DragonBall Z "Super Legendary Battle" A Help Manual by Edward F. Rishel terishel@mcs.drexel.edu on InterNet 73477,730 on CompuServe With help from the readers of rec.games.video.nintendo opferman@jupiter.fnbc.com yuen%whipple@cs.wisc.edu and Joab Kong 1.0 Introduction: Dragonball is the smash hit comic by Akira Toriyama published weekly in Shonen Jump magazine in Japan. It started off as a martial arts comedy that draws characters from the Monkey King legend of China. Over the past couple of years, it has become even more action oriented with super heroic fights, aliens, cyborgs, and people throwing around enough energy to level a planet (and one of them does!) It has also spawned a TV series that has run around 300 episodes (Dragonball and Dragonball Z combined), eight theatrical releases, a few TV specials, three Famicom (Nintendo) games, and two Super Famicom (SNES) games (this being the most recent). This game is like your typical Street Fighter II clone except with some twists. The playing field is much bigger with a dual plane (ground and sky) combat system and all players can use long distance energy attacks. Each character has seven unique special attack with one undocumented maneuver with the exception of Son-Goku. 2.0 Characters: Son-Goku: Our hero. Wears the orange gi with black sash and has the spiked black hair. Sort of a thick headed person with a heart of gold. He is very strong and could already shrug off bullets early in life. He was sent to Earth as an infant from the saiya- jin home world just before Freeza destroyed it. He was raised by Son-Gohan and later trained by Muten Roshi and several other power martial artists. Super Saiya-jin Son-Goku: There is a legend among the saiya-jin race of a savior who will be the most powerful person in the universe and will avenge his people. This is the super saiya-jin. Goku becomes is when he fights Freeza on the planet Namek. In this form, he has green eyes and his hair becomes golden. This form is obtained when one's heart is filled with fury. Vejita: Short man wearing blue fighting suit with a white breast plate. A prince of the saiya-jin race and attitude personified. Originally came to Earth to look for Kakaroto (Goku's saiya-jin name) and fight him but he was beaten badly. Through a series of events and uneasy alliances he now fights alongside Goku but still vows that he will beat him one day. Vejita is very egotistical and believes he is the one who is supposed to be the super saiya- jin. Super Saiya-Jin Vejita: Much to the surprise of the others, Vejita does obtain the power to become the Super Saiya-Jin when our heroes fight Dr. Gear's androids (more on this later). Trunks: Young man with golden, spiked hair. A mysterious man from the future who reveals to Goku that he is the future son of Vejita and Buruma (one of the main characters not in this game). He came back in time to stop two androids from being built who would kill all our heroes and destroy the planet. He was trained by Goku's son and can also obtain the Super Saiya-Jin form. Super Saiya-Jin Son-Gohan: Young boy with golden, spiked hair. Son-Gohan is the first son of Son-Goku and ChiChi and is named after the old man who raised Goku. He was trained by Picollo Daimyo and sort of sees him as a second father. Gohan became Super Saiya-Jin after training in the Room of Space and Time. Picollo Daimyo: Alien with green skin and antennae. Born of the evil that God cast off before obtaining his divine status. Picollo was killed by Goku at the end of the first series but not before he gave birth to this current incarnation. Started off as a villain but soon reformed and recombined with God to become a Super Namek-Sei-Jin. Is very fond of Gohan. Freeza: Short, white alien with purple hi lights. Claims to be the most powerful being in the universe and is very evil. He destroyed the saiya-jin home world and personally killed Goku's real father. Android #20: Old man with the hat marked with the Double R symbol. Is in reality, a cyborg containing the brain of Dr. Gear, a scientist who has sworn to kill Goku after he destroyed the Red Ribbon Society. He built several androids to do the job for him but some of them were too dangerous so he kept them locked away. Android #16: Tall android with orange hair and light green armor. A prototype android who is 100% artificial in nature. Dr. Gear kept him locked away in fear that he would destroy the world but #17 and #18 activated him. He is a