Hiruma Ryuei's DBZ Budokai 2 Normal Move FAQ v0.30
Insert standard blah blah here, if you dupe this FAQ - eh, who am I kidding, I
don't care if you copy this FAQ. But stealing stuff is bad, so if you steal my
stuff, you'll get bad karma. So there!
Seriously, guys, don't steal my stuff. If you want to post snippets of it in your
FAQ, just quote me, I'm down with that. If you want to post it on your website,
that's cool too. Just don't delete my name at the top there, eyep.
Any questions and comments can be sent (in proper English only) to
[email protected]. Poorly typed suggestions will be posted in my private space
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Flame my guide and you'll be sorry.
Table of Contents:
1. Revision History
2. Preface
3. What this FAQ isn't
4. Glossary of Terms
5. Legend
6. Universal Moves/Throws (next update, kiddos)
7. Characters
Son Goku
Son Gohan
Piccolo
Krillin
Tien
Raditz
Kid Trunks
Son Goten
8. Credits
********************
1. Revision History:
3/26/2004 - First version (0.30)
Future updates - Obviously universal moves and a few more characters coming next.
Prolly some minor changes and fixes, I'm sure I messed up somewhere. I might do
some stuff on punishability, but really, I'll take any help I can get with that.
********************
2. Preface:
This FAQ is to breathe some life into Budokai 2 play. Budokai 2 isn't anywhere
near the complexity of say, VF4 or something, but at the same time it is a simple
game that aspiring fighting game players can learn quite a bit from. Also, it's a
lot of fun as a party game, since it's really easy to pick up. There is quite a
bit of complexity to Budokai 2 that was present in Budokai 1, but wasn't explored
in any of the FAQs for either game.
Normal moves are the heart of Budokai 2. Since all of the big damage supers can
only be landed off a normal string, it's important to learn the ins and outs of
them. If you try doing a big damage super that is blockable without planning
ahead, you're asking to get your attack blocked and punished. In all honesty, this
FAQ came about for two reasons:
1: My friend Andy abuses PPPPE. He does absolutely nothing except dash-ins,
blocking, and PPPPE. It doesn't matter what character he uses, he always throws
repeated PPPPEs. It's really irritating, and there are plenty of ways to punish it
AND land bigger, higher damage combos. So for all those scrubs using PPPPE all the
time, read this FAQ. Love it.
2: My friend Sam was learning Vegeta, and he tried for HOURS to land Final Flash.
Worse yet, every time I blocked it, I landed Majin Buu's Angry Explosion or just a
Innocence Cannon string. Finally, we figured out why he couldn't land it - the last
K of Vegeta's PPKKE is blockable. If only there was a FAQ to tell us what strings
are blockable...
So basically, this FAQ I wrote for my own use, but I figure, what the heck, might
as well release it to the masses.
********************
3. What this FAQ isn't:
1. It's not a storyline guide. FIRST AND FOREMOST. I don't give a crap who could
beat who in the actual DBZ storyline. In the GAME, Krillin is an acceptable
fighter, and Goku is only better because he can step-cancel into SSB.
2. It isn't a Dragon World/capsule guide. It can help you beat Dragon World and
get capsules, but if you really want to get capsules just do the capsule cheat, or
play World Tournament with Cell and do the freeze cheat. Furthermore, there are a
billion walkthroughs out there for Dragon World.
3. This isn't a combo guide. There are two reasons for this: The first is there is
already a combo faq out there. Second, I don't feel like mashing out 200 billion
different sequences just to make sure they work. I'm already doing all the normals
in the game. That's enough work for me.
4. Right now, this isn't a gameplay guide. I probably will insert some tidbits
here and there about how to work the mindgames and stuff. Suffice it to say that
while it's cool and awesome to do 2000+ damage combos, they aren't what wins
matches. Clever move placement wins matches. If you can't get past your opponent's
guard, you're not going to win. Sadly, no big damage step combos can do that, but
a lot of juggles can. Step combos are for when your opponent makes a big mistake
and gives one to you.
