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Dragon Ball - Super Gokuden
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and
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Dragon Ball Z - Super Gokuden 2
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for the Super Famicom
Battle System FAQ
by Kaoru (
[email protected])
Created 11/13/00
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Foreword
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To start off, I'm assuming that you're at least vaguely familiar with one
of/both of these games. This guide is simply for their rather confusing combat
systems. If you want more information about either of them, or a guide on
playing the games outside of combat, then I recommend you look at David
Rutledge's excellent FAQ for Super Gokuden 1 or Greg Williams' equally
excellent FAQ for Super Gokuden 2. Both of these can be found at
www.gamefaqs.com.
Which is probably where you got this :)
Furthermore, Mr. Williams also has an equally concise and equally effective
description of the battle system, but heck, I figure it can't hurt if I put in
here just to be complete.
Why bother with a foreword? Off we go!
Oh, and this is my first FAQ, so cut me a little slack :P
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Revison History :
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-v1.0 (11/19/00) Added some more info thanks to PsykoDude!!
-v0.2 (11/14/00) Made a few cosmetic improvements and added info about the
password and other things pertaining to Gokuden 2.
-v0.1 (11/13/00) Created this tiny sucker!
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Table of Contents, such as it is
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1. Gokuden 1 Battle System Intro
2. Gokuden 1 Technique List
3. Gokuden 1 Advanced Tips
4. Gokuden 2 Battle System
5. Gokuden 2 Advanced Tips
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Dragon Ball : Super Gokuden Battle System Intro
-----------------------------------------------
I must say, this game has one of the most creative battle systems I've ever
seen. They can probably be compared most closely with RPG-style battles, but
they have an interesting twist. The unique part about this game is that, in
addition to working in offense, you must work in defense as well. This is the
part that stumps most people with no knowledge of Japanese (such as myself when
I first played this game). However, for the most part, once you learn the
system, you'll find a basically easy and highly enjoyable game. I'm sure I've
played the fight with Grandpa Gohan over twenty times, and I've only been
playing the game, um, not even a week. One last thing : if you can in fact
read Japanese, or at least a limited amount like me, bear with me, because I'm
writing this guide primarily for those who can't.
The Setup :
Basically battles work like this : you are Son Goku, or Goku if you prefer. If
you don't know who that is, then why are you playing this game? Your enemy,
whoever he is at the moment, is the other guy. Complicated, huh? His name is
displayed in the upper-right corner. The bar at the bottom has two values.
The value on the left is your current hit points, the value on the right is
your current power level. Once all dialogue and story events have occurred,
the two fighters begin advancing on each other. Whoever gets to the middle
first begins to flash. If it's the enemy, the move he will perform is
displayed in the upper left for a few moments before he actually does it,
giving you time to react accordingly. The battle continues with each character
repeatedly attacking (or not) until one character runs out of HP, or a story
event interrupts. See, it's not so hard.
Controls :
These are simple, too. Press L+R to power up. Do this all the time, until
your power is at max. However, while you're powering up, you'll stop moving.
So, when you're at max, let go. If you get to the center first, you'll press
some button or other to do something. If your enemy gets to the center first,
you'll press another button to do something else :P I'll be more specific in
the technique list. As you can see, it's not really that difficult, and it's a
lot of fun.
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Technique List for Gokuden 1
----------------------------
First of all, press start when you're in the main section of the game (ie when
people are talking). A menu comes up. Pick the first selection to go to
another menu. Here there will be four options. Just concern yourself with the
one on the bottom left. This takes you to the Binding Techniques menu! Yaaay!
There are four options here, too. The top is Special Techniques (A button).