gentle being who only fights when necessary but he has been hard wired to seek out Goku and kill him. Android #18: Blond haired woman. One of the two androids that Trunks came back in time to warn the others about. She and #17 seem to only care about having fun, but fun to them can range from stealing a car to nuking a city. She is equipped with an infinite energy reactor and can never tire in combat. Cell: Tall and scrawny looking lizard like being. Before his death, at the hands of #17 and #18, Dr. Gear programmed his computer to build the perfect being. A couple of decades later, this creature emerged with the combined abilities of all our heroes but he was still not complete since he had to consume #17 and #18 in order to obtain his ultimate form. But the two androids had long since been destroyed by Trunks so he seeks out Trunks, kills him, and travels back into the past to find #17 and #18. Perfect Cell: This is Cell after he has consumed #17 and #18. He is perfect in mind, body, spirit, and power. He claims he can destroy entire suns with his new found powers but decides to have some fun with our heroes first by holding a contest in which if he wins, he gets to destroy the world. 3.0 Title Screen: After the game introduction and the opening comments that Goku and Picollo say to one another (skip it by pressing start) the title screen comes up. Here you see four options that you can select. They are as follows: Story Tenkai-Ichi Budokai Options Versus 3.1 Story: This is the option you select when you wish to play the story mode of the game in which you go through the opponents as Goku and his friends did in the TV series. You start off fighting as Goku but you get the choice using other characters as the story progresses. If you solve this game using certain characters on Difficulty Level 3 or above, you get to see the real ending (more on this later). 3.2 Options: There are four option screens that allow you to configure the game. They are as follows: 3.2.1 Option 1: Allows you to reconfigure the buttons of the game more to one's liking. The default buttons setup goes like this: Y: Punch B: Kick X: Change to sky or ground A: Fireball R: Fly forward/back L: Fly forward/back (R and L depend on facing of your character) 3.2.2 Option 2: This screen has the following settings on it: Continues: Values can be 0, 3, 5, 7, 10, or infinite. Default of 3. Sound: Either Stereo or Mono with a default of Stereo Slow Motion: Yes or No with a default of No. Meters: Determines whether life and energy bars are displayed during game play with a default of yes. Radar: Determine whether radar is shown during game play with a default of yes. 3.2.3 Option 3: Difficulty: Ranges from 1 to 4 with a default of 2. Super Moves Skill: Can be set so that one can do the moves by just pressing the A button when it is on Auto. (More on this later). Block Super Moves: Sets whether players can block the super moves or not. Default is yes. Music Test: One can sample the game music. Sound Test: One can sample the sound effects. 3.2.4 Command Help: This is an online reference that tells you how to do each of the 13 characters maneuvers. Some working knowledge of Japanese may be needed to understand which character you are looking at. (Note: In the game and in the instruction manual, they list the A button as the S button, the B button as the K button, and the Y button as the P button). 3.3 Tenkai-Ichi Budokai: This is Japanese for the Number One Martial Artist in the World Contest. It is a competition held once every three years with a large cash prize. Up to eight people can compete in this mode. You chose eight characters and the computer randomizes them for the elimination rounds. 3.4 Versus: This allows you to either fight the computer or a human opponent in the setting of your choice. As soon as the two opponents are chosen you go an option screen which has the following settings on it: Difficulty Level Starting Life for Fighters Playing Field for this fight Starting Energy for Fighters BGM for this fight Automatic Super Moves On/Off End Block Super Moves On/Off These values can be configured by pressing the start button or the buttons on the joy pad. After configuring the settings for this one fight, Player 1 must choose End and the battle begins. After the fight is over and the winner gloats a screen comes up showing points scored based on hits made, life remaining, and bonus points with a grand total. Also shown is percentage of hits that struck home and percentage of hits guarded against. The final thing shown is the finishing blow of the match. After this, press a button to get back to the character selection screen. 