[GAME] DragonBall: Advance Adventure
[THIS IS] FAQ / Boss Guide (Strategy)
[VERSION] 1.1
[AUTHOR] Justin Schroeder [jayatcg] (
[email protected])
[LAST UPDATED] 5/18/07
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Table of Contents
Info:
A:I - Introduction
B:I - Frequently Asked
B:I:1 -> Question One
B:I:2 -> Question Two
B:I:3 -> Question Three
C:I - Special Thanks
D:I- Legal
Levels:
L:1 - Goku's House
L:2 - Oolong's Village
L:3 - Wilderness
L:4 - Pilaf's Castle
L:5 - Island of Training
S:1 - Tournament (Special)
L:6 - Muscle Tower
L:7 - Underwater Cave
L:8 - Korin's Land
L:9 - Red Ribbon Army Base
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For quickly finding what you're
after, if it appears in the menu
use CTRL+F with its ID, and you
will be taken right to it.
===============================
[A:I] Introduction.
================================
This boss guide is for DragonBall Advance Adventure, I've written
it partially as something to do, and partially because there weren't
any singular boss guides listed and only two full guides. So, Advance
Adventure's page could use some spicing up, as well as a direct guide
as an alternative of trying to find what you need for a specific boss
you're having problems with. Granted the bosses aren't majorly difficult,
but some of the ends ones are just so that maybe a distinct strategy
is in order. Here I am hoping to provide an effect strategy for every
boss in the game to help those who may be having trouble in doing it
themselves.
If you're wondering why I incorperate two different language into this
guide, go ahead and check out section B:I:1 of the Frequently Asked
Questions area to find out.
Boss Level - Level Name - Boss
===============================
[BOSS LEVEL L:1 - Goku's House] Sanzoku Guma.
==============================================
The first boss, Sanzoku Guma, is a very large and powerful enemy,
however his size is also his greatest enemy, as he is in turn not
very fast. In order to successfully defeat the bear, you must pay
attention to how he attacks. Sanzoku has two major strikes, which
in turn are easily recognized.
The first is a simple slash, which is rather quick, with the only
noticable indication of its use being when he stands still; this is
a good time to take a few shots and then back off. The second attack
is a charged chop, which deals out a fair bit of damage; this attack
has a small handful of seconds preperation time prior to its execution,
and the safest way to work with it is to hang back until he's ready
to strike, then follow through by leaping behind him and attacking in
quick succession.
The easiest of the bosses, he can be handled in just a few minutes
with a small learning curve to get the timing down.
===============================
[BOSS LEVEL L:2 - Oolong's Village] Oolong.
============================================
In this level you're going to have to fight an air battle with the
shapeshifter known as Oolong, using the Kintoun* that you acquired
from the generous [read: perverted] Kame Sennin* for saving his
friend Umigame from Sanzoku Guma*, earlier on.
In order to defeat the flying porker, you're going to have to take
caution-- since he can transform, and does so at will --you will be
forced to keep an on these transformations, which isn't too difficult,
but that isn't to say it will be a cake walk. His first form is that
which he begins the battle with, the bat, and its attack is a nice and
irritating bite, which can be evaded by jumping. Next up is the rocket
ship form, which is a little more devious; he follows you from in front,
and tries to exhaust a beam of fire, which resembles a nice strong ki
beam, which will burn you and put you out of commission for a moment to
pad the flames off your pants. This can be dealt with by jumping: first
move down to the bottom of the screen and then jump up to the stop, he
isn't as fast as you are so you can certainly ruin his aim that way,
allowing you to get in an open shot at him. And now, his third and final
transformation, the rocket with a drill for a face is exactly the same
as the rocket itself, with jumping up and going down the screen, a good
defense is a good offense as they say.
As far as attacking him goes, the best move suited for the job is the
spinning Nyoibo* attack performed by holding up on the d-pad and then
tapping B. It's incredibly close range, but it will end the battle
quickly, and allows you time to regroup since it's a relatively short
attack, does decent damage, and allows you to back off quickly enough
to keep from getting clobbered by any attack he might be attempting to
strike upon you with.
Oolong, like Sanzoku is easy, a little more difficult than the first
since he's so tiny, but simple all the same. You should have little
trouble against him.
===============================
[BOSS LEVEL L:3 - Wilderness] Yamucha.