The second is Punch Techniques (Y button). The third is Kick Techniques (B
button), and the fourth is Guard Techniques (X button). When you select one,
you'll go to a list of available techniques. If you're at the beginning of the
game, this list will be rather small. Okay, if you select anything but
Special, the list will be one move long, and it doesn't get much smaller than
that. When you select one (or it, as the case may be), you'll be taken to a
menu with five entries. One for the button itself (assuming you picked punch
techs, the Y button by itself), and one for each control pad direction with the
button. As I'm sure you can surmise, you press these button combinations to do
moves. Heh, I love talking to people like they're morons...don't mean to
insult your intelligence, here :)
Now for the difficult part. Exactly *what* are these moves? Well, that's what
I'm here to tell you. I cannot tell you at what part in the game you'll obtain
these moves...check after every battle and after some events to see if you've
earned new ones. Also, many moves consume power. The more power the move
takes, the more powerful it is. I'll be listing the moves in the order they
appear in the menu, once you've actually got them. Also, I'll be describing
the japanese characters for each technique as best as I can, so hopefully
you'll
be able to know what you've got. Furthermore, I'll be giving a recommended
button
combination for the attacks as well.
There is one move not listed, this will be corrected soon!
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Special Techniques (A button):
------------------------------
*Jankengu (basic) - Power 20 - Rock! A flaming punch. Always at the top, and
cannot be unbound.
*Jankenchyoki (?) (u+A) - Paper! This attack penetrates a lot of blocks early
on in the game, and almost always stuns the opponent. Characters look like
Jankengu, but have 3 symbols after the kanji. One looks like a reverse "E."
*Jankenpa (f+A) - Scissors! A quick dashing attack. Characters resemble
Jankengu, but since it's not at the top, is hard to confuse.
*Jankenpon Combo (f+A) - Power 60 - A full paper-rock-scissors punch! A rather
cool and effective attack. Characters look like the first few, but are longer
and have a "3" in the middle.
*Nyoibo Attack (b+A) - A simple strike with the Nyoibo (power pole). This is
okay, but you obviously can't use it if you don't have the Nyoibo (which
happens several times during the game). Has 3 characters, the first of which
looks vaguely like an X and is followed by a box.
*Nyoibo Extend (d+A) - The Nyoibo extends! I've never seen it repelled. Looks
like the above, but has 3 more characters, the last of which looks like an
upside down cane.
*Flare Kick (f+A) - Power 45 - A very fast flaming kick. Has three characters,
the first part of the middle of which looks like an "T" with a slanted top.
*Afterimage (d+A) - Power 100 - An extremely effective speed combo, and one of
the coolest attacks in the game! Has five characters, the first of which looks
like two identical characters stacked on each other.
*Flying Attack (u+A) - Power 60 - A powered diving attack. Reminds me of
Goten, but I'm sure Goku did it first (I've not seen/read too much Dragon
Ball). Has seven characters, the middle of which looks like a "T" with a
little protrusion in the middle. The last four characters directly say, in
English, "attack."
*Kikoudan (u+A) - Power 45 - A simple energy blast, but it's a LOT faster than
the Kamehameha. I've never seen an enemy repel it. Three characters, the
first of which has something that resembles the mathematical symbols for square
root of "X" at the bottom.
*Kamehameha (b+A) - Power 90 - Need I say more? Five characters, the second
and fourth of which are identical. Be careful with this one; it takes a while
to charge up.
*Winding Kamehameha (f+A) - Power 900 - A more powerful version of the
Kamehameha that snakes around. Two characters in front of the kana for
Kamehameha.
*Chou Kamehameha (b+A) - Power 2500 - Gosh. The strongest attack in this game.
One character that sort of has a line under it with a little box in the middle
right, in front of Kamehameha.
*Fakeout Kamehameha (u+A) - Power 90 - Goku fires a Kamehameha *backwards* and
propels himself at the enemy, smacking them! Cool...but...well, anyway...One
character that has a straight line under it, in front of Kamehameha.
*Kamehameha Attack (u+A) - Power 2000 - An improved Fakeout Kamehameha that
uses the Chou version. Some characters after Kamehameha.
--------------------------
Punch Techniques (Y button) :
--------------------------
*Punch (basic) - A simple punch. Cannot be unbound. First on the list. This
directly says, in English, "punch."
*Dash Punch (f+Y) - Power 10 - A dashing punch. Only moderately effective.
Four characters in front of "punch," the fourth of which looks like the number
"1." These characters directly say, in English, "dash." Therefore, "Dash" and
"Punch."
*Smash Punch (d+Y) - Power 15 - A punch combo that almost always stuns the
opponent. Very effective throughout the entire game. Five characters in front
of "punch," the fifth of which looks like the number "1."