4.0 Game Play: The object of the game is to fight your opponent and knock their life down to zero thus winning the match. Unlike Street Fighter II, this is not a best out of three match. It is one match only. 4.1 Screen: The screen shows the playing field when combat begins. Opponents start facing one another and are on the same screen. There are two sets of two bars at the top of the screen. The top two show the current life of both fighters. A fighter can have up to three bar fulls of life. The life bars are colored green, yellow, and red. Green is the most full a life bar can be. If a green life bar of a fighter is knocked down to zero during combat then the life bar will turn yellow then when that is knocked down it is turned to red and when the red life bar runs out then the fighter is defeated. Note: in the story mode, some of the computer opponents will start out with more life than you thus you can gauge them by looking at the color of their life bar before combat begins. The bottom two sets of bars show the energy or "ki" of the two fighters. This can only fill up one bar (the color red). Energy determines when and how powerful a super move can be performed. After a super move is performed then the energy used is subtracted from the fighter's bar. Also, when an energy bar fills up, the fighter begins to flash on and off meaning they are temporarily stronger, can hit harder, and jump higher. This is temporary though and as soon as it wears off, your energy bar drops back down to half full. Note: Before versus combat begins, the players can adjust their starting life and energy. Also displayed near the life and energy bars is the names of the two fighters in Japanese. Below the energy bars is the radar. In situations in which the fighters move off screen in relation to one another, the radar is used to keep track of where they are. Radar can also track fireballs that fighters toss at one another so they can see them coming and take evasive maneuvers if they so desire. Fighters are represented as different colored squares and fireballs as yellow circles on the radar. Note: Some of the fighters are invisible to radar as are their attacks. This applies to Dr. Gear's androids since they are artificial beings and then only during the story mode. When players move off the screen in relation to one another, the playing field will split with a line dividing the playing fields of both opponents. The color of this line ranges from red to yellow to black which is a good gauge for how far an opponent is if they are invisible to radar. Another purpose the color of the dividing line serves is to tell when you are in range to do a super move. When it is black, the fighters are out of range. When it is yellow (and sometimes when it is red) a fighter can get off a super move if they have enough energy. Finally, there are two levels the fighters can duke it out on. The can either be on the ground or up flying in the sky. This does not change game play much except that it makes it easier for one fighter to zip past another if one is on the ground and the other up in the sky. 4.2 Joy pad: Directional Pad: A fighter's movement is controlled by the pad. Pushing up allows a fighter to jump straight up. Pushing diagonally up to either the left or right will cause the fighter to jump forwards or backwards. Pushing down while on the ground causes the fighter to crouch down. While up in the sky, pushing down will cause the fighter to start charging them self up and their energy bar will charge even quicker than before. To walk forward or backward (or fly slowly forward or backward while in the sky) is down by pushing left or right. Defending from punches, kicks, and fireballs is done by pushing away from the incoming attack. Note: Take a look at your energy bar after you successfully block, notice that your energy bar goes up some. A defensive crouch is done by pushing diagonally down and away from the incoming attack. Note on Joypad Descriptions: When it comes to describing joy pad movements, assume that the pad is a compass with up being north, down being south, right being west, etc. The moves are described assume that the player is facing to the right. If they are facing to the left then do the mirror image of the