to them as well. -He will always throw five shots and no more, so when locking on to multiple enemies, some enemies may be tracked by two or more shots. -When using as a multi-lock, the tracking is a bit haywire and prone to miss enemies who are very far away. Special: Big Bang Flash (Generic) Beam super. Average start up time. Beam controllable for duration. Notes: -A DLC character, he must be bought from the console's online store (Xbox Marketplace / Playstation Store). --- Comments: -Vegito doesn't disappoint. Although he's a ki blaster, he has high stats all around and can adjust well to many situations. Both his moves have practically no start up or recovery time. His specialty is mid-range, but he has the speed and general power to make any range good enough. Whether playing aggressively or chilling out in the back, he can play around however he very well pleases. -As mentioned above, neither of his moves knock down enemies on their own (it'll only happen once they've absorbed enough damage from you or your allies). This is, again, a good thing, as you can just keep piling on the damage, but it may be a little disconcerting at first if you're used to how most every other character has at least one thing that knocks around enemies. If you really need someone out of your face immediately, remember the fundamentals (guarding, dodging, Blast Sparks, Strike Impact) and you'll be fine. ---------------- ---------------- C55. Dabura ---------------- Retries: 1 Type: Ki Blast & Interfere --- Base Power Level: 630 Base HP: 20000 --- Blast Spark: Large Ki Blast Unique A: Evil Flame (Generic) Corrosive damage status effect. Fires a projectile in an arc forward. If it hits an enemy, they will continuously take damage for a period of time, while the effect is active (denoted by an 'aura' visual on them). Unblockable. -This will almost always work on the enemy, even if they are knocked down, falling, etc. The one exception is if they're in an invincible state (i.e. performing a Special/super move). -Because of this, it's a lot easier to hit them with it again when the effect runs out, so they're constantly taking damage all the time. -This even works on giant bosses - the visual effect will be huge due to their sheer size. (Unique) Travel distance is long. Orange/red flaming/burning visuals while in effect on the enemy. Unique B: Stone Spit (Unique) Stunning projectile, arcing. After a brief start up, Dabura spits a small projectile which travels forward in an arc. If it hits an enemy, they will be turned to stone and immobilized for a period of time. They will remain in mid- air if flying. Projectile has very fast travel speed, relatively short distance. No tracking. -Speed is incredible, possibly the fastest freeze stun projectile in the game, but the flip side is the lack of tracking and poor travel distance. -Since it travels in an arc, it can potentially hit someone a bit above you, and of course will still work if it hits on its way down. -Due to these factors, it works best at close-to-mid range, although you'll need to watch its start up time. -While the enemy is frozen, Chase and Team Synchro cannot be done on them. -Can be used to stun enemies before they get knocked down, to get in further damage. -It will even freeze enemies while they are being projected forward during a Chase (although this may effectively end the Chase). Special: Evil Impulse (Generic) Exploding ki ball super. Launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. Notes: -Dabura slashes with his sword during his normal combo, giving him a bit of extra range. He's more likely to be able to hit multiple enemies, even ones to the side of him. --- Comments: -Although he is basically a 'trick' character, he has the general strength to work well as a straightforward fighter if the situation calls for it - thanks to this, he's actually fairly easy to use. A good alternative to the norm. ---------------- ---------------- C56. Majin Buu ---------------- Retries: 1 Type: Support & Interfere --- Base Power Level: 630 Base HP: 28000 --- Blast Spark: Medium Ki Blast Unique A: Surprise Arm (Generic) Arm stretch and grab. Stretches an arm for a set distance, and when it reaches an opponent or ally, it pulls them to you. No damage. Against enemies, induces a stun state in most circumstances. Has tracking. Can extend combos. -It does work on enemies before and after performing a Special (super move), but not during. It does not induce stun in either situation, so it is possible to pull someone over and immediately get hit with their Special. -It is possible for the pull-in part of the grab to not work if the enemy is simultaneously being effected by something else (i.e. certain ally attacks), but the enemy will still get stunned. This is not common, though, so you can end up pulling an enemy away from an ally's attack. -Allies will not be stunned. Does not work at all on downed (K.O.'d) allies. -This can be used to save allies, as it will even pull them away while they're being combo'd by an enemy. Alternatively, you can pull the enemy away from your ally. (Unique) -Oddly enough, it does not work in some situations where other versions of the move do, namely when used on an enemy who is waking up from knock down or guarding. -Forward stretch range is the same, but side directional range is shorter, making it more prone to miss. -All that said, it still works plenty well, just with more of a need for enemies to be directly in front of you. -Worth noting that it does not work on enemies turned into chocolate. Unique B: Chocolate Beam/Mend Beam (Generic) Stun and heal move. After a somewhat lengthy start up, creates a limited range projectile. On contact, the enemy is turned into chocolate, immobilizing them for a limited time and creating a healing field around them, which will heal you and allies. No tracking. -Enemy cannot be damaged in chocolate form. They will simply be unable to do anything. -As chocolate, if they were in mid-air, they will fall all the way to the ground. -Although the distance is limited, it is still long enough to potentially chocolatize an enemy beyond where the healing field can hit you. -Since the enemy cannot