********************
4. Glossary of Terms:
Blocking: While it may be stupid to cover blocking, the basic guard is probably
the most crucial ability to master in Budokai 2. Blocking an attack generally
allows you to punish an attacking opponent, because most attacks in Budokai 2 have
excessively long recovery. I'd say over 2/3rds of all attacks in Budokai 2,
including unfinished strings, have long recovery times. This means that nearly
every time you block an attack, you can land a combo for ridiculous amounts of
damage. Because blocking is so critical to the game, it is equally critical to
know how to get around it.
Breakfall (techroll): The second major defensive technique you'll need to learn.
Breakfall allows you to dodge pretty much all okizeme leveled at you. Just tap G
when you are knocked down to pop back up. Some attacks automatically knock down,
keeping you from breakfalling. These are typically rare, and only work on the
ground.
Ground Recovery: If you are knocked down, you are vulnerable to okizeme. However,
by pressing G to get up, you will wake up invincibly through any of your opponent's
attacks. This includes any and all projectile attacks. Also, you can tap 2 or 8 and
G to sidestep while getting up, which can net you freebie attacks if they were
trying to hit you up close.
Guard Break (GB): When you hit an opponent with a dash-in or transformation while
they are guarding, it stuns them, leaving them open to future hits. However, if
you guard break an opponent, normal combos have a tendency to knock down. Thus, it
is probably best to throw a launcher after a GB. Some attacks that are normally
blockable are not blockable after a GB though due to this property.
Guard Cancel (G-cancel): During all unblockable hits, you can hit G to immediately
cancel the attack and return to neutral stance. Since some hits (specifically the
double axe kick) stun THEN go into the UB, this trick is crucial to landing
certain combos. Also, you may step-cancel, or tap 2 or 8 while G-cancelling. This
will let you sidestep behind your opponent, which basically lets you ruin their
life with normally blockable strings.
Ki: The energy of life. Taking away life, that is :) Ki represents your overall
ability to deal big damage to the enemy. Without any meter, your best combos range
around 600 damage, which is chump change. Keep a healthy supply of ki at all times.
Having a large number of ki stocks can force your opponent to play defensively. Ki
is reduced by blocking and being taunted; it is increased by powering up or by
striking the opponent.
Launch: To send your opponent skyward for an air combo. While your opponent is
launched, he cannot block or step your attacks until he hits the ground. This
allows you to land some pretty sick followups, doing a lot of damage for very
little ki meter.
Okizeme: The fancy term for ground damage, or hitting your opponent while he/she
is knocked down. This absolutely sucks in the air - most characters can brutalize
you with a big combo if you are downed in the air. Fortunately, knocking an
opponent down in the air is pretty hard. All small characters can do okizeme on
large characters if the fight is on the ground. Fortunately, breakfall pretty much
shuts down okizeme, and a lot of okizeme attacks can be beaten by using the
invincible ground recovery. No character relies much on the tactic as a real
source of damage, but you should get in your licks any way you can.
Projectile: Any attack that shoots something at your enemy. I'm specifically
referring to moves done with the E button, and more specifically to moves that can
be done with E, 6E or 4E. Obviously, some characters don't have projectiles, like
Satan and Videl, and some characters don't have super projectiles, like Great
Saiyaman. Anyway, the point is, that super projectiles are highly punishable. If
you sidestep one, you can land, at the least, a dash-in hit. Only use them as
okizeme, to stuff dash-ins, or to finish combos. Note that the androids' energy
field is technically a projectile in terms of punishability.
Sidestep: The third defensive technique is sidestepping. It isn't as situationally
useful as guarding is, and most characters can be punished right after they finish
their sidestep. However, it gets around moves that guarding does not. All
fireballs can be sidestepped, as can dash-ins and pretty much any big hit. If you
sidestep successfully, it usually gives you your opponent's back, meaning free
combos, including normally blockable combos. Piccolo in particular gains a HUGE
advantage if he steps an opponent's attack.
Taunt: Taunting (P+K+G+E) reduces your opponent's Ki by one stock. Very useful -
it can be used instead of traditional okizeme to reduce your opponent's ability to
damage you. If you know he can deal big damage with 3 stocks, I'd be taunting
every time I knocked down to keep him from pulling that big super. Taunting is
also a great way to get a turtling opponent to attack.