move described. EXAMPLE: Goku's Kami- Hami Ha is done by pressing S, SW, W, E, then A. If the player is facing to the left then you do it by pressing S, SE, E, W, then A. Also if a plus sign is listed next to a joy pad direction and a button then you press that joy pad direction while simultaneously pressing the button. EXAMPLE: N+A mean press up and A at the same time. Any move that is a super move is marked with an "*" after then move description. The undocumented move is marked with an "=". X Button: This allows a fighter to fly up into the sky or land back on the ground. This can only be done when the split screen is on. One cannot do this when both fighters are on the same screen. A Button: This throws the generic fireball attack. It is a small burst of energy that travels across the screen towards you opponent and has a limited range. The A button is also used in conjunction with joy pad moves to perform other maneuvers and defenses (more on this later). B Button: This throws a simple kick. When used in conjunction with the joy pad, more elaborate moves can be done. Y Button: This throws a simple punch. As with the kick button, more elaborate attacks can be done with the Y button. Left & Right Buttons: These allow the player to fly forward or backward very fast depending on which direction they are facing. While flying very fast, a fighter can ram his or her opponent to cause damage but is helpless against any attacks since it takes a second to stop and then block. Start Button: This pauses the game during combat and is used to select options elsewhere. Select Button: This is not used in combat but when the game is paused, pressing the select button on the first pad will bring up the option screens so the game can be reconfigured in the middle of combat. 4.3 A Note About Fatigue: During game play, fighters generally try to beat the living stuffings out of one another but just because these are super heroes does not mean they don't get tired. A player can wear him or herself out by throwing four or five fireballs in rapid succession. When you try to throw one more fireball past your limit, it will fizzle in front of you and your fighter slumps and begins panting. When in this state, the fighter is helpless to defend from any incoming attacks. Any attacks that strike will snap them out of it but not before they take damage. This goes for both regular attacks and super moves done against them. Also, a fighter can be fatigued if they take several rapid hits from their opponent and are knocked over. Fatigue only lasts a few seconds but in those few seconds, your opponent can send a powerful attack your way that you cannot defend against. #16 and #18 are not subject to fatigue. 4.4 Super Moves and Defenses: Dragonball is a super hero comic after all so what would it be without super powers? Each of the fighters has at least one super move that they can perform. These are long distance attacks in which the fighter powers up and then throws a powerful energy attack at their opponent. The victim is not completely helpless though and there are several ways of protecting them self from the incoming attack. As mentioned earlier, a super move can be performed when the two fighters are apart and the dividing line is either yellow or red and the attacker has enough energy to attack (usually more than one quarter energy). The attacker then performs the necessary joy pad movements and then we see the attack go off. The view then switches to the defender who is in a defensive crouch. The defender then changes his or her position which signals that any defenses should be done now. The player playing the defender must act fast because the incoming attack will strike mere seconds after the defender changes stance. The following defenses are possible: Block: Push away from direction of incoming attack and then press A. Only 1/2 damage done. Dodge: Push up, then down, then A. Only 1/4 damage done. Disperse: Press away from attack, then press towards attack, then press A. Attack is destroyed and no damage is done. Deflect: Assuming that the defender is facing to the right press W, SW, S and then A. Defender swats attack aside. No damage done. Reflect: Assuming that the defender is facing to the right press W, SW, S, SE, E then press A. The attack is reflected back to the attacker who must do a defense immediately but can only Block or Dodge. No damage is done to the initial defender. Sometimes unreliable and may blow