be damaged while they are chocolate, it may seem less useful. But essentially, you are trading immobilization + damage for immobilization + healing. Overall, it is great for controlling the pace of battle, and keeping single foes away from everyone else (with the bonus of healing yourself). -As you might imagine, using it when all your allies are attacking one enemy is a great way to heal everyone at oncecbut it may just slow down your damage output, to everyone's annoyance. (Unique) When an ally is targeted, the move instead becomes Mend Beam. On contact, heals the targeted ally and creates a healing field around them, which will heal you and other allies. Has tracking. -Range is significantly increased, about three times or so as much as Chocolate Beam. The distance still definitely has a limit, though. -Due to this limit, the tracking is really only good enough for reaching an ally who is not moving too erratically (and who hopefully doesn't exceed its range). -The healing field will still be created even if the beam makes contact with any kind of background object, useful for when you need to heal yourself. This only applies to Mend Beam though, so be sure to lock on to an ally all the same. -May be a better solution to healing all allies ganging up on one enemy, since you won't have to interrupt the attack on the enemy - but be mindful of how it will lock on to the ally with the lowest health first when switching to ally targeting (which can be a problem if said ally is away from the group). Special: I Hate You! (Generic) Area explosion. Average start up time. Creates a large circular explosion around yourself. -Has significantly greater range than 'light pillar' type specials, although it is still possible for enemies to escape during start up, so it remains mostly useful as a counterattack. Still, it's easier to hit with. --- Comments: -Majin Buu is great at directing the battle as he'd like and taking on whatever role best suits the situation: he can stun enemies and keep them out of commission, move people around with Surprise Arm, heal allies, and works well as a straight up brawler. -Mend Beam takes some getting used to, but he does actually work pretty well as a dedicated healer. -When holding down the guard button and not being hit, he will take up a taunt animation, with different ones whether he's in mid-air or on the ground. Photobomb whoever got the last hit! ---------------- ---------------- C57. Evil Buu ---------------- Retries: 1 Type: Ki Blast & Interfere --- Base Power Level: 800 Base HP: 26000 --- Blast Spark: Laser Unique A: Assault Rain (Generic) Multi-lock ki shots. Fires a series of ki shots - hold down the button to lock on to multiple enemies, firing more. If only one enemy is present, all shots will be fired at them. Will only be knocked down if they soak enough damage. -Multi-lock will initially only target enemies directly in front of you. If you move the right stick while aiming to scroll through targets, and pass over enemies outside your first range of vision, it will lock on to them as well. -If you tap the button instead of holding, the additional shots will all fire on a single target even if there are other enemies in range. This allows you to use it more like a regular ki barrage if you choose. -If you are using the LT / L2 trigger to do the button tap trick, it might be a bit tiresome - remember, you can also use LT + X / L2 + Square to do the same move. Just hold guard and tap the X / Square button. (Unique) Buu fires all of his shots upwards, which then rain down on their targets. -This means the shots will go over stage objects in many circumstances. -Since the tracking on each shot cuts out right before they reach the enemy, if they manage to avoid them, the ki will hit the ground one after another right by the target. -If they avoid the shots in the air, the shots will instead loop around in the air for a while before dissipating. They will damage enemies who happen to run into them before they go away. Unique B: Chocolate Beam (Generic) Stun and heal move. After a somewhat lengthy start up, creates a limited range projectile. On contact, the enemy is turned into chocolate, immobilizing them for a limited time and creating a healing field around them, which will heal you and allies. No tracking. -Enemy cannot be damaged in chocolate form. They will simply be unable to do anything. -As chocolate, if they were in mid-air, they will fall all the way to the ground. -Although the distance is limited, it is still long enough to potentially chocolatize an enemy beyond where the healing field can hit you. -Since the enemy cannot be damaged while they are chocolate, it may seem less useful. But essentially, you are trading immobilization + damage for immobilization + healing. Overall, it is great for controlling the pace of battle, and keeping single foes away from everyone else (with the bonus of healing yourself). -As you might imagine, using it when all your allies are attacking one enemy is a great way to heal everyone at oncecbut it may just slow down your damage output, to everyone's annoyance. Special: Guoah! (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -He can lazily sit back and fire shots into the air all day, turning anyone who gets uncomfortably close into chocolate. Might as well have a soda and a magazine handy. ---------------- ---------------- C58. Super Buu (Gohan absorbed) ---------------- Retries: 0 Type: Ki Blast & Interfere --- Base Power Level: 890 Base HP: 25000 --- Blast Spark: Laser Unique A: Super Ghost Buu Attack (Generic) Delayed launch multi ki blast attack. An arrangement of ghosts is created before yourself, hanging in mid-air. Continuing to hold down the button will create more. After releasing the button, they will remain there until either: 1) The button is pressed again, or 2) Enough time passes. At that point, they will move towards the targeted opponent. -You can continue to hold down and create more until you run out of SP, but the earlier ones made will eventually hit the time limit and launch. -You are vulnerable and cannot move while creating them. Fortunately, they won't go away if you get hit. -You'll