Updated char list & some control info (still working on it).
[ Character List ]
- SSJ1 Goku
- SSJ2 Goku
- SSJ3 Goku
- SSJ4 Goku
- SSJ1 Vegita
- Super Vegita
- Majin Vegita
- SSJ2 Vegita
- SSJ4 Vegita
Kid Gohan: Start
Young Gohan Start
- SSJ1 Young Gohan
- SSJ2 Young Gohan
- SS1 Gohan
- SSJ2 Gohan
- Ultimate Gohan
Sword Trunks: Start
- SSJ1 Sword Trunks
- SSJ1 Future Trunks
- Super Trunks
- SSJ1 Kid Trunks
- SSJ1 Goten
- SSJ1 Gotenks
- SSJ3 Gotenks
- Super Vegito
- Oozaru Vegita
- Transformed Zarbon
Freiza Form 1: Start
- Freiza Form 2
- Freiza Form 3
- Freiza Final
- Freiza Final Full Power
- Mecha Freiza
Cell Form 1: Start
- Cell Form 2
- All Body Cell (Perfect Cell?)
- Perfect Cell (Super Perfect Cell?)
Majin Buu (Fat)
Majin Buu (Grey)
Majin Buu (Evil)
- Majin Buu (Absorb Gotenks)
- Majin Buu (Absorb Ultimate Gohan)
Majin Buu (Kid)
Tao Pai Pai
So far I have 236/241 secrets unlocked. Missing 5 more Earrings (1 stat modifier, 2 ability modifiers, 2 fusions).
I’ve also unlocked a password input area that allows you to import a character from DBZ:B3. So far I’ve managed to import a max stat (all 7’s) Goku and Vegita (one at a time only tho).
[ Basic Controls ]
SQ: Hand-to-Hand Attack
TR: Projectile/Ki Attack (can be charged)
L2+X: Homing Dash
L2+X+Direction: Dragon Dash
L2: Ki Charge
R1: Jump/Fly Up
R2: Fly Down
- During Lock-On
L2+TR: Blast 1
L2+Up+TR: Blast 2
L2+Down+TR: Ultimate Blast (requires Sparking!)
[ Hand-to-Hand Attack Options (Square) ]
Just as it sounds like, the SQ button is the hand-to-hand attack button. It
can be pressed up to five times in succession for a Rush Combo. There are
follow-up options stemming from the SQ button, each with their own pros and
cons. Each of these options will be discussed below.
- Option 1: Guard Break (TR during Rush Combo)
Pressing the TR button after any of the first four hits of a Rush Combo will
perform a Guard Break (cannot be performed after 5th hit). If the opponent
tries to block the Guard Break, their guard will be broken (obviously), and
they will be completely open to attack. After being guard-broken, the opponent
can mash on buttons to reduce the recovery and try to block the follow-up. As
another penalty for trying to block a Guard Break, the opponent will lose a
bit of Ki. If the opponent doesn’t have enough Ki to cover the cost of getting
guard-broken, they will instantly become dizzy (yeow!).
If the opponent does not block the Guard Break, but takes the hit as a normal
attack, they will lose no meter, and the opponent will be unable to score free
hits. Eating the Guard Break results in more health lost for the opponent, but
the difference is very small.
The Guard Break can be charged up to two additional strengths. If blocked, the
damage remains the same. However, if the opponent does not block the charged
Guard Breaks, they will be knocked away. The Charge Guard Break does more
damage vs non-guarding opponents, but the damage does not change when blocked.
During the Guard Break animation, the character is impervious to the effects
of basic attacks (Super Armor). They will still take damage, but they will
not be put into hit stun. Also, you cannot perform a Guard Break if you do not
have enough Ki.
- Option 2: Gut Stun (X during Rush Combo)
Pressing the X button after any of the first four hits of a Rush Combo will
perform a Gut Stun (cannot be performed after 5th hit). If the Gut Stun hits
an opponent that is not blocking, they become stunned and left completely open
to attack. After being stunned, the opponent can mash on buttons to reduce the
recovery and try to block the follow-up.
