Dragon Ball Z: Budokai - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Dragon Ball Z: Budokai - Strategy Guide (Page 03).
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9.2. PHYSICAL CAPSULES - [dbz_physical]
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A simple list containing every Physical Capsule attainable, containing
descriptions and other important information. I've also included a personal
analysis stating wheter or not I think it's worth using.
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ZANKU FIST (GOKU)
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FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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CONTINUOUS KAMEHAMEHA (GOKU)
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FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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DRAGONTHROW (GOKU)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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SUPER DRAGON FIST (GOKU)
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FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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KILLQUICK (KID GOHAN)
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FIRING CONDITIONS: ->PPKKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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CONTINUOUS KI BLAST WAVE (KID GOHAN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: PPKKE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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HURRICAN KICK (KID GOHAN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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INSTANT KILLQUICK (TEEN GOHAN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPKKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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HIGH-SPEED HAMMER (TEEN GOHAN)
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FIRING CONDITIONS: PPKKE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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JACKHAMMER (TEEN GOHAN)
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FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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FIERCE RANMA (TEEN GOHAN)
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FIRING CONDITIONS: KK<-KE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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JUSTICE FINISHER (GREAT SAIYAMAN)
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FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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JUSTICE FLASH (GREAT SAIYAMAN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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JUSTICE DYNAMITE (GREAT SAIYAMAN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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JUSTICE CARNIVAL (GREAT SAIYAMAN)
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FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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EXCITING YEAR (RADITZ)
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FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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WEEKLY SPECIAL (RADITZ)
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FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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DAY CRUSH (RADITZ)
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FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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DYNAMITE MONDAY (RADITZ)
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FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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GIANT ATTACK (NAPPA)
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FIRING CONDITIONS: KKK->KE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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MEGATON THROW (NAPPA)
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FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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BREAKSTORM (NAPPA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: PPKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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FINAL BASH (VEGETA)
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FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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METEOR FLASH (VEGETA)
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FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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NOSE DIVE CRASH (VEGETA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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METEOR BREAK (VEGETA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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BLAST ATTACK (TRUNKS)
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FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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ENERGY BURST (TRUNKS)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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RAPID FALL SLASH (TRUNKS)
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FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
METEOR BREAK (TRUNKS)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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ZANKU FIST (KRILLIN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPKKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
JACKHAMMER (KRILLIN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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BERSERK FIST (KRILLIN)
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FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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JACKHAMMER FIST FLASH (TIEN)
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FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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DOMINATION BLAST (TIEN)
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FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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JACKHAMMER FIST (TIEN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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MACHINEGUN FIST (TIEN)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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WOLF SLICE FIST (YAMCHA)
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FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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WOLF FANG BLAST (YAMCHA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPPKE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
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TIGER JACKHAMMER (YAMCHA)
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FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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SATAN CRITICAL ATTACK (MR. SATAN)
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FIRING CONDITIONS: P->PPE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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SATAN MIRACLE BOMBER (MR. SATAN)
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FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
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SATAN ULTRA DYNAMITE (MR. SATAN)
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FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
-------------------------------------------------------------------------------
INSTANT KILLQUICK (PICCOLO)
-------------------------------------------------------------------------------
FIRING CONDITIONS: PPKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
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DEMON ROUNDHOUSE (PICCOLO)
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FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
FIERCE RANMA (PICCOLO)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
-------------------------------------------------------------------------------
DODORIA ULTRA SPIKE (DODORIA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
DODORIA BIG BLASTER (DODORIA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
DODORIA TYPHOON (DODORIA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
HYPER ELEGANT MAGNUM (ZARBON)
-------------------------------------------------------------------------------
FIRING CONDITIONS: PPKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
SUPER BEAUTIFUL ARROW (ZARBON)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->P->PPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
MISSING SCREW (ZARBON)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
EXTRA GRACEFUL CANNON (ZARBON)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
-------------------------------------------------------------------------------
RECOOME BUSTER MAGNUM (RECOOME)
-------------------------------------------------------------------------------
FIRING CONDITIONS: KKK->KE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
RECOOME MAX VULCAN (RECOOME)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPKE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
RECOOME HYPER SWING (RECOOME)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
PROCESSED POWER CRUSH (GINYU)
-------------------------------------------------------------------------------
FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
PARMESAN SHOWER (GINYU)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPKE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
GINYU STRIKE (GINYU)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
GINYU SPECIAL (GINYU)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
-------------------------------------------------------------------------------
FRIEZA NIGHTMARE (FRIEZA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
KILLER BALL (FRIEZA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
METEOR CRUSH (FRIEZA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
EVIL DANCE (FRIEZA)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
-------------------------------------------------------------------------------
DEVIL CRUSH (ANDROID #16)
-------------------------------------------------------------------------------
FIRING CONDITIONS: PPKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
KILLING NECK THROW (ANDROID #16)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
FINISHING SPLASH (ANDROID #16)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
-------------------------------------------------------------------------------
POWER STRIKE (ANDROID #17)
-------------------------------------------------------------------------------
FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
POWER FALLING STAR (ANDROID #17)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
BUSTER SWING (ANDROID #17)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
POWER STRIKE (ANDROID #18)
-------------------------------------------------------------------------------
FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
POWER FALLING STAR (ANDROID #18)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
BUSTER SWING (ANDROID #18)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
POWER BREAK (ANDROID #19)
-------------------------------------------------------------------------------
FIRING CONDITIONS: KK->KKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
CYBERNETIC PAIN (ANDROID #19)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->PPPPE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
ROLLING CRUSH (ANDROID #19)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
ULTIMATE ATTACK (CELL)
-------------------------------------------------------------------------------
FIRING CONDITIONS: PPKE
KI GAUGES USED: 1
CAPSULE SLOTS: 1
ANALYSIS: The execution for these moves can be somewhat tricky, but
the damage they cause can be quite devastating. They are
worthy of consideration. Notice too, that they only use one
ki gauge. A bargain. Use them only if you are confident of
your ability to perform it in battle, or else it's pretty
much useless to you.
-------------------------------------------------------------------------------
NEGATIVE POWER RAIN (CELL)
-------------------------------------------------------------------------------
FIRING CONDITIONS: KKK->KE
KI GAUGES USED: 2
CAPSULE SLOTS: 1
ANALYSIS: The moves inflict massive damage, however, eats up two ki
gauges. A good replacement as an ultimate move if a
character doesn't have one. Make sure you connect with it
though, or else your lose two ki gauges, deal no damage, and
be very unhappy.
-------------------------------------------------------------------------------
LASSO (CELL)
-------------------------------------------------------------------------------
FIRING CONDITIONS: P + G
KI GAUGES USED: 0
CAPSULE SLOTS: 1
ANALYSIS: Throw moves, in my opinion, are the best Physical Capsules.
They don't use ki, meaning you can use them without having
to worry about losing ki if you fail to have them connect,
and perhaps their best property, is that they ignore guard
status. Careful if you miss when you use it though, as it
leaves you temporarily off guard.
-------------------------------------------------------------------------------
CYBERNETIC RADAR (CELL)
-------------------------------------------------------------------------------
FIRING CONDITIONS: ->KKKE
KI GAUGES USED: 3
CAPSULE SLOTS: 1
ANALYSIS: Giant damage, and multiple hits. But, it costs three ki
gauges. It becomes a trade off between damage and chances of
it connecting. You really do not want to waste three ki
gauges, against anyone. So, I don't really recommend it's
use in tough, close battles. If you are almost certain you
can perform it effortlessly and faultlessly, however, feel
free to ignore my advice and go for it. It works really well
with Gero's Perpetual Energy R&D.
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