be vulnerable briefly when telling them to launch. -They will always move towards whoever was originally targeted while they were being created. -In other words, if you create some while targeting Saibaman A, then target and melee attack Saibaman B, and finally press the button again to launch the ki blasts, they will still pursue Saibaman A. -If you shift your target while holding down the button, the set created while the second target is locked on will go towards them, meaning multi-targeting is possible. -So, if you hold down the button, shift the right stick to review every possible target, then release and let them go, you direct a few to every enemy on the map. (Generic) Ghosts are created in front of you, at the same elevation. They will explode on impact. -If an enemy makes contact with one while it's suspended, it'll explode and damage them all the same. -They will explode on contact with the ground or stage objects. -Explosions are not area explosions, although they are capable of hitting multiple foes, if really close together. -Creation speed is a somewhat fast. Projectile speed, once launched, starts slow and speeds up a tiny bit over time. -Similar to Piccolo's Hellzone Grenade, but not exactly the same. Unique B: Chocolate Beam (Generic) Stun and heal move. After a somewhat lengthy start up, creates a limited range projectile. On contact, the enemy is turned into chocolate, immobilizing them for a limited time and creating a healing field around them, which will heal you and allies. No tracking. -Enemy cannot be damaged in chocolate form. They will simply be unable to do anything. -As chocolate, if they were in mid-air, they will fall all the way to the ground. -Although the distance is limited, it is still long enough to potentially chocolatize an enemy beyond where the healing field can hit you. -Since the enemy cannot be damaged while they are chocolate, it may seem less useful. But essentially, you are trading immobilization + damage for immobilization + healing. Overall, it is great for controlling the pace of battle, and keeping single foes away from everyone else (with the bonus of healing yourself). -As you might imagine, using it when all your allies are attacking one enemy is a great way to heal everyone at oncecbut it may just slow down your damage output, to everyone's annoyance. Special: Ultimate Cannon (Generic) Exploding ki ball super. Average start up time. Launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. --- Comments: -With two unorthodox moves, he's a bit of a weird character. He's got the firepower of a 0 retry, but that also means he doesn't bring any of his own extra lives to allow you to mess around. He will take some practice to get used to, but the patient will be rewarded by the shocking damage his ghosts are capable of and his ability to just generally screw around with enemies. -As you might imagine, turning a character into chocolate buys you plenty of time to make some ghosts. ---------------- ---------------- C59. Kid Buu ---------------- Retries: 0 Type: Melee & Interfere --- Base Power Level: 880 Base HP: 25000 --- Blast Spark: Laser Unique A: Mystic Arm Swing (Generic) Arm stretch and grab. Stretches an arm for a set distance, and when it reaches an opponent or ally, it pulls them to you. No damage. Against enemies, induces a stun state in most circumstances. Has tracking. Can extend combos. -Works on almost every state a character can be in, although sometimes with different properties. -It does work on enemies before and after performing a Special (super move), but not during. It does not induce stun in either situation, so it is possible to pull someone over and immediately get hit with their Special. -It also works against enemies who are falling from knock down or who are knocked down/waking up. It will not interrupt their animation in either situation, so when they are pulled over they will then either continue to fall or continue their wake up animation. If falling, they may hit the ground, but they may also 'wake up' in mid-air. In any case, it still pulls them towards you all the same. -It is possible for the pull-in part of the grab to not work if the enemy is simultaneously being effected by something else (i.e. certain ally attacks), but the enemy will still get stunned. This is not common, though, so you can end up pulling an enemy away from an ally's attack. -Allies will not be stunned. Does not work at all on downed (K.O.'d) allies. -This can be used to save allies, as it will even pull them away while they're being combo'd by an enemy. Alternatively, you can pull the enemy away from your ally. (Unique) Press the button an additional time for an arm swing attack. Knocks away and knocks down. -Can be performed only if the initial grab hits something - an enemy, an ally, or a destroyable background object. (Does not actually effect allies, though) -Knock away distance is high and far, making it good for keeping enemies off your team's back. -Not unblockable, despite resembling the last hit of his normal combo. Unique B: Instant Transmission (Generic) Teleport. Disappear then reappear directly by targeted enemy or ally. -Briefly vulnerable following teleport reappearance. -Has a distance limit. For instance, if you teleport but the target is too far, you will reappear as close to the target as possible. -That said, most of the time this can be overcome by simply teleporting again (assuming you WANT to be right by the target). -Despite appearances, it cannot always move through solid stage objects like mountains: whether or not it succeeds in that respect seems to depend on the movement of the target behind the object and the angle of approach. -Useful for reaching downed allies in need of revival. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. Ultimate: Planet Burst (Generic) Must have Ultimate Jewel equipped in Item Card slot. Requires full ENERGY Gauge. When fully charged and launched, wins the match. --- Comments: -His moves allow him to zip around and control the battlefield as he'd like. With his high melee attack power, this makes him very effective. -Instant Transmission will do nothing upon mission completion with no enemies present (unless you target an ally). Instead, you will just get his hopcwhich makes a great celebratory pose! Too much partying will make you exhausted, thoughc ---------------- ---------------- C60. Bardock ---------------- Retries: 2 Type: Ki Blast --- Base Power Level: 215 Base HP: 13500 --- Blast Spark: Laser Unique A: Flip Shoot (Unique) Dodge, followed by a beam attack. Bardock flips backwards, a dodge during which he's invincible and attacks will go right through him, followed by a single laser attack where he stays in place. The button can be pressed again to repeat the flip and extend the invincibility window without break, at the cost of extra SP. -The beam is mostly identical to a normal Blast Spark laser - the one key difference: it doesn't knock down on impact. -The button needs to be pressed again to repeat the flip, it cannot simply be held down. -Since Bardock travels backwards a bit during the flip, the more it is repeated, the further back he will go. The laser's range is the same though, so if you flip excessively, the laser may not reach the enemy. But, the beam's distance is still good enough that it'll still hit if a few flips are done, and if you're in it just for the dodge anyway, it doesn't really matter. -It can work well enough used as a beam attack with a long start up that doesn't induce knock down. But if that's not a concern, using his Blast Spark laser may make more sense. Unique B: Saiyan Spirit (Unique) Ki blast attack power buff. Powers up and creates a blue aura around the character. While active, ki blast attack damage is increased. Fairly lengthy start up time. -It's more difficult to take advantage of this than the equivalent melee power buff other characters have - whereas that has the advantage of working with the standard combo, regular ki blast button shots don't benefit from it quite so much, in part due to their speed and rate of fire. It's harder to get as much out of the boost while it's still active. -It's possible to use the Natural Shooter card to up the amount of normal ki shots he gets, but even if there's more of them, they're not all that quick or strong to begin with. -His lasers, being relatively quick, tend to work best during this time. Special: Final Spirit Cannon (Generic) Large single ki blast. Average start up time. Does all its damage in one hit. No tracking. -Passes through stage objects (i.e. mountains) as if they weren't there. It'll still decimate destroyable stage objects all the same, but will not be stopped by them. Notes: -Wake up from knock down animation is a bit longer than most, since Bardock gets all salty about it and stops to slam the ground first. --- Comments: -Bardock is a tricky character. He has a number of 'pause' points, from both his moves involving a delay and a long wake up, which can really mess with your rhythm compared to other characters. And he's got a useful, but not straightforwardly easy to use Special. The dodge is really good though, so it works to take advantage of that when things get busy and use his power up when things are slow. -He does get 2 retries to mess around with, so don't be afraid to experiment. ---------------- ---------------- C61. Super Saiyan Bardock ---------------- Retries: 1 Type: Melee --- Base Power Level: 435 Base HP: 16000 --- Blast Spark: Laser Unique A: Vortex Crusher (Unique) Forward moving multi-hit flip attack. Bardock flips forward, spinning in the air, and finishes with a punch. If he runs into an enemy during the spin, they'll be hit - between that and the last punch, a single enemy can be hit two times. Each impact emits a shockwave. Good damage per hit. -Travel distance depends on enemy range: if they're right in front of you, it'll effectively work like a fast, short range two hit combo. -At long range, he will travel for a surprisingly long distance at high speed. If it is performed like this against a single far away target though, it's likely only the last punch will hit (if it does at all). -That said, it makes this attack extremely useful for movement in general, overcoming his low overall speed. -The final punch knocks back and knocks down. -It's possible to hit multiple enemies during the spin, which can result in more shockwaves being released. But, as mentioned, one opponent can only be hit once by the spin. -On top of everything else, he is just flat out harder to hit while it's being performed. Unique B: Saiyan Anger (Generic) Melee attack power buff. Powers up and creates a red aura around the character. While active, melee attack damage is increased. Special: Rebellion Trigger (Generic) Beam super. Average start up time. Beam controllable for duration. Notes: -A DLC character, he must be bought from the console's online store (Xbox Marketplace / Playstation Store). --- Comments: -Super Saiyan Bardock is actually a heavy melee character, with slow general movement speed comparable to the hulked out Super Trunks. It may not seem like it, though, since his fast and far moving Vortex Crusher boosts his mobility considerably. He hits hard, and even harder with Saiyan Anger activated - he's got incredible power for 1 retry character. -Of course, his reliance on a move to get around means he'll be back to slow mode if he runs out of SP completely, so some moderation may be necessary. -Yes, his voice does suddenly switch to Masako Nozawa in Japanese when performing his Special, even if you have the game set to the English dub. This seems to be an oversight. ---------------- ---------------- C62. Cooler ---------------- Retries: 1 Type: Ki Blast --- Base Power Level: 410 Base HP: 15000 --- Blast Spark: Eye Laser Unique A: Death Laser (Unique) Multiple shot laser, aimable. Fires a series of finger lasers at the enemy. Can be aimed using the extra yellow reticle, freely aimed with no target selected. Each shot will briefly stun. Will only be knocked down if they soak enough damage. Decent, but limited range. Fast travel speed. -Each laser does not have tracking while out, but the start up on each shot has individual tracking, making it possible to hit moving opponents. This is slowed down by the amount of lasers he fires, though. -Even when