- Option 3: Counter Stance (O during Rush Combo)
Pressing the O button after any of the first four hits of a Rush Combo will
perform a Counter Stance (cannot be performed after 5th hit). Basically, this
cancels the recovery of your attack (does not cancel the execution) and puts
your character into a pose. during the Counter Stance, if the opponent tries
to strike you with a physical attack, they will be knocked away.
- Option 4: Charge Attacks (hold SQ or hold direction+SQ during Rush Combo)
Examples: SQ-Hold-SQ | SQ-SQ-SQ-Up+Hold-SQ
At the bottom of the screen, you will notice a small meter broken up into
sections (the amount of sections is different for some characters). This meter
is called the “Smash Meter”. As you attack with SQ, you will notice that the
Smash Meter builds up. The first half is green (usually 4/8ths), the next part
is orange (usually 3/8ths), and the final part is red. This meter determines
how much you can charge your Rush Combo finisher. As you charge your Rush
Combo finisher, you will notice the Smash Meter light up. The longer you hold
the button, the more of the Smash Meter will become charged. However, you
must remember that you can only charge blocks in the Smash Meter that you’ve
"earned" by attacking. To make this more clear, here is an example:
Pressing SQ-SQ will add two blocks to the Smash Meter, and holding the final
SQ will charge both of those blocks. This will perform a Level 1 Charge
Attack. The point of the charge attacks is for the extra damage and added
effects, so to make the most of them, you really need to get your Smash Meter
built up into the orange or red area. To do this, try SQ-SQ-SQ-SQ-SQ and hold
the last button press. This will put you into the orange and make your final
strike a Level 2 Charge Attack. You will notice the damage is greater, and on
an unblocking opponent, they are sent reeling.
Now, you may be wondering how to get the Smash Meter into the red. This is
done simply by starting your attack sequence with SQ-SQ-TR or SQ-SQ-X (Gut
Stun must be unguarded). Both of these chains will fill up the first part of
the Smash Meter, so when you continue into the final 5-hit combo, the
remaining part of the meter will fill in. Now it’s up to you to charge the
final attack into the red for a massive Charge Attack. Here is the complete
sequence to practice:
SQ-SQ-TR (Guard Break), SQ-SQ-SQ-SQ-SQ(hold)
If the opponent blocks your Gun Stun, or avoids being hit by the Guard Break
altogether, then your Smash Meter will empty completely. However, you can also
continue beyond 8-hits (3+5) and still do the maximum red Charge Attack by
using mixups. For example: SQ-TR (Guard Break), SQ-SQ-X (Gut Stun, must hit
the opponent), SQ-SQ-SQ-SQ-TR (Guard Break), SQ-SQ(hold to max red charge).
There are a bunch of different sequences you can do. Just remember that if the
opponent avoids a Guard Break or blocks a Gut Stun, your Smash Meter resets.
The problem with the basic Charge Attack is that no matter how much you charge
it up (green, orange, or red), it can still be guarded against in a normal
manner. In addition, Charge Attacks do not combo. So what is the point if the
opponent can simply guard them? Well, you can actually force a guessing game
by changing the Charge Attack using the directional pad. By pressing any of
the four main directions on the pad (up/down/left/right), you can modify your
Charge Attack to hit at different points of the opponents body. These attacks
cannnot be guarded with a normal guard. Instead, the opponent must use the
directional pad in conjunction with their Guard button to match your Charge
Attack. Otherwise, they will be hit for free!
If the opponent simply holds Guard (and no directional modifier), they will be
hit by your Charge Attack. As a bonus, the meter will retain the amount you
earned so that you can try to fill up to the red for a big Charge Attack!
After an orange Charge Attack connects with the opponent, pressing X during
the recovery will automatically perform a Dash which will follow the opponent
as they fly back. After a red Charge Attack connects, you can press X to
automatically perform a Homing Dash.
During Sparking, all charge attacks can be charged to red even if they are
done without any attacks in front of them. Even though the meter is empty, it
will immediately become fully-chargable when you begin your Charge Attack.