Throw: Another way to crush turtles. First off, if your opponent is striking, he
cannot be thrown. The only time you can throw an enemy is if he is not attacking.
If your opponent is throwing, performing a throw will break it. The exception to
the rule is if your opponent is in the middle of an unblockable. Characters doing
unblockables can be thrown. One major bonus attribute of the throw is that they
all bring the enemy to the ground at the very least, and usually the thrower as
well. This is crucial for characters who fight better on the ground.
Transform: In the end, generally another means to crush turtles. Transform
abilities have a very short reach, but they break guard and interrupt anything
your opponent can do. In general, you should use your transform ability as much as
possible. In addition to breaking guard and stuffing your opponent's moves,
transformations have invincibility until you completely finish the animation
sequence of the transform. Abuse them.
Unblockable: The game refers to unblockables as having "nullifying attributes."
Unblockables in Budokai 2 must be held down until the move goes off. Furthermore,
unblockables soak up one normal hit from the opponent without hurting you - just
to discourage people from hitting you out of it. While UB moves are great against
turtles, they can be beaten. The "double jab," a regular or super fireball, or a
throw can all stop an unblockable. If you're getting hit out of your unblockable,
just wait for them to throw their first attack, the release - the UB will soak up
their hit and slam them. The exception to this is the "double jab," which some
small characters have. These characters can tap PP very quickly and jab you twice
before you can counter with the UB. Beware.
********************
5. Legend
# = Yeah, I'm a SC2 player *laughs*. Basically, each number represents a
directonal input as shown:
789
456
123
So 6 is towards, and 4 is backwards, 2 is down, 8 is up. 6P means press
forward + P, 4K means press backward + K.
[*] = Brackets signify a point where the string can be blocked.
Ex: Goku's 6PPP[K][E]. The 6P, and the other two punches will combo.
The K can be blocked even if the third P connects. Likewise the E can be
blocked even if the K connects. In general, you should make a serious
effort to avoid doing blockable strings unless the damage is worth your
while to try. Obviously, these strings aren't blockable if your opponent
is backturned.
(*) = Parentheses signify a point where you can hold the attack button down
in order to make the attack unblockable. These should be employed
often, especially if your opponent turtles. Beware, as there are quite
a few ways to stop UB attacks. Backstep, fireballs, sidesteps, and to a
lesser extent throws and the double jab can beat UBs.
KU = A KU attack sends the opponent up into the air. This is not to be confused
with a launching attack. A KU attack is used to bring the battle into the
air and/or keep the battle in the air.
KB = A KB attack knocks the opponent backwards. The benefit of KB is it almost
always knocks down the opponent, even if done in the air. Obviously they
can techroll to recover from being knocked down, but a failed techroll
means you can attempt a wakeup projectile for more pain. KB moves should
be standard combo finishers if you're low on meter, but don't need to
position yourself.
KD = KD moves are crucial to fighters that perform best on the ground. They
send an opponent slightly downward toward the ground. They do not send an
opponent down as much as KU attacks send an opponent up. Also, if a KD is
done on the ground, it turns into a KN attack in most cases (see below).
KN = By themselves, KN attacks are fairly rare. It is far more common to see KD
attacks have KN properties on the ground. A KN attack knocks your opponent
down, but does not launch them away from you. This means you can do some
crazy okizeme if you're a small character fighting a large. However, KN
attacks ONLY work on the ground. If you do a KN in the air, it just
hitstuns your opponent a bit, which can give them the opportunity to
attack. DON'T DO KN TECHNIQUES IN THE AIR. As stated above, most KD
techniques become KN techniques on the ground.
LF = Although they technically "launch," these moves do not allow followups,
because they hit the opponent too far away from you. You may be able to
sneak in a fireball or something, if they botch their breakfall. However,
a LF move means you're not going to add on another 600+ damage like the
other two launch types. Note that a lot of moves LF in the middle of the
combo, then link to some sort of super attack, or just a flying kick or
punch that knocks the opponent away. In 99% of all cases, it's best to
just do the super attack.
LL = LL launchers are the rarest type of launcher in the game. They launch, but not very
high, so only a limited number of followups are available.