switching targets, shots will continue. However, they are prone to missing, especially if done across many targets. -Given its stunning properties, it works very well in one-on-one situations. Unique B: Particle Bomb (Unique) Area explosion projectile, slow moving. Creates a sparkling shot which will slowly travel towards target. Can hold down button to continue firing. Creates an area explosion on contact with enemies or the floor. Will pass through stage objects (like mountains) as if they weren't there. Excellent tracking. -Shots will knock down enemies on full contact. -It's easy to throw these out and then turn your attention to something else. Special: Death Flash (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -With two attacks that do well at keeping enemies locked down and away, he can work independently without much trouble - especially thanks to Death Laser in particular, though. -The same talents are great for working more closely with the team, tacking on extra damage with the lasers and using Particle Bombs to keep enemies from getting out of hand. Needless to say at this point, he's a versatile ki blaster. ---------------- ---------------- C63. Cooler Final Form ---------------- Retries: 0 Type: Melee --- Base Power Level: 800 Base HP: 25000 --- Blast Spark: Laser Unique A: Nova Chariot (Generic) Chargeable melee rush. After a start-up delay, dashes directly towards the enemy, and will hit while plowing right through them. This will occur regardless of whether it's blocked. If charged (hold down button until character emits extra aura), the attack will appear the same, but will hit multiple times instead: the final hit will induce Guard Break, as well as knock back and knock down. Fairly fast speed once active. Medium range. -In other words, charging the move will change the way it actually hits the opponent in addition to whether or not it guard breaks. -The uncharged version is good if you want to go for a faster hit-and-run attack. The charged one is for when you can commit to a full-on assault. -Can endure attacks during the start-up/charging, but stronger ones will still interrupt. Unique B: Death Chaser (Generic) Moving Auto-Combo. Launches a combo during which the character will move the opponent around, which helps avoid (but cannot prevent) enemies attacking while you perform it, and moves the opponent further down the map by the end. Short range. (Unique) All hits induce Guard Break - the move is unblockable. -First attack is one hit, followed by a teleport and then a second hit, then a forward movement leading into the final blow, which knocks down. -All three hits emit a shockwave, which can hurt nearby enemies. Special: Supernova (Generic) Large exploding ki ball super. Average start up time. Launches a single large ki ball which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. Relatively slow moving. --- Comments: -He is a strong contender for one of the best 0 retry characters overall: Death Chaser is incredibly good, so good you may find yourself not needing to do much else, thanks to its unguardable property and the fact that it renders you nearly untouchable for its duration. It is a close range attack, but fortunately he isn't very slow to begin with, and Nova Chariot works well enough if he needs to close in more aggressively. An excellent character. ---------------- ---------------- C64. Meta-Cooler ---------------- Retries: 1 Type: Ki Blast --- Base Power Level: 630 Base HP: 20000 --- Blast Spark: Eye Laser Unique A: Counter Blitz (Generic) Counter against ki blasts. Will assume a counter stance, and if ki blasts hit, they will be blocked. Hold the button to extend stance/block time, for up to a few seconds longer. -Works against normal ki blasts, Blast Sparks, and Unique ki attacks. Does not work against Specials (super moves). -Anything else, like melee attacks, he will, of course, be vulnerable to. (Unique) While blocking, depending on how many ki attacks hit/how much damage they can do, he will fire a differing amount of small ki blasts back at the enemy. If nothing hits him in this stance, after enough time passes, he will simply fire one. -The single ki blast he fires when it is done on its own isn't great - the whole point is to soak in damage and fire a couple. But, in the event that you misjudge the timing and no ki blasts hit you, it's something. The fact that it leaves you open means there's less room to screw around with this counter, though. -The small blue ki shots he fires back have great priority and will sail right through most other ki blasts. -The shot will not knock down or stagger the enemy at all, unless they take enough damage from multiple ones. Unique B: Clone Death Laser (Unique) Triple laser ki attack. Meta-Cooler fires a finger laser, while two of his duplicates appear and do the same: three simultaneous lasers. Very fast start up, very fast travel speed. Long, but limited distance. Will pierce through stage objects. If there are other enemies within range, the duplicates will fire at them, making it possible to hit up to three targets at once. -A very spammable move. So, despite having no real direct control over which additional enemies get hit by it, it's much faster to use to hit multiple enemies than the multi-lock ki blasts some other characters have. -It'll only hit multiple enemies who are in front of you. You will want to experiment to get a good feel for how it works. -Initial full contact hits will stun, but not knock down enemies. -Stuns enemies long enough to be useful for stopping their actions, although they can still act between shots. -To clarify on the 'pierce through stage objects' thing, an example: There is a mountain between you and an enemy. Regardless of whether it is destructible, the lasers will pass through the mountain. If the enemy on the other side is close enough, they will be hit. Special: Supernova (Generic) Large exploding ki ball super. Average start up time. Launches a single large ki ball which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. Relatively slow moving. --- Comments: -Works well as both an aggressive and supporting ki blast character, thanks largely to Clone Death