- Option 5: Hyper Smash Attack (L2+Charge Attack while Sparking)
While Sparking, you can hold the L2 button and perform a Hyper Smash. You can
tell when you are performing the Hyper Smash properly when the camera view
changes to focus on the front of the character performing the attack. It is
important to note that Hyper Smash Attacks are unblockable. In addition, they
only have one level of charge.
Just like regular Charge Attacks, you can modify the direction that the attack
strikes by combining it with a controller direction. For example: pressing
L2+Up+SQ(hold) will perform an upwards striking Hyper Smash.
After a Hyper Smash connects with the opponent, pressing X during the recovery
will automatically perform a Homing Dash which will follow the opponent as
they fly back.
- Option 6: Charge Attack Cancels (X while charging an attack)
By pressing X while charging an attack, you can cancel the attack before it
executes. For example: SQ-SQ-Up+SQ(hold)-X. This can be used to bait enemies
into dashing away and then switching up your offense. You can also cancel solo
Charge Attacks. For example, pressing SQ(hold)-X will perform a basic Charge
Attack and the follow-up cancel. Inputting X (to dash) and then SQ(hold)-X
will perform a dashing attack, and then the follow-up cancel.
Dragon Rush Charge Atacks and Hyper Smash cannot be canceled.
- Option 7: Dash Cancel (Left/Right/Down+X during Rush Combo)
Pressing the X button and a direction after any of the first four hits of a
Rush Combo will perform a Dash Cancel (cannot be performed after 5th hit). You
can dash to the left or right with X+Left or X+Right respectively. In order to
perform a backdash cancel, simply finish with X+Down. Any time you perform
a Dash Cancel, your meter will reset. Do not use them if you are trying to
build up enough meter for a red Charge Attack.
- Option 8: Teleport Cancel (Left/Right/Down+O during Rush Combo)
Pressing the O button and a direction after any of the first four hits of a
Rush Combo will perform a Teleport Cancel (this requires meter, and cannot be
performed after the 5th hit). Performing the left/right Teleport Cancel will
whip your character behind your opponent. Using the down option will warp you
away from your opponent. After performing a Teleport Cancel, you will not gain
additional Ki for a short while (about 5 seconds). Keep that in mind when
applying attack strings with the Teleport Cancel in them. Any time you perform
a Teleport Cancel, your meter will reset. Do not use them if you are trying to
build up enough meter for a red Charge Attack.
- Option 9: Homing Teleport (Up+Circle after final hit of Rush Combo*)
After performing all 5-hits of a Rush Combo and finishing with the default
attack (SQ-SQ-SQ-SQ-SQ), the opponent is knocked away and your combo is
basically finished. However, if the final count of the combo is 7-hits or
greater, you can actually Homing Teleport after the Rush Combo to continue the
pressure. For example: SQ-SQ-TR (Guard Break), SQ-SQ-SQ-SQ-SQ-Up+O (this will
teleport you to the opponent), SQ-SQ… (continue your options!). As with the
Teleport Cancel, once performed, your charge meter will reset. You will also
not gain Ki for about 5 seconds after performing a Teleport Cancel.
- Option 10: Throw Cancel (Up+X during Rush Combo).
After any of the first four hits of a Rush Combo, you can cancel into a Throw
attempt. For example: SQ-SQ-Up+X. This will perform two hits and then your
character will attempt to grab the opponent. Pretty simple.
[ Ki Attack Options (Triangle) ]
All of the attack options stemming from the TR button involve using some of
your character’s Ki. Everything from basic Ki Projectiles to Blasts require a
certain amount of meter, so it is important to keep an eye on the Ki meter.
Option 1: Basic Ki Projectile (TR while standing still)
Pressing the TR button while standing still will perform a basic Ki Attack
projectile. These basic projectiles can easily be guarded against, but they do
inflict a very miniscule amount of guard damage. For most characters, pressing
the TR button multiple times in a row will cause them to throw numerous Ki
projectiles. Depending on the character, the number of sequential projectiles
will differ. If two Basic Ki Projectiles hit each other, they simply cancel
each other out. If your opponent throws two, you will need to throw two also
in order to cancel them out. Some characters have the ability to throw more Ki
Projectiles than others, so keep that in mind.