*Triple Punch (b+Y) - Power 10 - An triple punch combo. Two complicated
characters in front of punch. The first can be said, with imagination, to have
a wiggly "L" framing it.
*Ultimate Punch Rush (b+Y) - Power 983 - Wow. This is a stun move, too. Two
characters in front of punch that do not resemble in any way a wiggly L.
*Dash Attack (f+Y) - Power 30 - A nifty little combo that doesn’t damage as
much as it should...8 characters - combine "Dash" and "Attack."
*Rushing Punch (f+Y) - Power 50 - Basically a better Dash Punch, but this is
harder to defend against. Two characters.
*Headbutt (u+Y) - Power 30 - A dashing headbutt. Four characters, the second
of which has a flattened reverse "E" on the bottom.
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Kick Techniques (B button) :
-------------------------
*Kick (basic) - A simple kick. Cannot be unbound. Always at the top. This
directly says, in English, "kick."
*Dash Kick (f+B) - Power 12 - A dashing kick. Moderately effective. "Dash"
plus "Kick."
*Dash Knee Kick (f+B) - Power 24 - A better version of the Dash Kick. "Dash"
plus two characters that say, in English, "Knee," plus "Kick."
*Triple Kick (b+B) - Power 12 - A triple kick combo. Two complicated characters
in front of kick. The first can be said, with imagination, to have a wiggly "L"
framing it.
*Kick Rush (b-B) - Power 180 - A super flaming kick combo! This is one of the
best moves in the game. The first two characters are the same as the triple
kick, and there are several more afterwords.
*Tail Attack (d+B) - A tail whip. Pretty quick and hard to defend against.
Begins with an upside-down cane followed by a small horseshoe, followed by a
character with a dot with a hole in it on top. Obviously, if you don't have a
tail, you can't use this attack. Generally you can tell if you have a tail or
not ;)
*Jump Kick (u+B) - Power 50 - A flying kick. Rather effective. Begins with a
smily-face-like character that directly says, in English, "Jump." Add "Kick."
*Slash Down Kick - (u+B) - Power 140 - A flaming flying kick! Quite an
effective attack. The very bottom move, that has a lot of simple characters
that end with "Kick." The characters say, BTW, "Slash Down."
-----------------------------
Guard Techniques (X button) :
-----------------------------
*Dodge (f+X) - A quick dodge to the right. Three characters that begin with a
vertical line with a curly-cue on the bottom.
*Jump Dodge (u+X) - A high jump back. Four characters that end with a
"less-then" sign.
*Afterimage Dodge (u+X) - Upgraded Jump Dodge. Very effective. Five
characters that end with the same two that Dodge began with.
*Timely Dodge (u+X) - Upgraded Dodge. Cool to use and remarkably useful!
Begins with a triple-stacked box with two tails.
*Guard (basic) - A basic block. Very effective against punches and kicks.
What you begin with. Three characters with a dash in the middle. This directly
says, "Guard."
*??? Guard (b+X) - I've never gotten this sucker to work, but admittedly, I
haven't tried too hard. Three characters in front of "Guard." The first can be
said, with imagination, to have a wiggly "L" framing it.
*Powered Guard (b+X) - An awfully effective block, and the one you'll be using
for most of the game! Three characters in front of guard. The second one
looks like a house.
*Catch Guard (d+X) - Catches the enemy’s projectile attack, including energy
attacks! Three characters in front of guard, the first of which has something
that resembles the mathematical symbols for "square root of X" at the bottom.
It begins with the same character as above.
*Nyoibo Guard (d+X) - Goku spins his Nyoibo! Very effective against projectile
attacks (but not as effective as the above)! The first character looks vaguely
like an "X" and is followed by a box. Naturally, you need the Nyoibo to use
this.
*Counter Punch (f+X) - A counter punch. Five characters that end with a dash,
then punch. The first characters directly say, in English, "counter."
*Counter Kick (f+X) - Stronger than Counter Punch. "Counter" plus "Kick."
*Counter Elbow (f+X) - Stronger than Counter Kick. Much more effective than
the previous counters. "Counter" plus three new characters. These new ones say
"Elbow."