Laser. Do not hesitate to use it over and over. -Counter Blitz is less consistently useful, but there are some ki spam happy CPUs (like Vegeta in Mission 55 - Enemies Unite). ---------------- ---------------- C65. Super Saiyan Broly ---------------- Retries: 1 Type: Ki Blast --- Base Power Level: 630 Base HP: 20000 --- Blast Spark: Triple Ki Blast Unique A: Eraser Shot (Unique) Burst of small area explosion ki shots. After a fairly length delay, tosses out five ki shots. All of them will explode on impact (whether they hit a stage object or an enemy) and create small area explosions. -The shots all fly so tightly together they'll generally all explode at once. They will still ignite in different places though, so they'll essentially fill an area with small explosions. -It is possible for them to explode independently (i.e. one or a few before the others), but it's unlikely. Unique B: Eraser Cannon (Generic) Area explosion ki shot, aimable. No tracking. Can be aimed using the extra yellow reticle, freely aimed with no target selected. Can hold down button to continue delay and aim. -If an open enemy is hit directly by the shot, they'll be knocked down. (Unique) After a delay, fires a large, fairly slow moving ki shot which explodes on impact, creating a big area explosion. -The explosion is much larger than any other of its type created by a normal Unique attack, although not as massive as the Special (super move) area explosions other characters have. Special: Burst Eraser (Generic) Multiple large area explosion ki shots. Broly fires a series of fast, large ki shots all around himself, which will shortly burst into big area explosions regardless of if they hit anything. Very fast start up time. No tracking. Starts and ends fairly quickly. -The explosions are identical to those from his Eraser Cannon. -The distribution of the shots is basically random and covers a wide area, so it is good for handling multiple enemies who are not necessarily right next to you. -However, it is very possible that an enemy who IS right next to you can end up getting lucky and not be hit at all, and they'll attack you as soon as your brief invincibility window ends. This means using it like the typical large single area explosion Special of other characters is actually somewhat risky. -Due to all this, its usefulness as a damage dealer/invincibility window is a bit questionable. It is perhaps better used for cover in assisting other characters. --- Comments: -A particularly unique ki blaster, he's got an assortment of explosions to shut up multiple enemies. He's particularly good at covering team mates and keeping the battlefield in check from a distance. As soon as anyone gets directly in his face though, he is in trouble (the polar opposite of his Legendary Super Saiyan form), and not even his Special can necessarily get him out of it. Regardless, it's something you can work around, and ultimately he's one of the best sit-back-and-pelt-the-pain characters. ---------------- ---------------- C66. Legendary Super Saiyan Broly ---------------- Retries: 0 Type: Melee --- Base Power Level: 870 Base HP: 30000 --- Blast Spark: Large Ki Blast Unique A: Gigantic Storm (Generic) Swipe attack. A wind pressure-like swipe is created a small distance in front, capable of hitting multiple enemies. Briefly stuns enemies on full contact, but cannot extend combos. Good damage. -The apparent distance is a little deceiving - it's created a bit further in front than you may think. Best way to get a handle on it is simply to keep using it (maybe adjust the camera when performing with targeting off for a closer look). -The stun it induces makes it excellent for catching escaping enemies and those just out of general normal attack reach. -It does good damage for a single hit, so sometimes just spamming it works well. (Unique) Has Super Armor while performing. Unique B: Gigantic Tomahawk (Unique) Chargeable short range rush attack. After a fairly lengthy delay, Broly charges forward a short distance. If he runs into an enemy, they will be hit multiple times. Press the button again at any time during the move and he will swing both arms forward, which will do knock back and knock down enemies, as well as emit a shockwave from each arm that makes contact. -Due to his sheer size, it's very possible to hit multiple enemies at once with this move. The same goes for the follow up attack. -If you do not do the follow up arm swings, he'll continue to plow through the enemy until coming to a stop. Enemies will not be knocked down (unless they've taken enough damage in general beforehand), and he'll end up on the other side of them. Special: Gigantic Eraser (Generic) Exploding ki ball super. Launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. Ultimate: Omega Blaster (Generic) Must have Ultimate Jewel equipped in Item Card slot. Requires full ENERGY Gauge. When fully charged and launched, wins the match. Notes: -His normal Y / Triangle button melee attack has a start-up delay on the first button press. His lead-in attack from speed flying does not have this issue, though. --- Comments: -Interestingly, although he is still a heavy melee character, his general movement speed is not that slow: his maximum speed is just shy of the average for a 0 retry character. However, he has some severe start up delay in places where it counts (Gigantic Tomahawk and his normal melee combo without a speed flight lead-in), and his attacks are all short range in general, so he can still feel pretty slow. -That said, his upsides are obvious: He has a ton of health and hits very, very hard - not to mention, the Gigantic Storm has some pretty surprising range anyway. So although he has some peculiarities that take getting used to, he's still incredibly powerful. -His high health is also helpful when trying to pull off an Ultimate - but, it'll still deplete quickly since you're defenseless all the same, making the usual team work as necessary as ever. Still, it's worth noting. ---------------- ---------------- C67. Whis ---------------- Retries: 0 Type: Melee & Support --- Base Power Level: 880 Base HP: 26000 --- Blast Spark: Medium Ki Blast Unique A: Let Me Lend