K u s a n a g i K y o --|---|-- --|---|-- ----+---- +-----+ /-, +-+- +-----+ |-----| | |-|- | | +-----+ -|- |-|- +-----+ ----|---- / \ +-+- / J \ ----------------------------------------------- "Kusanagi Flames, Yagami Tears, Orochi Blood" Dragonball Z 3: Super Butoden (Legendary Battle) FAQ By Kyo Kusanagi ------------------------------------------------------------------------ Basic fighting Rules/Techniques ------------------------------------------------------------------------ Abbreviations: F-forward, Ba-back, U-up, D-down, DF-Down forward, DB-Down back, UB-Up back, UF-Up forward, L-Left (keypad), R-Right (keypad) Basic attacks: Y Button-Punch B Button-Kick A Button-Energy Bolt X Button-Transfer from Lower/Upper fighting levels F-Walk/Float forward B-Back up/Float back/Standing Block D-Duck DB-Lower block R Button-Dash Right L Button-Dash Left Y Button + B Button-Charge Power meter Throwing: Throwing is slightly different than in DBZ2; in order to throw your opponent, you must lean into them for about half a second before hitting Y to throw them. This makes it somewhat more difficult to throw; you must catch your opponent off-guard to do so. Nullifying/Reversing a throw: If you are thrown, you can land safely without damage or even counterattack with the R and L buttons. To land, you must hit the R or L button twice, depending on which direction you are being thrown. You must press the button corresponding to the direction you are being thrown. That is, if you are being thrown to the right, you would hit the R button twice, and vice versa if you were being thrown to the left. To counterattack when thrown, you also have to hit the R or L button twice, only you press the button opposite the direction in which you are being thrown. NOTE: Timing is critical when you want to stop a throw; you must key in the L or R buttons the moment you are grabbed. Grappling: One of the most major changes in the combat system between DBZ3 and the earlier DBZ games is the addition of a grappling mode. When both character dash at each other at the same time and meet while still dashing, they grab each others' hands in a grappling stance. If neither character does anything, the two characters will jump apart after a few seconds. However, if you execute your special grappling move while in this stance you will execute an attack. The grappling move is the same for every character: DF-UB + Y. If you are in the air when you execute your grappling moves it will merely be a throw. Energy attacks: All energy attacks are executed with the A button, (except the energy attacks used within the "Super Meteo Attacks") and all energy attacks require power. To charge your power meter, hold the Y and B buttons. Your character will flare with energy and your power meter will increase. Powercharging is MUCH faster than in Dragonball Z 2. Beware; you are vulnerable to enemy attacks while charging. If you use an energy attack that you do not have enough power to use, you will still throw it, but afterwards will be stunned for a short time until your power meter can charge to a non-negative level. While the standard energy bolt takes a practically unnoticable amount of power on your meter, if you try and throw it too many times in a row you will be stunned, regardless of how much power you have. Super-Blasts: Each character has two Super-blasts. When executed from a far distance from the other character, the split in the screen will disappear and the attacking character will fire a huge blast. The screen will then split to the target character, who then has four means of stopping the attack by keying in special movements. The time allotted to input the movement depends on the distance the attacker is away from the defender. You can guage the distance by looking at the thickness of the line that splits the screen. If it is a thin line, then you will perform the distant Superblast, if it is thick, then you will perform the close one. If the attack is thrown from a relatively close distance, it can be blocked like any other normal attack. Note in this game fireballs don't 'track' like in Dragonball Z 2. In addition, it doesn't freeze the game so you can be knocked out of it. The four methods of stopping a blast are: Guard: B + A button. The defender shields him/herself with their arms, reducing the damage done by the blast by 50%. Hajiku (repel): B, DB, D + A button The defender uses their arms to stop the blast and then deflect it away, reducing the damage done by the attack to 25% of the full damage of the blast. If you make a mistake while entering the move often your character will stop the blast but it will then blow up in your face, doing 100% of the damage of the blast. If you make such a mistake you can prevent it from exploding, however. Once you stop the attack, hit buttons as fast as you can and often the blast will be deflected anyway. Kakikesu (disperse): F, B, F + A button The defender emits an invisible ki-shield which totally disperses the attack. The defender takes no damage from the blast but his/her Power meter is reduced. Uchikaesu (Counterattack): D, DB, B, F + A button The defender fires a blast of his/her own, stopping the attacker's blast halfway. Then, they have what I call a "blast duel." Whoever's blast is stronger overpowers the other and continues towards his target. If you lose a "blast duel," you can use a Guard to reduce the damage but you cannot Hajiku or Kakikesu the blast. HOW TO WIN A "BLAST DUEL" The outcome of a "blast duel" is determined upon who can hit the A button the fastest. Whoever hits the A button 50 times first wins. If neither side hit the A button 50 times in an 8 second time period, whoever hit the button more times in 8 seconds wins. Super Meteo Attacks: These moves are special secret moves that do massive damage, yet take no energy on the Power meter to execute. For the most part, they look pretty impressive as well. Furthermore, they can only be executed on the lower level of the playing field. They are usually fairly difficult to execute, however, and require a little extra practice before you can perform them like any other special move. It is recommended to do the motions on the joypad slowly, but not TOO slow. Goku's Neo-Meteo Smash was the only Super Meteo move in DBZ1. In DBZ2, every character but Cell Junior had a Super Meteo Move. The Super Meteo Moves have changed somewhat between DBZ2 and DBZ3. First, there is no way to reduce the damage done by the attack. Secondly, there is no attack that involves the character on the receiving end getting knocked through rocks or smashed into a hole in the ground. The Meteo attacks in this game are pretty cool however, as unlike DBZ 2 which used simple punch-kick combinations to knock opponents through rocks etc. The attacks in this game make use of fireballs as well. IMHO Vegita's Galactic Gunfire meteo is the best. Kaioshin and #18 don't have a meteo as far as I know, if you find one, drop me a line :) The Battle Option Screen: To access the options screen, press Start, and then Select during a battle. You will then see a screen with five lines. Here is what each one does: Line one: Command There are three options for this; Normal, Auto, and S-Auto (Semi- Auto) If you set this to Auto then your character will fire the most powerful energy move that he/she can with the amount of power currently in the power meter. Semi-Auto is similar, except that if you de