==============================================================================
Dragon Ball Z: Battle of Z
Co-Op Mode Character Guide
v1.1
by Hiryu no Ken
[email protected]
==============================================================================
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.
------------------------------------------------------------------------------
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Table of Contents
========================================
A. Opening
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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:
</pre><pre id="faqspan-2">
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 </pre><pre id="faqspan-3">
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 </pre><pre id="faqspan-4">
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 </pre><pre id="faqspan-5">
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.
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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.
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C70. Goku (Naruto Sage Mode Costume)
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Retries: 1
Type: Melee
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Base Power Level: 435
Base HP: 16000
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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. </pre><pre id="faqspan-6">
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.
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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.
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If you have any questions, comments, or possible additions, feel
free to e-mail me at
[email protected]. Make sure to mention
the FAQ in the title.
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Copyright 2014 Hiryu no Ken
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by their respective trademark and copyright holders.