LH = LH launchers are what make launch very high - more than enough height to
pull out some mad followup hits. Some even offer the possibility of
relaunching, but this has been vastly toned down in Budokai 2. Back in
Budokai 1, #17 and #18 had an infinite relaunch (I believe 6PPKKG, not
sure right now, my copy of Budokai 1 was stolen).
********************
6. Universal Moves (not yet, scrub, wait until next update)
********************
7. Characters
Son Goku
PPPPE - *Kamehameha
PPP(6P) - KB
PPKK[K] - KU
PPKKE - *Warp Kamehameha
P6PPK - LF (3rd hit) KU (4th hit)
P6PPE - *Zanku Fist
PK - KB
6PPPP[P] - LF
6PPPP[E] - *Continuous Kamehameha
6PPP[K][K] - KB
6PPP[K][E] - *Spirit Bomb (Normal or Kaioken only)
6PK(K) - KD (stuns if G-cancelled)
4PP - LH
4P[6P] - KB
4P4P - LH
4P[K] - KB
4P[(6K)] - KD
4P[4K] - KN
KKK(K) - KD (stuns if G-cancelled)
KK6K[K]E - *Super Spirit Bomb (Normal or Kaioken only)
KK6K[6K] - KB
KK4K - KU
K6K - KB
K(4K) - KD (ground: doesn't combo, can't UB, no KN; stuns if G-cancelled in air)
6K[P]P(P)E - LF (4th hit) *Kamehameha
6KKKKK - KB
6KKKE - *Super Dragon Fist
6KK4K - KN (last hit combos on ground only)
4KP(P) - LH (2nd hit) KD (3rd hit) (Goku's best launcher!)
4KK - KB
4K6K - KU
4K[(4K)] - KD (can't UB on ground, no KN on ground)
P+K+G (1 stock): Kaioken x20 (+5% attack)
P+K+G (3 stocks): SSJ (+10% attack)
P+K+G (4 stocks): SSJ2 (+15% attack)
P+K+G (5 stocks): SSJ3 (+25% attack)
Note: Air 66P+K does not GB.
Son Gohan
PPPPE - *Kamehameha
PPP(6P) - KB
PPKK[K] - KU
P6PPK - LF (3rd hit) KU (4th hit)
P6PPE - LF (3rd hit) *Zanku Fist
PK - KB
6PPPP[P] - LF
6PPPP[E] - *Continuous Kamehameha
6PPP[K][K] - KB
6PPP[K][E] - *Super Kamehameha (SSJ or higher only)
6PK(K) - KD (stuns if G-cancelled)
4PP - LH
4P[6P] - KB
4P4P - LH
4P[K] - KB
4P[6K] - KU
4P[(4K)] - KD
KKK(K) - KD (stuns if G-cancelled)
KK6K[K]E - *Super Kamehameha (SSJ or higher only)
KK6K[6K] - KB
KK4K - KU
K6K - KB
K(4K) - KD (ground: doesn't combo, can't UB, no KN; stuns if G-cancelled in air)
6K[P]P(P)E - LF (4th hit) *Kamehameha
6KKKKK - KB
6KKKE - *Super Dragon Fist
4KP(P) - LH (2nd hit) KD (3rd hit) (Gohan's best launcher!)
4KK - KB
4K6K - KU
4K[(4K)] - KD (can't UB on ground, no KN on ground)
P+K+G (3 stocks): SSJ (+10% attack)
P+K+G (4 stocks): SSJ2 (+15% attack)
P+K+G (5 stocks): Elder Kai Unlock (+25% attack)
Note: Air 66P+K does not GB.
Piccolo
PPPPE - LF (4th hit) *Destructive Wave
PP[(6P)] - KB
PP[K]K - KU
PPK(E) - *Instant Killquick
PP(6K) - KB
PP4K - KN
PK - KB
6PPPP - see notes
6PPP[6P]E - *Special Beam Cannon (Makankousappou)
6P6PP(P) - KB
6P6PP6PE - LF (4th hit) *Destructive Wave
6P[K]K - KU
4P(P) - KD
4P[K] - KN
4P[6K] - KB
4P[(4k)] - KN (Okizeme)
KK[K](K) - KD (stuns if G-cancelled)
KK[K]6K(K) - KB
KK[K]6KE - *Hellzone Grenade (Fuse with Kami only)
KK4KK - LH (3rd hit) KB (4th hit) (Piccolo's best launcher!)