*Afterimage Counter (f+X) - Extremely effective, as far as counters go. Three
characters in front of counter.
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Advanced Tips :
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Oddly enough, for most of the opponents in the game, you don't need to defend
if you don't want to. You can just beat the stuffing out of them (see my tips
below). Oh, and what are you supposed to do if you can't read the enemy's
attack? Well, this isn't as hard as you may think. Just know what YOUR moves
look like, and when the enemy flashes and a move appears, quickly pause the
game (start button). Study it. If it has a "punch" or a "kick" on the end,
and you don't know if it's a jump attack or speed attack, try a block first
(you have enough time to unpause it and enter your command). Just pay
attention, and you'll learn with ease. Also, don't freak out when you see
someone charging up an energy attack; these don't show up until you have the
move to defend against them. Furthermore, it usually takes a while, so you
could just thump them first.
1. Simple attacks like "Punch" or "Kick" should be blocked with the highest
level Guard that you have. Note that "Nyoibo Guard" will occasionally block
these, but not reliably by any stretch of the imagination. Attacks like
Piccolo and Tenshinhan's "Multi-Punch" and "Smash Punch" can (and should!) be
blocked also!
2. Attacks like "Dash Punch" and "Dash Kick" can be blocked as well as dodged
and countered (providing that your opponent does not far outclass you). Even
versus enemies like Tao Pai Pai, this typically works.
3. Flashier sorts of dashing attacks, like your own Rushing Punch, should be
dodged. All jump attacks and sliding attacks should be dodged as well.
4. Any attack where the opponent weaves around before hitting you (like your
Afterimage attacks) can be countered, assuming the enemy isn't a lot better
than you. Note that there are some of these attacks that I still can't defend
against.
5. Bullet and missile attacks are easily stopped by "Nyoibo Guard," and are
also easy to dodge! Energy attacks can be repelled by "Catch Guard," which will
also work against bullets, missiles, and the like.
6. It does seem as though some attacks cannot be defended against AT
ALL...also, strong opponents early on, like Namu and Jackie Chun, can break
through a lot of defenses.
7. To just slay practically anybody, wait until they flash before making your
attack. You can do this to everybody, and sadly, will win. It's not as FUN
though. However, against quasi-invincible opponents like Jackie Chun and the
final boss, this is a necessary technique.
8. Don't use energy attacks unless a) your opponent is across the screen, or
b) your opponent is stunned.
And most importantly,
9. Have fun! The battles are very fun to play, and should be enjoyed to their
fullest!
10. The last move. I haven't played through it again yet to get this, but
thanks to
PsykoDude (who I think I thank like five times throughout this, but hey! I'm
grateful :P), here's how to get it! I haven't verified the specifics, so I'll
just post what he directly
says :
using David Rutledge's FAQ, found at www.gamefaqs.com, u can get some of the
events the
right way. but i have some corrections that i've already emailed to him. the
first correction is when bulma is asking goku for his dragon ball. the answer
is the second choice. the other correction is when krillin arrives to the
island and is sent with goku by kamesennin to find a beautiful woman for him.
after you see goku leave the island on the map, press the X button to see
krillin say something and a black farmer guy. then go along with what the FAQ
says. i hope this info is helpful to you.
[email protected]
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Super Gokuden 2 Battle System :
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This is gonna be short, as the battle system in Gokuden 2, while more
impressive, is not nearly as in depth as the first game. Basically, the
battles run like the first one, except that you no longer advance on each
other, you simply declare attacks. Powering up (L+R) is VERY important! You
learn new attacks by simply using the ones you have. You can check your
progress on the in-game menu. There is no difference in the new attacks (save
what I say below) except attack power. The attack power can be determined by
looking
at the percentage next to the attack on the menus (the percentage represents
the
amount of power that they consume). There are 6 types of attacks, and they are
delivered at the same time. Each move type reacts differently with each other
move
type. Also, all attacks tie with themselves. Note that the two characters
(Son Goku
and Son Gohan) have different moves in name, but they look, and work, the exact
same;
they're just learned at different times.
*If both fighters' Attack Declaration bars (upper and lower right) are green,
the attacks tie.