=======================================
Yamucha* is a fairly tricky fighter, who has a much wider array of
attacks than the previous bosses. Quick and resourceful, you need to
focus on his movements carefully to know what he's going to do next
in an attempt to evade it. He has two physical attacks, and a rocket
launcher-- not to mention his little friend Puer* drops bombs on you
from above.
Yamucha's first attack is a fairly standard punch, which he will
attempt to use when you attack him from the front. Which means the
best course of action is to attack him from behind. The second is the
Roga Fufu Ken*, a powerful charged attack which is conviently coupled
with a dash for maximum range; if it connects a series of semi-powerful
punches occur to inflict overall high damage. This technique is
unavoidable if you're on the ground, or find yourself a bit too close
to Yamucha, which means the best course of action is to start to jump
and jump often. Once Yamucha performs this technique he has to rest a
moment, which gives ample opportunity for you to come in and attack
ferociously.
And finally, the last attack, which is the rocket launcher is the
easiest to work with. Yamucha kneels down to shoot, and you can easily
take advantage of it. Simply waiting till he fires and jumping up and
over him will allow you clear access to him while he idles before
standing up-- allowing you to freely attack him --however, don't attack
from the front, as he uses the previously mentioned punch in order to
stop your attack in its tracks.
To summarize: Jump and jump often, while keeping an eye on Yamucha's
actions. When he performs his Roga Fufu Ken, you should attack him as
much as possible while he's recovering; but make certain to not be in
his way when he strikes.
While the learning curve on Yamucha is a bit more unforgiving, taking
these steps during a battle, it is possible to defeat him rather easily,
so much so in fact-- it can be done without getting hit even once for
the more skilled players.
===============================
[BOSS LEVEL L:4 - Pilaf's Castle] Pilaf and Sho.
=================================================
This battles a little more tricky, as you're fighting two at once
with two seperate health bars to boot. These mechs each have their own
attacks, and are quite strong. The taller mech can jump and land on you
with massive damage, as well as shoot flames out of its tail. The smaller
can retract its arms and bounce around, smacking into you back and forth,
and even grab you and smack you left and right.
In order to strategically deal with the taller, is to evade the
jumping move, and attack after it has expelled its fire. Once it shoots
the flames, you get a momentary free shot at the machine, until it jumps
again. However, you can't just focus on one in this fight or you will be
defeated, rather you must also bend your attention to the smaller, which
can grab you or smash into you. In much the same way, just keep jumping
to evade both, and while it's slow the more efficient and safe thing to
do is attack each in turn whichever stops momentarily first and gives
you a clear shot.
The most effective techniques to use in this fight are just your fists,
but the smaller one (which stays on the ground for most of the fight)
can be easily dealt with if you use a few well timed Nyoibo spins (Up+B),
though it isn't very effective. As well, the use of your Ki attack from
time to time can help to turn the odds in your favor, as it is quite easy
here to get overwhelmed by attacks from these two, even if you put to
practice the presented strategy.
The learning curve here is rather steep, considering you have two mechs
to worry about which are quite strong.
===============================
[BOSS LEVEL L:5 - Island of Training] Kuririn.
===============================================
Kuririn* is a tough cookie because he's fast. Not very powerful, but
fast all the same. He mostly attacks with two moves, one is a dashing
kick, and the other a punch/kick volly into the air ending with a smash
into the ground.
The attacks are relatively easy to dodge even without much strategy,
but doing any damage to Kuririn is more difficult. Just like in the battle
modes, he has a defense to him that needs to be broken before you get to
widdle at his health bar, and this can prove relatively difficult unless
you're crafty.
The secret to breaking his defense is all in the wrist, which is all in
the wrist. Holding up and hitting "B" will force your Nyoibo* to spin at
a great speed, and knock the wind out of Kuririn, which leads to him
doing his dash-kicking. Once he finishes his little show there, he will
be winded and pause, giving you ample opportunity to lay into him with a
devastating assault. This alone isn't all that effective, though, as you
should adhere to a good defensive attack pattern by jumping, holding down
on the d-pad, and then hitting B to land a very nice kick on your opponent;
not very effective either, but it's a great way to hit back and keep your
distance. Also, during this fight whenever your Ki meter charges up, unleash
either the L or R button on him (L suggested, as it will do a very nice
Nyoibo combo attack, which is very helpful.)