up in the defender's face. Shield: Can only be done by Android #18. Press up then A. An energy shield will form and block the attack. No damage done. Absorb: Can only be done by Android #20. Press up then A. #20 will cry out "NOW!" in Japanese and absorb the energy from the attack and add it to his life bar. Note: These moves to defend have to be done immediately after the defender changes stance and have to be done fast! On the higher difficulty levels such moves as deflect and reflect are much harder to use. 4.4.1 Automatic Super Moves: In the versus configuration & options screens, there is an option that allows for automatic super moves. What this does is to eliminate the need for complex joy pad movements to get the super moves off. Instead, all one had to do is press the A button when one is the proper distance and had the right amount of energy to do a super move. The computer will select one for you. The drawback is that you cannot choose which super move is about to be done and you have no choice whether you are going to throw a regular fireball or other moves that use the A button. 5.0 Character Move Descriptions: Each character has typically seven moves listed in the instruction manual with the exception of Son-Goku. In addition to these listed moves there is one undocumented maneuver. Assume that all players are facing to the right, otherwise do the mirror image. Son-Goku: Fireball: Press A Kai-Oh Ken: Press and hold SW, S, or SE for one to two seconds then press N+A. This is a move that allows Goku to start flashing and get extra strength and speed without waiting for his energy bar to reach full. Does not last long. Genki-Dono: S, SE, E+A This takes a few seconds for Goku to charge up and fire. It is more powerful and faster than a regular fireball but it will also follow your opponent if they try to avoid. May leave you open to attack. Kami-Hami Ha: S, SW, W, E+A * Mega Genki-Dono: E, SE, S, SW, W+A * Jump Up and Kick: SW, NE+B Flying Jump Kick: E, S+B Done while Goku is jumping. Back Up then Charge: S, SW, W+Y Throw, Slam, Charge Combo: W, SW, S, SE, E, NE, N+B = Cell: Fireball: Press A Ground Wave: W, SW, S+A Energy Steal: E, SE, S, SW, W+A Cell's tail stinger hits opponent and sucks life force from them and adds to Cell's. Kami-Hami Ha: S, SW, W, E+A * Ma-Ken-Ko San-Po: W, SW, S, SE+A * Sliding Kick: W, SW, S+B Tail Swipe: SW, NE+B Buster Kick: E, SE, S, SW, W+B = Picollo: Fireball: Press A Eye Beams: W, E+A Tracking Fireball: S, SE, E+A Like's Goku's Genki-Dono, this follows the opponent but does not take any time to charge up. Ma-Ken-Ko San-Po: W, SW, S, SE+A * Super Ki Discharge: E, SE, S, SW, W+A * Flying Jump Kick: E, S+B Done while Picollo is jumping. Double Flying Kick: E, W, E+B Stretch Arm Grab and Kick: E, SE, S, SW, W+B = Vejita: Fireball: Press A Rapid Fireballs: S, SW, W+A This shoots off three fireballs in rapid succession with the third one going a little bit further than the first two. Big Burn Attack: S, SW, W, E+A * Final Crush: W, SW, S, SE, E+A * Sliding Kick: S, SE, E+B Flip and Charge: S, SW, W+Y Flip and Kick: SW, NE+B Super Dash: E, W, E+Y = Freeza: Fireball: Press A Finger Beam: E, W+A Invisible Shockwave: S, SE, E+A Spinning Disk: W, SW, S+A * Planet Buster: E, SE, S, SW, W+A * Backup & Elbow Strike: S, SW, W+Y Jumping Tail Spin: SW, NE+Y Spiral Tail Attack: W, SW, S, SE, E+B = Android #20: Fireball: Press A Eye Beams: W, E+A Energy Drain: E, SE, S, SW, W+A #20 grabs opponent and sucks life from them and adds to his own. Must be within striking distance. Energy Discharge: S, SE, E+A * Head Bang Jump: SW, NE+Y Head Bang Charge: S, SW, W+Y Flutter Dance: E, W, E+Y = Upper Cut Combo: S, SE, E+Y = Android #18: Fireball: Press A Ground Wave: W, SW, S+A Tracking Fireball: S, SE, E+A Like's Goku's Genki-Dono, this follows the opponent but does not take any time to charge up. Energy Discharge: S, SW, W, E+A * Flip and Butt Slam: SW, NE+B Sliding Kick: S, SE, E+B Retreat then Charge: S, SW, W+Y Hip Attack: S, SE, E+Y = Android #16: Fireball: Press A Eye Beams: W, E+A Rocket Punch: S, SE, E+A Hell's Crush: W, SW, S, SE+A * Jump Kick: SW, NE+B Shrug Punch: W, E+Y Spin Kick: S, SE, E+B Hurricane Crusher: E, W, E+B = Special Character Move Descriptions: These are the five characters one can only play by getting to them in the story mode or entering the boss code (described later). Trunks: Fireball: Press A Rapid Fireballs: S, SW, W+A This shoots off three fireballs in