You A Hand (Generic) Multi-lock healing. Fires a series of orbs that will heal allies. All shots will be fired at a single targeted ally or the nearest ally - or, hold down the button to lock on to multiple allies, firing more. -Multi-lock will initially only target allies directly in front of you. If you move the right stick while aiming to scroll through targets, and pass over allies outside your first range of vision, it will lock on to them as well. -If you tap the button instead of holding, the additional shots will all fire on a single target even if there are other allies in range. This allows you restore more health to a single ally. -If you are using the LT / L2 trigger to do the button tap trick, it might be a bit tiresome - remember, you can also use LT + X / L2 + Square to do the same move. Just hold guard and tap the X / Square button. Unique B: I Won't Let You! (Generic) Counter against melee attacks, followed by teleport. Will assume a counter stance, and if a melee attack hits, the character will instantly teleport behind the opponent and hit them. The attack knocks down immediately. Good damage. -The window during which the counter animation is active is rather small, and cannot be extended by holding the button. -Every press of the button costs SP, so simply repeating it over and over may not be a good idea. -When it is pulled off, it is very quick, and is worth using - but it will definitely take some practice. -Works against normal melee attack hits as well as any melee-oriented Unique moves. -Anything else, like ki blasts and Specials (super moves), he will, of course, be vulnerable to. -If nothing hits them during the counter stance, they will simply return to neutral. Special: Prelude To Destruction (Generic) Exploding ki ball super. Launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. --- Comments: -Whis is a bit of a weird character. He does have that 0 retry strength as a melee character, and works well in a fight, but doesn't have a direct unique offensive. He has one of the best moves for healing the whole team, but cannot heal himself (with no retries to boot), and so struggles as a dedicated healer. Finally, his counter is definitely worth using, but frequent mistiming risks getting him clobbered. So what do you do with him? -Due to his sheer normal strength and good team healing, even a newer player can often do well enough, but it's just as often they may end up in over their head. To really use him to his fullest, one has to consider how disparate all his moves are. He is, basically, someone who needs to be ready to jump between different roles: joining the attack when he can come in with a normal combo without getting punished, healing the team if called for, and otherwise simply hanging back and countering incoming enemies -In other words, yes, he is definitely a team player, but one who needs to be especially aware of when it is safe to play an active role and bring in the muscle or when he's better off sitting back and reacting. ---------------- ---------------- C68. God of Destruction Beerus ---------------- Retries: 0 Type: Melee --- Base Power Level: 880 Base HP: 26000 --- Blast Spark: Laser Unique A: Can You Keep Up? (Generic) Teleport, followed by auto-combo. Disappear then reappear directly by targeted enemy or ally, and immediately launch into multi-hit auto-combo attack. The last hit knocks back and knocks down. -Since the attack portion occurs quickly, it is a bit better at keeping up a constant assault than a normal teleport move. -If the targeted enemy moves out of the way before the attack can hit, you'll be left swinging at air and be vulnerable. -The auto-combo can only be cancelled by a Blast Spark, Strike Impact, or Special, all of which are SP expensive, so generally you'll want to be sure you can commit to it. -Since the teleport part is fast, it can just as well be used as a short range auto-combo or combo'd into from normal attacks as well. -As you can imagine, the auto-combo means it's not very good for teleporting to downed allies to revive. (Generic) The teleport itself otherwise acts the same as the standard teleport move. -Has a distance limit. For instance, if you teleport but the target is too far, you will reappear as close to the target as possible. -Despite appearances, it cannot always move through solid stage objects like mountains: whether or not it succeeds in that respect seems to depend on the movement of the target behind the object and the angle of approach. Unique B: Beerus' Counterattack (Generic) Counter against melee attacks, followed by teleport. Will assume a counter stance, and if a melee attack hits, the character will instantly teleport behind the opponent and hit them. The attack knocks down immediately. Good damage. -The window during which the counter animation is active is rather small, and cannot be extended by holding the button. -Every press of the button costs SP, so simply repeating it over and over may not be a good idea. -When it is pulled off, it is very quick, and is worth using - but it will definitely take some practice. -Works against normal melee attack hits as well as any melee-oriented Unique moves. -Anything else, like ki blasts and Specials (super moves), he will, of course, be vulnerable to. -If nothing hits them during the counter stance, they will simply return to neutral. Special: Beerus' Judgement (Unique) An exploding ki ball super, followed by a beam super. First, launches a single large ki blast which explodes on impact (whether it hits an enemy or a stage object like a mountain). The large explosion can damage multiple enemies within range. Good tracking. Second, fires a beam super. Beam controllable for duration. Each super has fast start up time. -Essentially two Specials at once for the price of one. -It is possible to fire each attack at a different opponent, if you use the right stick to switch targets before he launches the second one. The camera will show him in a pointing-finger pose before he fires the second, so if you do it there you'll have plenty of time. -Has a bit more invincibility time given how long it takes overall to perform both of these. --- Comments: -Beerus is very strong, so even though his two Unique moves have their share of caveats, they don't hold him back that much regardless of the experience of the player. Of course, this means he's one of those characters who becomes much more effective when you know his quirks. -His Special, Beerus' Judgment, is of particular note since its ability to fill the screen with chaos is good to begin with, but gets even better if you can use target switching to distribute the pain further across the battlefield. ---------------- ---------------- C69. Super Saiyan God Goku ---------------- Retries: 0 Type: Melee --- Base Power Level: 880 Base HP: 24000 --- Blast Spark: Laser Unique A: Dragon Smash (Generic) Chargeable Guard Break, Flying. A curving flight which will track the locked on enemy for a long distance, ending in a single attack. If charged (hold down button until character emits extra aura), the hit will induce Guard Break. Repeat a second time after the first hit for an additional attack. Both hits knock back, but only the second one knocks down. -The flight animation on both the first and second attacks makes you hard to hit, so it's a good move for escaping trouble in general. -If the charged guard breaking version of the first attack hits, it essentially guarantees the follow up attack will hit as well (short of the target being knocked too far away by someone else). (Unique) Each hit emits a shockwave. -This eliminates what little vulnerability other versions of the move had to begin with. -It also works better in crowd situations, allowing you to stagger anyone nearby in addition to beating down your primary target. Unique B: Can You Follow Me? (Generic) Teleport, followed by auto-combo. Disappear then reappear directly by targeted enemy or ally, and immediately launch into multi-hit auto-combo attack. The last hit knocks back and knocks down. -Since the attack portion occurs quickly, it is a bit better at keeping up a constant assault than a normal teleport move. -If the targeted enemy moves out of the way before the attack can hit, you'll be left swinging at air and be vulnerable. -The auto-combo can only be cancelled by a Blast Spark, Strike Impact, or Special, all of which are SP expensive, so generally you'll want to be sure you can commit to it. -Since the teleport part is fast, it can just as well be used as a short range auto-combo or combo'd into from normal attacks as well. -As you can imagine, the auto-combo means it's not very good for teleporting to downed allies to revive. (Generic) The teleport itself otherwise acts the same as the standard teleport move. -Has a distance limit. For instance, if you teleport but the target is too far, you will reappear as close to the target as possible. -Despite appearances, it cannot always move through solid stage objects like mountains: whether or not it succeeds in that respect seems to depend on the movement of the target behind the object and the angle of approach. Special: Limit Break Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. --- Comments: -A strong melee character with a specialty for speed, he's just as good at dodging and escaping as he is at catching up with enemies. Pretty easy to use, so long as one remains aware of the downsides of the teleport-into-auto-combo. ---------------- ---------------- C70. Goku (Naruto Sage Mode Costume) ---------------- Retries: 1 Type: Melee --- Base Power Level: 435 Base HP: 16000 --- Blast Spark: Triple Ki Blast Unique A: Now I'm Angry! (Generic) Chargeable Guard Break, Flying. A curving flight which will track the locked on enemy for a long distance, ending in a single attack. If charged (hold down button until character emits extra aura), the hit will induce Guard Break.
Repeat a second time after the first hit for an additional attack. Both hits knock back, but only the second one knocks down. -The flight animation on both the first and second attacks makes you hard to hit, so it's a good move for escaping trouble in general. -The end of the first attack has a somewhat lengthy punch animation, which can leave you vulnerable. Performing the follow up will eliminate this (at the cost of a little more SP), and the recovery at the end of the second isn't as long. -If the charged guard breaking version of the first attack hits, it essentially guarantees the follow up attack will hit as well (short of the target being knocked too far away by someone else). Unique B: Meteor Smash (Generic) Moving Auto-Combo. Launches a combo during which the character will move the opponent around, which helps avoid (but cannot prevent) enemies attacking while you perform it, and moves the opponent further down the map by the end. Short range. -First attack is one hit, second causes a forward movement and another hit, then a teleport, followed by the final hit, which knocks down. -First and last hits emit a shockwave, which can hurt nearby enemies. Special: Super Kamehameha (Generic) Beam super. Average start up time. Beam controllable for duration. Notes: -Plays exactly like Super Saiyan Goku, just with a different outfit. -His availability varies by region: He was a pre-order code bonus in North America, a first print run bonus in Japan, and a special edition bonus in Europe. As such it may be possible to get a version with a code in the latter two instances, but it seems to be impossible in America. -If there are any differences, like with his stats or card amounts, please use the contact information below to let me know, as I do not have the character myself. --- Comments: -A solid 1 retry melee character, with one attack good for getting in and another good for helping to increase combo damage and otherwise catch enemies. -Both attacks are good for helping to avoid enemy interference while he's attacking, so he works well in hectic fights. ---------------- ----------------------- If you have any questions, comments, or possible additions, feel free to e-mail me at hiryunoken7@yahoo.com. Make sure to mention the FAQ in the title. ----------------------- Copyright 2014 Hiryu no Ken All trademarks and copyrights referred to in this document are owned by their respective trademark and copyright holders.