Option 2: Automatic Multi-Ki Projectile (TR while dashing or jumping)
During a Dash or a Jump (not flying), if TR is pressed, the character will
automatically perform multiple projectiles. For example (Goku): while locked
onto the opponent (Z-Search!) and dashing sideways or towards them, a press of
the TR button will cause Goku to throw 3 Ki projectiles. Different characters
have different projectiles, so keep that in mind. Multi-Ki Projectiles are the
same as Basic Ki Projectiles (except your character automatically throws a set
number). They can be canceled out with other Basic or Multi-Ki Projectiles.
Option 3: Charge Ki Projectile (hold TR)
By holding down the TR button, you can charge up and release a more powerful
Ki Projectile. There are two levels of charged Ki projectiles. Hold the button
for a split second to peform the first level, and hold it down until it the
character automatically releases it for the second level. The level 2 charge
inflicts more damage (and more guard damage).
As an added bonus to the Charge Ki Projectiles, they cannot be canceled with
Basic or Multi-Ki Projectiles. If the opponent attempts to nullify a Charge Ki
Projectile with the basic type, the Charge Ki will pass right through.
[ Dash Button Options (X) ]
The Dash button does exactly what it sounds like - it causes the character to
perform a dash. Depending on your distacne from the character, and if you are
in Z-Search Mode ("Lock On), the dash button will behave differently. Each
option is explained below.
- Option 1: Free Mode Dash (while not in “Lock On”)
If you are not locked-on to the opponent, you are in Free Mode. During Free
Mode, pressing the X button will dash in the direction your character is
facing. You can also modify the direction you wish to dash by pressing the
controller and X at the same time. For example: down/left+X will dash in a
leftward direction while coming towards the screen. up/right+X will dash up
into the screen while traveling right. Pressing TR while in Free Mode Dash
will cause the character to perform their Automatic Multi-Ki Projectile. Keep
in mind that this can be done in any direction except down+X.
The Free Mode Dash will not go through Ki Projectiles.
During a Free Mode Dash, pressing the X button again will stop the dash.
- Option 2: Z-Search Mode Dash (while in “Lock On”)
If you are locked-on to the opponent (Z-Search), pressing the X button will
cause your character to automatically dash towards the opponent. Like the Free
Mode Dash, you can still modify the direction you wish to dash by using the
controller and X at the same time. Pressing TR while in a Z-Search Dash will
cause the character to perform their Automatic Multi-Ki Projectile, and it
will automatically be aimed towards the opponent. This can be done in any
direction except down+X.
The Z-Search Mode Dash will not go through Ki Projectiles.
During a Z-Search Dash, pressing the X button again will stop the dash.
- Option 3: Close-Range Z-Dash (left/right+X up close)
When in close-proximity to the opponent, and while locked-on (Z-Search), you
can perform a sidestep (left+X or right+X), or a backdash (down+X). There are
no special options out of a side or backdash.
- Option 4: Throw / Step Throw (up+X up close)
When in close-proximity to the opponent, and while locked-on (Z-Search), you
can perform a throw attempt by pressing up+X. If you are right next to the
opponent, your character will simply try to grab. If you are slightly out of
point-blank range, your character will take a step first and then attempt to
throw the opponent.
- Option 5: Homing Dash (L2+X while in “Lock On”)
If you are locked-on to the opponent (Z-Search), pressing the X button while
holding down L2 will perform a Homing Dash. This dash will automatically fly
towards the opponent. The Homing Dash will go through all basic Ki Projectile
Attacks. It’s important to note that the Homing Dash will not go through any
Charge Ki Projectiles. However, there is an option. By pressing the O button
during the Homing Dash, your character will perform a corckscrew maneuver that
will go right through Charge Ki Projectiles.
During the Homing Dash, you can perform Charge Attacks and Sparking Charge
Attacks. Neither of these Charge Attacks can be canceled.
During a Homing Dash, pressing the X button again will stop the dash. Holding
a direction and then pressing the X button will cancel into a Dragon Dash.
If both players perform a Homing Dash at each other at the same time, they
will be entered into a Battle Struggle mini-game. Whomever spins the analog
the most in the allotted time will win the struggle.