Certainly nowhere as difficult as the last match, but not quite as simple
as the first few either.
===============================
[SPECIAL S:1 - World Tournament Arena, 21st] Giran, Namu, Jackie Chun.
=======================================================================
This is the 21st Tenka'ichi Budokai*, which means that there are going
to be a slew of opponents to deal with consecutively, each with their
own skills.
1 - Giran. He's a large winged creature who is reasonably powerful,
but also rather slow, with really only one heavily utilized attack,
which is a short-range dashing punching/tail combination that knocks
the wind out of you. Not very effective, but it opens you up to more
of them same if you get caught up in it. Jumping here isn't any better
than not, really, it's all for the most part the same; and with very
little defense, he's easily overtaken if you just lay into him.
2 - Namu*. This mysterious traveler isn't very powerful either, but
what he lacks in strength he makes up in speed. He's quick to the
attack, lightly dashing toward you and laying in punch/kick combos.
Not only that, but he has a strong defense that has him relatively
safe from your advances. The best offense is a good defense here,
but if you get the surprise from behind he'll go down like a sack
of potatoes.
3 - Jackie Chun. In the final round of the 21st, you go up against
Chun; who is a very, very skilled fighter. He has roughly only one
actual technique, and uses mostly basic martial arts for the majority
of the fight-- similarly to the others, punch/kick combinations and,
like Namu, great speed. Jumping is effective, but not by much. Use
it only to steer clear of an attack, otherwise stay grounded but not
too close. There really aren't any openings on Chun, since he's so
agile, but the best times to attack are after evading one of his, or
after he comes back down from jumping. As far as his other, not so
much used technique, Bankokubikurisho*, it's really not too much to
worry about if you don't jump near it; as it arcs, making it
difficult to get ahold of you unless you do something foolish.
===============================
[BOSS LEVEL L:6 - Muscle Tower] Metallic Gunsou, Souchou Murasaki, Buyon.
==========================================================================
Metallic Gunsou, this big guy in Muscle Tower is pretty simple,
but that doesn't mean he's weak. A robot from the ground up, and
quite large he may be slow but he's powerful, with two attacks; a
rocket from the mouth, and a smashing floor punch, each will
in-turn cause you a great deal of pain.
The best way to handle him is to stay back when he's getting ready
to smash the ground, and then dash in for some quick hits, and dash
back out again if he charges up another serving of cold linoleum. If
he goes for the gullet-rocket, best case is to bounce backward since
it's a you-seeking missile, and then right back and behind him for an
opportunity to strike.
Next up is Souchou Murasaki, who is the resident purple Ninja of the
organization. He's not very strong, but he's fast and has a bit more
to offer than the previous fighters up till now. As said, he's very
quick, and can disappear for a brief instance and then show himself
above you to either present a downward sword strike, or throw kunai
at you from above. Each instance will come to close with a brief
respit before a continued assault; the best way to handle these is
to jump or dash out of the way of them, and follow back to deliever
a few hard hits before he poofs again.
He also has other skills, which includes pretending to be an
innocuous rock, and making what appears to be clones of himself to
assault young Son Goku. After the first part of the match comes to a
close, he makes these 'duplicates'* of himself to continue in the
same style of fight in another attempt to bring Son' down. More of the
same as before, but you'll also have to spread the love over a few more
Murasaki.
Now, finally Buyon*, an amorphous pink blob who is a bit more
tricky than the previous two. His only attack is a strange electrical
energy wave, that can come in either singular bursts or a long stream.
The long burst is really quite difficult to avoid, but it can be done
if you time a wall jump just right. The smaller ones, in much the same
way can be avoided as well, or if it's too close there's the option of
running beneath them into clear area. This is the most difficult part
of the battle, as he likes to shoot quite frequently and without
hesistation, and the only way to hurt him is by breaking the exposed
brick (later replaced by ice) that is just to the left of you; breaking
these away (which is rather quick if you use the Up+B combination on
them) will freeze Buyon for a finite amount of time, and allowing you to
use either a Ki blast, or your L technique to put a hurting on him. But
because of the small time period allotted between freezing it's back to
square one until his health is depleated.
===============================
[BOSS LEVEL L:7 - Underwater Cave] Kaizoku Robo, Blue Shogun.