*If one fighter's is red, that fighter has lost the attack.
*If one fighter's is blue, that fighter has won the attack.
1. Energy Attacks (A button) : Beats Power, Loses to Speed, Ties with Counter.
To max, Goku must use 110 attacks, and Gohan must use 200. There are four
types; renzokukidan ("continuous energy bullet"), kikoudan (a basic energy
attack), kakusankiha (a multi energy ball attack), and Bakuhatsuha (a psychic
shockwave).
2. Speed Attacks (B button) : Beats Energy, Loses to Counter, Ties with Power.
To max, Goku must use 140 attacks, and Gohan must use 210. There are three
types; rapid attack, feint attack, and afterimage attack.
3. Power Attacks (X button) : Beats Counter, Loses to Energy, Ties with Speed.
To max, Goku must use 170 attacks, and Gohan must use 240. There are three
types; flying headbutt, dashing elbow, and super combo (VERY impressive to see,
but not as much as the enemy's super combos)
4. Counter Attacks (Y button) : Beats Speed, Loses to Power, Ties with Energy.
To max, Goku must use 140 attacks, and Gohan must use 210. There are three
types; counter throw, basic counter, and afterimage counter.
5. Super Energy Attacks (A+X) : Beats everything but stun attacks, and does the
most damage. Goku uses the Kamehameha (of course), and Gohan uses the
Masenkou. This attack may not tie with itself; it all depends on the opponent.
6. Stun Attacks (B+Y) : Loses to everything but Super Energy attacks. Goku
uses Taiyouken (or is it Taiouken?), and Gohan uses Ikari (anger) Power.
---------------
Advanced Tips :
---------------
I highly recommend that you build attacks for both characters, simply waiting
for each opponent's move, and reacting with an attack that ties with it. It
doesn't matter if a technique succeeds or fails, as long as you use it, you get
experience. Gohan's battles with Piccolo and Krillin (or Kuririn if you want
to be picky), and Goku's battles with King Kai/Kaiousama are excellent for
training. If you're patient, Goku vs. Chichi is the best battle for training,
as she does
no energy attacks. You almost don't have to pay attention to completely max
Goku here!
If you complete Gokuden 2, you can make a clear save! If you continue from
this save, you can pick what section to start in (the Piccolo saga, the Vegeta
saga, or the Frieza saga), and regardless of what you pick, you retain all your
experience and acquired events! You can use this to get 100% of the events
(some of which are worth it...for instance, Tien killing Nappa).
Finally, if you've completed Gokuden 1, the final screen after the credits will
be a jumble of meaningless kana and the message, "To be continued." If you go
to Gokuden 2 and poke around on the opening menu, you'll find the option to
enter it! I've done so, and although recent versions said that I haven't
noticed
any immediate benefits, I was a complete freaking idiot for failing to notice
that you
have higher life and power for both characters throughout the entire game :P
Furthermore,
if you got the missing move from Gokuden 1, you'll start with it in Gokuden 2
as well. Lots
of very grateful thanks go to PsykoDude for this, and the info on HOW to get
that move in
Gokuden 1 as well!
Hmmm...that about does it. I can only think of one more thing...
If you are playing the ROM of Gokuden 2, and you have the version with the
debug mode, activate it and go to the "Battle" section. Go to address "2B" and
enjoy yourself...you won't regret it...heh, heh, heh...hah
hah...hahahahahahahahhahahahahaha! :)
---------
Credits :
---------
*Lots of thanks go to Bandai for making a great game!
*Even more thanks go to Greg Williams and David Rutledge for actually enabling
me to get through these games for the first time.
*Thanks YET AGAIN go to PsykoDude. In fact, I'll thank you one more time.
Thanks :P
*Thanks to Steve for watching me play this game and saying, "Wow, that's pretty
cool." Great encouragement :)
*Oh, and my political science professor is a god. There was no reason for me
to say that, though.
*And I don't think I've thanked PsykoDude enough. It's almost like a game ;)
*Thanks PsykoDude!
Um, if you actually want to use this on some site or other, go right ahead, I
don't care :) Let me know though, so I can smile and feel as though I've
contributed to the gaming world in some small way.