rapid succession with the third one going a little bit further than the first two. Super Move 1: W, SW, S, SE, E+A * Super Move 2: S, SE, W, E+A * Flip & Kick: SW, NE+B Charge & Attack: S, SW, W+Y Flying Jump Kick: E, S+B Done while Trunks is jumping. Tornado Shot: W, SW, S, SE, E+B = Super Saiya-Jin Son-Gohan Fireball: Press A Rapid Fireballs: S, SW, W+A This shoots off three fireballs in rapid succession with the third one going a little bit further than the first two. Super Move 1: W, SW, S, SE+A * Ma-Sen-Koh: W, SW, S, SE, E+A * Flip & Smash Kick: SW, NE+B Sliding Kick: S, SE, E+B Flying Jump Kick: E, S+B Done while Gohan is jumping. Explosive Punch: E, W, E+Y = Perfect Cell: Fireball: Press A Rapid Rapid Fireballs: S, SW, W+A This shoots off three fireballs in rapid succession with the third one going a little bit further than the first two. Super Ma-Ken-Ko San-Po: S, SW, W, E+A * Double Fireball: W, SW, S, SE, E+A * Perfect Attack: SW, NE+B Sliding Kick: W, SW, S+B Flying Jump Kick: E, S+B Done while Perfect Cell is jumping. Buster Kick: E, SE, S, SW, +B = Super Saiya-Jin Son-Goku: Fireball: Press A Rapid Fireballs: S, SW, W+A This shoots off three fireballs in rapid succession with the third one going a little bit further than the first two. Genki-Dono: S, SE, E+A This is an improved version of the old Genki-Dono in that Goku does not have to take time to cast it. Kami-Hami Ha: S, SW, W, E+A * Back Up & Charge: S, SW, W+Y Flying Jump Kick: E, S+B Done while Goku is jumping. Jump & Kick: SW, NE+B Four Chain Kicks: W, SW, S, SE, E+B = Throw, Slam, Charge Combo: W, SW, S, SE, E, NE, N+B = Super Saiya-Jin Vejita: Fireball: Press A Rapid Fireballs: S, SW, W+A This shoots off three fireballs in rapid succession with the third one going a little bit further than the first two. Big Burn Attack: S, SW, W, E+A * Final Crush: W, SW, S, SE, E+A * Sliding Kick: S, SE, E+B Flip and Charge: S, SW, W+Y Flip and Kick: SW, NE+B Super Dash: E, W, E+Y = 6.0 Codes: No good video game is complete without a whole bunch of codes "accidentally" left in by the programmers before the game ships. Here are the ones known so far: Boss Code: During the still shots opening sequence (following Goku's greeting) hold down the L & R buttons and make press the X, Y, A, & B buttons in a clockwise motion while twirling the joy pad in a counter clockwise motion. You should hear a chime but don't stop! Keep on going until you hear Goku's voice again. The first chime signals the Same Character vs. Same Character code has been entered for versus mode. Goku's voice signals that the complete code has been enter and that you can now play the five special characters. Upon entering the first part of this code, any fight in which you play the same character against him or herself, you get to hear some of the other sound effects heard in the sound test. Invincibility Code: Before you get your hopes up and think this is the solution to beat level three I must tell you that this works both ways. Neither you nor your opponent can be harmed so it is good only for practice. When the intro appears, press A to to get the game title to appear. Goku and Picollo are in the background. Wait for a while and they will start to fight. While they are fighting, press L and R buttons, select and start. This will reset game and go back to the beginning. Hit any button to go to the main menu and select the Option menu. If you do this correctly then you will see that the game level is shown as 4. Computer Control Code: During the Versus mode and the Tenkai-Ichi Budokai mode, either player can set their fighter to computer mode. Just pause the game and hold down the X, Y, A & B buttons at once and you should hear a tone. Now the fighter controlled by that pad is cruising on automatic. To turn computer control off, just repeat the code. 7.0 The Real Ending: Normally, upon defeating the game, you see DenDen revive the Dragon God after Cell's defeat and the game ends. To see the real ending you must fight the game on difficulty level 3 and fighting each opponent in the following manner: Goku vs. Picollo Goku vs. Vejita Goku vs. Freeza Picollo vs. Android #20 Vejita vs. Android #18 Picollo vs. Cell Goku vs. Android #16 Vejita vs. Trunks Goku vs. Gohan Gohan vs. Perfect Cell After Perfect Cell is defeated you see "The End" but you must wait until you see "Final Battle"! Get ready to duke it out to see the real ending! I have yet to confirm that such an ending exists.