==============================================================
The Kaizoku Robo* is one mean customer, with more attacks than any boss
you've yet seen. His most favored is his machine gun hand, and slashing
his sword around. These are fun ones, the sword can be dodged by jumping
over his head, and while his gun can as well, it's much more interesting
to Up+B and send his bullets flying right back at him, causing him some
nice damage as a result. His third attack is trying to pounce you from
above, but it's the easiest to evade, jumping into the air and floating
past him will do the job nicely. His last attack, easily the most evil
and sneaky is his shocking tail, which if you get into some hand-to-hand
with him he'll gladly introduce to you; the best strategy to end the fight
(not so quick, but the job gets done all the same) with all limbs intact
is to dodge his attacks, send his bullets back at him, and maybe raffle
off an occassional shoulder-button attack, if its a little slow, and
you're feeling a little hasty.
And then there's the Blue Shogun*, the high-ranking Red Ribbon Army
official who lives up to his name, with an even wider array of skills than
even the Kaizoku Robo. He has the ability to paralyze you (only lasts until
he hits you once), and the telepathic ability to bring rocks, and even a
massive round ball onto the playing field. And then there's his normal
attacks, which consists of kicking and punching you into submission, and even
a drop kick issued from in the air. In order to successfully avoid being the
target of a sound thrasing you shouldn't depend on him to repeat each move
exactly, but expect a surprise, as his techniques do differ subtly making it
not nearly as predictable. Finally, his last attack which is more of a ditch
effort one for him is a rifle, which fires a series of shots at one time,
this ones not all that powerful but if you get caught by it, it will be
lights out and leave you open to his other, stronger attacks.
As I will explain.
- Paralyze: This one takes a moment to set up for him, but even then you
can't do any real damage to him, instead, take this timeand jump into the
air and head for the far opposite side of the screen, this will allow you
not to fall under its affect and sustain any more damage than you have to.
Also, do not attack him before or after this, it just opens you up to his
attacks which is bad for you.
- Telekinesis: This technique is a little more tricky and has a hint of
randomness to it. Sometimes when he brings the rocks down it will have a
gap between them, and is usually a safe place to stand or jump, until he
drops them. As his life goes down, however, he will use your false
security against you by sending them flying straight for you; it is wise
to break as many rocks as you possibly can during this time, incase the
latter occurs. For this attack, like the previous, do not go right at him--
it will only open you up --as said for his previous technique, which could
cost you the match.
- Punches / Kicks: Going at him directly with no pretenses will surely open
you up to a flurry of punches or kicks, as he is especially fast it is wise
to pick your openings.
- Drop Kick: This attack is not without its faults, but it shouldn't be
taken lightly. If you try to meet him in air, you will have almost no defense
against it, and be sent crashing down to the ground; it is suggested that you
run in the opposite direction just far enough for him to miss, and then follow
back to him and lay into him with either Up+B, L, Ki, or just hand-to-hand.
This is the best, and only safe opportunity to come in and properly strike.
- Rifle: This is a fun attack, and he's a fool for using it. It serves little
purpose for him, and aside being weak. It can also be shot right back at him;
which also presents a good time to strike. If you can Up+B quick enough to
deflect, and then dash to him you will have a perfect opening to strike, but
strike quickly and hit back for safety.
Following this, you should beat him relatively easily; well... atleast as
easily as he will allow, considering he likes to toy around quite a bit.
===============================
[BOSS LEVEL L:8 - Korin's Land] Tao Paipai.
============================================
Fight #1:
Tao's a nasty guy, younger brother of Shen, the Crane Hermit-- he's
fast, powerful, and a mean fellow. This is a replication of the fight
from the series, so there's almost no leg room here. I've determined
(having done so myself not a moment ago) that it is very possible to
defeat Tao, but win or lose means nothing-- since the fight pans out
the same way. It's really unnecessary to fight him, so just sit it
out champ.
Fight #2:
So, the first time was a schlub-match, he was way out of your
league and you couldn't touch him and lost because of it. Well, this
time you've trained with Karin* and are primed for the fight; as far
as strategy goes, there really isn't-- just jump around a lot. Tao
doesn't really have too much to offer, punch/kick combos, the Dodonpa,
that's the extent of it. Worst of all, he leaves himself wide open
almost all the time, every move being a flashy jumper. Take advantage
of it and pummel him.
There really is no way to describe how easy this fight is. Maybe it
was designed that way, maybe I am ust really familiar with it; but all
I know is I was juggling his sorry keister at every turn.