Also, any destructible environmental object will be destroyed if a Homing Dash
passes through it.
The Homing Dash requires Ki meter (gradually drains the longer you travel).
- Option 6: Dragon Dash (direction+L2+X)
Similar in appearance to the Homing Dash, the Dragon Dash can be performed at
basically any time. It can be done in close, from far, and even when you are
not in lock-on mode. In addition, it can be done in any direction (unlike the
Homing Dash). If you keep the L2 button held down during a Dragon Dash, and
then press the X button, the Dragon Dash will instantly be canceled into a
Homing Dash. From here, all Homing Dash options are available. Keep in mind
that you must be locked-on in order to perform this cancel.
Unlike Homing Dash, Charge Attacks cannot be utilized during a Dragon Dash.
During a Dragon Dash, pressing the X button again will stop the dash. Holding
a new direction and then pressing the X button will cancel the Dragon Dash
into another Dragon Dash in another direction.
Using the R1 and R2 buttons during a Dragon Dash will allow you to control the
altitude at which you are flying. For example: if you are in a Dragon Dash and
you press (and hold) the R1 button, you will fly upwards. You can also use R2
to fly down.
A Dragon Dash can also be initiated in a directly up or down manner by holding
L2 and then pressing either R1 or R2. This variation of the Dragon Dash can
also be canceled into a Homing Dash. You can also cancel the up or down Dragon
Dash into a normal directional Dragon Dash by holding L2 and direction you
wish to travel, and then pressing the X button.
Also, any destructible environmental object will be destroyed if a Dragon Dash
passes through it.
The Dragon Dash requires Ki meter (gradually drains the longer you travel).
[ Guard Button Options (O) ]
The Guard Button (O) is a very useful tool. Holding it down will guard most
attacks. Combining a direction on the controller (up/down/left/right) while
holding O will allow you to guard against different directional charge attacks
that your opponent might try to strike you with. There are also a few advanced
uses of the Guard Button that are explained below.
Option 1: Ki Projectile Deflection (O on contact)
By pressing the O button as a Ki Projectile is about to make contact with your
character, they will simply bat it away. Very easy to do, as you can basically
mash the O button tp deflect basic Ki Projectiles. This technique can be done
during a normal Dash as well. You will be able to fly towards the opponent and
deflect basic Ki Charge Projectiles. This will not stop Charge Ki Projectiles.
Option 2: Charge Ki Projectile Reflection (O on contact)
When a Charge Ki Projectile is about to hit, press the O button with precise
timing to send it flying back at the opponent. If not perfectly timed, your
character will simply bat the projectile away. If done too early (or too late)
your character will eat the hit.
Option 3: Homing Dash Spin
Since Homing Dashes automatically go through basic Ki Projectiles, but do not
go through Charge Ki Projectiles, you need an alternative option. During the
Homing Dash, press O to perform a Spin. This will cause your character to go
directly through the Charge Ki Projectile and continue your dash!
Option 4: Throw Escape (O as throw is about to connect)
If your opponent attempts to throw you, simply press the O button as it is
about to make contact. This will escape the throw.
Option 5: Teleport Counter (O or left/right+O as physical attack hits)
If you are not in hit stun (meaning your opponent is not currently blocking or
being hit by attacks) you can perform a Teleport Counter. As soon as the
attack is about to hit, press the O button to Teleport Counter. This requires
no meter (unlike the Teleport Cancel). A basic Teleport Counter will warp you
away from the opponent. Pressing left/right+O will warp you around them.
The Teleport Counter can also be used against Blast Attacks. This includes all
Beam, Projectile, and Multi-Hit Blast attacks. Note: you cannot Teleport
Cancel a Ki Projectile or Charge Ki Projectile (instead you deflect/reflect).
Option 6: Burst Defense (O while hit is about to strike, during hit stun)
When you are being pummeled by a combo, press the O button as the next hit is
about to strike. With proper timing, you will parry the incoming attack and
blow your opponent’s defense wide open. This tecnique looks very similar to
the Guard Break, except in this case, the person on defense is using it. This
technique requires no meter.
… more to come.