6KPP[(P)] - KB
6KPP6P - KD
6KPP[(4P)]E - LF (4th hit) *Light Grenade (Fuse with Kami only)
6KKK[(K)] - KB
6KKK[4K] - KB
6KKK[(E)] - Fierce Ranma
4KK - KU
4K4K - KN
P+K+G (3 stocks): Sync with Nail (+5% attack)
P+K+G (4 stocks): Fuse with Kami (+10% attack)
Notes: KK4KK: Third and fourth hits backturn Piccolo momentarily. PUNISHABLE.
Ground 66P+K does not GB.
4K and 6PPPP have enough hitstun to combo into other moves
Krillin (Kuririn)
PPPPP - See notes
PPPPE - *Kamehameha
PP[6P]P(P) - LF (4th hit) KU (last hit)
PP4PPE - LF (4th hit) *Destructo Disc
PPKKK - KB
PKK - KB
6PPPP(P) - KD (KB on ground)
6PPPP(E) - *Valiant Fist
6PP[6P]P(P) - LF (4th hit) KU (5th hit)
6PP[6P]PK - LF (4th hit) KD (5th hit, KU on ground)
6PP[6P]PE - Destructo Disc
6PPKKK - LL (4th hit) KB (5th hit)
6PPKKE - LL (4th hit) *Zanku Fist
6PKKK - LL (3rd hit, LH on ground), KB (4th hit)
4P(P) - KU, must be landed very deep to combo in air; always combos on ground
4P(6P) - KB
KK(K) - KB
KK6KKK - KB (KU on ground) last K does not combo in air
KK6KKE - *Fierce Destructo Disc (Unlock Potential only)
KK4KK - LH (3rd hit) KB (4th hit)
KK4KE - LH (3rd hit) *Kamehameha
6KKK - KB
6KK6K - KB (KU on ground) last K does not combo in air
6KK4K - KN
4KK - KU
P+K+G (3 stocks): Unlock Potential (+5% attack)
Notes: PP "double jab," can stuff most opponents UBs
PPPPP is safe on block
6P+K cannot be held for UB
66P+K does not GB in air
66K is okizeme against mid-sized and larger characters
Tien (Tenshinhan)
PPPPE - *Dodonpa
PPP[6P] - KB
PPKKK - LF (4th hit) KB (5th hit)
PPKKE - *Fusion (Tienha)
P[6P]PK - LF (3rd hit) KU (4th hit, KD in air)
P[6P]PE - LF (3rd hit) *Blast Cannon
PK - KB
6PPPPP - LF
6PPPPE - *Domination Blast
6PKK - LH (2nd hit) KU (3rd hit)
6PPPK(K) - LH (4th hit) KB (5th hit)
6PPPKE - LH (4th hit) *Volleyball Fist
4PP - LF
4P6P - KB; does not combo on ground
4P[(4P)] - KU
4P[(K)] - KB
4P[6K]
4P4K - LH
KKKK - KU
KK6KKE - *Jackhammer Fist Flash
KK6K6K(P)E - LF (5th hit) *Blast Cannon
KK4K - LH
K6K - KB
K4(K) - KD (stuns if G-cancelled)
6K[P]PPE - LF (4th hit) *Dodonpa
6KKKKK - LF (4th hit) KB (5th hit)
6KKK(E) - *Machinegun Fist
4K[P]P - LF; combos on ground
4K(K) - KD (stuns if G-cancelled)
4K6K - KU
4K4K - LH
Notes: 66P+K does not GB (at all)
P+K cannot be held for UB on ground, hits grounded opponents
K+G has enough hitstun to deliver followup hits, but telegraphs
6K has enough hitstun do deliver followup hits if it hits from behind
Raditz
PPPPE - *Double Sunday
PPP[6P] - KN
PPKKK - KB
P[6P][P]K - LF (3rd hit) KU (4th hit); first two hits combo on ground
PK - KB
6PPPPP - LF
6PPPP[E] - *Weekly Special
6PPP[K]K - LF (4th hit) KU (5th hit)
6PPP[K]E - LF (4th hit) *Saturday Crush
6PK(K) - KD (stuns if G-cancelled)
4PP - LH
4P[6P] - KB