===============================
[BOSS LEVEL L:9 - Red Ribbon Army Base] Black Hosa.
====================================================
Black Hosa's a strong, reasonably quick, and irritating fighter. Using
a mechanized suit, he has a nice sized array of attacks that he is full
willing to use against you. The first being a standard chop, and then
moving into heavy artillery with guided missiles, a machine gun hand,
aimed shots, and a rocket launched out of his back that will effectively
end the match where it stood for you.
I'll lay out a workable strategy.
- Basic actions: This is a battle that needs to be fought from afar,
so you're going to want to use Ki blasts and use them often, if you want
to make good here. You can, in certain cases attack close in (as I explain
with "Chopping") but doing so at any other time aside the one mentioned is
unwise and could cost you both the match and several lives.
- Chopping: This goes for the whole fight, but especially for the chops
because if they connect you will be knocked down for a period of time
and leave yourself open to Black when you stand back up. Hang back, he
will often try to follow but just jump over him when he does this, as
you don't want to get caught up by him; but where this presents possible
danger it also presents a nice opening if it is to your want to exploit
it. Directly after he chops you he wil idle for a bit before making
another attack, this is as good an opening as one might get in this fight,
and to make ample use of it the best attack would be Up+B, to spin your
Nyoibo, and inflict a nice and short stream of damage to him.
- Guided Missiles: This is probably the easiest to avoid attack in the
whole of the battle, you can either Up+B to destroy each of them before
they hurt you, or you can dash in the direction of their origin and they
will go and hit the ground where you once stood. Lastly you could just
smash them at the source (and a very suggestable tactic to fair well in
the fight) by charging up a full Ki blast (do this through out the course
of the battle anyway, if used appropriately it will favor you) and shoot
it off at his head-- this kills any missiles launched at the source,
serving to protect you, and gives some nice damage as well.
- Machine gun: These are nice if not a bit irritating, as if you're
standing in the right spot you can send them back at him with Up+B and
deal out nominal damage. But since he does it so often it's suggested to
just run towards him to get out of his line of fire and if you wish to
deal out a few Up+B's while he's busy shooting. However, if you want to
just cut him right off, put one of your charged ki blasts to work and
shoot right for his hand, which will destroy his bullets and deal
him a nice bit of damage.
- Aimed Shots: With this Black jumps up into the air and flies around
in the background for a moment, comes to a stop, and then aims some
crosshairs at you, if you're hit by these it's knock-down central, and
you're wide open again. Best tatic is to jump opposite of the side of
the screen you're on to dodge them as he does not follow you very quickly;
but watch out if you jump back too quickly you will be caught by the
explosion of one of his rounds and will be knocked down. There is no way
to hit him in this scenario.
- Rocket: This is a nasty one, even if it doesn't hit you there's almost
no way to avoid and it breaks up the already small ground there to work
with; best case is to hit it with a Ki beam before it hits the ground to
destroy it and save both you and your playing field.
Unlike the others where you just had to watch their movements and act
accordingly in a simplified jump-jump pattern, this battle is far and
away more complex, and you will need to put to work each individual
layed out strategy here to be successful in defeating him as like with
Pilaf and Sho, it is far, far too easy to be overwhelmed by him and
lose the match in a matter of moments.
===============================
[B:I] Frequently Asked Questions.
==================================
[B:I:1] Question: "I have an alternate strategy for <boss>, could I
submit it to your guide?"
Answer: I don't see why not. Just write it up and send me an email
at
[email protected], and I'll put it in as an alternate strategy
with credit.
______________________
[B:I:3] Question: "Why is <level> listed as 'Special Level'?"
Answer: Because the World Tournament Area, atleast to me, isn't exactly
a level per-se. You just go through a series of fights till it ends, same
with the Urunai Baba stuff, which will appear in this guide later on.
===============================
[C:I] Special Thanks / Credits.
================================
I'd like to thank CJayC for hosting this guide.
===============================
[D:I] Legal.
================================
Copyright 2006-2007 Justin Schroeder. This guide is to be only used by
GameFaqs and Classic-Gamer and may not be placed, or otherwise distributed
publicly anywhere but the above without express permission from the author.
Reproduction rights for this work extend no further than personal, private
use. Use of this guide in a public display is strictly prohibited, and a
violation of this copyright.
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