4P[(4P)] - KD
4P[K] - KB
4P[(6K)] - KD
4P[4K] - KN (Okizeme)
KKK(K) - KD (stuns if G-cancelled)
KK6KKE - *Exciting Year
KK6K6K - KB
KK4K - KN
K6K - KB
K(4K) - KD (stuns if G-cancelled)
6KPP(P)E - LF (4th hit) *Double Sunday
6KKKKK - KB
4KPP - LL (2nd hit) KU (3rd hit, KD in air); very difficult to follow up after LL
4KK - KB
4K6K - KU
4K[(4K)] - KD
Note: 66P+K does not GB in air
Kid Trunks (Chibi Trunks)
PPPPK - KB
PPPPE - *Buster Cannon
PPP[6P] - KB
PPKKK - LL (3rd hit) LH (4th hit) KB (5th hit) (5th hit does not combo on ground)
PPK6K - KU
P6PP(P) - LF (3rd hit) KU (4th hit)
P6PPE - LF (3rd hit) *Double Buster
PK - KB
6PPPP(P) - KU
6PPPP(E) - *Energy Burst
6PPPK(K) - LH (4th hit) KB (5th hit)
6PKK - KU
4P[P](P) - LH (2nd hit) KU (3rd hit)
4P[6P] - KB
4P[(4P)] - KD
4P[K] - KB
4P[6K] - KN
4P[4K] - LH
KKKK - KB
KK6KKE - *Blast Attack
KK6K6KP - LF
KK4K(P) - LH (3rd hit) KU (4th hit)
K6K - KB
6KPP(P)E - LF (4th hit) *Buster Cannon
6KKP[P]E - *Buster Cannon
6KKKKK - KB
4KP(P) - LL (2nd hit) LH (3rd hit)
4K(K) - KD (stuns if G-cancelled)
4K6K - KU (doesn't combo in air)
4K4K - LH
P+K+G (3 stocks): SSJ (+10% attack)
Notes: 6PPPP has enough hitstun to deliver followup hits
6K has enough hitstun to deliver followup hits from the back
Son Goten
PPPPK - KB
PPPPE - *Kamehameha
PPP(6P) - KB
PPKKK - LL (3rd hit) LH (4th hit) KB (5th hit) (5th hit does not combo on ground)
PPK6K - KU
P6PP(P) - LF (3rd hit) KU (4th hit)
PK - KB
6PPPP(P) - KU
6PPPP(E) - *Continuous Kamehameha
6PPPK(K) - LH (4th hit) KB (5th hit)
6PKK - KU
4P[P](P) - LH (2nd hit) KU (3rd hit)
4P[6P] - KB
4P[(4P)] - KD
4P[K] - KB
4P[6K] - KN
4P[4K] - LH
KKKK - KB
KK6KKE - *Zanku Fist
KK6K6KP - LF
KK4K(P) - LH (3rd hit) KU (4th hit)
K6K - KB
6KPP(P)E - LF (4th hit) *Kamehameha
6KKP[P] - KB
6KKKKK - KB
4KP(P) - LL (2nd hit) LH (3rd hit)
4K(K) - KD (stuns if G-cancelled)
4K6K - KU (doesn't combo in air)
4K4K - LH
Notes: 6PPPP has enough hitstun to deliver followup hits
6K has enough hitstun to deliver followup hits from the back
***************************
8. Credits/Acknowledgements
This FAQ was made possible by:
ME, I made this guide, despite my general hatred of DBZ
Sammy, who whined enough about Final Flash to make me write this
Jason, who forced us to play this game even though GGXX is clearly a better game
Budokai's CPU, who stun-cancelled me, causing me to be enlightened on how to do it
unsurprisingly right AFTER the forums had figured it out -.-
This FAQ was not made possible by:
Sammy (the company), who makes GGXX, which everyone should play instead of Budokai
Namco, who makes SC2, and while it is broken it is still far better than Budokai 2
and finally, FROM Software, who makes the Armored Core series, the best series of
games on the planet
~FIN
*